VOID CTeamOrGroup::FillMyInfo(TeamMemberInfo* member) { Assert( member ); CObject_PlayerMySelf* pMe = CObjectManager::GetMe()->GetMySelf(); Assert( member->m_GUID == pMe->GetServerGUID() ); CCharacterData* pMyData = pMe->GetCharacterData(); if(NULL == pMyData) { return ; } strncpy(member->m_szNick, pMyData->Get_Name(), MAX_CHARACTER_NAME-1); std::string utfstr; StringConvert::mbcs_to_utf8(member->m_szNick,utfstr); strncpy(member->m_szUtf8Nick,utfstr.c_str(),MAX_CHARACTER_NAME*2-1); member->m_szNick[MAX_CHARACTER_NAME-1] = '\0'; member->m_szUtf8Nick[MAX_CHARACTER_NAME*2-1]; member->m_uFamily = pMyData->Get_MenPai(); member->m_uDataID = pMyData->Get_RaceID(); member->m_uLevel = pMyData->Get_Level(); member->m_nPortrait = pMyData->Get_PortraitID(); // 头像 member->m_WorldPos.m_fX = pMe->GetPosition().x; member->m_WorldPos.m_fZ = pMe->GetPosition().z; member->m_nHP = pMyData->Get_HP(); member->m_dwMaxHP = pMyData->Get_MaxHP(); member->m_nMP = pMyData->Get_MP(); member->m_dwMaxMP = pMyData->Get_MaxMP(); member->m_nAnger = pMyData->Get_Rage(); // 怒气 member->m_WeaponID = pMyData->Get_Equip(HEQUIP_MAINHAND); member->m_AssiID = pMyData->Get_Equip(HEQUIP_ASSIHAND); member->m_CapID = pMyData->Get_Equip(HEQUIP_HEAD); member->m_ArmourID = pMyData->Get_Equip(HEQUIP_BACK); member->m_ShoulderID = pMyData->Get_Equip(HEQUIP_SHOULDER); member->m_CuffID = pMyData->Get_Equip(HEQUIP_WRIST); member->m_FootID = pMyData->Get_Equip(HEQUIP_FEET); member->m_uFaceMeshID = pMyData->Get_FaceMesh(); member->m_uHairMeshID = pMyData->Get_HairMesh(); member->m_uHairColor = pMyData->Get_HairColor(); member->m_bDead = ( pMe->CharacterLogic_Get( CObject_Character::LOGIC_BASE ) == CObject_Character::CHARACTER_LOGIC_DEAD ); }
INT PlayerMySelf::GetData( LuaPlus::LuaState* state ) { LuaPlus::LuaStack args(state); if( !args[ 2 ].IsString() ) return 0; CCharacterData* pCharData = CObjectManager::GetMe()->GetMySelf()->GetCharacterData(); std::string str = args[ 2 ].GetString(); if( str == "LEVEL" ) //等级 { state->PushInteger(pCharData->Get_Level()); return 1; } else if( str == "HP" ) //生命值 { state->PushInteger(pCharData->Get_HP()); return 1; } else if( str == "MP" )//魔法值 { state->PushInteger(pCharData->Get_MP()); return 1; } else if( str == "EXP" ) //经验 { if(pCharData->Get_Exp() < 0) { state->PushInteger(0); } else { state->PushInteger(pCharData->Get_Exp()); } return 1; } else if( str == "NEEDEXP" ) //升级经验 { state->PushInteger(pCharData->Get_MaxExp()); return 1; } else if( str == "STRIKEPOINT" ) //连击点 { state->PushInteger(pCharData->Get_StrikePoint()); return 1; } else if( str == "MONEY" ) //货币 { state->PushInteger(pCharData->Get_Money()); //同时输出转换为金、银、铜币的数值 INT nMoney = pCharData->Get_Money(); INT nGoldCoin; INT nSilverCoin; INT nCopperCoin; nCopperCoin = nMoney % 100; if( nMoney >= 100 ) { nSilverCoin = ((nMoney-nCopperCoin)/100) % 100; } else { nSilverCoin = 0; } if ( nMoney >= 10000 ) { nGoldCoin = (((nMoney-nCopperCoin)/100)-nSilverCoin)/100; } else nGoldCoin = 0; state->PushInteger(nGoldCoin); state->PushInteger(nSilverCoin); state->PushInteger(nCopperCoin); return 4; } else if( str == "RMB" ) //人物元宝数量 { state->PushInteger(pCharData->Get_RMB()); return 1; } else if( str == "STR" ) //力量 力量 { state->PushInteger(pCharData->Get_STR()); return 1; } else if( str == "SPR" ) //灵气 灵力 { state->PushInteger(pCharData->Get_SPR()); return 1; } else if( str == "CON" ) //体制 体制 { state->PushInteger(pCharData->Get_CON()); return 1; } else if( str == "INT" ) //定力 智力 { state->PushInteger(pCharData->Get_INT()); return 1; } else if( str == "DEX" ) //身法 敏捷 { state->PushInteger(pCharData->Get_DEX()); return 1; } else