551 lines
14 KiB
C
551 lines
14 KiB
C
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#pragma once
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#define NUM_LINKMANLASTLY_MAX 99 //最大联系人数量
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#define NUM_DEATHLIST_MAX 20 //战报记录
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//社会关系
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enum enSocialRelation
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{
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SOCIAL_FRIEND = 1, //好友
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SOCIAL_BLACK = 2, //黑名单
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SOCIAL_FOLLOW = 3, //关注
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//SOCIAL_REPORT = 4, //战报
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// SOCIAL_DISCIPLE = 4, //徒弟
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// SOCIAL_GRADUATE = 5, //出师
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// SOCIAL_BROTHER = 6, //结拜
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// SOCIAL_MARRIED = 7, //结婚
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// SOCIAL_OLDMASTER = 8, //原来的师傅
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};
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//社会关系操作
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enum enRelationOpType
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{
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RELATION_OP_FRIEND = 1, //好友
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RELATION_OP_ENIMY = 4, //仇人
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RELATION_OP_MASTER = 5, //拜师
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RELATION_OP_STUDENT = 6, //收徒
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};
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//好友、仇敌等关系
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typedef struct tagFriendRelation
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{
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unsigned int nActorId; //玩家id
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char sName[32]; //玩家姓名
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char sGuildname[32]; //工会名称
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int nLevel; //等级
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int nJop; //职业
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int nIcon; //头像id
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int nSex; //性别
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int ncircle; //转数
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int nIntimacy; //亲密度
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int nVip; //vip
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long long nWarTeamId; //战队id
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int ncolor; //颜色
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BYTE nState; //----关系 与enSocialRelation对应
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unsigned int nTime; //关系形成的时间
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// BYTE nUpdateClient; //0不需要更新到客户端 1需要更新到客户端
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tagFriendRelation()
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{
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memset(this,0,sizeof(*this));
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}
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}FRIENDRELATION;
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typedef struct tagFriendOffline
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{
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unsigned int nFriendId;
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char sName[32];
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unsigned int nLastLogoutTime;
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tagFriendOffline()
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{
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memset(this,0,sizeof(*this));
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}
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}FRIENDOFFLINE;
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typedef struct tagFriend
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{
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unsigned int nFriendId;
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char sName[32];
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tagFriend()
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{
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memset(this,0,sizeof(*this));
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}
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}FRIEND;
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typedef struct tagOffChatMsg
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{
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unsigned int nActorId; //玩家id
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char sName[32]; //姓名
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int nTime; //时间
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int nIcon; //头像id
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int nLevel; //等级
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int nSex; //性别
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char sMsg[256]; //聊天消息
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tagOffChatMsg()
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{
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memset(this,0,sizeof(*this));
