Пример #1
0
void DigitalBrain::SetLead (int flag)
{
	if (flag == TRUE){
		isWing = FALSE;
		SetLeader (self);
	}
	else {
		isWing = self->GetCampaignObject()->GetComponentIndex(self);
		SetLeader (self->GetCampaignObject()->GetComponentLead());
	}
}
Пример #2
0
void Raid::SetRaidLeader(const char *wasLead, const char *name)
{
	std::string query = StringFormat("UPDATE raid_members SET israidleader = 0 WHERE name = '%s'", wasLead);
	auto results = database.QueryDatabase(query);
	if (!results.Success())
		LogFile->write(EQEMuLog::Error, "Set Raid Leader error: %s\n", results.ErrorMessage().c_str());

	query = StringFormat("UPDATE raid_members SET israidleader = 1 WHERE name = '%s'", name);
	results = database.QueryDatabase(query);
	if (!results.Success())
		LogFile->write(EQEMuLog::Error, "Set Raid Leader error: %s\n", results.ErrorMessage().c_str());

	strn0cpy(leadername, name, 64);

	Client *c = entity_list.GetClientByName(name);
	if(c)
		SetLeader(c);

	LearnMembers();
	VerifyRaid();
	SendMakeLeaderPacket(name);

	ServerPacket *pack = new ServerPacket(ServerOP_RaidLeader, sizeof(ServerRaidGeneralAction_Struct));
	ServerRaidGeneralAction_Struct *rga = (ServerRaidGeneralAction_Struct*)pack->pBuffer;
	rga->rid = GetID();
	strn0cpy(rga->playername, name, 64);
	rga->zoneid = zone->GetZoneID();
	rga->instance_id = zone->GetInstanceID();
	worldserver.SendPacket(pack);
	safe_delete(pack);
}
Пример #3
0
void Guild::DelMember(ObjectGuid guid, bool isDisbanding)
{
    uint32 lowguid = guid.GetCounter();

    // guild master can be deleted when loading guild and guid doesn't exist in characters table
    // or when he is removed from guild by gm command
    if (m_LeaderGuid == guid && !isDisbanding)
    {
        MemberSlot* oldLeader = NULL;
        MemberSlot* best = NULL;
        ObjectGuid newLeaderGUID;
        for (Guild::MemberList::iterator i = members.begin(); i != members.end(); ++i)
        {
            if (i->first == lowguid)
            {
                oldLeader = &(i->second);
                continue;
            }

            if (!best || best->RankId > i->second.RankId)
            {
                best = &(i->second);
                newLeaderGUID = ObjectGuid(HIGHGUID_PLAYER, i->first);
            }
        }
        if (!best)
        {
            Disband();
            return;
        }

        SetLeader(newLeaderGUID);

        // If player not online data in data field will be loaded from guild tabs no need to update it !!
        if (Player *newLeader = sObjectMgr.GetPlayer(newLeaderGUID))
            newLeader->SetRank(GR_GUILDMASTER);

        // when leader non-exist (at guild load with deleted leader only) not send broadcasts
        if (oldLeader)
        {
            BroadcastEvent(GE_LEADER_CHANGED, oldLeader->Name.c_str(), best->Name.c_str());
            BroadcastEvent(GE_LEFT, guid, oldLeader->Name.c_str());
        }
    }

    members.erase(lowguid);

    Player *player = sObjectMgr.GetPlayer(guid);
    // If player not online data in data field will be loaded from guild tabs no need to update it !!
    if (player)
    {
        player->SetInGuild(0);
        player->SetRank(0);
    }

    CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", lowguid);

    if (!isDisbanding)
        UpdateAccountsNumber();
}
Пример #4
0
// Make sure our leader hasn't gone away without telling us.
void DigitalBrain::CheckLead(void)
{
	SimBaseClass *pobj;
	SimBaseClass* newLead = NULL;
	
	BOOL	done = FALSE;
	int	i = 0;

	if ( flightLead &&
		 flightLead->VuState() == VU_MEM_ACTIVE &&
		 !flightLead->IsDead() 
	){
		return;
	}

