本文整理汇总了C++中ItemContainer类的典型用法代码示例。如果您正苦于以下问题:C++ ItemContainer类的具体用法?C++ ItemContainer怎么用?C++ ItemContainer使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ItemContainer类的15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: Assert
Item* HumanItemLogic::GetBankItem(Obj_Human* pHuman,UINT BankIndex)
{
__ENTER_FUNCTION
Assert(BankIndex<MAX_BANK_SIZE);
Assert(BankIndex>=0);
if(BankIndex<0||BankIndex>MAX_BANK_SIZE)
{
AssertEx(FALSE,"HumanItemLogic::GetBankItem() BankIndex 不在合法范围 ");
return NULL;
}
ItemContainer* pBankContainer = pHuman->GetBankContain();
Assert(pBankContainer);
if(!pBankContainer)
{
return NULL;
}
return pBankContainer->GetItem((UINT)BankIndex);
__LEAVE_FUNCTION
return NULL;
}
示例2: _parent
/**
* Initializes all the elements in the Load Craft Loadout window.
*/
CraftEquipmentLoadState::CraftEquipmentLoadState(CraftEquipmentState *parent) : _parent(parent)
{
_screen = false;
// Create objects
_window = new Window(this, 240, 136, 40, 36+1, POPUP_BOTH);
_txtTitle = new Text(230, 16, 45, 44+3);
_lstLoadout = new TextList(208, 80, 48, 60);
_btnCancel = new TextButton(120, 16, 90, 148);
// Set palette
setInterface("craftEquipmentLoad");
add(_window, "window", "craftEquipmentLoad");
add(_txtTitle, "text", "craftEquipmentLoad");
add(_lstLoadout, "list", "craftEquipmentLoad");
add(_btnCancel, "button", "craftEquipmentLoad");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK04.SCR"));
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_LOAD_CRAFT_LOADOUT_TEMPLATE"));
_lstLoadout->setColumns(1, 192);
_lstLoadout->setSelectable(true);
_lstLoadout->setBackground(_window);
_lstLoadout->setMargin(8);
_lstLoadout->onMouseClick((ActionHandler)&CraftEquipmentLoadState::lstLoadoutClick);
_btnCancel->setText(tr("STR_CANCEL_UC"));
_btnCancel->onMouseClick((ActionHandler)&CraftEquipmentLoadState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&CraftEquipmentLoadState::btnCancelClick, Options::keyCancel);
for (int i = 0; i < SavedGame::MAX_CRAFT_LOADOUT_TEMPLATES; ++i)
{
ItemContainer *item = _game->getSavedGame()->getGlobalCraftLoadout(i);
if (item->getContents()->empty())
{
_lstLoadout->addRow(1, tr("STR_EMPTY_SLOT_N").arg(i + 1).c_str());
}
else
{
const std::wstring &itemName = _game->getSavedGame()->getGlobalCraftLoadoutName(i);
if (itemName.empty())
{
_lstLoadout->addRow(1, tr("STR_UNNAMED_SLOT_N").arg(i + 1).c_str());
}
else
{
_lstLoadout->addRow(1, itemName.c_str());
}
}
}
}
示例3: itemText
QString LastMultipleScoresList::itemText(const ItemContainer &item,
uint row) const
{
// kDebug(11001) ;
QString name = item.name();
if ( name==QLatin1String( "rank" ) )
return (_scores[row].type()==Won ? i18n("Winner") : QString());
QVariant v = _scores[row].data(name);
if ( name==QLatin1String( "name" ) ) return v.toString();
return item.item()->pretty(row, v);
}
示例4: _base
/**
* Initializes all the elements in the productions start screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param item The RuleManufacture to produce.
*/
ManufactureStartState::ManufactureStartState(Base * base, RuleManufacture * item) : _base(base), _item(item)
{
_screen = false;
_window = new Window(this, 320, 160, 0, 20);
_btnCancel = new TextButton(136, 16, 16, 155);
_txtTitle = new Text(320, 17, 0, 30);
_txtManHour = new Text(290, 9, 16, 50);
_txtCost = new Text(290, 9, 16, 60);
_txtWorkSpace = new Text(290, 9, 16, 70);
_txtRequiredItemsTitle = new Text(290, 9, 16, 84);
_txtItemNameColumn = new Text(60, 16, 30, 92);
_txtUnitRequiredColumn = new Text(60, 16, 155, 92);
_txtUnitAvailableColumn = new Text(60, 16, 230, 92);
_lstRequiredItems = new TextList(270, 40, 30, 108);
_btnStart = new TextButton(136, 16, 168, 155);
// Set palette
setInterface("allocateManufacture");
add(_window, "window", "allocateManufacture");
add(_txtTitle, "text", "allocateManufacture");
add(_txtManHour, "text", "allocateManufacture");
add(_txtCost, "text", "allocateManufacture");
add(_txtWorkSpace, "text", "allocateManufacture");
add(_btnCancel, "button", "allocateManufacture");
add(_txtRequiredItemsTitle, "text", "allocateManufacture");
add(_txtItemNameColumn, "text", "allocateManufacture");
add(_txtUnitRequiredColumn, "text", "allocateManufacture");
add(_txtUnitAvailableColumn, "text", "allocateManufacture");
add(_lstRequiredItems, "list", "allocateManufacture");
add(_btnStart, "button", "allocateManufacture");
centerAllSurfaces();
_window->setBackground(_game->getResourcePack()->getSurface("BACK17.SCR"));
_txtTitle->setText(tr(_item->getName()));
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtManHour->setText(tr("STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT").arg(_item->getManufactureTime()));
