本文整理汇总了C++中Obj_Character::AskMsg_BaseAttrib方法的典型用法代码示例。如果您正苦于以下问题:C++ Obj_Character::AskMsg_BaseAttrib方法的具体用法?C++ Obj_Character::AskMsg_BaseAttrib怎么用?C++ Obj_Character::AskMsg_BaseAttrib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Obj_Character
的用法示例。
在下文中一共展示了Obj_Character::AskMsg_BaseAttrib方法的2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: Execute
uint CGCharAskBaseAttribHandler::Execute( CGCharAskBaseAttrib* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
ObjID_t ObjID = pPacket->getTargetID() ;
if( ObjID == INVALID_ID )
{
return PACKET_EXE_ERROR ;
}
Obj* pObj = pScene->GetObjManager()->GetObj( ObjID ) ;
if( pObj==NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: not find obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
}
if( !IsCharacterObj( pObj->GetObjType() ) )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: not character obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Character* pCharacter = (Obj_Character*)pObj ;
pCharacter->AskMsg_BaseAttrib( pHuman );
//影响效率关掉Log
//g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例2: Execute
UINT CGCharAskBaseAttribHandler::Execute( CGCharAskBaseAttrib* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
ObjID_t ObjID = pPacket->getTargetID() ;
if( ObjID == INVALID_ID )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
Obj* pObj = pScene->GetObjManager()->GetObj( ObjID ) ;
if( pObj==NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: not find obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
}
if( !IsCharacterObj( pObj->GetObjType() ) )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: not character obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Character* pCharacter = (Obj_Character*)pObj ;
pCharacter->AskMsg_BaseAttrib( pHuman );
//GCCharBaseAttrib Msg ;
//BOOL bResult = pCharacter->FillAttribMsg( &Msg, TRUE );
//if ( bResult )
//{
// pGamePlayer->SendPacket( &Msg ) ;
// g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: ok obj=%d scene=%d",
// ObjID, pScene->SceneID() ) ;
//}
//else
//{
// g_pLog->FastSaveLog( LOG_FILE_1, "Error: CGCharAskBaseAttribHandler: obj=%d scene=%d",
// ObjID, pScene->SceneID() ) ;
//}
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskBaseAttribHandler: obj=%d", ObjID ) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}