uint GWAskTeamRecruitInfoHandler::Execute( GWAskTeamRecruitInfo* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer; GUID_t guid = pPacket->GetGUID(); // 被请求信息的玩家的 GUID USER* pUser = g_pOnlineUser->FindUser( guid ); if( pUser == NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWAskTeamRecruitInfo...User GUID=%X not find!", guid ) ; return PACKET_EXE_CONTINUE; } WGRetTeamRecruitInfo Msg; Msg.SetPlayerID( pUser->GetPlayerID() ); if ( pPacket->GetType() == LEADER_RECRUIT ) {//队长请求得到征兵信息 if( pUser->GetTeamID() == INVALID_ID ) { Assert( FALSE && "该玩家没有队伍!" ); return PACKET_EXE_CONTINUE; } Team* pTeam = g_pTeamList->GetTeam( pUser->GetTeamID() ); if( pTeam==NULL ) { Assert(FALSE) ; return PACKET_EXE_CONTINUE ; } if ( pTeam->Leader()->m_Member != guid ) { //Assert(FALSE&&"不是队长不可以请求!") ; return PACKET_EXE_CONTINUE ; } //得到自己的征兵条件 LEADER_INFO_NODE *pLeaderInfo = 0; pLeaderInfo = (LEADER_INFO_NODE*)g_pTeamRecruitManager->Get(guid,LEADER_RECRUIT); LEADER_RECRUIT_ATTRIB *pMyself = &pLeaderInfo->m_LeaderRecruit; //查找满足条件的所有玩家 IDTable* pTable = g_pTeamRecruitManager->GetMemberTable(); for( uint i=0; i<MAX_TEAMS; i++ ) {//分页请求,一次最多50条 if ( Msg.GetMemberCount() >= ONCE_RECRUIT_LIST_LEN) { break; } BOOL IsContinue = FALSE; MEMBER_INFO_NODE *pMemberInfo = &g_pTeamRecruitManager->GetMemberRecruitInfo(i); if ( pMemberInfo->m_NodeState == NODE_NULL ) { continue; } RECRUIT_OWNER_INFO *pOther = &pMemberInfo->m_OwnerInfo ; if ( pOther->m_Level <= pMyself->m_MaxLevel && pOther->m_Level >= pMyself->m_MinLevel ) {//等级匹配 for( int i=0;i<COUATTRIBUTE_NUMBER;i++ ) { if ( pMyself->m_IsInCountry[i] == TRUE && i == pOther->m_Country ) {//国家匹配 IsContinue = TRUE; break; } } if ( IsContinue == FALSE ) continue ; IsContinue = FALSE; //组队目的 for( int i=0;i<TARGET_NUMBER;i++ ) { if ( pMyself->m_IsTarget[i] == TRUE && pMemberInfo->m_MemberRecruit.m_IsTarget[i] == TRUE ) {//组队目标有一个匹配就OK IsContinue = TRUE; break; } } if ( IsContinue == FALSE ) continue ; IsContinue = FALSE; //职业范围 for( int i=0;i<MATTRIBUTE_NUMBER;i++ ) { if ( pMyself->m_IsMenPaiID[i] == TRUE && i == pOther->m_ManPai ) {//职业有一个匹配就OK IsContinue = TRUE; break; } } if ( IsContinue == TRUE ) {//增加 RETURN_RECRUIT_INFO info; memset(&info,0,sizeof(RETURN_RECRUIT_INFO)); info.m_Level = pOther->m_Level; info.m_ManPai = pOther->m_ManPai; info.m_Country = pOther->m_Country; info.m_NameLen = pOther->m_NameLen; memcpy(info.m_TeamTarget,pMemberInfo->m_MemberRecruit.m_IsTarget,sizeof(info.m_TeamTarget)); strncpy((char*)info.m_szUserName,(char*)pOther->m_szUserName,info.m_NameLen); memcpy(info.m_szTeamEnounce,pMemberInfo->m_MemberRecruit.m_szTeamEnounce,TEAM_ENOUNCE_LEN-1); Msg.AddMember(info); } } } } else if ( pPacket->GetType() == MEMBER_RECRUIT ) {//队员请求得到征兵信息 //得到自己的征兵条件 MEMBER_INFO_NODE *pMemberInfo = 0; pMemberInfo = (MEMBER_INFO_NODE*)g_pTeamRecruitManager->Get(guid,MEMBER_RECRUIT); MEMBER_RECRUIT_ATTRIB *pMyself = &pMemberInfo->m_MemberRecruit; //查找满足条件的所有玩家 IDTable* pTable = g_pTeamRecruitManager->GetLeaderTable(); for( uint i=0; i<MAX_TEAMS; i++ ) {//分页请求,一次最多50条 if ( Msg.GetMemberCount() >= ONCE_RECRUIT_LIST_LEN) { break; } BOOL IsContinue = FALSE; LEADER_INFO_NODE *pLeaderInfo = &g_pTeamRecruitManager->GetLeaderRecruitInfo(i); if ( pLeaderInfo->m_NodeState == NODE_NULL ) { continue; } RECRUIT_OWNER_INFO *pOther = &pLeaderInfo->m_OwnerInfo ; if ( pOther->m_Level <= pMyself->m_MaxLevel && pOther->m_Level >= pMyself->m_MinLevel ) {//等级匹配 for( int i=0;i<COUATTRIBUTE_NUMBER;i++ ) { if ( pMyself->m_IsInCountry[i] == TRUE && i == pOther->m_Country ) {//国家匹配 IsContinue = TRUE; break; } } if ( IsContinue == FALSE ) continue ; IsContinue = FALSE; //组队目的 