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恋人系统

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  • TA的每日心情
    开心
    2011-11-24 11:37
  • 签到天数: 1 天

    [LV.1]初来乍到

    鲜花(3) 鸡蛋(0)
    跳转到指定楼层
    楼主
    发表于 2015-9-22 10:39:52 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
    需要准备的东西
    1.干净的源码
    2.文本编辑工具,WINDOWS自带的记事本即可还要在这里介绍下自己,shevechco,巨峰社区的管理员,以后可能会有人知道这个社区,现在估计没人知道这个社区,可惜你们看不到的。

    希望有人提供我老飞的飞行器源码支持

    如果你还不知道怎么编译源码的话请先学习下源码编译方面的知识!

    有问题或者源码编译错误请回帖,我会直到帮一个人解决然后不再跟踪这个问题

    还请管理员字数限制调整到1W,我这些文件编辑了两次,第一次字数限制了发布了,累死了,分了三段,注意1楼和2楼还有

    请尊重劳动成果,用了希望你回个贴,如果有需要,希望有会员用老飞飞行器源码编辑跟我交换更多的功能!

    1.   ../AccountServer/VersionCommon.h
    找到


    #if (_MSC_VER > 1200)
    #define  __VS2003  // 哪颇老矾函版.net
    #endif

    在后面添加

    #define __LIANREN //支持恋人系统 2  ../CACHESERVER/VersionCommon.h
    找到
    #if (_MSC_VER > 1200)
    #define __VS2003 // 哪颇老矾函版.net
    #endif在后面添加



