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C++ ChatManager类代码示例

本文整理汇总了C++中ChatManager的典型用法代码示例。如果您正苦于以下问题:C++ ChatManager类的具体用法?C++ ChatManager怎么用?C++ ChatManager使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ChatManager类的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: addWearableItem

bool CreatureManagerImplementation::addWearableItem(CreatureObject* creature, TangibleObject* clothing) {

	if (!clothing->isWearableObject() && !clothing->isWeaponObject())
		return false;

	ChatManager* chatMan = zoneServer->getChatManager();

	SharedTangibleObjectTemplate* tanoData = dynamic_cast<SharedTangibleObjectTemplate*>(clothing->getObjectTemplate());
	Vector<uint32>* races = tanoData->getPlayerRaces();
	String race = creature->getObjectTemplate()->getFullTemplateString();

	if(clothing->isWearableObject()) {
		if (!races->contains(race.hashCode())) {
			UnicodeString message;

			if(creature->getObjectTemplate()->getFullTemplateString().contains("ithorian"))
				message = "@player_structure:wear_not_ithorian";
			else
				message = "@player_structure:wear_no";

			chatMan->broadcastMessage(creature, message, clothing->getObjectID(), creature->getMoodID(), 0);

			return false;
		}
	}

	ManagedReference<SceneObject*> clothingParent = clothing->getParent();

	if (clothingParent == NULL)
		return false;

	for (int i = 0; i < clothing->getArrangementDescriptorSize(); ++i) {
		Vector<String> descriptors = clothing->getArrangementDescriptor(i);

		for (int j = 0; j < descriptors.size(); ++j) {
			ManagedReference<SceneObject*> slot = creature->getSlottedObject(descriptors.get(j));

			if (slot != NULL) {
				slot->destroyObjectFromWorld(true);
				slot->destroyObjectFromDatabase(true);
			}
		}
	}

	creature->transferObject(clothing, 4, false);
	creature->doAnimation("pose_proudly");
	creature->broadcastObject(clothing, true);

	UnicodeString message;
	if(clothing->isWeaponObject())
		message = "@player_structure:wear_yes_weapon";
	else
		message = "@player_structure:wear_yes";

	chatMan->broadcastMessage(creature, message, clothing->getObjectID(), creature->getMoodID(), 0);

	return true;
}
开发者ID:SWGChoice,项目名称:Core3,代码行数:58,代码来源:CreatureManagerImplementation.cpp

示例2: destroyChatRoom

void GroupObjectImplementation::destroyChatRoom() {
	if (chatRoom == NULL)
		return;

	ManagedReference<ChatRoom*> room = chatRoom->getParent();
	ManagedReference<ChatRoom*> parent = room->getParent();

	ChatManager* chatManager = server->getZoneServer()->getChatManager();

	chatManager->destroyRoom(chatRoom);
	chatManager->destroyRoom(room);

	chatRoom = NULL;
}
开发者ID:Chilastra-Reborn,项目名称:Chilastra-source-code,代码行数:14,代码来源:GroupObjectImplementation.cpp

示例3: spatialChat

int LuaAiAgent::spatialChat(lua_State* L) {
	ZoneServer* zoneServer = ServerCore::getZoneServer();
	if (zoneServer == NULL)
		return 0;

	ChatManager* chatManager = zoneServer->getChatManager();

	if (lua_islightuserdata(L, -1)) {
		StringIdChatParameter* message = (StringIdChatParameter*)lua_touserdata(L, -1);

		if (realObject != NULL && message != NULL) {
			chatManager->broadcastMessage(realObject, *message, 0, 0, 0);
		}
	} else {
		String message = lua_tostring(L, -1);

		if (realObject != NULL) {
			chatManager->broadcastMessage(realObject, message, 0, 0, 0);
		}
	}

	return 0;
}
开发者ID:Nifdoolb,项目名称:Server,代码行数:23,代码来源:LuaAiAgent.cpp

示例4: ErrorMessage


//.........这里部分代码省略.........
					} else {
						lastCreatedCharacter.put(accID, Time());
					}
				}

			} catch (Exception& e) {
				error(e.getMessage());
			}
		} else {
			playerManager->updatePermissionLevel(playerCreature, PermissionLevelList::instance()->getLevelNumber("admin"));
		}

		if (doTutorial)
			playerManager->createTutorialBuilding(playerCreature);
		else
			playerManager->createSkippedTutorialBuilding(playerCreature);