for( int i=0;i<TARGET_NUMBER;i++ ) { if ( pMyself->m_IsTarget[i] == TRUE && pLeaderInfo->m_LeaderRecruit.m_IsTarget[i] == TRUE ) {//组队目标有一个匹配就OK IsContinue = TRUE; break; } } if ( IsContinue == FALSE ) continue ; if ( IsContinue == TRUE ) {//增加 RETURN_RECRUIT_INFO info; memset(&info,0,sizeof(RETURN_RECRUIT_INFO)); info.m_Level = pOther->m_Level; info.m_ManPai = pOther->m_ManPai; info.m_Country = pOther->m_Country; info.m_NameLen = pOther->m_NameLen; memcpy(info.m_TeamTarget,pLeaderInfo->m_LeaderRecruit.m_IsTarget,sizeof(info.m_TeamTarget)); strncpy((char*)info.m_szUserName,(char*)pOther->m_szUserName,info.m_NameLen); memcpy(info.m_szTeamEnounce,pLeaderInfo->m_LeaderRecruit.m_szTeamEnounce,TEAM_ENOUNCE_LEN-1); Msg.AddMember(info); } } } } else { Assert(FALSE&&"组队征兵时类型错误"); } pServerPlayer->SendPacket( &Msg ) ; Log::SaveLog( WORLD_LOGFILE, "GWAskTeamRecruitInfo...Success! GUID=%X", guid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamKickHandler::Execute( GWTeamKick* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer; GUID_t sGuid = pPacket->GetSourGUID(); // 队长 GUID_t dGuid = pPacket->GetDestGUID(); // 倒霉蛋 USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } TeamID_t tid = pSourUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); if( pTeam==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not find team!", sGuid, tid ); return PACKET_EXE_CONTINUE; } INT nMemberCount = pTeam->MemberCount(); INT i; for( i=0; i<nMemberCount; ++i ) { if ( pTeam->Member(i)->m_Member == dGuid ) { break; } } if( i >= nMemberCount ) { // 被踢者不在队伍里 Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User dGUID=%X not in sTeamID=%d(sGUID=%X)!", dGuid, tid, sGuid ); return PACKET_EXE_CONTINUE; } if( pTeam->Leader()->m_Member != sGuid ) { // 踢人者不是队长 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pSourUser->GetGUID() ); Msg.SetErrorCode( TEAM_ERROR_KICKNOTLEADER ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not leader!", sGuid, tid ); return PACKET_EXE_CONTINUE; } WGTeamResult Msg; Msg.SetReturn( TEAM_RESULT_TEAMKICK ); Msg.SetGUID( dGuid ); Msg.SetTeamID( tid ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg ); } //剔除队员 TEAMMEMBER Member; Member.m_Member = dGuid; pTeam->DelMember( &Member ); //设置被踢者的队伍信息 USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if ( pDestUser!=NULL ) { pDestUser->SetTeamID( INVALID_ID ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d Success!", sGuid, tid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamRetApplyHandler::Execute( GWTeamRetApply* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GUID_t sGuid = pPacket->GetSourGUID();//申请人的GUID GUID_t lGuid = pPacket->GetLeaderGUID();//队长的GUID USER* pLeaderUser = g_pOnlineUser->FindUser( lGuid ); if( pLeaderUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...User Leader GUID=%X not find!", lGuid ); return PACKET_EXE_CONTINUE; } ServerPlayer* pLeaderServerPlayer = (ServerPlayer*)pPlayer; USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { if( pPacket->GetReturn()==TRUE ) { WGTeamError dMsg; dMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); dMsg.SetGUID( pLeaderUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_TARGETNOTONLINE ); pLeaderServerPlayer->SendPacket( &dMsg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } ID_t SourServerID = pSourUser->GetServerID(); ServerPlayer* pSourServerPlayer = g_pServerManager->GetServerPlayer( SourServerID ); if( pSourServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } if( pLeaderUser->IsEnemy( pSourUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Lead Name=%s, Invite Name=%s are