//////////////////////////////////////////////////////////////////////////////// // 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 }
//////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // 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 }
//////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // // 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 }
////////////////////////////////////////////////////////////////////////////// // // 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)) g_pParkingCenter->deleteMotorcycleBox(motorcycleID); // NPC에게 자리가 충분하다면 플레이어가 판 아이템을 보관한다. // 단 스페셜 아이템만을 보관한다. 노말 아이템은 그냥 버림. //if (pItemOnTile->getOptionType() != 0) //{ // index = pNPC->getFirstEmptySlot(SHOP_RACK_SPECIAL); // if (index < SHOP_RACK_INDEX_MAX) // { // pNPC->insertShopItem(SHOP_RACK_SPECIAL, index, pItemOnTile); // // 스페셜 아이템을 NPC가 진열장에 추가했으므로, 상점 버전이 올라간다. // pNPC->increaseShopVersion(SHOP_RACK_SPECIAL); // } //} //else //{ // SAFE_DELETE(pItemOnTile); //} // 모터 사이클을 찾았으므로, 할 일이 끝났다. return; } } } } // end of for (ZoneCoord_t zy=CenterY-5; zy<=CenterY+5; zy++) } // end of for (ZoneCoord_t zx=CenterX-5; zx<=CenterX+5; zx++) } catch (Throwable & t) { filelog("shopbug_packet.log", "%s", t.toString().c_str()); } // FOR 루프를 다 돌고, 이까지 왔다는 것은 근처에 오토바이가 없다는 말이당... // 그러므로 모터 사이클 팔기가 실패했다는 것을 알린다. GCShopSellFail failpkt; failpkt.setObjectID(NPCID); pPlayer->sendPacket(&failpkt); #endif __END_DEBUG_EX __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // // 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. // 퀘스트 아이템은 보관하지 않고 버린다. if (pNPC->getShopType()==SHOPTYPE_NORMAL && pItem->getCreateType()!=Item::CREATE_TYPE_CREATE && !pItem->getOptionTypeList().empty() && !pItem->isTimeLimitItem()) { bSpecialItem = true; index = pNPC->getFirstEmptySlot(SHOP_RACK_SPECIAL); if (index < SHOP_RACK_INDEX_MAX) { // 아이템을 추가한다. pNPC->insertShopItem(SHOP_RACK_SPECIAL, index, pItem); // 스페셜 아이템을 NPC가 진열장에 추가했으므로, 상점 버전이 올라간다. pNPC->increaseShopVersion(SHOP_RACK_SPECIAL); //////////////////////////////////////////////////////////////////////////// // 근처의 플레이어들에게는 GCShopBought를... //////////////////////////////////////////////////////////////////////////// int CenterX = pNPC->getX(); int CenterY = pNPC->getY(); Creature* pNearCreature = NULL; Player* pNearPlayer = NULL; GCShopBought boughtpkt; boughtpkt.setObjectID(NPCID); if (!pItem->getOptionTypeList().empty()) { boughtpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL)); boughtpkt.setShopType(SHOP_RACK_SPECIAL); } else { boughtpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL)); boughtpkt.setShopType(SHOP_RACK_NORMAL); } boughtpkt.setShopIndex(index); boughtpkt.setItemObjectID(ITEMOID); boughtpkt.setItemClass(pItem->getItemClass()); boughtpkt.setItemType(pItem->getItemType()); boughtpkt.setOptionType(pItem->getOptionTypeList()); boughtpkt.setDurability(pItem->getDurability()); boughtpkt.setSilver(pItem->getSilver()); boughtpkt.setGrade(pItem->getGrade()); boughtpkt.setEnchantLevel(pItem->getEnchantLevel()); //pZone->broadcastPacket(pNPC->getX(), pNPC->getY(), &boughtpkt, pPC); 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); // 걸어다니는 크리쳐를 검색 if (tile.hasCreature(Creature::MOVE_MODE_WALKING)) { pNearCreature = tile.getCreature(Creature::MOVE_MODE_WALKING); if (pNearCreature == NULL) continue; // 방금 물건을 판 플레이어라면 생략 if (pNearCreature->getObjectID() == pPC->getObjectID()) continue; // 만약 플레이어라면 패킷을 보내준다. if (pNearCreature->isPC()) { pNearPlayer = pNearCreature->getPlayer(); if (pNearPlayer == NULL) continue; pNearPlayer->sendPacket(&boughtpkt); } } // 날아다니는 크리쳐를 검색 if (tile.hasCreature(Creature::MOVE_MODE_FLYING)) { pNearCreature = tile.getCreature(Creature::MOVE_MODE_FLYING); if (pNearCreature == NULL) continue; // 방금 물건을 판 플레이어라면 생략 if (pNearCreature->getObjectID() == pPC->getObjectID()) continue; // 만약 플레이어라면 패킷을 보내준다. if (pNearCreature->isPC()) { pNearPlayer = pNearCreature->getPlayer(); if (pNearPlayer == NULL) continue; pNearPlayer->sendPacket(&boughtpkt); } } } // end of for (ZoneCoord_t zy=CenterY-5; zy<=CenterY+5; zy++) } // end of for (ZoneCoord_t zx=CenterX-5; zx<=CenterX+5; zx++) } catch (Throwable & t) { filelog("shopbug_packet.log", "%s", t.toString().c_str()); } } // if (index < SHOP_RACK_INDEX_MAX) else { SAFE_DELETE(pItem); } } // if (pItem->getOptionType() != 0) else { bSpecialItem = false; SAFE_DELETE(pItem); } // 물건을 산 플레이어에게 GCShopSellOK를...보낸다. GCShopSellOK okpkt; okpkt.setObjectID(NPCID); if (bSpecialItem) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL)); else okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL)); okpkt.setItemObjectID(ITEMOID); //okpkt.setPrice(playerMoney+itemPrice); // playerMoney + itemPrice 가 MAX_MONEY를 넘어갈 수 있다. // 2003.1.8 by bezz okpkt.setPrice(pPC->getGold()); pPlayer->sendPacket(&okpkt); if (bClearDefaultOptionTypes ) { pPC->clearDefaultOptionTypes(); pPC->initAllStatAndSend(); if (pPC->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pPC); Assert(pSlayer != NULL); pSlayer->sendRealWearingInfo(); } else if (pPC->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pPC); Assert(pVampire != NULL); pVampire->sendRealWearingInfo(); } else if (pPC->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pPC); Assert(pOusters != NULL); pOusters->sendRealWearingInfo(); } } #endif __END_DEBUG_EX __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 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 }
//////////////////////////////////////////////////////////////////////////////// // 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 }
