📄 msgteam.cpp
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// MsgTeam.cpp: implementation of the CMsgTeam class.
//
//////////////////////////////////////////////////////////////////////
#include "MsgTeam.h"
#include "Hero.h"
#include "GameMsg.h"
#include "GameDataSet.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMsgTeam::CMsgTeam()
{
Init();
m_pInfo =(MSG_Info* )m_bufMsg;
}
CMsgTeam::~CMsgTeam()
{
}
//-------------------------------------------------------------------
BOOL CMsgTeam::Create(char* pbufMsg, DWORD dwMsgSize)
{
if(!pbufMsg)
return false;
if((unsigned short)dwMsgSize != GetSize(pbufMsg, dwMsgSize))
return false;
if(_MSG_TEAM != GetType(pbufMsg, dwMsgSize))
return false;
memcpy(this->m_bufMsg, pbufMsg, dwMsgSize);
return true;
}
//-------------------------------------------------------------------
BOOL CMsgTeam::Create(OBJID idPlayer, int nAction)
{
this->Init();
// fill info now
m_pInfo->unMsgSize =sizeof(MSG_Info);
m_pInfo->unMsgType =_MSG_TEAM;
m_pInfo->idPlayer = idPlayer;
m_pInfo->unAction = nAction;
return true;
}
//-------------------------------------------------------------------
void CMsgTeam::Process(void* pInfo)
{
switch(m_pInfo->unAction)
{
case _MSGTEAM_CREATE:
{
// 服务器告知我队伍创建成功
g_objHero.ClearTeamMember();
TeamMemberInfo* pInfo = CTeam::CreateNewMemberInfo((char*)g_objHero.GetName(),
g_objHero.GetID(),
g_objHero.GetFace(),
g_objHero.GetData(CPlayer::_PLAYER_LIFE),
g_objHero.GetMaxLife(),
g_objHero.GetLook());
g_objHero.AddTeamMember(pInfo);
::PostCmd(CMD_FLASHTEAM,1);
}
break;
case _MSGTEAM_APPLYJOIN:
{
// 服务器告诉我有人要求加入我的队伍
if(g_objHero.SetTeamLastApply(m_pInfo->idPlayer))
::PostCmd(CMD_TEAMAPPLY);
}
break;
case _MSGTEAM_LEAVE:
{
// 服务端告诉我有人离开了队伍
if(g_objHero.GetID() == m_pInfo->idPlayer)
{
g_objHero.ClearTeamMember();
OBJID idLeaveTeam = 100107;
g_objGameMsg.AddMsg(g_objGameDataSet.GetStr(idLeaveTeam));
}
else
{
TeamMemberInfo* pInfo = g_objHero.GetTeamMemberInfoByID(m_pInfo->idPlayer);
if(pInfo)
{
char szMsg[128];
OBJID idLeaveTeam = 100108;
sprintf(szMsg, g_objGameDataSet.GetStr(idLeaveTeam), pInfo->szName);
g_objGameMsg.AddMsg(szMsg);
g_objHero.DelTeamMember(m_pInfo->idPlayer);
}
}
::PostCmd(CMD_FLASHTEAM);
}
break;
case _MSGTEAM_ACCEPTINVITE:
break;
case _MSGTEAM_INVITE:
{
// 服务器告诉我有人要求我加入队伍
if(g_objHero.SetTeamLastApply(m_pInfo->idPlayer))
::PostCmd(CMD_TEAMINVITE);
}
break;
case _MSGTEAM_AGREEJOIN:
break;
case _MSGTEAM_DISMISS:
{
// 服务器告诉我队伍解散了
g_objHero.ClearTeamMember();
const OBJID idDismiss = 100109;
g_objGameMsg.AddMsg(g_objGameDataSet.GetStr(idDismiss));
::PostCmd(CMD_FLASHTEAM);
}
break;
case _MSGTEAM_KICKOUT:
{
// 服务器告诉我有人被踢出队伍
if(g_objHero.GetID() == m_pInfo->idPlayer)
{
const OBJID idKickOut = 100110;
g_objGameMsg.AddMsg(g_objGameDataSet.GetStr(idKickOut));
g_objHero.ClearTeamMember();
}
else
{
TeamMemberInfo* pInfo = g_objHero.GetTeamMemberInfoByID(m_pInfo->idPlayer);
if(pInfo)
{
const OBJID idKickOut = 100111;
char szMsg[128];
sprintf(szMsg, g_objGameDataSet.GetStr(idKickOut), pInfo->szName);
g_objGameMsg.AddMsg(szMsg);
}
g_objHero.DelTeamMember(m_pInfo->idPlayer);
}
::PostCmd(CMD_FLASHTEAM);
}
break;
case _MSGTEAM_CLOSETEAM:
{
// 服务器告诉我队伍已经被关闭
g_objHero.CloseTeam();
const OBJID idClose = 100112;
g_objGameMsg.AddMsg(g_objGameDataSet.GetStr(idClose));
::PostCmd(CMD_FLASHTEAM);
}
break;
case _MSGTEAM_OPENTEAM:
{
// 服务器告诉我队伍已经被打开
g_objHero.OpenTeam();
const OBJID idOpen = 100113;
g_objGameMsg.AddMsg(g_objGameDataSet.GetStr(idOpen));
::PostCmd(CMD_FLASHTEAM);
}
break;
}
}
//-------------------------------------------------------------------
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