enemy!", pLeaderUser->GetName(), pSourUser->GetName() ); return PACKET_EXE_CONTINUE; } if( pPacket->GetReturn()==FALSE ) { //队长不同意 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERREFUSE ); pSourServerPlayer->SendPacket( &sMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Leader lGUID=%X Refuse sGUID=%X join team!", lGuid, sGuid ); } else if( pSourUser->GetTeamID() != INVALID_ID ) { //申请人已经属于某个队伍 //WGTeamError sMsg; //sMsg.SetPlayerID( pSourUser->m_PlayerID ); //sMsg.SetErrorCode( TEAM_ERROR_APPLYSOURHASTEAM ); //pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_APPLYSOURHASTEAM ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Leader lGUID=%X, sGUID=%X has team!", lGuid, sGuid ); } else { //队伍存在 TeamID_t tid = pLeaderUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->IsFull() ) { //队伍人数已经满了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYTEAMFULL ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_TEAMFULL ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Team Full sGUID=%X lGUID=%X", sGuid, lGuid ); } else if( pTeam->Leader()->m_Member != lGuid ) { //队长GUID和队伍中记录的队长GUID不符 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERGUIDERROR ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERGUIDERROR ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Team Full sGUID=%X lGUID=%X", sGuid, lGuid ); } else { //加入 //将玩家加入队伍 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍信息 pSourUser->SetTeamID( pTeam->GetTeamID() ); WGTeamResult Msg1; // 发给新队员的 Msg1.SetPlayerID( pSourUser->GetPlayerID() ); Msg1.SetTeamID( tid ); WGTeamResult Msg2; // 发给每个队员的 Msg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg2.SetTeamID( tid ); Msg2.SetGUID( sGuid ); Msg2.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg2.SetSceneID( pSourUser->GetSceneID() ); Msg2.SetName( pSourUser->GetName() ); Msg2.SetIcon( pSourUser->GetPortrait() ); Msg2.SetDataID( pSourUser->GetSex() ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) { Assert(FALSE); continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg2.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg2 ); if( pMember->m_Member != sGuid ) { // 将自己以外的玩家传给新玩家 Msg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); Msg1.SetName( pUser->GetName() ); Msg1.SetIcon( pUser->GetPortrait() ); Msg1.SetDataID( pUser->GetSex() ); Msg1.SetGUID( pMember->m_Member ); Msg1.SetGUIDEx( pUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg1.SetSceneID( pUser->GetSceneID() ); pSourServerPlayer->SendPacket( &Msg1 ); } }//end for Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Success! sGUID=%X lGUID=%X", sGuid, lGuid ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
UINT GWTeamRetInviteHandler::Execute( GWTeamRetInvite* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GUID_t sGuid = pPacket->GetSourGUID();//邀请人的GUID GUID_t dGuid = pPacket->GetDestGUID();//被邀请人的GUID USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if( pDestUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...User Dest GUID=%X not find!", dGuid ); return PACKET_EXE_CONTINUE; } ServerPlayer* pDestServerPlayer = (ServerPlayer*)pPlayer; USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { if( pPacket->GetReturn()==TRUE ) { WGTeamError dMsg; dMsg.SetPlayerID( pDestUser->GetPlayerID() ); dMsg.SetGUID( pDestUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_TARGETNOTONLINE ); pDestServerPlayer->SendPacket( &dMsg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } if( pSourUser->IsEnemy( pDestUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Sour Name=%X, Dest Name=%s are enemy!", pSourUser->GetName(), pDestUser->GetName() ); return