コード例 #1
0
UINT CGAskDetailAbilityInfoHandler::Execute( CGAskDetailAbilityInfo* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

    GamePlayer* pGamePlayer = (GamePlayer*)pPlayer;
    Assert( pGamePlayer );

    Obj_Human* pHuman = pGamePlayer->GetHuman();
    Assert( pHuman );

    Scene* pScene = pHuman->getScene();
    if( pScene==NULL )
    {
        Assert(FALSE);
        return PACKET_EXE_ERROR;
    }

    //检查线程执行资源是否正确
    Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );

    ObjID_t ObjID = pHuman->GetID();
    if( ObjID == INVALID_ID )
    {
        Assert(FALSE);
        return PACKET_EXE_ERROR;
    }

    Obj_Human *pTarget = (Obj_Human*)(pScene->GetObjManager()->GetObj(pPacket->getTargetID()));
    if( pTarget==NULL )
    {
        Assert( pTarget );
        return PACKET_EXE_ERROR;
    }

    // 权限判断
    // to be continue...
    if ( pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN )
    {
        return PACKET_EXE_ERROR;
    }

    GCDetailAbilityInfo Msg;

    Msg.setObjID( pTarget->GetID() );

    const _ABILITY_LIST *pAbilityList = pTarget->GetAbilityList();
    Msg.setAbilityList( g_pAbilityManager->MaxAbilityNum(), pAbilityList->m_aABility, pAbilityList->m_aPrescr );

    pGamePlayer->SendPacket( &Msg );

    g_pLog->FastSaveLog( LOG_FILE_1, "CGAskDetailAbilityInfoHandler: ok obj=%d scene=%d", 
        ObjID, pScene->SceneID() );

    return PACKET_EXE_CONTINUE;

__LEAVE_FUNCTION

    return PACKET_EXE_ERROR;
}