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C++ PlayerObject::getFirstName方法代码示例

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


在下文中一共展示了PlayerObject::getFirstName方法的15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: _handleFindFriendDBReply

void ObjectController::_handleFindFriendDBReply(uint64 retCode,string friendName)
{
	PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);
	friendName.convert(BSTRType_Unicode16);
	if(retCode == 0)
	{
		gMessageLib->sendSystemMessage(player,L"","cmnty","friend_location_failed_noname","","",L"",0,"","",friendName.getUnicode16());
		return;
	}

	PlayerObject*	searchObject	= dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(retCode));

	if(!searchObject)
	{
		gMessageLib->sendSystemMessage(player,L"","cmnty","friend_location_failed","","",L"",0,"","",friendName.getUnicode16());
		return;
	}

	//are we on our targets friendlist???
	if(!searchObject->checkFriendList(player->getFirstName().getCrc()))
	{
		gMessageLib->sendSystemMessage(player,L"","cmnty","friend_location_failed","","",L"",0,"","",friendName.getUnicode16());
		return;
	}

	Datapad* thePad = dynamic_cast<Datapad*>(searchObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	if(thePad && thePad->getCapacity())
	{
		//the datapad automatically checks for waypoint caspacity and gives the relevant error messages
		thePad->requestNewWaypoint(searchObject->getFirstName().getAnsi(),searchObject->mPosition,static_cast<uint16>(gWorldManager->getZoneId()),Waypoint_blue);
	}
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:33,代码来源:OCContactListsHandlers.cpp

示例2:

//======================================================================================================================
//
// Modifies the Admin List
//
void	ObjectController::_handleTransferStructure(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    // requirement we have the structure targeted AND give the name of the recipient on the commandline
    // OR we have the recipient targeted and stand NEXT to the structure were about to transfer

    //do we have a valid donor ?
    PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);

    if(!player)
    {
        return;
    }


    // is the player online and near 30m ?
    // we get the  players id as targetid if yes, otherwise we get the name as string
    // however, we do not want players that  are not online

    //now get the target player
    PlayerObject*	recipient	= dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(targetId));

    if(!recipient)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "no_transfer_target"), player);
        return;
    }

    //do we have a valid structure ??? check our target first
    uint64 id = player->getTargetId();
    Object* object = gWorldManager->getObjectById(id);
    PlayerStructure* structure = dynamic_cast<PlayerStructure*>(object);

    if(!structure)
    {
        // we need to get the nearest structure that we own
        // for now dustoff
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
        return;
    }

    //is the structure in Range???
    float fTransferDistance = gWorldConfig->getConfiguration<float>("Player_Transfer_Structure_Distance",(float)8.0);
    if(glm::distance(player->mPosition, structure->mPosition) > fTransferDistance)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
        return;
    }

    StructureAsyncCommand command;
    command.PlayerId = player->getId();
    command.StructureId = structure->getId();
    command.RecipientId = recipient->getId();
    command.PlayerStr = recipient->getFirstName().getAnsi();
    command.Command = Structure_Command_TransferStructure;

    gStructureManager->checkNameOnPermissionList(structure->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:62,代码来源:OCStructureHandlers.cpp

示例3: sendAdminFeedback

void ObjectController::sendAdminFeedback(BString reply) const
{
    PlayerObject* player = dynamic_cast<PlayerObject*>(mObject);
    if ((player) && (player->isConnected()))
    {
        if (reply.getLength())
        {
            reply.convert(BSTRType_Unicode16);
            gMessageLib->SendSystemMessage(reply.getUnicode16(), player, true);
        }
        else
        {
            DLOG(info) << "Admin :" << player->getFirstName().getAnsi();
        }
    }
    else
    {
        if (reply.getDataLength())
        {
            DLOG(info) << "Admin (anon): " << reply.getAnsi();
        }
        else
        {
        }
    }
}
开发者ID:schizix,项目名称:mmoserver,代码行数:26,代码来源:OCAdminHandlers.cpp

示例4: DLOG

//======================================================================================================================
//
// provides the harvester with the current resources
//
void	ObjectController::_handleHarvesterGetResourceData(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{

    PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);

    if(!player)
    {
        return;
    }

    //do we have a valid structure ???
    uint64 id = targetId;
    Object* object = gWorldManager->getObjectById(id);
    PlayerStructure* structure = dynamic_cast<PlayerStructure*>(object);

    if(!structure)
    {
        //gMessageLib->sendSystemMessage(player,L"","player_structure","command_no_building");
        return;
    }

    //is the structure in Range???
    float fTransferDistance = gWorldConfig->getConfiguration<float>("Player_Structure_Operate_Distance",(float)10.0);
    if(glm::distance(player->mPosition, structure->mPosition) > fTransferDistance)
    {
        DLOG(INFO) << " ObjectController::_handleHarvesterGetResourceData Structure not in Range";
        return;
    }

    HarvesterObject* harvester = dynamic_cast<HarvesterObject*>(structure);

    StructureAsyncCommand command;

    command.Command = Structure_Command_GetResourceData;
    command.PlayerId = player->getId();
    command.StructureId = structure->getId();

    gStructureManager->checkNameOnPermissionList(structure->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    return;
    gMessageLib->sendHarvesterResourceData(structure,player);

    DLOG(INFO) << " ObjectController::_handleHarvesterGetResourceData :: hino 7 baseline";
    gMessageLib->sendBaselinesHINO_7(harvester,player);

    //add the structure to the timer so the resource amounts are updated while we look at the hopper
    //harvester->getTTS()->todo		= ttE_UpdateHopper;
    //harvester->getTTS()->playerId	= player->getId();
    //structure->getTTS()->projectedTime = 5000 + Anh_Utils::Clock::getSingleton()->getLocalTime();
    //gStructureManager->addStructureforHopperUpdate(harvester->getId());

    // this needs to be handled zoneserverside - otherwise the addition of a res will trigger a racecondition
    // between the sql write query and the sql read please note that the harvesting itself happens through stored procedures
    // and we cant keep the updatecounters synchronized


}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:61,代码来源:OCStructureHandlers.cpp

示例5: sscanf

//======================================================================================================================
//
// Modifies the Admin List
//
void	ObjectController::_handleNameStructure(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)

{
    // requirement we have the structure targeted AND give the name of the recipient on the commandline
    // OR we have the recipient targeted and stand NEXT to the structure were about to transfer

    //do we have a valid donor ?
    PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);

    if(!player)
    {
        return;
    }

    //do we have a valid structure ??? check our target first
    uint64 id = player->getTargetId();
    Object* object = gWorldManager->getObjectById(id);
    PlayerStructure* structure = dynamic_cast<PlayerStructure*>(object);

    if(!structure)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
        return;
    }

    //is the structure in Range???
    float fTransferDistance = gWorldConfig->getConfiguration<float>("Player_Structure_Operate_Distance",(float)10.0);
    if(glm::distance(player->mPosition, structure->mPosition) > fTransferDistance)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
        return;
    }

    //find out where our structure is
    BString dataStr;
    message->getStringUnicode16(dataStr);

    BString nameStr;

    dataStr.convert(BSTRType_ANSI);

    sscanf(dataStr.getAnsi(),"%s",nameStr.getAnsi());

    if(nameStr.getLength() > 68)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "not_valid_name"), player);
        return;
    }

    StructureAsyncCommand command;
    command.Command = Structure_Command_RenameStructure;
    command.PlayerId = player->getId();
    command.StructureId = structure->getId();

    gStructureManager->checkNameOnPermissionList(structure->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:61,代码来源:OCStructureHandlers.cpp

示例6: onObjectEnter

void City::onObjectEnter(Object* object)
{
    PlayerObject* player = (PlayerObject*)object;
    //player->setCityRegionId(this->getId());

    addKnownObjectSafe(object);

    gLogger->log(LogManager::INFORMATION,"%s entered %s (%u players in city)",player->getFirstName().getAnsi(),mCityName.getAnsi(),mKnownPlayers.size());
}
开发者ID:jason83,项目名称:mmoserver,代码行数:9,代码来源:City.cpp

示例7: onObjectEnter

void City::onObjectEnter(Object* object)
{
    PlayerObject* player = (PlayerObject*)object;
    //player->setCityRegionId(this->getId());

	addVisitor(object);

