本文整理汇总了C++中PlayerCreature::getInventory方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerCreature::getInventory方法的具体用法?C++ PlayerCreature::getInventory怎么用?C++ PlayerCreature::getInventory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类PlayerCreature
的用法示例。
在下文中一共展示了PlayerCreature::getInventory方法的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: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveFinalLottoScript::execute (Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature1 != NULL);
Assert(pCreature2 != NULL);
Assert(pCreature1->isNPC());
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
GCNPCAsk gcNPCAsk;
gcNPCAsk.setObjectID(pCreature1->getObjectID());
gcNPCAsk.setNPCID(dynamic_cast<NPC*>(pCreature1)->getNPCID());
QuestID_t qID;
if (pPC->getQuestManager()->successEventQuest(4, qID ) )
{
ItemType_t fitItem = rand()%10;
if (pPC->getInventory()->findItem(Item::ITEM_CLASS_EVENT_ITEM, fitItem ) != NULL )
{
pPC->getQuestManager()->getEventQuestAdvanceManager()->advanced(EventQuestAdvanceManager::EVENT_QUEST_LEVEL_MAX-1);
gcNPCAsk.setScriptID(m_SuccessScriptID);
}
else
{
gcNPCAsk.setScriptID(m_FailScriptID);
}
list<Item*> iList;
pPC->getInventory()->clearQuestItem(iList);
list<Item*>::iterator itr = iList.begin();
list<Item*>::iterator endItr = iList.end();
for (; itr != endItr ; ++itr )
{
GCDeleteInventoryItem gcDII;
gcDII.setObjectID((*itr)->getObjectID());
pPC->getPlayer()->sendPacket(&gcDII);
(*itr)->destroy();
SAFE_DELETE(*itr);
}
iList.clear();
}
else
{
gcNPCAsk.setScriptID(m_CounterScriptID);
}
pPC->getPlayer()->sendPacket(&gcNPCAsk);
__END_CATCH
}
示例2: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveQuestItem::execute (Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature1 != NULL);
Assert(pCreature2 != NULL);
Assert(pCreature1->isNPC());
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
TPOINT pt;
Item* pItem = pPC->getQuestItem();
if (pItem == NULL || !pPC->getInventory()->getEmptySlot(pItem, pt ) )
{
GCNPCAsk gcNPCAsk;
gcNPCAsk.setObjectID(pCreature1->getObjectID());
gcNPCAsk.setScriptID(m_CounterScriptID);
gcNPCAsk.setNPCID(dynamic_cast<NPC*>(pCreature1)->getNPCID());
pPC->getPlayer()->sendPacket(&gcNPCAsk);
return;
}
if (pPC->getInventory()->addItem(pItem, pt ) )
{
pPC->setQuestItem(NULL);
pPC->getZone()->registerObject(pItem);
pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y);
if (pItem->isUnique() || pItem->isTimeLimitItem() )
{
pPC->addTimeLimitItem(pItem, 43200);
}
GCCreateItem gcCreateItem;
makeGCCreateItem(&gcCreateItem, pItem, pt.x, pt.y);
pPC->getPlayer()->sendPacket(&gcCreateItem);
}
__END_CATCH
}
示例3: execute
//////////////////////////////////////////////////////////////////////////////
// 플레이어가 팔려고 하는 아이템을 가지고 있는지 확인한 다음에,
// 일반 아이템과 모터 사이클 처리 부분으로 분기한다.
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::execute (CGShopRequestSell* pPacket , Player* pPlayer)
throw(ProtocolException , Error) {
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
Assert(pPacket != NULL);
Assert(pPlayer != NULL);
ObjectID_t ITEMOID = pPacket->getItemObjectID();
BYTE OPCODE = pPacket->getOpCode();
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Creature* pCreature = pGamePlayer->getCreature();
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
if (OPCODE == SHOP_REQUEST_SELL_NORMAL) {
// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
Inventory* pInventory = pPC->getInventory();
if (pInventory->hasItem(ITEMOID) == false)
throw ProtocolException("CGShopRequestSellHandler::execute() : No such item to sell!");
Item* pItem = pInventory->getItemWithObjectID(ITEMOID);
if (pItem == NULL || pPC->getStore()->hasItem(pItem))
return sendFailPacket(pPacket, pPlayer);
//ItemInfo* pItemInfo = g_pItemInfoManager->getItemInfo(pItem->getItemClass(), pItem->getItemType());
//Assert(pItemInfo!=NULL);
// 유니크 아이템은 못판다.
