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自学教程:C++ BuildPlayerLockDungeonBlock函数代码示例

51自学网 2021-06-01 19:56:00
  C++
这篇教程C++ BuildPlayerLockDungeonBlock函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中BuildPlayerLockDungeonBlock函数的典型用法代码示例。如果您正苦于以下问题:C++ BuildPlayerLockDungeonBlock函数的具体用法?C++ BuildPlayerLockDungeonBlock怎么用?C++ BuildPlayerLockDungeonBlock使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了BuildPlayerLockDungeonBlock函数的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetRandomDungeons

/// <summary>/// Build and Send LFG lock player info and reward/// </summary>/// <param name="plr">Player</param>void LFGMgr::SendLfgPlayerInfo(Player *plr){    uint32 rsize = 0;    uint32 lsize = 0;    LfgDungeonSet *randomlist = GetRandomDungeons(plr->getLevel(), plr->GetSession()->Expansion());    LfgLockStatusSet *lockSet = GetPlayerLockStatusDungeons(plr, m_DungeonsMap[LFG_ALL_DUNGEONS]);    if (randomlist)        rsize = randomlist->size();    if (lockSet)        lsize = lockSet->size();    sLog.outDebug("SMSG_LFG_PLAYER_INFO");    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (4 + 4));    if (!randomlist)    {        data << uint8(0);    }    else    {        data << uint8(randomlist->size());                  // Random Dungeon count        for (LfgDungeonSet::iterator it = randomlist->begin(); it != randomlist->end(); ++it)        {            data << uint32(*it);                            // Entry            BuildRewardBlock(data, *it, plr);        }        randomlist->clear();        delete randomlist;    }    BuildPlayerLockDungeonBlock(data, lockSet);    plr->GetSession()->SendPacket(&data);}
开发者ID:Rhyuk,项目名称:Dev,代码行数:35,


示例2: BuildPartyLockDungeonBlock

void BuildPartyLockDungeonBlock(WorldPacket& data, lfg::LfgLockPartyMap const& lockMap){    data << uint8(lockMap.size());    for (lfg::LfgLockPartyMap::const_iterator it = lockMap.begin(); it != lockMap.end(); ++it)    {        data << uint64(it->first);                         // Player guid        BuildPlayerLockDungeonBlock(data, it->second);    }}
开发者ID:Clementon,项目名称:ElunaTrinityCata,代码行数:9,


示例3: BuildPartyLockDungeonBlock

void BuildPartyLockDungeonBlock(WorldPacket& data, const LfgLockPartyMap& lockMap){    Log.Debug("LfgHandler", "BUILD PARTY LOCK DUNGEON BLOCK");    data << uint8(lockMap.size());    for (LfgLockPartyMap::const_iterator it = lockMap.begin(); it != lockMap.end(); ++it)    {        data << uint64(it->first);                         // Player guid        BuildPlayerLockDungeonBlock(data, it->second);    }}
开发者ID:AriDEV,项目名称:AscEmu,代码行数:10,


示例4: BuildPartyLockDungeonBlock

void BuildPartyLockDungeonBlock(WorldPacket& data, lfg::LfgLockPartyMap const& lockMap){    data << uint8(lockMap.size());    for (auto lockMapP : lockMap)    {        data << ObjectGuid(lockMapP.first);                         // Player guid        BuildPlayerLockDungeonBlock(data, lockMapP.second);    }}
开发者ID:GlassFace,项目名称:Skyfire-6.1.2-version,代码行数:10,


示例5: assert

/// <summary>/// Build Party Dungeon lock status packet/// </summary>/// <param name="data">WorldPacket</param>/// <param name="lock">lock status map</param>void LFGMgr::BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap){    assert(lockMap);    data << uint8(lockMap->size());    LfgLockStatusSet *lockSet;    uint64 guid;    for (LfgLockStatusMap::const_iterator it = lockMap->begin(); it != lockMap->end(); ++it)    {        guid = it->first;        lockSet = it->second;        if (!lockSet)            continue;        data << uint64(guid);                               // Player guid        BuildPlayerLockDungeonBlock(data, lockSet);    }    lockMap->clear();    delete lockMap;}
开发者ID:Rhyuk,项目名称:Dev,代码行数:26,