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}
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}FRIENDCHATMSG;
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//追踪玩家的信息
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typedef struct tagTrackInfo
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{
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unsigned int nActorId; //玩家id
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char sName[32]; //玩家姓名
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int nMapId; //地图id
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int nMapX; //地图坐标x
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int nMapY; //地图坐标Y
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char sMapName[32]; //地图名称
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tagTrackInfo()
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{
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memset(this,0,sizeof(*this));
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}
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}TRACKACTOR;
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//保存申请添加关系的消息列表
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typedef struct tagSocialMsgList
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{
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unsigned int nActorId; //玩家id
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int nType; // 对应关系类型
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tagSocialMsgList()
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{
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memset(this,0,sizeof(*this));
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}
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}SOCIALMSGLIST;
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typedef struct tagActorDeath
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{
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unsigned int nActorId;
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unsigned int nKillerId; //凶手ID
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char sKillerName[32]; //凶手Name
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int nSceneId; //场景ID
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// char sSceneName[32]; //场景Name
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unsigned int nKillTime; //时间
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// int nKillPosX;
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// int nKillPosY;
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BYTE nType;//
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tagActorDeath()
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{
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memset(this,0,sizeof(*this));
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}
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}ACTORDEATH;
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typedef struct tagDeathDropItem
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{
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unsigned int nActorId;
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unsigned int nKillerId; //凶手ID
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unsigned int nKillTime; //时间
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int nItemId;
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int nItemCount;
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tagDeathDropItem()
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{
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memset(this,0,sizeof(*this));
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}
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}DEATHDROPITEM;
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typedef struct tagDropItem
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{
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int nItemId;
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int nItemCount;
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tagDropItem()
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{
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nItemId = 0;
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nItemCount = 0;
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}
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}DROPITEM;
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//最近联系人(私聊玩家)
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typedef struct tagLinkManLately
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{
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unsigned int nActorId; //玩家id
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char sName[32]; //玩家姓名
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int nLevel; //等级
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int nJob; //职业
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int nIcon; //头像id
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int nSex; //性别
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char nSignInfo[128]; //玩家签名
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tagLinkManLately()
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{
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memset(this,0,sizeof(*this));
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}
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}LINKMANLATELY;
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class CFriendSystem:public CEntitySubSystem<enFriendLogicSystemID, CFriendSystem, CActor>
