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C++ PlayerCreature::getGold方法代码示例

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


在下文中一共展示了PlayerCreature::getGold方法的7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

void CGStashRequestBuyHandler::execute (CGStashRequestBuy* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX
	__BEGIN_DEBUG

#ifdef __GAME_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	GamePlayer*     pGamePlayer     = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pPC             = pGamePlayer->getCreature();
	PlayerCreature* pPlayerCreature = dynamic_cast<PlayerCreature*>(pPC);

	BYTE curStashNum = pPlayerCreature->getStashNum();

	// 가지고 있는 보관함이 맥스라면 리턴
	if (curStashNum >= STASH_RACK_MAX)
	{
		GCNPCResponse failpkt;
		failpkt.setCode(NPC_RESPONSE_STASH_SELL_FAIL_MAX);
		pPlayer->sendPacket(&failpkt);
		return;
	}

	Price_t price = g_pPriceManager->getStashPrice(curStashNum+1);

	// 돈이 모자라도 실패쥐.
	if (pPlayerCreature->getGold() < price)
	{
		GCNPCResponse failpkt;
		failpkt.setCode(NPC_RESPONSE_STASH_SELL_FAIL_MONEY);
		pPlayer->sendPacket(&failpkt);
		return;
	}

	// 보관함 갯수를 한 칸 늘려주고...
	pPlayerCreature->setStashNumEx(curStashNum+1);

	// 돈을 줄인다.
	//pPlayerCreature->setGoldEx(pPlayerCreature->getGold() - price);

	// by sigi. 2002.9.4
	pPlayerCreature->decreaseGoldEx(price);

	// 마지막으로 OK 패킷을 날려준다.
	GCNPCResponse okpkt;
	okpkt.setCode(NPC_RESPONSE_STASH_SELL_OK);
	pPlayer->sendPacket(&okpkt);

#endif

	__END_DEBUG
	__END_DEBUG_EX __END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:56,代码来源:CGStashRequestBuyHandler.cpp

示例2: executeOpAllSkull

//////////////////////////////////////////////////////////////////////////////
// 
// 해골 한꺼번에 팔기를 실행한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeOpAllSkull (CGShopRequestSell* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	ObjectID_t      NPCID        = pPacket->getObjectID();
	GamePlayer*     pGamePlayer  = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature    = pGamePlayer->getCreature();
	PlayerCreature* pPC          = dynamic_cast<PlayerCreature*>(pCreature);

	Zone* pZone = pPC->getZone();
	if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);

	Creature* pNPCBase = NULL;
	/*
	try 
	{ 
		pNPCBase = pZone->getCreature(NPCID); 
	}
	catch (NoSuchElementException & nsee) 
	{ 
		pNPCBase = NULL; 
	}
	*/

	// NoSuch제거. by sigi. 2002.5.2
	pNPCBase = pZone->getCreature(NPCID); 
	
	if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);

	NPC*       pNPC        = dynamic_cast<NPC*>(pNPCBase);
	Inventory* pInventory  = pPC->getInventory();
	// by sigi. 2002.9.4
	//Gold_t     playerMoney = pPC->getGold(); 
	Price_t    itemPrice   = 0;
	Item*      pItem       = NULL;

	for (uint y=0; y<pInventory->getHeight(); y++)
	{
		for (uint x=0; x<pInventory->getWidth(); x++)
		{
			pItem = pInventory->getItem(x, y);

			// 아이템이 존재하고, 해골이라면...
			if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_SKULL)
			{
				// 아이템 가격을 계산해서 플레이어의 돈에다 더한다.
				//itemPrice = g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * pItem->getNum();
				//playerMoney += itemPrice;

				// by sigi. 2002.9.4
				itemPrice += g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * pItem->getNum();
				
				// 인벤토리 및 DB에서 아이템을 삭제한다.
				pInventory->deleteItem(x, y);
				pItem->destroy();
				SAFE_DELETE(pItem);
			}
		}
	}

	itemPrice = itemPrice * (g_pVariableManager->getHeadPriceBonus() / 100);

	// 플레이어에게 물건값을 지불한다.
	//pPC->setGoldEx(playerMoney);
	// by sigi. 2002.9.4
	pPC->increaseGoldEx(itemPrice);

	// 물건을 산 플레이어에게 GCShopSellOK를...보낸다.
	GCShopSellOK okpkt;
	okpkt.setObjectID(NPCID);
	okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
	okpkt.setItemObjectID(0);
	okpkt.setPrice(pPC->getGold());
	pPlayer->sendPacket(&okpkt);
	