PACKET_EXE_CONTINUE; } ID_t SourServerID = pSourUser->GetServerID(); ServerPlayer* pSourServerPlayer = g_pServerManager->GetServerPlayer( SourServerID ); if( pSourServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } USER* pLeader = NULL; ServerPlayer* pLeaderServerPlayer; if ( pSourUser->GetTeamID() != INVALID_ID ) { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); if ( pTeam == NULL ) { Assert( pTeam ); pSourUser->SetTeamID( INVALID_ID ); } else if ( pTeam->Leader()->m_Member != sGuid ) { // 邀请人不是队长 pLeader = g_pOnlineUser->FindUser( pTeam->Leader()->m_Member ); pLeaderServerPlayer = g_pServerManager->GetServerPlayer( pLeader->GetServerID() ); if ( pLeaderServerPlayer == NULL ) { Assert( FALSE ); pLeader = NULL; } } } if( pPacket->GetReturn()==FALSE ) {//被邀请人不同意加入队伍 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pDestUser->GetGUID() ); Msg.SetErrorCode( TEAM_ERROR_INVITEREFUSE ); pSourServerPlayer->SendPacket( &Msg ); if ( pLeader != NULL ) { Msg.SetPlayerID( pLeader->GetPlayerID() ); pLeaderServerPlayer->SendPacket( &Msg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Invite Refuse SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( pDestUser->GetTeamID() != INVALID_ID ) {//被邀请人已经有队伍 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pDestUser->GetGUID() ); Msg.SetErrorCode(TEAM_ERROR_INVITEDESTHASTEAM); pSourServerPlayer->SendPacket( &Msg ); if ( pLeader != NULL ) { Msg.SetPlayerID( pLeader->GetPlayerID() ); pLeaderServerPlayer->SendPacket( &Msg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...DestInTeam SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( pSourUser->GetTeamID()==INVALID_ID ) {//邀请人和被邀请人都无队伍 TeamID_t tid = g_pTeamList->CreateTeam( ); Assert( tid!=INVALID_ID ); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if ( pSourUser->GetGUID() == pDestUser->GetGUID() ) { //将玩家加入队伍中 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); //返回结果 WGTeamResult Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg.SetGUID( sGuid ); Msg.SetTeamID( tid ); Msg.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg.SetIcon( pSourUser->GetPortrait() ); Msg.SetSceneID( pSourUser->GetSceneID() ); Msg.SetDataID( pSourUser->GetSex() ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...CreateTeam GUID=%X TeamID=%d", sGuid, tid ); } else { //将玩家加入队伍中 TEAMMEMBER sMember; sMember.m_Member = sGuid; pTeam->AddMember( &sMember ); TEAMMEMBER dMember; dMember.m_Member = dGuid; pTeam->AddMember( &dMember ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); pDestUser->SetTeamID( tid ); //返回结果 WGTeamResult sMsg1; sMsg1.SetPlayerID( pSourUser->GetPlayerID() ); sMsg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); sMsg1.SetGUID( sGuid ); sMsg1.SetTeamID( tid ); sMsg1.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 sMsg1.SetSceneID( pSourUser->GetSceneID() ); pSourServerPlayer->SendPacket( &sMsg1 ); WGTeamResult sMsg2; sMsg2.SetPlayerID( pSourUser->GetPlayerID() ); sMsg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); sMsg2.SetGUID( dGuid ); sMsg2.SetTeamID( tid ); sMsg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 sMsg2.SetSceneID( pDestUser->GetSceneID() ); sMsg2.SetName( pDestUser->GetName() ); sMsg2.SetIcon( pDestUser->GetPortrait() ); sMsg2.SetDataID( pDestUser->GetSex() ); pSourServerPlayer->SendPacket( &sMsg2 ); WGTeamResult dMsg1; dMsg1.SetPlayerID( pDestUser->GetPlayerID() ); dMsg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); dMsg1.SetGUID( sGuid ); dMsg1.SetTeamID( tid ); dMsg1.