    #define __LIANREN //支持恋人系统
    3 ../CERTIFIER/VersionCommon.h
    找到
    #if (_MSC_VER > 1200)
    #define __VS2003 // 哪颇老矾函版.net
    #endif
    在后面添加
    #define __LIANREN //支持恋人系统
    4  ../CORESERVER/DPCacheSrvr.cpp
    找到
    void CDPCacheSrvr::SendSetPlayerName( u_long idPlayer, const char* lpszPlayer )
    {
    BEFORESENDSOLE( ar, PACKETTYPE_QUERYSETPLAYERNAME, DPID_ALLPLAYERS );
    ar << idPlayer;
    ar.WriteString( lpszPlayer );
    SEND( ar, this, DPID_ALLPLAYERS );
    }在后面添加
    #ifdef __LIANREN
    //玩家成为恋人了.
    void CDPCacheSrvr::SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2)
    {
    BEFORESENDSOLE( ar, PACKETTYPE_PLAYERCOUPLED, DPID_ALLPLAYERS );
    ar << idPlayer;
    ar.WriteString( lpszPlayer );
    ar << idPlayer2;
    ar.WriteString(lpszPlayer2);
    SEND( ar, this, DPID_ALLPLAYERS );
    }
    void CDPCacheSrvr::SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2)
    {
    BEFORESENDSOLE( ar, PACKETTYPE_PLAYERDECOUPLED, DPID_ALLPLAYERS );
    ar << idPlayer;
    ar.WriteString( lpszPlayer );
    ar << idPlayer2;
    ar.WriteString(lpszPlayer2);
    SEND( ar, this, DPID_ALLPLAYERS );
    }
    #endif //__LIANREN5  ../CORESERVER/DPCacheSrvr.h
    找到
    void SendSetPlayerName( u_long idPlayer, const char* lpszPlayer );
    void SendSnoop( const char* lpszString, CPlayer* pSnoop );
    后面添加
    #ifdef __LIANREN
    void SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2);
    void SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2);
    #endif //__LIANREN6  ../CORESERVER/DPDatabaseClient.cpp
    找到
    CDPDatabaseClient::CDPDatabaseClient()
    {
    BEGIN_MSG;
    ON_MSG( PACKETTYPE_PARTYNAME, OnPartyName );
    ON_MSG( PACKETTYPE_GLOBAL_DATA, OnGlobalData );
    ON_MSG( PACKETTYPE_INSERTTAG_RESULT, OnInsertTagResult );
    ON_MSG( PACKETTYPE_DC_ADDVOTERESULT, OnAddVoteResult );
    ON_MSG( PACKETTYPE_UPDATE_GUILD_RANKING_END, OnUpdateGuildRankFinish );
    ON_MSG( PACKETTYPE_DEL_PLAYER, OnDelPlayer );
    ON_MSG( PACKETTYPE_GUILD_MEMBERTIME, OnGuildMemberTime );
    ON_MSG( PACKETTYPE_BUYING_INFO, OnBuyingInfo );
    ON_MSG( PACKETTYPE_TC_LIST, OnTCList );
    ON_MSG( PACKETTYPE_QUERYSETPLAYERNAME, OnSetPlayerName );后面添加
    #ifdef __LIANREN
    ON_MSG( PACKETTYPE_PLAYERCOUPLED, OnPlayerCoupled);
    ON_MSG( PACKETTYPE_PLAYERDECOUPLED, OnPlayerDeCoupled);
    #endif //__LIANREN找到
    void CDPDatabaseClient::SendSnoopGuild( u_long idGuild, u_long idPlayer, const char* lpszChat )
    {
    BEFORESEND( ar, PACKETTYPE_SETSNOOPGUILD );
    ar << idGuild << idPlayer;
    ar.WriteString( lpszChat );
    SEND( ar, this, DPID_SERVERPLAYER );
    }在前面添加
    #ifdef __LIANREN
