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forked from metin2/server
server/src/game/src/input.h
2024-04-07 12:54:57 +02:00

339 lines
11 KiB
C++

#ifndef __INC_METIN_II_GAME_INPUT_PROCESSOR__
#define __INC_METIN_II_GAME_INPUT_PROCESSOR__
#include "packet_info.h"
enum
{
INPROC_CLOSE,
INPROC_HANDSHAKE,
INPROC_LOGIN,
INPROC_MAIN,
INPROC_DEAD,
INPROC_DB,
INPROC_P2P,
INPROC_AUTH,
};
void LoginFailure(LPDESC d, const char * c_pszStatus);
class CInputProcessor
{
public:
CInputProcessor();
virtual ~CInputProcessor() {};
virtual bool Process(LPDESC d, const void * c_pvOrig, int iBytes, int & r_iBytesProceed);
virtual BYTE GetType() = 0;
void BindPacketInfo(CPacketInfo * pPacketInfo);
void Pong(LPDESC d);
void Handshake(LPDESC d, const char * c_pData);
void Version(LPCHARACTER ch, const char* c_pData);
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData) = 0;
CPacketInfo * m_pPacketInfo;
int m_iBufferLeft;
CPacketInfoCG m_packetInfoCG;
};
class CInputClose : public CInputProcessor
{
public:
virtual BYTE GetType() { return INPROC_CLOSE; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData) { return m_iBufferLeft; }
};
class CInputHandshake : public CInputProcessor
{
public:
CInputHandshake();
virtual ~CInputHandshake();
virtual BYTE GetType() { return INPROC_HANDSHAKE; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
protected:
CPacketInfo * m_pMainPacketInfo;
};
class CInputLogin : public CInputProcessor
{
public:
virtual BYTE GetType() { return INPROC_LOGIN; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
protected:
void Login(LPDESC d, const char * data);
void LoginByKey(LPDESC d, const char * data);
void CharacterSelect(LPDESC d, const char * data);
void CharacterCreate(LPDESC d, const char * data);
void CharacterDelete(LPDESC d, const char * data);
void Entergame(LPDESC d, const char * data);
void Empire(LPDESC d, const char * c_pData);
void GuildMarkCRCList(LPDESC d, const char* c_pData);
// MARK_BUG_FIX
void GuildMarkIDXList(LPDESC d, const char* c_pData);
// END_OF_MARK_BUG_FIX
void GuildMarkUpload(LPDESC d, const char* c_pData);
int GuildSymbolUpload(LPDESC d, const char* c_pData, size_t uiBytes);
void GuildSymbolCRC(LPDESC d, const char* c_pData);
void ChangeName(LPDESC d, const char * data);
};
class CInputMain : public CInputProcessor
{
public:
virtual BYTE GetType() { return INPROC_MAIN; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
protected:
void Attack(LPCHARACTER ch, const BYTE header, const char* data);
int Whisper(LPCHARACTER ch, const char * data, size_t uiBytes);
int Chat(LPCHARACTER ch, const char * data, size_t uiBytes);
void ItemUse(LPCHARACTER ch, const char * data);
void ItemDrop(LPCHARACTER ch, const char * data);
void ItemDrop2(LPCHARACTER ch, const char * data);
void ItemMove(LPCHARACTER ch, const char * data);
void ItemPickup(LPCHARACTER ch, const char * data);
void ItemToItem(LPCHARACTER ch, const char * pcData);
void QuickslotAdd(LPCHARACTER ch, const char * data);
void QuickslotDelete(LPCHARACTER ch, const char * data);
void QuickslotSwap(LPCHARACTER ch, const char * data);
int Shop(LPCHARACTER ch, const char * data, size_t uiBytes);
void OnClick(LPCHARACTER ch, const char * data);
void Exchange(LPCHARACTER ch, const char * data);
void Position(LPCHARACTER ch, const char * data);
void Move(LPCHARACTER ch, const char * data);
int SyncPosition(LPCHARACTER ch, const char * data, size_t uiBytes);
void FlyTarget(LPCHARACTER ch, const char * pcData, BYTE bHeader);
void UseSkill(LPCHARACTER ch, const char * pcData);