#endif

	__END_DEBUG_EX __END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:87,代码来源:CGShopRequestSellHandler.cpp

示例3: executeMotorcycle

//////////////////////////////////////////////////////////////////////////////
//
// 모터 사이클을 처리한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeMotorcycle (CGShopRequestSell* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	// 패킷 정보를 뽑아낸다.
	ObjectID_t      NPCID       = pPacket->getObjectID();
	ObjectID_t      ITEMOID     = pPacket->getItemObjectID();
	GamePlayer*     pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature   = pGamePlayer->getCreature();
	PlayerCreature* pPC         = dynamic_cast<PlayerCreature*>(pCreature);

	Zone* pZone = pPC->getZone();
	if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);

	Creature* pNPCBase = NULL;
	/*
	try 
	{ 
		pNPCBase = pZone->getCreature(NPCID); 
	} 
	catch (NoSuchElementException & nsee) 
	{ 
		pNPCBase = NULL; 
	}
	*/

	// NoSuch제거. by sigi. 2002.5.2
	pNPCBase = pZone->getCreature(NPCID); 

	if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);

	NPC*        pNPC    = dynamic_cast<NPC*>(pNPCBase);
	int         CenterX = pNPC->getX();
	int         CenterY = pNPC->getY();
	
	// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
	Inventory* pInventory  = pPC->getInventory();
	Gold_t     playerMoney = pPC->getGold();
	Item*      pItem       = pInventory->getItemWithObjectID(ITEMOID);
	if (pItem == NULL) return sendFailPacket(pPacket, pPlayer);

	// 주위 일정 범위를 검색해서, 모터 사이클이 있는지 확인한다.
	try
	{
		for (int zx=CenterX-5; zx<=CenterX+5; zx++)
		{
			for (int zy=CenterY-5; zy<=CenterY+5; zy++)
			{
				// 바운드를 넘어가지 않는가를 체크
				if (!isValidZoneCoord(pZone, zx, zy)) continue;

				Tile & tile = pZone->getTile(zx, zy);
				if (tile.hasItem())
				{
					Item* pItemOnTile = tile.getItem();
					if (pItemOnTile == NULL) continue;

					// 만일 아이템이 타일 위에 있을 경우, 모터 사이클인지 확인한다.
					if (pItemOnTile->getItemClass() == Item::ITEM_CLASS_MOTORCYCLE)
					{
						DWORD    targetID     = dynamic_cast<Key*>(pItem)->getTarget();
						ItemID_t motorcycleID = pItemOnTile->getItemID();

						if (targetID == motorcycleID)
						{
							// 모터사이클을 DB에서 삭제한다.
							pItemOnTile->destroy();

							// 플레이어의 인벤토리에서 열쇠를 제거한다.
							pInventory->deleteItem(ITEMOID);
							pItem->destroy();
							SAFE_DELETE(pItem);
							
							// 열쇠 값이 아니라, 오토바이 값을 줘야 한다.
							Price_t itemPrice = g_pPriceManager->getPrice(pItemOnTile, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC);

							// 플레이어의 돈을 늘린다.
							//pPC->setGoldEx(playerMoney+itemPrice);
							// by sigi. 2002.9.4
							pPC->increaseGoldEx(itemPrice);

							// 물건을 판 플레이어에게 GCShopSellOK를...보낸다.
							GCShopSellOK okpkt;
							okpkt.setObjectID(NPCID);
							if (!pItemOnTile->getOptionTypeList().empty()) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
							else                                   okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
							okpkt.setItemObjectID(ITEMOID);
							okpkt.setPrice(playerMoney+itemPrice);
							pPlayer->sendPacket(&okpkt);

							// 뻑킹 센터에서 박스를 삭제해 준다.
							if (g_pParkingCenter->hasMotorcycleBox(motorcycleID)) 
//.........这里部分代码省略.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGShopRequestSellHandler.cpp

示例4: executeNormal


//.........这里部分代码省略.........

