示例#1
0
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.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( pPacket->GetReturn()==FALSE )
	{//队长不同意
		WGTeamError sMsg;
		sMsg.SetPlayerID( pSourUser->GetPlayerID() );
		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.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.SetErrorCode( TEAM_ERROR_APPLYTEAMFULL );
			pSourServerPlayer->SendPacket( &sMsg );

			WGTeamError lMsg;
			lMsg.SetPlayerID( pLeaderUser->GetPlayerID() );
			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.SetErrorCode( TEAM_ERROR_APPLYLEADERGUIDERROR );
			pSourServerPlayer->SendPacket( &sMsg );

			WGTeamError lMsg;
			lMsg.SetPlayerID( pLeaderUser->GetPlayerID() );
			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;
			Member.m_GUIDEx = pSourUser->GetPlayerID();
			Member.m_SceneID = pSourUser->GetSceneID();
			strncpy((char*)Member.m_Name,(char*)pSourUser->GetName(),MAX_CHARACTER_NAME-1);
			Member.m_nPortrait = pSourUser->GetPortrait();
			Member.m_uDataID = pSourUser->GetSex();
			Member.m_uFamily = pSourUser->GetMenpai();
			Member.m_Level   = pSourUser->GetLevel();

			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() );
			Msg2.SetFamily( pSourUser->GetMenpai() );
			Msg2.SetLevel( pSourUser->GetLevel() );

			//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;
				}

				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( pMember->m_Name );
					Msg1.SetIcon( pMember->m_nPortrait );
					Msg1.SetDataID( pMember->m_uDataID );
					Msg1.SetFamily( pMember->m_uFamily );

					Msg1.SetGUID( pMember->m_Member );
					Msg1.SetGUIDEx( pMember->m_GUIDEx ); // 将玩家的 PlayerID 传回
					Msg1.SetSceneID( pMember->m_SceneID );
					Msg1.SetLevel( pMember->m_Level );

					pSourServerPlayer->SendPacket( &Msg1 );
				}

				if ( pTeam->GetIsMomentLeave(i) )
				{
					//玩家暂时离开队伍(可能是断线等原因)
					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 );

			}//end for

			Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Success!  sGUID=%X lGUID=%X", 
				sGuid, lGuid );
		}

	}




	return PACKET_EXE_CONTINUE;

	__LEAVE_FUNCTION

		return PACKET_EXE_ERROR;
}
示例#2
0
uint GWTeamAppointHandler::Execute( GWTeamAppoint* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

	ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer;

	GUID_t sGuid = pPacket->GetSourGUID();
	GUID_t dGuid = pPacket->GetDestGUID();


	USER* pSourUser = g_pOnlineUser->FindUser( sGuid );
	if( pSourUser==NULL )
	{
		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...User Sour GUID=%X not find!", 
			sGuid );

		return PACKET_EXE_CONTINUE;
	}
	// 如果邀请人处于离线状态则返回
	if ( pSourUser->UserStatus() == US_OFFLINE )
	{
		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...User Sour GUID=%X off line!", 
			sGuid );

		return PACKET_EXE_CONTINUE;
	}

	USER* pDestUser = g_pOnlineUser->FindUser( dGuid );
	if( pDestUser==NULL )
	{
		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...User Dest GUID=%X not find!", 
			dGuid );

		return PACKET_EXE_CONTINUE;
	}
	// 被邀请人处于离线状态,返回
	if ( pDestUser->UserStatus() == US_OFFLINE )
	{
		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...User Dest GUID=%X off line!", 
			sGuid );

		return PACKET_EXE_CONTINUE;
	}

	if( pSourUser->GetTeamID()==INVALID_ID )
	{//旧队长不在队伍中
		WGTeamError Msg;
		Msg.SetPlayerID( pSourUser->GetPlayerID() );
		Msg.SetErrorCode(TEAM_ERROR_APPOINTSOURNOTEAM);
		pSourServerPlayer->SendPacket( &Msg );

		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...DestInTeam SourGUID=%X DestGUID=%X", 
			sGuid, dGuid );
	}
	else if( pDestUser->GetTeamID()==INVALID_ID )
	{//新队长不在队伍中
		WGTeamError Msg;
		Msg.SetPlayerID( pSourUser->GetPlayerID() );
		Msg.SetErrorCode(TEAM_ERROR_APPOINTDESTNOTEAM);
		pSourServerPlayer->SendPacket( &Msg );

		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...DestInTeam SourGUID=%X DestGUID=%X", 
			sGuid, dGuid );
	}
	else if( pDestUser->GetTeamID()!=pSourUser->GetTeamID() )
	{//两个人不属于同一个队伍
		WGTeamError Msg;
		Msg.SetPlayerID( pSourUser->GetPlayerID() );
		Msg.SetErrorCode(TEAM_ERROR_APPOINTNOTSAMETEAM);
		pSourServerPlayer->SendPacket( &Msg );

		Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...DestInTeam SourGUID=%X DestGUID=%X", 
			sGuid, dGuid );
	}
	else
	{//队伍存在
		if( g_pOnlineUser->AppointTeamLeader(pSourUser, pDestUser) )
		{
			Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...Success!  sGUID=%X dGUID=%X", 
				sGuid, dGuid );
		}
		else
		{
			Log::SaveLog( WORLD_LOGFILE, "GWTeamAppointHandler...Failed!  sGUID=%X dGUID=%X", 
				sGuid, dGuid );
		}
	}

	return PACKET_EXE_CONTINUE;

__LEAVE_FUNCTION

	return PACKET_EXE_ERROR;
}