本文整理汇总了C++中CDPDatabaseClient::SendGC1to1Tender方法的典型用法代码示例。如果您正苦于以下问题:C++ CDPDatabaseClient::SendGC1to1Tender方法的具体用法?C++ CDPDatabaseClient::SendGC1to1Tender怎么用?C++ CDPDatabaseClient::SendGC1to1Tender使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDPDatabaseClient
的用法示例。
在下文中一共展示了CDPDatabaseClient::SendGC1to1Tender方法的4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:
// 입찰 취소
void CGuildCombat1to1Mng::SetCancelTenderGuild( CUser* pUser )
{
if( m_nState != GC1TO1_CLOSE )
{
pUser->AddDiagText( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_NOTENDER ) );
return;
}
// 길드마스터만 입찰 취소 가능
if( !IsGuildMaster( pUser ) )
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_NOTMASTER );
return;
}
CGuild* pGuild = pUser->GetGuild();
if( pGuild )
{
for( vector<__GC1TO1TENDER>::iterator it=m_vecTenderGuild.begin(); it!=m_vecTenderGuild.end(); it++ )
{
if( (*it).ulGuildId == pGuild->GetGuildId() )
{
int nReturnGold = (int)( (*it).nPenya * ( (float)m_nCancelReturnRate / 100 ) );
//인벤 꽉 찼을때 예외처리 해야함..
int nTotal = pUser->GetGold() + nReturnGold;
if( nReturnGold > 0 && nTotal < 0 ) // overflow
{
pUser->AddDefinedText( TID_GAME_LACKSPACE );
return;
}
pUser->AddGold( nReturnGold );
g_dpDBClient.SendGC1to1Tender( 'U', (*it).ulGuildId, (*it).nPenya, 'C' );
m_vecTenderGuild.erase( it );
CString strTemp;
strTemp.Format( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_CANCELTENDER ), nReturnGold );
pUser->AddDiagText( strTemp );
// 로그 남김(아이템로그)
LogItemInfo aLogItem;
aLogItem.Action = "9";
aLogItem.SendName = pUser->GetName();
aLogItem.RecvName = "GUILDCOMBAT1TO1_CANCELRETURN";
aLogItem.WorldId = pUser->GetWorld()->GetID();
//aLogItem.ItemName = "SEED";
_stprintf( aLogItem.szItemName, "%d", II_GOLD_SEED1 );
aLogItem.Gold = pUser->GetGold() - nReturnGold;
aLogItem.Gold2 = pUser->GetGold();
aLogItem.Gold_1 = nReturnGold;
g_DPSrvr.OnLogItem( aLogItem );
break;
}
}
}
}
示例2: if
// 현재 대전장의 대전이 모두 끝나고 텔레포트전 대기 시간...
void CGuildCombat1to1::GuildCombat1to1CloseWait()
{
ClearTime();
m_nState = GC1TO1WAR_CLOSEWAIT;
m_nWaitTime = (int)( g_GuildCombat1to1Mng.m_Lua.GetGlobalNumber( "WarCloseWaitTime" ) );
m_dwTime = GetTickCount();
SendNowStateAllPlayer();
// 승리 길드 판별
int nWinIndex = NULL_ID;
if( m_vecTenderGuild[m_nIndex[0]].nWinCount > m_vecTenderGuild[m_nIndex[1]].nWinCount )
nWinIndex = m_nIndex[0];
else if( m_vecTenderGuild[m_nIndex[0]].nWinCount < m_vecTenderGuild[m_nIndex[1]].nWinCount )
nWinIndex = m_nIndex[1];
// 길드 승패 메세지 출력(승리 길드는 칩 추가 지급)
CUser* pUser = NULL;
for( int i=0; i<2; i++ )
{
for( int j=0; j<(int)( m_vecTenderGuild[m_nIndex[i]].vecMemberId.size() ); j++ )
{
pUser = (CUser*)prj.GetUserByID( m_vecTenderGuild[m_nIndex[i]].vecMemberId[j] );
if( IsPossibleUser( pUser ) )
{
if( m_nIndex[i] == nWinIndex ) // 승리 길드
{
SetWinChip( pUser, NULL, FALSE, FALSE );
pUser->AddDefinedCaption( TRUE, TID_GAME_GUILDCOMBAT1TO1_WARGUILDWIN, "" );
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_WARGUILDWINCHIP, "%d", GetChipNum() );
}
else if( nWinIndex == NULL_ID ) // 비김
{
SetWinChip( pUser, NULL, TRUE, FALSE );
pUser->AddDefinedCaption( TRUE, TID_GAME_GUILDCOMBAT1TO1_WARGUILDDRAW, "" );
}
else // 패배 길드
{
SetWinChip( NULL, pUser, FALSE, FALSE );
pUser->AddDefinedCaption( TRUE, TID_GAME_GUILDCOMBAT1TO1_WARGUILDLOST, "" );
