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C++ PlayerCreature::getName方法代码示例

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


在下文中一共展示了PlayerCreature::getName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

void CGSMSSendHandler::execute (CGSMSSend* 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);

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

	filelog("SMS.log", "[%s:%s] %s", pGamePlayer->getID().c_str(), pPC->getName().c_str(), pPacket->toString().c_str());
	GCAddressListVerify gcVerify;

	if (pPC->getSMSCharge() < pPacket->getNumbersList().size() )
	{
		filelog("SMS.log", "[%s:%s] Charge가 모자랍니다.", pGamePlayer->getID().c_str(), pPC->getName().c_str());
		gcVerify.setCode(GCAddressListVerify::SMS_SEND_FAIL);
		gcVerify.setParameter(GCAddressListVerify::SMS_SEND_FAIL_NOT_ENOUGH_CHARGE);
		pGamePlayer->sendPacket(&gcVerify);
		return;
	}

	pPC->setSMSCharge(pPC->getSMSCharge() - pPacket->getNumbersList().size());

	char buffer[100];
	sprintf(buffer, "SMSCharge=%u", pPC->getSMSCharge());
	pPC->tinysave(buffer);

	list<string>::const_iterator itr = pPacket->getNumbersList().begin();
	list<string>::const_iterator endItr = pPacket->getNumbersList().end();

	for (; itr != endItr ; ++itr )
	{
		if (SMSServiceThread::Instance().isValidNumber(*itr ) )
		{
			SMSMessage* pMsg = new SMSMessage(pPC->getName(), *itr, pPacket->getCallerNumber(), pPacket->getMessage());
			SMSServiceThread::Instance().pushMessage(pMsg);
		}
	}

	gcVerify.setCode(GCAddressListVerify::SMS_SEND_OK);
	gcVerify.setParameter(pPC->getSMSCharge());
	pGamePlayer->sendPacket(&gcVerify);

#endif
	
	__END_DEBUG_EX __END_CATCH
}
开发者ID:hillwah,项目名称:darkeden,代码行数:54,代码来源:CGSMSSendHandler.cpp

示例2: execute

void CGModifyGuildMemberIntroHandler::execute (CGModifyGuildMemberIntro* pPacket , Player* pPlayer)
	 throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX
		
#ifdef __GAME_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	SYSTEM_ASSERT(SYSTEM_GUILD);

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

	Creature* pCreature = pGamePlayer->getCreature();
	Assert(pCreature != NULL);

	PlayerCreature* pPlayerCreature = dynamic_cast<PlayerCreature*>(pCreature);
	Assert(pPlayerCreature != NULL);

	// 길드를 가져온다.
	Guild* pGuild = g_pGuildManager->getGuild(pPlayerCreature->getGuildID());
	if (pGuild==NULL) return;

	// 길드 멤버 정보를 가져온다.
	GuildMember* pGuildMember  = pGuild->getMember(pPlayerCreature->getName());
	if (pGuildMember==NULL) return;

	pGuildMember->saveIntro(pPacket->getGuildMemberIntro());

#endif	// __GAME_SERVER__
		
	__END_DEBUG_EX __END_CATCH
}
开发者ID:hillwah,项目名称:darkeden,代码行数:35,代码来源:CGModifyGuildMemberIntroHandler.cpp

示例3: execute

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

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

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

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

	list<OptionType_t> optionTypeList;

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

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

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

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

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

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

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

示例4: 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
}
开发者ID:opendarkeden,项目名称:server,代码行数:48,代码来源:ActionGiveQuestItem.cpp

示例5: execute


//.........这里部分代码省略.........
	{
		// 루아의 계산 결과를 받아 아이템을 생성한다.
		pLuaSelectItem->prepare();
		
		int result = pLuaSelectItem->executeFile(luaFileName);
		LuaState::logError(result);
		pLuaSelectItem->clear();
	}

	Timeval afterTime;
	getCurrentTime(afterTime);

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

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

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

	pLuaSelectItem->clear();