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__ __END_DEBUG_EX __END_CATCH }
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 char pField[80]; sprintf(pField, "Storage=%d, StorageID=0", STORAGE_EXTRASLOT); pItem->tinysave(pField); TradeManager* pTradeManager = pZone->getTradeManager(); TradeInfo* pInfo = pTradeManager->getTradeInfo(pCreature->getName()); if (pInfo != NULL && pInfo->getStatus() == TRADE_FINISH) { GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_INVENTORY_TO_MOUSE_OK); pPlayer->sendPacket(&gcTradeVerify); } } // 겹치는 아이템 분리하기 루틴 else { // 겹치는 아이템이 아니거나, 현재 숫자가 2 미만이라면 분리할 수 없다. if (!isStackable(pItem) || pItem->getNum() < 2 || (pItem->getItemClass() == Item::ITEM_CLASS_MOON_CARD && pItem->getItemType() == 2 && pItem->getNum() == 99) || pPC->getStore()->hasItem(pItem) ) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } // 기존의 아이템을 바탕으로 같은 아이템을 생성한다. Item::ItemClass IClass = pItem->getItemClass(); ItemType_t IType = pItem->getItemType(); const list<OptionType_t>& OType = pItem->getOptionTypeList(); Item* pNewItem = g_pItemFactoryManager->createItem(IClass, IType, OType); Assert(pNewItem != NULL); // 마우스에다 더할 아이템은 기존의 OID를 가져가고, // 인벤토리에 남을 아이템은 새로운 OID를 받아야 한다. Zone* pZone = pPC->getZone(); Assert(pZone != NULL); ObjectRegistry& OR = pZone->getObjectRegistry(); OR.registerObject(pNewItem); // 인벤토리에 남아있는 아이템의 숫자는 원래 숫자에서 1을 뺀 숫자가 된다. // 기존의 아이템은 마우스로 옮겨졌으므로, 숫자가 1이 된다. // 인벤토리에서 마우스로 옮겨진 아이템을 삭제하고, // 새로 생성된 아이템을 더한다. pInventory->deleteItem(pItem->getObjectID()); pPC->addItemToExtraInventorySlot(pItem); int NewNum = pItem->getNum() - 1; pNewItem->setNum(NewNum); pItem->setNum(1); pInventory->addItem(InvenX, InvenY, pNewItem); // 달라진 위치 정보를 세이브한다... //pItem->save(pPC->getName(), STORAGE_EXTRASLOT, 0, 0, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=0", 1, STORAGE_EXTRASLOT); pItem->tinysave(pField); pNewItem->create(pPC->getName(), STORAGE_INVENTORY, invenID, InvenX, InvenY); //pNewItem->setNum(NewNum); // 위에서 했는데 또 하네. -_-; //pNewItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Num=%d, Storage=%d, StorageID=%u", NewNum, STORAGE_INVENTORY, invenID); pNewItem->tinysave(pField); // 클라이언트에게는 GCCreateItem 패킷을 이용해 // 인벤토리에 새로이(?) 생성된 아이템에 대한 정보를 보내준다. GCCreateItem gcCreateItem; gcCreateItem.setObjectID(pNewItem->getObjectID()); gcCreateItem.setItemClass((BYTE)pNewItem->getItemClass()); gcCreateItem.setItemType(pNewItem->getItemType()); gcCreateItem.setOptionType(pNewItem->getOptionTypeList()); gcCreateItem.setDurability(pNewItem->getDurability()); gcCreateItem.setSilver(pNewItem->getSilver()); gcCreateItem.setEnchantLevel(pNewItem->getEnchantLevel()); gcCreateItem.setItemNum(pNewItem->getNum()); gcCreateItem.setInvenX(InvenX); gcCreateItem.setInvenY(InvenY); pPlayer->sendPacket(&gcCreateItem); } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }
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); // TraceLog 를 남긴다. remainTraceLog(pPetItem, "GOD", pPC->getName(), ITEM_LOG_CREATE, DETAIL_PICKUP); GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pPetItem, pt.x, pt.y); pGamePlayer->sendPacket(&gcCreateItem); //pPetItem->whenPCTake(pPC); pPC->getGQuestManager()->tamePet(pPetInfo); addOlympicStat(pPC, 9); #endif __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 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 }
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(); pStmt->executeQuery("INSERT INTO EventQuestRewardRecord (PlayerID, RewardID, Time, RealPlayerID) VALUES ('%s', %d, now(), '%s' )", pCreature->getName().c_str(), pPC->getLottoRewardID(), pPC->getPlayer()->getID().c_str()); SAFE_DELETE(pStmt); } END_DB(pStmt) // 이쪽 서버에 브로드 캐스트 하고 (allworld 는 해당 서버는 처리 안함) GCNotifyWin gcNW; gcNW.setGiftID(pPC->getLottoRewardID()); gcNW.setName(pCreature->getName()); g_pZoneGroupManager->broadcast(&gcNW); // 전 월드에 브로드캐스트해준다 char sCommand[200]; string worldName = g_pGameWorldInfoManager->getGameWorldInfo(g_pConfig->getPropertyInt("WorldID" ))->getName(); sprintf(sCommand, "*allworld *command NotifyWin %s(%s) %lu", pCreature->getName().c_str(), worldName.c_str(), pPC->getLottoRewardID()); CGSayHandler::opworld(NULL, sCommand, 0, false); } else { // 아니면 그냥 퀘스트 아이템만 인벤에 넣어주면 되는듯 Item::ItemClass iClass; ItemType_t iType; list<OptionType_t> oList; bool isTimeLimit = false; bool isLairItem = false; bool isUnique = false; MonsterType_t masterType; switch(pPC->getLottoQuestLevel() ) // switch(pPC->getQuestManager()->getEventQuestAdvanceManager()->getQuestLevel() ) { case 0: { static const string options1[] = { "STR+2", "DEX+2", "INT+2", "ASPD+2", "HP+2" }; static const string options2[] = { "STR+3", "DEX+3", "INT+3", "ASPD+3", "HP+3" }; if (pPC->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pPC); QuestGrade_t qGrade = pSlayer->getTotalAttr(ATTR_BASIC); iClass = Item::ITEM_CLASS_RING; if (qGrade < 131 ) { iType = 1; makeOptionList(options1[ rand()%5 ], oList); } else if (qGrade < 211 ) { iType = 2; makeOptionList(options1[ rand()%5 ], oList); } else if (qGrade < 271 ) { iType = 3; makeOptionList(options2[ rand()%5 ], oList); } else if (qGrade < 300 ) { iType = 4; makeOptionList(options2[ rand()%5 ], oList); } else { iType = 5; makeOptionList(options2[ rand()%5 ], oList); } } else if (pPC->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pPC); Level_t level = pVampire->getLevel(); iClass = Item::ITEM_CLASS_VAMPIRE_RING; if (level < 31 ) { iType = 1; makeOptionList(options1[ rand()%5 ], oList); } else if (level < 51 ) { iType = 2; makeOptionList(options1[ rand()%5 ], oList); } else if (level < 71 ) { iType = 