    void CDPDatabaseClient::OnPlayerCoupled( CAr & ar )
    {
    OutputDebugString( \"CORESERVER.EXE\tPACKETTYPE_PLAYERCOUPLED\" );
    u_long idPlayer,idPlayer2;
    char lpszPlayer[MAX_PLAYER] = { 0, };
    char lpszPlayer2[MAX_PLAYER] = {0,};
    ar >> idPlayer;
    ar.ReadString( lpszPlayer, MAX_PLAYER );
    ar >> idPlayer2;
    ar.ReadString( lpszPlayer2, MAX_PLAYER );
    g_DPCacheSrvr.SendPlayerCoupled(idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
    }
    void CDPDatabaseClient::OnPlayerDeCoupled( CAr & ar )
    {
    u_long idPlayer,idPlayer2;
    char lpszPlayer[MAX_PLAYER] = { 0, };
    char lpszPlayer2[MAX_PLAYER] = {0,};
    ar >> idPlayer;
    ar.ReadString( lpszPlayer, MAX_PLAYER );
    ar >> idPlayer2;
    ar.ReadString( lpszPlayer2, MAX_PLAYER );
    g_DPCacheSrvr.SendPlayerDeCoupled(idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
    }
    #endif //__LIANREN7 还是上面的目录里面的DPDatabaseClient.h
    找到
    #if __VER >= 11 // __SYS_PLAYER_DATA
    void OnUpdatePlayerData( CAr & ar );
    #endif // __SYS_PLAYER_DATA上面添加
    #ifdef __LIANREN
    void OnPlayerCoupled( CAr & ar );
    void OnPlayerDeCoupled( CAr & ar );
    #endif // __LIANREN8 还是上面目录里面的VersionCommon.h
    找到
    #if (_MSC_VER > 1200)
    #define __VS2003 // 哪颇老矾函版.net
    #endif后面添加
    #define __LIANREN //支持恋人系统9 ../DataBaseserver/couplehelper.cpp
    找到
    #include \"couplehelper.h\"
    #include \"dptrans.h\"
    #include \"definetext.h\"
    #include \"post.h\"在后面添加
    #ifdef __LIANREN
    #include \"DPCoreSrvr.h\"
    extern CDPCoreSrvr g_dpCoreSrvr;
    #endif // __LIANREN找到
    void CCoupleHelper::OnCouple( CAr & ar )
    {
    int nResult = 0;
    u_long idProposer, idTarget;
    ar >> idProposer >> idTarget;
    election::OutputDebugString( \"\nT: CCoupleHelper.OnCouple: %d, %d\n\", idProposer, idTarget );
    if( m_pMgr->GetCouple( idProposer ) )
    nResult = TID_GAME_COUPLE_E06; // 目敲捞 酒囱 某腐磐父 啊瓷钦聪促.
    if( nResult == 0 && m_pMgr->GetCouple( idTarget ) )
    nResult = TID_GAME_COUPLE_E01; // 措惑捞 何利钦 钦聪促. 目敲捞 酒囱 捞己 某腐磐俊霸父 啊瓷钦聪促.
    if( nResult == 0 && !m_pController->Couple( idProposer, idTarget ) )
    nResult = TID_GAME_COUPLE_E10; // 单捞磐海捞胶 坷幅涝聪促.
    if( nResult == 0 )
    m_pMgr->Couple( idProposer, idTarget );在后面添加
    #ifdef __LIANREN
    if(nResult == 0)
    {
    LPCSTR szProposer = CPlayerDataCenter::GetInstance()->GetPlayerString(idProposer);
    LPCSTR szTarget = CPlayerDataCenter::GetInstance()->GetPlayerString(idTarget);
    g_dpCoreSrvr.SendPlayerCoupled(idProposer,szProposer,idTarget,szTarget);
    }
    #endif // __LIANREN找到
    void CCoupleHelper::OnDecouple( CAr & ar )
    {
    int nResult = 0;
    u_long idPlayer;
    ar >> idPlayer;

