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C++ CKnights::GetAllianceID方法代码示例

本文整理汇总了C++中CKnights::GetAllianceID方法的典型用法代码示例。如果您正苦于以下问题:C++ CKnights::GetAllianceID方法的具体用法?C++ CKnights::GetAllianceID怎么用?C++ CKnights::GetAllianceID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CKnights的用法示例。


在下文中一共展示了CKnights::GetAllianceID方法的3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: Chat


//.........这里部分代码省略.........
#endif

	// Handle GM notice & announcement commands
	if (type == PUBLIC_CHAT || type == ANNOUNCEMENT_CHAT)
	{
		// Trying to use a GM command without authorisation? Bad player!
		if (!isGM())
			return;

		if (type == ANNOUNCEMENT_CHAT)
			type = WAR_SYSTEM_CHAT;

		// This is horrible, but we'll live with it for now.
		// Pull the notice string (#### NOTICE : %s ####) from the database.
		// Format the chat string around it, so our chat data is within the notice
		g_pMain->GetServerResource(IDP_ANNOUNCEMENT, &finalstr, chatstr.c_str());
		isAnnouncement = true;
	}


	if (isAnnouncement)
	{
		// GM notice/announcements show no name, so don't bother setting it.
		strMessage = &finalstr; // use the formatted message from the user
		bNation = KARUS; // arbitrary nation
		sessID = -1;
	}
	else
	{
		strMessage = &chatstr; // use the raw message from the user
		strSender = GetName(); // everything else uses a name, so set it
		bNation = GetNation();
		sessID = GetSocketID();
	}

	ChatPacket::Construct(&result, type, strMessage, &strSender, bNation, sessID);

	switch (type) 
	{
	case GENERAL_CHAT:
		g_pMain->Send_NearRegion(&result, GetMap(), GetRegionX(), GetRegionZ(), GetX(), GetZ());
		break;

	case PRIVATE_CHAT:
	{
		CUser *pUser = g_pMain->GetUserPtr(m_sPrivateChatUser);
		if (pUser != nullptr) 
			pUser->Send(&result);
	} break;

	case PARTY_CHAT:
		if (isInParty())
			g_pMain->Send_PartyMember(m_sPartyIndex, &result);
		break;

	case SHOUT_CHAT:
		if (m_sMp < (m_iMaxMp / 5))
			break;

		// Characters under level 35 require 3,000 coins to shout.
		if (!isGM()
			&& GetLevel() < 35
			&& !GoldLose(SHOUT_COIN_REQUIREMENT))
			break;

		MSpChange(-(m_iMaxMp / 5));
		SendToRegion(&result);
		break;

	case KNIGHTS_CHAT:
		if (isInClan())
			g_pMain->Send_KnightsMember(GetClanID(), &result);
		break;
	case PUBLIC_CHAT:
	case ANNOUNCEMENT_CHAT:
		if (isGM())
			g_pMain->Send_All(&result);
		break;
	case COMMAND_CHAT:
		if (GetFame() == COMMAND_CAPTAIN)
			g_pMain->Send_CommandChat(&result, m_bNation, this);
		break;
	case MERCHANT_CHAT:
		if (isMerchanting())
			SendToRegion(&result);
		break;
	case ALLIANCE_CHAT:
		if (isInClan())
		{
			CKnights *pKnights = g_pMain->GetClanPtr(GetClanID());
			if (pKnights != nullptr && pKnights->isInAlliance())
				g_pMain->Send_KnightsAlliance(pKnights->GetAllianceID(), &result);
		}
		break;
	case WAR_SYSTEM_CHAT:
		if (isGM())
			g_pMain->Send_All(&result);
		break;
	}
}
开发者ID:Kocu,项目名称:snoxd-koserver,代码行数:101,代码来源:ChatHandler.cpp

示例2: GetUserInfo

void CUser::GetUserInfo(Packet & pkt)
{
	pkt.SByte();
	pkt		<< GetName()
			<< uint16(GetNation()) << GetClanID() << GetFame();

	CKnights * pKnights = g_pMain->GetClanPtr(GetClanID());
	if (pKnights == nullptr)
	{
		pkt	<< uint32(0) << uint16(0) << uint8(0) << uint16(-1) << uint32(0) << uint8(0);
	}
	else
	{
		pkt	<< pKnights->GetAllianceID()
				<< pKnights->m_strName
				<< pKnights->m_byGrade << pKnights->m_byRanking
				<< uint16(pKnights->m_sMarkVersion) // symbol/mark version
				<< uint16(pKnights->m_sCape) // cape ID
				<< pKnights->m_bCapeR << pKnights->m_bCapeG << pKnights->m_bCapeB << uint8(0) // this is stored in 4 bytes after all.
				// not sure what this is, but it (just?) enables the clan symbol on the cape 
				// value in dump was 9, but everything tested seems to behave as equally well...
				// we'll probably have to implement logic to respect requirements.
				<< uint8(1); 
	}