	{	
		VuListIterator	cit(self->GetCampaignObject()->GetComponents());
		pobj = (SimBaseClass*)cit.GetFirst();
		while(!done){	
			if( pobj && pobj->VuState() == VU_MEM_ACTIVE && !pobj->IsDead() ){			
				done = TRUE;
				newLead = pobj;
			}
			else if(i > 3){
				done = TRUE;
				newLead = self;
			}
			++i;
			pobj = (SimBaseClass*)cit.GetNext();
		}
	}

	SetLeader (newLead);
}
Пример #5
0
void Group::ChangeLeader(Mob* newleader)
{
	// this changes the current group leader, notifies other members, and updates leadship AA

	// if the new leader is invalid, do nothing
	if (!newleader)
		return;

	Mob* oldleader = GetLeader();

	EQApplicationPacket* outapp = new EQApplicationPacket(OP_GroupUpdate,sizeof(GroupJoin_Struct));
	GroupJoin_Struct* gu = (GroupJoin_Struct*) outapp->pBuffer;
	gu->action = groupActMakeLeader;

	strcpy(gu->membername, newleader->GetName());
	strcpy(gu->yourname, oldleader->GetName());
	SetLeader(newleader);
	database.SetGroupLeaderName(GetID(), newleader->GetName());
	for (uint32 i = 0; i < MAX_GROUP_MEMBERS; i++) {
		if (members[i] && members[i]->IsClient())
		{
			members[i]->CastToClient()->QueuePacket(outapp);
		}
	}
	safe_delete(outapp);
}
Пример #6
0
bool Group::AddMember(Player* pPlayer)
{
	if(!IsFull())
	{
		SubGroup* subgroup = FindFreeSubGroup();
		if(subgroup == NULL)
		{
			// weird shit..
			sLog.outDebug("GROUP: Tried to add member %s but FindFreeSubGroup returned NULL!", pPlayer->GetName());
			return false;
		}

		subgroup->AddPlayer(pPlayer);
		pPlayer->SetGroup(this);

		if(m_MemberCount == 1)
		{
			// We're the only member? Set us to the leader.
			SetLeader(pPlayer);
		}		

		UpdateAllOutOfRangePlayersFor(pPlayer);
		Update();	// Send group update

		return true;

	}
	else
	{
		return false;
	}
}
Пример #7
0
void CBotSquad::ChangeLeader ( void )
{
	if ( m_theSquad.IsEmpty() )
	{
		SetLeader(NULL);
	}
	else
	{
		m_pLeader = m_theSquad.Pop();

		if ( m_theSquad.IsEmpty() )
			SetLeader(NULL);
		else
		{
			Init(); // new squad init
		}
	}
}
Пример #8
0
void PlayerbotMgr::OnBotLogin(Player * const bot)
{
    PlayerbotAI* ai = bot->GetPlayerbotAI();
    if (!ai)
    {
        PlayerbotAI* ai = new PlayerbotAI(this, bot);
        if (ai)
            bot->SetPlayerbotAI(ai);
    }
    ai = bot->GetPlayerbotAI();
    SetLeader(NULL);
}
Пример #9
0
//================================================================================
// Constructor
//================================================================================
CSquad::CSquad()
{
    // Predeterminado
    SetName( "WithoutName" );
    SetMemberLimit( 0 );
    SetTacticalMode( 99 );
    SetStrategie( ENDURE_UNTIL_DEATH );
    SetSkill( 99 );
    SetFollowLeader( false );
    SetLeader( NULL );

    m_nController = NULL;

    // Nos agregamos a la lista
    TheSquads->AddSquad( this );
}
Пример #10
0
/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) 
{
	int cs_offset;

	if( team == ClientBase::TEAM_RED )
		cs_offset = 0;
	else if( team == ClientBase::TEAM_BLUE )
		cs_offset = 1;
	else
		return;

	if( !theLevel.teamVoteTime_[cs_offset] ) 
		return;