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 dMsg1.SetSceneID( pSourUser->GetSceneID() ); dMsg1.SetName( pSourUser->GetName() ); dMsg1.SetIcon( pSourUser->GetPortrait() ); dMsg1.SetDataID( pSourUser->GetSex() ); pDestServerPlayer->SendPacket( &dMsg1 ); WGTeamResult dMsg2; dMsg2.SetPlayerID( pDestUser->GetPlayerID() ); dMsg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); dMsg2.SetGUID( dGuid ); dMsg2.SetTeamID( tid ); dMsg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 dMsg2.SetSceneID( pDestUser->GetSceneID() ); pDestServerPlayer->SendPacket( &dMsg2 ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...CreateTeam sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } } else {//邀请人有队伍, 被邀请人无队伍 TeamID_t tid = pSourUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->IsFull() ) {//队伍人数已经满了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pDestUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_INVITETEAMFULL ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError dMsg; dMsg.SetPlayerID( pDestUser->GetPlayerID() ); dMsg.SetGUID( pDestUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_APPLYTEAMFULL ); pDestServerPlayer->SendPacket( &dMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Team Full sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } else { //将玩家加入队伍 TEAMMEMBER Member; Member.m_Member = dGuid; pTeam->AddMember( &Member ); //设置玩家队伍信息 pDestUser->SetTeamID( pTeam->GetTeamID() ); WGTeamResult Msg1; // 发给新队员的 Msg1.SetPlayerID( pDestUser->GetPlayerID() ); Msg1.SetTeamID( tid ); WGTeamResult Msg2; // 发给每个队员的 Msg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg2.SetTeamID( tid ); Msg2.SetGUID( dGuid ); Msg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg2.SetSceneID( pDestUser->GetSceneID() ); Msg2.SetName( pDestUser->GetName() ); Msg2.SetIcon( pDestUser->GetPortrait() ); Msg2.SetDataID( pDestUser->GetSex() ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg2.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg2 ); if( pMember->m_Member != dGuid ) { // 将自己以外的玩家传给新玩家 Msg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); Msg1.SetName( pUser->GetName() ); Msg1.SetIcon( pUser->GetPortrait() ); Msg1.SetDataID( pUser->GetSex() ); Msg1.SetGUID( pMember->m_Member ); Msg1.SetGUIDEx( pUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg1.SetSceneID( pUser->GetSceneID() ); pDestServerPlayer->SendPacket( &Msg1 ); } } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Success! sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWSetTeamDistribModeHandler::Execute( GWSetTeamDistribMode* pPacket, Player* pPlayer ) { __ENTER_FUNCTION BYTE nMode = pPacket->getMode();//mode TeamID_t nTeamID = pPacket->getTeamID();//TeamID GUID_t LeaderGuid = pPacket->getLeaderID();//Leader的GUID USER* pLeaderUser = g_pOnlineUser->FindUser( LeaderGuid ); if( pLeaderUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWSetTeamDistribMode...User Leader GUID=%X not find!", LeaderGuid ); return PACKET_EXE_CONTINUE; } if (nMode>=ITEM_DISTRIB_NUM) { Log::SaveLog( WORLD_LOGFILE, "GWSetTeamDistribMode...MODE=%X error!", nMode ); return PACKET_EXE_CONTINUE; } ServerPlayer* pLeaderServerPlayer = (ServerPlayer*)pPlayer; if( pLeaderUser->GetTeamID() == INVALID_ID ) { //无队伍 WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetErrorCode( TEAM_ERROR_DISTRIBNOLEADER ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWSetTeamDistribMode... LeaderGuid=%X!", LeaderGuid ); } else {//队伍存在 TeamID_t tid = pLeaderUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->Leader()->m_Member != LeaderGuid ) { //队长GUID和队伍中记录的队长GUID不符 WGTeamError sMsg; sMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); sMsg.SetErrorCode( TEAM_ERROR_DISTRIBNOLEADER ); pLeaderServerPlayer->SendPacket( &sMsg ); Log::SaveLog( WORLD_LOGFILE, "GWSetTeamDistribMode... LeaderGuid=%X!", LeaderGuid ); } else {// pTeam->SetDistribMode(nMode); WGRetTeamDistribMode Msg; Msg.setLeaderID( pLeaderUser->GetPlayerID() ); Msg.setTeamID(pLeaderUser->GetTeamID()); Msg.setMode(nMode); pLeaderServerPlayer->SendPacket( &Msg ); }//end for Log::SaveLog( WORLD_LOGFILE, "GWSetTeamDistribMode...Success! GUID=%X", LeaderGuid ); } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_CONTINUE; }
