//====================================================================================================================== // someone needs some baselines here! void GroupManager::_processGroupBaselineRequest(Message* message, DispatchClient* client) { Player* player = gChatManager->getPlayerByAccId(client->getAccountId()); if(player == NULL) { gLogger->log(LogManager::DEBUG,"GroupManager::_processGroupBaselineRequest player not found\n"); return; } GroupObject* group = getGroupById(player->getGroupId()); if(group == NULL) { gChatMessageLib->sendSystemMessage(player, L"@group:disbanded"); gChatMessageLib->sendIsmGroupCREO6deltaGroupId(0,player); return; } player->setPositionX(message->getFloat()); player->setPositionZ(message->getFloat()); group->sendCreate(player); }
void GroupManager::_processGroupInviteResponse(Message* message, DispatchClient* client) { Player* player = gChatManager->getPlayerByAccId(client->getAccountId()); if(player == NULL) { gLogger->log(LogManager::DEBUG,"GroupManager::_processGroupInviteResponse: player not found"); return; } if(player->getGroupId() == 0 || player->getGroupMemberIndex() != 0xFFFF ) { // player hasnt been invited gChatMessageLib->sendSystemMessage(player,L"@group:must_be_invited"); return; } GroupObject* group = getGroupById(player->getGroupId()); if(group == NULL) { // the group has died im the mean time // lets tell zone to update groupId of this guy // and tell him the group is no more gChatMessageLib->sendIsmGroupCREO6deltaGroupId(0,player); gChatMessageLib->sendSystemMessage(player, L"@group:disbanded"); return; } // if player refuses to join the group if(message->getUint8() == 0) { gChatMessageLib->sendGroupSystemMessage(player->getName(), BString("decline_leader"), group->getLeader(), NULL); group->removeTempMember(player); return; } // if accept to join the group gChatMessageLib->sendSystemMessage(player, L"@group:joined_self"); player->setPositionX(message->getFloat()); player->setPositionZ(message->getFloat()); // if this is the first member, we have to // create objects in leader's client too Player *groupLeader = group->getLeader(); DispatchClient* clientLeader = groupLeader->getClient(); ChatAvatarId* avatarLeader = NULL; if(group->getSize() == 1) { // create the channel and create the group on leaders'client group->createChannel(); avatarLeader = new ChatAvatarId(); avatarLeader->setPlayer(group->getLeader()); avatarLeader->setGalaxy(gChatManager->getGalaxyName()); group->getChannel()->addUser(avatarLeader); group->sendCreate(group->getLeader()); gChatMessageLib->sendSystemMessage(group->getLeader(), L"@group:formed_self"); } // set the member index of the player player->setGroupMemberIndex(group->getSize()); // advise existing members group->broadcastDeltaAdd(player); // add the member to the list group->addMember(player); ChatAvatarId* avatar = new ChatAvatarId(); avatar->setPlayer(player); avatar->setGalaxy(gChatManager->getGalaxyName()); group->getChannel()->addUser(avatar); // create the group on the new client group->sendCreate(player); // gChatMessageLib->sendChatOnEnteredRoom(client, avatar, group->getChannel(), 0); // When we have changed number of members in group, we need to update the client also. // right now doing a quick and dirty for two players since not everything is working. if (avatarLeader) { gChatMessageLib->sendChatQueryRoomResults(clientLeader, group->getChannel(), 0); } gChatMessageLib->sendChatQueryRoomResults(client, group->getChannel(), 0); if (avatarLeader) { gChatMessageLib->sendChatOnEnteredRoom(clientLeader, avatarLeader, group->getChannel(), 0); } gChatMessageLib->sendChatOnEnteredRoom(client, avatar, group->getChannel(), 0); }