// 특정 아이템 클래스는 팔 수 없다. by sigi. 2002.8.29
// 선물 상자는 팔 수 있다. by bezz. 2002.12.13
// 커플링은 팔 수 없다. by Sequoia. 2003. 3. 3
// ItemUtil 안에 canSell 로 Extract 2003. 3. 3
if (!canSell(pItem))
return sendFailPacket(pPacket, pPlayer);
else if (pItem->getItemClass() == Item::ITEM_CLASS_KEY && pItem->getItemType() == 2)
executeMotorcycle(pPacket, pPlayer);
else
executeNormal(pPacket, pPlayer);
}
else if (OPCODE == SHOP_REQUEST_SELL_ALL_SKULL)
executeOpAllSkull(pPacket, pPlayer);
else if (OPCODE == SHOP_REQUEST_SWAP_ADVANCEMENT_ITEM)
executeOpSwapAdvancementItem(pPacket, pPlayer);
else
throw ProtocolException("CGShopRequestSellHandler::execute() : unknown op code");
#endif
__END_DEBUG_EX __END_CATCH
}
示例4: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveItem::execute (Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature2 != NULL);
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
Player* pPlayer = pCreature2->getPlayer();
Assert(pPlayer != NULL);
list<OptionType_t> optionTypeList;
Item* pItem = g_pItemFactoryManager->createItem(m_ItemClass, m_ItemType, optionTypeList);
Assert(pItem != NULL);
_TPOINT pt;
Inventory* pInventory = pPC->getInventory();
Assert(pInventory != NULL);
if (!pInventory->getEmptySlot(pItem, pt))
{
// ConditionHasInvenSpace 컨디션과 반드시 함께 써야만 한다.
throw Error("ActionGiveItem: 제발 ConditionHasInvenSpace랑 같이 쓰자. 인벤토리에 자리없다.");
}
CoordInven_t X = pt.x;
CoordInven_t Y = pt.y;
pPC->getZone()->getObjectRegistry().registerObject(pItem);
pInventory->addItem(X, Y, pItem);
pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, X, Y);
if (pItem != NULL && pItem->isTraceItem() )
{
remainTraceLog(pItem, "ActionGiveItem", pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);
remainTraceLogNew(pItem, pCreature2->getName(), ITL_GET, ITLD_EVENTNPC , pCreature2->getZone()->getZoneID());
}
// 클라이언트에 선물이 추가되었음을 알린다.
GCCreateItem gcCreateItem;
makeGCCreateItem(&gcCreateItem, pItem, X, Y);
pPlayer->sendPacket(&gcCreateItem);
__END_CATCH
}
示例5: executeOpAllSkull
//////////////////////////////////////////////////////////////////////////////
//
// 해골 한꺼번에 팔기를 실행한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeOpAllSkull (CGShopRequestSell* pPacket , Player* pPlayer)
throw(ProtocolException , Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
ObjectID_t NPCID = pPacket->getObjectID();
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Creature* pCreature = pGamePlayer->getCreature();
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
Zone* pZone = pPC->getZone();
if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);
Creature* pNPCBase = NULL;
/*
try
{
pNPCBase = pZone->getCreature(NPCID);
}
catch (NoSuchElementException & nsee)
{
pNPCBase = NULL;
}
*/
// NoSuch제거. by sigi. 2002.5.2
pNPCBase = pZone->getCreature(NPCID);
if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);
NPC* pNPC = dynamic_cast<NPC*>(pNPCBase);
Inventory* pInventory = pPC->getInventory();
// by sigi. 2002.9.4
//Gold_t playerMoney = pPC->getGold();
Price_t itemPrice = 0;
Item* pItem = NULL;
for (uint y=0; y<pInventory->getHeight(); y++)
{
for (uint x=0; x<pInventory->getWidth(); x++)
{
pItem = pInventory->getItem(x, y);
// 아이템이 존재하고, 해골이라면...
if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_SKULL)
{
// 아이템 가격을 계산해서 플레이어의 돈에다 더한다.
//itemPrice = g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * pItem->getNum();
//playerMoney += itemPrice;
// by sigi. 2002.9.4
itemPrice += g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * pItem->getNum();
// 인벤토리 및 DB에서 아이템을 삭제한다.
pInventory->deleteItem(x, y);
pItem->destroy();
SAFE_DELETE(pItem);
}
}
}
itemPrice = itemPrice * (g_pVariableManager->getHeadPriceBonus() / 100);
// 플레이어에게 물건값을 지불한다.
//pPC->setGoldEx(playerMoney);
// by sigi. 2002.9.4
pPC->increaseGoldEx(itemPrice);
// 물건을 산 플레이어에게 GCShopSellOK를...보낸다.
GCShopSellOK okpkt;
okpkt.setObjectID(NPCID);
okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
okpkt.setItemObjectID(0);
okpkt.setPrice(pPC->getGold());
pPlayer->sendPacket(&okpkt);
#endif
__END_DEBUG_EX __END_CATCH
}
示例6: executeMotorcycle
//////////////////////////////////////////////////////////////////////////////
//
// 모터 사이클을 처리한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeMotorcycle (CGShopRequestSell* pPacket , Player* pPlayer)
throw(ProtocolException , Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
// 패킷 정보를 뽑아낸다.