if( str == "POINT_REMAIN" ) //剩余点数 { state->PushInteger(pCharData->Get_PointRemain()); return 1; } else if( str == "ATT_PHYSICS" ) //物理攻击力 { state->PushInteger(pCharData->Get_AttPhysics()); return 1; } else if( str == "DEF_PHYSICS" ) //物理防御力 { state->PushInteger(pCharData->Get_DefPhysics()); return 1; } else if( str == "ATT_MAGIC" ) //魔法攻击力 { state->PushInteger(pCharData->Get_AttMagic()); return 1; } else if( str == "DEF_MAGIC" ) //魔法防御力 { state->PushInteger(pCharData->Get_DefMagic()); return 1; } else if( str == "MAXHP" ) //最大生命值 { state->PushInteger(pCharData->Get_MaxHP()); return 1; } else if( str == "MAXMP" ) //最大魔法值 { state->PushInteger(pCharData->Get_MaxMP()); return 1; } else if( str == "RAGE" ) //怒气 { state->PushInteger(pCharData->Get_Rage()); return 1; } else if( str == "MAXRAGE" ) //最大怒气 { state->PushInteger(BASE_MAX_RAGE); return 1; } else if( str == "HP_RESPEED" ) //HP恢复速度 点/秒 { state->PushInteger(pCharData->Get_HPRespeed()); return 1; } else if( str == "MP_RESPEED" ) //MP恢复速度 点/秒 { state->PushInteger(pCharData->Get_MPRespeed()); return 1; } else if( str == "HIT" ) //命中率 { state->PushInteger(pCharData->Get_Hit()); return 1; } else if( str == "MISS" ) //闪避率 { state->PushInteger(pCharData->Get_Miss()); return 1; } else if( str == "CRITRATE" ) //会心率 { state->PushInteger(pCharData->Get_CritRate()); return 1; } else if( str == "MOVESPEED" ) //移动速度 { state->PushNumber(pCharData->Get_MoveSpeed()); return 1; } else if( str == "ATTACKSPEED" ) //攻击速度 { state->PushInteger(pCharData->Get_AttackSpeed()); return 1; } else if( str == "ATTACKCOLD" ) //冰攻击 { state->PushInteger(pCharData->Get_AttCold()); return 1; } else if( str == "DEFENCECOLD" ) //冰防御 { state->PushInteger(pCharData->Get_DefCold()); return 1; } else if( str == "ATTACKFIRE" ) //火攻击 { state->PushInteger(pCharData->Get_AttFire()); return 1; } else if( str == "DEFENCEFIRE" ) //火防御 { state->PushInteger(pCharData->Get_DefFire()); return 1; } else if( str == "ATTACKLIGHT" ) //电攻击 { state->PushInteger(pCharData->Get_AttLight()); return 1; } else if( str == "DEFENCELIGHT" ) //电防御 { state->PushInteger(pCharData->Get_DefLight()); return 1; } else if( str == "ATTACKPOISON" ) //毒攻击 { state->PushInteger(pCharData->Get_AttPosion()); return 1; } else if( str == "DEFENCEPOISON" ) //毒防御 { state->PushInteger(pCharData->Get_DefPosion()); return 1; } else if( str == "MEMPAI" ) //门派 { state->PushInteger(pCharData->Get_MenPai()); return 1; } else if( str == "CAMP" ) //阵营 fujia 2007.12.14 { state->PushInteger(pCharData->Get_CampData()->m_nCampID); return 1; } //else if( str == "VIGOR") //{ // state->PushInteger(pCharData->Get_Vigor()); // return 1; //} //else if( str == "MAXVIGOR") //{ // state->PushInteger(pCharData->Get_MaxVigor()); // return 1; //} else if( str == "GUILD") { state->PushInteger(pCharData->Get_Guild()); } //else if( str == "ENERGY") //{ // state->PushInteger(pCharData->Get_Energy()); // return 1; //} //else if( str == "MAXENERGY") //{ // state->PushInteger(pCharData->Get_MaxEnergy()); // return 1; //} else if( str == "PORTRAIT" ) //人物头像 { // 得到玩家和自己的头像信息 LPCSTR pImageName = NULL; DBC_DEFINEHANDLE(s_pFaceImageDBC, DBC_CHARACTER_FACE) //打开生物定义表 const _DBC_CHAR_FACE* pFaceImage = NULL; pFaceImage = (const _DBC_CHAR_FACE*)(s_pFaceImageDBC->Search_Index_EQU(pCharData->Get_PortraitID())); if(pFaceImage) { pImageName = pFaceImage->pImageSetName; } //else // 默认状态不显示头像图标, 头像图标显示空 //{ // pFaceImage = (const _DBC_CHAR_FACE*)(s_pFaceImageDBC->Search_LineNum_EQU(0)); // pImageName = pFaceImage->pImageSetName; //}// if(pImageName) { state->PushString(pImageName); } else { state->PushString(_T("")); } return 1; }