_txtCost->setText(tr("STR_COST_PER_UNIT_").arg(Text::formatFunding(_item->getManufactureCost())));
_txtWorkSpace->setText(tr("STR_WORK_SPACE_REQUIRED").arg(_item->getRequiredSpace()));
_btnCancel->setText(tr("STR_CANCEL_UC"));
_btnCancel->onMouseClick((ActionHandler)&ManufactureStartState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&ManufactureStartState::btnCancelClick, Options::keyCancel);
const std::map<std::string, int> & requiredItems (_item->getRequiredItems());
int availableWorkSpace = _base->getFreeWorkshops();
bool productionPossible = _game->getSavedGame()->getFunds() > _item->getManufactureCost();
productionPossible &= (availableWorkSpace > 0);
_txtRequiredItemsTitle->setText(tr("STR_SPECIAL_MATERIALS_REQUIRED"));
_txtRequiredItemsTitle->setAlign(ALIGN_CENTER);
_txtItemNameColumn->setText(tr("STR_ITEM_REQUIRED"));
_txtItemNameColumn->setWordWrap(true);
_txtUnitRequiredColumn->setText(tr("STR_UNITS_REQUIRED"));
_txtUnitRequiredColumn->setWordWrap(true);
_txtUnitAvailableColumn->setText(tr("STR_UNITS_AVAILABLE"));
_txtUnitAvailableColumn->setWordWrap(true);
_lstRequiredItems->setColumns(3, 140, 75, 55);
_lstRequiredItems->setBackground(_window);
ItemContainer * itemContainer (base->getItems());
int row = 0;
for (std::map<std::string, int>::const_iterator iter = requiredItems.begin();
iter != requiredItems.end();
++iter)
{
std::wostringstream s1, s2;
s1 << L'\x01' << iter->second;
s2 << L'\x01' << itemContainer->getItem(iter->first);
productionPossible &= (itemContainer->getItem(iter->first) >= iter->second);
_lstRequiredItems->addRow(3, tr(iter->first).c_str(), s1.str().c_str(), s2.str().c_str());
row++;
}
_txtRequiredItemsTitle->setVisible(!requiredItems.empty());
_txtItemNameColumn->setVisible(!requiredItems.empty());
_txtUnitRequiredColumn->setVisible(!requiredItems.empty());
_txtUnitAvailableColumn->setVisible(!requiredItems.empty());
_lstRequiredItems->setVisible(!requiredItems.empty());
//.........这里部分代码省略.........
示例5: Assert
UINT CGEquipRefiningHandler::Execute( CGEquipRefining* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
//切场景时丢弃换装消息
//交易状态不可操作
//摆摊状态不可操作
// 获取炼化的装备
BYTE iEquipItemPos = pPacket->GetEquipItemPos();
Assert(iEquipItemPos >= 0 );
Assert(iEquipItemPos <= MAX_BAG_SIZE);
GCEquipRefining msg;
ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iEquipItemPos);
if (pBagContainer == NULL)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler equipment BagIndex is invalid, BagIndex = %d", iEquipItemPos) ;
msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
Item* pEquipment = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iEquipItemPos));
Assert(NULL != pEquipment);
//一些验证:星级,等级...
if( NULL == pEquipment || ICLASS_EQUIP != pEquipment->GetItemClass() || !(pEquipment->IsRuler(IRL_DISCARD) )
|| pEquipment->IsAdsorbMagic() || pEquipment->GetRequireLevel() < EQUIP_REFINING_MIN_LEVEL //已经附魔或者需求等级小于40
|| 0 == pEquipment->GetEquipGemCount()) //没有镶嵌宝石
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler equipment type is invalid, BagIndex = %d", iEquipItemPos) ;
msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
//获取炼化神器
BYTE iRefiningItemPos = pPacket->GetRefiningItemPos();
Assert(iRefiningItemPos >= 0 );
Assert(iRefiningItemPos <= MAX_BAG_SIZE);
pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iRefiningItemPos);
if (pBagContainer == NULL)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler refining BagIndex is invalid, BagIndex = %d", iRefiningItemPos) ;
msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
Item* pRefiningItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iRefiningItemPos));
Assert(NULL != pRefiningItem);
if(NULL == pRefiningItem || pRefiningItem->GetItemClass() != ICLASS_COMITEM || pRefiningItem->GetItemType() != COMITEM_EQUIP_REFINING)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler refining type is invalid, BagIndex = %d", iRefiningItemPos) ;
msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
//逻辑处理
COMMITEM_INFO_TB* pGet = g_ItemTable.GetCommItemInfoTB(pRefiningItem->GetItemTableIndex());
Assert(NULL != pGet);
if ((pEquipment->GetRequireLevel()-1)/10+1 != pGet->m_nLevel)//验证等级
{
msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
if ( 0 == pEquipment->GetAttrCount())// && pEquipment->GetLevel()
{
msg.SetResult(EQUIPREFINING_NOT_HAVE_ATTR);
pGamePlayer->SendPacket(&msg);
return PACKET_EXE_CONTINUE;
}
//EQUIP_TB* pGet = g_ItemTable.GetEquipTB(pEquipment->GetItemTableIndex());
//Assert(NULL != pGet);
//删除装备和炼化神符道具
UINT iPrice = pEquipment->GetSellPrice();//保留将要删除的装备属性给后面用
BYTE iRequireLevel = pEquipment->GetRequireLevel();
BYTE curEquipPoint = pEquipment->GetEquipPoint();
BYTE attrCount = 0;
//.........这里部分代码省略.........