uint GWRegisterTeamRecruitHandler::Execute( GWRegisterTeamRecruit* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer; GUID_t guid = pPacket->GetGUID(); // 被请求信息的玩家的 GUID USER* pUser = g_pOnlineUser->FindUser( guid ); if( pUser == NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWRegisterTeamRecruit...User GUID=%X not find!", guid ) ; return PACKET_EXE_CONTINUE; } if ( pPacket->GetType() == LEADER_RECRUIT ) { //队长发布征兵请示 if( pUser->GetTeamID() == INVALID_ID ) { //Assert( FALSE && "该玩家没有队伍!" ); return PACKET_EXE_CONTINUE; } Team* pTeam = g_pTeamList->GetTeam( pUser->GetTeamID() ); if( pTeam==NULL ) { Assert(FALSE) ; return PACKET_EXE_CONTINUE ; } if ( pTeam->Leader()->m_Member != guid ) { //Assert(FALSE&&"不是队长不可以申请招收队员!") ; return PACKET_EXE_CONTINUE ; } LEADER_RECRUIT_ATTRIB* pRecruit = pPacket->GetLeaderRecruit(); LEADER_INFO_NODE *pData = g_pTeamRecruitManager->GetLeaderNullNode(); pData->m_OwnerInfo.m_Level = pUser->GetLevel() ; pData->m_OwnerInfo.m_ManPai = pUser->GetMenpai(); pData->m_OwnerInfo.m_Country = pUser->GetCountry(); pData->m_OwnerInfo.m_NameLen = (UCHAR)strlen( pUser->GetName() ); strncpy((char*)pData->m_OwnerInfo.m_szUserName,(char*)pUser->GetName(),pData->m_OwnerInfo.m_NameLen) ; pData->SetRecruitData(*pRecruit); g_pTeamRecruitManager->Remove(guid,LEADER_RECRUIT); g_pTeamRecruitManager->Add(guid,pData,LEADER_RECRUIT); } else if ( pPacket->GetType() == MEMBER_RECRUIT ) { //队员发布征兵请示 MEMBER_RECRUIT_ATTRIB* pRecruit = pPacket->GetMemberRecruit(); MEMBER_INFO_NODE *pData = g_pTeamRecruitManager->GetMemberNullNode(); pData->m_OwnerInfo.m_Level = pUser->GetLevel() ; pData->m_OwnerInfo.m_ManPai = pUser->GetMenpai(); pData->m_OwnerInfo.m_Country = pUser->GetCountry(); pData->m_OwnerInfo.m_NameLen = (UCHAR)strlen( pUser->GetName() ); strncpy((char*)pData->m_OwnerInfo.m_szUserName,(char*)pUser->GetName(),pData->m_OwnerInfo.m_NameLen) ; pData->SetRecruitData(*pRecruit); g_pTeamRecruitManager->Remove(guid,MEMBER_RECRUIT); g_pTeamRecruitManager->Add(guid,pData,MEMBER_RECRUIT); } else { //Assert(FALSE&&"组队征兵时类型错误"); } Log::SaveLog( WORLD_LOGFILE, "GWRegisterTeamRecruit...Success! GUID=%X", guid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamInviteHandler::Execute( GWTeamInvite* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer; GUID_t sGuid = pPacket->GetSourGUID(); USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } USER* pDestUser = g_pOnlineUser->FindUser( pPacket->GetDestName() ); if( pDestUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...User Dest Name=%s not find!", pPacket->GetDestName() ); return PACKET_EXE_CONTINUE; } GUID_t dGuid = pDestUser->GetGUID(); if( pSourUser->IsEnemy( pDestUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...Sour Name=%s, Dest Name=%s are enemy!", pSourUser->GetName(), pDestUser->GetName() ); return PACKET_EXE_CONTINUE; } // 设置了拒绝被邀请 if( pDestUser->IsRefuseTeamInvite() ) { WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID(sGuid); Msg.SetErrorCode(TEAM_ERROR_REFUSEINVITESETTING); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...DestGUID=%X refuse to be invited. ", dGuid ); return PACKET_EXE_CONTINUE; } if( pDestUser->GetTeamID() != INVALID_ID ) {//被邀请人已经属于某个队伍了 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID(sGuid); Msg.SetErrorCode(TEAM_ERROR_INVITEDESTHASTEAM); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...DestInTeam SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( sGuid==dGuid && pSourUser->GetTeamID()==INVALID_ID ) {//邀请人和被邀请人属于同一个人, 且不属于某个队伍 //自建队伍 TeamID_t tid = g_pTeamList->CreateTeam( ); Assert( tid!