		ValidatedPosition* lastValidatedPosition =
				ghost->getLastValidatedPosition();
		lastValidatedPosition->update(playerCreature);

		ghost->setBiography(bio);
		ghost->setRaceID(raceID);

		ghost->setLanguageID(playerTemplate->getDefaultLanguage());
	}

	playerCreature->setLevel(1);

	ClientCreateCharacterSuccess* msg = new ClientCreateCharacterSuccess(
			playerCreature->getObjectID());
	playerCreature->sendMessage(msg);

	ChatManager* chatManager = zoneServer.get()->getChatManager();
	chatManager->addPlayer(playerCreature);

	String firstName = playerCreature->getFirstName();
	String lastName = playerCreature->getLastName();

	try {
		StringBuffer query;
		query
				<< "INSERT INTO `characters_dirty` (`character_oid`, `account_id`, `galaxy_id`, `firstname`, `surname`, `race`, `gender`, `template`)"
				<< " VALUES (" << playerCreature->getObjectID() << ","
				<< client->getAccountID() << "," << zoneServer.get()->getGalaxyID()
				<< "," << "'" << firstName.escapeString() << "','"
				<< lastName.escapeString() << "'," << raceID << "," << 0 << ",'"
				<< raceFile.escapeString() << "')";

		ServerDatabase::instance()->executeStatement(query);
	} catch (DatabaseException& e) {
		error(e.getMessage());
	}

	playerManager->addPlayer(playerCreature);

	// Copy claimed veteran rewards from player's alt character
	uint32 accID = client->getAccountID();
	ManagedReference<Account*> playerAccount = playerManager->getAccount(accID);
	if (playerAccount != NULL && ghost != NULL) {

		// Find the first alt character
		ManagedReference<CreatureObject*> altPlayer = NULL;
		CharacterList* characters = playerAccount->getCharacterList();
		for(int i = 0; i < characters->size(); ++i) {
			CharacterListEntry* entry = &characters->get(i);
开发者ID:angelsounds777,项目名称:Core3-CU,代码行数:67,代码来源:PlayerCreationManager.cpp

示例5: tame


//.........这里部分代码省略.........

	if (creatureTemplate == NULL)
		return;

	int templateLevel = creatureTemplate->getLevel();
	int maxLevelofPets = player->getSkillMod("tame_level");

	if (!player->hasSkill("outdoors_creaturehandler_novice") || (templateLevel > maxLevelofPets)) {
		player->sendSystemMessage("@pet/pet_menu:sys_lack_skill"); // You lack the skill to be able to tame that creature.
		return;
	}

	if ((creature->isVicious() && player->getSkillMod("tame_aggro") < 1) || creature->getChanceToTame(player) <= 0) {
		player->sendSystemMessage("@pet/pet_menu:sys_lack_skill"); // You lack the skill to be able to tame that creature.
		return;
	}

	ManagedReference<SceneObject*> datapad = player->getSlottedObject("datapad");

	if (datapad == NULL)
		return;

	if (datapad->getContainerObjectsSize() >= datapad->getContainerVolumeLimit()) {
		player->sendSystemMessage("@faction_recruiter:datapad_full"); // Your datapad is full. You must first free some space.
		return;
	}

	ManagedReference<PlayerManager*> playerManager = zoneServer->getPlayerManager();

	int numberStored = 0;
	int maxStoredPets = playerManager->getBaseStoredCreaturePets() + player->getSkillMod("stored_pets");

	for (int i = 0; i < datapad->getContainerObjectsSize(); ++i) {
		ManagedReference<SceneObject*> object = datapad->getContainerObject(i);

		if (object != NULL && object->isPetControlDevice()) {
			PetControlDevice* device = cast<PetControlDevice*>( object.get());

			if (device->getPetType() == PetManager::CREATUREPET) {
				if (++numberStored >= maxStoredPets) {
					player->sendSystemMessage("@pet/pet_menu:sys_too_many_stored"); // There are too many pets stored in this container. Release some of them to make room for more.
					return;
				}