示例6: GetPlayer

void WorldSession::SendLfgPlayerLockInfo(){    ObjectGuid guid = GetPlayer()->GetGUID();    // Get Random dungeons that can be done at a certain level and expansion    uint8 level = GetPlayer()->getLevel();    lfg::LfgDungeonSet const& randomDungeons =        sLFGMgr->GetRandomAndSeasonalDungeons(level, GetPlayer()->GetSession()->Expansion());    // Get player locked Dungeons    lfg::LfgLockMap const& lock = sLFGMgr->GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    TC_LOG_DEBUG("lfg", "SMSG_LFG_PLAYER_INFO %s", GetPlayerInfo().c_str());    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (lfg::LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        lfg::LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);        Quest const* quest = NULL;        bool done = false;        if (reward)        {            quest = sObjectMgr->GetQuestTemplate(reward->firstQuest);            if (quest)            {                done = !GetPlayer()->CanRewardQuest(quest, false);                if (done)                    quest = sObjectMgr->GetQuestTemplate(reward->otherQuest);            }        }        data << uint8(done);        data << uint32(0);                                              // currencyQuantity        data << uint32(0);                                              // some sort of overall cap/weekly cap        data << uint32(0);                                              // currencyID        data << uint32(0);                                              // tier1Quantity        data << uint32(0);                                              // tier1Limit        data << uint32(0);                                              // overallQuantity        data << uint32(0);                                              // overallLimit        data << uint32(0);                                              // periodPurseQuantity        data << uint32(0);                                              // periodPurseLimit        data << uint32(0);                                              // purseQuantity        data << uint32(0);                                              // purseLimit        data << uint32(0);                                              // some sort of reward for completion        data << uint32(0);                                              // completedEncounters        data << uint8(0);                                               // Call to Arms eligible        for (uint32 i = 0; i < 3; ++i)        {            data << uint32(0);                                          // Call to Arms Role            //if (role)            //    BuildQuestReward(data, ctaRoleQuest, GetPlayer());        }        if (quest)            BuildQuestReward(data, quest, GetPlayer());        else        {            data << uint32(0);                                          // Money            data << uint32(0);                                          // XP            data << uint8(0);                                           // Reward count        }    }    BuildPlayerLockDungeonBlock(data, lock);    SendPacket(&data);}
开发者ID:Clementon,项目名称:ElunaTrinityCata,代码行数:71,


示例7: GetPlayer

void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/){    uint64 guid = GetPlayer()->GetGUID();    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);    // Get Random dungeons that can be done at a certain level and expansion    // FIXME - Should return seasonals (when not disabled)    LfgDungeonSet randomDungeons;    uint8 level = GetPlayer()->getLevel();    uint8 expansion = GetPlayer()->GetSession()->Expansion();    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)    {        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&                dungeon->minlevel <= level && level <= dungeon->maxlevel)            randomDungeons.insert(dungeon->Entry());    }    // Get player locked Dungeons    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);        Quest const* qRew = NULL;        uint8 done = 0;        if (reward)        {            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);            if (qRew)            {                done = !GetPlayer()->CanRewardQuest(qRew, false);                if (done)                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);            }        }        if (qRew)        {            data << uint8(done);            data << uint32(qRew->GetRewOrReqMoney());            data << uint32(qRew->XPValue(GetPlayer()));            data << uint32(reward->reward[done].variableMoney);            data << uint32(reward->reward[done].variableXP);            data << uint8(qRew->GetRewItemsCount());            if (qRew->GetRewItemsCount())            {                ItemTemplate const* iProto = NULL;                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)                {                    if (!qRew->RewItemId[i])                        continue;                    iProto = sObjectMgr->GetItemTemplate(qRew->RewItemId[i]);                    data << uint32(qRew->RewItemId[i]);                    data << uint32(iProto ? iProto->DisplayInfoID : 0);                    data << uint32(qRew->RewItemCount[i]);                }            }        }        else        {            data << uint8(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint8(0);        }    }    BuildPlayerLockDungeonBlock(data, lock);    SendPacket(&data);}
开发者ID:Gosa1979,项目名称:ArkCORE2,代码行数:80,