						// 걸어다니는 크리쳐를 검색	
						if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
						{
							pNearCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
							if (pNearCreature == NULL) continue;

							// 방금 물건을 판 플레이어라면 생략
							if (pNearCreature->getObjectID() == pPC->getObjectID()) continue;
							
							// 만약 플레이어라면 패킷을 보내준다.
							if (pNearCreature->isPC())
							{
								pNearPlayer = pNearCreature->getPlayer();
								if (pNearPlayer == NULL) continue;
								pNearPlayer->sendPacket(&boughtpkt);
							}
						}
						// 날아다니는 크리쳐를 검색
						if (tile.hasCreature(Creature::MOVE_MODE_FLYING))
						{
							pNearCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
							if (pNearCreature == NULL) continue;
							
							// 방금 물건을 판 플레이어라면 생략
							if (pNearCreature->getObjectID() == pPC->getObjectID()) continue;

							// 만약 플레이어라면 패킷을 보내준다.
							if (pNearCreature->isPC())
							{
								pNearPlayer = pNearCreature->getPlayer();
								if (pNearPlayer == NULL) continue;
								pNearPlayer->sendPacket(&boughtpkt);
							}
						}

					} // end of for (ZoneCoord_t zy=CenterY-5; zy<=CenterY+5; zy++)
				} // end of for (ZoneCoord_t zx=CenterX-5; zx<=CenterX+5; zx++)
			}
			catch (Throwable & t)
			{
				filelog("shopbug_packet.log", "%s", t.toString().c_str());
			}

		} // if (index < SHOP_RACK_INDEX_MAX)
		else
		{
			SAFE_DELETE(pItem);
		}
	} // if (pItem->getOptionType() != 0)
	else
	{
		bSpecialItem = false;
		SAFE_DELETE(pItem);
	}

	// 물건을 산 플레이어에게 GCShopSellOK를...보낸다.
	GCShopSellOK okpkt;
	okpkt.setObjectID(NPCID);
	if (bSpecialItem) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
	else              okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
	okpkt.setItemObjectID(ITEMOID);
	//okpkt.setPrice(playerMoney+itemPrice);
	// playerMoney + itemPrice 가 MAX_MONEY를 넘어갈 수 있다.
	// 2003.1.8 by bezz
	okpkt.setPrice(pPC->getGold());
	pPlayer->sendPacket(&okpkt);
	
	if (bClearDefaultOptionTypes )
	{
		pPC->clearDefaultOptionTypes();
		pPC->initAllStatAndSend();

		if (pPC->isSlayer() )
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pPC);
			Assert(pSlayer != NULL);

			pSlayer->sendRealWearingInfo();
		}
		else if (pPC->isVampire() )
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pPC);
			Assert(pVampire != NULL);

			pVampire->sendRealWearingInfo();
		}
		else if (pPC->isOusters() )
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pPC);
			Assert(pOusters != NULL);

			pOusters->sendRealWearingInfo();
		}
	}

#endif

	__END_DEBUG_EX __END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGShopRequestSellHandler.cpp

示例5: execute

////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionRegisterSiege::execute (Creature * pCreature1 , Creature * pCreature2) 
	throw(Error)
{
	__BEGIN_TRY

#ifndef __OLD_GUILD_WAR__

	Assert(pCreature1 != NULL);
	Assert(pCreature2 != NULL);
	Assert(pCreature1->isNPC());
	Assert(pCreature2->isPC());

	SYSTEM_RETURN_IF_NOT(SYSTEM_GUILD_WAR);

	GCNPCResponse gcNPCResponse;

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
	GuildID_t guildID = pPC->getGuildID();

	if (!g_pVariableManager->isWarActive() || !g_pVariableManager->isActiveGuildWar() )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_WAR_UNAVAILABLE);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	if (!g_pGuildManager->isGuildMaster(guildID, pPC ) )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_NOT_GUILD_MASTER);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	Gold_t warRegistrationFee = g_pVariableManager->getVariable(WAR_REGISTRATION_FEE);
	if (pPC->getGold() < warRegistrationFee )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_NOT_ENOUGH_MONEY);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	Zone* pZone = getZoneByZoneID(m_ZoneID);
	Assert(pZone != NULL);
	Assert(pZone->isCastle());

	WarScheduler* pWarScheduler = pZone->getWarScheduler();
	Assert(pWarScheduler != NULL);

	/* 성을 소유했어도 전쟁 신청이 되도록 수정함 (자기 성에는 신청 못하겠지 -_-;;)
	// 이미 성을 소유한 길드인가?
	if (g_pGuildManager->hasCastle(guildID ) )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_ALREADY_HAS_CASTLE);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}
	*/

//	ServerID_t serverID;
//	ZoneID_t zoneID;
//	bool bHasCastle = g_pGuildManager->hasCastle(guildID , serverID , zoneID);