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

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

		return;
	}

	// 클라이언트에 선물상자를 지우도록 한다.
	GCDeleteInventoryItem gcDeleteInventoryItem;
	gcDeleteInventoryItem.setObjectID(pGiftBoxItem->getObjectID());
	pPlayer->sendPacket(&gcDeleteInventoryItem);

	// 선물상자를 지운다.
	pInventory->deleteItem(X, Y);
	// ItemTraceLog 를 남긴다
	if (pGiftBoxItem != NULL && pGiftBoxItem->isTraceItem() )
	{
		remainTraceLog(pGiftBoxItem, pCreature2->getName(), pCreature1->getName(), ITEM_LOG_DELETE, DETAIL_EVENTNPC);
	}
	pGiftBoxItem->destroy();
	SAFE_DELETE(pGiftBoxItem);


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

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


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

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

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

	// Flag을 켠다.
	pFlagSet->turnOn(FLAGSET_TRADE_GIFT_BOX_2002_12);

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

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

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

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

示例6: executeOpSwapAdvancementItem


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

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

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

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

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

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

	pNewItem->setTraceItem(bTraceLog(pNewItem ));

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

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

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

	pZone->registerObject(pNewItem);

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

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

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

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

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

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

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

	pGamePlayer->sendPacket(&gcCI);

#endif

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

示例7: processResult

void MPlayerManager::processResult()
{
	// 사용자 찾기
	__ENTER_CRITICAL_SECTION((*g_pPCFinder) )

	Creature* pCreature = g_pPCFinder->getCreature_LOCKED(m_pCurrentJob->getName());

	if (pCreature != NULL )
	{
		PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
		Assert(pPC != NULL);

		// 파워포인트를 플레이어에 세팅
		pPC->setPowerPoint(loadPowerPoint(pPC->getName() ));

		GCRequestPowerPointResult gcRequestPowerPointResult;

		gcRequestPowerPointResult.setSumPowerPoint(pPC->getPowerPoint());
		gcRequestPowerPointResult.setRequestPowerPoint(m_pCurrentJob->getPowerPoint());

		if (m_pCurrentJob->getErrorCode() == 0 )
		{
			gcRequestPowerPointResult.setErrorCode(0);
		}
		else
		{
			switch (m_pCurrentJob->getErrorCode() )
			{
				case MERR_SERVER :
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::SERVER_ERROR);
					break;

				case MERR_CONFIRM:
				case MERR_PACKET:
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::CONNECT_ERROR);
					break;

				case MERR_PROCESS:
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::PROCESS_ERROR);
					break;

				case MERR_SEARCH :
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::NO_MEMBER);
					break;
					
				case MERR_NULLPOINT :
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::NO_POINT);
					break;

				case MERR_MATCHING :
					gcRequestPowerPointResult.setErrorCode(GCRequestPowerPointResult::NO_MATCHING);
					break;

				default:
					filelog(MOFUS_ERROR_FILE, "INVALID ERROR CODE:%d", m_pCurrentJob->getErrorCode());
					return;
			}
		}

		// 클라이언트에 알리기
		pPC->getPlayer()->sendPacket(&gcRequestPowerPointResult);
	}

	__LEAVE_CRITICAL_SECTION((*g_pPCFinder) )
}
开发者ID:hillwah,项目名称:darkeden,代码行数:65,代码来源:MPlayerManager.cpp

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
}
开发者ID:hillwah,项目名称:darkeden,代码行数:84,代码来源:ActionRewardEventQuest.cpp

示例9: execute

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

	Assert(pCreature1 != NULL);
	Assert(pCreature2 != NULL);
	Assert(pCreature1->isNPC());
	Assert(pCreature2->isPC());

	bool bSuccess = true;

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2);

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

	GuildID_t guildID = pPC->getGuildID();
	GCNPCResponse deny;