	if( theLevel.time_ - theLevel.teamVoteTime_[cs_offset] >= VOTE_TIME ) 
	{
		SV_GameSendServerCommand( -1, "print \"Team vote failed.\n\"" );
	}
	else
	{
		if( theLevel.teamVoteYes_[cs_offset] > theLevel.numteamVotingClients_[cs_offset]/2 ) 
		{
			// execute the command, then remove the vote
			SV_GameSendServerCommand( -1, "print \"Team vote passed.\n\"" );
			//
			if( !Q_strncmp( "leader", theLevel.teamVoteString_[cs_offset], 6) ) 
			{
				//set the team leader
				SetLeader(team, atoi(theLevel.teamVoteString_[cs_offset] + 7));
			}
			else
				Cbuf_ExecuteText( EXEC_APPEND, va("%s\n", theLevel.teamVoteString_[cs_offset] ) );
		}
		else if( theLevel.teamVoteNo_[cs_offset] >= theLevel.numteamVotingClients_[cs_offset]/2 ) 
		{
			// same behavior as a timeout
			SV_GameSendServerCommand( -1, "print \"Team vote failed.\n\"" );
		}
		else 
		{
			// still waiting for a majority
			return;
		}
	}
	theLevel.teamVoteTime_[cs_offset] = 0;
	SV_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
}
Пример #11
0
CParty::CParty(CBattleEntity* PEntity)
{
	DSP_DEBUG_BREAK_IF(PEntity == NULL);
	DSP_DEBUG_BREAK_IF(PEntity->PParty != NULL);

    m_PartyID   = PEntity->id;
    m_PartyType = PEntity->objtype == TYPE_PC ? PARTY_PCS : PARTY_MOBS;

    m_PLeader       = NULL;
	m_PAlliance		= NULL;
	m_PSyncTarget 	= NULL;
	m_PQuaterMaster = NULL;


	AddMember(PEntity);
	SetLeader(PEntity);
}
Пример #12
0
void CParty::AssignPartyRole(int8* MemberName, uint8 role)
{
    DSP_DEBUG_BREAK_IF (m_PartyType != PARTY_PCS);

	switch(role)
	{
		case 0: SetLeader(MemberName);		    break;
        case 4: SetQuarterMaster(MemberName);    break;
		case 5: SetQuarterMaster(NULL);	        break;
        case 6: SetSyncTarget(MemberName, 238);	break;
        case 7: SetSyncTarget(NULL, 553);       break;
	}
	uint8 data[4];
	WBUFL(data, 0) = m_PartyID;
    message::send(MSG_PT_RELOAD, data, sizeof data, NULL);
	return;
}
Пример #13
0
void CTeam::AddPlayer(int playerNum)
{
	// note: does it matter if this team was already dead?
	// (besides needing to restore its original unit-limit)
	if (isDead) {
		teamHandler->UpdateTeamUnitLimitsPreSpawn(teamNum);
	}

	if (!HasLeader()) {
		SetLeader(playerNum);
	}

	playerHandler->Player(playerNum)->JoinTeam(teamNum);
	playerHandler->Player(playerNum)->SetControlledTeams();

	isDead = false;
}
Пример #14
0
void Group::MemberZoned(Mob* removemob) {
	uint32 i;

	if (removemob == nullptr)
		return;

	if(removemob == GetLeader())
		SetLeader(nullptr);

	for (i = 0; i < MAX_GROUP_MEMBERS; i++) {
			if (members[i] == removemob) {
				members[i] = nullptr;
				//should NOT clear the name, it is used for world communication.
				break;
			}
	}
}
Пример #15
0
void CParty::AssignPartyRole(int8* MemberName, uint8 role)
{
    DSP_DEBUG_BREAK_IF(m_PartyType != PARTY_PCS);

    switch (role)
    {
        case 0: SetLeader((const char*)MemberName);		    break;
        case 4: SetQuarterMaster((const char*)MemberName);   break;
        case 5: SetQuarterMaster(nullptr);	        break;
        case 6: SetSyncTarget(MemberName, 238);	break;
        case 7: SetSyncTarget(nullptr, 553);       break;
    }
    uint8 data[4] {};
    ref<uint32>(data, 0) = m_PartyID;
    message::send(MSG_PT_RELOAD, data, sizeof data, nullptr);
    return;
}
Пример #16
0
CParty::CParty(CBattleEntity* PEntity, Sql_t* sql)
{
	DSP_DEBUG_BREAK_IF(PEntity == NULL);
	DSP_DEBUG_BREAK_IF(PEntity->PParty != NULL);

    m_PartyID   = PEntity->id;
    m_PartyType = PEntity->objtype == TYPE_PC ? PARTY_PCS : PARTY_MOBS;
    m_PartyNumber = 0;

    m_PLeader       = NULL;
	m_PAlliance		= NULL;
	m_PSyncTarget 	= NULL;
	m_PQuaterMaster = NULL;