示例6: Assert
UINT CGUnEquipHandler::Execute( CGUnEquip* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
HUMAN_EQUIP EquipPoint = (HUMAN_EQUIP)pPacket->getEquipPoint();
//Assert( pHuman->GetDB()->GetEquipDB()->IsSet(EquipPoint) ) ;
Item* pEquipItem = HumanItemLogic::GetEquip(pHuman,EquipPoint);
if(!pEquipItem)
{
Assert(pEquipItem);
return PACKET_EXE_CONTINUE;
}
if(pEquipItem->IsEmpty())
{
return PACKET_EXE_CONTINUE;
}
UCHAR itemClass = pEquipItem->GetItemClass();
if(itemClass == ICLASS_EQUIP)
{
INT BagIndex;// = pHuman->GetFirstEmptyBagIndex();
ItemContainer* pEquipContainer = pHuman->GetEquipContain();
ItemContainer* pBaseContainer = pHuman->GetBaseContain();
if(!pEquipContainer)
{
Assert(pEquipItem);
return PACKET_EXE_CONTINUE;
}
BYTE DeliverBagIndex = pPacket->getBagIndex();
if(DeliverBagIndex<pBaseContainer->GetContainerSize())
{
BagIndex = g_ItemOperator.MoveItem(pEquipContainer,
EquipPoint,
pBaseContainer,DeliverBagIndex);
}
else
{
BagIndex = g_ItemOperator.MoveItem(pEquipContainer,
EquipPoint,
pBaseContainer);
}
GCUnEquipResult Msg;
if(BagIndex>=0
&& BagIndex<pBaseContainer->GetContainerSize())
{
Msg.setEquipPoint(EquipPoint);
Msg.setBagIndex(BagIndex);
Msg.setItemID(pEquipItem->GetGUID());
Msg.setItemTableIndex(pEquipItem->GetItemTableIndex());
Msg.setResult(UNEQUIP_SUCCESS);
pHuman->SetEquipVer(pHuman->GetEquipVer()+1);
pHuman->ItemEffectFlush();
pGamePlayer->SendPacket( &Msg ) ;
//如果可见
if(pHuman->IsVisualPart(EquipPoint))
{
GCCharEquipment OtherMsg;
OtherMsg.setObjID(pHuman->GetID());
//if(EquipPoint == HEQUIP_WEAPON)
//{
// UINT uGemID = GetEquipmentMaxLevelGemID(pEquipItem);
// OtherMsg.setID(EquipPoint,pEquipItem->GetItemTableIndex(), uGemID);
//}
//else
//{
OtherMsg.setID(EquipPoint,pEquipItem->GetItemTableIndex(), -1);
//}
pScene->BroadCast(&OtherMsg,pHuman,TRUE);
}
}
else
//.........这里部分代码省略.........
示例7: Assert
uint CGExchangeSynchItemIIHandler::Execute( CGExchangeSynchItemII* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//验证交易状态
EXCHANGE_CERTIFY_EACH_OTHER(pHuman) // 验证交易双方是否掉线合法
EXCHANGE_CERTIFY_ISLOCK(pHuman) // 验证当前人物的交易状态是否已经上锁
ObjID_t DestID = pHuman->m_ExchangBox.m_ObjID;
Obj_Human* pDestHuman = pScene->GetHumanManager()->GetHuman( DestID );
EXCHANGE_CERTIFY_STATUS(pHuman, EXCHANGE_SYNCH_DATA) // 验证当前人物的交易状态是否正确
EXCHANGE_CERTIFY_STATUS(pDestHuman, EXCHANGE_SYNCH_DATA)
//操作
BYTE Opt = pPacket->GetOpt();
BYTE FromType = pPacket->GetFromType();
BYTE ToType = pPacket->GetToType();
BYTE FromIndex = pPacket->GetFromIndex();
BYTE ToIndex = pPacket->GetToIndex();
PET_GUID_t PetGuid = pPacket->GetPetGuid();
_ITEM ItemTemp;
GCExchangeSynchII Msg;
GCExchangeError MsgError;
ItemContainer* pExchangeContainer = &(pHuman->m_ExchangBox.m_Container);
ItemContainer* pExchangePetContainer = &(pHuman->m_ExchangBox.m_PetContainer);
switch(Opt)
{
case OPT_ERROR:
{
}
break;
case OPT_ADDITEM:
{
switch(FromType)
{
case POS_BAG:
{
//验证位置里是否有东西
Item* pItem = HumanItemLogic::GetBagItem(pHuman, FromIndex);
if ( pItem != NULL && pItem->GetItemClass() == ICLASS_EQUIP)
{
if(pItem->GetEquipBindLevel()>0) // 装备绑定
{
MsgError.SetID(ERR_ITEM_LOCKED);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 该物品[%d]已绑定,不可交易", pHuman->GetName(), FromIndex ) ;
return PACKET_EXE_CONTINUE;
}
}
if (pItem == NULL)
{
MsgError.SetID(ERR_ILLEGAL);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 背包位置 [%d] 处不存在物品", pHuman->GetName(), FromIndex ) ;
return PACKET_EXE_CONTINUE;
}
if(pItem->IsEmpty() == FALSE)
{
ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, FromIndex);
if ( pBagContainer == NULL )
{
MsgError.SetID(ERR_ILLEGAL);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 背包不存在", pHuman->GetName() ) ;
return PACKET_EXE_CONTINUE;
}
//先查一遍交易盒中是不是已经有该物品了
for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
{
_ITEM_GUID guid = (pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(FromIndex)))->GetGUID() ;
if(pExchangeContainer->GetItem(i)->GetGUID() == guid)
{//物品已经在交易盒中,丢弃该消息
return PACKET_EXE_CONTINUE ;
}
}
//自动找格
INT result =
//.........这里部分代码省略.........
