//////////////////////////////////////////////////////////////////////////////// // 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 }
//////////////////////////////////////////////////////////////////////////////// // 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); 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 }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionGiveEventItem::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); Inventory* pInventory = pPC->getInventory(); Assert(pInventory != NULL); Zone* pZone = pPC->getZone(); Assert(pZone != NULL); FlagSet* pFlagSet = pPC->getFlagSet(); Item::ItemClass ItemClass; ItemType_t ItemType; OptionType_t OptionType; OptionType_t OptionType2; Item* pItem; // 이벤트 진행 기간이 아닌 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; } // 이 값과 관련해서 // 캐릭터 생성시에 FlagSet을 바꿔줘야한다. (default ON 으로) // 이미 선물을 교환해 갔다면 if (pFlagSet->isOn(m_FlagSetType ) ) { 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; } 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); int level = pVampire->getLevel(); m_pLuaVampireItem->setLevel(level); pLuaSelectItem = m_pLuaVampireItem; luaFileName = m_VampireFilename; } //-------------------------------------------------------- // 속도 체크를 위해서 1000번 돌려보는 코드 // 결과는.. 0.07초 정도 나왔다. 감덩~ -_-; /* Timeval beforeTime; getCurrentTime(beforeTime); for (int i=0; i<1000; i++) { // 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(); OptionType2 = pLuaSelectItem->getOptionType2(); pLuaSelectItem->clear(); if(ItemClass >= Item::ITEM_CLASS_MAX ) //|| ItemType >= ITEM_TYPE_MAX || ItemType < 0 // || OptionType == 0) { filelog("GiveEventItemError.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); _TPOINT pt; if (!pInventory->getEmptySlot(pItem, pt)) { SAFE_DELETE(pItem); GCNPCResponse response; response.setCode(NPC_RESPONSE_NO_EMPTY_SLOT); pPlayer->sendPacket(&response); GCNPCResponse quit; quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pPlayer->sendPacket(&quit); return; } CoordInven_t X = pt.x; CoordInven_t Y = pt.y; // 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); remainTraceLogNew(pItem, pCreature2->getName(), ITL_GET, ITLD_EVENTNPC, pCreature1->getZone()->getZoneID(), pCreature1->getX(), pCreature1->getY()); } // 클라이언트에 선물이 추가되었음을 알린다. GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pItem, X, Y); pPlayer->sendPacket(&gcCreateItem); // Flag을 켠다. pFlagSet->turnOn(m_FlagSetType); // Flag을 저장한다. pFlagSet->save(pPC->getName()); // 아이템 교환이 이루어 졌다고 클라이언트에 알린다. 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 }