示例8: GetPlayer

void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/){    uint64 guid = GetPlayer()->GetGUID();    sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",        GetPlayerInfo().c_str());    // Get Random dungeons that can be done at a certain level and expansion    LfgDungeonSet randomDungeons;    uint8 level = GetPlayer()->getLevel();    uint8 expansion = GetPlayer()->GetSession()->Expansion();    LFGDungeonContainer& LfgDungeons = sLFGMgr->GetLFGDungeonMap();    for (LFGDungeonContainer::const_iterator itr = LfgDungeons.begin(); itr != LfgDungeons.end(); ++itr)    {        LFGDungeonData const& dungeon = itr->second;        if ((dungeon.type == LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr->IsSeasonActive(dungeon.id)))            && dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel)            randomDungeons.insert(dungeon.Entry());    }    // Get player locked Dungeons    LfgLockMap const& lock = sLFGMgr->GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_PLAYER_INFO %s", GetPlayerInfo().c_str());    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);        Quest const* quest = NULL;        uint8 done = 0;        if (reward)        {            quest = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);            if (quest)            {                done = !GetPlayer()->CanRewardQuest(quest, false);                if (done)                    quest = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);            }        }        if (quest)        {            data << uint8(done);            data << uint32(quest->GetRewOrReqMoney());            data << uint32(quest->XPValue(GetPlayer()));            data << uint32(reward->reward[done].variableMoney);            data << uint32(reward->reward[done].variableXP);            data << uint8(quest->GetRewItemsCount());            if (quest->GetRewItemsCount())            {                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)                    if (uint32 itemId = quest->RewardItemId[i])                    {                        ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);                        data << uint32(itemId);                        data << uint32(item ? item->DisplayInfoID : 0);                        data << uint32(quest->RewardItemIdCount[i]);                    }            }        }        else        {            data << uint8(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint8(0);        }    }    BuildPlayerLockDungeonBlock(data, lock);    SendPacket(&data);}
开发者ID:8Infinity8,项目名称:InfinityCore,代码行数:79,


示例9: GetPlayer

void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/){    uint64 guid = GetPlayer()->GetGUID();    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);    // Get Random dungeons that can be done at a certain level and expansion    uint8 level = GetPlayer()->getLevel();    lfg::LfgDungeonSet const& randomDungeons =        sLFGMgr->GetRandomAndSeasonalDungeons(level, GetPlayer()->GetSession()->Expansion());    // Get player locked Dungeons    sLFGMgr->InitializeLockedDungeons(GetPlayer()); // pussywizard    lfg::LfgLockMap const& lock = sLFGMgr->GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (lfg::LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        lfg::LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);        Quest const* quest = NULL;        bool done = false;        if (reward)        {            quest = sObjectMgr->GetQuestTemplate(reward->firstQuest);            if (quest)            {                done = !GetPlayer()->CanRewardQuest(quest, false);                if (done)                    quest = sObjectMgr->GetQuestTemplate(reward->otherQuest);            }        }        if (quest)        {            data << uint8(done);            data << uint32(quest->GetRewOrReqMoney());            data << uint32(quest->XPValue(GetPlayer()));            data << uint32(0);            data << uint32(0);            data << uint8(quest->GetRewItemsCount());            if (quest->GetRewItemsCount())            {                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)                    if (uint32 itemId = quest->RewardItemId[i])                    {                        ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);                        data << uint32(itemId);                        data << uint32(item ? item->DisplayInfoID : 0);                        data << uint32(quest->RewardItemIdCount[i]);                    }            }        }        else        {            data << uint8(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint8(0);        }    }    BuildPlayerLockDungeonBlock(data, lock);    SendPacket(&data);}
开发者ID:Keader,项目名称:Sunwell,代码行数:70,


