?? clog.cpp
字號:
_ITEMLOG _Log ;
memset(&_Log,0x0,sizeof(_ITEMLOG)) ;
_Log.nAction = nAction ;
lpItem->GetInventory(&_Log.lpItem) ;
memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom )->m_strAccountID ,20); // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom )->m_strPlayerID ,20); // 某腐磐 撈撫
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 持綽促.
// 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 巢綽 酒撈袍撈 酒聰促.
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); // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom )->m_strPlayerID ,20); // 某腐磐 撈撫
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 持綽促.
// 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); // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom )->m_strPlayerID ,20); // 某腐磐 撈撫
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 持綽促.
// 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 酒撈袍 Idx俊 歷厘茄促.
_Log.lpItem.wITEMIDX = iQuestIdx ;
memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom )->m_strAccountID ,20); // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom )->m_strPlayerID ,20); // 某腐磐 撈撫
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 措惑撈 絕促.
if(lpPlayerFrom == NULL) return ;
_ITEMLOG _Log ;
memset(&_Log,0x0,sizeof(_ITEMLOG)) ;
_Log.nAction = nAction ;
// Quest Idx甫 酒撈袍 Idx俊 歷厘茄促.
_Log.lpItem.wITEMIDX = iQuestIdx ;
memcpy(_Log.strAccountIDFrom, ((PlayerInfo *)lpPlayerFrom)->m_strAccountID,20) ; // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom)->m_strPlayerID,20) ; // 某腐磐 撈撫
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 持綽促.
// Input : lpItemLog -
// lpPlayerFrom -
//
////////////////////////////////////////////////////////////////////////////////////////
void SetPlayerFromBank
(
BYTE nAction ,
CPlayer *lpPlayerFrom ,
CPlayer *lpPlayerTo ,
CItem *lpItem ,
int iGold ,
void *pLog
)
{
if(lpPlayerFrom == NULL) return ; // 林眉 措惑撈 絕促.
_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); // 拌瀝疙
memcpy(_Log.strNameFrom, ((PlayerInfo *)lpPlayerFrom)->m_strPlayerID ,20); // 某腐磐 撈撫
#ifdef DEF_GUILDBANK
//
// 眠啊 瀝焊甫 扁廢矯糯
//
if( pLog )
{
memcpy( _Log.strAccountIDTo, (char *)pLog, 20 );
}
#endif
#ifdef CHINESE_VERSION // 甘撈撫闌 DB俊輯
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 持綽促.
// Input : lpItemLog -
// lpPlayerFrom -
//
//
////////////////////////////////////////////////////////////////////////////////////////
void SetNPCFrom
(
BYTE nAction ,
CPlayer *lpPlayerFrom ,
CPlayer *lpPlayerTo ,
CItem *lpItem ,
int iGold ,
void *pLog
)
{
if(lpItem == NULL ) return; // 酒撈袍撈 絕促.
if(lpPlayerFrom == NULL ) return; // 林眉 措惑撈 絕促.
// 搗撈 利籃 版快
if(lpItem->m_dwItemIndex == 1 )
{
if (lpItem->m_nPrice < DEF_LOGGOLD) return ;
}
else
{
// 肺弊俊 巢綽 酒撈袍撈 酒聰促.
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 // 甘撈撫闌 DB俊輯
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 措惑撈 絕促.
if(lpPlayerFrom == NULL) return ;
_ITEMLOG _Log ;
memset(&_Log,0x0,sizeof(_ITEMLOG)) ;
_Log.nAction = nAction ;
if ( lpItem )
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