    election::OutputDebugString( \"\nT: CCoupleHelper.OnDecouple: %d\n\", idPlayer );

    CCouple* pCouple = m_pMgr->GetCouple( idPlayer );
    if( !pCouple )
    nResult = TID_GAME_COUPLE_E05;
    if( nResult == 0 && !m_pController->Decouple( idPlayer ) )
    nResult = TID_GAME_COUPLE_E10; // 单捞磐海捞胶 坷幅涝聪促.
    if( nResult == 0 && !m_pMgr->Decouple( idPlayer ) )
    nResult = TID_GAME_COUPLE_E11;
    在后面添加
    #ifdef __LIANREN
    if(nResult == 0)
    {
    u_long idPartner = pCouple->GetPartner(idPlayer);
    LPCSTR szProposer = CPlayerDataCenter::GetInstance()->GetPlayerString(idPlayer);
    LPCSTR szTarget = CPlayerDataCenter::GetInstance()->GetPlayerString(idPartner);
    g_dpCoreSrvr.SendPlayerDeCoupled(idPlayer,szProposer,idPartner,szTarget);
    }
    #endif // __LIANREN
    10 还是上面的目录里面DPCoreSrvr.cpp
    找到
    void CDPCoreSrvr::SendAddVoteResult( VOTE_INSERTED_INFO & info )
    {
    BEFORESEND( ar, PACKETTYPE_DC_ADDVOTERESULT );
    ar << info;
    SEND( ar, this, DPID_ALLPLAYERS );
    }后面添加
    #ifdef __LIANREN
    void CDPCoreSrvr::SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2)
    {
    BEFORESEND( ar, PACKETTYPE_PLAYERCOUPLED );
    ar << idPlayer;
    ar.WriteString( lpszPlayer );
    ar << idPlayer2;
    ar.WriteString(lpszPlayer2);
    SEND( ar, this, DPID_ALLPLAYERS );
    }
    void CDPCoreSrvr::SendPlayerDeCoupled(u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2)
    {
    BEFORESEND( ar, PACKETTYPE_PLAYERDECOUPLED );
    ar << idPlayer;
    ar.WriteString( lpszPlayer );
    ar << idPlayer2;
    ar.WriteString(lpszPlayer2);
    SEND( ar, this, DPID_ALLPLAYERS );
    }
    #endif // __LIANREN11 还是上面的目录DPCoreSrvr.h
    找到
    #if __VER >= 11 // __SYS_PLAYER_DATA
    void SendUpdatePlayerData( u_long idPlayer, PlayerData* pPlayerData );
    #endif // __SYS_PLAYER_DATA
    上面添加
    #ifdef __LIANREN
    void SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2);
    void SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2);
    #endif // __LIANREN