示例8: Assert
uint CGExchangeOkIIIHandler::Execute( CGExchangeOkIII* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
EXCHANGE_CERTIFY_EACH_OTHER(pHuman)
ObjID_t DestID = pHuman->m_ExchangBox.m_ObjID;
Obj_Character *pTarget = (Obj_Character*)(pScene->GetObjManager()->GetObj( DestID ));
if(pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeOkIIIHandler: %s ask not a human.", pHuman->GetName() ) ;
return PACKET_EXE_CONTINUE;
}
Obj_Human* pDestHuman = (Obj_Human*)pTarget;
if( pDestHuman == NULL )
{
Assert(FALSE);
return PACKET_EXE_CONTINUE;
}
// 不同阵营,不让查看
if( pHuman->IsEnemy( pDestHuman ) )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeOkIIIHandler: %s cann't ask %s's detailattr ", pHuman->GetName(), pDestHuman->GetName() ) ;
return PACKET_EXE_CONTINUE;
}
if(pHuman->m_ExchangBox.m_Status == ServerExchangeBox::EXCHANGE_WAIT_FOR_CONFIRM)
{
//设置可以交换
pHuman->m_ExchangBox.m_Status = ServerExchangeBox::EXCHANGE_CONFIRM_READY;
if(pDestHuman->m_ExchangBox.m_Status == ServerExchangeBox::EXCHANGE_CONFIRM_READY)
{//可以交换了
//1.变量初始化
ItemContainer* pMyExchangeContainer = &(pHuman->m_ExchangBox.m_Container);
ItemContainer* pOtExchangeContainer = &(pDestHuman->m_ExchangBox.m_Container);
ItemContainer* pMyExchangePetContainer = &(pHuman->m_ExchangBox.m_PetContainer);
ItemContainer* pOtExchangePetContainer = &(pDestHuman->m_ExchangBox.m_PetContainer);
_EXCHANGE_ITEM_LIST ItemListMeToOt;
_EXCHANGE_ITEM_LIST ItemListOtToMe;
ItemListMeToOt.Init();
ItemListOtToMe.Init();
//2.验证循环
g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 开始验证循环", pHuman->GetName(), pDestHuman->GetName()) ;
for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
{
if(pMyExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
{
ItemListMeToOt.AddItem( pMyExchangeContainer->GetItem(i) );
}
if(pOtExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
{
ItemListOtToMe.AddItem( pOtExchangeContainer->GetItem(i) );
}
}
for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
{
if(pMyExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
{
ItemListMeToOt.AddItem( pMyExchangePetContainer->GetItem(i) );
}
if(pOtExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
{
ItemListOtToMe.AddItem( pOtExchangePetContainer->GetItem(i) );
}
}
if( FALSE == HumanItemLogic::CanReceiveExchangeItemList( pHuman, ItemListOtToMe) )
{//空间不够
GCExchangeError MsgSelf;
MsgSelf.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_SELF);
pHuman->GetPlayer()->SendPacket(&MsgSelf);
GCExchangeError MsgOther;
MsgOther.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_OTHER);
pDestHuman->GetPlayer()->SendPacket(&MsgOther);
pHuman->m_ExchangBox.CleanUp();
pDestHuman->m_ExchangBox.CleanUp();
g_pLog->FastSaveLog( LOG_FILE_1, " <交易> [%s] 空间不够", pHuman->GetName()) ;
return PACKET_EXE_CONTINUE;
//.........这里部分代码省略.........
