📄 mapserversocket.h
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void PacketSend_StallItemPriceDown (_LPSOCKET_FD pSocketFD, _LPZP_STALLITEMPRICEDOWN_ASK pPacket );
// --------------------------------------------------------------------------------
// Iventry & 芒绊 包访 Functions
// --------------------------------------------------------------------------------
void PacketSend_InventoryCreate (_LPSOCKET_FD pSocketFD, CItem *pItem );
void PacketSend_InventoryChange (_LPSOCKET_FD pSocketFD, CItem *pItem);
void PacketSend_InventoryDelete (_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);
void PacketSend_InventoryUpdate (_LPSOCKET_FD pSocketFD, CItem *pItem);
// --------------------------------------------------------------------------------
// Item包访 Packet贸府
// --------------------------------------------------------------------------------
bool ItemCreateMemory (CItem *pItem, _POINT_TILE pTile, int pType=0 ); // Item Memory俊 积己
bool ItemCreateMemorySingle (_LPSOCKET_FD pSocketFD, CItem *pItem, _POINT_TILE pTile );
void PacketSend_ItemCreate (CItem *pItem );
void PacketSend_ItemCreateSigle (_LPSOCKET_FD pSocketFD, CItem *pItem);
void PacketSend_ItemDelete ( CItem *pItem );
void PacketSend_ItemDrop (CItem *pItem);
void PacketSend_ItemDelete (_LPSOCKET_FD pSocketFD, DWORD pItemHandle );
// --------------------------------------------------------------------------------
// 捞悼 包访 Functions
// --------------------------------------------------------------------------------
void PacketSend_MoveZone (_LPSOCKET_FD pSocketFD, _POINT_TILE pTile );
void PacketSend_CellNPCCreate (_LPSOCKET_FD pSocketFD, NPC *pNPC);
void PacketSend_CellPlayerNew (_LPSOCKET_FD pSocketFD, PlayerInfo *pPlayer );
void PacketSend_CellMove (_LPSOCKET_FD pSocketFD );
void PacketSend_MoveZone (_LPSOCKET_FD pSocketFD );
// --------------------------------------------------------------------------------
// Party Finctions
// --------------------------------------------------------------------------------
void PacketSend_PartyJoinAnswer (_LPSOCKET_FD pSocketFD, char pToPlayerID[20], char pFromPlayerID[20], BYTE pResult );
void PacketSend_PartyJoinRequest (_LPSOCKET_FD pSocketFD, _LPZP_PARTYJOINREQ_ASK pPacket );
void PacketSend_PartyChat (_LPSOCKET_FD pSocketFD, _LPZP_PARTYCHAT_REP pPacket );
void PacketSend_PartyRefresh (_LPSOCKET_FD pSocketFD, _LPZP_PARTYREFRESH_REP pPacket );
void PacketSend_PartyList (_LPSOCKET_FD pSocketFD, _LPZP_PARTYLIST_REP pPartyMember );
void PacketSend_PartyList (_LPSOCKET_FD pSocketFD, _LPZW_PARTYLIST_REP *pPacket );
void PacketSend_PartyLeave (_LPSOCKET_FD pSocketFD, _LPZP_PARTYLEAVE_REP pPacket );
void PacketSend_PartyJoin (_LPSOCKET_FD pSocketFD, _LPZP_PARTYJOIN_REP pPacket );
void PacketSend_PartyCreate (_LPSOCKET_FD pSocketFD, _LPZP_PARTYCREATE_REP pPacket );
void PacketSend_PartyDelete (_LPSOCKET_FD pSocketFD );
// --------------------------------------------------------------------------------
// 傍拜 包访 Packet贸府
// --------------------------------------------------------------------------------
void PacketSend_Attack (_LPSOCKET_FD pSocketFD, DWORD dwAttackHandle, DWORD dwAttackedHandle, CPlayer *pPlayer );
void PacketSend_ArcherAttack (_LPSOCKET_FD pSocketFD, _LPZP_ARCHERATTACK_REP pMultiAttack );
void PacketSend_ArrowUpdate (_LPSOCKET_FD pSocketFD, CItem *pItem);
// --------------------------------------------------------------------------------
// 胶懦 包访 Packet贸府
// --------------------------------------------------------------------------------