    12 还是上面的目录VersionCommon.h
    找到
    #define __EVENT_1101 // 免媒 捞亥飘
    下面添加
    #define __LIANREN //支持恋人系统
    13  ../LOGINSERVER/VersionCommon.h
    找到
    #define __CRC
    #define __SO1014 // 家南 抗寇 贸府( 某浆, 牢刘, 肺弊牢 )
    #define __PROTOCOL0910
    #define __PROTOCOL1021
    #define __VERIFYNETLIB
    #define __DOS1101
    #define __STL_0402 // stl
    上面添加
    #define __LIANREN //支持恋人系统
    14 ../neuz/DPClient.cpp
    找到
    ON_MSG( PACKETTYPE_QUERYSETPLAYERNAME, OnSetPlayerName );
    下面添加
    #ifdef __LIANREN
    ON_MSG( PACKETTYPE_PLAYERCOUPLED, OnPlayerCoupled );
    ON_MSG( PACKETTYPE_PLAYERDECOUPLED, OnPlayerDeCoupled );
    #endif // __LIANREN
    找到
    #if __VER >= 11 // __SYS_PLAYER_DATA
    PlayerData pd;
    pd.data.nJob = pPlayer->GetJob();
    pd.data.nLevel = pPlayer->GetLevel();
    pd.data.nSex = pPlayer->GetSex();
    lstrcpy( pd.szPlayer, pPlayer->GetName() );
    下面添加
    #ifdef __LIANREN
    pd.idCouple = pPlayer->GetCoupleId();//恋人id
    lstrcpy( pd.szCouplePlayer, pPlayer->GetCoupleName() ); //恋人名字
    #endif //__LIANREN
    接着找,可能跟上面一样
    #if __VER >= 11 // __SYS_PLAYER_DATA
    PlayerData pd;
    pd.data.nJob = pPlayer->GetJob();
    pd.data.nLevel = pPlayer->GetLevel();
    pd.data.nSex = pPlayer->GetSex();
    lstrcpy( pd.szPlayer, pPlayer->GetName() );
    下面添加
    #ifdef __LIANREN
    pd.idCouple = pPlayer->GetCoupleId();//恋人id
    lstrcpy( pd.szCouplePlayer, pPlayer->GetCoupleName() ); //恋人名字
    #endif //__LIANREN
    找到
    void CDPClient::SendDoEscape( void )
    {
    if( g_pPlayer )
    {
    CWorld* pWorld = g_pPlayer->GetWorld();
    if( pWorld && pWorld->GetID() == WI_WORLD_GUILDWAR )
    {
    g_WndMng.OpenMessageBoxUpper( prj.GetText(TID_GAME_GUILDCOMBAT_NO_OUTWAR) );
    return;
    }
    SendHdr( PACKETTYPE_DO_ESCAPE );
    }
    }
    在上面添加
    #ifdef __LIANREN
    void CDPClient::OnPlayerCoupled( CAr & ar )
    {
    u_long idPlayer,idPlayer2;
    char lpszPlayer[MAX_PLAYER] = { 0, };
    char lpszPlayer2[MAX_PLAYER] = { 0, };
    ar >> idPlayer;
    ar.ReadString( lpszPlayer, MAX_PLAYER );
    ar >> idPlayer2;//恋人id
    ar.ReadString(lpszPlayer2,MAX_PLAYER);//恋人名字
    //Error(\"OnPlayerCoupled:ID:%d Name:%s,idCouple:%d NameCouple:%s\",idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
    char lpOutputString[128] = { 0, };
    sprintf( lpOutputString, \"NEUZ.EXE\\t// PAKCETTYPE_QUERYSETPLAYERNAME\\t// %d\\t// %s\", idPlayer, lpszPlayer );
    OutputDebugString( lpOutputString );
    CMover* pPlayer = prj.GetUserByID( idPlayer );
    if( IsValidObj( (CObj*)pPlayer ) )
    {
    pPlayer->SetCoupleId(idPlayer2);//设置恋人id
    pPlayer->SetCoupleName( lpszPlayer2 ); //设置恋人名称
    }
    CMover* pPlayer2 = prj.GetUserByID( idPlayer2 );
    if( IsValidObj( (CObj*)pPlayer2 ) )
    {
    pPlayer2->SetCoupleId(idPlayer);//设置恋人id
    pPlayer2->SetCoupleName( lpszPlayer ); //设置恋人名称
    }
    CString str;
    str.Format(\"恭喜 %s 和 %s 成为恋人\",lpszPlayer,lpszPlayer2);
    g_WndMng.PutString( str, NULL, prj.GetTextColor(TID_ADMIN_ANNOUNCE), CHATSTY_SYSTEM );
    CWndWorld* pWndWorld = (CWndWorld*)g_WndMng.GetWndBase( APP_WORLD );
    if( pWndWorld ){
    g_Caption1.AddCaption( str,pWndWorld->m_pFontAPITitle , FALSE, D3DCOLOR_ARGB( 255, 255, 255, 153 ) );
    }
    }
    void CDPClient::OnPlayerDeCoupled( CAr & ar )
    {
    u_long idPlayer,idPlayer2;
    char lpszPlayer[MAX_PLAYER] = { 0, };
    char lpszPlayer2[MAX_PLAYER] = { 0, };
    ar >> idPlayer;
    ar.ReadString( lpszPlayer, MAX_PLAYER );
    ar >> idPlayer2;//恋人id
    ar.ReadString(lpszPlayer2,MAX_PLAYER);//恋人名字
