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C++ Inventory::getEmptySlot方法代码示例

本文整理汇总了C++中Inventory::getEmptySlot方法的典型用法代码示例。如果您正苦于以下问题:C++ Inventory::getEmptySlot方法的具体用法?C++ Inventory::getEmptySlot怎么用?C++ Inventory::getEmptySlot使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Inventory的用法示例。


在下文中一共展示了Inventory::getEmptySlot方法的6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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: execute

////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveItem::execute (Creature * pCreature1 , Creature * pCreature2) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCreature2 != NULL);
	Assert(pCreature2->isPC());

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
	Assert(pPC != NULL);

	Player* pPlayer = pCreature2->getPlayer();
	Assert(pPlayer != NULL);

	list<OptionType_t> optionTypeList;

	Item* pItem = g_pItemFactoryManager->createItem(m_ItemClass, m_ItemType, optionTypeList);
	Assert(pItem != NULL);
	
	_TPOINT pt;

	Inventory* pInventory = pPC->getInventory();
	Assert(pInventory != NULL);
	
	if (!pInventory->getEmptySlot(pItem, pt))
	{
		// ConditionHasInvenSpace 컨디션과 반드시 함께 써야만 한다.
		throw Error("ActionGiveItem: 제발 ConditionHasInvenSpace랑 같이 쓰자. 인벤토리에 자리없다.");
	}

	CoordInven_t X = pt.x;
	CoordInven_t Y = pt.y;

	pPC->getZone()->getObjectRegistry().registerObject(pItem);
	pInventory->addItem(X, Y, pItem);
	pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, X, Y);

	if (pItem != NULL && pItem->isTraceItem() )
	{
		remainTraceLog(pItem, "ActionGiveItem", pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);
		remainTraceLogNew(pItem, pCreature2->getName(), ITL_GET, ITLD_EVENTNPC , pCreature2->getZone()->getZoneID());
	}

	// 클라이언트에 선물이 추가되었음을 알린다.
	GCCreateItem gcCreateItem;
	makeGCCreateItem(&gcCreateItem, pItem, X, Y);
	pPlayer->sendPacket(&gcCreateItem);

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:53,代码来源:ActionGiveItem.cpp

示例2: executeOpSwapAdvancementItem


//.........这里部分代码省略.........
		case Item::ITEM_CLASS_OUSTERS_CHAKRAM:
		case Item::ITEM_CLASS_OUSTERS_WRISTLET:
			fType = FLAGSET_SWAP_WEAPON;
			break;
		case Item::ITEM_CLASS_COAT:
		case Item::ITEM_CLASS_VAMPIRE_COAT:
		case Item::ITEM_CLASS_OUSTERS_COAT:
			fType = FLAGSET_SWAP_COAT;
			break;
		case Item::ITEM_CLASS_TROUSER:
		case Item::ITEM_CLASS_OUSTERS_BOOTS:
			fType = FLAGSET_SWAP_TROUSER;
			break;
		default:
			break;
	}

	if (iClass == Item::ITEM_CLASS_MAX || fType == FLAGSET_MAX )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	FlagSet* pFlagSet = pPC->getFlagSet();
	if (pFlagSet->isOn(fType) )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	Item* pNewItem = g_pItemFactoryManager->createItem(iClass, iType, pItem->getOptionTypeList());
	if (pNewItem == NULL )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}
	pNewItem->setGrade(iGrade);

	_TPOINT tp;
	if (!pInventory->getEmptySlot(pNewItem, tp) )
	{
		SAFE_DELETE(pNewItem);
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	filelog("ItemSwap.log", "[%s:%s] %s <-> %s",
			pGamePlayer->getID().c_str(), pPC->getName().c_str(), pItem->toString().c_str(), pNewItem->toString().c_str());

	pNewItem->setTraceItem(bTraceLog(pNewItem ));

	pInventory->deleteItem(ITEMOID);
	pItem->whenPCLost(pPC);

	if (!pItem->destroy())
	{
		filelog("shopDBBug.txt", "NoSuchItemInDB-destroy: %s", pItem->toString().c_str());

		throw DisconnectException("아이템 지울려는데 DB에 없다.");
	}

	pZone->registerObject(pNewItem);

	GCShopSellOK okpkt;
	okpkt.setObjectID(NPCID);
	okpkt.setShopVersion(-1);
	okpkt.setItemObjectID(ITEMOID);
	okpkt.setPrice(0);
	pGamePlayer->sendPacket(&okpkt);

	// 삭제할 아이템의 ItemTrace Log 를 남겨야 한다면 남긴다
	if (pItem != NULL && pItem->isTraceItem() )
	{
		remainTraceLog(pItem, pCreature->getName() , pNPC->getName(), ITEM_LOG_DELETE, DETAIL_SHOPSELL);
	}