			}
		}
	}

	ManagedReference<PlayerObject*> ghost = player->getPlayerObject();

	int currentlySpawned = 0;
	int spawnedLevel = 0;
	int level = creature->getLevel();
	int maxPets = player->getSkillMod("keep_creature");

	for (int i = 0; i < ghost->getActivePetsSize(); ++i) {
		ManagedReference<AiAgent*> object = ghost->getActivePet(i);

		if (object != NULL) {
			ManagedReference<PetControlDevice*> pcd = object->getControlDevice().get().castTo<PetControlDevice*>();

			if (pcd == NULL || pcd->getPetType() != PetManager::CREATUREPET) {
				continue;
			}

			if (++currentlySpawned >= maxPets) {
				player->sendSystemMessage("@pet/pet_menu:too_many"); // You can't control any more pets. Store one first
				return;
			}

			spawnedLevel += object->getLevel();

			if ((spawnedLevel + level) >= maxLevelofPets) {
				player->sendSystemMessage("Taming this pet would exceed your control level ability.");
				return;
			}
		}
	}

	if (force && !ghost->isPrivileged())
		force = false;

	ChatManager* chatManager = player->getZoneServer()->getChatManager();

	chatManager->broadcastMessage(player, "@hireling/hireling:taming_1"); // Easy.

	Locker clocker(creature);

	int mask = creature->getPvpStatusBitmask();
	creature->setPvpStatusBitmask(0, true);

	if (creature->isAiAgent()) {
		AiAgent* agent = cast<AiAgent*>(creature);
		agent->activateLoad("wait");
	}

	ManagedReference<TameCreatureTask*> task = new TameCreatureTask(creature, player, mask, force);

	player->addPendingTask("tame_pet", task, 8000);
}
开发者ID:SWGChoice,项目名称:Core3,代码行数:101,代码来源:CreatureManagerImplementation.cpp

示例6: startChatRoom

void GroupObjectImplementation::startChatRoom() {
	Reference<CreatureObject*> leader = groupMembers.get(0).get().castTo<CreatureObject*>();
	ChatManager* chatManager = server->getZoneServer()->getChatManager();

	chatRoom = chatManager->createGroupRoom(getObjectID(), leader);
}
开发者ID:Chilastra-Reborn,项目名称:Chilastra-source-code,代码行数:6,代码来源:GroupObjectImplementation.cpp

示例7: if

bool FactionRecruiterContainerComponent::transferObject(SceneObject* sceneObject, SceneObject* object, int containmentType, bool notifyClient, bool allowOverflow) {
	CoaMessageDataComponent* data = object->getDataObjectComponent()->castTo<CoaMessageDataComponent*>();

	if (data == NULL) {
		return false;
	}

	CreatureObject* player = object->getParentRecursively(SceneObjectType::PLAYERCREATURE).get().castTo<CreatureObject*>();

	if (player == NULL) {
		return false;
	}

	ZoneServer* zoneServer = player->getZoneServer();
	PlayerObject* ghost = player->getPlayerObject();

	if (zoneServer == NULL || ghost == NULL) {
		return false;
	}

	if (!sceneObject->isAiAgent()) {
		return false;
	}

	AiAgent* recruiter = cast<AiAgent*>(sceneObject);

	String recruiterFaction = recruiter->getFactionString().toLowerCase();

	bool hasBadge = ghost->hasBadge(Badge::EVENT_PROJECT_DEAD_EYE_1);

	String faction = data->getFaction().toLowerCase();

	StringBuffer response;

	response << "@encoded_disk/message_fragment:response_event";

	if (faction == "rebel") {
		response << "reb1_";
	} else if (faction == "imperial") {
		response << "imp1_";
	}

	response << recruiterFaction;

	ChatManager* chatManager = zoneServer->getChatManager();

	if (chatManager == NULL) {
		return false;
	}

	Locker locker(recruiter);
	chatManager->broadcastMessage(recruiter,response.toString(), 0, 0, 0);

	object->destroyObjectFromWorld(true);
	object->destroyObjectFromDatabase();

	int credits = System::random(500) + 500;
	player->sendSystemMessage("You receive " + String::valueOf(credits) + " credits.");
	player->addCashCredits(credits, true);

	if (!hasBadge) {
		ghost->awardBadge(Badge::EVENT_PROJECT_DEAD_EYE_1);
		ghost->increaseFactionStanding(recruiterFaction, 500);
	}

	return true;
}
开发者ID:Nifdoolb,项目名称:Server,代码行数:67,代码来源:FactionRecruiterContainerComponent.cpp

示例8: startChatRoom

void GroupObjectImplementation::startChatRoom(CreatureObject* leader) {
	ChatManager* chatManager = server->getZoneServer()->getChatManager();

	chatRoom = chatManager->createGroupRoom(getObjectID(), leader);
}
开发者ID:ModTheGalaxy,项目名称:mtgserver,代码行数:5,代码来源:GroupObjectImplementation.cpp


注:本文中的ChatManager类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。