//	if (bHasCastle && serverID == g_pConfig->getPropertyInt("ServerID" ) && zoneID == m_ZoneID )

	CastleInfo* pCastleInfo = g_pCastleInfoManager->getCastleInfo(m_ZoneID);
	GuildID_t ownerGuildID = pCastleInfo->getGuildID();

	if (guildID == ownerGuildID )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_ALREADY_HAS_CASTLE);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	// 이미 전쟁 신청을 했는가?
	if (g_pGuildManager->hasWarSchedule(guildID ) )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_WAR_ALREADY_REGISTERED);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	// 전쟁 스케쥴이 다 찼는가?
/*	if (!pWarScheduler->canAddWar(WAR_GUILD ) )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL);
		pPC->getPlayer()->sendPacket(&gcNPCResponse);
		return;
	}

	GuildWar* pWar = new GuildWar(m_ZoneID, guildID, War::WAR_STATE_WAIT);

	pWar->setRegistrationFee(warRegistrationFee);

	if (!pWarScheduler->addWar(pWar ) )
	{
		gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL);
//.........这里部分代码省略.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:ActionRegisterSiege.cpp

示例6: execute


//.........这里部分代码省略.........

				Zone* pZone = pCreature->getZone();
				Assert(pZone != NULL);

				pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcOtherModifyInfo, pCreature);
			}

			__LEAVE_CRITICAL_SECTION((*g_pPCFinder))

			// Guild Member 객체를 삭제한다.
			SAFE_DELETE(pGuildMember);
		}

		// 길드 멤버 맵을 삭제한다.
		Members.clear();

		// 길드 매니저에서 길드를 삭제한다.
		g_pGuildManager->deleteGuild(pGuild->getID());

		// 길드 객체를 삭제한다.
		SAFE_DELETE(pGuild);
	}
	else if (pGuild->getState() == Guild::GUILD_STATE_WAIT )
	{
		HashMapGuildMember& Members = pGuild->getMembers();
		HashMapGuildMemberItor itr = Members.begin();

		Statement* pStmt = NULL;
		Result* pResult = NULL;

		BEGIN_DB
		{
			pStmt = g_pDatabaseManager->getConnection("DARKEDEN" )->createStatement();
			
			for (; itr != Members.end(); itr++ )
			{
				GuildMember* pGuildMember = itr->second;

				// 접속해 있으면
				__ENTER_CRITICAL_SECTION((*g_pPCFinder))

				Creature* pCreature = g_pPCFinder->getCreature_LOCKED(pGuildMember->getName());
				if (pCreature != NULL && pCreature->isPC() )
				{
					Player* pPlayer = pCreature->getPlayer();
					Assert(pPlayer != NULL);

					PlayerCreature* pPlayerCreature = dynamic_cast<PlayerCreature*>(pCreature);
					Assert(pPlayerCreature != NULL);

					// 등록비를 환불한다.
					Gold_t Gold = pPlayerCreature->getGold();
					if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_MASTER )
					{
						Gold = min((uint64_t)(Gold + RETURN_SLAYER_MASTER_GOLD), (uint64_t)2000000000);
					}
					else if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_SUBMASTER )
					{
						Gold = min((uint64_t)(Gold + RETURN_SLAYER_SUBMASTER_GOLD), (uint64_t)2000000000);
					}

					pPlayerCreature->setGoldEx(Gold);

					GCModifyInformation gcModifyInformation;
					gcModifyInformation.addLongData(MODIFY_GOLD, Gold);
					pPlayer->sendPacket(&gcModifyInformation);

					// 메시지를 보낸다.
					pResult = pStmt->executeQuery("SELECT Message FROM Messages WHERE Receiver = '%s'", pCreature->getName().c_str());

					while (pResult->next() )
					{
						GCSystemMessage message;
						message.setMessage(pResult->getString(1));
						pPlayer->sendPacket(&message);
					}

					pStmt->executeQuery("DELETE FROM Messages WHERE Receiver = '%s'", pCreature->getName().c_str());
				}

				__LEAVE_CRITICAL_SECTION((*g_pPCFinder))

				// 길드 멤버 객체를 삭제한다.
				SAFE_DELETE(pGuildMember);
			}

			// 길드 멤버 해쉬 맵을 지운다.
			Members.clear();

			// 길드 매니저에서 길드를 삭제한다.
			g_pGuildManager->deleteGuild(pGuild->getID());
			GuildUnionManager::Instance().removeMasterGuild(pGuild->getID());