3; makeOptionList(options2[ rand()%5 ], oList); } else if (level < 91 ) { iType = 4; makeOptionList(options2[ rand()%5 ], oList); } else { iType = 5; makeOptionList(options2[ rand()%5 ], oList); } } else if (pPC->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pPC); Level_t level = pOusters->getLevel(); iClass = Item::ITEM_CLASS_OUSTERS_RING; if (level < 31 ) { iType = 1; makeOptionList(options1[ rand()%5 ], oList); } else if (level < 51 ) { iType = 2; makeOptionList(options1[ rand()%5 ], oList); } else if (level < 71 ) { iType = 3; makeOptionList(options2[ rand()%5 ], oList); } else if (level < 91 ) { iType = 4; makeOptionList(options2[ rand()%5 ], oList); } else { iType = 5; makeOptionList(options2[ rand()%5 ], oList); } } } break; case 1: { static const string oSlayer1[] = { "DAM+2", "VIS+3", "MP+2", "LUCK+1", "HP+2" }; static const string oSlayer2[] = { "DAM+3", "VIS+3", "MP+3", "LUCK+2", "HP+3" }; static const string oVampire1[] = { "DAM+2", "VIS+3", "ASPD+2", "LUCK+1", "HP+2" }; static const string oVampire2[] = { "DAM+3", "VIS+3", "ASPD+3", "LUCK+2", "HP+3" }; if (pPC->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pPC); QuestGrade_t qGrade = pSlayer->getTotalAttr(ATTR_BASIC); iClass = Item::ITEM_CLASS_RING; if (qGrade < 131 ) { iType = 2; makeOptionList(oSlayer1[ rand()%5 ], oList); } else if (qGrade < 211 ) { iType = 3; makeOptionList(oSlayer1[ rand()%5 ], oList); } else if (qGrade < 271 ) { iType = 4; makeOptionList(oSlayer2[ rand()%5 ], oList); } else if (qGrade < 300 ) { iType = 5; makeOptionList(oSlayer2[ rand()%5 ], oList); } else { iType = 6; makeOptionList(oSlayer2[ rand()%5 ], oList); } } else if (pPC->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pPC); Level_t level = pVampire->getLevel(); iClass = Item::ITEM_CLASS_VAMPIRE_RING; if (level < 31 ) { iType = 2; makeOptionList(oVampire1[ rand()%5 ], oList); } else if (level < 51 ) { iType = 3; makeOptionList(oVampire1[ rand()%5 ], oList); } else if (level < 71 ) { iType = 4; makeOptionList(oVampire2[ rand()%5 ], oList); } else if (level < 91 ) { iType = 5; makeOptionList(oVampire2[ rand()%5 ], oList); } else { iType = 6; makeOptionList(oVampire2[ rand()%5 ], oList); } } else if (pPC->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pPC); Level_t level = pOusters->getLevel(); iClass = Item::ITEM_CLASS_OUSTERS_RING; if (level < 31 ) { iType = 2; makeOptionList(oVampire1[ rand()%5 ], oList); } else if (level < 51 ) { iType = 3; makeOptionList(oVampire1[ rand()%5 ], oList); } else if (level < 71 ) { iType = 4; makeOptionList(oVampire2[ rand()%5 ], oList); } else if (level < 91 ) { iType = 5; makeOptionList(oVampire2[ rand()%5 ], oList); } else { iType = 6; makeOptionList(oVampire2[ rand()%5 ], oList); } } } break; case 2: { isLairItem = true; masterType = 432; } break; case 3: { isLairItem = true; masterType = 433; } break; case 4: { isTimeLimit = true; if (pPC->isSlayer() ) { isUnique = true; static const Item::ItemClass iClasses[] = { Item::ITEM_CLASS_COAT, Item::ITEM_CLASS_TROUSER, Item::ITEM_CLASS_GLOVE, Item::ITEM_CLASS_HELM, Item::ITEM_CLASS_SHOES, // Item::ITEM_CLASS_BELT, Item::ITEM_CLASS_NECKLACE, Item::ITEM_CLASS_BRACELET }; static const ItemType_t iTypes[] = { 16, 16, 8, 9, 7, // 4, 10, 10 }; int index = rand() % 7; iClass = iClasses[index]; iType = iTypes[index]; } else if (pPC->isVampire() ) { isUnique = true; static const Item::ItemClass iClasses[] = { Item::ITEM_CLASS_VAMPIRE_COAT, Item::ITEM_CLASS_VAMPIRE_WEAPON, Item::ITEM_CLASS_VAMPIRE_RING, Item::ITEM_CLASS_VAMPIRE_NECKLACE, Item::ITEM_CLASS_VAMPIRE_BRACELET, Item::ITEM_CLASS_VAMPIRE_AMULET, Item::ITEM_CLASS_VAMPIRE_EARRING }; static const ItemType_t iTypes[] = { 12, 15, 10, 10, 9, 10, 10 }; int index = rand() % 7; iClass = iClasses[index]; iType = iTypes[index]; } else if (pPC->isOusters() ) { static const Item::ItemClass iClasses[] = { Item::ITEM_CLASS_OUSTERS_COAT, Item::ITEM_CLASS_OUSTERS_CIRCLET, Item::ITEM_CLASS_OUSTERS_ARMSBAND, Item::ITEM_CLASS_OUSTERS_BOOTS, Item::ITEM_CLASS_OUSTERS_PENDENT, Item::ITEM_CLASS_OUSTERS_RING }; static const ItemType_t iTypes[] = { 7, 9, 9, 7, 9, 9 }; static const string options[] = { "DAM+3", "ASPD+3", "LUCK+2", "HP+9", "STR+3", "DEX+3", "INT+3", "ATTR+2", "RES+3", "MP+4" }; int index = rand() % 6; iClass = iClasses[index]; iType = iTypes[index]; int option1 = rand()%10; int option2 = rand()%10; while (option1 == option2 ) option2 = rand()%10; makeOptionList(options[ option1 ] + "," + options[ option2 ], oList); } } break; default: break; } Item* pItem; if (isLairItem ) { const MonsterInfo* pMonsterInfo = g_pMonsterInfoManager->getMonsterInfo(masterType); TreasureList *pTreasureList = NULL; if (pPC->isSlayer()) pTreasureList = pMonsterInfo->getSlayerTreasureList(); else if (pPC->isVampire() ) pTreasureList = pMonsterInfo->getVampireTreasureList(); else if (pPC->isOusters() ) pTreasureList = pMonsterInfo->getOustersTreasureList(); const list<Treasure*>& treasures = pTreasureList->getTreasures(); list<Treasure*>::const_iterator itr = treasures.begin(); ITEM_TEMPLATE it; for(; itr != treasures.end(); itr++) { Treasure* pTreasure = (*itr); it.ItemClass = Item::ITEM_CLASS_MAX; it.ItemType = 0; it.NextOptionRatio = 0; //cout << "TradeLairItem: BonusRatio = " << it.NextOptionRatio << endl; if (pTreasure->getRandomItem(&it) ) { pItem = g_pItemFactoryManager->createItem(it.ItemClass, it.ItemType, it.OptionType); Assert(pItem != NULL); } } } else { pItem = g_pItemFactoryManager->createItem(iClass, iType, oList); } GenderRestriction gender = GENDER_BOTH; switch(pPC->getSex() ) { case