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{
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public:
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CFriendSystem();
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~CFriendSystem(){};
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virtual bool Initialize(void *data,SIZE_T size);
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/*
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* Comments:处理数据服务器返回的内容
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* Param INT_PTR nCmd:
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* Param INT_PTR nErrorCode:
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* Param CDataPacketReader & reader:
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* @Return VOID:
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*/
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virtual VOID OnDbRetData(INT_PTR nCmd,INT_PTR nErrorCode,CDataPacketReader &reader );
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void ProcessNetData(INT_PTR nCmd,CDataPacketReader &packet );
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//操作好友、仇敌关系等
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void AddSocialRelation(CDataPacketReader &packet, int type);
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void ApplyDelete(CDataPacketReader &packet);
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// void DoAddSocialRelation(int nIndex, int nType, unsigned int nActorId, char* sName, BYTE bNotice=0);
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//添加好友
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void AskAddFriend(unsigned int nActorId,ACTORNAME sName);
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void dealApplyList(unsigned int nActorId, int type = 1);
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//添加关注
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void AddToFollowList(unsigned int nActorId,ACTORNAME sName);
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//添加好友反馈
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void AddFriendResult(CActor* pEntity,int nResult);
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//删除好友
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void DeleteFriends(unsigned int nActorId,char* sName, BYTE type);
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void SetFollowColor(CDataPacketReader &packet);
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FRIENDRELATION* GetFriendLationByActorId(unsigned int nActorid);
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// //好友变动更新组队经验加成图标
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// bool UpdateTemBuf();
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// //添加陌生人
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// void AddStranger(unsigned int nActorId,char* sName);
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// //删除陌生人
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// void DeleteStranger(unsigned int nActorId,char* sName);
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//添加到黑名单
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void AddToBlacklist(unsigned int nActorId,char* sName);
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// //删除黑名单
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// void DeleteBlacklist(unsigned int nActorId,char* sName);
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//添加到仇人(不使用了)
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void AddToEnemyList(CActor* pEntity);
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//删除仇人
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void DeleteEnemy(unsigned int nActorId,char* sName);
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//返回删除关系的消息
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unsigned int SendDeleteSocial(unsigned int nActorId,char* sName,int nType);
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//返回添加好友回馈
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void AddSocialResult(CDataPacketReader &packet);
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//执行添加好友回馈
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void DoAddFriend(BYTE nResult, unsigned int nActorId);
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//下发关系列表
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void SendSocialList(int type);
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void DealSocialList(CDataPacketReader &packet);
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// //下发关系列表(是否在线)
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// void SendSocialStsList();
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//查找关系 -1表示列表内没有
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int GetSocialResultById(unsigned int nActorId);
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//查找在列表中的索引
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int GetSocialIndexById(unsigned int nActorId,char* sName = NULL);
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//下发添加好友等的信息
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void SendAddFriendInfo(unsigned int nActorId,int nType, int nCmd = 0);
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//从数据库查找好友数据的结果
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void LoadFriendsFromDbResult(CDataPacketReader &reader);
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void LoadActorDeathFromDbResult(CDataPacketReader &reader);
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// void LoadActorDeathDropFromDbResult(CDataPacketReader &reader);
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//查找离线聊天消息