示例9: Assert
uint CGEquipExChangePaiTypeHandler::Execute(CGEquipExChangePaiType* pPacket,Player* pPlayer)
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer;
Assert( pGamePlayer );
Obj_Human* pHuman = pGamePlayer->GetHuman();
Assert( pHuman );
Scene* pScene = pHuman->getScene();
if( pScene==NULL )
{
Assert(FALSE);
return PACKET_EXE_ERROR;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
//交易状态不可操作
if(pHuman->m_ExchangBox.m_Status > 0)
{//丢弃
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ExchangBox::m_Status>0" ,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
//摆摊状态不可操作
if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN)
{//丢弃
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
//摆摊不可操作
if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN)
{//丢弃
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
ObjID_t NpcObjID= pPacket->GetUniqueID();
Obj* pNpcObj = pScene->GetObjManager()->GetObj(NpcObjID);
if (pNpcObj == NULL)
{
return PACKET_EXE_ERROR;
}
else
{
if( pNpcObj->GetObjType() != Obj::OBJ_TYPE_MONSTER )
{
return PACKET_EXE_ERROR;
}
}
FLOAT fDist = MySqrt(pNpcObj->getWorldPos(), pHuman->getWorldPos());
if(fDist>MAX_NPC_DISTANCE)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipExChangePaiTypeHandler Out Of Range ObjName = %s", pHuman->GetName()) ;
return PACKET_EXE_CONTINUE ;
}
EQUIPEXCHANGEPAITTYPE_RESULT Result = EQUIPEXCHANGEPAITTYPE_FAIL;
GCEquipExChangePaiTypeResult ResultPacket;
Item* pEquip1Item = NULL;
Item* pEquip2Item = NULL;
INT Equip1Point = INVALID_ITEM_POS;
INT Equip2Point = INVALID_ITEM_POS;
if(pPacket->GetEquip1PosType()>=INVALID_ITEM_POS_TYPE)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipExChangePaiTypeHandler Equip posType error, posType=%d", pPacket->GetEquip1PosType()) ;
return PACKET_EXE_ERROR;
}
if(pPacket->GetEquip1PosType() == ENUM_BAG)
{
ItemContainer* pItemContainer1 = HumanItemLogic::GetBagContainer(pHuman,pPacket->GetPos1());
if( pItemContainer1 == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipExChangePaiTypeHandler: BagIndex error, BagIndex=%d", pPacket->GetPos1()) ;
return PACKET_EXE_ERROR;
}
if (!pItemContainer1->IsCanUse())
{
Result = EQUIPEXCHANGEPAITTYPE_BAG_INVALID;
ResultPacket.SetResult(Result);
pGamePlayer->SendPacket(&ResultPacket);;
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipExChangePaiTypeHandler: ItemContainer is invalid, ContainerType=%d, BagIndex=%d",
pItemContainer1->GetContainerType(), pPacket->GetPos1()) ;
return PACKET_EXE_ERROR;
}
pEquip1Item = pItemContainer1->GetItem(pItemContainer1->BagIndex2ConIndex(pPacket->GetPos1()));
if(pEquip1Item->IsEmpty())
{
Result = EQUIPEXCHANGEPAITTYPE_EQUIP_FAIL;
ResultPacket.SetResult(Result);
pGamePlayer->SendPacket(&ResultPacket);
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipExChangePaiTypeHandler Equip empyty, bagpos=%d", pPacket->GetPos1()) ;
//.........这里部分代码省略.........
示例10: Assert
UINT CGUseEquipHandler::Execute(CGUseEquip* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//切场景时丢弃换装消息
if(pGamePlayer->GetPlayerStatus()!=PS_SERVER_NORMAL ||
!pHuman->IsActiveObj() )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGUseEquipmentHandler: change scene") ;
return PACKET_EXE_CONTINUE;
}
BYTE BagIndex = pPacket->getBagIndex();
if( BagIndex == INVALID_BAG_INDEX )
{
Assert(FALSE) ; //包发错了
return PACKET_EXE_CONTINUE ;
}
Item* pUseItem = HumanItemLogic::GetItem(pHuman,BagIndex);
GCUseEquipResult Msg;
//////////////////////////////////////////////////////////////////////////
//装配条件判断
UCHAR itemClass = pUseItem->GetItemClass();
if(itemClass == ICLASS_EQUIP)
{
//需求等级判断
if(pUseItem->GetRequireLevel()>pHuman->GetLevel())
{
Msg.setResult(USEEQUIP_IDENT_FAIL);
pGamePlayer->SendPacket( &Msg ) ;
}
//鉴定判断
else if(pUseItem->GetItemQual() == EQUALITY_BLUE && pUseItem->GetItemIdent() == FALSE)
{
Msg.setResult(USEEQUIP_LEVEL_FAIL);
pGamePlayer->SendPacket( &Msg ) ;
}
else
{
HUMAN_EQUIP Equip_Point =(HUMAN_EQUIP)pUseItem->GetEquipPoint();
//const _ITEM* pEquip = pHuman->GetEquip(Equip_Point);
ItemContainer* pEquipContainer = pHuman->GetEquipContain();
if(!pEquipContainer)
{
Assert(pEquipContainer);
return PACKET_EXE_CONTINUE;
}
Item* pEquipItem = pEquipContainer->GetItem((UINT)Equip_Point);
if(!pEquipItem)
{
Assert(pEquipItem);
return PACKET_EXE_CONTINUE;
}
BOOL bEquipStatus = (!pEquipItem->IsEmpty());
ItemContainer* pBagContainer =
HumanItemLogic::GetContainer(pHuman,BagIndex);
if(bEquipStatus)
{
//装备上物品,替换下来装备点数据
g_ItemOperator.ExchangeItem(pBagContainer,
pBagContainer->BagIndex2ConIndex(BagIndex),
pEquipContainer,
(UINT)Equip_Point);
}
else
{
//pHuman->GetDB()->OverWriteBag2Equip(BagIndex,Equip_Point);
g_ItemOperator.MoveItem(pBagContainer,
//.........这里部分代码省略.........