void ScriptAnswer(LPCHARACTER ch, const void * pvData);
void ScriptButton(LPCHARACTER ch, const void * pvData);
void ScriptSelectItem(LPCHARACTER ch, const void * pvData);
void QuestInputString(LPCHARACTER ch, const void * pvData);
void QuestConfirm(LPCHARACTER ch, const void* pvData);
void Target(LPCHARACTER ch, const char * pcData);
void Warp(LPCHARACTER ch, const char * pcData);
void SafeboxCheckin(LPCHARACTER ch, const char * c_pData);
void SafeboxCheckout(LPCHARACTER ch, const char * c_pData, bool bMall);
void SafeboxItemMove(LPCHARACTER ch, const char * data);
int Messenger(LPCHARACTER ch, const char* c_pData, size_t uiBytes);
void PartyInvite(LPCHARACTER ch, const char * c_pData);
void PartyInviteAnswer(LPCHARACTER ch, const char * c_pData);
void PartyRemove(LPCHARACTER ch, const char * c_pData);
void PartySetState(LPCHARACTER ch, const char * c_pData);
void PartyUseSkill(LPCHARACTER ch, const char * c_pData);
void PartyParameter(LPCHARACTER ch, const char * c_pData);
int Guild(LPCHARACTER ch, const char * data, size_t uiBytes);
void AnswerMakeGuild(LPCHARACTER ch, const char* c_pData);
void Fishing(LPCHARACTER ch, const char* c_pData);
void ItemGive(LPCHARACTER ch, const char* c_pData);
int MyShop(LPCHARACTER ch, const char * c_pData, size_t uiBytes);
void Refine(LPCHARACTER ch, const char* c_pData);
void Roulette(LPCHARACTER ch, const char* c_pData);
};
class CInputDead : public CInputMain
{
public:
virtual BYTE GetType() { return INPROC_DEAD; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
};
class CInputDB : public CInputProcessor
{
public:
virtual bool Process(LPDESC d, const void * c_pvOrig, int iBytes, int & r_iBytesProceed);
virtual BYTE GetType() { return INPROC_DB; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
protected:
void MapLocations(const char * c_pData);
void LoginSuccess(DWORD dwHandle, const char *data);
void PlayerCreateFailure(LPDESC d, BYTE bType); // 0 = 일반 실패 1 = 이미 있음
void PlayerDeleteSuccess(LPDESC d, const char * data);
void PlayerDeleteFail(LPDESC d);
void PlayerLoad(LPDESC d, const char* data);
void PlayerCreateSuccess(LPDESC d, const char * data);
void Boot(const char* data);
void QuestLoad(LPDESC d, const char * c_pData);
void SafeboxLoad(LPDESC d, const char * c_pData);
void SafeboxChangeSize(LPDESC d, const char * c_pData);
void SafeboxWrongPassword(LPDESC d);
void SafeboxChangePasswordAnswer(LPDESC d, const char* c_pData);
void MallLoad(LPDESC d, const char * c_pData);
void EmpireSelect(LPDESC d, const char * c_pData);
void P2P(const char * c_pData);
void ItemLoad(LPDESC d, const char * c_pData);
void AffectLoad(LPDESC d, const char * c_pData);
void GuildLoad(const char * c_pData);
void GuildSkillUpdate(const char* c_pData);
void GuildSkillRecharge();
void GuildExpUpdate(const char* c_pData);
void GuildAddMember(const char* c_pData);
void GuildRemoveMember(const char* c_pData);
void GuildChangeGrade(const char* c_pData);
void GuildChangeMemberData(const char* c_pData);
void GuildDisband(const char* c_pData);
void GuildLadder(const char* c_pData);
void GuildWar(const char* c_pData);
void GuildWarScore(const char* c_pData);
void GuildSkillUsableChange(const char* c_pData);
void GuildMoneyChange(const char* c_pData);
void GuildWithdrawMoney(const char* c_pData);
void GuildWarReserveAdd(TGuildWarReserve * p);
void GuildWarReserveUpdate(TGuildWarReserve * p);
void GuildWarReserveDelete(DWORD dwID);
void GuildWarBet(TPacketGDGuildWarBet * p);
void GuildChangeMaster(TPacketChangeGuildMaster* p);
