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C++ ItemContainer::GetItem方法代码示例

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


在下文中一共展示了ItemContainer::GetItem方法的14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:

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;
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例2: Execute

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.........
开发者ID:uvbs,项目名称:wx2Server,代码行数:101,代码来源:CGAskMyBagListHandler.cpp

示例3: Execute

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.........
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:101,代码来源:CGExchangeOkIIIHandler.cpp

示例4: Execute

uint CGManipulateMountHandler::Execute(CGManipulateMount* 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, "CGManipulateMountHandler: change scene") ;
		return PACKET_EXE_CONTINUE;
	}
	//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 ;
	}

	Assert( NULL != pPacket ) ;

	BYTE bagIndex = pPacket->getBagIndex();
	BYTE mountIndex = pPacket->getMountIndex();
	INT  mountID = pPacket->getMountID();

	ItemContainer* pMountContainer = HumanItemLogic::GetMountContainer(pHuman);

	if (pMountContainer == NULL)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGManipulateMountHandler BagIndex is invalid, BagIndex = %d", mountIndex) ;

		return PACKET_EXE_ERROR;
	}

    GCManipulateMountResult Msg;

	switch(pPacket->getMountOperator())
	{
		case CGManipulateMount::MANIPULATE_EQUIP_MOUNT:
			{
				ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, bagIndex);
				_ITEM* pSourceItem = pBagContainer->GetItem(bagIndex)->GetItemData();
				INT result = g_ItemOperator.MoveItem(pBagContainer, bagIndex, pMountContainer);

				if (ITEMOE_SUCCESS <= result)
				{
					MOUNT_INFO* mountInfo = pSourceItem->GetMountData();
                    INT elapseMinute = g_pTimeManager->DiffDWORDTime(g_pTimeManager->GetANSITime(), mountInfo->m_nObtainDate);
					const INT MINUTE_IN_ONE_DAY = 1488;

					mountInfo->m_nObtainDate = (UINT)g_pTimeManager->GetANSITime();
					mountInfo->m_nRemainTime = mountInfo->m_nLife * MINUTE_IN_ONE_DAY - elapseMinute;

					if(CGManipulateMount::EQUIP_BIND == (CGManipulateMount::MOUNT_BIND_TYPE) mountInfo->m_nBindType)
					    mountInfo->m_bIsBinded = TRUE;

					Msg.setResult(TRUE);
					Msg.setMountObtainDate(mountInfo->m_nObtainDate);
					Msg.setMountIsBinded(mountInfo->m_bIsBinded);
					Msg.setMountRemainTime(mountInfo->m_nRemainTime);
					Msg.setMountGUID(pSourceItem->m_ItemGUID);
				}
				else
				{
                    Msg.setResult(FALSE);  
				}

                Msg.setBagIndex(bagIndex);
				Msg.setMountIndex(result);
				Msg.setMountOperator(GCManipulateMountResult::MANIPULATE_EQUIP_MOUNT);
				pGamePlayer->SendPacket( &Msg ) ;
			}
			break;

		case CGManipulateMount::MANIPULATE_CALL_MOUNT:
			{
				INT addtionSpeed = pHuman->GetDB()->GetMountDB()->m_pItem[mountIndex].GetMountData()->m_nAddtionSpeed;
				pHuman->GetDB()->SetMountID(mountID);
				pHuman->GetDB()->SetMountIndex(mountIndex);
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例5: Execute

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.........
开发者ID:uvbs,项目名称:wx2Server,代码行数:101,代码来源:CGEqupRefiningHandler.cpp

示例6: Execute

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.........
开发者ID:uvbs,项目名称:wx2Server,代码行数:101,代码来源:CGEquipExChangePaiTypeHandler.cpp

示例7: Execute

uint CGBankSwapItemHandler::Execute( CGBankSwapItem* 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();
	GCBankSwapItem Msg;

	switch(pPacket->GetFromType())
	{
	case CGBankSwapItem::EQUIP_POS:
		{
			switch(pPacket->GetToType())
			{
				case CGBankSwapItem::BAG_POS:
					{
					}
					break;
				case CGBankSwapItem::EQUIP_POS:
					{
					}
					break;
				case CGBankSwapItem::BANK_POS:
					{
					}
					break;
				default:
					break;
			}
		}
		break;
	case CGBankSwapItem::BAG_POS:
		{
			switch(pPacket->GetToType())
			{
			case CGBankSwapItem::BAG_POS:
				{
				}
				break;
			case CGBankSwapItem::EQUIP_POS:
				{
				}
				break;
			case CGBankSwapItem::BANK_POS:			// Bag->Bank
				{
					//验证位置的合法性
					if( indexFrom>=0 
						&& indexFrom<MAX_BAG_SIZE 
						&& indexTo>=0 
						&& indexTo<(UINT)(pHuman->__GetBankEndIndex()) 
						)
					{
						//验证位置里是否有东西
						if( ITEMREFPTRISVALID(HumanItemLogic::GetItem(pHuman, indexFrom))
							&&ITEMREFPTRISVALID(HumanItemLogic::GetBankItem(pHuman, indexTo))
							)
						{
							ItemContainer*	pBagContainer =
								HumanItemLogic::GetContainer(pHuman,indexFrom);

