📄 gamevillage.cpp
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#include "StdAfx.h"
#include ".\gamevillage.h"
#include "Player.h"
#include "Map.h"
__IMPL_GAMEZONEPOOL(GameVillage)
GameVillage::GameVillage(void)
{
}
GameVillage::~GameVillage(void)
{
}
VOID GameVillage::Init( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo )
{
GameZone::Init( Key, MapCode );
GameZone::LoadMap( -1 ); //< 葛电 甘 肺爹
}
VOID GameVillage::Ready( Player * pPlayer, CODETYPE FieldCode, WzID AreaID )
{
DEBUG_CODE(
GameZone * pEnterZone = NULL;
CODETYPE EnterFieldCode = 0;
eZONE_STATE eRoomState = pPlayer->GetGameZone( pEnterZone, EnterFieldCode );
ASSERT( !(eRoomState & ePRS_AT_ZONE) );
);
pPlayer->SetGameZone( ePRS_BEFORE_ENTER_VILLAGE, this, FieldCode, AreaID );
}
BOOL GameVillage::Join( Player * pPlayer, CODETYPE FieldCode, WzID AreaID )
{
DEBUG_CODE(
GameZone * pEnterZone = NULL;
CODETYPE EnterFieldCode = 0;
eZONE_STATE eRoomState = pPlayer->GetGameZone( pEnterZone, EnterFieldCode );
ASSERT( (eRoomState & ePRS_BEFORE_ENTER_VILLAGE) );
);
pPlayer->SetGameZone( ePRS_AT_VILLAGE, this, FieldCode );
Field* pField = GetMap()->GetFieldx( FieldCode );
DEBUG_CODE( if( !pField ) { ASSERT( !"甸绢棵妨绰 镑俊 鞘靛啊 绝促" ); SUNLOG( eFULL_LOG, "[GameVillage::Join] 甸绢棵妨绰 镑俊 鞘靛啊 绝促."); return FALSE; } );
WzVector wzVec = pPlayer->GetStartVector(pField);
if( FALSE == pField->EnterField( pPlayer, &wzVec ) )
{
SUNLOG( eCRITICAL_LOG, "[GameVillage::Join] EnterField Error!!! ObjectKey[%d]", pPlayer->GetObjectKey());
SASSERT( NULL, "[坷幅]:EnterField坷幅!!" );
pPlayer->SetGameZone( ePRS_NOT_AT_ZONE, NULL, 0 );
return FALSE;
}
pPlayer->SaveStartLocation();
ASSERT( m_PlayerHash.GetData(pPlayer->GetObjectKey()) == NULL );
m_PlayerHash.Add( pPlayer, pPlayer->GetObjectKey() );
return TRUE;
}
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