本文整理汇总了C++中GetMoney函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMoney函数的具体用法?C++ GetMoney怎么用?C++ GetMoney使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetMoney函数的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetSize
BOOL KLootList::IsEmpty()
{
BOOL bRetCode = FALSE;
int nItem = GetSize();
int nMoney = GetMoney();
KG_PROCESS_ERROR(nItem == 0 && nMoney == 0);
bRetCode = TRUE;
Exit0:
return bRetCode;
}
示例2: DEBUG_LOG
bool CPlayer::BuyBackItemFromMultiVendor(uint32 slot)
{
DEBUG_LOG("WORLD: BuyBackItemFromMultiVendor");
uint32 entry;
ObjectGuid vendorGuid;
GetMultiVendor(entry, vendorGuid);
Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_NONE);
if (!pCreature)
{
DEBUG_LOG("WORLD: BuyBackItemFromMultiVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0);
return false;
}
// remove fake death
if (hasUnitState(UNIT_STAT_DIED))
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
Item* pItem = GetItemFromBuyBackSlot(slot);
if (pItem)
{
uint32 price = GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
if (GetMoney() < price)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
return false;
}
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
ModifyMoney(-(int32)price);
RemoveItemFromBuyBackSlot(slot, false);
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
StoreItem(dest, pItem, true);
}
else
SendEquipError(msg, pItem, NULL);
return true;
}
else
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);
return false;
}
示例3: SetMoney
void CPlayer::AddReward(std::string name, float amount)
{
m_Rewards.push_back(name + "|r");
m_PendingReward += amount;
if (m_PendingReward >= 1)
{
uint32 Reward = m_PendingReward * 10000.f;
m_PendingReward = 0;
SetMoney(GetMoney() + Reward);
BoxChat << "You were rewarded with " << GetGoldString(Reward) << " for the kills of " << GetRewardNames(false) << std::endl;
m_Rewards.clear();
}
}
示例4: deleteIncludedItems
/**
* Sends a mail.
*
* @param receiver The MailReceiver to which this mail is sent.
* @param sender The MailSender from which this mail is originated.
* @param checked The mask used to specify the mail.
* @param deliver_delay The delay after which the mail is delivered in seconds
*/
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
Player* pReceiver = receiver.GetPlayer(); // can be NULL
uint32 pReceiverAccount = 0;
if (!pReceiver)
pReceiverAccount = sObjectMgr.GetPlayerAccountIdByGUID(receiver.GetPlayerGuid());
if (!pReceiver && !pReceiverAccount) // receiver not exist
{
deleteIncludedItems(true);
return;
}
bool has_items = !m_items.empty();
// generate mail template items for online player, for offline player items will generated at open
if (pReceiver)
{
if (prepareItems(pReceiver))
has_items = true;
}
uint32 mailId = sObjectMgr.GenerateMailID();
time_t deliver_time = time(NULL) + deliver_delay;
uint32 expire_delay;
// auction mail without any items and money (auction sale note) pending 1 hour
if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
expire_delay = HOUR;
// default case: expire time if COD 3 days, if no COD 30 days
else
expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;
time_t expire_time = deliver_time + expire_delay;
// Add to DB
std::string safe_subject = GetSubject();
CharacterDatabase.escape_string(safe_subject);
std::string safe_body = GetBody();
CharacterDatabase.escape_string(safe_body);
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%s', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%u')",
mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGuid().GetCounter(), safe_subject.c_str(), safe_body.c_str(), (has_items ? 1 : 0), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);
for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')",
mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGuid().GetCounter());
}
CharacterDatabase.CommitTransaction();
// For online receiver update in game mail status and data
if (pReceiver)
{
pReceiver->AddNewMailDeliverTime(deliver_time);
Mail *m = new Mail;
m->messageID = mailId;
m->mailTemplateId = GetMailTemplateId();
m->subject = GetSubject();
m->body = GetBody();
m->money = GetMoney();
m->COD = GetCOD();
for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
m->AddItem(item->GetGUIDLow(), item->GetEntry());
}
m->messageType = sender.GetMailMessageType();
m->stationery = sender.GetStationery();
m->sender = sender.GetSenderId();
m->receiverGuid = receiver.GetPlayerGuid();
m->expire_time = expire_time;
m->deliver_time = deliver_time;
m->checked = checked;
m->state = MAIL_STATE_UNCHANGED;
pReceiver->AddMail(m); // to insert new mail to beginning of maillist
if (!m_items.empty())
{
for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
pReceiver->AddMItem(mailItemIter->second);
//.........这里部分代码省略.........