ObjectID_t NPCID = pPacket->getObjectID();
ObjectID_t ITEMOID = pPacket->getItemObjectID();
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Creature* pCreature = pGamePlayer->getCreature();
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
Zone* pZone = pPC->getZone();
if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);
Creature* pNPCBase = NULL;
/*
try
{
pNPCBase = pZone->getCreature(NPCID);
}
catch (NoSuchElementException & nsee)
{
pNPCBase = NULL;
}
*/
// NoSuch제거. by sigi. 2002.5.2
pNPCBase = pZone->getCreature(NPCID);
if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);
NPC* pNPC = dynamic_cast<NPC*>(pNPCBase);
int CenterX = pNPC->getX();
int CenterY = pNPC->getY();
// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
Inventory* pInventory = pPC->getInventory();
Gold_t playerMoney = pPC->getGold();
Item* pItem = pInventory->getItemWithObjectID(ITEMOID);
if (pItem == NULL) return sendFailPacket(pPacket, pPlayer);
// 주위 일정 범위를 검색해서, 모터 사이클이 있는지 확인한다.
try
{
for (int zx=CenterX-5; zx<=CenterX+5; zx++)
{
for (int zy=CenterY-5; zy<=CenterY+5; zy++)
{
// 바운드를 넘어가지 않는가를 체크
if (!isValidZoneCoord(pZone, zx, zy)) continue;
Tile & tile = pZone->getTile(zx, zy);
if (tile.hasItem())
{
Item* pItemOnTile = tile.getItem();
if (pItemOnTile == NULL) continue;
// 만일 아이템이 타일 위에 있을 경우, 모터 사이클인지 확인한다.
if (pItemOnTile->getItemClass() == Item::ITEM_CLASS_MOTORCYCLE)
{
DWORD targetID = dynamic_cast<Key*>(pItem)->getTarget();
ItemID_t motorcycleID = pItemOnTile->getItemID();
if (targetID == motorcycleID)
{
// 모터사이클을 DB에서 삭제한다.
pItemOnTile->destroy();
// 플레이어의 인벤토리에서 열쇠를 제거한다.
pInventory->deleteItem(ITEMOID);
pItem->destroy();
SAFE_DELETE(pItem);
// 열쇠 값이 아니라, 오토바이 값을 줘야 한다.
Price_t itemPrice = g_pPriceManager->getPrice(pItemOnTile, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC);
// 플레이어의 돈을 늘린다.
//pPC->setGoldEx(playerMoney+itemPrice);
// by sigi. 2002.9.4
pPC->increaseGoldEx(itemPrice);
// 물건을 판 플레이어에게 GCShopSellOK를...보낸다.
GCShopSellOK okpkt;
okpkt.setObjectID(NPCID);
if (!pItemOnTile->getOptionTypeList().empty()) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
else okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
okpkt.setItemObjectID(ITEMOID);
okpkt.setPrice(playerMoney+itemPrice);
pPlayer->sendPacket(&okpkt);
// 뻑킹 센터에서 박스를 삭제해 준다.
if (g_pParkingCenter->hasMotorcycleBox(motorcycleID))
//.........这里部分代码省略.........
示例7: executeNormal
//////////////////////////////////////////////////////////////////////////////
//
// 일반 아이템을 처리한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeNormal (CGShopRequestSell* pPacket , Player* pPlayer)
throw(ProtocolException , Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
ObjectID_t NPCID = pPacket->getObjectID();
ObjectID_t ITEMOID = pPacket->getItemObjectID();
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Creature* pCreature = pGamePlayer->getCreature();
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
BYTE index = 0;
bool bSpecialItem = false;
Zone* pZone = pPC->getZone();
if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);
Creature* pNPCBase = NULL;
/*
try
{
pNPCBase = pZone->getCreature(NPCID);
}
catch (NoSuchElementException & nsee)
{
pNPCBase = NULL;
}
*/
// NoSuch제거. by sigi. 2002.5.2
pNPCBase = pZone->getCreature(NPCID);
if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);
NPC* pNPC = dynamic_cast<NPC*>(pNPCBase);
// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
Inventory* pInventory = pPC->getInventory();
//Gold_t playerMoney = pPC->getGold();
Item* pItem = pInventory->getItemWithObjectID(ITEMOID);
ItemNum_t itemNumber = pItem->getNum();
Price_t itemPrice = g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * itemNumber;
// 플레이어의 인벤토리에 아이템을 제거한다.
pInventory->deleteItem(ITEMOID);
pItem->whenPCLost(pPC);
if (!pItem->destroy()) {
filelog("shopDBBug.txt", "NoSuchItemInDB-destroy: %s", pItem->toString().c_str());
throw DisconnectException("아이템 지울려는데 DB에 없다.");
}
// 만약 벨트라면 안에 있는 포션을 삭제해준다.
// DB에서 지우는 것은 Belt::destroy()를 부르는 것만으로 포션까지 삭제된다.
if (pItem->getItemClass() == Item::ITEM_CLASS_BELT) {
Inventory* pBeltInventory = dynamic_cast<Belt*>(pItem)->getInventory();
for (int y=0; y<pBeltInventory->getHeight(); y++) {
for (int x=0; x<pBeltInventory->getWidth(); x++) {
Item* pBeltItem = pBeltInventory->getItem(x, y);
if (pBeltItem != NULL) {
pBeltInventory->deleteItem(x, y);
SAFE_DELETE(pBeltItem);
}
}
}
}
// Skull 일 경우 Variable Manager 에서 머리값 배수 값으로 가격을 새로 계산한다
if (pItem->getItemClass() == Item::ITEM_CLASS_SKULL)
itemPrice = itemPrice * (g_pVariableManager->getHeadPriceBonus() / 100);
// ItemTrace Log 를 남겨야 한다면 남긴다
if (pItem != NULL && pItem->isTraceItem() )
remainTraceLog(pItem, pCreature->getName() , pNPC->getName(), ITEM_LOG_DELETE, DETAIL_SHOPSELL);
// 플레이어에게 물건값을 지불한다.