	// 인벤토리에 추가
	Assert(pInventory->addItem(pNewItem, tp ));

	// DB 에 생성
	pNewItem->create(pPC->getName(), STORAGE_INVENTORY, 0, tp.x, tp.y);

	// 교환해줄 아이템의 ItemTrace Log 를 남겨야 한다면 남긴다
	if (pNewItem->isTraceItem() )
	{
		remainTraceLog(pNewItem, pNPC->getName() , pCreature->getName(), ITEM_LOG_CREATE, DETAIL_SHOPBUY);
	}

	pFlagSet->turnOn(fType);
	pFlagSet->save(pPC->getName());

	GCCreateItem gcCI;
	makeGCCreateItem(&gcCI, pNewItem, tp.x, tp.y);

	pGamePlayer->sendPacket(&gcCI);

#endif

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGShopRequestSellHandler.cpp

示例3: execute

void CGTameMonsterHandler::execute (CGTameMonster* pPacket , Player* pPlayer)
	     throw(Error)
{
	__BEGIN_TRY

#ifdef __GAME_SERVER__

	GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Assert(pGamePlayer != NULL);

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pGamePlayer->getCreature());
	Assert(pPC != NULL);

	Zone* pZone = pPC->getZone();
	Assert(pZone != NULL);

	Monster* pMonster = dynamic_cast<Monster*>(pZone->getCreature(pPacket->getObjectID() ));
	if (pMonster == NULL ) return;

	Item* pItem = pPC->getExtraInventorySlotItem();
	if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_PET_FOOD || pItem->getNum() != 1 ) return;

	PetFoodInfo* pPetFoodInfo = dynamic_cast<PetFoodInfo*>(g_pPetFoodInfoManager->getItemInfo(pItem->getItemType() ));
	Assert(pPetFoodInfo != NULL);

	Inventory* pInventory = pPC->getInventory();
	if (pInventory == NULL ) return;

	ItemType_t petType = PET_COMMON;
	PetItem* pPetItem = dynamic_cast<PetItem*>(g_pItemFactoryManager->createItem(Item::ITEM_CLASS_PET_ITEM, petType, list<OptionType_t>() ));
	Assert(pPetItem != NULL);

	_TPOINT pt;
	if (!pInventory->getEmptySlot(pPetItem, pt ) )
	{
		GCCannotUse gcCannotUse;
		pGamePlayer->sendPacket(&gcCannotUse);
		SAFE_DELETE(pPetItem);
		return;
	}

	pPC->deleteItemFromExtraInventorySlot();
	GCDeleteInventoryItem gcDI;
	gcDI.setObjectID(pItem->getObjectID());
	pGamePlayer->sendPacket(&gcDI);

	pItem->destroy();
	SAFE_DELETE(pItem);

	/*
	 * 여기서 뭔가 확인을 해야 한다.
	 */

	int ratio = rand()%100;

	if (g_pVariableManager->getVariable(PET_DAY_EVENT) != 0 )
	{
		ratio = 100;
	}

	// 공용 펫만 꼬실 수 있다.
	PetTypeInfo* pPetTypeInfo = PetTypeInfoManager::getInstance()->getPetTypeInfo(petType);
	if (pPetTypeInfo == NULL || pPetTypeInfo->getOriginalMonsterType() != pMonster->getMonsterType() || ratio >= pPetFoodInfo->getTameRatio() )
	{
		//cout << "꼬시기 실패 : " << ratio << endl;
		SAFE_DELETE(pPetItem);
		pMonster->addEnemy(pPC);
		return;
	}

	pZone->deleteCreature(pMonster, pMonster->getX(), pMonster->getY());
	SAFE_DELETE(pMonster);

	/*
	 * 여기서 해당 펫의 정보를 가져와야 된다.
	 */

	PetInfo* pPetInfo = new PetInfo;

	pPetInfo->setPetType(petType);
	pPetInfo->setPetLevel(0);
	pPetInfo->setPetCreatureType(pPetTypeInfo->getPetCreatureType(0));
	pPetInfo->setPetAttr(0xff);
	pPetInfo->setPetExp(0);
	pPetInfo->setPetAttrLevel(0);
	pPetInfo->setFoodType(pPetFoodInfo->getItemType());
	pPetInfo->setGamble(0);
	pPetInfo->setCutHead(0);
	pPetInfo->setPetHP(pPetFoodInfo->getPetHP());
	pPetInfo->setFeedTime(VSDateTime::currentDateTime());

	// 양방향 링크
	pPetItem->setPetInfo(pPetInfo);
	pPetInfo->setPetItem(pPetItem);

	pZone->registerObject(pPetItem);
	pInventory->addItem(pPetItem, pt);
	Assert(pt.x != -1);

	pPetItem->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y);
//.........这里部分代码省略.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGTameMonsterHandler.cpp

