本文整理汇总了C++中Hero::getIdentity方法的典型用法代码示例。如果您正苦于以下问题:C++ Hero::getIdentity方法的具体用法?C++ Hero::getIdentity怎么用?C++ Hero::getIdentity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Hero
的用法示例。
在下文中一共展示了Hero::getIdentity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: acceptCdkeySrvSuccess
//解析从cdkey Server返回的消息
void acceptCdkeySrvSuccess(char *buffer)
{
if (sock_fd != cdKeySrvFd)
{
return;
}
cout<<"the sizeof buff:"<<strlen(buffer)<<endl;
char *userName;
char *cdKeyId;
char *heroId;
char *goodsId;
char *type;
char failReason[100] = {0};
int flag = 0;
MSG_BEGIN(buffer,g_msg_len);
MSG_CHAR(userName);
MSG_CHAR(heroId);
MSG_CHAR(cdKeyId);
MSG_CHAR(goodsId);
MSG_CHAR_END(type);
Hero *myHero = heroid_to_hero(heroId);
if(myHero == NULL)
{
cout<<"the hero is NUll:"<<heroId<<endl;
return;
}
if(type[0] == '0')
{
myHero->useActiveCode(cdKeyId,0);
}
else
{
myHero->useActiveCode(cdKeyId,1);
}
/*成功激活验证码*/
snprintf(failReason,sizeof(failReason),"%d,%d,3",28,3);
send_msg(myHero->getFd(),failReason);
saveGoodsInBag(myHero,goodsId,1);
char account_msg[1024]={'\0'};
snprintf(account_msg,sizeof(account_msg),"%d,%d,%s,%d,%s,%s,%s,%s",20,0,server_name,(int)myTime.tv_sec,myHero->getIdentity(),myHero->getNickName(),pg_role->getUserName(),cdKeyId);
write_log(account_msg);
}
示例2: attactMonsterArrange
/*宠物群攻判定*/
void Pet::attactMonsterArrange(MonsterBase *monster,double skiHrtRatio,double _cdTime,int index)
{
Hero *owner=heroid_to_hero(masterId);
if (owner==NULL)
{
return;
}
Map_Inform *mapNow = owner->getMap();
if (mapNow==NULL)
{
return;
}
// 群体指向性技能不闪避
float hitTimes = 1.0f;
int lifeHurt = 0;
unsigned range = 0;
bool isCrit = false;
// 群攻技能不带debuff
int atkNum = 0; //受攻击人数
char msg[4096] = {0};
char tempMsg[4096] = {0};
sprintf(msg, "26,2,1,%s,%d,%s,%d,%d,%d,%d,%d,%d,%d",petdata->petskilldata[index-1].id, 1,
petdata->identity, 100, 100, 100,100,0, 0, isCrit);
// cout<<"It have enter here and msg is "<<msg<<endl;
Nbox *box = mapNow->getBox();
if (box == NULL)
{
return;
}
Point objPt;
Point tempPt;
objPt = monster->getLocation();
range = petdata->petskilldata[index-1].range;
if (range != 200)
{
range = 200;
}
range += 50; //比客户端放大50范围
OneScreen *neighborScrs[4] = {0}, *oneScr = NULL;
box->getNeighbour(objPt, neighborScrs);
set<string> tempSet;
for (int i = 0; i < 4; i++)
{
oneScr = neighborScrs[i];
if (oneScr == NULL)
{
continue;
}
// cout<<"hero pk state is "<<owner->gethero_PK_status()<<endl;
if (owner->gethero_PK_status() != PEACE_MODE)
{
set<string>::iterator it_id;
tempSet = oneScr->heroSet;
for (it_id = tempSet.begin(); it_id != tempSet.end(); it_id++)
{
if (!strcmp(owner->getIdentity(), (*it_id).c_str()))
{
// 是宠物的主人
continue;
}
Hero *hitedHero = heroid_to_hero(*it_id);
if (hitedHero == NULL)
{
continue;
}
// 已经死亡
if (hitedHero->getLifeVal() <= 0)
{
cout<<"The atked hero is dead when use many atk skill"<<endl;
continue;
}
// 无敌状态
if (hitedHero->skillBuffState & BUFF_INVINCIBLE_STATE)
{
cout<<"The atked hero is invinc for atk"<<endl;
continue;
}
if (relationCheck(owner, hitedHero, mapNow) != 2)
{
// 不是敌人,不能攻击
cout<<"The hero is not your enemy when use many atk skill !!"<<endl;
continue;
}
tempPt = hitedHero->getLocation();
cout<<"really distance is:"<<GET_DISTANCE(tempPt, objPt)<<endl;
cout<<"can hurt range is:"<<range<<endl;
if (IS_OUT_RANGE(tempPt, objPt, range))
{
// 不在作用范围内
cout<<"The atked hero is out of range when use many atk skill!!"<<endl;
continue;
//.........这里部分代码省略.........