    //Error(\"OnPlayerCoupled:ID:%d Name:%s,idCouple:%d NameCouple:%s\",idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
    char lpOutputString[128] = { 0, };
    CMover* pPlayer = prj.GetUserByID( idPlayer );
    if( IsValidObj( (CObj*)pPlayer ) )
    {
    pPlayer->SetCoupleId((u_long)0xffffffff);//设置恋人id
    pPlayer->SetCoupleName( \"\\0\" ); //设置恋人名称
    }
    CMover* pPlayer2 = prj.GetUserByID( idPlayer2 );
    if( IsValidObj( (CObj*)pPlayer2 ) )
    {
    pPlayer2->SetCoupleId((u_long)0xffffffff);//设置恋人id
    pPlayer2->SetCoupleName( \"\\0\" ); //设置恋人名称
    }
    }
    #endif // __LIANREN
    15 ../neuz/DPClient.h
    找到
    #if __VER >= 11 // __SYS_PLAYER_DATA
    void OnUpdatePlayerData( CAr & ar );
    #endif // __SYS_PLAYER_DATA
    上面添加
    #ifdef __LIANREN
    void OnPlayerCoupled( CAr & ar );
    void OnPlayerDeCoupled( CAr & ar );
    #endif // __LIANREN
    16 还是NEUZ目录  VersionCommon.h
    找到
    #if (_MSC_VER > 1200)
    #define __VS2003 // 哪颇老矾函版.net
    #endif
    下面添加
    #define __LIANREN //使用恋人系统
    17   ..WORLDSERVER/couplehelper.cpp
    找到
    void CCoupleHelper::OnCoupleResult( CAr & ar )
    {
    u_long idProposer, idTarget;
    int nResult;
    ar >> idProposer >> idTarget >> nResult;
    election::OutputDebugString( \"S: CCoupleHelper.OnCoupleResult: %d, %d, %d\", idProposer, idTarget, nResult );
    CUser* pProposer = static_cast<CUser*>( prj.GetUserByID( idProposer ) );
    CUser* pTarget = static_cast<CUser*>( prj.GetUserByID( idTarget ) );
    if( nResult == 0 )
    {
    m_pMgr->Couple( idProposer, idTarget );
    const char* pszProposer = CPlayerDataCenter::GetInstance()->GetPlayerString( idProposer );
    const char* pszTarget = CPlayerDataCenter::GetInstance()->GetPlayerString( idTarget );
    后面添加
    #ifdef __LIANREN
    //结婚成功更新下数据以便玩家都可以看到
    if (pszProposer)
    {
    CUser* pUser = (CUser*)prj.GetUserByID( idProposer );
    if (IsValidObj(pUser))
    {
    pUser->SetCoupleId(idTarget);
    pUser->SetCoupleName(pszTarget);
    }
    //CPlayerDataCenter::GetInstance()
    }
    if (pszTarget)
    {
    CUser* pUser = (CUser*)prj.GetUserByID( idTarget );
    if (IsValidObj(pUser))
    {
    pUser->SetCoupleId(idProposer);
    pUser->SetCoupleName(pszProposer);
    }
    //CPlayerDataCenter::GetInstance()
    }
    #endif // __LIANREN
    if( !pszProposer ) pszProposer = \"\";
    if( !pszTarget ) pszTarget = \"\";
    //结成情侣成功,需要通知每位玩家这2个人的信息.
    if( IsValidObj( pProposer ) )
    {
    pProposer->AddCoupleResult( idTarget, pszTarget );
    找到
    void CCoupleHelper::OnDecoupleResult( CAr & ar )
    {
    u_long idPlayer;
    int nResult;
    ar >> idPlayer >> nResult;
    election::OutputDebugString( \"S: CCoupleHelper.OnDecoupleResult: %d, %d\", idPlayer, nResult );
    CUser* pUser = static_cast<CUser*>( prj.GetUserByID( idPlayer ) );
    if( nResult == 0 )
    {
    CCouple* pCouple = m_pMgr->GetCouple( idPlayer );
    ASSERT( pCouple );
    if( !pCouple )
    return;
    CUser* pPartner = static_cast<CUser*>( prj.GetUserByID( pCouple->GetPartner( idPlayer ) ) );
    m_pMgr->Decouple( idPlayer );
    后面添加
    #ifdef __LIANREN
    //离婚成功更新下数据以便玩家都可以看到
    //CUser* pUser1 = (CUser*)prj.GetUserByID( idPlayer );
    if (IsValidObj(pUser))
    {
    pUser->SetCoupleId((u_long)0xffffffff);
    pUser->SetCoupleName(\"\\0\");
    }
    //CPlayerDataCenter::GetInstance()
    //CUser* pUser2 = (CUser*)prj.GetUserByID( pCouple->GetPartner( idPlayer ) );
    if( IsValidObj( pPartner ) )
    {
    pPartner->SetCoupleId((u_long)0xffffffff);
    pPartner->SetCoupleName(\"\\0\");
    }
    #endif // __LIANREN
  • TA的每日心情
    开心
    2011-11-24 11:37
  • 签到天数: 1 天