// pPC->setGoldEx(playerMoney+itemPrice);
// by sigi. 2002.9.4
pPC->increaseGoldEx(itemPrice);
// 플레이어가 물건 팔 때 처리할 것들을 처리한다.
pPC->sellItem(pItem);
if (pItem->getItemClass() == Item::ITEM_CLASS_MOON_CARD && pItem->getItemType() == 4)
addOlympicStat(pPC, 4, (uint)(itemNumber));
bool bClearDefaultOptionTypes = false;
if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_ITEM && pItem->getItemType() >= 32 && pItem->getItemType() <= 36)
bClearDefaultOptionTypes = true;
// NPC에게 자리가 충분하다면 플레이어가 판 아이템을 보관한다.
// 운영자 명령어로 만든 아이템은 바로 없앤다.
// 단 스페셜 아이템만을 보관한다. 노말 아이템은 그냥 버림.
//.........这里部分代码省略.........
示例8: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionRewardEventQuest::execute (Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature1 != NULL);
Assert(pCreature2 != NULL);
Assert(pCreature1->isNPC());
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
if (pPC->getQuestItem() != NULL )
{
TPOINT pt;
Item* pItem = pPC->getQuestItem();
if (pItem == NULL || !pPC->getInventory()->getEmptySlot(pItem, pt ) )
{
GCNPCResponse gcNPCResponse;
gcNPCResponse.setCode(NPC_RESPONSE_QUEST);
gcNPCResponse.setParameter(COMPLETE_FAIL_NO_INVENTORY_SPACE);
pPC->getPlayer()->sendPacket(&gcNPCResponse);
return;
}
if (pPC->getInventory()->addItem(pItem, pt ) )
{
pPC->setQuestItem(NULL);
pPC->getZone()->registerObject(pItem);
pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y);
if (pItem->isUnique() || pItem->isTimeLimitItem() )
{
pPC->addTimeLimitItem(pItem, 604800);
pPC->sendTimeLimitItemInfo();
}
GCCreateItem gcCreateItem;
makeGCCreateItem(&gcCreateItem, pItem, pt.x, pt.y);
pPC->getPlayer()->sendPacket(&gcCreateItem);
GCNPCResponse gcNPCResponse;
gcNPCResponse.setCode(NPC_RESPONSE_QUEST);
gcNPCResponse.setParameter(COMPLETE_SUCCESS);
pPC->getPlayer()->sendPacket(&gcNPCResponse);
remainTraceLog(pItem, pCreature1->getName(), pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);
return;
}
else
{
GCNPCResponse gcNPCResponse;
gcNPCResponse.setCode(NPC_RESPONSE_QUEST);
gcNPCResponse.setParameter(COMPLETE_FAIL_NO_INVENTORY_SPACE);
pPC->getPlayer()->sendPacket(&gcNPCResponse);
return;
}
}
int questLevel = pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel();
ScriptID_t sID = m_ScriptID[ questLevel ];
QuestID_t qID;
if (!pPC->getQuestManager()->successEventQuest(questLevel, qID ) ) sID = m_CounterScriptID;
if (pPC->getQuestManager()->getEventQuestAdvanceManager()->getStatus(questLevel) == EventQuestAdvance::EVENT_QUEST_INIT &&
questLevel > 1 ) sID = m_CancelScriptID;
GCNPCAsk gcNPCAsk;
gcNPCAsk.setObjectID(pCreature1->getObjectID());
gcNPCAsk.setScriptID(sID);
gcNPCAsk.setNPCID(dynamic_cast<NPC*>(pCreature1)->getNPCID());
Player* pPlayer = pCreature2->getPlayer();
pPlayer->sendPacket(&gcNPCAsk);
__END_CATCH
}
示例9: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveAccountEventItem::execute(Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature1 != NULL);
Assert(pCreature2 != NULL);
Assert(pCreature1->isNPC());
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
Player* pPlayer = pPC->getPlayer();
Assert(pPlayer != NULL);
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGamePlayer != NULL);
Inventory* pInventory = pPC->getInventory();
Assert(pInventory != NULL);
Zone* pZone = pPC->getZone();
Assert(pZone != NULL);
Item::ItemClass ItemClass;
ItemType_t ItemType;
OptionType_t OptionType;
OptionType_t OptionType2;
Item* pItem;
// 이벤트가 진행중이지 않은 경우
if (!g_pVariableManager->isActiveGiveEventItem())
{
GCNPCResponse response;
response.setCode(NPC_RESPONSE_GIVE_EVENT_ITEM_FAIL_NOW);
pPlayer->sendPacket(&response);
GCNPCResponse quit;
quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
pPlayer->sendPacket(&quit);
return;
}
// 이미 받았는지 체크한다.
if (pGamePlayer->getSpecialEventCount() & m_SpecialEventFlag)
{
GCNPCResponse response;
response.setCode(NPC_RESPONSE_GIVE_EVENT_ITEM_FAIL);
pPlayer->sendPacket(&response);
GCNPCResponse quit;
quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
pPlayer->sendPacket(&quit);
return;
}
// 유료 사용자 여부를 체크한다.
if (!PaySystem::isPayPlayingPeriodPersonal(pGamePlayer->getID() ) )
{
GCNPCResponse response;
response.setCode(NPC_RESPONSE_GIVE_PREMIUM_USER_ONLY);
pPlayer->sendPacket(&response);
GCNPCResponse quit;
quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
pPlayer->sendPacket(&quit);
return;
}
LuaSelectItem* pLuaSelectItem = NULL;
string luaFileName;
if (pPC->isSlayer() )
{
// 루아에 슬레이어 능력치의 합을 set한다.