=INVALID_ID ); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); //将玩家加入队伍中 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); //返回结果 WGTeamResult Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg.SetGUID( sGuid ); Msg.SetTeamID( tid ); Msg.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg.SetSceneID( pSourUser->GetSceneID() ); Msg.SetDataID( pSourUser->GetSex() ); Msg.SetIcon( pSourUser->GetPortrait() ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...CreateTeam GUID=%X TeamID=%d", sGuid, tid ); } else { if ( pSourUser->GetTeamID() != INVALID_ID ) { //邀请人已经有一个队伍 Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); Assert( pTeam ); GUID_t tlGUID = pTeam->Leader()->m_Member; // 队长GUID //邀请人不是队长,要给队长发送请求 if ( tlGUID != sGuid ) { // 不是队长的情况 USER* pLeaderUser = g_pOnlineUser->FindUser( tlGUID ); if( pLeaderUser == NULL ) { Assert(FALSE); } ID_t LeaderServerID = pLeaderUser->GetServerID(); ServerPlayer* pLeaderServerPlayer = g_pServerManager->GetServerPlayer( LeaderServerID ); if( pLeaderServerPlayer==NULL ) { Assert(FALSE); } WGTeamLeaderAskInvite Msg; Msg.SetPlayerID( pLeaderUser->GetPlayerID() );//队长的Player_t Msg.SetSourGUID( sGuid ); //邀请人 Msg.SetDestGUID( dGuid ); //被要请人 Msg.SetSourName( pSourUser->GetName() ); Msg.SetDestName( pDestUser->GetName() ); Msg.SetGUID(tlGUID); pLeaderServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...TeamLeaderAskInvite SourGUID=%X DestGUID=%X", sGuid, dGuid ); return PACKET_EXE_CONTINUE; } } ID_t DestServerID = pDestUser->GetServerID(); ServerPlayer* pDestServerPlayer = g_pServerManager->GetServerPlayer( DestServerID ); if( pDestServerPlayer ) {//向被邀请人发送邀请消息 WGTeamAskInvite Msg; Msg.SetPlayerID( pDestUser->GetPlayerID() ); Msg.SetdGUID( dGuid ); Msg.SetsGUID( sGuid ); if ( pSourUser->GetTeamID() != INVALID_ID ) { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); Assert( pTeam ); // Msg.SetMemberCount( pTeam->MemberCount() ); for( INT i=0; i<pTeam->MemberCount(); ++i ) { WGTeamAskInvite::InviterInfo info; TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember == NULL ) { Assert(FALSE); continue ; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser == NULL ) {//如果队员离线,则用户数据是空 continue ; } info.m_PlayerID = pUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pUser->GetName()); strncpy( (CHAR*)info.m_szNick, pUser->GetName(), info.m_NickSize ); info.m_uFamily = pUser->GetMenpai(); info.m_Scene = pUser->GetSceneID(); info.m_Level = pUser->GetLevel(); info.m_uDataID = pUser->GetSex(); Msg.AddInviterInfo( info ); } } else { // Msg.SetMemberCount( 1 ); WGTeamAskInvite::InviterInfo info; info.m_PlayerID = pSourUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pSourUser->GetName()); strncpy( (CHAR*)info.m_szNick, pSourUser->GetName(), info.m_NickSize ); info.m_uFamily = pSourUser->GetMenpai(); info.m_Scene = pSourUser->GetSceneID(); info.m_Level = pSourUser->GetLevel(); info.m_uDataID = pSourUser->GetSex(); Msg.AddInviterInfo( info ); } pDestServerPlayer->SendPacket( &Msg ); } else { Assert(FALSE); } Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...AskInvite SourGUID=%X DestGUID=%X", sGuid, dGuid ); } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }