本文整理汇总了C++中USER::GetGuildID方法的典型用法代码示例。如果您正苦于以下问题:C++ USER::GetGuildID方法的具体用法?C++ USER::GetGuildID怎么用?C++ USER::GetGuildID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USER
的用法示例。
在下文中一共展示了USER::GetGuildID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 GWCityApplyNewCityHandler::Execute( GWCityApplyNewCity* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer;
//入口场景ID
SceneID_t PortSceneID = pPacket->GetSceneID();
//申请人GUID
GUID_t ApplicantGuid = pPacket->GetPlayerGuid();
WGCityError MsgError;
USER* pUser = g_pOnlineUser->FindUser( ApplicantGuid ) ;
if( pUser==NULL )
{
Log::SaveLog( WORLD_LOGFILE, "GWCityApplyNewCityHandler...User GUID=%X not find!",
ApplicantGuid ) ;
return PACKET_EXE_CONTINUE ;
}
//这里要判定当前任务是否有权利建立城市,当前工会是否有资格申请城市
GuildID_t guildID = pUser->GetGuildID();
Guild* pGuild = g_pGuildManager->GetGuild( guildID );
//if(!pGuild)
//{
// Log::SaveLog( WORLD_LOGFILE, "GWCityApplyNewCityHandler...User Guild not find! guildID = %d",
// guildID ) ;
// return PACKET_EXE_CONTINUE ;
//}
//合法
//通知Server去load城市场景,返回城市场景号
WGCityApplyNewCity MsgToServer;
MsgToServer.SetSceneID(PortSceneID);
MsgToServer.SetPlayerGuid(ApplicantGuid);
pServerPlayer->SendPacket( &MsgToServer );
Log::SaveLog( WORLD_LOGFILE, "GWCityApplyNewCityHandler...User GUID=%X Finished",
ApplicantGuid ) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例2: Execute
//.........这里部分代码省略.........
pUser->AddRelation( Relation.GetTargetGUID(), &RUser );
return PACKET_EXE_CONTINUE;
}
break;
case REQ_NEWGOODFRIEND:
{ // 加入一个亲密好友
pUser->AddGoodFriend( pRelationPacket->m_RelationGUID.GetTargetGUID() );
return PACKET_EXE_CONTINUE;
}
break;
case REQ_RELATIONONLINE:
{ // 获取密友的在线列表
Msg.GetRelation()->m_Type = RET_ONLINELIST;
RETURN_ONLINE_LIST* pSend = &(Msg.GetRelation()->m_RelationOnline);
pSend->CleanUp();
pUser->FillOnlineList(pSend);
}
break;
case REQ_MODIFYMOOD:
{
pUser->SetMood( pRelationPacket->m_ModifyMood.GetMood() );
return PACKET_EXE_CONTINUE;
}
break;
case REQ_MODIFYSETTINGS:
{
pUser->SetSettings( pRelationPacket->m_Settings.GetSettings() );
return PACKET_EXE_CONTINUE;
}
break;
case REQ_NOTIFY_ADDTEMPFRIEND:
{
REQUEST_VIEW_PLAYER& Recv = pRelationPacket->m_ViewPlayer;
if ( strlen(Recv.GetTargetName()) > 0 )
{
pTargetUser = g_pOnlineUser->FindUser( Recv.GetTargetName() );
}
if ( pTargetUser == NULL )
{ // 玩家可能不存在也可能不在线,由 Server 来判断
Log::SaveLog( WORLD_LOGFILE, "GWRelationHandler...User GUID=%s not find!",
Recv.GetTargetName() );
return PACKET_EXE_CONTINUE;
}
Msg.GetRelation()->m_Type = RET_NOTIFY_ADDTEMPFRIEND;
REQUEST_VIEW_PLAYER* pSend = &(Msg.GetRelation()->m_PlayerName);
pSend->CleanUp();
pSend->SetTargetName( pUser->GetName() );
}
break;
default :
{
Assert(FALSE);
return PACKET_EXE_CONTINUE;
}
}
if ( uErr > 0 )
{
Msg.GetRelation()->m_Type = uErr;
}
if ( pRelationData != NULL && pTargetUser != NULL )
{
pRelationData->SetGUID( pTargetUser->GetGUID() );
pRelationData->SetName( pTargetUser->GetName() );
pRelationData->SetLevel( pTargetUser->GetLevel() );
pRelationData->SetMenPai( pTargetUser->GetMenpai() );
pRelationData->SetPortrait( pTargetUser->GetPortrait() );
pRelationData->SetGuildID( pTargetUser->GetGuildID() );
pRelationData->SetGuildName( g_pGuildManager->GetGuildName(pTargetUser->GetGuildID()) );
if ( pTargetUser->UserStatus() == US_NORMAL )
{ // 只有在线才发剩余信息
pRelationData->SetOnlineFlag(1);
pRelationData->SetMood( pTargetUser->GetMood() );
pRelationData->SetTitle( pTargetUser->GetTitle() );
pRelationData->SetSceneID( pTargetUser->GetSceneID() );
if ( pTargetUser->GetTeamID() != INVALID_ID )
{
Team* pTeam = g_pTeamList->GetTeam( pTargetUser->GetTeamID() );
if ( pTeam != NULL )
{
pRelationData->SetTeamSize( pTeam->MemberCount() );
}
}
}
}
pServerPlayer->SendPacket( &Msg );
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}