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Makes it easier to follow team logic when you're not bouncing between 3 classes in 3 files. Consolidates all team logic to 1 namespace in TeamContainer. No logic changes were done, only renaming and fixing errors from the moving. TeamData should be replaced with unique_ptrs at some point so the Shutdown method can be removed from TeamContainer.
67 lines
1.9 KiB
C++
67 lines
1.9 KiB
C++
#pragma once
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#include "dCommonVars.h"
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#include "dNetCommon.h"
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#include "BitStream.h"
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struct PlayerData;
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enum class eAddFriendResponseType : uint8_t;
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enum class eChatChannel : uint8_t {
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SYSTEMNOTIFY = 0,
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SYSTEMWARNING,
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SYSTEMERROR,
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BROADCAST,
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LOCAL,
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LOCALNOANIM,
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EMOTE,
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PRIVATE_CHAT,
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TEAM,
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TEAMLOCAL,
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GUILD,
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GUILDNOTIFY,
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PROPERTY,
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ADMIN,
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COMBATDAMAGE,
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COMBATHEALING,
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COMBATLOOT,
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COMBATEXP,
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COMBATDEATH,
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GENERAL,
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TRADE,
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LFG,
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USER
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};
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enum class eChatMessageResponseCode : uint8_t {
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SENT = 0,
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NOTONLINE,
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GENERALERROR,
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RECEIVEDNEWWHISPER,
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NOTFRIENDS,
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SENDERFREETRIAL,
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RECEIVERFREETRIAL,
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};
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namespace ChatPacketHandler {
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void HandleFriendlistRequest(Packet* packet);
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void HandleFriendRequest(Packet* packet);
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void HandleFriendResponse(Packet* packet);
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void HandleRemoveFriend(Packet* packet);
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void HandleGMLevelUpdate(Packet* packet);
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void HandleWho(Packet* packet);
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void HandleShowAll(Packet* packet);
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void HandleChatMessage(Packet* packet);
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void HandlePrivateChatMessage(Packet* packet);
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void OnAchievementNotify(RakNet::BitStream& bitstream, const SystemAddress& sysAddr);
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//FriendData is the player we're SENDING this stuff to. Player is the friend that changed state.
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void SendFriendUpdate(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend);
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void SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode);
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void SendFriendRequest(const PlayerData& receiver, const PlayerData& sender);
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void SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
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void SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful);
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};
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