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// void LoadFriendChatMsgResult(CDataPacketReader &reader);
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//从数据库查找好友数据
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void LoadFriendsDataFromDb();
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void LoadActorDeathFromDb();
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// void LoadActorDeathDropFromDb();
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//保存到db
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void SaveToDb();
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void SaveActorDeathToDb();
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// void SaveDeathDropToDb();
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//在数据库中删除关系
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void SendDeleteMemToDb(unsigned int nActorId,unsigned int FriendId);
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//获取最大人数
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int GetSocialMaxNum(int nType);
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//获取当前关系的人数
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int GetSocialCurnum(int nType);
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//发送推荐好友的信息
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void SendCanAddFriendList(int nLevel1, int nLevel2, int nMaxNum);
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// //好友聊天
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// void OnFriendChat(CDataPacketReader &packet);
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// //请求可以拜师或者可以收徒的列表
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// void GetCanApplyMasterList(CDataPacketReader &packet);
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// //发送坐标扣除金币
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// void OnSendCosumeCoin();
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// //返回好友聊天
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// void SendFriendChat();
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//玩家下线保存信息
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void FriendLoginOut();
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//更新好友的信息
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void UpdateFriendData(CActor* pEntity);
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// //发送需要更新的好友等列表
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// void SendUpdateFriendData(BYTE nType);
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// //设置需要更新
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// void SetSocialNeedFresh(unsigned int nActorId);
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// //设置需要发送给客户端的标志
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// void UpdateSocialFlag(unsigned int nActorId);
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// //加载离线聊天消息
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// void LoadFriendChatMsg();
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//好友上线提示
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void FriendLoginNotice();
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//进入游戏
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virtual void OnEnterGame();
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//判断是否存在某种关系
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unsigned int GetSocialRelationId(int nType);
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//判断是不是存在某种社会关系
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bool GetSocialFlag(unsigned int nActorId,int nType);
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//发送申请添加关系给被申请人
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void SendCMdSocialData(int nType,int ncmd, CActor* pEntity);
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// //检查是否可以为师父或者徒弟的条件 ntype 1:为师父 2:为徒弟
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// bool CanBeMasterOrSudent(CActor* pEntity,int nType);
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//设置社会关系
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int SetSocialFlag(unsigned int nActorId,int nType, bool nState);
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// //申请拜师
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// void ApplyMaster(unsigned int nActorId,char* sName);
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// //拜师反馈
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// void ApplyMasterResult(CActor* pEntity,int nResult);
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// //叛离师门
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// void DeleteMaster(unsigned int nActorId,char* sName);
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// void OnLevelUp();
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// //收徒
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// void AddStudent(unsigned int nActorId,char* sName);
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// //收徒反馈
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// void AddStudentResult(CActor* pEntity,int nResult);
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|
|
|
|||
|
|
// //逐出师门
|
|||
|
|
// void DriveOutMaster(unsigned int nActorId,char* sName);
|
|||
|
|
|
|||
|
|
// /*
|
|||
|
|
// * Comments:获取师徒的亲密度
|
|||
|
|
// * Param void * pEntity:玩家指针
|
|||
|
|
// * Param int nType:nActorId 对方的id
|
|||
|
|
// * @Return bool:成功返回true
|
|||
|
|
// */
|
|||
|
|
// int GetMasterIntimacy(unsigned int nActorId,int nType);
|
|||
|
|
|
|||
|
|
//获取当前关系玩家名称
|
|||
|
|
char* GetSocialActorName(unsigned int nActorId);
|
|||
|
|
|
|||
|
|
// //出师处理 nActorId 师父的id
|
|||
|
|
