📄 msgainpcinfo.cpp
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// MsgAiNpcInfo.cpp: implementation of the CMsgAiNpcInfo class.
//
//////////////////////////////////////////////////////////////////////
#include "allmsg.h"
#include "Npc.h"
#include "NpcWorld.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMsgAiNpcInfo::CMsgAiNpcInfo()
{
Init();
m_pInfo =(MSG_Info *)m_bufMsg;
}
CMsgAiNpcInfo::~CMsgAiNpcInfo()
{
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgAiNpcInfo::Create(int nAction, OBJID idNpc, OBJID idGen, int nType, OBJID idMap, int nPosX, int nPosY)
{
CHECKF(nAction == MSGAINPCINFO_CREATENEW);
// init
this->Init();
// fill info now
m_unMsgSize =sizeof(MSG_Info);
m_unMsgType =_MSG_AINPCINFO;
m_pInfo->id = idNpc;
m_pInfo->usAction = nAction;
m_pInfo->usType = nType;
m_pInfo->idMap = idMap;
m_pInfo->usPosX = nPosX;
m_pInfo->usPosY = nPosY;
m_pInfo->idGen = idGen;
m_pInfo->idOwner = ID_NONE;
m_pInfo->ucOwnerType= OWNER_NONE;
m_pInfo->nData = 0;
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgAiNpcInfo::Create(char* pbufMsg, DWORD dwMsgSize)
{
if(!pbufMsg)
return false;
memcpy(this->m_bufMsg, pbufMsg, dwMsgSize);
return true;
}
//////////////////////////////////////////////////////////////////////
void CMsgAiNpcInfo::Process(CGameSocket* pSocket)
{
#ifdef _MYDEBUG
::LogSave("Process CMsgAiNpcInfo: ID:0x:%x, Type:%d, LookType:%d, CellX:%d, CellY:%d, Name:%s",
m_pInfo->id , m_pInfo->usType,
m_pInfo->usLook, m_pInfo->usCellX,
m_pInfo->usCellY, m_pInfo->szName);
#endif
if (!pSocket)
return;
if(NpcManager()->QuerySet()->GetObj(m_pInfo->id))
{
return; //@ 已经有此NPC,如何处理?
}
CNpc* pNpc = CNpc::CreateNew();
if(pNpc)
{
if(pNpc->Create(m_pInfo->id, m_pInfo->usType, m_pInfo->idMap, m_pInfo->usPosX, m_pInfo->usPosY, m_pInfo->idGen,
m_pInfo->idOwner, m_pInfo->ucOwnerType, m_pInfo->nData))
{
NpcManager()->QuerySet()->AddObj(Cast<INpc>(pNpc));
return ;
}
pNpc->ReleaseByOwner();
}
}
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