void LoginAlready(LPDESC d, const char * c_pData);
void PartyCreate(const char* c_pData);
void PartyDelete(const char* c_pData);
void PartyAdd(const char* c_pData);
void PartyRemove(const char* c_pData);
void PartyStateChange(const char* c_pData);
void PartySetMemberLevel(const char* c_pData);
void Time(const char * c_pData);
void ReloadProto(const char * c_pData);
void ChangeName(LPDESC d, const char * data);
void AuthLogin(LPDESC d, const char * c_pData);
void ItemAward(const char * c_pData);
void ChangeEmpirePriv(const char* c_pData);
void ChangeGuildPriv(const char* c_pData);
void ChangeCharacterPriv(const char* c_pData);
void MoneyLog(const char* c_pData);
void SetEventFlag(const char* c_pData);
void CreateObject(const char * c_pData);
void DeleteObject(const char * c_pData);
void UpdateLand(const char * c_pData);
void Notice(const char * c_pData);
void MarriageAdd(TPacketMarriageAdd * p);
void MarriageUpdate(TPacketMarriageUpdate * p);
void MarriageRemove(TPacketMarriageRemove * p);
void WeddingRequest(TPacketWeddingRequest* p);
void WeddingReady(TPacketWeddingReady* p);
void WeddingStart(TPacketWeddingStart* p);
void WeddingEnd(TPacketWeddingEnd* p);
void TakeMonarchMoney(LPDESC d, const char * data );
void AddMonarchMoney(LPDESC d, const char * data );
void DecMonarchMoney(LPDESC d, const char * data );
void SetMonarch( LPDESC d, const char * data );
void ChangeMonarchLord(TPacketChangeMonarchLordACK* data);
void UpdateMonarchInfo(TMonarchInfo* data);
// MYSHOP_PRICE_LIST
/// 아이템 가격정보 리스트 요청에 대한 응답 패킷(HEADER_DG_MYSHOP_PRICELIST_RES) 처리함수
/**
* @param d 아이템 가격정보 리스트를 요청한 플레이어의 descriptor
* @param p 패킷데이터의 포인터
*/
void MyshopPricelistRes( LPDESC d, const TPacketMyshopPricelistHeader* p );
// END_OF_MYSHOP_PRICE_LIST
//
//RELOAD_ADMIN
void ReloadAdmin( const char * c_pData );
//END_RELOAD_ADMIN
void DetailLog(const TPacketNeedLoginLogInfo* info);
// 독일 선물 기능 테스트
void ItemAwardInformer(TPacketItemAwardInfromer* data);
void RespondChannelStatus(LPDESC desc, const char* pcData);
protected:
DWORD m_dwHandle;
};
class CInputP2P : public CInputProcessor
{
public:
CInputP2P();
virtual BYTE GetType() { return INPROC_P2P; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
public:
void Setup(LPDESC d, const char * c_pData);
void Login(LPDESC d, const char * c_pData);
void Logout(LPDESC d, const char * c_pData);
int Relay(LPDESC d, const char * c_pData, size_t uiBytes);
int Notice(LPDESC d, const char * c_pData, size_t uiBytes);
int MonarchNotice(LPDESC d, const char * c_pData, size_t uiBytes);
int MonarchTransfer(LPDESC d, const char * c_pData);
int Guild(LPDESC d, const char* c_pData, size_t uiBytes);
void Shout(const char * c_pData);
void Disconnect(const char * c_pData);
void MessengerAdd(const char * c_pData);
void MessengerRemove(const char * c_pData);
void FindPosition(LPDESC d, const char* c_pData);
void WarpCharacter(const char* c_pData);
void GuildWarZoneMapIndex(const char* c_pData);
void Transfer(const char * c_pData);
void XmasWarpSanta(const char * c_pData);
void XmasWarpSantaReply(const char * c_pData);
void LoginPing(LPDESC d, const char * c_pData);
void BlockChat(const char * c_pData);
void IamAwake(LPDESC d, const char * c_pData);
protected:
CPacketInfoGG m_packetInfoGG;
};
class CInputAuth : public CInputProcessor
{
public:
CInputAuth();
virtual BYTE GetType() { return INPROC_AUTH; }
protected:
virtual int Analyze(LPDESC d, BYTE bHeader, const char * c_pData);
public:
void Login(LPDESC d, const char * c_pData);
};
#endif /* __INC_METIN_II_GAME_INPUT_PROCESSOR__ */