	Guild* pGuild = g_pGuildManager->getGuild(guildID);
	if(bSuccess && pGuild == NULL ) 
	{
		// 길드가 없다.
		bSuccess = false;
		deny.setCode(NPC_RESPONSE_NO_GUILD);
	}

	if(bSuccess && pGuild->getMaster() != pPC->getName() )
	{
		// 길드 마스터가 아니다.
		bSuccess = false;
		deny.setCode(NPC_RESPONSE_NOT_GUILD_MASTER);
	}

	// 길드 마스터이다.
	list<CastleInfo*> pCastleInfoList = g_pCastleInfoManager->getGuildCastleInfos(guildID);
	if(bSuccess && pCastleInfoList.empty() )
	{
		// 길드가 소유한 성이 없다.
		bSuccess = false;
		deny.setCode(NPC_RESPONSE_HAS_NO_CASTLE);
	}

    list<CastleInfo*>::iterator itr = pCastleInfoList.begin();
    CastleInfo* pCastleInfo = NULL;

	for (; itr != pCastleInfoList.end() ; itr++ )
	{
		if ((*itr)->getZoneID() == pCreature1->getZoneID() )
		{
			pCastleInfo = (*itr);
			break;
		}
	}

	if(bSuccess && pCastleInfo == NULL)
	{
		bSuccess = false;
		deny.setCode(NPC_RESPONSE_NOT_YOUR_CASTLE);
	}

	if (bSuccess )
	{
		GCNPCResponse response;
		response.setCode(NPC_RESPONSE_SHOW_TAX_BALANCE);
		response.setParameter((uint)pCastleInfo->getTaxBalance());
		pPlayer->sendPacket(&response);
	}
	else
	{
		pPlayer->sendPacket(&deny);
	}
	
	GCNPCResponse quit;
	quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE);
	pPlayer->sendPacket(&quit);

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:83,代码来源:ActionShowTaxBalance.cpp

示例10: 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
}
开发者ID:hillwah,项目名称:darkeden,代码行数:92,代码来源:ActionGiveLotto.cpp

示例11: 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.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGLotterySelectHandler.cpp

示例12: executeEventTree

void CGUseMessageItemFromInventoryHandler::executeEventTree(CGUseMessageItemFromInventory* pPacket, Player* pPlayer)
	throw(ProtocolException, Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	// 상위 함수에서 에러 체크를 많이 했기 때문에,
	// 에러 체크를 대폭 축소한다.
	GamePlayer*     pGamePlayer  = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature    = pGamePlayer->getCreature();
	PlayerCreature* pPC          = dynamic_cast<PlayerCreature*>(pCreature);
	Inventory*      pInventory   = pPC->getInventory();
	Zone*           pZone        = pPC->getZone();
	CoordInven_t    InvenX       = pPacket->getX();
	CoordInven_t    InvenY       = pPacket->getY();
	Item*           pItem        = pInventory->getItem(InvenX, InvenY);
	ObjectID_t      ItemObjectID = pItem->getObjectID();
	MonsterType_t	MType		 = 0;

	int				time		 = 0;

	switch (pItem->getItemType() )
	{
		case 12:
			MType = 482;
			time = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME ) / 10;
			break;
		case 26:
			MType = 650;
			time = 21600;
			break;
		case 27:
			MType = 650;
			time = 43200;
			break;
		case 28:
			MType = 650;
			time = 86400;
			break;
		default:
			{
				filelog("EventTree.log", "이상한 아템을 썼다. : %s 가 %d", pPC->getName().c_str(), pItem->getItemType());
				GCCannotUse _GCCannotUse;
				_GCCannotUse.setObjectID(pPacket->getObjectID());
				pGamePlayer->sendPacket(&_GCCannotUse);
			}
			return;
	}

