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📄 clog.cpp

📁 韩国英雄王座倒闭后流出来部分源代码
💻 CPP
📖 第 1 页 / 共 3 页
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	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;
	
	_Log.nAction = nAction ;
	
	lpItem->GetInventory(&_Log.lpItem) ;
	
	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom	)->m_strAccountID	,20);	//	拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom	)->m_strPlayerID	,20);	//	某腐磐 捞抚 
	
#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif
	
	_Log.wX = lpPlayerFrom->m_Tile.x ;
	_Log.wY = lpPlayerFrom->m_Tile.y ;
	
	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );
	
	g_lpLog->ItemLog(&_Log) ;
}


////////////////////////////////////////////////////////////////////////////////////////
//	Purpose: Player ID 客 甘 困摹甫 Log俊 持绰促.
//	Input  : lpItemLog - 
//			lpPlayerFrom - 
////////////////////////////////////////////////////////////////////////////////////////
void SetPlayerFromItem
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iGold			, 
	void	*pLog 
)
{

	if(lpItem		== NULL ) return;
	if(lpPlayerFrom == NULL ) return;
	
	// 肺弊俊 巢绰 酒捞袍捞 酒聪促. 
	if(g_lpLog->bIsLogItem(lpItem) == false )	return ;
   
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	_Log.nAction = nAction ;

	lpItem->GetInventory(&_Log.lpItem) ;

	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom	)->m_strAccountID	,20);   //	拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom	)->m_strPlayerID	,20);	//	某腐磐 捞抚 

#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif

	_Log.wX = lpItem->m_TilePoint.x ;
	_Log.wY = lpItem->m_TilePoint.y ;

	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );

	g_lpLog->ItemLog(&_Log) ;
}




////////////////////////////////////////////////////////////////////////////////////////
//	Purpose: Player ID 客 甘 困摹甫 Log俊 持绰促.
//	Input  : lpItemLog - 
//			lpPlayerFrom - 
////////////////////////////////////////////////////////////////////////////////////////
void SetPlayerFromItemLog
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iGold			, 
	void	*pLog 
	)
{
	
	if(lpItem		== NULL ) return;
	if(lpPlayerFrom == NULL ) return;
	
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;
	
	_Log.nAction = nAction ;
	
	lpItem->GetInventory(&_Log.lpItem) ;
	
	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom	)->m_strAccountID	,20);   //	拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom	)->m_strPlayerID	,20);	//	某腐磐 捞抚 
	
#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif
	
	_Log.wX = lpItem->m_TilePoint.x ;
	_Log.wY = lpItem->m_TilePoint.y ;
	
	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );
	
	g_lpLog->ItemLog(&_Log) ;
}



////////////////////////////////////////////////////////////////////////////////////////
//	Purpose: Player ID 客 甘 困摹甫 Log俊 持绰促.
//	Input  : lpItemLog - 
//			lpPlayerFrom - 
////////////////////////////////////////////////////////////////////////////////////////
void SetQuestPlayerFrom
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iQuestIdx		, 
	void	*pLog 
)
{
	if(lpPlayerFrom == NULL) return ;

	
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	_Log.nAction = nAction ;
	
	// Quest Idx甫 酒捞袍 Idx俊 历厘茄促.
	_Log.lpItem.wITEMIDX = iQuestIdx ;

	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom	)->m_strAccountID	,20);   //	拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom	)->m_strPlayerID	,20);	//	某腐磐 捞抚 

#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif

	_Log.wX = lpPlayerFrom->m_Tile.x ;
	_Log.wY = lpPlayerFrom->m_Tile.y ;

	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );

	g_lpLog->ItemLog(&_Log) ;
}


////////////////////////////////////////////////////////////////////////////////////////
//
//
////////////////////////////////////////////////////////////////////////////////////////
void SetCheckQuestDone
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iQuestIdx		, 
	void	*pLog 
)
{
	// 林眉 措惑捞 绝促.
	if(lpPlayerFrom == NULL) return ;
   
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	_Log.nAction = nAction ;
	
	// Quest Idx甫 酒捞袍 Idx俊 历厘茄促.
	_Log.lpItem.wITEMIDX = iQuestIdx ;

	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom)->m_strAccountID,20) ;   // 拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom)->m_strPlayerID,20) ;	   // 某腐磐 捞抚 