							ItemContainer* pBankContainer = pHuman->GetBankContain();

							Item *pItem1 = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(indexFrom));
							Item *pItem2 = pBankContainer->GetItem(indexTo);
							//检测是否能够合并,如果可以,就执行合并而不是交换
							if(pItem1->GetItemTableIndex() == pItem2->GetItemTableIndex() && pItem1->IsCanLay())
							{
								if(g_ItemOperator.MoveSpliceItem(  pBagContainer,
																(UCHAR)indexFrom,
																pBankContainer,
																indexTo)
									== ITEMOE_SUCCESS)
								{
									GCItemInfo msg1;
									msg1.setID(indexFrom);
									msg1.setIsNull(pItem1->IsEmpty());
									pItem1->SaveValueTo(msg1.getItem());
									pGamePlayer->SendPacket(&msg1);

									GCBankItemInfo msg2;
									msg2.setBankIndex(indexTo);
									msg2.setIsNull(pItem2->IsEmpty());
									pItem2->SaveValueTo(msg2.getItem());
//.........这里部分代码省略.........
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:101,代码来源:CGBankSwapItemHandler.cpp

示例8: Execute

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.........
开发者ID:brock7,项目名称:TianLong,代码行数:101,代码来源:CGUseEquipHandler.cpp

示例9: Execute

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.........
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:101,代码来源:CGBankAddItemHandler.cpp

示例10: Execute

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.........
开发者ID:uvbs,项目名称:wx2Server,代码行数:101,代码来源:CGExchangeSynchItemIIHandler.cpp

示例11: Execute

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.........
开发者ID:yuanxiubin1128,项目名称:mmo-resourse,代码行数:101,代码来源:CGStallAddItemHandler.cpp

示例12: Execute

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.........
开发者ID:uvbs,项目名称:wx2Server,代码行数:101,代码来源:CGEquipLevelupHandler.cpp

示例13: Execute

uint CGStallRemoveItemHandler::Execute( CGStallRemoveItem* 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 ) ;

	_ITEM_GUID	ItemGuid	= pPacket->GetObjGUID();
	PET_GUID_t  PetGuid		= pPacket->GetPetGUID();
	BYTE		ToType		= pPacket->GetToType();
	UINT		Serial		= 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: CGStallRemoveItemHandler::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;
	GCStallRemoveItem		MsgRemoveItem;

	switch(ToType)
	{
	case STALL_MSG::POS_BAG:
		{
			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: CGStallRemoveItemHandler::ObjName=%s, ERR_NEED_NEW_COPY: IndexInStall = %d"
					,pHuman->GetName(), IndexInStall) ;
				return PACKET_EXE_CONTINUE;
			}

			if( pHuman->m_StallBox.GetSerialByIndex(IndexInStall) > Serial)
			{
				MsgError.SetID(STALL_MSG::ERR_NEED_NEW_COPY);
				pGamePlayer->SendPacket(&MsgError);
				g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallRemoveItemHandler::ObjName=%s, ERR_NEED_NEW_COPY: Serial = %d, BoxSerial = %d"
					,pHuman->GetName(), Serial, pHuman->m_StallBox.GetSerialByIndex(IndexInStall)) ;
				return PACKET_EXE_CONTINUE;
			}

			Item* pItem =	pStallContainer->GetItem(IndexInStall);
			
			ItemContainer* pBagContainer = HumanItemLogic::GetItemContain(pHuman, pItem->GetItemTableIndex());
			INT	IndexInBag = pBagContainer->GetIndexByGUID(&ItemGuid);
			if(IndexInBag<0)
			{
				MsgError.SetID(STALL_MSG::ERR_ILLEGAL);
				pHuman->m_StallBox.CleanUp();
				pGamePlayer->SendPacket(&MsgError);
				g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallRemoveItemHandler::ObjName=%s, ERR_ILLEGAL: IndexInBag = %d"
					,pHuman->GetName(), IndexInBag) ;
				return PACKET_EXE_CONTINUE;
			}

			//解锁原背包中的物品
			g_ItemOperator.UnlockItem( pBagContainer, IndexInBag );

