public void                                                             CleanUp()
    {
        m_GUID   = MacroDefine.UINT_MAX;
        m_szName = null;

        m_RelationType = RELATION_TYPE.RELATION_TYPE_NONE;
        m_nFriendPoint = 0;

        m_nLevel      = 0;
        m_nMenPai     = 9;
        m_nPortrait   = -1;
        m_GuildID     = MacroDefine.INVALID_ID;
        m_szGuildName = null;
        m_bOnlineFlag = false;
        m_szMood      = "";
        m_szTitle     = null;
        m_SceneID     = MacroDefine.INVALID_ID;
        m_szRelation  = null;
        m_szLocation  = null;

        m_nTeamSize   = 0;
        m_szTeamDesc  = null;
        m_nEnterOrder = 0;
    }
    // 移动一个关系,Srg 是原来的组,guid 是要移动的玩家 GUID,Dtype 是移动后的关系类型,Drg 是移动后的组
    public bool                                                             MoveRelation(RELATION_GROUP Srg, RELATION_TYPE Dtype, RELATION_GROUP Drg, uint guid)
    {
        RelationList pSRelationList;

        pSRelationList = GetRelationList(Srg);
        if (pSRelationList == null)
        {
            return(false);
        }

        RelationList pDRelationList;

        pDRelationList = GetRelationList(Drg);
        if (pDRelationList == null)
        {
            return(false);
        }

        SDATA_RELATION_MEMBER pMember;

        pMember = pSRelationList.GetMemberByGUID(guid);
        if (pMember == null)
        {
            return(false);
        }

        if (pSRelationList.RemoveByGUID(guid))
        {
            UpdateUIList(Srg);

            // 修改关系信息
            pMember.m_RelationType = Dtype;

            string m_szName = pMember.m_szName;
            bool   isFinish = false;
            if (pDRelationList.Add(pMember))
            {
                UpdateUIList(Drg);
                isFinish = true;
            }
            else
            {
                pMember  = null;
                isFinish = false;
            }

            // 必须等add完成后再刷新 [9/26/2011 Ivan edit]
            CObject_Character player = (CObject_Character)(CObjectManager.Instance.FindCharacterByName(m_szName));
            if (player != null)
            {
                player.GetCharacterData().RefreshName();
            }
            return(isFinish);
        }

        return(false);
    }