示例10: GetPlayer

void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/){    uint64 guid = GetPlayer()->GetGUID();    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);    // Get Random dungeons that can be done at a certain level and expansion    // FIXME - Should return seasonals (when not disabled)    LfgDungeonSet randomDungeons;    uint8 level = GetPlayer()->getLevel();    uint8 expansion = GetPlayer()->GetSession()->Expansion();    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)    {        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&            dungeon->minlevel <= level && level <= dungeon->maxlevel)            randomDungeons.insert(dungeon->Entry());		        // Dungeons Seleccionables con el evento en el server correspondiente. (En Dungeon Finder)        if (dungeon && dungeon->grouptype == 11 && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)        {                    QueryResult result = WorldDatabase.Query("SELECT dungeonId, eventEntry FROM lfg_dungeon_event");                     if (!result)                        return; 					Field* fields = NULL;					do					{						fields = result->Fetch();						uint32 dungeonId = fields[0].GetUInt32();						uint32 eventEntry = fields[1].GetUInt32();						if (dungeonId != dungeon->ID ) 							continue;						if (eventEntry && sGameEventMgr->IsActiveEvent(eventEntry))							randomDungeons.insert(dungeon->Entry());				   } while (result->NextRow());		}    }    // Get player locked Dungeons    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);        Quest const* qRew = NULL;        uint8 done = 0;        if (reward)        {            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);            if (qRew)            {                done = !GetPlayer()->CanRewardQuest(qRew, false);                if (done)                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);            }        }        if (qRew)        {            data << uint8(done);            data << uint32(qRew->GetRewOrReqMoney());            data << uint32(qRew->XPValue(GetPlayer()));            data << uint32(reward->reward[done].variableMoney);            data << uint32(reward->reward[done].variableXP);            data << uint8(qRew->GetRewItemsCount());            if (qRew->GetRewItemsCount())            {                ItemPrototype const* iProto = NULL;                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)                {                    if (!qRew->RewItemId[i])                        continue;                    iProto = ObjectMgr::GetItemPrototype(qRew->RewItemId[i]);                    data << uint32(qRew->RewItemId[i]);                    data << uint32(iProto ? iProto->DisplayInfoID : 0);                    data << uint32(qRew->RewItemCount[i]);                }            }        }        else        {            data << uint8(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint32(0);            data << uint8(0);        }    }    BuildPlayerLockDungeonBlock(data, lock);    SendPacket(&data);//.........这里部分代码省略.........
开发者ID:Enturion,项目名称:EnturionEMU,代码行数:101,


示例11: GetPlayer

void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& recv_data){    Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST");    uint64 guid = GetPlayer()->GetGUID();    Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST %u", guid);    // Get Random dungeons that can be done at a certain level and expansion    // FIXME - Should return seasonals (when not disabled)    LfgDungeonSet randomDungeons;    uint8 level = GetPlayer()->getLevel();    uint8 expansion = GetPlayer()->GetSession()->GetFlags();	for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)    {        DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)            randomDungeons.insert(dungeon->Entry());     }    // Get player locked Dungeons    LfgLockMap lock = sLfgMgr.GetLockedDungeons(guid);    uint32 rsize = uint32(randomDungeons.size());    uint32 lsize = uint32(lock.size());    Log.Debug("LfgHandler", "SMSG_LFG_PLAYER_INFO %u", guid);    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));    data << uint8(randomDungeons.size());                  // Random Dungeon count    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)    {        data << uint32(*it);                               // Dungeon Entry (id + type)        LfgReward const* reward = sLfgMgr.GetRandomDungeonReward(*it, level);        Quest* qRew = NULL;        uint8 done = 0;        if (reward)        {            qRew = QuestStorage.LookupEntry(reward->reward[0].questId);            if (qRew)            {                done = GetPlayer()->HasFinishedQuest(qRew->id);                if (done)                    qRew = QuestStorage.LookupEntry(reward->reward[1].questId);            }        }        if (qRew)        {            data << uint8(done);            data << uint32(qRew->reward_money);            data << uint32(qRew->reward_xp);            data << uint32(reward->reward[done].variableMoney);            data << uint32(reward->reward[done].variableXP);            ////todo FIXME Linux: error: cast from 
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