示例11: Assert
uint CGStallItemPriceHandler::Execute( CGStallItemPrice* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//操作
_ITEM_GUID ItemGuid = pPacket->GetObjGUID();
PET_GUID_t PetGuid = pPacket->GetPetGUID();
UINT ItemPrice = pPacket->GetPrice();
UINT ItemSerial = pPacket->GetSerial();
if(pHuman->m_StallBox.GetStallStatus() != ServerStallBox::STALL_OPEN)
{
GCStallError Msg;
Msg.SetID(STALL_MSG::ERR_ILLEGAL);
pGamePlayer->SendPacket(&Msg);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallItemPriceHandler::ObjName=%s, ERR_ILLEGAL:!= ServerStallBox::STALL_OPEN"
,pHuman->GetName()) ;
return PACKET_EXE_CONTINUE ;
}
ItemContainer* pStallContainer = pHuman->m_StallBox.GetContainer();
ItemContainer* pStallPetContainer = pHuman->m_StallBox.GetPetContainer();
GCStallError MsgError;
if(PetGuid.IsNull())
{//对物品的价格操作
INT IndexInStall = pStallContainer->GetIndexByGUID(&ItemGuid);
if(IndexInStall<0)
{
MsgError.SetID(STALL_MSG::ERR_NEED_NEW_COPY);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallItemPriceHandler::ObjID=%d, ERR_NEED_NEW_COPY: IndexInStall = %d"
,pHuman->GetID(), IndexInStall) ;
return PACKET_EXE_CONTINUE ;
}
if(pHuman->m_StallBox.GetSerialByIndex(IndexInStall) > ItemSerial)
{
MsgError.SetID(STALL_MSG::ERR_NEED_NEW_COPY);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallItemPriceHandler::ObjID=%d, ERR_NEED_NEW_COPY: ItemSerial = %d, BoxSerial = %d"
,pHuman->GetID(), ItemSerial, pHuman->m_StallBox.GetSerialByIndex(IndexInStall)) ;
return PACKET_EXE_CONTINUE ;
}
pHuman->m_StallBox.SetPriceByIndex(IndexInStall, ItemPrice);
pHuman->m_StallBox.IncSerialByIndex(IndexInStall);
//给Client返回一条消息,告诉Client版本号
GCStallItemPrice msg;
msg.SetObjGUID(pPacket->GetObjGUID());
msg.SetPrice(pPacket->GetPrice());
msg.SetSerial(pHuman->m_StallBox.GetSerialByIndex(IndexInStall));
pGamePlayer->SendPacket(&msg);
g_pLog->FastSaveLog( LOG_FILE_1, "CGStallItemPriceHandler::ObjName=%s, ERR_NEED_NEW_COPY: IndexInStall = %d, ItemPrice = %d"
,pHuman->GetName(), IndexInStall, ItemPrice) ;
}
else
{//改变宠物价格
INT PetIndexInStall = pStallPetContainer->GetIndexByGUID(&PetGuid);
if(PetIndexInStall<0)
{
MsgError.SetID(STALL_MSG::ERR_NEED_NEW_COPY);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallItemPriceHandler::ObjName=%s, ERR_NEED_NEW_COPY: PetIndexInStall = %d"
,pHuman->GetName(), PetIndexInStall) ;
return PACKET_EXE_CONTINUE ;
}
if(pHuman->m_StallBox.GetPetSerialByIndex(PetIndexInStall) != ItemSerial)
{
MsgError.SetID(STALL_MSG::ERR_NEED_NEW_COPY);
pGamePlayer->SendPacket(&MsgError);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallItemPriceHandler::ObjName=%s, ERR_NEED_NEW_COPY: ItemSerial = %d, BoxSerial = %d"
,pHuman->GetName(), ItemSerial, pHuman->m_StallBox.GetPetSerialByIndex(PetIndexInStall)) ;
return PACKET_EXE_CONTINUE ;
}
pHuman->m_StallBox.SetPetPriceByIndex(PetIndexInStall, ItemPrice);
pHuman->m_StallBox.IncPetSerialByIndex(PetIndexInStall);
//给Client返回一条消息,告诉Client版本号
//.........这里部分代码省略.........