示例5: prepareItems
void MailDraft::SendMailTo(SQLTransaction& trans, MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
Player* pReceiver = receiver.GetPlayer(); // can be NULL
Player* pSender = sObjectMgr->GetPlayerByLowGUID(sender.GetSenderId());
if (pReceiver)
prepareItems(pReceiver, trans); // generate mail template items
uint32 mailId = sObjectMgr->GenerateMailID();
time_t deliver_time = time(NULL) + deliver_delay;
//expire time if COD 3 days, if no COD 30 days, if auction sale pending 1 hour
uint32 expire_delay;
// auction mail without any items and money
if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
expire_delay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
// mail from battlemaster (rewardmarks) should last only one day
else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattlegroundMgr->GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
expire_delay = DAY;
// default case: expire time if COD 3 days, if no COD 30 days (or 90 days if sender is a game master)
else
{
if (m_COD)
expire_delay = 3 * DAY;
else
expire_delay = pSender && pSender->IsGameMaster() ? 90 * DAY : 30 * DAY;
}
time_t expire_time = deliver_time + expire_delay;
// Add to DB
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL);
stmt->setUInt32( index, mailId);
stmt->setUInt8 (++index, uint8(sender.GetMailMessageType()));
stmt->setInt8 (++index, int8(sender.GetStationery()));
stmt->setUInt16(++index, GetMailTemplateId());
stmt->setUInt32(++index, sender.GetSenderId());
stmt->setUInt32(++index, receiver.GetPlayerGUIDLow());
stmt->setString(++index, GetSubject());
stmt->setString(++index, GetBody());
stmt->setBool (++index, !m_items.empty());
stmt->setUInt64(++index, uint64(expire_time));
stmt->setUInt64(++index, uint64(deliver_time));
stmt->setUInt32(++index, m_money);
stmt->setUInt32(++index, m_COD);
stmt->setUInt8 (++index, uint8(checked));
trans->Append(stmt);
for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* pItem = mailItemIter->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL_ITEM);
stmt->setUInt32(0, mailId);
stmt->setUInt32(1, pItem->GetGUID().GetCounter());
stmt->setUInt32(2, receiver.GetPlayerGUIDLow());
trans->Append(stmt);
}
// For online receiver update in game mail status and data
if (pReceiver)
{
pReceiver->AddNewMailDeliverTime(deliver_time);
if (pReceiver->IsMailsLoaded())
{
Mail* m = new Mail;
m->messageID = mailId;
m->mailTemplateId = GetMailTemplateId();
m->subject = GetSubject();
m->body = GetBody();
m->money = GetMoney();
m->COD = GetCOD();
for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
m->AddItem(item->GetGUID().GetCounter(), item->GetEntry());
}
m->messageType = sender.GetMailMessageType();
m->stationery = sender.GetStationery();
m->sender = sender.GetSenderId();
m->receiver = receiver.GetPlayerGUIDLow();
m->expire_time = expire_time;
m->deliver_time = deliver_time;
m->checked = checked;
m->state = MAIL_STATE_UNCHANGED;
pReceiver->AddMail(m); // to insert new mail to beginning of maillist
if (!m_items.empty())
{
for (MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
pReceiver->AddMItem(mailItemIter->second);
}
}
else if (!m_items.empty())
//.........这里部分代码省略.........
示例6: prepareItems
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
Player* pReceiver = receiver.GetPlayer(); // can be NULL
if (pReceiver)
prepareItems(pReceiver); // generate mail template items
uint32 mailId = objmgr.GenerateMailID();
time_t deliver_time = time(NULL) + deliver_delay;
uint32 expire_delay;
// auction mail without any items and money (auction sale note) pending 1 hour
if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
expire_delay = HOUR;
// mail from battlemaster (rewardmarks) should last only one day
else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattleGroundMgr.GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
expire_delay = DAY;
// default case: expire time if COD 3 days, if no COD 30 days
else
expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;
time_t expire_time = deliver_time + expire_delay;
// Add to DB
std::string safe_subject = GetSubject();
CharacterDatabase.BeginTransaction();
CharacterDatabase.escape_string(safe_subject);
CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%u', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%d')",
mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGUIDLow(), safe_subject.c_str(), GetBodyId(), (m_items.empty() ? 0 : 1), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);
for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')", mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGUIDLow());
}
CharacterDatabase.CommitTransaction();
// For online receiver update in game mail status and data
if (pReceiver)
{
pReceiver->AddNewMailDeliverTime(deliver_time);
if (pReceiver->IsMailsLoaded())
{
Mail *m = new Mail;
m->messageID = mailId;
m->mailTemplateId = GetMailTemplateId();
m->subject = GetSubject();
m->itemTextId = GetBodyId();