			// 길드 객체를 삭제한다.
			SAFE_DELETE(pGuild);

			SAFE_DELETE(pStmt);
		}
		END_DB(pStmt)
	}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:SGDeleteGuildOKHandler.cpp

示例7: execute

//----------------------------------------------------------------------
//
// SGAddGuildMemberOKHandler::execute()
//
//----------------------------------------------------------------------
void SGAddGuildMemberOKHandler::execute (SGAddGuildMemberOK* pPacket )
throw(ProtocolException , Error )
{
    __BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

    // 길드 멤버 object 를 만든다.
    GuildMember* pGuildMember = new GuildMember();
    pGuildMember->setGuildID(pPacket->getGuildID());
    pGuildMember->setName(pPacket->getName());
    pGuildMember->setRank(pPacket->getGuildMemberRank());

    // 길드에 추가한다.
    Guild* pGuild = g_pGuildManager->getGuild(pGuildMember->getGuildID());
    pGuild->addMember(pGuildMember);

    // 멤버에게 메세지를 보낸다.
    __ENTER_CRITICAL_SECTION((*g_pPCFinder))

    Creature* pCreature = g_pPCFinder->getCreature_LOCKED(pGuildMember->getName());
    if (pCreature != NULL && pCreature->isPC() )
    {
        Player* pPlayer = pCreature->getPlayer();
        Assert(pPlayer != NULL);

        if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_MASTER ||
                pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_SUBMASTER )		// 길드마스터나 서브마스터일 경우
        {
            PlayerCreature* pPlayerCreature = dynamic_cast<PlayerCreature*>(pCreature);
            Assert(pPlayerCreature != NULL);

            Gold_t Fee;
            if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_MASTER )
                Fee = REQUIRE_SLAYER_MASTER_GOLD;
            else if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_SUBMASTER )
                Fee = REQUIRE_SLAYER_SUBMASTER_GOLD;
            else
                Fee = 0;

            Gold_t CurMoney = pPlayerCreature->getGold();
            if (CurMoney < Fee )
            {
                // 큰일났군
                CurMoney = 0;
            }
            else
                CurMoney -= Fee;

            pPlayerCreature->setGoldEx(CurMoney);

            if (Fee != 0 )
            {
                GCModifyInformation gcModifyInformation;
                gcModifyInformation.addLongData(MODIFY_GOLD, CurMoney);

                // 바뀐정보를 클라이언트에 보내준다.
                pPlayer->sendPacket(&gcModifyInformation);
            }

            // 길드 가입 메시지를 보여준다.
            GCSystemMessage gcSystemMessage;
            if (pGuild->getRace() == Guild::GUILD_RACE_SLAYER )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_TEAM_JOIN_ACCEPTED ));
            else if (pGuild->getRace() == Guild::GUILD_RACE_VAMPIRE )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CLAN_JOIN_ACCEPTED ));
            else if (pGuild->getRace() == Guild::GUILD_RACE_OUSTERS )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CLAN_JOIN_ACCEPTED ));
            pPlayer->sendPacket(&gcSystemMessage);

        }
        else if (pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_WAIT )
        {
            // 길드 가입 신청 메시지를 보낸다.
            GCSystemMessage gcSystemMessage;
            if (pGuild->getRace() == Guild::GUILD_RACE_SLAYER )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_TEAM_JOIN_TRY ));
            else if (pGuild->getRace() == Guild::GUILD_RACE_VAMPIRE )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CLAN_JOIN_TRY ));
            else if (pGuild->getRace() == Guild::GUILD_RACE_OUSTERS )
                gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CLAN_JOIN_TRY ));

            pPlayer->sendPacket(&gcSystemMessage);
        }
    }
    else
    {
        // 접속이 안되어 있다.

        // 마스터나 서브마스터일 경우
        // DB 에서 돈을 까도록 한다.
        if ((pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_MASTER ||
                pGuildMember->getRank() == GuildMember::GUILDMEMBER_RANK_SUBMASTER )		// 길드마스터나 서브마스터일 경우
                && pPacket->getServerGroupID() == g_pConfig->getPropertyInt("ServerID" ) )		// 이 게임 서버에서 추가한 길드원인가?
        {
//.........这里部分代码省略.........
开发者ID:opendarkeden,项目名称:server,代码行数:101,代码来源:SGAddGuildMemberOKHandler.cpp


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