示例12: Assert
uint CGBankAddItemHandler::Execute( CGBankAddItem* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
UINT indexFrom = pPacket->GetIndexFrom();
UINT indexTo = pPacket->GetIndexTo();
GCBankAddItem Msg;
switch(pPacket->GetFromType())
{
case CGBankAddItem::EQUIP_POS:
{
pHuman->GetDB()->OverWriteEquip2Bank((HUMAN_EQUIP)indexFrom, indexTo);
Msg.SetFromType(GCBankAddItem::EQUIP_POS);
Msg.SetIndexFrom(indexFrom);
Msg.SetIndexTo(indexTo);
}
break;
case CGBankAddItem::BAG_POS: //Bag->Bank
{
ItemContainer *pBankContainer = pHuman->GetBankContain();
ItemContainer *pBagContainer = HumanItemLogic::GetContainer(pHuman,indexFrom);
Item *pBagItem = pBagContainer->GetItem( pBagContainer->BagIndex2ConIndex(indexFrom) );
//防止连续点击
if(pBagItem->IsEmpty())
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGBankAddItemHandler too many click") ;
return PACKET_EXE_CONTINUE;
}
//Item *pBankItem = pBankContainer->GetItem( indexTo );
//合并标志
INT bSplice = 0;
INT nSpliceTo = -1;
UINT TempIndexTo = indexTo;
//自动搜索空格租赁箱1
switch(TempIndexTo)
{
case CGBankAddItem::AUTO_POS_BOX1:
{
//先查询是不是有可以合并的物品,(只在本租赁箱中)
if( pBagItem->IsCanLay() )
{
for( INT i=RENTBOX1_START_INDEX; i<RENTBOX2_START_INDEX; i++ )
{
Item *pBankItem = pBankContainer->GetItem(i);
// 验证是否可以叠加成功
if( pBankItem->GetItemTableIndex() == pBagItem->GetItemTableIndex() &&
pBankItem->GetLayedNum() + pBagItem->GetLayedNum() <= pBankItem->GetMaxLayedNum() )
{
bSplice = 1;
nSpliceTo = i;
indexTo = i;
break;
}
}
}
//没有可以叠加的物品,就寻找一个空格
BYTE indextemp = RENTBOX1_START_INDEX;
if(0 == bSplice)
{
while( ITEMREFPTRISVALID(HumanItemLogic::GetBankItem(pHuman, indextemp))
&& indextemp < RENTBOX2_START_INDEX
)
{
indextemp++;
}
if(indextemp == RENTBOX2_START_INDEX)
{
indexTo = indextemp-1;
}
else
{
indexTo = indextemp;
}
}
}
break;
//.........这里部分代码省略.........
示例13: Assert
uint CGAskMyBagListHandler::Execute(CGAskMyBagList* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
ASK_BAG_MODE mode = pPacket->GetAskMode();
GCMyBagList Msg;
switch(mode)
{
case ASK_ALL:
{
_BAG_ITEM ItemIterator;
_ITEM_GUID NullGuid;
uint AllAskCount = 0;
uint nItemCount = 0;
memset(&NullGuid,0,sizeof(_ITEM_GUID));
Msg.SetAskMode(ASK_ALL);
//读取扩展容器
ItemContainer* pExtraContainer = pHuman->GetExtraContain();
Assert(pExtraContainer);
for( INT i=0; i<pExtraContainer->GetContainerSize(); i++ )
{
//临时代码
Item* pItem = HumanItemLogic::GetExtraContainerItem(pHuman,pExtraContainer->ConIndex2BagIndex(i));
Assert(pItem);
if(!(pItem->IsEmpty()))
{
ItemIterator.m_nndex = pExtraContainer->ConIndex2BagIndex(i);
pItem->SaveValueTo(&ItemIterator.m_nItemData);
Msg.SetAskItemData(&ItemIterator,nItemCount);
++nItemCount;
}
}
//读取基本背包
ItemContainer* pBaseContainer = pHuman->GetBaseContain();
Assert(pBaseContainer);
for( INT i=0; i<pBaseContainer->GetContainerSize(); i++ )
{
//临时代码
Item* pItem = pBaseContainer->GetItem(i);
Assert(pItem);
if(!(pItem->IsEmpty()))
{
ItemIterator.m_nndex = pBaseContainer->ConIndex2BagIndex(i);
pItem->SaveValueTo(&ItemIterator.m_nItemData);
Msg.SetAskItemData(&ItemIterator,nItemCount);
++nItemCount;
}
}
//读取扩展背包
for (INT j=0; j<MAX_EXTRA_BAG_NUM; ++j)
{
ItemContainer* pBaseContainer = pHuman->GetExtraBagContain(j);
Assert(pBaseContainer);
if (pBaseContainer->IsValid())
{
for( INT i=0; i<pBaseContainer->GetContainerSize(); i++ )
{
//临时代码
Item* pItem = pBaseContainer->GetItem(i);
Assert(pItem);
if(!(pItem->IsEmpty()))
{
ItemIterator.m_nndex = pBaseContainer->ConIndex2BagIndex(i);
pItem->SaveValueTo(&ItemIterator.m_nItemData);
Msg.SetAskItemData(&ItemIterator,nItemCount);
++nItemCount;
}
}
}
}
Msg.SetItemCount(nItemCount);
//.........这里部分代码省略.........