m->money = GetMoney();
m->COD = GetCOD();
for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
m->AddItem(item->GetGUIDLow(), item->GetEntry());
}
m->messageType = sender.GetMailMessageType();
m->stationery = sender.GetStationery();
m->sender = sender.GetSenderId();
m->receiver = receiver.GetPlayerGUIDLow();
m->expire_time = expire_time;
m->deliver_time = deliver_time;
m->checked = checked;
m->state = MAIL_STATE_UNCHANGED;
pReceiver->AddMail(m); // to insert new mail to beginning of maillist
if (!m_items.empty())
{
for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
pReceiver->AddMItem(mailItemIter->second);
}
}
else if (!m_items.empty())
deleteIncludedItems();
}
else if (!m_items.empty())
deleteIncludedItems();
}
示例7: system
void QuizRoom::TakeInput()
{
system("CLS");
char Answer[50];
std::cout << "You passed my puzzle room pretty easily, but can you stand the heat of my quiz room?\n";
std::cout << "\nThere are 5 questions in total can you muster your brain power to get all 5 right? if so they might be something in it for you\n";
std::cout << "\nRight lets begin, Question 1 What piece in chess has the least value?\n\nBishop\nRook\nPawn\n";
String input1;
input1.setString();
if (input1.lowerCase().compare("pawn"))
{
system("CLS");
Correct++;
std::cout << "Correct, Onto the second question!\n";
totalScore++;
std::cout << "\n" << totalScore << " / 1\n";
AddMoney(500);
std::cout << "$" << GetMoney();
}
else
{
system("CLS");
std::cout << "Nice try, try the next one!\n";
}
String input2;
std::cout << "\nQuestion 2 What is the name of the main antagonist in the mario franchise?\nKamek\nBowser\nGoomba\n";
input2.setString();
if (input2.lowerCase().compare("bowser"))
{
system("CLS");
Correct++;
std::cout << "Correct, Onto the Third question!\n";
totalScore++;
std::cout << "\n" << totalScore << " / 2\n";
AddMoney(500);
std::cout << "$" << GetMoney() << "\n";
}
else
{
system("CLS");
std::cout << "\n" << "Nice try, the next one!\n";
}
String input3;
std::cout << "\nQuestion 3 What is the name of playstations marsupial mascot?\nCrash\nCoco\nSteve\n";
input3.setString();
if (input3.lowerCase().compare("crash"))
{
system("CLS");
Correct++;
std::cout << "\nCorrect, Onto the Fourth question! \n";
totalScore++;
std::cout << "\n" << totalScore << " / 3\n";
AddMoney(500);
std::cout << "$" << GetMoney() << "\n";
}
else
{
system("CLS");
std::cout << "Nice try, the next one!\n";
}
std::cout << "\nQuestion 4, The OUYA isnt a well known console amongst gamers, but who made it?\nAndroid\nApple\nSony\nMicrosoft\n";
String input4;
input4.setString();
if (input4.lowerCase().compare("android"))
{
system("CLS");
Correct++;
std::cout << "\nCorrect, Onto the Last question! \n";
totalScore++;
std::cout << "\n" << totalScore << " / 4 \n";
AddMoney(500);
std::cout << "$" << GetMoney() << "\n";
}
else
{
system("CLS");
std::cout << "Nice attempt, that was a hard question, onto the grand finale\n";
}
std::cout << "\nFinal Question!, Which character does this quote originate from, *Show me your moves!*\nBloodFalcon\nCaptainFalcon\nFox\nMario\n";
String input5;
input5.setString();
if (input5.lowerCase().compare("captainfalcon"))
{
system("CLS");
Correct++;
std::cout << "\nWell done! you completed the Quiz\n";
totalScore++;
AddMoney(500);
std::cout << "$" << GetMoney() << "\n";
std::cout << "Your total score was" << totalScore << " / 5";
}
else
{
system("CLS");
std::cout << "\nYour total score was" << totalScore << " / 5";
}
if (totalScore == 5)
//.........这里部分代码省略.........
示例8: assert
void CFSPlayer::SetAutoDonate(CFSPlayer* pplayer, Money amount, bool bSend)
{
assert (pplayer != this);
ShipID sidDonateBy = GetShipID();
ShipID sidDonateTo;
IshipIGC* pship;
if (pplayer)
{
pship = pplayer->GetIGCShip()->GetAutoDonate();
if (pship == NULL)
pship = pplayer->GetIGCShip();
else
{
assert (pship->GetAutoDonate() == NULL);
CFSPlayer* pplayerNew = ((CFSShip*)(pship->GetPrivateData()))->GetPlayer();
if (pplayerNew == this)
{
//We are trying to autodonate to someone who is already autodonating to us
//Tell them to stop first (but don't send any messages)
pplayer->SetAutoDonate(NULL, 0, false);
//and then set our autodonate to go to them anyhow
pship = pplayer->GetIGCShip();
}
else
{
//The person we would like to donate to was already donating to someone else
//donate to who ever they were donating to.
pplayer = pplayerNew;
}
}
assert (pship->GetAutoDonate() == NULL);
assert (pplayer->GetIGCShip() == pship);
sidDonateTo = pship->GetObjectID();
if (amount != 0)
{
TrapHack(GetMoney() >= amount);
pplayer->SetMoney(amount + pplayer->GetMoney());
SetMoney(GetMoney() - amount);
}
}
else
{
pship = NULL;
sidDonateTo = NA;
}
GetIGCShip()->SetAutoDonate(pship);
BEGIN_PFM_CREATE(g.fm, pfmAD, S, AUTODONATE)
END_PFM_CREATE
pfmAD->sidDonateBy = sidDonateBy;
pfmAD->sidDonateTo = sidDonateTo;
pfmAD->amount = amount;
if (bSend)
g.fm.SendMessages(CFSSide::FromIGC(GetSide())->GetGroup(), FM_GUARANTEED, FM_FLUSH);
}