	AddMember(PEntity, sql);
	SetLeader((int8*)PEntity->name.c_str());
}
Пример #17
0
CParty::CParty(CBattleEntity* PEntity)
{
    DSP_DEBUG_BREAK_IF(PEntity == nullptr);
    DSP_DEBUG_BREAK_IF(PEntity->PParty != nullptr);

    m_PartyID = PEntity->id;
    m_PartyType = PEntity->objtype == TYPE_PC ? PARTY_PCS : PARTY_MOBS;
    m_PartyNumber = 0;

    m_PLeader = nullptr;
    m_PAlliance = nullptr;
    m_PSyncTarget = nullptr;
    m_PQuaterMaster = nullptr;

    m_EffectsChanged = false;
    AddMember(PEntity);
    SetLeader((char*)PEntity->name.c_str());
}
Пример #18
0
//creating a new group
Group::Group(Mob* leader)
: GroupIDConsumer()
{
	memset(members, 0, sizeof(members));
	members[0] = leader;
	leader->SetGrouped(true);
	SetLeader(leader);
	uint32 i;
	for(i=0;i<MAX_GROUP_MEMBERS;i++)
	{
		memset(membername[i],0,64);
		MemberRoles[i] = 0;
	}
	strcpy(membername[0],leader->GetName());

	if(leader->IsClient())
		strcpy(leader->CastToClient()->GetPP().groupMembers[0],leader->GetName());

}
Пример #19
0
void CParty::RemovePartyLeader(CBattleEntity* PEntity)
{
	DSP_DEBUG_BREAK_IF(members.empty());

    int ret = Sql_Query(SqlHandle, "SELECT charname FROM accounts_sessions JOIN chars ON accounts_sessions.charid = chars.charid \
                                    JOIN accounts_parties ON accounts_parties.charid = chars.charid WHERE partyid = %u AND NOT partyflag & %d \
                                    ORDER BY timestamp ASC LIMIT 1;", m_PartyID, PARTY_LEADER);
    if (ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0 && Sql_NextRow(SqlHandle) == SQL_SUCCESS)
    {
        SetLeader(Sql_GetData(SqlHandle, 0));
    }
    if (m_PLeader == PEntity)
    {
        DisbandParty();
    }
    else
    {
        RemoveMember(PEntity);
    }
}
Пример #20
0
void Raid::SetRaidLeader(const char *wasLead, const char *name)
{
	char errbuf[MYSQL_ERRMSG_SIZE];
	char* query = 0;
	MYSQL_RES *result;
	if (!database.RunQuery(query,MakeAnyLenString(&query, "UPDATE raid_members SET israidleader=0 WHERE name='%s'", wasLead),errbuf,&result)){
		printf("Set Raid Leader error: %s\n", errbuf);
	}
	else
		mysql_free_result(result);

	safe_delete_array(query);
	query = 0;

	if (!database.RunQuery(query,MakeAnyLenString(&query, "UPDATE raid_members SET israidleader=1 WHERE name='%s'", name),errbuf,&result)){
		printf("Set Raid Leader error: %s\n", errbuf);
	}
	else
		mysql_free_result(result);

	safe_delete_array(query);

	strn0cpy(leadername, name, 64);

	Client *c = entity_list.GetClientByName(name);
	if(c)
		SetLeader(c);

	LearnMembers();
	VerifyRaid();
	SendMakeLeaderPacket(name);

	ServerPacket *pack = new ServerPacket(ServerOP_RaidLeader, sizeof(ServerRaidGeneralAction_Struct));
	ServerRaidGeneralAction_Struct *rga = (ServerRaidGeneralAction_Struct*)pack->pBuffer;
	rga->rid = GetID();
	strn0cpy(rga->playername, name, 64);
	rga->zoneid = zone->GetZoneID();
	rga->instance_id = zone->GetInstanceID();
	worldserver.SendPacket(pack);
	safe_delete(pack);
}
Пример #21
0
BOOL KNpcTeam::AddMember(KNpc *pNewMember, int nIndex)
{
	BOOL bRetCode = FALSE;