	// 타일에 스킬을 쓰는 것이라고 보고 쓸 수 있는지를 체크한다.
	// 안전지대에서는 사용할 수 없다.
	// 쓸 수 있는 아이템 타입인지 왁인한다. ItemType 이 12인 것만 사용할 수 있다.
	// 근처에(플레이어 주위의 5x5타일 이내) 다른 트리가 있다면 사용할 수 없다.
	if (!isAbleToUseTileSkill(pCreature )
		|| pZone->isMasterLair()
		|| ItemObjectID != pPacket->getObjectID()
		|| checkCorpse(pZone, MType, pPC->getX() - 2, pPC->getY() - 2, pPC->getX() + 2, pPC->getY() + 2 )
		)
	{
		GCCannotUse _GCCannotUse;
		_GCCannotUse.setObjectID(pPacket->getObjectID());
		pGamePlayer->sendPacket(&_GCCannotUse);
		return;
	}

	// 성이면 성주 길드원만 쓸 수 있다.
	if (!pPC->isGOD() )
	{
		if (pZone->isCastle() )
		{
			if (!g_pCastleInfoManager->isCastleMember(pZone->getZoneID(), pPC ) )
			{
				GCCannotUse _GCCannotUse;
				_GCCannotUse.setObjectID(pPacket->getObjectID());
				pGamePlayer->sendPacket(&_GCCannotUse);
				return;
			}
		}
		// 성이 아닌 곳의 안전지대에선 절대 못 쓴다.
		else if (pZone->getZoneLevel(pCreature->getX(), pCreature->getY()) & SAFE_ZONE)
		{
			GCCannotUse _GCCannotUse;
			_GCCannotUse.setObjectID(pPacket->getObjectID());
			pGamePlayer->sendPacket(&_GCCannotUse);
			return;
		}
	}

/*	// 트리를 존에 추가한다. (트리는 몬스터 시체를 이용한다)
    MonsterCorpse* pMonsterCorpse = new MonsterCorpse(482, pPacket->getMessage(), 2); 
    Assert(pMonsterCorpse!=NULL); 
 
    pZone->getObjectRegistry().registerObject(pMonsterCorpse); 
 
    // 생성된 시체를 존에 추가한다. 
	int delayTime = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME); // by sigi. 2002.12.17
//.........这里部分代码省略.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:CGUseMessageItemFromInventoryHandler.cpp

示例13: execute


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

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

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

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

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

	pLuaSelectItem->clear();

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

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

		return;
	}

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

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

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

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

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

		return;
	}

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

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

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

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

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

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

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

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

示例14: execute


//.........这里部分代码省略.........
					it.ItemType = getUpgradeItemType(it.ItemClass, it.ItemType, 1);
				}
*/
				pItem1 = g_pItemFactoryManager->createItem(it.ItemClass, it.ItemType, it.OptionType);
				Assert(pItem1 != NULL);
			}
		}

		if (pItem1 == NULL)
		{
			StringStream msg;
			msg << "ActionTradeLairItem: "
				<< (int)it.ItemClass << ", "
				<< (int)it.ItemType << ", "
				<< (int)it.bCreateOption << ", "
				<< getOptionTypeToString(it.OptionType);

			filelog("tradeLairItemBUG.txt", "%s", msg.toString().c_str());

			GCSystemMessage gcSystemMessage;
			gcSystemMessage.setMessage(g_pStringPool->getString(STRID_ITEM_CREATE_ERROR ));
			pPlayer->sendPacket(&gcSystemMessage);

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

			return;
		}
	}

	TPOINT pt;

	pItem1->setGrade(min(7,ItemGradeManager::Instance().getRandomBeadGrade()));
	pZone->registerObject(pItem1);

	// 만약 inventory에 공간이 있다면, 넣는다. 
	if(pInventory->addItem(pItem1, pt))
	{
		pItem1->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y);

		GCCreateItem gcCreateItem;
/*		gcCreateItem.setObjectID(pItem1->getObjectID());
		gcCreateItem.setItemClass(pItem1->getItemClass());
		gcCreateItem.setItemType(pItem1->getItemType());
		gcCreateItem.setOptionType(pItem1->getOptionTypeList());
		gcCreateItem.setDurability(pItem1->getDurability());
		gcCreateItem.setItemNum(pItem1->getNum());
		gcCreateItem.setInvenX(pt.x);
		gcCreateItem.setInvenY(pt.y);
		gcCreateItem.setGrade(pItem1->getGrade());*/

		makeGCCreateItem(&gcCreateItem, pItem1, pt.x, pt.y);

		pPlayer->sendPacket(&gcCreateItem);

