📄 msgteam.cpp
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// MsgTeam.cpp: implementation of the CMsgTeam class.
//
//////////////////////////////////////////////////////////////////////
#include "allmsg.h"
#include "npcWorld.h"
#include "Agent.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMsgTeam::CMsgTeam()
{
this->Init();
m_pInfo =(MSG_Info *)m_bufMsg;
}
CMsgTeam::~CMsgTeam()
{
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgTeam::Create(OBJID idPlayer, int nAction)
{
// init
this->Init();
// fill info now
m_unMsgSize =sizeof(MSG_Info);
m_unMsgType =_MSG_TEAM;
m_pInfo->idPlayer = idPlayer;
m_pInfo->unAction = nAction;
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgTeam::Create(char* pbufMsg, DWORD dwMsgSize)
{
if(!pbufMsg)
return false;
memcpy(this->m_bufMsg, pbufMsg, dwMsgSize);
return true;
}
//////////////////////////////////////////////////////////////////////
void CMsgTeam::Process(void* pInfo)
{
CAgent* pAgent = NpcManager()->QueryAgent(GetNpcID());
if (!pAgent)
return;
CTeam* pTeam = Cast<CTeam>(pAgent);
switch(m_pInfo->unAction)
{
case _MSGTEAM_APPLYJOIN:
case _MSGTEAM_INVITE:
{
pTeam->Apply(m_pInfo->idPlayer);
}
break;
case _MSGTEAM_LEAVE:
case _MSGTEAM_KICKOUT:
{
if(m_pInfo->idPlayer == pAgent->GetID())
pTeam->Dismiss(m_pInfo->idPlayer);
else
pTeam->DelMember(m_pInfo->idPlayer);
}
break;
case _MSGTEAM_DISMISS:
{
pTeam->Dismiss(m_pInfo->idPlayer);
}
break;
}
}
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