示例3: attactWagonComm
void attactWagonComm(char *buff)
{
#if 0
char *wagonId; //马车Id
char *skillId; //使用技能的Id
int index = 0; //攻击者类型
MSG_BEGIN(buff, g_msg_len);
MSG_INT(index);
MSG_CHAR(wagonId);
MSG_CHAR_END(skillId);
//由fd查hero实例
Hero *hero = pg_hero;
map<string,Wagon*>::iterator it_wagon;
//cout<<"BisonTest:wagonInstMap size is "<<wagonInstMap.size()<<endl;
it_wagon = wagonInstMap.find(wagonId);
if (it_wagon == wagonInstMap.end())
{
//没有这个马车
cout<<"BisonTest: Attack failed because of no the wagon of this id "<<wagonId<<endl;
return;
}
Wagon *wagon = it_wagon->second;
Map_Inform *wagonMap = hero->getMap();
if (wagonMap == NULL)
{
cout<<"This Map no Id ????????????????????"<<endl;
return;
}
char *wagonMapId = wagonMap->getIdentity();
if (strcmp(wagonMapId, "map_001") == 0)
{
cout<<"You can't attack wagon In This Map"<<endl;
return;
}
char* owerId;
Hero *owner = wagon->getOwner();
if (owner == NULL)
{
cout<<"This wagon has no owner, but you can attack it"<<endl;
goto LG; //没有主人的马车也能被打
// return;
}
//马车主人不能打自己的马车
owerId = owner->getIdentity();
if (!strcmp(owerId, hero->getIdentity()))
{
return;
}
LG: ;
//全用像素点
Point wagonLocation = wagon->getPt();
int range; //攻击者的攻击范围
//bool isLive; //马车是否还活着
int distance = 0; //攻击者离马车距离
Skill *skill;
//int skillNeedMagic = 0; //技能的魔法消耗
int attackLife = 100; //攻击者当前血量……置为宠物的属性值
int attackMagic = 100; //攻击者魔法……置为宠物的属性值
//int attackHurt = wagon->getHurt(); //马车每次被攻击掉血固定
//index = 0 为人攻击马车
if (index == 0)
{
map<string,Skill*> attack_skill_list; //玩家角色的技能列表
map<string,Skill*>::iterator skill_iter;
attack_skill_list = hero->getSkill_list();
skill_iter = attack_skill_list.find(skillId);
if(skill_iter == attack_skill_list.end())
{
cout<<"BisonTest: hero does not has this skill to use when attack wagon"<<endl;
return;
}
skill = skill_iter->second; //玩家所使用的技能
if (skill->gettype() != 1 || skill->geteffect() != 1)
{
//管你是群攻还是医疗,只要不是主动技能都别用来搞马车
cout<<"skill type can't attack wagon"<<endl;
return;
}
if(!isFightStatusOfHero(hero, skill)) //判断玩家的真气,和技能的时间是否符合条件
{
cout<<"BisonTest: magical or time is not ok to use this skill"<<endl;
return;
}
cout<<"BisonTest: Hero attacks the wagon "<<wagonId<<endl;
//判断距离是否够
Point heroLocation = hero->getLocation();
int deltaX = wagonLocation._x - heroLocation._x;
int deltaY = wagonLocation._y - heroLocation._y;
int distance = sqrt(deltaX * deltaX + deltaY * deltaY);
range = hero->getAtk_range();
cout<<"BisonTest: distance is "<<distance<<" hero attack range is "<<range<<endl;
//.........这里部分代码省略.........