Slayer* pSlayer = dynamic_cast<Slayer*>(pPC);
Assert(pSlayer != NULL);
Attr_t sum = pSlayer->getSTR(ATTR_BASIC )
+ pSlayer->getDEX(ATTR_BASIC )
+ pSlayer->getINT(ATTR_BASIC);
m_pLuaSlayerItem->setSum(sum);
pLuaSelectItem = m_pLuaSlayerItem;
luaFileName = m_SlayerFilename;
}
else if (pPC->isVampire() )
{
// 루아에 뱀파이어의 레벨을 set한다.
Vampire* pVampire = dynamic_cast<Vampire*>(pPC);
Assert(pVampire != NULL);
//.........这里部分代码省略.........
示例10: execute
void CGDisplayItemHandler::execute (CGDisplayItem* pPacket , Player* pPlayer)
throw(Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
//#ifndef __TEST_SERVER__
// return;
//#endif
Assert(pPacket != NULL);
Assert(pPlayer != NULL);
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGamePlayer != NULL);
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pGamePlayer->getCreature());
Assert(pPC != NULL);
Inventory* pInventory = pPC->getInventory();
Assert(pInventory != NULL);
Store* pStore = pPC->getStore();
Assert(pStore != NULL);
GCSystemMessage errorMsg;
GCNoticeEvent errorNotice;
if (pPacket->getIndex() > MAX_ITEM_NUM )
{
filelog("Store.log", "[%s:%s] (%u) 잘못된 인덱스입니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), pPacket->getIndex());
return;
}
if (pPacket->getX() >= pInventory->getWidth() || pPacket->getY() >= pInventory->getHeight() )
{
filelog("Store.log", "[%s:%s] (%u,%u) 인벤토리 좌표를 잘못 보내줬습니다..",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), pPacket->getX(), pPacket->getY());
return;
}
Item* pItem = pInventory->getItem(pPacket->getX(), pPacket->getY());
if (pItem == NULL || pItem->getObjectID() != pPacket->getItemObjectID() )
{
filelog("Store.log", "[%s:%s] (%u, %u) : %u 아이템 좌표가 잘못되었거나 오브젝트 아이디가 잘못되었습니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), pPacket->getX(), pPacket->getY(), pPacket->getItemObjectID());
return;
}
if (pPC->getZone()->getTradeManager()->getTradeInfo(pPC->getName() ) != NULL )
{
filelog("Store.log", "[%s:%s] : 거래중에는 물건을 올려놓을 수 없습니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str());
return;
}
if (pStore->hasItem(pItem ) )
{
filelog("Store.log", "[%s:%s] (%u, %u) 이미 아이템이 상점에 있습니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), pItem->getObjectID(), pPacket->getIndex());
// errorMsg.setMessage("이미 진열된 아이템입니다.");
errorNotice.setCode(NOTICE_EVENT_ALREADY_DISPLAYED);
pGamePlayer->sendPacket(&errorNotice);
return;
}
if (pItem->isTimeLimitItem() || !canSell(pItem ) || !canTrade(pItem ) || !canTradeInventoryItem(pItem ) )
{
filelog("Store.log", "[%s:%s] (%s) 팔 수 없는 아이템입니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), pItem->toString().c_str());
// errorMsg.setMessage("판매할 수 없는 아이템입니다.");
errorNotice.setCode(NOTICE_EVENT_CANNOT_SELL);
pGamePlayer->sendPacket(&errorNotice);
return;
}
BYTE result = pStore->setStoreItem(pPacket->getIndex(), pItem, pPacket->getPrice());
if ( result != 0 )
{
filelog("Store.log", "[%s:%s] (%u) 아이템을 놓을 수 없습니다.",
pGamePlayer->getID().c_str(), pPC->getName().c_str(), result);
return;
}
GCMyStoreInfo gcInfo;
gcInfo.setStoreInfo(&(pStore->getStoreInfo()));
pGamePlayer->sendPacket(&gcInfo);
if (pStore->isOpen() )
{
GCAddStoreItem gcAdd;
gcAdd.setOwnerObjectID(pPC->getObjectID());
gcAdd.setIndex(pPacket->getIndex());
pStore->getStoreItem(pPacket->getIndex() ).makeStoreItemInfo(gcAdd.getItem());
pPC->getZone()->broadcastPacket(pPC->getX(), pPC->getY(), &gcAdd, pPC);
}
#endif // __GAME_SERVER__
//.........这里部分代码省略.........