	// There are two event-driven invisibility states; dispel on attack, and dispel on move.
	// These are handled primarily server-side; from memory the client only cares about value 1 (which we class as 'dispel on move').
	// As this is the only place where this flag is actually sent to the client, we'll just convert 'dispel on attack' 
	// back to 'dispel on move' as the client expects.
	uint8 bInvisibilityType = m_bInvisibilityType;
	if (bInvisibilityType == INVIS_DISPEL_ON_ATTACK)
		bInvisibilityType = INVIS_DISPEL_ON_MOVE;

	pkt	<< GetLevel() << m_bRace << m_sClass
		<< GetSPosX() << GetSPosZ() << GetSPosY()
		<< m_bFace << m_nHair
		<< m_bResHpType << uint32(m_bAbnormalType)
		<< m_bNeedParty
		<< m_bAuthority
		<< m_bPartyLeader // is party leader (bool)
		<< bInvisibilityType // visibility state
		<< uint8(0) // team colour (i.e. in soccer, 0=none, 1=blue, 2=red)
		<< m_bIsHidingHelmet // either this is correct and items are super buggy, or it causes baldness. You choose.
		<< m_sDirection // direction 
		<< m_bIsChicken // chicken/beginner flag
		<< m_bRank // king flag
		<< m_bPersonalRank << m_bKnightsRank // NP ranks (total, monthly)
		<< m_sItemArray[BREAST].nNum << m_sItemArray[BREAST].sDuration << uint8(0)
		<< m_sItemArray[LEG].nNum << m_sItemArray[LEG].sDuration << uint8(0)
		<< m_sItemArray[HEAD].nNum << m_sItemArray[HEAD].sDuration << uint8(0)
		<< m_sItemArray[GLOVE].nNum << m_sItemArray[GLOVE].sDuration << uint8(0)
		<< m_sItemArray[FOOT].nNum << m_sItemArray[FOOT].sDuration << uint8(0)
		<< m_sItemArray[SHOULDER].nNum << m_sItemArray[SHOULDER].sDuration << uint8(0)
		<< m_sItemArray[RIGHTHAND].nNum << m_sItemArray[RIGHTHAND].sDuration << uint8(0)
		<< m_sItemArray[LEFTHAND].nNum << m_sItemArray[LEFTHAND].sDuration << uint8(0)
		<< m_sItemArray[CWING].nNum << m_sItemArray[CWING].sDuration << uint8(0)
		<< m_sItemArray[CTOP].nNum << m_sItemArray[CTOP].sDuration << uint8(0)
		<< m_sItemArray[CHELMET].nNum << m_sItemArray[CHELMET].sDuration << uint8(0)
		<< m_sItemArray[CRIGHT].nNum << m_sItemArray[CRIGHT].sDuration << uint8(0)
		<< m_sItemArray[CLEFT].nNum << m_sItemArray[CLEFT].sDuration << uint8(0)
		<< GetZoneID() << uint8(-1) << uint8(-1) << uint16(0) << uint16(0) << uint16(0);
}
开发者ID:Blade86,项目名称:snoxd-koserver,代码行数:62,代码来源:CharacterMovementHandler.cpp

示例3: GetUserInfo

void CUser::GetUserInfo(Packet & pkt)
{
	pkt.SByte();
	pkt
		<< GetName()
		<< GetNation()
		<< GetClanID()
		<< GetFame();

	CKnights * pKnights = g_pMain->GetClanPtr(GetClanID());
	if (pKnights == nullptr)
	{
		//pkt /*<< uint8(0)*/ << uint16(0) << uint8(0) << uint8(0);
		pkt << uint32(0) << uint16(0) << uint8(0) << uint16(-1);
	}
	else
	{
		pkt << pKnights->GetAllianceID()
			<< pKnights->m_strName
			<< pKnights->m_byGrade << pKnights->m_byRanking
			<< uint16(pKnights->m_sMarkVersion) // symbol/mark version
			<< pKnights->GetCapeID(pKnights); // cape ID 
	}

	// There are two event-driven invisibility states; dispel on attack, and dispel on move.
	// These are handled primarily server-side; from memory the client only cares about value 1 (which we class as 'dispel on move').
	// As this is the only place where this flag is actually sent to the client, we'll just convert 'dispel on attack' 
	// back to 'dispel on move' as the client expects.
	uint8 bInvisibilityType = m_bInvisibilityType;
	if (bInvisibilityType != INVIS_NONE)
		bInvisibilityType = INVIS_DISPEL_ON_MOVE;

	pkt << GetLevel() << m_bRace << m_sClass
		<< GetSPosX() << GetSPosZ() << GetSPosY()
		<< m_bFace << m_nHair
		<< m_bResHpType << uint32(m_bAbnormalType)//uint8(m_bAbnormalType)
		<< m_bNeedParty
		<< m_bAuthority
		<< m_bPartyLeader // is party leader (bool)
		<< bInvisibilityType // visibility state
		//<< uint8(m_teamColour) // team colour (i.e. in soccer, 0=none, 1=blue, 2=red)
		//<< m_bIsHidingHelmet // either this is correct and items are super buggy, or it causes baldness. You choose.
		<< m_sDirection // direction
		<< m_bIsChicken // chicken/beginner flag
		<< m_bRank // king flag
		<< m_bKnightsRank << m_bPersonalRank; // NP ranks (total, monthly)

	uint8 equippedItems[] =
	{
		BREAST, LEG, HEAD, GLOVE, FOOT, SHOULDER, RIGHTHAND, LEFTHAND, CTOP, CHELMET
	};

	foreach_array(i, equippedItems)
	{
		_ITEM_DATA * pItem = GetItem(equippedItems[i]);

		if (pItem == nullptr)
			continue;

		pkt << pItem->nNum << pItem->sDuration << pItem->bFlag;
	}
开发者ID:sailei1,项目名称:knightonline,代码行数:61,代码来源:CharacterMovementHandler.cpp


注:本文中的CKnights::GetAllianceID方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。