void PacketSend_SkillAttackMulti(_LPSOCKET_FD pSocketFD, _LPZP_SKILLATTACKMULTI_REP pMultiAttack);
void PacketSend_SkillAttackReactPoint(_LPSOCKET_FD pSocketFD, DWORD dwAttackHandle, DWORD dwAttackedHandle, WORD wSkillIndex, CPlayer *pPlayer );
void PacketSend_SkillAttackReady( _LPSOCKET_FD pSocketFD, DWORD dwAttackHandle, WORD wSkillIndex );
void PacketSend_ChangePlayerSkill( _LPSOCKET_FD pSocketFD, CEnchant *pEnchant );
void PacketSend_PlayerSkill( _LPSOCKET_FD pSocketFD , CEnchant *pEnchant );
void PacketSend_PlayerSkillCreate(_LPSOCKET_FD pSocketFD, CEnchant *pEnchant );
// Jason 2004-05-13
void PacketSend_SkillInstantMoveAttackMulti(_LPSOCKET_FD pSocketFD, _LPZP_SKILLINSTANTATTACK_REP pMultiAttack);
void PacketSend_SkillChinLighting(_LPSOCKET_FD pSocketFD, _LPZP_SKILLATTACKMULTI_REP pMultiAttack);
void PacketSend_SkillEnchant( _LPSOCKET_FD pSocketFD, _LPZP_SKILLENCHANT_ASK pPacket);
void PacketSend_SkillInstant( _LPSOCKET_FD pSocketFD, _LPZP_SKILLINSTANT_ASK pPacket);
void PacketSend_SkillEnchantAttack( _LPSOCKET_FD pSocketFD, _LPZP_SKILLENCHANTATTACK_ASK pPacket);
// --------------------------------------------------------------------------------
// 盲泼 包访 & MSG Packet贸府
// --------------------------------------------------------------------------------
void PacketSend_FindPlayer (_LPSOCKET_FD pSocketFD, char pPlayerID[20], BYTE pResult );
void PacketSend_ChatMsg (_LPSOCKET_FD pSocketFD, _LPZP_CHATMSG pPacket );
void PacketSend_ChatWhisperMsg (_LPSOCKET_FD pSocketFD, _LPZP_CHATWHISPER_REP pZemiPacket);
void PacketSend_NoticeMsg ( char * pMsg );
void PacketSend_WarningMsg (_LPSOCKET_FD pSocketFD, char * pMsg );
void PacketSend_WarningMsg (_LPSOCKET_FD pSocketFD, int pMsgID );
// --------------------------------------------------------------------------------
// 辨靛 包访 Function
// --------------------------------------------------------------------------------
void Packet_GuildForceDisband (_LPDBPACKET pDBPacket );
void PacketSend_GuildJoinAnswer (_LPSOCKET_FD pSocketFD, char * pToPlayerID, char * pFromPlayerID, GUILD_ENUM Result );
void PacketSend_GuildJoinRequest(_LPSOCKET_FD pSocketFD, _LPZP_GUILDJOINREQ_ASK pPacket );
void PacketSend_GuildNoticeMsg (_LPZW_GUILDNOTICEMSG pMsg );
void Packet_GuildForceKickMember(_LPDBPACKET pDBPacket );
void Packet_GuildForceMarkChange(_LPDBPACKET pDBPacket );
void Packet_GuildInforChange (_LPDBPACKET pDBPacket );
void Packet_GuildInforServer (_LPDBPACKET pDBPacket );
void PacketSend_GuildSkillCreate(_LPSOCKET_FD pSocketFD, CGuildSkill * pGuildSkill );
#ifdef DEF_GUILDWAR
void Packet_GuildChangeExp( _LPDBPACKET pDBPacket );
#endif
// --------------------------------------------------------------------------------
// 模备 包访 Function
// --------------------------------------------------------------------------------
void PacketSend_FriendRegAnswer (_LPSOCKET_FD pSocketFD, char * pToPlayerID, char * pFromPlayerID, FRIEND_ENUM Result );
void PacketSend_FriendRegRequest(_LPSOCKET_FD pSocketFD, _LPZP_FRIENDREGREQ_ASK pPacket );
void FriendReg (_LPDBPACKET pDBPacket );
void FriendDismiss (_LPDBPACKET pDBPacket );
void FriendInfor (_LPDBPACKET pDBPacket );
// --------------------------------------------------------------------------------
// 荤捧厘 包访 Function
// --------------------------------------------------------------------------------
void FightzoneList (_LPDBPACKET pDBPacket );
void FightzoneReserve (_LPDBPACKET pDBPacket );
void FightzoneMatchStart (_LPDBPACKET pDBPacket );
void PacketSend_PVPRequest (_LPSOCKET_FD pSocketFD, _LPZP_PVPREQ_ASK pPacket );