    [LV.1]初来乍到

    鲜花(3) 鸡蛋(0)
    沙发
     楼主| 发表于 2015-9-22 10:43:34 | 只看该作者
    最后一段
    17 还是上面的目录VersionCommon.h
    找到
    #if (_MSC_VER > 1200)
    #define __VS2003 // 哪颇老矾函版.net
    #endif
    后面添加
    #define __LIANREN //是否使用恋人系统
    18   .._common/Mover.cpp
    找到
    m_nRemainGP = 0;
    m_nDefenseMin = 0;
    m_nDefenseMax = 0;
    m_nJob = -1;
    memset( m_szName, 0, sizeof(TCHAR) );
    下面添加
    #ifdef __LIANREN
    memset(m_szCoupleName,0,sizeof(m_szCoupleName));
    #endif // __LIANREN
    找到
    m_dwAuthorization = AUTH_GENERAL;
    m_idMarkingWorld = NULL_ID;
    m_dwRegionAttr = 0;
    m_dwOldRegionAttr = 0;
    m_bPositiveX = m_bPositiveZ = false;
    上面添加
    #ifdef __LIANREN
    m_idCouplePlayer = NULL_ID;
    #endif // __LIANREN
    找到
    LPCTSTR CMover::GetName( BOOL bNickname )
    {
    if( !bNickname )
    return (LPCTSTR)m_szName;
    if( m_dwAuthorization >= AUTH_GAMEMASTER && ( GetIndex() == MI_CROWNIBLIS || GetIndex() == MI_CROWNSHADE || GetIndex() == MI_CROWNBUBBLE ) )
    {
    MoverProp* pMoverProp = GetProp();
    if( pMoverProp )
    return (LPCTSTR)pMoverProp->szName;
    }
    return (LPCTSTR)m_szName;
    }
    下面添加
    #ifdef __LIANREN
    LPCTSTR CMover::GetCoupleName()
    {
    return (LPCTSTR)m_szCoupleName;
    }
    u_long CMover::GetCoupleId()
    {
    return m_idCouplePlayer;
    }
    #endif // __LIANREN
    19 还是上面的目录Mover.h
    找到
    public:
    BOOL   m_bPlayer;     /// Player牢啊, 酒聪扼搁 NPC
    u_long   m_idPlayer;     /// player狼 db锅龋, NPC绰 0xffffffff
    下面添加
    #ifdef __LIANREN
    u_long m_idCouplePlayer; /// 恋人id
    #endif //__LIANREN
    找到
    protected:
    int m_nCount; /// 公滚啊 裹侩栏肺 静绰 鉴瞒利 墨款磐. 积己磊 寇浚 0栏肺 檬扁拳 窍瘤 富巴.
    DWORD m_dwGold; /// 其衬
    DWORD m_dwRideItemIdx; /// 厚青眉狼 酒捞袍 牢郸胶
    CModelObject* m_pRide; /// 厚青眉 按眉 器牢磐
    TCHAR m_szName[MAX_NAME]; /// 捞抚
    下面添加
    #ifdef __LIANREN
    TCHAR m_szCoupleName[MAX_NAME]; /// 恋人的角色名
    #endif //__LIANREN
    找到
    void SetHairColor( FLOAT r, FLOAT g, FLOAT b );
    void SetHead( int nHead );
    void SetSkinSet( int nSkinSet );
    void SetName( const char* lpszName ) { lstrcpy( m_szName, lpszName ); }
    LPCTSTR GetName( BOOL bNickname = FALSE ); // 按眉狼 捞抚 掘扁
    下面添加
    #ifdef __LIANREN
    void SetCoupleName( const char* lpszCouplePlayer ) { lstrcpy( m_szCoupleName, lpszCouplePlayer ); }
    LPCTSTR GetCoupleName(); // 获取恋人名字
    void SetCoupleId(u_long idCoupler) {m_idCouplePlayer = idCoupler;}
    u_long GetCoupleId();//获取恋人id
    #endif //__LIANREN
    20 还是上面一个目录MoverRender.cpp
    找到
    int nGaugeWidth = 80;
    CPoint point( (LONG)( vOut.x - nGaugeWidth / 2 ), (LONG)( vOut.y - 3 ) );
    CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
    上面添加
    #ifdef __LIANREN
    vOut.y -= 10;//增加了恋人位置
    #endif //__LIANREN