示例4: execute


//.........这里部分代码省略.........
			pVampire->setStash(NULL);

			/*
			// 가비지 교체
			while (true)
			{
				Item* pGarbage = pVampire->popItemFromGarbage();

				// 더 이상 없다면 브레이크...
				if (pGarbage == NULL) break;

				pNewSlayer->addItemToGarbage(pGarbage);
			}
			*/

			// 플래그 셋 교체
			pNewSlayer->deleteFlagSet();
			pNewSlayer->setFlagSet(pVampire->getFlagSet());
			pVampire->setFlagSet(NULL);

			Item* pItem = NULL;
			_TPOINT point;

			// 입고 있는 아이템들을 인벤토리 또는 바닥으로 옮긴다.
			for(int part = 0; part < (int)Vampire::VAMPIRE_WEAR_MAX; part++)
			{
				pItem = pVampire->getWearItem((Vampire::WearPart)part);
				if (pItem != NULL)
				{
					// 먼저 기어에서 삭제하고...
					pVampire->deleteWearItem((Vampire::WearPart)part);
			
					// 인벤토리에 자리가 있으면 인벤토리에 더하고...
					if (pInventory->getEmptySlot(pItem, point))
					{
						pInventory->addItem(point.x, point.y, pItem);
						pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y);
					}
					// 자리가 없으면 바닥에 떨어뜨린다.
					else
					{
						ZoneCoord_t ZoneX = pVampire->getX();
						ZoneCoord_t ZoneY = pVampire->getY();

						TPOINT pt;

						pt = pZone->addItem(pItem, ZoneX , ZoneY);

						if (pt.x != -1) 
						{
							pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y);
						} 
						else 
						{
							pItem->destroy();
							SAFE_DELETE(pItem);
						}
					}
				}
			}

			pItem = pVampire->getExtraInventorySlotItem();
			if (pItem != NULL)
			{
				pVampire->deleteItemFromExtraInventorySlot();
开发者ID:jun199004,项目名称:server,代码行数:66,代码来源:Restore2.cpp

示例5: execute


//.........这里部分代码省略.........
		pLuaSelectItem = m_pLuaSlayerItem;
		luaFileName = m_SlayerFilename;

	}
	else if (pPC->isVampire() )
	{
		// 루아에 뱀파이어의 레벨을 set한다.
		Vampire* pVampire = dynamic_cast<Vampire*>(pPC);
		Assert(pVampire != NULL);

		int level = pVampire->getLevel();
		m_pLuaVampireItem->setLevel(level);
		pLuaSelectItem = m_pLuaVampireItem;
		luaFileName = m_VampireFilename;
	}

	// 루아의 계산 결과를 받아 아이템을 생성한다.
	pLuaSelectItem->prepare();
	
	int result = pLuaSelectItem->executeFile(luaFileName);
	LuaState::logError(result);

	ItemClass 	= pLuaSelectItem->getItemClass();
	ItemType  	= pLuaSelectItem->getItemType();
	OptionType	= pLuaSelectItem->getOptionType();
	OptionType2	= pLuaSelectItem->getOptionType2();

	pLuaSelectItem->clear();

	if(ItemClass >= Item::ITEM_CLASS_MAX )
	{
		filelog("AccountEventItemError.txt", "[ ItemInfo Error ] : ItemClass = %d , ItemType = %d , OptionType = %d", ItemClass, ItemType, OptionType);

		GCNPCResponse quit;
		quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
		pPlayer->sendPacket(&quit);

		return;
	}

	// 선물(Item)을 만든다.
	list<OptionType_t> optionTypeList;
	if (OptionType != 0 ) optionTypeList.push_back(OptionType);
	if (OptionType2 != 0 ) optionTypeList.push_back(OptionType2);

	pItem = g_pItemFactoryManager->createItem(ItemClass, ItemType, optionTypeList);
	Assert(pItem != NULL);

	// 인벤토리에 아이템을 넣을 빈 자리를 받아온다.
	TPOINT p;
	
	if (!pInventory->getEmptySlot(pItem, p)) 
	{
		SAFE_DELETE(pItem);

		GCNPCResponse response;
		response.setCode(NPC_RESPONSE_NO_EMPTY_SLOT);
		pGamePlayer->sendPacket(&response);

		GCNPCResponse quit;
		quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
		pPlayer->sendPacket(&quit);

		return;
	}

	// 선물을 인벤토리에 추가한다.
	pZone->getObjectRegistry().registerObject(pItem);
	pInventory->addItem(p.x, p.y, pItem);
	pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, p.x, p.y);

	// ItemTraceLog 를 남긴다
	if (pItem != NULL && pItem->isTraceItem() )
	{
		remainTraceLog(pItem, pCreature1->getName(), pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);

		remainTraceLogNew(pItem, pCreature2->getName(), ITL_GET, ITLD_EVENTNPC, pCreature1->getZone()->getZoneID(), pCreature1->getX(), pCreature1->getY());
	}