		// ItemTraceLog 를 남긴다
		if (pItem1 != NULL && pItem1->isTraceItem() )
		{
			remainTraceLog(pItem1, pCreature1->getName(), pCreature2->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC);
		}

		// 기존의 아이템을 없앤다
		GCDeleteInventoryItem gcDeleteInventoryItem;
		gcDeleteInventoryItem.setObjectID(pMasterItem->getObjectID());
		pPlayer->sendPacket(&gcDeleteInventoryItem);

		// 서버에서 없애준다.
		pInventory->deleteItem(pMasterItem->getObjectID());	// 좌표로 바꿔주면 좋을건데..
		// ItemTraceLog 를 남긴다
		if (pMasterItem != NULL && pMasterItem->isTraceItem() )
		{
			remainTraceLog(pMasterItem, pCreature2->getName(), pCreature1->getName(), ITEM_LOG_DELETE, DETAIL_EVENTNPC);
		}
		pMasterItem->destroy();
		SAFE_DELETE(pMasterItem);

		// 사용자에게 성공 메시지 출력
//		StringStream message;
//		message << "성공적으로 교환되었습니다";
		GCSystemMessage gcSystemMessage;
		gcSystemMessage.setMessage(g_pStringPool->getString(STRID_TRADE_SUCCESS ));
		pPlayer->sendPacket(&gcSystemMessage);
	}
	else
	{
//		StringStream buf;
//		buf << "인벤토리에 공간이 부족합니다";

		GCSystemMessage gcSystemMessage;
		gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NOT_ENOUGH_INVENTORY_SPACE ));
		pPlayer->sendPacket(&gcSystemMessage);
	}

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

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

示例15: execute

void CGModifyNicknameHandler::execute (CGModifyNickname* 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);

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

	Inventory* pInventory = pPC->getInventory();
	Assert(pInventory != NULL);

	GCNicknameVerify gcNV;

	ObjectID_t itemOID = pPacket->getItemObjectID();
	EventGiftBox* pItem = NULL;

	if (itemOID != 0 )
	{
		pItem = dynamic_cast<EventGiftBox*>(pInventory->getItemWithObjectID(itemOID ));

		if (pItem == NULL )
		{
			filelog("Nickname.log", "[%s:%s] 아이템이 없거나 EventGiftBox가 아닙니다.",
					pPlayer->getID().c_str(),
					pPC->getName().c_str());

			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}
	}
	else
	{
		PetInfo* pPetInfo = pPC->getPetInfo();
		if (pPetInfo == NULL || pPetInfo->getPetType() != PET_PACKAGE )
		{
			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}

		pPetInfo->setNickname(pPacket->getNickname());
		pPetInfo->getPetItem()->savePetInfo();
		sendPetInfo(pGamePlayer, true);

		gcNV.setCode(NICKNAME_MODIFY_OK);
		pGamePlayer->sendPacket(&gcNV);
		return;
	}

	switch (pItem->getItemType() )
	{
		// 펫 닉네임 바꾸기
		case 23 :
		{
			PetInfo* pPetInfo = pPC->getPetInfo();
			if (pPetInfo == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			if (pPetInfo->getPetType() != PET_PACKAGE && pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			pPetInfo->setNickname(pPacket->getNickname());
			pPetInfo->getPetItem()->savePetInfo();
			sendPetInfo(pGamePlayer, true);

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			if (pPetInfo->getPetType() != PET_PACKAGE )
			{
				pInventory->deleteItem(itemOID);
				pItem->destroy();
				SAFE_DELETE(pItem);

				GCUseOK gcOK;
				pGamePlayer->sendPacket(&gcOK);
			}

			return;
		}

		// 커스텀 닉네임 바꾸기
		case 22 :
//.........这里部分代码省略.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:CGModifyNicknameHandler.cpp


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