    找到
    #if __VER >= 8 // __S8_PK
    if( dwColor == prj.m_PKSetting.dwGeneralColor ) // 俏农祸捞唱 墨坷祸捞搁 官差瘤 臼霸 窍磊
    #endif // __VER >= 8 // __S8_PK
    if( g_Party.FindMember( m_idPlayer ) != -1 ) // 颇萍糕滚搁 祸彬 促福霸 钎矫.
    dwColor = COLOR_PARTY;
    if( bOtherColor )
    dwColor = dwNewColor;
    下面添加
    #ifdef __LIANREN
    //恋人代码
    //pFont->DrawText( (FLOAT)( point.x ), (FLOAT)( point.y ), 0xffbc00bc, szStrCouple );
    if ((int)m_idCouplePlayer > 0)
    {
    TCHAR szStrCouple[70];
    sprintf( szStrCouple, _T(\"%s的恋人\"), m_szCoupleName );
    point.x = (LONG)( vOut.x );
    point.y = (LONG)( vOut.y );
    MakeEven( point.x );
    point.x -= pFont->GetTextExtent( szStrCouple ).cx / 2;
    point.y -= 47;
    point.x -= 3;
    pFont->DrawText( (FLOAT)( point.x ), (FLOAT)( point.y ), 0xffa62fbd, szStrCouple );//0xffbc00bc
    }
    //恋人代码结束
    #endif //__LIANREN
    下面这一段会重复好几次,我加几次你就加几次,不能少,少的话恋人名字就和其他的称号挤在一起了!!!
    找到
    int nGaugeWidth = 80;
    CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );
    CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
    上面添加
    #ifdef __LIANREN
    vOut.y -= 24 ; //hp框的起始y位置,原来是34,因为加了恋人所以要向上挪动恋人的高度+武器进度条的高度(大约14+8)
    #endif //__LIANREN
    找到
    int nGaugeWidth = 80;
    CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );
    CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
    上面添加
    #ifdef __LIANREN
    vOut.y -= 16;//采集进度框的起始y位置,原来是48,因为加了恋人所以要向上挪动恋人的高度(大约14)
    #endif //__LIANREN
    找到
    int nGaugeWidth = 80;
    CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );
    CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
    上面添加
    #ifdef __LIANREN
    vOut.y -= 16;//原来是48,因为加了恋人所以要向上挪动恋人的高度(大约14)
    #endif //__LIANREN
    21 还是这个目录MoverSkill.cpp
    找到
    #ifdef __WORLDSERVER
    BOOL CMoverUseItemSexChange( int nFace )
    {
    下面添加
    //检查是否有情侣
    #ifdef __LIANREN
    if ((int)m_idCouplePlayer > 0)
    {
    ((CUser*)this)->AddText((LPCTSTR)\"请先解除情侣\");
    return FALSE; //有情侣就不能变性
    }
    #endif // __LIANREN
    22 还是这个目录ObjSerializeOpt.cpp
    找到
    ar.WriteString( m_szName );
    ar << GetSex();
    ar << (u_char)m_dwSkinSet;
    ar << (u_char)m_dwHairMesh;
    ar << m_dwHairColor;
    ar << (u_char)m_dwHeadMesh;
    ar << m_idPlayer;
    下面添加
    #ifdef __LIANREN
    ar << m_idCouplePlayer;//恋人id
    ar.WriteString(m_szCoupleName);//恋人名字
    #endif //__LIANREN
    找到
    # if defined (__WORLDSERVER) || defined(__CLIENT)
    SetHairColor( m_dwHairColor );
    # endif // __WORLDSERVER //__CLIENT
    ar >> m_idPlayer;
    下面添加
    #ifdef __LIANREN
    ar >> m_idCouplePlayer;//恋人id
    ar.ReadString(m_szCoupleName,32);//恋人名字
    #endif //__LIANREN
    23  ../_Database/DbManagerFun.cpp  这个文件可以查看到你在数据库里添加那些表和字段,你们自己可以研究下
    找到
    void CDbManager::GetBaseCharacter( CMover* pMover, CQuery *qry, LPDB_OVERLAPPED_PLUS lpDbOverlappedPlus )
    {
    在下面添加(有人说数据库不支持恋人系统,要2000块一份,我这里本来不想提醒的,算了,大家都互相学习,我这个贴估计也是这个论坛的第一个改动这么多的源码功能,这里不用我说了吧,里面的字段加进到数据库就完美支持恋人系统的显示了,任何数据库都是一样的添加,在数据库里面直接添加几个字段就行,就这一笔就值2000块。)
    #ifdef __LIANREN
    pMover->m_idCouplePlayer = (u_long)qry->GetInt( \"m_idCouple\" );
    qry->GetStr( \"m_szCoupleName\", pMover->m_szCoupleName );
    //获取情侣
    //WriteLog(\"DB_Join:idPlayer:%d,idCouple:%d,CoupleName:%s\",pMover->m_idPlayer,pMover->m_idCouplePlayer,pMover->m_szCoupleName);
    #endif //__LIANREN
    23  ../_Network/Objects/Obj.cpp
    找到
    #endif // __JEFF_9_20
    m_dwReturnWorldID = 0;
    m_idGuildCloak = 0;
    memset( m_szName, 0, sizeof(m_szName) );
    下面添加
    #ifdef __LIANREN
    memset( m_szCoupleName, 0, sizeof(m_szCoupleName) );
    #endif //__LIANREN
    找到
    m_vMarkingPos = D3DXVECTOR3( 0, 0, 0 );
    m_vReturnPos = D3DXVECTOR3( 0, 0, 0 );
    m_dwType = OT_MOVER;
    m_bPlayer = FALSE;
    m_idPlayer = (u_long)0xffffffff;
    下面添加
    #ifdef __LIANREN
    m_idCouplePlayer = (u_long)0xffffffff;
    #endif //__LIANREN
    24 还是上面的目录Obj.h
    找到
    TCHAR   m_szName[32];
    下面添加
    #ifdef __LIANREN
    TCHAR m_szCoupleName[32]; /// 恋人的角色名
    #endif //__LIANREN
    找到
    BOOL m_bPlayer;
    u_long m_idPlayer;
    下面添加
    #ifdef __LIANREN
    u_long m_idCouplePlayer; /// 恋人id
    #endif //__LIANREN
  • TA的每日心情

    2024-1-16 11:00
  • 签到天数: 242 天

    [LV.8]以坛为家I

    鲜花(0) 鸡蛋(0)
    板凳
    发表于 2018-12-20 09:59:42 | 只看该作者
    资源甚好,感谢楼主。。
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