	// 클라이언트에 선물이 추가되었음을 알린다.
	GCCreateItem gcCreateItem;
	makeGCCreateItem(&gcCreateItem, pItem, p.x, p.y);
	pPlayer->sendPacket(&gcCreateItem);

	// 선물을 받았다고 Flag 를 켠다.
	pGamePlayer->setSpecialEventCount(pGamePlayer->getSpecialEventCount() | m_SpecialEventFlag);
	// Flag 를 저장한다.
	pGamePlayer->saveSpecialEventCount();

	// 보상을 받았다고 클라이언트에 보낸다.
	GCNPCResponse response;
	response.setCode(NPC_RESPONSE_GIVE_EVENT_ITEM_OK);
	pPlayer->sendPacket(&response);

	GCNPCResponse quit;
	quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
	pPlayer->sendPacket(&quit);

	__END_CATCH
}
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:ActionGiveAccountEventItem.cpp

示例6: execute


//.........这里部分代码省略.........
		LuaState::logError(result);
		pLuaSelectItem->clear();
	}

	Timeval afterTime;
	getCurrentTime(afterTime);

	cout << "luaExecute time before : " << beforeTime.tv_sec  << "." << beforeTime.tv_usec << endl;
	cout << "luaExecute time after  : " << afterTime.tv_sec  << "." << afterTime.tv_usec << endl;
	*/
	//--------------------------------------------------------

	// 루아의 계산 결과를 받아 아이템을 생성한다.
	pLuaSelectItem->prepare();
	
	int result = pLuaSelectItem->executeFile(luaFileName);
	LuaState::logError(result);

	ItemClass 	= pLuaSelectItem->getItemClass();
	ItemType  	= pLuaSelectItem->getItemType();
	OptionType	= pLuaSelectItem->getOptionType();
	OptionType2	= pLuaSelectItem->getOptionType2();

	pLuaSelectItem->clear();

	if(ItemClass >= Item::ITEM_CLASS_MAX )
	//||  ItemType  >= ITEM_TYPE_MAX || ItemType  < 0
	//	|| OptionType == 0)
	{
		filelog("GiveEventItemError.txt", "[ ItemInfo Error ] : ItemClass = %d , ItemType = %d , OptionType = %d", ItemClass, ItemType, OptionType);

		GCNPCResponse quit;
		quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
		pPlayer->sendPacket(&quit);

		return;
	}

	// 선물(Item)을 만든다.
	list<OptionType_t> optionTypeList;
	if (OptionType != 0 ) optionTypeList.push_back(OptionType);
	if (OptionType2 != 0 ) optionTypeList.push_back(OptionType2);

	pItem = g_pItemFactoryManager->createItem(ItemClass, ItemType, optionTypeList);
	Assert(pItem != NULL);

	_TPOINT pt;
	if (!pInventory->getEmptySlot(pItem, pt))
	{
		SAFE_DELETE(pItem);

		GCNPCResponse response;
		response.setCode(NPC_RESPONSE_NO_EMPTY_SLOT);
		pPlayer->sendPacket(&response);

		GCNPCResponse quit;
		quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
		pPlayer->sendPacket(&quit);

		return;
	}
	 
	CoordInven_t X = pt.x;
	CoordInven_t Y = pt.y;

	// 선물을 인벤토리에 추가한다.
	pZone->getObjectRegistry().registerObject(pItem);
	pInventory->addItem(X, Y, pItem);
	pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, X, Y);

	// ItemTraceLog 를 남긴다
	if (pItem != NULL && pItem->isTraceItem() )
	{
		remainTraceLog(pItem, pCreature1->getName(), pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);

		remainTraceLogNew(pItem, pCreature2->getName(), ITL_GET, ITLD_EVENTNPC, pCreature1->getZone()->getZoneID(), pCreature1->getX(), pCreature1->getY());
	}

	// 클라이언트에 선물이 추가되었음을 알린다.
	GCCreateItem gcCreateItem;
	makeGCCreateItem(&gcCreateItem, pItem, X, Y);
	pPlayer->sendPacket(&gcCreateItem);

	// Flag을 켠다.
	pFlagSet->turnOn(m_FlagSetType);

	// Flag을 저장한다.
	pFlagSet->save(pPC->getName());

	// 아이템 교환이 이루어 졌다고 클라이언트에 알린다.
	GCNPCResponse response;
	response.setCode(NPC_RESPONSE_GIVE_EVENT_ITEM_OK);
	pPlayer->sendPacket(&response);

	GCNPCResponse quit;
	quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
	pPlayer->sendPacket(&quit);

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:ActionGiveEventItem.cpp


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