void PacketSend_PVPAnswer (_LPSOCKET_FD pSocketFD, _LPZP_PVPANS_ASK pPacket );
void PacketSend_PVPPrizeStart (_LPSOCKET_FD pSocketFD, DWORD pHandle );
void PacketSend_PVPPrizeCreate (_LPSOCKET_FD pSocketFD, CItem *pItem, BYTE pWhere, BYTE pSubX, BYTE pSubY);
void PacketSend_PVPPrizeAct (_LPSOCKET_FD pSocketFD, _LPZP_INVENTORYACT_ASK pPacket );
void PacketSend_PVPPrizeDelete (_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);
void PacketSend_PVPPrizeMoney (_LPSOCKET_FD pSocketFD, DWORD pMoney );
void PacketSend_PVPPrizeCancel (_LPSOCKET_FD pSocketFD, DWORD pHandle );
void PacketSend_PVPPrizeOK (_LPSOCKET_FD pSocketFD );
void PacketSend_PVPPrizeEnd (_LPSOCKET_FD pSocketFD);
void Teleport (_LPSOCKET_FD,_POINT p,BYTE nType = 0);
void MapMove (_LPSOCKET_FD,int MapSeq, _POINT p);
void FightZoneTeleport (_LPSOCKET_FD lpSocketFD, _LPSOCKET_FD lpToSocket ,_LPZW_FIGHTZONERESERVE Packet,bool bMatchClear = false) ;
void ObserverTeleport (_LPSOCKET_FD lpSocketFD,_LPZW_FIGHTZONERESERVE Packet) ;
void ObserverTeleport (_LPSOCKET_FD lpSocketFD,DWORD dwMapSEQ, _POINT Point) ;
void PacketSend_PVPStart (_LPSOCKET_FD pSocketFD );
void PacketSend_PVPWin (_LPSOCKET_FD pSocketFD );
void PacketSend_PVPLose (_LPSOCKET_FD pSocketFD );
// --------------------------------------------------------------------------------
// Trade 贸府 Function
// --------------------------------------------------------------------------------
void PacketSend_TradeRequest (_LPSOCKET_FD pSocketFD, DWORD pHandle );
void PacketSend_TradeAck (_LPSOCKET_FD pSocketFD, DWORD pHandle, BYTE pResult );
void PacketSend_TradeStart (_LPSOCKET_FD pSocketFD, DWORD pHandle );
void PacketSend_TradeAct (_LPSOCKET_FD pSocketFD, _LPZP_INVENTORYACT_ASK pPacket );
void PacketSend_TradeCreate (_LPSOCKET_FD pSocketFD, CItem *pItem, BYTE pWhere, BYTE pSubX, BYTE pSubY);
void PacketSend_TradeOK (_LPSOCKET_FD pSocketFD );
void PacketSend_TradeAct (_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
void PacketSend_TradeMoney (_LPSOCKET_FD pSocketFD, DWORD pMoney );
void PacketSend_TradeEnd (_LPSOCKET_FD pSocketFD);
void PacketSend_TradeDelete (_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);
void PacketSend_PlayerIn ( _LPSOCKET_FD pSocketFD, char pResult, char * pMsgID = NULL );
void PacketSend_GhostDelete (_LPSOCKET_FD pSocketFD, DWORD pObjectHandle );
void PacketSend_ChangeBankGold (_LPSOCKET_FD pSocketFD);
void PacketSend_MapShutDown();
// --------------------------------------------------------------------------------
// Dead Function
// --------------------------------------------------------------------------------
void PacketSend_Dead ( _LPSOCKET_FD pSocketFD, DWORD dwDeadHandle, BYTE nDeadType, BYTE nAttackType, WORD pSkillIndex, DWORD pAttackerHandle = 0);
void PacketSend_Dead ( BYTE pMapLayer, _POINT pPoint, DWORD dwDeadHandle, BYTE nDeadType, BYTE nAttackType, WORD pSkillIndex, DWORD pAttackerHandle=0, DWORD pChannelHandle=0);
// --------------------------------------------------------------------------------
// NPC Attack Send Functions
// --------------------------------------------------------------------------------
void PacketSend_NPCSkillEnchant( BYTE pMapLayer, _POINT pPoint, _LPZP_SKILLNPCENCHANT_REP pSkillEnchant, DWORD pChannelHandle=0);
void PacketSend_NPCSkillInstantEnchant( BYTE pMapLayer, _POINT pPoint, _LPZP_SKILLINSTANT_REP pSkillInstant, DWORD pChannelHandle=0);
// --------------------------------------------------------------------------------
// 芒绊 包访
// Jason 2004-05-14
// --------------------------------------------------------------------------------