	DLOG(INFO) << player->getFirstName().getAnsi() << " entered " 
        << mCityName << " (" << mVisitingPlayers.size() << " players in city)";
}
开发者ID:Gargash,项目名称:Unofficial_Hope,代码行数:10,代码来源:City.cpp

示例8: onObjectLeave

void City::onObjectLeave(Object* object)
{
	PlayerObject* player = (PlayerObject*)object;

	//if(player->getCityRegionId() == this->getId())
		//player->setCityRegionId(0);

	removeVisitor(object);

	DLOG(INFO) << player->getFirstName().getAnsi() << " left " 
        << mCityName << " (" << mVisitingPlayers.size() << " players in city)";
}
开发者ID:Gargash,项目名称:Unofficial_Hope,代码行数:12,代码来源:City.cpp

示例9: onObjectLeave

void City::onObjectLeave(Object* object)
{

    PlayerObject* player = (PlayerObject*)object;

    //if(player->getCityRegionId() == this->getId())
    //player->setCityRegionId(0);

    removeKnownObject(object);

    gLogger->log(LogManager::DEBUG,"%s left %s (%u players in city)",player->getFirstName().getAnsi(),mCityName.getAnsi(),mKnownPlayers.size());
}
开发者ID:jason83,项目名称:mmoserver,代码行数:12,代码来源:City.cpp

示例10: addObject

bool WorldManager::addObject(Object* object,bool manual)
{
	uint64 key = object->getId();

	//make sure objects arnt added several times!!!!
	if(getObjectById(key))
	{
		gLogger->logMsgF("WorldManager::addObject Object already existant added several times or ID messup ???",MSG_HIGH);
		return false;
	}

	mObjectMap.insert(key,object);

	// if we want to set the parent manually or the object is from the snapshots and not a building, return
	if(manual)
	{
		return true;
	}

#if defined(_MSC_VER)
	if(object->getId() < 0x0000000100000000 && object->getType() != ObjType_Building)
#else
	if(object->getId() < 0x0000000100000000LLU && object->getType() != ObjType_Building)
#endif
	{
		// check if a crafting station - in that case add
		Item* item = dynamic_cast<Item*> (object);

		if(item)
		{
			if(!(item->getItemFamily() == ItemFamily_CraftingStations))
				return true;
		}
		else
		{
			return true;
		}
	}

	switch(object->getType())
	{
		// player, when a player enters a planet
		case ObjType_Player:
		{

			PlayerObject* player = dynamic_cast<PlayerObject*>(object);
			gLogger->logMsgF("New Player: %"PRIu64", Total Players on zone : %i",MSG_NORMAL,player->getId(),(getPlayerAccMap())->size() + 1);
			// insert into the player map
			mPlayerAccMap.insert(std::make_pair(player->getAccountId(),player));

			// insert into cell
			if(player->getParentId())
			{
				player->setSubZoneId(0);

				if(CellObject* cell = dynamic_cast<CellObject*>(getObjectById(player->getParentId())))
				{
					cell->addObjectSecure(player);
				}
				else
				{
					gLogger->logMsgF("WorldManager::addObject: couldn't find cell %"PRIu64"",MSG_HIGH,player->getParentId());
				}
			}
			// query the rtree for the qt region we are in
			else
			{
				if(QTRegion* region = mSpatialIndex->getQTRegion(player->mPosition.x,player->mPosition.z))
				{
					player->setSubZoneId((uint32)region->getId());
					region->mTree->addObject(player);
				}
				else
				{
					// we should never get here !
					gLogger->logMsg("WorldManager::addObject: could not find zone region in map");
					return false;
				}
			}

			// initialize
			initObjectsInRange(player);
			gMessageLib->sendCreatePlayer(player,player);

			// add ham to regeneration scheduler
			player->getHam()->updateRegenRates();	// ERU: Note sure if this is needed here.
			player->getHam()->checkForRegen();

			// onPlayerEntered event, notify scripts
			string params;
			params.setLength(sprintf(params.getAnsi(),"%s %s %u",getPlanetNameThis(),player->getFirstName().getAnsi(),static_cast<uint32>(mPlayerAccMap.size())));

			mWorldScriptsListener.handleScriptEvent("onPlayerEntered",params);

