📄 handler_cg_pvp.cpp
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#include "StdAfx.h"
#include ".\handler_cg_pvp.h"
#include ".\PVPManager.h"
#include ".\Player.h"
#include ".\GamePVPRoom.h"
Handler_CG_PVP::Handler_CG_PVP(void)
{
}
Handler_CG_PVP::~Handler_CG_PVP(void)
{
}
Handler_CG_PVP_IMPL(CG_PVP_PRESS_KEY_SYN)
{
MSG_CG_PVP_PRESS_KEY_SYN * pRecvMsg = (MSG_CG_PVP_PRESS_KEY_SYN *)pMsg;
DWORD UserKey = pRecvMsg->m_dwKey;
Player *pPlayer = PlayerManager::Instance()->FindPlayer( UserKey );
ASSERT( pPlayer );
if( !pPlayer ) return;
GameZone * pEnterZone = NULL;
CODETYPE EnterFieldCode = 0;
eZONE_STATE eState = pPlayer->GetGameZone( pEnterZone, EnterFieldCode );
if( !(eState & ePRS_AT_ZONE) )
{
MSG_CG_PVP_PRESS_KEY_NAK msg;
msg.m_byErrorCode = RC::RC_PVP_NOT_AT_ZONE;
pPlayer->SendPacket( &msg, sizeof(msg) );
return;
}
GamePVPRoom * pPVPRoom = (GamePVPRoom *)pEnterZone;
RC::ePVP_RESULT rt = pPVPRoom->GetPVPManager()->PressKeyPlayer( pPlayer );
if( rt == RC::RC_PVP_SUCCESS )
{
MSG_CG_PVP_PRESS_KEY_ACK msg;
pPlayer->SendPacket( &msg, sizeof(msg) );
}
else
{
MSG_CG_PVP_PRESS_KEY_NAK msg;
msg.m_byErrorCode = rt;
pPlayer->SendPacket( &msg, sizeof(msg) );
}
}
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