本文整理汇总了C++中Obj_Character::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ Obj_Character::GetName方法的具体用法?C++ Obj_Character::GetName怎么用?C++ Obj_Character::GetName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::GetName方法的1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 CGCharUseSkillHandler::Execute( CGCharUseSkill* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer != NULL ) ;
if ( pGamePlayer == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: Error (pGamePlayer == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman != NULL ) ;
if ( pHuman == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: Error (pHuman == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Scene* pScene = pHuman->getScene() ;
Assert( pScene != NULL ) ;
if ( pScene == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: Error Obj = %d (pScene == NULL) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
if ( MyGetCurrentThreadID() != pScene->m_ThreadID )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: Error Obj = %d (MyGetCurrentThreadID() != pScene->m_ThreadID) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
ObjID_t ObjID = pHuman->GetID() ;
SkillID_t idSkill = pPacket->getSkillDataID() / 100;
BYTE nLevel = pPacket->getSkillDataID() % 100;
ObjID_t idTarget = pPacket->getTargetID();
WORLD_POS posTarget = pPacket->getTargetPos() ;
FLOAT fDir = pPacket->getDir() ;
//now the target guid only use to call of human(拉人去指定位置的操作)
GUID_t guidTarget = pPacket->getTargetGUID();
Obj_Character *pTarget = (Obj_Character*)(pScene->GetObjManager()->GetObj(idTarget));
if( pTarget )
{
//技能 类型
Skill_Module::SkillTemplateData_T const* pSkillTemplate = g_SkillTemplateDataMgr.GetInstanceByID(idSkill);
INT SkillType = pSkillTemplate->GetStandFlag();
if (SkillType > 0)
{
//相同阵营,可以释放
if( pHuman->IsEnemy( pTarget ) == TRUE )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: %s and %s isn't the same camp! ", pHuman->GetName(), pTarget->GetName() ) ;
return PACKET_EXE_CONTINUE;
}
}else if(SkillType < 0)
{
// 不同阵营,可以释放
if( pHuman->IsEnemy( pTarget ) == FALSE )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: %s and %s is the same camp! ", pHuman->GetName(), pTarget->GetName() ) ;
return PACKET_EXE_CONTINUE;
}
}
}
else
{
//g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGCharUseSkillHandler::ObjName=%s, ERR_OWNER_INVALID"
// ,pHuman->GetName()) ;
//return PACKET_EXE_CONTINUE;
}
if ( pPacket->getObjID() == pHuman->GetID() )
{
ORESULT oResult = pHuman->GetHumanAI()->PushCommand_UseSkill( idSkill, nLevel, idTarget, posTarget.m_fX, posTarget.m_fZ, fDir, guidTarget );
if ( OR_FAILED( oResult ) )
{
pHuman->SendOperateResultMsg(oResult);
}
}
else
{
Obj_Pet *pPet = pHuman->GetPet();
if ( pPet != NULL && pPet->GetID() == pPacket->getObjID() )
{
ORESULT oResult = pPet->GetPetAI()->PushCommand_UseSkill( idSkill, idTarget, posTarget.m_fX, posTarget.m_fZ, fDir, guidTarget );
if ( OR_FAILED( oResult ) )
{
pHuman->SendOperateResultMsg(oResult);
}
}
}
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharUseSkillHandler: S:%d D:%d Skill:%d (%f,%f) DIR = %f",
pPacket->getObjID(),
pPacket->getTargetID(),
idSkill,
//.........这里部分代码省略.........