			// Start player world position update. Used when player don't get any events from client (player not moving).
			// addPlayerMovementUpdateTime(player, 1000);
		}
		break;

		case ObjType_Structure:
//.........这里部分代码省略.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:WorldManagerObjectHandlers.cpp

示例11: handleObjectMenuSelect

void PlayerStructureTerminal::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	PlayerObject* player = (PlayerObject*)srcObject;

	if ((!player) ||(!player->isConnected()))
	{
		gLogger->logMsgF("HarvesterObject::handleObjectMenuSelect::could not find player",MSG_HIGH);
		return;
	}
	
	switch(messageType)
	{
		case radId_serverTerminalPermissionsBanned:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_PermissionBan;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_serverTerminalPermissionsEnter:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_PermissionEntry;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_serverTerminalPermissionsAdmin:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_PermissionAdmin;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_serverTerminalManagementPrivacy:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_Privacy;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_serverTerminalManagementDestroy: 
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_Destroy;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
			
		}
		break;

		case radId_serverTerminalManagementStatus:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_ViewStatus;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

			
		}
		break;

		case radId_serverTerminalManagementPay:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_PayMaintenance;
			command.PlayerId = player->getId();
			command.StructureId = this->getStructure();

			gStructureManager->checkNameOnPermissionList(this->getStructure(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
			
		}
		break;


		default:
			break;
	}

}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:99,代码来源:PlayerStructureTerminal.cpp

示例12: handleObjectMenuSelect

void FactoryObject::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	PlayerObject* player = dynamic_cast<PlayerObject*>(srcObject);
	if(!player)
	{	
		gLogger->logMsgF("FactoryObject::handleObjectMenuSelect::could not find player",MSG_HIGH);
		return;
	}
	
	switch(messageType)
	{
		case radId_StopManufacture:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_StopFactory;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_StartManufacture:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_StartFactory;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;

		case radId_serverManfHopperInput:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_AccessInHopper;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"HOPPER",command);
		}
		break;

		case radId_serverManfHopperOutput:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_AccessOutHopper;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"HOPPER",command);
		}
		break;

		case radId_serverManfStationSchematic:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_AccessSchem;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
		}
		break;
		
		case radId_StructureStatus:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_ViewStatus;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

		}
		break;

		case radId_depositPower:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_DepositPower;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

		}
		break;

		case radId_payMaintenance:
		{
			StructureAsyncCommand command;
			command.Command = Structure_Command_PayMaintenance;
			command.PlayerId = player->getId();
			command.StructureId = this->getId();

			gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
			
		}
//.........这里部分代码省略.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:FactoryObject.cpp

示例13: handleObjectMenuSelect

void HarvesterObject::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
    PlayerObject* player = dynamic_cast<PlayerObject*>(srcObject);
    if(!player)
    {
        gLogger->log(LogManager::DEBUG,"HarvesterObject::handleObjectMenuSelect::could not find player");
        return;
    }

    switch(messageType)
    {
    case radId_StructureStatus:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_ViewStatus;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case radId_depositPower:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_DepositPower;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case radId_payMaintenance:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_PayMaintenance;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case radId_serverTerminalManagementDestroy:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_Destroy;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;
    case radId_serverTerminalPermissionsAdmin:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_PermissionAdmin;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case radId_serverTerminalPermissionsHopper:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_PermissionHopper;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case radId_setName:
    {

        StructureAsyncCommand command;
        command.Command = Structure_Command_RenameStructure;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);


    }
    break;

    case radId_operateHarvester:
    {
        StructureAsyncCommand command;
        command.Command = Structure_Command_OperateHarvester;
//.........这里部分代码省略.........
开发者ID:jason83,项目名称:mmoserver,代码行数:101,代码来源:HarvesterObject.cpp

示例14: _handleAddFriend

void ObjectController::_handleAddFriend(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
	PlayerObject*	player		= dynamic_cast<PlayerObject*>(mObject);

	if(player->getContactListUpdatePending())
		return;
	else
		player->setContactListUpdatePending(true);

	string	friendName;
	int8	sql[1024],end[16],*sqlPointer;

	message->getStringUnicode16(friendName);
	friendName.convert(BSTRType_ANSI);

	if(!friendName.getLength())
	{
		player->setContactListUpdatePending(false);
		return;
	}

	if(player->isConnected())
		gMessageLib->sendHeartBeat(player->getClient());

	friendName.toLower();