#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif

	_Log.wX = lpPlayerFrom->m_Tile.x ;
	_Log.wY = lpPlayerFrom->m_Tile.y ;

	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );

	g_lpLog->ItemLog(&_Log) ;
}


////////////////////////////////////////////////////////////////////////////////////////
//	Purpose	:	Player ID客 甘 困摹甫 Log俊 持绰促.
//	Input	:	lpItemLog - 
//				lpPlayerFrom - 
//
////////////////////////////////////////////////////////////////////////////////////////
void SetPlayerFromBank
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iGold			, 
	void	*pLog 
)
{	
	if(lpPlayerFrom == NULL) return ;				//	林眉 措惑捞 绝促.

	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	// Gold 
	if(lpItem == NULL )
	{
		if( iGold < DEF_LOGGOLD)  return ;

		_Log.lpItem.wITEMIDX	=	1;
		_Log.lpItem.wTYPE		=	1;
		_Log.lpItem.dwPRICE		=	iGold;
	}
	else
	{
		if(g_lpLog->bIsLogItem(lpItem) == false )	return ;

		lpItem->GetInventory(&_Log.lpItem) ;
	}

	_Log.nAction = nAction ;

	memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom)->m_strAccountID	,20);	//	拌沥疙 
	memcpy(_Log.strNameFrom,	  ((PlayerInfo *)lpPlayerFrom)->m_strPlayerID	,20);	//	某腐磐 捞抚 
	
	
#ifdef DEF_GUILDBANK
	
	//
	//	眠啊 沥焊甫 扁废矫糯
	//
	if( pLog )
	{
		memcpy( _Log.strAccountIDTo, (char *)pLog, 20 );
	}

#endif



#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif

	_Log.wX = lpPlayerFrom->m_Tile.x ;
	_Log.wY = lpPlayerFrom->m_Tile.y ;

	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );

	g_lpLog->ItemLog(&_Log) ;
}

////////////////////////////////////////////////////////////////////////////////////////
//	Purpose	:	NPC Name苞 甘 困摹甫 Log俊 持绰促.
//	Input	:	lpItemLog - 
//				lpPlayerFrom - 
//
//
////////////////////////////////////////////////////////////////////////////////////////
void SetNPCFrom
(	
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iGold			, 
	void	*pLog 
)
{	
	if(lpItem		== NULL )   return;		//	酒捞袍捞 绝促. 	
	if(lpPlayerFrom == NULL	)	return;		//	林眉 措惑捞 绝促.

	// 捣捞 利篮 版快 
	if(lpItem->m_dwItemIndex == 1  ) 
	{
		if (lpItem->m_nPrice < DEF_LOGGOLD) 	return ;
	}
	else
	{
		// 肺弊俊 巢绰 酒捞袍捞 酒聪促. 

		if(g_lpLog->bIsLogItem(lpItem) == false )	return ;
	}
   
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	_Log.nAction = nAction ;

	lpItem->GetInventory(&_Log.lpItem) ;


	memcpy(_Log.strNameFrom, lpPlayerFrom->m_csName,20) ; // NPC Name

#ifdef CHINESE_VERSION // 甘捞抚阑 DB俊辑
	memcpy(_Log.strLocation, _Module.m_strMapName[lpPlayerFrom->m_nMapLayer ],20) ;
#else	
	memcpy(_Log.strLocation,g_pMap->GetMapTitle( lpPlayerFrom->m_nMapLayer ),20) ;
#endif

	_Log.wX = lpPlayerFrom->m_Tile.x ;
	_Log.wY = lpPlayerFrom->m_Tile.y ;

	_Log.dwMapID = g_pMap->GetMapSeq( lpPlayerFrom->m_nMapLayer );

	g_lpLog->ItemLog(&_Log) ;
}


////////////////////////////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////////////////////////////
void SetPlayerForceDelItem
(
	BYTE	nAction			,  
	CPlayer *lpPlayerFrom	,
	CPlayer *lpPlayerTo		,
	CItem	*lpItem			,
	int		iLevel			, 
	void	*pLog 
)
{
		// 林眉 措惑捞 绝促.
	if(lpPlayerFrom == NULL) return ;
   
	_ITEMLOG _Log ;
	memset(&_Log,0x0,sizeof(_ITEMLOG)) ;

	_Log.nAction = nAction ;
	if ( lpItem )

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