示例11: execute
void CGAddInventoryToMouseHandler::execute(CGAddInventoryToMouse* pPacket , Player* pPlayer)
throw(ProtocolException, Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGamePlayer != NULL);
Creature* pCreature = pGamePlayer->getCreature();
Assert(pCreature != NULL);
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
Assert(pPC != NULL);
Zone* pZone = pPC->getZone();
Assert(pZone != NULL);
if (pPC->getStore()->isOpen() )
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
CoordInven_t InvenX = pPacket->getX();
CoordInven_t InvenY = pPacket->getY();
ObjectID_t ItemOID = pPacket->getObjectID();
Inventory* pInventory = pPC->getInventory();
Assert(pInventory != NULL);
int invenID = 0;
/* Commenting the SubInventory stuff, since it's not supported by the client we use
SubInventory* pInventoryItem = NULL;
int invenID = 0;
if (pPacket->getInventoryItemObjectID() != 0 )
{
CoordInven_t X, Y;
pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(pPacket->getInventoryItemObjectID(), X, Y ));
if (pInventoryItem == NULL )
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
pInventory = pInventoryItem->getInventory();
invenID = pInventoryItem->getItemID();
}
*/
// 인벤토리 좌표를 넘어가면 곤란하다...
if (InvenX >= pInventory->getWidth() || InvenY >= pInventory->getHeight())
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
Item* pItem = pInventory->getItem(InvenX, InvenY);
Item* pExtraSlotItem = pPC->getExtraInventorySlotItem();
if (pPC->getStore()->hasItem(pItem ) )
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
// 더하고자 하는 아이템이 없거나, 이미 마우스에 뭔가가 붙어있다면
// 들 수 없다.
if (pItem == NULL || pExtraSlotItem != NULL)
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
// 일반적인 아이템 마우스 더하기 루틴
if (ItemOID != 0)
{
// OID가 일치하지 않으면 곤란하다...
if (pItem->getObjectID() != ItemOID)
{
GCCannotAdd _GCCannotAdd;
_GCCannotAdd.setObjectID(pPacket->getObjectID());
pPlayer->sendPacket(&_GCCannotAdd);
return;
}
pInventory->deleteItem(pItem->getObjectID());
pPC->addItemToExtraInventorySlot(pItem);
//pItem->save(pPC->getName(), STORAGE_EXTRASLOT, 0, 0, 0);
// item저장 최적화. by sigi. 2002.5.13
//.........这里部分代码省略.........
示例12: execute
void CGTameMonsterHandler::execute (CGTameMonster* pPacket , Player* pPlayer)
throw(Error)
{
__BEGIN_TRY
#ifdef __GAME_SERVER__
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGamePlayer != NULL);
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pGamePlayer->getCreature());
Assert(pPC != NULL);
Zone* pZone = pPC->getZone();
Assert(pZone != NULL);
Monster* pMonster = dynamic_cast<Monster*>(pZone->getCreature(pPacket->getObjectID() ));
if (pMonster == NULL ) return;
Item* pItem = pPC->getExtraInventorySlotItem();
if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_PET_FOOD || pItem->getNum() != 1 ) return;
PetFoodInfo* pPetFoodInfo = dynamic_cast<PetFoodInfo*>(g_pPetFoodInfoManager->getItemInfo(pItem->getItemType() ));
Assert(pPetFoodInfo != NULL);
Inventory* pInventory = pPC->getInventory();
if (pInventory == NULL ) return;
ItemType_t petType = PET_COMMON;
PetItem* pPetItem = dynamic_cast<PetItem*>(g_pItemFactoryManager->createItem(Item::ITEM_CLASS_PET_ITEM, petType, list<OptionType_t>() ));
Assert(pPetItem != NULL);
_TPOINT pt;
if (!pInventory->getEmptySlot(pPetItem, pt ) )
{
GCCannotUse gcCannotUse;
pGamePlayer->sendPacket(&gcCannotUse);
SAFE_DELETE(pPetItem);
return;
}
pPC->deleteItemFromExtraInventorySlot();
GCDeleteInventoryItem gcDI;
gcDI.setObjectID(pItem->getObjectID());
pGamePlayer->sendPacket(&gcDI);
pItem->destroy();
SAFE_DELETE(pItem);
/*
* 여기서 뭔가 확인을 해야 한다.
*/
int ratio = rand()%100;
if (g_pVariableManager->getVariable(PET_DAY_EVENT) != 0 )
{
ratio = 100;
}
// 공용 펫만 꼬실 수 있다.
PetTypeInfo* pPetTypeInfo = PetTypeInfoManager::getInstance()->getPetTypeInfo(petType);
if (pPetTypeInfo == NULL || pPetTypeInfo->getOriginalMonsterType() != pMonster->getMonsterType() || ratio >= pPetFoodInfo->getTameRatio() )
{
//cout << "꼬시기 실패 : " << ratio << endl;
SAFE_DELETE(pPetItem);
pMonster->addEnemy(pPC);
return;
}
pZone->deleteCreature(pMonster, pMonster->getX(), pMonster->getY());
SAFE_DELETE(pMonster);
/*
* 여기서 해당 펫의 정보를 가져와야 된다.
