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C++ Item::GemsFitSockets方法代码示例

本文整理汇总了C++中Item::GemsFitSockets方法的典型用法代码示例。如果您正苦于以下问题:C++ Item::GemsFitSockets方法的具体用法?C++ Item::GemsFitSockets怎么用?C++ Item::GemsFitSockets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Item的用法示例。


在下文中一共展示了Item::GemsFitSockets方法的4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: HandleSocketOpcode


//.........这里部分代码省略.........
                    if (iGemProto->ItemId == Gems[j]->GetEntry())
                    {
                        _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                        return;
                    }
                }
                else if (OldEnchants[j])
                {
                    if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                    {
                        if (iGemProto->ItemId == enchantEntry->GemID)
                        {
                            _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                            return;
                        }
                    }
                }
            }
        }

        // unique limit type item
        int32 limit_newcount = 0;
        if (iGemProto->ItemLimitCategory)
        {
            if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory))
            {
                // NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (Gems[j])
                    {
                        // new gem
                        if (iGemProto->ItemLimitCategory == Gems[j]->GetTemplate()->ItemLimitCategory)
                            ++limit_newcount;
                    }
                    else if (OldEnchants[j])
                    {
                        // existing gem
                        if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                            if (ItemTemplate const* jProto = sObjectMgr->GetItemTemplate(enchantEntry->GemID))
                                if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
                                    ++limit_newcount;
                    }
                }

                if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount)
                {
                    _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                    return;
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot, std::max(limit_newcount, 0)))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();    //save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             //turn off all metagems (except for the target item)

    //if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    //remove ALL enchants
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false);

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (GemEnchants[i])
        {
            itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i], 0, 0);
            if (Item* guidItem = _player->GetItemByGuid(gem_guids[i]))
                _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true);
        }
    }

    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true);

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();//current socketbonus state
    if (SocketBonusActivated ^ SocketBonusToBeActivated)     //if there was a change...
    {
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetTemplate()->socketBonus : 0), 0, 0);
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
        //it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);              //turn on all metagems (except for target item)

    _player->RemoveTradeableItem(itemTarget);
    itemTarget->ClearSoulboundTradeable(_player);           // clear tradeable flag
}
开发者ID:Eclipsemints,项目名称:TrinityCore,代码行数:101,代码来源:ItemHandler.cpp

示例2: HandleSocketOpcode


//.........这里部分代码省略.........
        // tried to put normal gem in meta socket
        if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META)
            return;

        // tried to put meta gem in normal socket
        if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META)
            return;
    }

    uint32 GemEnchants[MAX_GEM_SOCKETS];
    uint32 OldEnchants[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)               // get new and old enchantments
    {
        GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
        OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i));
    }

    // check unique-equipped conditions
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (!Gems[i])
            continue;

        // continue check for case when attempt add 2 similar unique equipped gems in one item.
        ItemPrototype const* iGemProto = Gems[i]->GetProto();

        // unique item (for new and already placed bit removed enchantments
        if (iGemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED)
        {
            for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
            {
                if (i == j)                                 // skip self
                    continue;

                if (Gems[j])
                {
                    if (iGemProto->ItemId == Gems[j]->GetEntry())
                    {
                        _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                        return;
                    }
                }
                else if (OldEnchants[j])
                {
                    if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                    {
                        if (iGemProto->ItemId == enchantEntry->GemID)
                        {
                            _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                            return;
                        }
                    }
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();    // save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             // turn off all metagems (except for the target item)

    // if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    // remove ALL enchants
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false);

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (GemEnchants[i])
        {
            itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i), GemEnchants[i], 0, 0);
            if (Item* guidItem = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL)
                _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true);
        }
    }

    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true);

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();// current socketbonus state
    if (SocketBonusActivated != SocketBonusToBeActivated)   // if there was a change...
    {
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0);
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
        // it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);              // turn on all metagems (except for target item)
}
开发者ID:kotishe,项目名称:server-1,代码行数:101,代码来源:ItemHandler.cpp

示例3: HandleSocketOpcode

void WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: CMSG_SOCKET_GEMS");

    CHECK_PACKET_SIZE(recv_data,8*4);

    uint64 guids[4];
    uint32 GemEnchants[3], OldEnchants[3];
    Item *Gems[3];
    bool SocketBonusActivated, SocketBonusToBeActivated;

    for(int i = 0; i < 4; i++)
        recv_data >> guids[i];

    if(!guids[0])
        return;

    //cheat -> tried to socket same gem multiple times
    if((guids[1] && (guids[1] == guids[2] || guids[1] == guids[3])) || (guids[2] && (guids[2] == guids[3])))
        return;

    Item *itemTarget = _player->GetItemByGuid(guids[0]);
    if(!itemTarget)                                         //missing item to socket
        return;

    //this slot is excepted when applying / removing meta gem bonus
    uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : NULL_SLOT;

    for(int i = 0; i < 3; i++)
        Gems[i] = guids[i + 1] ? _player->GetItemByGuid(guids[i + 1]) : NULL;