void PacketSend_ChangeBankLock( _LPSOCKET_FD pSocketFD, BYTE nResult);
void PacketSend_ChangeBankPassword( _LPSOCKET_FD pSocketFD, BYTE nResult);
void Send_SingleNoEncrpt( _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket ); // Single Message傈价
#ifdef DEF_SECURITYPACKET
void PacketSend_Seed( _LPSOCKET_FD pSocketFD);
#endif
// --------------------------------------------------------------------------------
// NPC包访 Functions
// --------------------------------------------------------------------------------
void PacketSend_NPCCreate(NPC *pNPC);
void PacketSend_NPCMove( NPC * pNPC );
void PacketSend_NPCAttack( BYTE pMapLayer, _POINT pPoint, DWORD dwAttackHandle, DWORD dwAttackedHandle, CPlayer *pPlayer, DWORD pChannelHandle=0 );
void PacketSend_NPCSummon(_LPSOCKET_FD pSocketFD, NPC * pNPC) ;
void PacketSend_NPCSummonDead(_LPSOCKET_FD pSocketFD, NPC * pNPC) ;
//Jason 2004-10-06
void PacketSend_NPCMenu(_LPSOCKET_FD pSocketFD, NPC *pNPC);
#ifdef DEF_AUTHCODE
void PacketSend_NPCMenuAuthCode(_LPSOCKET_FD pSocketFD, NPC *pNPC);
#endif
// --------------------------------------------------------------------------------
// GM 包访包访 Functions
// --------------------------------------------------------------------------------
void PacketSendGM_Disconnect (_LPSOCKET_FD pSocketFD, char pPlayerID[] );
void PacketSendGM_Silent (_LPSOCKET_FD pSocketFD, _LPZG_SILENT_REP pPacket );
#ifdef DEF_KUMA_GAMBLE
void PacketSend_Gambling (_LPSOCKET_FD pSocketFD, BYTE nSeq, BYTE nResult );
void PacketSend_GambleLuckOption (_LPSOCKET_FD pSocketFD );
void PacketSend_GambleLuckOptionMulti ();
#endif
// --------------------------------------------------------------------------------
// AZIT Function
// --------------------------------------------------------------------------------
#ifdef DEF_AZIT
void PacketSend_AzitWarPoint (_LPSOCKET_FD pSocketFD, Azit *pAzit );
#endif
// --------------------------------------------------------------------------------
// Batch Job包访 Functions
// --------------------------------------------------------------------------------
void Batch_RechargeHPMP();
void Batch_PlayerDBUpdate();
void Batch_ItemAliveCheck();
void Batch_QuestTimer();
void Batch_AutoAlign();
void Batch_Party();
void Batch_EnchantCheck();
#ifdef DEF_AZITSIMULATION
void Batch_AzitTaxSave() ;
#endif
#ifdef DEF_AZIT
void Batch_AzitTimer();
#endif
#if defined(DEF_SPEEDHACK) || defined(DEF_KORSPEEDHACK)
//Jason 2004-09-20-china
void Batch_HackingConnections();
//Jason 2004-09-28
//true - should return
bool Detecting_SpeedHack(int nPacketType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
//过荤/泵荐/唱赣瘤 胶懦 盒幅
bool Detecting_SkillSpeedHack(int nCharaterType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
//过荤/唱赣瘤 胶懦 牢忙飘 盒幅
bool Detecting_SkillEnchantSpeedHack(int nCharaterType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
//Chain Lightning
bool Detecting_ChainLightningSpeedHack(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
#endif
#ifdef DEF_PRODUCTION_DECOMPOSITON
//Jason 2004-10-12
void PacketSend_Production(_LPSOCKET_FD pSocketFD, BYTE nResult );
void PacketSend_Decompose(_LPSOCKET_FD pSocketFD, BYTE nResult );
void Estimate_Item( _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
void Produce_Item(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
void Decompose_Item(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
#endif
void Gambling(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
void DB_ServerStop();
void DB_ServerStart();
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