*/
PetInfo* pPetInfo = new PetInfo;
pPetInfo->setPetType(petType);
pPetInfo->setPetLevel(0);
pPetInfo->setPetCreatureType(pPetTypeInfo->getPetCreatureType(0));
pPetInfo->setPetAttr(0xff);
pPetInfo->setPetExp(0);
pPetInfo->setPetAttrLevel(0);
pPetInfo->setFoodType(pPetFoodInfo->getItemType());
pPetInfo->setGamble(0);
pPetInfo->setCutHead(0);
pPetInfo->setPetHP(pPetFoodInfo->getPetHP());
pPetInfo->setFeedTime(VSDateTime::currentDateTime());
// 양방향 링크
pPetItem->setPetInfo(pPetInfo);
pPetInfo->setPetItem(pPetItem);
pZone->registerObject(pPetItem);
pInventory->addItem(pPetItem, pt);
Assert(pt.x != -1);
pPetItem->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y);
//.........这里部分代码省略.........
示例13: execute
////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionGiveLotto::execute (Creature * pCreature1 , Creature * pCreature2)
throw(Error)
{
__BEGIN_TRY
Assert(pCreature1 != NULL);
Assert(pCreature2 != NULL);
Assert(pCreature1->isNPC());
Assert(pCreature2->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);
Assert(pPC != NULL);
QuestID_t qID;
int questLevel = m_QuestLevel;
if (questLevel < 0 ) questLevel = pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel() - 1;
//cout << "Activated : " << toString() << " ... " << pPC->getName() << " ... " << questLevel << endl;
EventQuestAdvance::Status status = pPC->getQuestManager()->getEventQuestAdvanceManager()->getStatus(questLevel);
int ownerQuestLevel = pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel();
if (
(ownerQuestLevel > questLevel && status == EventQuestAdvance::EVENT_QUEST_ADVANCED )
|| ((questLevel == 4 && ownerQuestLevel == -1 ) || pPC->getQuestManager()->successEventQuest(questLevel, qID ) )
)
{
GamePlayer* pGP = dynamic_cast<GamePlayer*>(pPC->getPlayer());
Assert (pGP != NULL);
// if (g_pConfig->getPropertyInt("IsNetMarble" ) || !pGP->isPayPlaying() )
if (true )
{
pPC->getQuestManager()->getEventQuestAdvanceManager()->rewarded(questLevel);
pPC->getQuestManager()->getEventQuestAdvanceManager()->save();
if (questLevel != 4 )
pPC->getQuestManager()->questRewarded(qID);
else
pPC->getQuestManager()->cancelQuest();
pPC->setLottoQuestLevel(questLevel);
list<Item*> iList;
pPC->getInventory()->clearQuestItem(iList);
list<Item*>::iterator itr = iList.begin();
list<Item*>::iterator endItr = iList.end();
for (; itr != endItr ; ++itr )
{
GCDeleteInventoryItem gcDII;
gcDII.setObjectID((*itr)->getObjectID());
pPC->getPlayer()->sendPacket(&gcDII);
(*itr)->destroy();
SAFE_DELETE(*itr);
}
iList.clear();
CGLotterySelect cgLS;
cgLS.setType(TYPE_FINISH_SCRATCH);
cgLS.setQuestLevel(0);
cgLS.setGiftID(0);
CGLotterySelectHandler::execute(&cgLS, pPC->getPlayer());
// cgLS.execute(pPC->getPlayer());
}
else
{
Player* pPlayer = pCreature2->getPlayer();
// pPlayer->sendPacket(&gcSM);
GCNPCResponse gcNPCResponse;
gcNPCResponse.setCode(NPC_RESPONSE_LOTTERY);
gcNPCResponse.setParameter((uint)questLevel);
pPlayer->sendPacket(&gcNPCResponse);
filelog("EventQuest.log","ActionGiveLotto : %d to %s", questLevel, pPC->getName().c_str());
}
}
GCNPCResponse gcNPCResponse;
gcNPCResponse.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
pPC->getPlayer()->sendPacket(&gcNPCResponse);
__END_CATCH
}
示例14: execute
void CGLotterySelectHandler::execute (CGLotterySelect* pPacket , Player* pPlayer)
throw(Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
GamePlayer* pGP = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGP != NULL);
Creature* pCreature = pGP->getCreature();
Assert(pCreature != NULL);
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
Assert(pPC != NULL);
filelog("EventQuest.log", "CGLotterySelectHandler : got [%d:%d:%d] from %s", pPacket->getType(), pPacket->getGiftID(), pPacket->getQuestLevel(),
pPC->getName().c_str());
switch (pPacket->getType() )
{
case TYPE_SELECT_LOTTERY:
{
// 인벤에서 퀘스트 아이템 삭제
QuestID_t qID;
EventQuestAdvance::Status status = pPC->getQuestManager()->getEventQuestAdvanceManager()->getStatus(pPacket->getQuestLevel());
int ownerQuestLevel = pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel();
if (