}
SendNowState( pUser );
}
}
}
g_dpDBClient.SendGC1to1Tender( 'U', m_vecTenderGuild[m_nIndex[0]].ulGuildId, m_vecTenderGuild[m_nIndex[0]].nPenya, 'E' );
g_dpDBClient.SendGC1to1Tender( 'U', m_vecTenderGuild[m_nIndex[1]].ulGuildId, m_vecTenderGuild[m_nIndex[1]].nPenya, 'E' );
g_dpDBClient.SendGC1to1WarGuild( m_vecTenderGuild[m_nIndex[0]].dwWorldId, 0, 0, 'E' );
}
示例3: GetTenderGuildIndexByUser
// 입찰 및 입찰금 순서로 정렬
void CGuildCombat1to1Mng::SetTenderGuild( CUser* pUser, int nPenya )
{
if( !g_eLocal.GetState( EVE_GUILDCOMBAT1TO1 ) )
return;
if( m_nState != GC1TO1_CLOSE )
{
pUser->AddDiagText( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_NOTENDER ) );
return;
}
// 길드대전에 입찰한 길드는 입찰할 수 없다.
if( IsGCTenderGuild( pUser ) )
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_ISGCTENDER );
return;
}
// 길드마스터만 입찰 가능
if( !IsGuildMaster( pUser ) )
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_NOTMASTER );
return;
}
// 참가할 수 있는 최소 길드레벨 검사...
if( pUser->GetGuild()->m_nLevel < m_nGuildLevel )
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_LOWGUILDLEVEL, "%d", m_nGuildLevel );
return;
}
// 최소 입찰 페냐 보다 많아야 한다.
if( nPenya < m_nJoinPenya )
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_LIMIT_MIN );
return;
}
// 로그 남길 준비(아이템로그)
LogItemInfo aLogItem;
aLogItem.Action = "9";
aLogItem.SendName = pUser->GetName();
aLogItem.RecvName = "GUILDCOMBAT1TO1";
aLogItem.WorldId = pUser->GetWorld()->GetID();
//aLogItem.ItemName = "SEED";
_stprintf( aLogItem.szItemName, "%d", II_GOLD_SEED1 );
int nIndex = GetTenderGuildIndexByUser( pUser );
if( nIndex != NULL_ID ) // 이미 입찰한 길드는 더많은 금액으로 입찰해야 한다.
{
if( m_vecTenderGuild[nIndex].nPenya < nPenya )
{
if( (DWORD)( nPenya ) > (DWORD)(pUser->GetGold() + m_vecTenderGuild[nIndex].nPenya) )
{
pUser->AddDefinedText( TID_GAME_LACKMONEY ); // 페냐가 부족하다.
return;
}
pUser->AddGold( m_vecTenderGuild[nIndex].nPenya - nPenya );
CString strTemp;
strTemp.Format( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_MORETENDER ), nPenya - m_vecTenderGuild[nIndex].nPenya, nPenya );
pUser->AddDiagText( strTemp );
m_vecTenderGuild[nIndex].nPenya = nPenya;
// 로그 남김
aLogItem.Gold = pUser->GetGold() + (nPenya - m_vecTenderGuild[nIndex].nPenya) ;
aLogItem.Gold2 = pUser->GetGold();
aLogItem.Gold_1 = m_vecTenderGuild[nIndex].nPenya - nPenya;
g_DPSrvr.OnLogItem( aLogItem );
g_dpDBClient.SendGC1to1Tender( 'U', pUser->m_idGuild, nPenya, 'T' );
}
else // 기존보다 더 많은 페냐 입찰 요구
{
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_MORE_CURRENT_REQUEST );
return;
}
}
else // 처음 입찰하는 길드이면..
{
if( nPenya > pUser->GetGold() ) // 페냐 부족
{
pUser->AddDefinedText( TID_GAME_LACKMONEY );
return;
}
__GC1TO1TENDER TenderGuild;
TenderGuild.ulGuildId = pUser->m_idGuild;
TenderGuild.nPenya = nPenya;
m_vecTenderGuild.push_back( TenderGuild );
pUser->AddGold( -nPenya );
CString strTemp;
strTemp.Format( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_TENDERPENYA ), nPenya );
pUser->AddDiagText( strTemp );
// 로그 남김
aLogItem.Gold = pUser->GetGold() + nPenya;
aLogItem.Gold2 = pUser->GetGold();
aLogItem.Gold_1 = -nPenya;
g_DPSrvr.OnLogItem( aLogItem );
g_dpDBClient.SendGC1to1Tender( 'I', pUser->m_idGuild, nPenya, 'T' );
//.........这里部分代码省略.........
