172 lines
5.0 KiB
C++
172 lines
5.0 KiB
C++
#pragma once
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//tolua_begin
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/*
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本文件导出帮派的相关操作的函数
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*/
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namespace Guild
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{
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/*
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* Comments: 获取行会的在线玩家列表
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* Param guildPtr 行会指针
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* @Return int:
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*/
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int getGuildOnlineMemberList(lua_State *L);
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/*
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* Comments: 获取行会的所有玩家id列表
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* Param guildPtr 行会指针
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* @Return int:
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*/
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int getGuildMemberIdList(lua_State *L);
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void getGuildMemberBasicData(void* pGuild, unsigned int nActorId, int &nSex, int &nJob);
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/*
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* Comments: 获取行会指针
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* Param unsigned int nGuildId: 行会id
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* @Return void*:
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*/
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void* getGuildPtr(unsigned int nGuildId);
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/*
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* Comments: 获取帮派的名字
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* Param int nGuidID:帮派的名字
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* @Return char*:帮派的名字
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*/
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char* getGuildName(unsigned int nGuidID);
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/*
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* Comments:根据帮派id获取帮主指针,如果不在线,返回NULL
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* Param int nGuildID:
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* @Return void*:
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*/
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void* getGuildLeader(unsigned int nGuildID);
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/*
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* Comments:根据帮派id返回帮主的角色id
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* Param int nGuildID:
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* @Return int:
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*/
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unsigned int getGuildLeaderId(unsigned int nGuildID);
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/*
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* Comments:修改帮派繁荣
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* Param int nGuildId:帮派id
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* Param int nFrVar:繁荣增量
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* @Return bool:成功返回true
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*/
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bool changeGuildFr( unsigned int nGuildId, int nFrVar);
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/*
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* Comments:修改帮派资金
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* Param int nGuildId:帮派id
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* Param int nCoinVar:资金增量
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* @Return bool:成功返回true
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*/
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bool changeGuildCoin(unsigned int nGuildId, int nCoinVar, int nLogId = 0,const char* pStr = "");
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/*
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* Comments:获取帮主的名字
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* Param int nGuildId:帮派id
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* @Return const char*:返回帮主名字,null表示没这个帮派
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*/
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const char* getGuildLeaderName(unsigned int nGuildId );
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//获取行会成员人数
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int getGuildMemberNum(unsigned int nGuildId);
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/*
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* Comments: 行会广播消息
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* Param void * packet: 数据包CActorPacket对象指针
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* Param void* guildPtr 行会指针
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* Param int nLevel: 广播的玩家最低限制等级
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* Param int nCircle: 广播的玩家最低限制转数
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* @Return void:
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* @Remark:
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*/
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void guildBroadCastMsg(void* packet, void* guildPtr, int nLevel=0, int nCircl=0);
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//获取皇城君主的id
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unsigned int getCityOwnMasterId();
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/// 震天龙弹填充进度
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unsigned int getThunderPower(unsigned int nGuildId);
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void setThunderPower(unsigned int nGuildId, unsigned int nValue);
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/// 震天龙弹填充个数
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unsigned int getFillThunderTimes(unsigned int nGuildId);
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void setFillThunderTimes(unsigned int nGuildId, unsigned int nValue);
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//是否攻城战开始了
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bool isGuildSiegeStart();
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//下发行会战指挥面板到全体参战的成员
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void sendGuildSiegeCmdPanel(unsigned char nFlag);
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//会长下发指令
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void setGuildSiegeCommand(void* pEntity, int nGuildId, int nCmdIdx, int nCmdMsgIdx);
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unsigned int getGuildSiegeCommandTime(int nGuildId);
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//自动报名攻城战
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void autoSignGuildSiege();
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//攻城当天重置下报名
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void resetSignGuildsiege();
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void clearGuildSiegeCommand();
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//今天是否开启攻城
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bool isGuildSiegeTodayOpen();
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//开始攻城
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void startGuildSiege();
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//结束攻城
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void guildSiegeEnd(unsigned int nGuildId);
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//获取职位人的姓名
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char* getCityPostionInfo(int nPos,int &nJob,int &nSex);
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//设置占领皇城的行会id
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void setCityOwnGuildId(unsigned int nGuildId);
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unsigned int getPalaceOccoupyTime();
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//获取占领皇城的行会id
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unsigned int getCityOwnGuildId();
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//攻城战举行当天(19:00),清除攻城数据
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void clearGuildSiegeData();
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//是否限制金币使用(只实现了建筑升级)
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bool isLimitGuildCoin(unsigned int nGuildId);
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//获取皇城职位
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unsigned int getCityPostionById(unsigned int nActorId);
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//在行会频道发送消息
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void sendGuildMsg(unsigned int nGuildId, char* szMsg,int nLevel = 0, int nCircle = 0);
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void getUpgradeItemCount(unsigned int nGuildId, int& nItemCount1,int& nItemCount2, int& nItemCount3);
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void setUpgradeItemCount(unsigned int nGuildId, int nItemCount1,int nItemCount2, int nItemCount3);
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void getGuildTreeData(unsigned int nGuildId, int &nTreeLevel, int &nTreeDegree);
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void setGuildTreeData(unsigned int nGuildId, int nTreeLevel, int nTreeDegree);
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unsigned int getGuildTreeFruitTime(unsigned int nGuildId);
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void setGuildTreeFruitTime(unsigned int nGuildId, unsigned int nFruitTime);
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void getGuildFruitData(unsigned int nGuildId, int &nGuildFruitLevel, int &nGuildFruitDegree, int &nGuildFruitNum);
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void setGuildFruitData(unsigned int nGuildId, int nGuildFruitLevel, int nGuildFruitDegree, int nGuildFruitNum);
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//将行会神树从成熟期回归到幼苗期
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void procGuildTreeToSapling();
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void procGuildDailyData();
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void getGuildTaskData(unsigned int nGuildId, int &nTaskId, int &nTaskSche);
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//当日成员捐献的行会资金总值
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int getDailyGuildCoinDonated(unsigned int nGuildId);
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void addDailyGuildCoinDonated(unsigned int nGuildId, int nAddGuildCoin);
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void sendMemberList(void* pEntity, unsigned int nActorId=0);
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void setSbkGuildId(unsigned int nGuildId);
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};
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//tolua_end
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