void NFCGuildModule::OnCreateGuildProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen) { CLIENT_MSG_PROCESS_NO_OBJECT(nSockIndex, nMsgID, msg, nLen, NFMsg::ReqAckCreateGuild); std::string strRoleName ; int nLevel = 0; int nJob = 0; int nDonation= 0; int nVIP= 0; m_pGuildDataModule->GetPlayerInfo(nPlayerID, strRoleName, nLevel, nJob, nDonation, nVIP); NFGUID xGuild = CreateGuild(nPlayerID, xMsg.guild_name(), strRoleName, nLevel, nJob, nDonation, nVIP); if (!xGuild.IsNull()) { NFMsg::ReqAckCreateGuild xAck; *xAck.mutable_guild_id() = NFINetModule::NFToPB(xGuild); xAck.set_guild_name(xMsg.guild_name()); m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_CREATE_GUILD, xAck, nSockIndex, nPlayerID); } else { NFMsg::ReqAckCreateGuild xAck; *xAck.mutable_guild_id() = NFINetModule::NFToPB(xGuild); xAck.set_guild_name(""); m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_CREATE_GUILD, xAck, nSockIndex, nPlayerID); } }
BOOL CGuild::Run(IGamePlay *pGame) { if (m_role == 1) CreateGuild(pGame); else if (m_role == 2) SignGuild(pGame); else if (m_role == 3) GuildCreateGoldHold(pGame); else if (m_role == 4) InvitePlayers(pGame); //pGame->GuildInviteFinish(); return FALSE; }