MALE: gender = GENDER_MALE; break; case FEMALE: gender = GENDER_FEMALE; break; default: break; } setItemGender(pItem, gender); _TPOINT tp; if (pItem != NULL && pPC->getInventory()->addItem(pItem, tp ) ) { pPC->getZone()->registerObject(pItem); pItem->create(pPC->getName(), STORAGE_INVENTORY, 0, tp.x, tp.y); if (isTimeLimit ) { pPC->addTimeLimitItem(pItem, 604800); pPC->sendTimeLimitItemInfo(); } GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pItem, tp.x, tp.y); pPC->getPlayer()->sendPacket(&gcCreateItem); remainTraceLog(pItem, "GOD", pCreature->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC); } else { if (isUnique ) pItem->setUnique(); if (isTimeLimit ) pItem->setTimeLimitItem(); pPC->setQuestItem(pItem); remainTraceLog(pItem, "GOD", pCreature->getName(), ITEM_LOG_CREATE, DETAIL_EVENTNPC); } } if (pPC->getLottoQuestLevel() == 4 ) { pPC->getQuestManager()->cancelQuest(); GCNoticeEvent gcNE; gcNE.setCode(NOTICE_EVENT_START_QUEST_ENDING); pPC->getPlayer()->sendPacket(&gcNE); } }
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 }
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 TPOINT pt = pZone->addItem(pMonsterCorpse, pPC->getX(), pPC->getY(), true, delayTime); // 6시간 뒤에 트리(시체)가 사라진다. if (pt.x == -1)*/ if (!createBulletinBoard(pZone, pPC->getX(), pPC->getY(), MType, pPacket->getMessage(), VSDateTime::currentDateTime().addSecs(time ) ) ) { GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); return; } // 사용한 아이템이므로 지워준다. pInventory->deleteItem(InvenX, InvenY); pItem->destroy(); SAFE_DELETE(pItem); // 아이템을 사용했다고 클라이언트에 알린다. GCUseOK gcUseOK; pGamePlayer->sendPacket(&gcUseOK); //pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddEffectToTile); #endif __END_DEBUG_EX __END_CATCH }
void CGShopRequestSellHandler::executeOpSwapAdvancementItem(CGShopRequestSell* pPacket, Player* pPlayer) throw(ProtocolException, Error) { __BEGIN_TRY #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); if (!pPC->isAdvanced() ) { return sendFailPacket(pPacket, pPlayer); } Zone* pZone = pPC->getZone(); if (pZone == NULL) return sendFailPacket(pPacket, pPlayer); Creature* pNPCBase = pZone->getCreature(NPCID); if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer); NPC* pNPC = dynamic_cast<NPC*>(pNPCBase); Inventory* pInventory = pPC->getInventory(); Item* pItem = pInventory->getItemWithObjectID(ITEMOID); if (pItem == NULL || pItem->isTimeLimitItem() ) { return sendFailPacket(pPacket, pPlayer); } Item::ItemClass iClass = Item::ITEM_CLASS_MAX; ItemType_t iType = 0; Grade_t iGrade = 0; FlagSetType fType = FLAGSET_MAX; ItemInfo* pItemInfo = g_pItemInfoManager->getItemInfo(pItem->getItemClass(), pItem->getItemType()); Assert(pItemInfo!=NULL); switch (pItem->getItemClass() ) { case Item::ITEM_CLASS_SWORD: case Item::ITEM_CLASS_BLADE: case Item::ITEM_CLASS_AR: case Item::ITEM_CLASS_SR: case Item::ITEM_CLASS_SG: case Item::ITEM_CLASS_SMG: { switch (pItem->getItemType() ) { case 9: { iClass = pItem->getItemClass(); iType = 14; iGrade = 2; break; } case 11: { iClass = pItem->getItemClass(); iType = 14; iGrade = 4; break; } case 12: { iClass = pItem->getItemClass(); iType = 14; iGrade = 6; break; } case 13: { iClass = pItem->getItemClass(); iType = 14; iGrade = 8; break; } default: break; } if (iClass == Item::ITEM_CLASS_SG ) iClass = Item::ITEM_CLASS_SR; if (iClass == Item::ITEM_CLASS_SMG ) iClass = Item::ITEM_CLASS_AR; break; } case Item::ITEM_CLASS_CROSS: case Item::ITEM_CLASS_MACE: { switch (pItem->getItemType() ) { case 7: { iClass = pItem->getItemClass(); iType = 12; iGrade = 2; break; } case 9: { iClass = pItem->getItemClass(); iType = 12; iGrade = 4; break; } case 10: { iClass = pItem->getItemClass(); iType = 12; iGrade = 6; break; } case 11: { iClass = pItem->getItemClass(); iType = 12; iGrade = 8; break; } default: break; } break; } case Item::ITEM_CLASS_COAT: case Item::ITEM_CLASS_TROUSER: { switch (pItem->getItemType() ) { case 14: case 15: { iClass = pItem->getItemClass(); iType = 24 + (pItem->getItemType()%2); iGrade = 2; break; } case 18: case 19: case 20: case 21: case 22: case 23: { iClass = pItem->getItemClass(); iType = 24 + (pItem->getItemType()%2); iGrade = 4 + (((pItem->getItemType()-18)/2)*2); break; } default: break; } break; } case Item::ITEM_CLASS_VAMPIRE_WEAPON: { switch (pItem->getItemType() ) { case 14: { iClass = pItem->getItemClass(); iType = 19; iGrade = 2; break; } case 16: { iClass = pItem->getItemClass(); iType = 19; iGrade = 4; break; } case 17: { iClass = pItem->getItemClass(); iType = 19; iGrade = 6; break; } case 18: { iClass = pItem->getItemClass(); iType = 19; iGrade = 8; break; } default: break; } break; } case Item::ITEM_CLASS_VAMPIRE_COAT: { switch (pItem->getItemType() ) { case 10: case 11: { iClass = pItem->getItemClass(); iType = 20 + (pItem->getItemType()%2); iGrade = 2; break; } case 14: case 15: case 16: case 17: case 18: case 19: { iClass = pItem->getItemClass(); iType = 20 + (pItem->getItemType()%2); iGrade = 4 + (((pItem->getItemType()-14)/2)*2); break; } default: break; } break; } case Item::ITEM_CLASS_OUSTERS_CHAKRAM: { switch (pItem->getItemType() ) { case 9: { iClass = pItem->getItemClass(); iType = 14; iGrade = 2; break; } case 10: { iClass = pItem->getItemClass(); iType = 14; iGrade = 4; break; } case 11: { iClass = pItem->getItemClass(); iType = 14; iGrade = 6; break; } case 13: { iClass = pItem->getItemClass(); iType = 14; iGrade = 8; break; } default: break; } break; } case Item::ITEM_CLASS_OUSTERS_WRISTLET: { switch (pItem->getItemType() ) { case 9: case 30: case 31: case 39: { iClass = pItem->getItemClass(); iType = 42; iGrade = pItemInfo->getItemLevel() * 2 - 16; break; } case 19: case 32: case 33: case 40: { iClass = pItem->getItemClass(); iType = 43; iGrade = pItemInfo->getItemLevel() * 2 - 16; break; } case 29: case 34: case 35: case 41: { iClass = pItem->getItemClass(); iType = 44; iGrade = pItemInfo->getItemLevel() * 2 - 16; break; } default: break; } break; } case Item::ITEM_CLASS_OUSTERS_COAT: case Item::ITEM_CLASS_OUSTERS_BOOTS: { switch (pItem->getItemType() ) { case 7: { iClass = pItem->getItemClass(); iType = 12; iGrade = 2; break; } case 8: { iClass = pItem->getItemClass(); iType = 12; iGrade = 4; break; } case 9: { iClass = pItem->getItemClass(); iType = 12; iGrade = 6; break; } case 11: { iClass = pItem->getItemClass(); iType = 12; iGrade = 8; break; } default: break; } break; } default: break; } switch (iClass ) { case Item::ITEM_CLASS_SWORD: case Item::ITEM_CLASS_BLADE: case Item::ITEM_CLASS_AR: case Item::ITEM_CLASS_SR: case Item::ITEM_CLASS_CROSS: case Item::ITEM_CLASS_MACE: case Item::ITEM_CLASS_VAMPIRE_WEAPON: 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 }
void CGAddItemToCodeSheetHandler::execute (CGAddItemToCodeSheet* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX 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); CoordInven_t x,y; Item* pMouseItem = pPC->getExtraInventorySlotItem(); Item* pTargetItem = pPC->getInventory()->findItemOID(pPacket->getObjectID(), x, y); GCCannotUse failpkt; failpkt.setObjectID(pPacket->getObjectID()); if (pMouseItem == NULL || pTargetItem == NULL || pMouseItem->getItemClass() != Item::ITEM_CLASS_EVENT_ITEM || pTargetItem->getItemClass() != Item::ITEM_CLASS_CODE_SHEET || pMouseItem->getItemType() > 26 || pMouseItem->getItemType() < 22 || pTargetItem->getItemType() != 0 ) { pPlayer->sendPacket(&failpkt); return; } GCUseOK okpkt; uint StoneNum = pMouseItem->getItemType()-21; Assert(StoneNum >= 1 && StoneNum <= 5); x = pPacket->getX(); y = pPacket->getY(); vector<OptionType_t> OptionType(pTargetItem->getOptionTypeList().begin(), pTargetItem->getOptionTypeList().end()); if (OptionType.size() < 30 ) { pPlayer->sendPacket(&failpkt); return; } uint TargetStoneNum = getStoneNum(OptionType, x, y); if (TargetStoneNum != 0xf || !canPutStone(OptionType, x, y, StoneNum ) ) { pPlayer->sendPacket(&failpkt); return; } setStoneNum(OptionType, x, y, StoneNum); if (isComplete(OptionType ) ) { pTargetItem->setItemType(1); pTargetItem->tinysave("ItemType=1"); } pTargetItem->setOptionType(list<OptionType_t>(OptionType.begin(), OptionType.end())); string optionField; setOptionTypeToField(pTargetItem->getOptionTypeList(), optionField); char query[100]; sprintf(query, "OptionType = '%s'", optionField.c_str()); pTargetItem->tinysave(query); pPC->deleteItemFromExtraInventorySlot(); pMouseItem->destroy(); SAFE_DELETE(pMouseItem); pPlayer->sendPacket(&okpkt); __END_DEBUG_EX __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionTradeGiftBox::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; Item* pItem; Item* pGiftBoxItem; // 이미 선물을 교환해 갔다면 if (pFlagSet->isOn(FLAGSET_TRADE_GIFT_BOX_2002_12 ) ) { GCNPCResponse response; response.setCode(NPC_RESPONSE_TRADE_GIFT_BOX_ALREADY_TRADE); pPlayer->sendPacket(&response); GCNPCResponse quit; quit.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pPlayer->sendPacket(&quit); return; } // 빨간 선물 상자가 있는지 확인한다. CoordInven_t X,Y; pGiftBoxItem = pInventory->findItem(Item::ITEM_CLASS_EVENT_GIFT_BOX, 1, X, Y); if (pGiftBoxItem == NULL ) { GCNPCResponse response; response.setCode(NPC_RESPONSE_TRADE_GIFT_BOX_NO_ITEM); 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(); 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 }
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 : case 25 : { NicknameInfo* pNickname = pPC->getNicknameBook()->getNicknameInfo(0); if (pNickname == NULL || pNickname->getNicknameType() != NicknameInfo::NICK_CUSTOM || pPacket->getNickname() == "" ) { gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM); pGamePlayer->sendPacket(&gcNV); return; } if (pItem == NULL ) { gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM); pGamePlayer->sendPacket(&gcNV); return; } // pPC->removeFlag(Effect::EFFECT_CLASS_CAN_MODIFY_NICKNAME_0); pNickname->setNickname(pPacket->getNickname()); Statement* pStmt = NULL; BEGIN_DB { pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement(); pStmt->executeQuery("UPDATE NicknameBook SET Nickname='%s' WHERE OwnerID='%s' AND nID=%u", getDBString(pNickname->getNickname()).c_str(), pPC->getName().c_str(), pNickname->getNicknameID()); SAFE_DELETE(pStmt); } END_DB(pStmt) gcNV.setCode(NICKNAME_MODIFY_OK); pGamePlayer->sendPacket(&gcNV); if (pItem->getItemType() == 22 ) { pInventory->deleteItem(itemOID); pItem->destroy(); SAFE_DELETE(pItem); GCUseOK gcOK; pGamePlayer->sendPacket(&gcOK); } if (pPC->getNickname() == pNickname ) { GCModifyNickname gcMN; gcMN.setObjectID(pPC->getObjectID()); gcMN.setNicknameInfo(pNickname); pPC->getZone()->broadcastPacket(pPC->getX(), pPC->getY(), &gcMN); } break; } // 닉네임 추가하기 case 24 : { if (pItem == NULL ) { gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM); pGamePlayer->sendPacket(&gcNV); return; } NicknameInfo* pNickname = new NicknameInfo; pNickname->setNicknameID(pPC->getNicknameBook()->popNicknameID()); pNickname->setNicknameType(NicknameInfo::NICK_CUSTOM); pNickname->setNickname(pPacket->getNickname()); pPC->getNicknameBook()->setNicknameInfo(pNickname->getNicknameID(), pNickname); Statement* pStmt = NULL; BEGIN_DB { pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement(); pStmt->executeQuery("INSERT INTO NicknameBook (nID, OwnerID, NickType, Nickname, Time) " "VALUES (%u, '%s', %u, '%s', now())", pNickname->getNicknameID(), pPC->getName().c_str(), pNickname->getNicknameType(), getDBString(pNickname->getNickname()).c_str()); SAFE_DELETE(pStmt); } END_DB(pStmt) gcNV.setCode(NICKNAME_MODIFY_OK); pGamePlayer->sendPacket(&gcNV); Packet* pNickList = pPC->getNicknameBook()->getNicknameBookListPacket(); pGamePlayer->sendPacket(pNickList); SAFE_DELETE(pNickList); pInventory->deleteItem(itemOID); pItem->destroy(); SAFE_DELETE(pItem); GCUseOK gcOK; pGamePlayer->sendPacket(&gcOK); break; } } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }
void CGAddMouseToInventoryHandler::execute(CGAddMouseToInventory* pPacket , Player* pPlayer) throw(ProtocolException, Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); try { 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); Zone* pZone = pPC->getZone(); Assert(pZone != NULL); Inventory* pInventory = pPC->getInventory(); Assert(pInventory != NULL); Item* pItem = pPC->getExtraInventorySlot()->getItem(); bool Success = false; if (pItem == NULL) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } 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 ) { // cout << "서브 인벤토리에 넣기 : " << pPacket->getInventoryItemObjectID() << endl; CoordInven_t X, Y; pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(pPacket->getInventoryItemObjectID(), X, Y )); TradeManager* pTradeManager = pZone->getTradeManager(); Assert(pTradeManager != NULL); if (pInventoryItem == NULL || pItem->getItemClass() == Item::ITEM_CLASS_SUB_INVENTORY || pTradeManager->hasTradeInfo(pPC->getName()) ) { // cout << "근데 서브 인벤토리가 없다." <<endl; GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } pInventory = pInventoryItem->getInventory(); invenID = pInventoryItem->getItemID(); } */ //Item::ItemClass itemClass = pItem->getItemClass(); //ItemType_t itemType = pItem->getItemType(); ObjectID_t itemObjectID = pItem->getObjectID(); CoordInven_t InvenX = pPacket->getInvenX(); CoordInven_t InvenY = pPacket->getInvenY(); if (InvenX >= pInventory->getWidth() || InvenY >= pInventory->getHeight() || itemObjectID != pPacket->getObjectID() || !pInventory->canAdding(InvenX, InvenY, pItem)) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } TPOINT pt; pt.x = 99; pt.y = 99; // 넣을려는 Inventory Slot의 Item을 받아온다. Item* pPrevItem = pInventory->searchItem(InvenX, InvenY , pItem, pt); // 그 장소에 아이템이 있다면 if (pPrevItem != NULL) { bool bisSame = true; // 아이템 클래스가 같을때 숫자를 올려 주고 마우스에 있는 것은 없앤다. if (canStack(pItem, pPrevItem)) { int MaxStack = ItemMaxStack[pItem->getItemClass()]; VolumeWidth_t ItemWidth = pItem->getVolumeWidth(); VolumeHeight_t ItemHeight = pItem->getVolumeHeight(); VolumeWidth_t InvenWidth = pInventory->getWidth(); VolumeWidth_t InvenHeight= pInventory->getHeight(); if ((InvenX + ItemWidth <= InvenWidth) && (InvenY + ItemHeight <= InvenHeight)) { for (int x = InvenX; x < (InvenX + ItemWidth); x++) { for (int y = InvenY; y < (InvenY + ItemHeight); y++) { if (pInventory->hasItem(x, y)) { if(pInventory->getItem(x,y) != pPrevItem ) { bisSame = false; break; } } else { bisSame = false; break; } } } } // 들어갈 아이템과 들어있는 아이템의 좌표가 꼭 일치 한다면? if(bisSame) { // 숫자가 9개를 넘으면 9개 될때까지만 Add 하고 나머지는 마우스에 달아둔다. if (pItem->getNum() + pPrevItem->getNum() > MaxStack) { ItemNum_t CurrentNum = pPrevItem->getNum(); ItemNum_t AddNum = pItem->getNum(); ItemNum_t NewNum = AddNum + CurrentNum - MaxStack; pPrevItem->setNum(MaxStack); pItem->setNum(NewNum); pInventory->increaseNum(MaxStack - CurrentNum); pInventory->increaseWeight(pItem->getWeight()* (MaxStack - CurrentNum)); //pPrevItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%d, X=%d, Y=%d", MaxStack, STORAGE_INVENTORY, invenID, InvenX, InvenY); pPrevItem->tinysave(pField); //pItem->save(pPC->getName(), STORAGE_EXTRASLOT, 0, 0, 0); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Num=%d, Storage=%d", NewNum, STORAGE_EXTRASLOT); pItem->tinysave(pField); Success = true; } else { pPC->deleteItemFromExtraInventorySlot(); pPrevItem->setNum(pPrevItem->getNum() + pItem->getNum()); pInventory->increaseNum(pItem->getNum()); pInventory->increaseWeight(pItem->getWeight()* pItem->getNum()); //pPrevItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%u, X=%d, Y=%d", pPrevItem->getNum(), STORAGE_INVENTORY, invenID, InvenX, InvenY); pPrevItem->tinysave(pField); pItem->destroy(); SAFE_DELETE(pItem); Success = true; } if (g_pVariableManager->getVariable(NETMARBLE_CARD_EVENT) != 0 && pPrevItem->getItemClass() == Item::ITEM_CLASS_MOON_CARD && pPrevItem->getItemType() == 2 && pPrevItem->getNum() == 99) { GCNoticeEvent gcNE; gcNE.setCode(NOTICE_EVENT_NETMARBLE_CARD_FULL); pGamePlayer->sendPacket(&gcNE); //cout << "gcNE sent" << endl; } if (pPrevItem->getItemClass() == Item::ITEM_CLASS_LUCKY_BAG && pPrevItem->getItemType() == 3 && pPrevItem->getNum() == 50 ) { GCDeleteInventoryItem gcDI; gcDI.setObjectID(pPrevItem->getObjectID()); pGamePlayer->sendPacket(&gcDI); pInventory->deleteItem(pPrevItem->getObjectID()); pPrevItem->destroy(); SAFE_DELETE(pPrevItem); Item* pNewItem = g_pItemFactoryManager->createItem(Item::ITEM_CLASS_EVENT_ITEM, 28, list<OptionType_t>()); pZone->registerObject(pNewItem); if (!pInventory->addItem(pt.x, pt.y, pNewItem) ) return; pNewItem->create(pPC->getName(), STORAGE_INVENTORY, 0, pt.x, pt.y); if (pNewItem != NULL ) { GCCreateItem gcCI; makeGCCreateItem(&gcCI, pNewItem, pt.x, pt.y); pGamePlayer->sendPacket(&gcCI); } } } else { pInventory->deleteItem(pPrevItem->getObjectID()); pPC->deleteItemFromExtraInventorySlot(); pPC->addItemToExtraInventorySlot(pPrevItem); pInventory->addItem(InvenX , InvenY , pItem); //pPrevItem->save(pPC->getName(), STORAGE_EXTRASLOT, 0, 0, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Storage=%d", STORAGE_EXTRASLOT); pPrevItem->tinysave(pField); //pItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Storage=%d, StorageID=%u, X=%d, Y=%d", STORAGE_INVENTORY, invenID, InvenX, InvenY); pItem->tinysave(pField); Success = true; } } else {// 아이템 클래스가 다르거나, 쌓이는 아이템이 아니라면. pInventory->deleteItem(pPrevItem->getObjectID()); pPC->deleteItemFromExtraInventorySlot(); pPC->addItemToExtraInventorySlot(pPrevItem); pInventory->addItem(InvenX , InvenY , pItem); //pPrevItem->save(pPC->getName(), STORAGE_EXTRASLOT, 0, 0, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Storage=%d", STORAGE_EXTRASLOT); pPrevItem->tinysave(pField); //pItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Storage=%d, StorageID=%u, X=%d, Y=%d", STORAGE_INVENTORY, invenID, InvenX, InvenY); pItem->tinysave(pField); Success = true; } } else { // 그 장소에 아이템이 없다면. //cout << "prevItem is NULL" << endl; // Inventory에 특정 아이템을 넣는다. pInventory->addItem(InvenX , InvenY , pItem); // 넣기에 성공하면 마우스에 달려있는 아이템을 없앤다. pPC->deleteItemFromExtraInventorySlot(); //pItem->save(pPC->getName(), STORAGE_INVENTORY, 0, InvenX, InvenY); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Storage=%d, StorageID=%u, X=%d, Y=%d", STORAGE_INVENTORY, invenID, InvenX, InvenY); pItem->tinysave(pField); Success = true; } if (Success) { TradeManager* pTradeManager = pZone->getTradeManager(); TradeInfo* pInfo = pTradeManager->getTradeInfo(pCreature->getName()); if (pInfo != NULL && pInfo->getStatus() == TRADE_FINISH) { GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_MOUSE_TO_INVENTORY_OK); pPlayer->sendPacket(&gcTradeVerify); } // 트리 조각일 경우 if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_EVENT_TREE) { ItemType_t itemtype = pItem->getItemType(); // 크리스마스 트리 조각이면 if (itemtype <= 11) { // 크리스마스 트리 조각이 맞춰지는지 본다. TPOINT pt = checkEventPuzzle(pPC, InvenX, InvenY, 0); if (pt.x != -1 && pt.y != -1 ) { // 맞춰진 트리 조각을 지운다. deleteInventoryItem(pInventory, pt.x, pt.y, pt.x + 2, pt.y + 3); // 트리를 생성한다. list<OptionType_t> optionType; Item* pTreeItem = g_pItemFactoryManager->createItem(Item::ITEM_CLASS_EVENT_TREE, 12, optionType); pZone->getObjectRegistry().registerObject(pTreeItem); pInventory->addItem(pt.x, pt.y, pTreeItem); pTreeItem->create(pPC->getName(), STORAGE_INVENTORY, invenID, pt.x, pt.y); // 클라이언트에 트리가 만들어졌다는 걸 알린다. GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pTreeItem, pt.x, pt.y); pGamePlayer->sendPacket(&gcCreateItem); } } // 크리스마스 트리 조각이면 else if (itemtype > 12 && itemtype <= 24) { // 크리스마스 트리 조각이 맞춰지는지 본다. TPOINT pt = checkEventPuzzle(pPC, InvenX, InvenY, 13); if (pt.x != -1 && pt.y != -1) { // 맞춰진 트리 조각을 지운다. deleteInventoryItem(pInventory, pt.x, pt.y, pt.x + 2, pt.y + 3); // 트리를 생성한다. list<OptionType_t> optionType; Item* pTreeItem = g_pItemFactoryManager->createItem(Item::ITEM_CLASS_EVENT_TREE, 25, optionType); pTreeItem->setQuestItem(); pZone->getObjectRegistry().registerObject(pTreeItem); pInventory->addItem(pt.x, pt.y, pTreeItem); pTreeItem->create(pPC->getName(), STORAGE_INVENTORY, invenID, pt.x, pt.y); // 클라이언트에 트리가 만들어졌다는 걸 알린다. GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pTreeItem, pt.x, pt.y); pGamePlayer->sendPacket(&gcCreateItem); } } // 크리스마스 트리 조각이면 else if (itemtype > 28 && itemtype <= 40) { // 크리스마스 트리 조각이 맞춰지는지 본다. TPOINT pt = checkEventPuzzle(pPC, InvenX, InvenY, 29); if (pt.x != -1 && pt.y != -1) { // 맞춰진 트리 조각을 지운다. deleteInventoryItem(pInventory, pt.x, pt.y, pt.x + 2, pt.y + 3); // 트리를 생성한다. list<OptionType_t> optionType; Item* pTreeItem = g_pItemFactoryManager->createItem(Item::ITEM_CLASS_EVENT_TREE, 41, optionType); pTreeItem->setQuestItem(); pZone->getObjectRegistry().registerObject(pTreeItem); pInventory->addItem(pt.x, pt.y, pTreeItem); pTreeItem->create(pPC->getName(), STORAGE_INVENTORY, invenID, pt.x, pt.y); // 클라이언트에 트리가 만들어졌다는 걸 알린다. GCCreateItem gcCreateItem; makeGCCreateItem(&gcCreateItem, pTreeItem, pt.x, pt.y); pGamePlayer->sendPacket(&gcCreateItem); } } } } else { //cout << "cannot add" << endl; GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); } } catch (Throwable & t) {} #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionTradeLairItem::execute(Creature * pCreature1 , Creature * pCreature2) throw(Error) { __BEGIN_TRY Assert(pCreature1 != NULL); Assert(pCreature2 != NULL); Assert(pCreature1->isNPC()); Assert(pCreature2->isPC()); if (m_Type <= 5 ) { SYSTEM_RETURN_IF_NOT(SYSTEM_MASTER_LAIR); } PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2); Assert(pPC != NULL); Player* pPlayer = pPC->getPlayer(); Assert(pPlayer != NULL); GCNPCResponse okpkt; pPlayer->sendPacket(&okpkt); StringStream message; /* GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage("아직 지원되지 않는 기능입니다"); pPlayer->sendPacket(&gcSystemMessage); */ //cout << "ActionTradeLairItem" << ":" << m_Type; Inventory* pInventory = pPC->getInventory(); // 먼저 아이템을 가지고 있는가를 체크한다. Item* pMasterItem = NULL; MonsterType_t MonsterType = 0; Item* pItem1 = NULL; bool bUpgrade = false; // 옵션에 따라서 다른 아이템을 검사해야 한다. // 코난 : 팬던트/ 비쥬만 체크한다. // 브리콜라카스: 테페즈 펜던트/비쥬만 체크해야 한다 // 카임 : 바토리 팬던트/비쥬만 체크해야 한다. if (m_Type == 0) // 코난, 비쥬 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 0); MonsterType = BATORI_TYPE; if (pMasterItem == NULL ) { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 2); MonsterType = TEPEZ_TYPE; if (pMasterItem == NULL ) { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 