    GemPropertiesEntry const *GemProps[3];
    for(int i = 0; i < 3; ++i)                              //get geminfo from dbc storage
    {
        GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL;
    }

    for(int i = 0; i < 3; ++i)                              //check for hack maybe
    {
        // tried to put gem in socket where no socket exists / tried to put normal gem in meta socket
        // tried to put meta gem in normal socket
        if( GemProps[i] && ( !itemTarget->GetProto()->Socket[i].Color ||
            itemTarget->GetProto()->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META ||
            itemTarget->GetProto()->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META ) )
            return;
    }

    for(int i = 0; i < 3; ++i)                              //get new and old enchantments
    {
        GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
        OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i));
    }

    // check unique-equipped conditions
    for(int i = 0; i < 3; ++i)
    {
        if (Gems[i] && (Gems[i]->GetProto()->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
        {
            // for equipped item check all equipment for duplicate equipped gems
            if(itemTarget->IsEquipped())
            {
                if(GetPlayer()->GetItemOrItemWithGemEquipped(Gems[i]->GetEntry()))
                {
                    _player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE, itemTarget, NULL );
                    return;
                }
            }

            // continue check for case when attempt add 2 similar unique equipped gems in one item.
            for (int j = 0; j < 3; ++j)
            {
                if ((i != j) && (Gems[j]) && (Gems[i]->GetProto()->ItemId == Gems[j]->GetProto()->ItemId))
                {
                    _player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL );
                    return;
                }
            }
            for (int j = 0; j < 3; ++j)
            {
                if (OldEnchants[j])
                {
                    SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]);
                    if(!enchantEntry)
                        continue;

                    if ((enchantEntry->GemID == Gems[i]->GetProto()->ItemId) && (i != j))
                    {
                        _player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL );
                        return;
                    }
                }
            }
        }
    }

    SocketBonusActivated = itemTarget->GemsFitSockets();    //save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             //turn off all metagems (except for the target item)

    //if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

//.........这里部分代码省略.........
开发者ID:Gweana,项目名称:mangos,代码行数:101,代码来源:ItemHandler.cpp

示例4: HandleSocketGems


//.........这里部分代码省略.........
        }

        // unique limit type item
        int32 limit_newcount = 0;
        if (iGemProto->GetItemLimitCategory())
        {
            if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->GetItemLimitCategory()))
            {
                // NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (gems[j])
                    {
                        // new gem
                        if (iGemProto->GetItemLimitCategory() == gems[j]->GetTemplate()->GetItemLimitCategory())
                            ++limit_newcount;
                    }
                    else if (oldGemData[j])
                    {
                        // existing gem
                        if (ItemTemplate const* jProto = sObjectMgr->GetItemTemplate(oldGemData[j]->ItemId))
                            if (iGemProto->GetItemLimitCategory() == jProto->GetItemLimitCategory())
                                ++limit_newcount;
                    }
                }

                if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->Quantity)
                {
                    _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                    return;
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (InventoryResult res = _player->CanEquipUniqueItem(gems[i], slot, std::max(limit_newcount, 0)))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();    //save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             //turn off all metagems (except for the target item)

    //if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    //remove ALL mods - gem can change item level
    if (itemTarget->IsEquipped())
        _player->_ApplyItemMods(itemTarget, itemTarget->GetSlot(), false);

    for (uint16 i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (gems[i])
        {
            uint32 gemScalingLevel = _player->getLevel();
            if (uint32 fixedLevel = gems[i]->GetModifier(ITEM_MODIFIER_SCALING_STAT_DISTRIBUTION_FIXED_LEVEL))
                gemScalingLevel = fixedLevel;

            itemTarget->SetGem(i, &gemData[i], gemScalingLevel);

            if (gemProperties[i] && gemProperties[i]->EnchantID)
                itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i), gemProperties[i]->EnchantID, 0, 0, _player->GetGUID());

            uint32 gemCount = 1;
            _player->DestroyItemCount(gems[i], gemCount, true);
        }
    }

    if (itemTarget->IsEquipped())
        _player->_ApplyItemMods(itemTarget, itemTarget->GetSlot(), true);

    if (Item* childItem = _player->GetChildItemByGuid(itemTarget->GetChildItem()))
    {
        if (childItem->IsEquipped())
            _player->_ApplyItemMods(childItem, childItem->GetSlot(), false);
        childItem->CopyArtifactDataFromParent(itemTarget);
        if (childItem->IsEquipped())
            _player->_ApplyItemMods(childItem, childItem->GetSlot(), true);
    }

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();//current socketbonus state
    if (SocketBonusActivated ^ SocketBonusToBeActivated)     //if there was a change...
    {
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetTemplate()->GetSocketBonus() : 0), 0, 0, _player->GetGUID());
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
        //it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);              //turn on all metagems (except for target item)

    _player->RemoveTradeableItem(itemTarget);
    itemTarget->ClearSoulboundTradeable(_player);           // clear tradeable flag

    itemTarget->SendUpdateSockets();
}
开发者ID:Jildor,项目名称:TrinityCore,代码行数:101,代码来源:ItemHandler.cpp


注:本文中的Item::GemsFitSockets方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。