	// check if he's already our friend
	if(player->checkFriendList(friendName.getCrc()))
	{
		friendName.convert(BSTRType_Unicode16);
		gMessageLib->sendSystemMessage(player,L"","cmnty","friend_duplicate","","",L"",0,"","",friendName.getUnicode16());
		player->setContactListUpdatePending(false);
		return;
	}

	// or ignored
	
	if(player->checkIgnoreList(friendName.getCrc()))
	{
		friendName.convert(BSTRType_Unicode16);
		gMessageLib->sendSystemMessage(player,L"","cmnty","friend_fail_is_ignored","","",L"",0,"","",friendName.getUnicode16());
		player->setContactListUpdatePending(false);
		return;
	}

	// check our own name
	string firstName = player->getFirstName().getAnsi();
	firstName.toLower();

	if(strcmp(firstName.getAnsi(),friendName.getAnsi()) == 0)
	{
		player->setContactListUpdatePending(false);
		return;
	}

	// pull the db query
	ObjControllerAsyncContainer* asyncContainer = new(mDBAsyncContainerPool.malloc()) ObjControllerAsyncContainer(OCQuery_AddFriend);
	asyncContainer->mString = friendName.getAnsi();

	sprintf(sql,"SELECT sf_addFriend(%"PRIu64",'",player->getId());
	sprintf(end,"')");
	sqlPointer = sql + strlen(sql);
	sqlPointer += mDatabase->Escape_String(sqlPointer,friendName.getAnsi(),friendName.getLength());
	strcat(sql,end);

	mDatabase->ExecuteSqlAsync(this,asyncContainer,sql);

}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:68,代码来源:OCContactListsHandlers.cpp

示例15: if

//======================================================================================================================
//
// Modifies the Admin List
//
void	ObjectController::_handleModifyPermissionList(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)

{

    PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);

    if(!player)
    {
        DLOG(INFO) << " ObjectController::_handleModifyPermissionList Player not found";
        return;
    }

    //find out where our structure is
    BString dataStr;
    message->getStringUnicode16(dataStr);

    BString playerStr,list,action;

    dataStr.convert(BSTRType_ANSI);

    int8 s1[64],s2[32],s3[32];
    sscanf(dataStr.getAnsi(),"%32s %16s %16s",s1, s2, s3);
    playerStr = s1;
    list = s2;
    action = s3;

    if(playerStr.getLength() > 40)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "permission_40_char"), player);
        return;
    }

    //TODO is target a structure?? used when using the commandline option
    uint64 id = player->getTargetId();
    Object* object = gWorldManager->getObjectById(id);
    PlayerStructure* structure = dynamic_cast<PlayerStructure*>(object);

    //if we have no structure that way, see whether we have a structure were we just used the adminlist
    if(!structure)
    {
        id = player->getStructurePermissionId();
        Object* object = gWorldManager->getObjectById(id);
        structure = dynamic_cast<PlayerStructure*>(object);
    }

    if(!structure)
    {
        return;
    }

    //is the structure in Range???
    float fAdminListDistance = gWorldConfig->getConfiguration<float>("Player_Admin_List_Distance",(float)32.0);

    if(player->getParentId())
    {
        if(CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId())))
        {
            if(HouseObject* house = dynamic_cast<HouseObject*>(gWorldManager->getObjectById(cell->getParentId())))
            {
                if(house->getId() != structure->getId())
                {
                    gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
                    return;
                }
            }
        }

    }
    else if(glm::distance(player->mPosition, structure->mPosition) > fAdminListDistance)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "command_no_building"), player);
        return;
    }

    player->setStructurePermissionId(0);

    StructureAsyncCommand command;
    command.PlayerId = player->getId();
    command.StructureId = structure->getId();
    command.List = list;
    command.PlayerStr = playerStr;

    if(action == "add")
    {
        command.Command = Structure_Command_AddPermission;
        gStructureManager->checkNameOnPermissionList(structure->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
    }

    if(action == "remove")
    {
        command.Command = Structure_Command_RemovePermission;
        gStructureManager->checkNameOnPermissionList(structure->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);
    }

}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:99,代码来源:OCStructureHandlers.cpp


注:本文中的PlayerObject::getFirstName方法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。