示例14: Assert
uint CGStallAddItemHandler::Execute( CGStallAddItem* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//操作
_ITEM_GUID ItemGuid = pPacket->GetObjGUID();
UINT ItemPrice = pPacket->GetPrice();
BYTE FromType = pPacket->GetFromType();
PET_GUID_t PetGuid = pPacket->GetPetGUID();
if(pHuman->m_StallBox.GetStallStatus() != ServerStallBox::STALL_OPEN)
{
GCStallError Msg;
Msg.SetID(STALL_MSG::ERR_ILLEGAL);
pGamePlayer->SendPacket(&Msg);
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallAddItemHandler::ObjID=%d ERR_ILLEGAL: != ServerStallBox::STALL_OPEN", pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
ItemContainer* pStallContainer = pHuman->m_StallBox.GetContainer();
ItemContainer* pStallPetContainer = pHuman->m_StallBox.GetPetContainer();
GCStallError MsgError;
GCStallAddItem MsgAddItem;
switch(FromType)
{
case STALL_MSG::POS_BAG :
{
//ItemContainer* pMatContainer = pHuman->GetMatContain();
ItemContainer* pBaseContainer = pHuman->GetBaseContain();
//ItemContainer* pBagContainer = NULL;
//if(pMatContainer->GetIndexByGUID(&ItemGuid) >= 0)
//{
// pBagContainer = pMatContainer;
//}
//else if(pBaseContainer->GetIndexByGUID(&ItemGuid) >=0 )
//{
// pBagContainer = pBaseContainer;
//}
//else
//{//guid非法
// Assert(0);
// GCStallError Msg;
// Msg.SetID(STALL_MSG::ERR_ILLEGAL);
// pGamePlayer->SendPacket(&Msg);
// g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallAddItemHandler::ObjID=%d, ERR_ILLEGAL:World = %d, Server = %d, Serial = %d "
// ,pHuman->GetID(), ItemGuid.m_World, ItemGuid.m_Server, ItemGuid.m_Serial) ;
// return PACKET_EXE_CONTINUE ;
//}
INT IndexInBag = pBaseContainer->GetIndexByGUID(&ItemGuid);
//先查一遍摊位盒中是不是已经有该物品了
for(INT i = 0; i<STALL_BOX_SIZE; i++)
{
if(pStallContainer->GetItem(i)->GetGUID() == ItemGuid )
{//物品已经在t摊位盒中,丢弃该消息
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallAddItemHandler::ObjID=%d, Already in box "
,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
}
//拷贝到摊位盒
//自动找格
INT result =
g_ItemOperator.CopyItem
(
pBaseContainer,
IndexInBag,
pStallContainer
);
if(result>=0)
{//拷贝成功,
//发送消息给双方客户端
Item* pIt = pStallContainer->GetItem(result);
if(pIt->IsEmpty() == FALSE)
{
//先锁定此物品
g_ItemOperator.LockItem( pBaseContainer, IndexInBag );
//.........这里部分代码省略.........
示例15: Assert
uint CGEquipLevelupHandler::Execute(CGEquipLevelup* pPacket,Player* pPlayer)
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer;
Assert( pGamePlayer );
Obj_Human* pHuman = pGamePlayer->GetHuman();
Assert( pHuman );
Scene* pScene = pHuman->getScene();
if( pScene==NULL )
{
Assert(FALSE);
return PACKET_EXE_ERROR;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
//交易状态不可操作
if(pHuman->m_ExchangBox.m_Status > 0)
{//丢弃
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ExchangBox::m_Status>0" ,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
//摆摊状态不可操作
if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN)
{//丢弃
g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ;
return PACKET_EXE_CONTINUE ;
}
Item* pEquipItem = NULL;
UINT EquipPoint = INVALID_ITEM_POS;
UINT BagIndex = INVALID_ITEM_POS;
EQUIPLEVEUP_RESULT nResult = EQUIPLEVEUP_FAIL;
GCEquipLevelupResult Msg;
switch(pPacket->GetEquipPosType())
{
case ENUM_EQUIP_POINT:
{
EquipPoint = pPacket->GetPos();
if(EquipPoint>HEQUIP_ADORN2)
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipLevelupHandler: EquipPoint error, EquipPoint=%d", EquipPoint) ;
return PACKET_EXE_ERROR;
}
ItemContainer* pEquipContainer = pHuman->GetEquipContain();
if(NULL==pEquipContainer)
{
AssertEx(FALSE,"[CGUseGem]: NULL EquipContainer pointer found!");
}
pEquipItem = pEquipContainer->GetItem((UINT)EquipPoint);
Assert(pEquipItem);
if(pEquipItem->IsEmpty())
{
nResult = EQUIPLEVEUP_EQUIP_FAIL;
Msg.SetResult(nResult);
pGamePlayer->SendPacket( &Msg ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipLevelupHandler pEquipItem is Null at EquipPoint= %d", EquipPoint) ;
return PACKET_EXE_CONTINUE;
}
Assert (pEquipItem->GetItemClass() == ICLASS_EQUIP);
if(!(pPacket->getItemID() == pEquipItem->GetGUID()))
{
nResult = EQUIPLEVEUP_EQUIP_FAIL;
Msg.SetResult(nResult);
pGamePlayer->SendPacket( &Msg ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipLevelupHandler GUID is different ") ;
return PACKET_EXE_CONTINUE;
}
}
break;
case ENUM_BAG:
{
BagIndex = pPacket->GetPos();
ItemContainer* pItemContainer = HumanItemLogic::GetBagContainer(pHuman,BagIndex);
if( pItemContainer == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipLevelupHandler: BagIndex error, BagIndex=%d", BagIndex) ;
return PACKET_EXE_ERROR;
}
if (!pItemContainer->IsCanUse())
{
nResult = EQUIPLEVEUP_BAG_INVALID;
Msg.SetResult(nResult);
pGamePlayer->SendPacket( &Msg ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipLevelupHandler: ItemContainer is invalid, ContainerType=%d, BagIndex=%d",
pItemContainer->GetContainerType(), BagIndex) ;
return PACKET_EXE_ERROR;
}
pEquipItem = pItemContainer->GetItem(pItemContainer->BagIndex2ConIndex(BagIndex));
//.........这里部分代码省略.........