// void GraduationGiveMasterWard(unsigned int nActorId);
|
|||
|
|
|
|||
|
|
// //师父领取奖励 nActorId 出师的徒弟id
|
|||
|
|
// void MasterGetAward(unsigned int nActorId);
|
|||
|
|
|
|||
|
|
// //获取组队经验加成获得值
|
|||
|
|
// INT_PTR GetBeTeamAwardExp(INT_PTR nValue);
|
|||
|
|
|
|||
|
|
// //升级给奖励提示 nActorId师父的id nIndex第一个奖励
|
|||
|
|
// void GiveUpLevelAwardTips(unsigned int nActorId,int nIndex);
|
|||
|
|
|
|||
|
|
// //发送给他的同门 出师提示
|
|||
|
|
// void SendGrauateToMate(unsigned int nActorId,int nLevel);
|
|||
|
|
|
|||
|
|
// //反馈结婚全服召集
|
|||
|
|
// void CallAllActorResult(CDataPacketReader &packet);
|
|||
|
|
|
|||
|
|
// //获取在线好友队伍状态
|
|||
|
|
// void OnGetOnlineFriendTeamState(CDataPacketReader & packet);
|
|||
|
|
|
|||
|
|
// // 获取最后那名玩家的信息,例如最新仇人
|
|||
|
|
// FRIENDRELATION* GetLastSocialActorInfo(int nType);
|
|||
|
|
|
|||
|
|
// /*
|
|||
|
|
// * Comments: 徒弟孝敬给师父经验
|
|||
|
|
// * Param const int nExp:
|
|||
|
|
// * @Return void:
|
|||
|
|
// * @Remark:
|
|||
|
|
// */
|
|||
|
|
// void PupilToTeacherExp(INT_PTR nExp);
|
|||
|
|
|
|||
|
|
// /*
|
|||
|
|
// * Comments: 师傅消费元宝,送给徒弟的绑定元宝
|
|||
|
|
// * Param const int nYuanbao: 师傅消费的元宝数量
|
|||
|
|
// * @Return void:
|
|||
|
|
// * @Remark:
|
|||
|
|
// */
|
|||
|
|
// void TeacherToPupilYBBind(const int nYuanbao);
|
|||
|
|
|
|||
|
|
// //计算属性值
|
|||
|
|
// bool CalcAttributes(CAttrCalc &calc);
|
|||
|
|
|
|||
|
|
// void OnDeath(CEntity* pEntity, const CVector<DROPITEM> &listDropItem);
|
|||
|
|
|
|||
|
|
// void AddOnDeathItem(DEATHDROPITEM stDropitem);
|
|||
|
|
|
|||
|
|
// /*获取最近一次死亡的时间
|
|||
|
|
// 0:没有死亡
|
|||
|
|
// */
|
|||
|
|
// unsigned int GetDeadTimeRecent()
|
|||
|
|
// {
|
|||
|
|
// int nCount = (int)m_ActorDeathList.count();
|
|||
|
|
// if( nCount > 0 )
|
|||
|
|
// {
|
|||
|
|
// return m_ActorDeathList[nCount-1].nKillTime;
|
|||
|
|
// }
|
|||
|
|
// return 0;
|
|||
|
|
// }
|
|||
|
|
|
|||
|
|
// //void AddDeathDropItem(int nItemId, int nItemCount);
|
|||
|
|
// //void AttachKillAndDeathDrop();
|
|||
|
|
|
|||
|
|
// void AddLinkManLately(CActor *pActorOther); //添加最近联系人
|
|||
|
|
|
|||
|
|
// void AddIntimacy(unsigned int nActorId, int nType,int nAddValue);
|
|||
|
|
|
|||
|
|
// void TriggerEvent(INT_PTR nSubEvent,INT_PTR nParam1=-1,INT_PTR nParam2=-1,INT_PTR nParam3=-1,INT_PTR nParam4=-1);
|
|||
|
|
void AddDeath(CEntity* pEntity, int nType = 0);
|
|||
|
|
void dealAllAcceptApply();
|
|||
|
|
private:
|
|||
|
|
|
|||
|
|
// void GetExpToTeacher();
|
|||
|
|
|
|||
|
|
// //获取徒弟列表
|
|||
|
|
// void GetPupilList(CVector<int> &PupulIdList);
|
|||
|
|
|
|||
|
|
// //获取第一个社会关系的玩家ID
|
|||
|
|
// unsigned int GetFirstSocialActor(int nType);
|
|||
|
|
|
|||
|
|
// //出师
|
|||
|
|
// void GraduateMaster();
|
|||
|
|
|
|||
|
|
// //一键删除好友
|
|||
|
|
// void FastRemoveFriends( CDataPacketReader & packet );
|
|||
|
|
// void FastRemoveFriends( const CVector<FRIEND> &FriendList );
|
|||
|
|
|
|||
|
|
// //装载装载N天内不上线的玩家信息
|
|||
|
|
// void LoadFriendOfflineFromDb();
|
|||
|
|
// void LoadFriendsOfflineFromDbResult(CDataPacketReader &reader);
|
|||
|
|
// void NoticeFriendOffline(int nType, const CVector<FRIENDOFFLINE> &FriendOfflineListIn);
|
|||
|
|
|
|||
|
|
/*添加到消息列表
|
|||
|
|
nActorId 玩家id
|
|||
|
|
nState 关系类型
|
|||
|
|
返回 true表示可以申请添加 false表是已申请过
|
|||
|
|
*/
|
|||
|
|
// bool AddToSocialMsgList(unsigned int nActorId,int nState);
|
|||
|
|
|
|||
|
|
// /*判断是否存在这个玩家的申请消息
|
|||
|
|
// nActorId 玩家id
|
|||
|
|
// nState 关系类型
|
|||
|
|
// 返回 true存在 false 不存在
|
|||
|
|
// */
|
|||
|
|
// bool IsExitSocialMsg(unsigned int nActorId,int nState);
|
|||
|
|
|
|||
|
|
// void SendActorDeathInfo();
|
|||
|
|
// void GetDeathDropList(unsigned int nKillerId, unsigned int nDeathTime, CVector<DEATHDROPITEM>& m_DropList);
|
|||
|
|
|
|||
|
|
// //如果m_ActorDeathList超过了最大数,则删掉最先的数据
|
|||
|
|
// void TruckActorDeathData();
|
|||
|
|
|
|||
|
|
// void SendLinkManLately();
|
|||
|
|
|
|||
|
|
// //初始化玩家心情
|
|||
|
|
// void InitActorMood();
|
|||
|
|
|
|||
|
|
// //修改心情
|
|||
|
|
// void AlterActorMood(CDataPacketReader &packet);
|
|||
|
|
|
|||
|
|
// //下发玩家心情
|
|||
|
|
// void SendActorMood();
|
|||
|
|
|
|||
|
|
// //追踪玩家
|
|||
|
|
// void OnTrackActor( char* sName );
|
|||
|
|
|
|||
|
|
// void DoTrackActor(CActor* pObjActor, char* sName);
|
|||
|
|
|
|||
|
|
// void SendTrackActorInfo();
|
|||
|
|
|
|||
|
|
// void SendTrackAlarmInfo(CActor *pActor);
|
|||
|
|
|
|||
|
|
// int GetDailyTrackNum();
|
|||
|
|
// void SetDailyTrackNum(int nNewNum);
|
|||
|
|
// unsigned int GetTrackFee();
|
|||
|
|
|
|||
|
|
// void SendTrackActorFee();
|
|||
|
|
|
|||
|
|
// //推荐好友
|
|||
|
|
// void RecommendFriends();
|
|||
|
|
|
|||
|
|
bool CheckActorIdIsApply(unsigned int nActorId);
|
|||
|
|
void dealAppleList(unsigned int nActorId, int type = 1);
|
|||
|
|
//被杀
|
|||
|
|
void DeleteDeathData();
|
|||
|
|
|
|||
|
|
void SendToClientActorDeathInfo();
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
CVector<FRIENDRELATION> m_FriendList; //好友、关注 黑名单等关系列表
|
|||
|
|
CVector<unsigned int > m_applyList; //申请id
|
|||
|
|
bool m_bSaveDbFlag; //需要保存到数据库的标志
|
|||
|
|
// TRACKACTOR m_TrackInfo; //追踪的玩家信息 --不用了吧
|
|||
|
|
|
|||
|
|
int m_FirstSendList; //0 是首次 1 非首次
|
|||
|
|
|
|||
|
|
// CVector<FRIENDCHATMSG> m_OffineChatMsg; //离线聊天消息 --不用了
|
|||
|
|
|
|||
|
|
// CVector<FRIENDOFFLINE> m_FriendOfflineList; //N天不上线的好友消息 --不用了
|
|||
|
|
|
|||
|
|
// CVector<SOCIALMSGLIST> m_SocialMsgList; //消息列表,添加好友等关系的消息 --不用了
|
|||
|
|
|
|||
|
|
CVector<ACTORDEATH> m_ActorDeathList; //战报
|
|||
|
|
//ACTORDEATH m_ActorDeath;
|
|||
|
|
// CVector<DEATHDROPITEM> m_DeathDropItemList; //--不用了
|
|||
|
|
// CVector<LINKMANLATELY> m_LinkManLatelyList; //最近联系人(私聊的) --不用了
|
|||
|
|
};
|