	KGLOG_PROCESS_ERROR(pNewMember);
	KGLOG_PROCESS_ERROR(nIndex >= 0);
	KGLOG_PROCESS_ERROR(m_pMember[nIndex] == NULL);

	m_pMember[nIndex] = pNewMember;

	m_nMemberCount++;
	if (m_nMemberCount == 1)
	{
		bRetCode = SetLeader(nIndex);
		KGLOG_PROCESS_ERROR(bRetCode);
	}

	bRetCode = TRUE;
Exit0:
	return bRetCode;
}
Пример #22
0
//creating a new group
Group::Group(Mob* leader)
: GroupIDConsumer()
{
	memset(members, 0, sizeof(members));
	members[0] = leader;
	leader->SetGrouped(true);
	SetLeader(leader);
	SetOldLeaderName(leader->GetName());
	Log.Out(Logs::Detail, Logs::Group, "Group:Group() Setting OldLeader to: %s and Leader to: %s", GetOldLeaderName(), leader->GetName());
	uint32 i;
	for(i=0;i<MAX_GROUP_MEMBERS;i++)
	{
		memset(membername[i],0,64);
		MemberRoles[i] = 0;
	}
	strcpy(membername[0],leader->GetName());

	if(leader->IsClient())
		strcpy(leader->CastToClient()->GetPP().groupMembers[0],leader->GetName());

}
Пример #23
0
bool Guild::CheckGuildStructure()
{
    // Repair the structure of guild
    // If the guildmaster doesn't exist or isn't the member of guild
    // attempt to promote another member
    int32 GM_rights = GetRank(m_LeaderGuid);
    if (GM_rights == -1)
    {
        if (DelMember(m_LeaderGuid))
            return false;                                   // guild will disbanded and deleted in caller
    }
    else if (GM_rights != GR_GUILDMASTER)
        SetLeader(m_LeaderGuid);

    // Allow only 1 guildmaster, set other to officer
    for (MemberList::iterator itr = members.begin(); itr != members.end(); ++itr)
        if (itr->second.RankId == GR_GUILDMASTER && m_LeaderGuid != itr->second.guid)
            itr->second.ChangeRank(GR_OFFICER);

    return true;
}
Пример #24
0
void DigitalBrain::Sleep(void)
{
	SetLeader (NULL);
	ClearTarget();

	// NOTE: This is only legal if the platorms target list is already cleared.
	// Currently, SimVehicle::Sleep call SimMover::Sleep which clears the list,
	// then it calls theBrain::Sleep.  As long as this doesn't change this will
	// not cause a leak.
	if (groundTargetPtr){
#ifdef DEBUG
		if (groundTargetPtr->prev || groundTargetPtr->next){
			MonoPrint ("Ground target still in list at sleep\n");
		}
#endif
		groundTargetPtr->prev = NULL;
		groundTargetPtr->next = NULL;
	}

	SetGroundTarget( NULL );
}
/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) {
	int cs_offset;

	if ( team == TEAM_RED )
		cs_offset = 0;
	else if ( team == TEAM_BLUE )
		cs_offset = 1;
	else
		return;

	if ( !level.teamVoteTime[cs_offset] ) {
		return;
	}
	if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
		trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
	} else {
		if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
			// execute the command, then remove the vote
			trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
			//
			if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
				//set the team leader
				SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
			}
			else {
				trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
			}
		} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
			// same behavior as a timeout
			trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
		} else {
			// still waiting for a majority
			return;
		}
	}
	level.teamVoteTime[cs_offset] = 0;
	trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );

}
Пример #26
0
void Group::RemovePlayer(Player* pPlayer)
{
	WorldPacket data;
	
	SubGroup *sg = GetSubGroup(pPlayer->GetSubGroup());
	ASSERT(sg); // something wrong here if that isn't right

	sg->RemovePlayer(pPlayer);
	pPlayer->SetGroup(NULL);
	if(pPlayer->GetSession() != NULL)
	{
		SendNullUpdate(pPlayer);