			//干掉物品
			if(g_ItemOperator.EraseItem(pStallContainer, IndexInStall)>0)
			{
				pHuman->m_StallBox.IncSerialByIndex(IndexInStall);
				pHuman->m_StallBox.SetPriceByIndex(IndexInStall, 0);
			}
			else
			{
				MsgError.SetID(STALL_MSG::ERR_ILLEGAL);
				pHuman->m_StallBox.CleanUp();
				pGamePlayer->SendPacket(&MsgError);
				g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: CGStallRemoveItemHandler::ObjName=%s, ERR_ILLEGAL: IndexInStall = %d"
					,pHuman->GetName(), IndexInStall) ;
				return PACKET_EXE_CONTINUE;
			}

			//通知客户端
			MsgRemoveItem.SetObjGUID( ItemGuid );
			MsgRemoveItem.SetSerial( pHuman->m_StallBox.GetSerialByIndex(IndexInStall) );
			MsgRemoveItem.SetToType( STALL_MSG::POS_BAG );

//.........这里部分代码省略.........
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:101,代码来源:CGStallRemoveItemHandler.cpp

示例14: if

uint CGPackage_SwapItemHandler :: Execute( CGPackage_SwapItem* 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 ) ;

	//得到所要交换的两个索引
	INT index1 = pPacket->GetPackageIndex1();
	INT index2 = pPacket->GetPackageIndex2();

	INT bSucc = -1;
	GCPackage_SwapItem msg;
	//扩展包互换 禁止
	if ((index1>=EXTRA_CONTAINER_OFFSET)&&(index2>=EXTRA_CONTAINER_OFFSET))
	{
		msg.SetResult(SWITCHITEM_EXTRBAG_EXCHANGE_FAIL);
		pGamePlayer->SendPacket(&msg);
		g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, index2=%d extrabag fail", 
			index1, index2) ;
		return PACKET_EXE_CONTINUE;
	}
	if (index1>=EXTRA_CONTAINER_OFFSET)
	{
		ItemContainer* pExtraBagContainer = HumanItemLogic::GetBagByExtraContainPos(pHuman, index1);
		//位置无效
		if (pExtraBagContainer == NULL)
		{
			g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, is invalid", index1) ;
			return PACKET_EXE_ERROR;
		}
		//扩展包不存在
		if (!pExtraBagContainer->IsValid())
		{
			msg.SetResult(SWITCHITEM_SOURCEEXTRBAG_NOALIVE);
			pGamePlayer->SendPacket(&msg);
			g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, extrabag is not alive", index1) ;
			return PACKET_EXE_CONTINUE;
		}
		//非空扩展包不许移动
		if (!pExtraBagContainer->IsEmpty())
		{
			msg.SetResult(SWITCHITEM_SOURCEEXTRBAG_ITEM_FAIL);
			pGamePlayer->SendPacket(&msg);
			g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, extrabag has items", index1) ;
			return PACKET_EXE_CONTINUE;
		}
		ItemContainer* pExtraContainer = pHuman->GetExtraContain();

		INT index_container1 = pExtraContainer->BagIndex2ConIndex(index1);
		
		ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, index2);
		INT index_container2 = pBagContainer->BagIndex2ConIndex(index2);
		
		if (pExtraBagContainer->IsInContainer(index2))
		{
			return PACKET_EXE_CONTINUE; 
		}
		Item* pItem2 = pBagContainer->GetItem(index_container2);

		//不能将扩展包移动到有物品位置
		if (!pItem2->IsEmpty())
		{
			msg.SetResult(SWITCHITEM_SOURCEEXTRBAG_ITEM_FAIL);
			pGamePlayer->SendPacket(&msg);
			g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, extrabag has items", index1) ;
			return PACKET_EXE_CONTINUE;
		}
		
		bSucc = g_ItemOperator.MoveItem(pExtraContainer, index_container1, pBagContainer, index_container2);
		if (bSucc>=0)
		{
			pHuman->ReInitExtraBag();
			msg.SetResult(SWITCHITEM_SUCCESS);
			msg.SetPackageIndex1(index1);
			msg.SetPackageIndex2(index2);

			pGamePlayer->SendPacket(&msg);
			g_pLog->FastSaveLog( LOG_FILE_1, "CGPackage_SwapItem: index1=%d, index2=%d Success", 
				index1, index2 ) ;
			return PACKET_EXE_CONTINUE;
		}
	}
	if ((index2>=EXTRA_CONTAINER_OFFSET)&&(index2<BASE_BAG_POS))
	{
		ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, index1);
		Item* pItem1 = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(index1));
		if (pItem1->IsEmpty())
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:


注:本文中的ItemContainer::GetItem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。