示例4: GetTickCount
// 1대1 길드대전 오픈
void CGuildCombat1to1Mng::GuildCombat1to1Open( BOOL bGMText )
{
if( !g_eLocal.GetState( EVE_GUILDCOMBAT1TO1 ) )
return;
vector<__GC1TO1TENDER>::iterator it;
if( !bGMText )
{
for( it=m_vecTenderFailGuild.begin(); it!=m_vecTenderFailGuild.end(); it++ )
{
// 이전 1:1길드대전에 입찰 실패 길드가 신청금을 수령하지 않았을 경우
g_dpDBClient.SendGC1to1Tender( 'U', (*it).ulGuildId, (*it).nPenya, 'N' );
}
m_vecTenderFailGuild.clear();
}
// 신청한 길드수가 최소 참여 길드수보다 적을 때
if( (int)( m_vecTenderGuild.size() ) < m_nMinJoinGuild )
{
// 1대1 길드대전 취소 및 연장 처리
CString strTemp;
strTemp.Format( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_NOGAME ), m_nMinJoinGuild );
g_DPCoreClient.SendCaption( strTemp );
ClearTime();
m_nState = GC1TO1_CLOSE;
return;
}
// 1:1길드대전 오픈 메세지..
g_DPCoreClient.SendCaption( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_OPEN ) );
g_DPCoreClient.SendCaption( prj.GetText( TID_GAME_GUILDCOMBAT1TO1_LINEUP ) );
// 참가자 구성 시간 설정
m_nState = GC1TO1_OPEN;
m_nWaitTime = (int)m_Lua.GetGlobalNumber( "MemberLineUpTime" );
m_dwTime = GetTickCount();
// 입찰 순위에 들지 못한 길드 제거
int nCount = 0;
for( it=m_vecTenderGuild.begin(); it!=m_vecTenderGuild.end(); )
{
nCount++;
if( nCount <= m_nMaxJoinGuild )
it++;
else // 입찰 순위에서 밀려난 경우
{
CGuild* pGuild = g_GuildMng.GetGuild( (*it).ulGuildId );
if( pGuild )
{
CUser* pUser = (CUser*)prj.GetUserByID( pGuild->m_idMaster );
if( IsValidObj( pUser ) )
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_FAILTENDER );
}
g_dpDBClient.SendGC1to1Tender( 'U', (*it).ulGuildId, (*it).nPenya, 'F' );
m_vecTenderFailGuild.push_back( (*it) );
it = m_vecTenderGuild.erase( it );
}
}
// 입찰 순위에는 들어갔지만 상대 길드가 없는 경우(홀수)
if( m_vecTenderGuild.size() % 2 != 0 )
{
it = m_vecTenderGuild.end(); it--; // 마지막 순위 // 노트 : rbegin()을 사용하시오.
CGuild* pGuild = g_GuildMng.GetGuild( (*it).ulGuildId );
if( pGuild )
{
CUser* pUser = (CUser*)prj.GetUserByID( pGuild->m_idMaster );
if( IsValidObj( pUser ) )
pUser->AddDefinedText( TID_GAME_GUILDCOMBAT1TO1_FAILTENDER );
}
g_dpDBClient.SendGC1to1Tender( 'U', (*it).ulGuildId, (*it).nPenya, 'F' );
m_vecTenderFailGuild.push_back( (*it) );
m_vecTenderGuild.erase( it );
}
// 출전 가능한 길드의 모든 길드원에게 OPEN STATE 알림(길드 마스터는 참가자 구성 시간 출력)
for( it=m_vecTenderGuild.begin(); it!=m_vecTenderGuild.end(); it++ )
{
CGuild* pGuild = g_GuildMng.GetGuild( (*it).ulGuildId );
if( pGuild )
{
for( map<u_long, CGuildMember*>::iterator it2=pGuild->m_mapPMember.begin(); it2!=pGuild->m_mapPMember.end(); it2++ )
{
CUser* pUser = (CUser*)prj.GetUserByID( it2->first );
if( IsValidObj( pUser ) )
SendNowState( pUser );
}
}
}
g_dpDBClient.SendGC1to1StateToDBSrvr(); // 1:1길드대전이 오픈되었다고 DBServer에 알림
}