/* * Copyright (C) 2012-2018 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using System.Collections.Generic; namespace Game.Network.Packets { public class InitializeFactions : ServerPacket { const ushort FactionCount = 300; public InitializeFactions() : base(ServerOpcodes.InitializeFactions, ConnectionType.Instance) { } public override void Write() { for (ushort i = 0; i < FactionCount; ++i) { _worldPacket.WriteUInt8(FactionFlags[i]); _worldPacket.WriteInt32(FactionStandings[i]); } for (ushort i = 0; i < FactionCount; ++i) _worldPacket.WriteBit(FactionHasBonus[i]); _worldPacket.FlushBits(); } public int[] FactionStandings = new int[FactionCount]; public bool[] FactionHasBonus = new bool[FactionCount]; //@todo: implement faction bonus public FactionFlags[] FactionFlags = new FactionFlags[FactionCount]; } class RequestForcedReactions : ClientPacket { public RequestForcedReactions(WorldPacket packet) : base(packet) { } public override void Read() { } } class SetForcedReactions : ServerPacket { public SetForcedReactions() : base(ServerOpcodes.SetForcedReactions, ConnectionType.Instance) { } public override void Write() { _worldPacket.WriteUInt32(Reactions.Count); foreach (ForcedReaction reaction in Reactions) reaction.Write(_worldPacket); } public List Reactions = new List(); } class SetFactionStanding : ServerPacket { public SetFactionStanding() : base(ServerOpcodes.SetFactionStanding, ConnectionType.Instance) { } public override void Write() { _worldPacket.WriteFloat(ReferAFriendBonus); _worldPacket.WriteFloat(BonusFromAchievementSystem); _worldPacket.WriteUInt32(Faction.Count); foreach (FactionStandingData factionStanding in Faction) factionStanding.Write(_worldPacket); _worldPacket.WriteBit(ShowVisual); _worldPacket.FlushBits(); } public float ReferAFriendBonus; public float BonusFromAchievementSystem; public List Faction = new List(); public bool ShowVisual; } struct ForcedReaction { public void Write(WorldPacket data) { data.WriteInt32(Faction); data.WriteInt32(Reaction); } public int Faction; public int Reaction; } struct FactionStandingData { public FactionStandingData(int index, int standing) { Index = index; Standing = standing; } public void Write(WorldPacket data) { data.WriteInt32(Index); data.WriteInt32(Standing); } int Index; int Standing; } }