#pragma once #ifndef GAMESERVER_FRIEND_INVITATION_RECALPROC_H #define GAMESERVER_FRIEND_INVITATION_RECALPROC_H /* ÀÛ¼ºÀÚ: ¹®»óÇö Á¦ÀÛÀÏ: 2009-12-02 °£´ÜÇѼ³¸í: Ãßõ Ä£±¸ÀÇ ¸®ÄÝ °ü·Ã ÇÁ·Î½ÃÁ®µé. */ class FriendInvitationRecallProc { public: FriendInvitationRecallProc(void); ~FriendInvitationRecallProc(void); public: //DB RPOXY ¿¡ ¸®ÄÝ ½Ã°£ ¸ñ·ÏÀ» ¿äûÇÑ´Ù. VOID SendRecallTimeSelect(CHARGUID charGUID, Player *pPlayer); //¼ÒȯÇÒ ´ë»ó¿¡°Ô ¼Òȯ ÇØµµ µÇ´ÂÁö ¹¯´Â´Ù. VOID SendRecallQuestionMsg(Player* pPlayer, Player* pRecallPlayer); //¼ÒȯÀ» ¿äûÇÑ À¯Àú¿¡°Ô ¼Òȯ ½ÇÆÐ ÆÐŶÀ» º¸³½´Ù. VOID SendRecallFailMsg(Player* pPlayer, BYTE ErrCode); //Ä£±¸¿¡°Ô ¼Òȯ ¿äûÀ» º¸³¾¶§ ÀÌÀü¿¡ ¸Þ½ÃÁö ¹Ú½º°¡ ³²¾ÆÀÖ´ÂÁö È®ÀÎÇÑ´Ù. //TRUE ¸é ÀÌÀü ¸Þ½ÃÁö ¹Ú½º°¡ ³²¾ÆÀִ°ÍÀÌ´Ù. BOOL IsRequestRecall(Player* pPlayer, DWORD FriendGUID); //¼Òȯ ÄðŸÀÓÀÌ Áö³µ´ÂÁö °Ë»çÇÑ´Ù. BOOL IsRecalltimeExpired(Player* pPlayer, DWORD FriendGUID); //À¯Àú¸¦ ¸®ÄÝÇÑ´Ù. VOID ReCallUser(Player* pPlayer, Player* pRecallPlayer); //¿¡ÀÌÀüÆ®·Î ºÎÅÍ ¸®ÄÝ ¼º°ø ¸Þ½ÃÁö ¼ö½Å VOID ReCallACK(const Player* Caller, const CHARGUID CalleeGUID); //¿¡ÀÌÀüÆ®·Î ºÎÅÍ ¸®ÄÝ ½ÇÆÐ ¸Þ½ÃÁö ¼ö½Å VOID ReCallNAK(Player* Caller, const BYTE ErrorCode); private: //¼ÒȯÇÏ´Â »ç¶÷°ú ¼Òȯ ´çÇÏ´Â »ç¶÷ÀÌ ¼Òȯ °¡´ÉÇÑ À§Ä¡¿¡ ÀÖ´ÂÁö È®ÀÎÈù´Ù. BOOL IsPossibileReCallLocation(Player* pPlayer, Player* pRecallPlayer); //¼Òȯ ´çÇÏ´Â »ç¿ëÀÚ¿¡°Ô ¼Òȯ À§Ä¡¸¦ Àü¼ÛÇÑ´Ù. BOOL SendRecallPosition(Player* pPlayer, Player* pRecallPlayer); //¼ÒȯÇÑ ½Ã°£À» ¾÷µ¥ÀÌÆ®ÇÑ´Ù. VOID SendRecallTimeUpdate(Player* pPlayer, Player* pRecallPlayer); //¼ÒȯÇÑ À¯Àú¿¡°Ô ¼º°ø ÆÐŶÀ» º¸³½´Ù. VOID SendRecallSucceedMsg(Player* pPlayer); }; #endif //GAMESERVER_FRIEND_INVITATION_RECALPROC_H