(ownerQuestLevel > pPacket->getQuestLevel() && status == EventQuestAdvance::EVENT_QUEST_ADVANCED ) ||
(pPacket->getQuestLevel() == 4 && ownerQuestLevel== -1 ) ||
pPC->getQuestManager()->successEventQuest(pPacket->getQuestLevel(), qID ) )
{
pPC->getQuestManager()->getEventQuestAdvanceManager()->rewarded(pPacket->getQuestLevel());
pPC->getQuestManager()->getEventQuestAdvanceManager()->save();
pPC->getQuestManager()->questRewarded(qID);
pPC->sendCurrentQuestInfo();
list<Item*> iList;
pPC->getInventory()->clearQuestItem(iList);
list<Item*>::iterator itr = iList.begin();
list<Item*>::iterator endItr = iList.end();
for (; itr != endItr ; ++itr )
{
GCDeleteInventoryItem gcDII;
gcDII.setObjectID((*itr)->getObjectID());
pPC->getPlayer()->sendPacket(&gcDII);
(*itr)->destroy();
SAFE_DELETE(*itr);
}
iList.clear();
}
else
{
filelog("EventBug.txt", "CGLotterySelectHandler : 복권 선택이 날라왔는데 완료한 퀘스트가 없다. -_-; %s[%d:%d]",
pPC->getName().c_str(), pPacket->getQuestLevel(), pPacket->getGiftID());
return;
}
GCNoticeEvent gcNE;
gcNE.setCode(NOTICE_EVENT_RESULT_LOTTERY);
if (bWinPrize(pPacket->getGiftID(), pPacket->getQuestLevel() ) )
{
// PlayerCreature 에 정보를 저장한다
pPC->setLotto(true);
pPC->setLottoRewardID(pPacket->getGiftID());
pPC->setLottoQuestLevel(pPacket->getQuestLevel());
gcNE.setParameter((uint)1);
}
else
{
// PlayerCreature 에 정보를 저장한다
pPC->setLotto(false);
pPC->setLottoRewardID(pPacket->getGiftID());
pPC->setLottoQuestLevel(pPacket->getQuestLevel());
gcNE.setParameter((uint)0);
}
pGP->sendPacket(&gcNE);
filelog("EventQuest.log", "CGLotterySelectHandler : %d to %s", gcNE.getParameter(), pPC->getName().c_str());
}
break;
case TYPE_FINISH_SCRATCH:
{
// 당첨된 경우 디비에 저장
if (pPC->isLotto() )
{
// 다시 false 로 만들어줘야함.
// 아님 담번 퀘스트에서 무조건 당첨으로 처리되니 ;;
pPC->setLotto(false);
Statement* pStmt = NULL;
BEGIN_DB
{
pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
//.........这里部分代码省略.........
示例15: execute
void CGUseMessageItemFromInventoryHandler::execute(CGUseMessageItemFromInventory* pPacket, Player* pPlayer)
throw(ProtocolException, Error)
{
__BEGIN_TRY __BEGIN_DEBUG_EX
#ifdef __GAME_SERVER__
Assert(pPacket != NULL);
Assert(pPlayer != NULL);
GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
Assert(pGamePlayer != NULL);
Creature* pCreature = pGamePlayer->getCreature();
Assert(pCreature != NULL);
Assert(pCreature->isPC());
PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
Assert(pPC != NULL);
Inventory* pInventory = pPC->getInventory();
Zone* pZone = pPC->getZone();
Assert(pInventory != NULL);
Assert(pZone != NULL);
CoordInven_t InvenX = pPacket->getX();
CoordInven_t InvenY = pPacket->getY();
// 인벤토리 좌표를 넘어가는 영역이라면 안 된다.
if (InvenX >= pInventory->getWidth() || InvenY >= pInventory->getHeight())
{
GCCannotUse _GCCannotUse;
_GCCannotUse.setObjectID(pPacket->getObjectID());
pGamePlayer->sendPacket(&_GCCannotUse);
return;
}
// 인벤토리에 그 아이템이 없다면 에러다.
Item* pItem = pInventory->getItem(InvenX, InvenY);
if (pItem == NULL)
{
GCCannotUse _GCCannotUse;
_GCCannotUse.setObjectID(pPacket->getObjectID());
pGamePlayer->sendPacket(&_GCCannotUse);
return;
}
// 인벤토리에 있는 아이템의 Object를 받는다.
ObjectID_t ItemObjectID = pItem->getObjectID();
// OID가 일치하지 않거나, 사용할 수 없는 아이템이라면 에러다.
if (ItemObjectID != pPacket->getObjectID() || !isUsableItem(pItem, pCreature))
{
GCCannotUse _GCCannotUse;
_GCCannotUse.setObjectID(pPacket->getObjectID());
pGamePlayer->sendPacket(&_GCCannotUse);
return;
}
if (pPC->getStore()->getItemIndex(pItem) != 0xff )
{
GCCannotUse _GCCannotUse;
_GCCannotUse.setObjectID(pPacket->getObjectID());
pGamePlayer->sendPacket(&_GCCannotUse);
return;
}
// 아이템의 종류에 따라, 처리 함수를 분기시켜 준다.
switch (pItem->getItemClass())
{
case Item::ITEM_CLASS_EVENT_TREE:
executeEventTree(pPacket, pPlayer);
break;
default:
{
//Assert(false);
// by sigi. 2002.12.25
filelog("useItemError.txt", "[CGUseMessageItemFromInventory] No Such ItemClassHandler=%s, owner=%s", ItemClass2ShortString[pItem->getItemClass()].c_str(), pCreature->getName().c_str());
GCCannotUse _GCCannotUse;
_GCCannotUse.setObjectID(pPacket->getObjectID());
pGamePlayer->sendPacket(&_GCCannotUse);
}
return;
}
#endif
__END_DEBUG_EX __END_CATCH
}