uint GCNewPet_MoveHandler::Execute( GCNewPet_Move* pPacket, Player* pPlayer ) 
{
	//当前流程是主流程
	if(CGameProcedure::GetActiveProcedure() == (CGameProcedure*)CGameProcedure::s_pProcMain)
	{
		CObjectManager* pObjectManager = CObjectManager::GetMe();

		//检查位置是否合法
		if(!CWorldManager::GetMe()->GetActiveScene()->IsValidPosition(fVector2(pPacket->getWorldPos().m_fX, pPacket->getWorldPos().m_fZ)))
		{
			TDThrow("ERROR POSITION @ GCNewMonster_MoveHandler");
		}
		if(!CWorldManager::GetMe()->GetActiveScene()->IsValidPosition(fVector2(pPacket->getTargetPos().m_fX, pPacket->getTargetPos().m_fZ)))
		{
			TDThrow("ERROR POSITION @ GCNewMonster_MoveHandler target");
		}

		//创建玩家
		CObject_PlayerNPC* pNPC = (CObject_PlayerNPC*)pObjectManager->FindServerObject( (INT)pPacket->getObjID() );
		fVector3 fvGame;
		CGameProcedure::s_pGfxSystem->Axis_Trans(
			CRenderSystem::AX_PLAN, fVector3(pPacket->getWorldPos().m_fX, 0.0f, pPacket->getWorldPos().m_fZ),
			CRenderSystem::AX_GAME, fvGame);

		if ( pNPC == NULL )
		{
			pNPC = pObjectManager->NewPlayerNPC( (INT)pPacket->getObjID() );

			SObjectInit initPlayerNPC;
			initPlayerNPC.m_fvPos	= fvGame;
			initPlayerNPC.m_fvRot	= fVector3( 0.f, 0.f, 0.f );

			pNPC->Initial( &initPlayerNPC );
		}
		else
		{
			fVector2 mapPos(fvGame.x, fvGame.z);
			pNPC->SetMapPosition(mapPos);
			pNPC->Enable( OSF_VISIABLE );
			pNPC->Disalbe( OSF_OUT_VISUAL_FIELD );
		}
		pNPC->SetNpcType(NPC_TYPE_PET);

		pNPC->GetCharacterData()->Set_MoveSpeed(pPacket->getMoveSpeed());

		// move to command
		{
			WORLD_POS posTarget;
			posTarget.m_fX	= pPacket->getTargetPos().m_fX;
			posTarget.m_fZ	= pPacket->getTargetPos().m_fZ;

			SCommand_Object cmdTemp;
			cmdTemp.m_wID			= OC_MOVE;
			cmdTemp.m_auParam[0]	= 0;
			cmdTemp.m_anParam[1]	= pPacket->getHandleID();
			cmdTemp.m_anParam[2]	= 1;
			cmdTemp.m_apParam[3]	= &posTarget;
			pNPC->PushCommand(&cmdTemp );
		}

		//放入Ask队列
		CObjectManager::GetMe()->GetLoadQueue()->TryAddLoadTask(pNPC->GetID(), CObject_Character::CT_MONSTER);

		// tempcode{
		// 此版不做服务器繁忙客户端延后发消息的处理
//		CGCharAskBaseAttrib msgAskBaseAttrib;
//		msgAskBaseAttrib.setTargetID( (INT)pPacket->getObjID() );
//		CNetManager::GetMe()->SendPacket( &msgAskBaseAttrib );

		// }


		//同步渲染层
		char szTemp[MAX_PATH];
		_snprintf(szTemp, MAX_PATH, "GCNewPet_Move(%.1f,%.1f)", 
			pPacket->getWorldPos().m_fX, pPacket->getWorldPos().m_fZ);
		pNPC->PushDebugString(szTemp);
		pNPC->SetMsgTime(CGameProcedure::s_pTimeSystem->GetTimeNow());
	}

	return PACKET_EXE_CONTINUE ;
}
示例#2
0
uint GCNewMonsterHandler :: Execute( GCNewMonster* pPacket, Player* pPlayer ) 
{
//__ENTER_FUNCTION

	// 当前流程是主流程
	if(CGameProcedure::GetActiveProcedure() == (CGameProcedure*)CGameProcedure::s_pProcMain)
	{
		CObjectManager* pObjectManager = CObjectManager::GetMe();
		// 检查位置是否合法
		if(!CWorldManager::GetMe()->GetActiveScene()->IsValidPosition(fVector2(pPacket->getWorldPos().m_fX, pPacket->getWorldPos().m_fZ)))
		{
			KLThrow("ERROR POSITION @ GCNewMonsterHandler");
		}