		//pPlayer->RemoveAllAreaAuras();

		data.SetOpcode(SMSG_GROUP_DESTROYED);
		pPlayer->GetSession()->SendPacket(&data);

		data.Initialize(SMSG_PARTY_COMMAND_RESULT);
		data << uint32(2) << uint8(0) << uint32(0);  // you leave the group
		pPlayer->GetSession()->SendPacket(&data);
	}

	if(m_MemberCount < 2)
	{
		Disband();
		return;
	}

	Player *newPlayer = FindFirstPlayer();

	if(m_Looter == pPlayer)
		m_Looter = newPlayer;

	if(m_Leader == pPlayer)
		SetLeader(newPlayer);
	else
		Update();
}
Пример #27
0
void Group::ChangeLeader(Mob* newleader)
{
	// this changes the current group leader, notifies other members, and updates leadship AA

	// if the new leader is invalid, do nothing
	if (!newleader)
		return;

	EQApplicationPacket* outapp = new EQApplicationPacket(OP_GroupUpdate,sizeof(GroupJoin_Struct));
	GroupJoin_Struct* gu = (GroupJoin_Struct*) outapp->pBuffer;
	gu->action = groupActMakeLeader;

	strcpy(gu->membername, newleader->GetName());
	strcpy(gu->yourname, GetOldLeaderName());
	SetLeader(newleader);
	database.SetGroupLeaderName(GetID(), newleader->GetName());
	for (uint32 i = 0; i < MAX_GROUP_MEMBERS; i++) {
		if (members[i] && members[i]->IsClient())
		{
			members[i]->CastToClient()->QueuePacket(outapp);
			Log.Out(Logs::Detail, Logs::Group, "ChangeLeader(): Local leader update packet sent to: %s .", members[i]->GetName());
		}
	}
	safe_delete(outapp);

	Log.Out(Logs::Detail, Logs::Group, "ChangeLeader(): Old Leader is: %s New leader is: %s", GetOldLeaderName(), newleader->GetName());

	ServerPacket* pack = new ServerPacket(ServerOP_ChangeGroupLeader, sizeof(ServerGroupLeader_Struct));
	ServerGroupLeader_Struct* fgu = (ServerGroupLeader_Struct*)pack->pBuffer;
	fgu->zoneid = zone->GetZoneID();
	fgu->gid = GetID();
	strcpy(fgu->leader_name, newleader->GetName());
	strcpy(fgu->oldleader_name, GetOldLeaderName());
	worldserver.SendPacket(pack);
	//safe_delete(pack);

	SetOldLeaderName(newleader->GetName());
}
Пример #28
0
void CParty::RemovePartyLeader(CBattleEntity* PEntity)
{
	DSP_DEBUG_BREAK_IF(members.empty());
	DSP_DEBUG_BREAK_IF(m_PLeader != PEntity);
    DSP_DEBUG_BREAK_IF(PEntity->objtype != TYPE_PC);

	if (members.size() == 1)
	{
		DisbandParty();
	}
    else
    {
		for (uint32 i = 0; i < members.size(); ++i)
		{
			if (PEntity != members.at(i))
			{
				SetLeader(members.at(i));
				break;
			}
		}
        RemoveMember(PEntity);
	}
}
Пример #29
0
void CParty::AssignPartyRole(int8* MemberName, uint8 role)
{
    DSP_DEBUG_BREAK_IF (m_PartyType != PARTY_PCS);

	for (uint32 i = 0; i < members.size(); ++i)
	{
		CCharEntity* PChar = (CCharEntity*)members.at(i);

		if (strcmp(MemberName, PChar->GetName()) == 0)
		{
			switch(role)
			{
				case 0: SetLeader(PChar);		break;
				case 4: SetQuaterMaster(PChar); break;
				case 5: SetQuaterMaster(NULL);	break;
			    case 6: SetSyncTarget(PChar);	break;
			}
            ReloadParty();
		    return;
        }
    }
    ShowError(CL_RED"The character with name <%s> isn't found in party\n" CL_RESET, MemberName);
}
Пример #30
0
void Raid::VerifyRaid()
{
	for(int x = 0; x < MAX_RAID_MEMBERS; x++)
	{
		if(strlen(members[x].membername) == 0){
			members[x].member = nullptr;
		}
		else{
			Client *c = entity_list.GetClientByName(members[x].membername);
			if(c){
				members[x].member = c;
			}
			else{
				members[x].member = nullptr;
			}
		}
		if(members[x].IsRaidLeader){
			if(strlen(members[x].membername) > 0){
				SetLeader(members[x].member);
				strn0cpy(leadername, members[x].membername, 64);
			}
		}
	}
}