		// 创建Npc
		CObject_PlayerNPC* pNPC = (CObject_PlayerNPC*)pObjectManager->FindServerObject( (INT)pPacket->getObjID() );
		fVector3 fvGame;
		CGameProcedure::s_pGfxSystem->Axis_Trans
			( tGfxSystem::AX_PLAN, fVector3(pPacket->getWorldPos().m_fX, 0.0f, pPacket->getWorldPos().m_fZ), tGfxSystem::AX_GAME, fvGame );


		// 设置位置和方向

		// 朝向
		FLOAT fFaceDir = pPacket->getDir();

		// 不存在, 创建新的
		if( pNPC == NULL )
		{
			pNPC = pObjectManager->NewPlayerNPC( (INT)pPacket->getObjID() );

			SObjectInit initPlayerNPC;

			initPlayerNPC.m_fvPos = fvGame;
			initPlayerNPC.m_fvRot = fVector3( 0.f, fFaceDir, 0.f );

			pNPC->Initial( &initPlayerNPC );

			// 20100514 AddCodeBegin 将该行放到此处,如果NPC是新进场景的,才请求详细属性
			// 放入Ask队列
			CObjectManager::GetMe()->GetLoadQueue()->TryAddLoadTask( pNPC->GetID() );
			// 20100514 AddCodeEnd

		}
		else
		{
			fVector2 mapPos(fvGame.x, fvGame.z);
			pNPC->SetMapPosition(mapPos);
			pNPC->SetFaceDir( fFaceDir );
			pNPC->Enable( OSF_VISIABLE );
			pNPC->Disalbe( OSF_OUT_VISUAL_FIELD );
		}

		// 标识为怪
		pNPC->SetNpcType( NPC_TYPE_MONSTER );
		// 设置移动速度
		pNPC->GetCharacterData()->Set_MoveSpeed( pPacket->getMoveSpeed() );
		// 设置坐骑
		pNPC->GetCharacterData()->Set_MountID( pPacket->getHorseID() );
		// 设置武器装备
		pNPC->GetCharacterData()->Set_MonstWeapon( pPacket->getWeaponID() );


		SCommand_Object cmdTemp;
		cmdTemp.m_wID			= OC_IDLE;
		cmdTemp.m_afParam[0]	= fvGame.x;
		cmdTemp.m_afParam[1]	= fvGame.z;
		cmdTemp.m_abParam[2]	= FALSE;

		pNPC->PushCommand( &cmdTemp );


		// 20100514 DeleteCodeBegin
		// 放入Ask队列
		//CObjectManager::GetMe()->GetLoadQueue()->TryAddLoadTask( pNPC->GetID() );
		// 20100514 DeleteCodeEnd


		// 同步渲染层
		char szTemp[MAX_PATH];
		_snprintf(szTemp, MAX_PATH, "GCNewMonster(%.1f,%.1f)", pPacket->getWorldPos().m_fX, pPacket->getWorldPos().m_fZ);
		pNPC->PushDebugString(szTemp);
		pNPC->SetMsgTime(CGameProcedure::s_pTimeSystem->GetTimeNow());



		// 20100415 AddCodeBegin
		// 自动寻路的NPC数据到达后向服务器发请求打开NPC对话框
		if ( CObjectManager::GetMe()->GetMySelf()->GetIsAutoNPCPath()->m_isAutoPath == TRUE &&
			 CObjectManager::GetMe()->GetMySelf()->GetIsAutoNPCPath()->m_strAutoNPCName == pNPC->GetCharacterData()->Get_Name() &&
			CGameProcedure::s_pWorldManager->GetActiveSceneID() == CObjectManager::GetMe()->GetMySelf()->GetIsAutoNPCPath()->m_nSceneID )
		{
			CObject_Character* pCharObj  = NULL;
			STRING			   strName   = CObjectManager::GetMe()->GetMySelf()->GetIsAutoNPCPath()->m_strAutoNPCName;
			pCharObj  = CObjectManager::GetMe()->FindCharacterByName( strName );

			if (  pCharObj != NULL )
			{				
				int i = pCharObj->GetServerID();
				CGameProcedure::s_pGameInterface->Player_Speak( i );

				if ( CObjectManager::GetMe()->GetMySelf()->CharacterLogic_IsStopped( CObject_Character::LOGIC_BASE ) )
				{
					CObjectManager::GetMe()->GetMySelf()->SetIsAutoNPCPath(-1, "", FALSE );
				}
			}	
	
		}
		// 20100415 AddCodeEnd

	}

	return PACKET_EXE_CONTINUE ;
}