8); //질드레 비쥬 MonsterType = GDR_TYPE; bUpgrade = true; } } } else if (m_Type == 1) // 코난, 팬던트 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 1); MonsterType = BATORI_TYPE; if (pMasterItem == NULL) { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 3); MonsterType = TEPEZ_TYPE; if (pMasterItem == NULL ) { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 9); //질드레 펜던트 MonsterType = GDR_TYPE; bUpgrade = true; } } } else if (m_Type == 2) // 브리콜라카스, 비쥬 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 2); // if (pMasterItem == NULL ) pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 8); //질드레 비쥬 MonsterType = TEPEZ_TYPE; } else if (m_Type == 3) // 브리콜라카스, 팬던트 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 3); // if (pMasterItem == NULL ) pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 9); //질드레 펜던트 MonsterType = TEPEZ_TYPE; } else if (m_Type == 4) // 카임, 비쥬 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 0); // if (pMasterItem == NULL ) pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 8); //질드레 비쥬 MonsterType = BATORI_TYPE; } else if (m_Type == 5) // 카임, 팬던트 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 1); // if (pMasterItem == NULL ) pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 9); //질드레 펜던트 MonsterType = BATORI_TYPE; } else if (m_Type == 10) // 질드레, 비쥬 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 8); bUpgrade = true; MonsterType = GDR_TYPE; } else if (m_Type == 11) // 질드레, 팬던트 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 9); bUpgrade = true; MonsterType = GDR_TYPE; } else if (m_Type == 6) // 젬스톤이지롱~ { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 4); MonsterType = BATORI_TYPE; } else if (m_Type == 7) // 보름달~ { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 5); ItemMineInfo* pItemMineInfo; if (pPC->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pPC); Assert(pSlayer != NULL); Attr_t totalAttr = pSlayer->getTotalAttr(ATTR_BASIC); if (totalAttr <= 130 ) // 하드코딩 ㅜ.ㅠ pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(0); else if (totalAttr <= 210 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(1); else if (totalAttr <= 270 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(2); else if (totalAttr <= 300 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(3); else pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(4); } else if (pPC->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pPC); Assert(pVampire != NULL); Level_t level = pVampire->getLevel(); if (level <= 20 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(5); else if (level <= 40 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(6); else if (level <= 60 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(7); else if (level <= 90 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(8); else pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(9); } else if (pPC->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pPC); Assert(pOusters != NULL); Level_t level = pOusters->getLevel(); if (level <= 20 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(10); else if (level <= 40 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(11); else if (level <= 60 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(12); else if (level <= 90 ) pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(13); else pItemMineInfo = g_pItemMineInfoManager->getItemMineInfo(14); } else Assert(false); pItem1 = pItemMineInfo->getItem(); setItemGender(pItem1, (pPC->getSex()==FEMALE)?GENDER_FEMALE:GENDER_MALE); } else if (m_Type == 8) // 그믐달~ { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 6); if (pPC->isSlayer() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(15, 32); } else if (pPC->isVampire() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(33, 45); } else if (pPC->isOusters() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(46, 61); } setItemGender(pItem1, (pPC->getSex()==FEMALE)?GENDER_FEMALE:GENDER_MALE); } else if (m_Type == 9) // 빨간색 복주머니 { pMasterItem = pInventory->findItem(Item::ITEM_CLASS_QUEST_ITEM, 7); if (pPC->isSlayer() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(62, 81); } else if (pPC->isVampire() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(82, 96); } else if (pPC->isOusters() ) { pItem1 = g_pItemMineInfoManager->getRandomItem(97, 112); } } else { // 거래를 위한 NPC의 Property가 잘못되었다. 이런 경우에는 // 운영팀으로 문의를 하면 바로 처리를 할 수 있다. GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NPC_ERROR )); pPlayer->sendPacket(&gcSystemMessage); GCNPCResponse response; response.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pPlayer->sendPacket(&response); return; } if (pMasterItem == NULL) { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NO_LAIR_ITEM )); pPlayer->sendPacket(&gcSystemMessage); GCNPCResponse response; response.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pPlayer->sendPacket(&response); return; } Zone* pZone = pPC->getZone(); // if (MonsterType != 0 ) // 루팅표를 참조해서 아이템을 만들어오는 경우 if (pItem1 == NULL ) { QuestItemInfo* pItemInfo = dynamic_cast<QuestItemInfo*>(g_pQuestItemInfoManager->getItemInfo(pMasterItem->getItemType() )); Assert(pItemInfo!=NULL); /////////////////////////////////////////////////////////////////////////////// // 가장 난감한 부분 // 아이템을 랜덤하게 선택해야 한다. // 일단은 기본 아이템 하나로 한다. ////////////////////////////////////////////////////////////////////////////// const MonsterInfo* pMonsterInfo = g_pMonsterInfoManager->getMonsterInfo(MonsterType); TreasureList *pTreasureList = NULL; // 종족에 따라서 주는 아이템도 달라야 한다. if (pCreature2->isSlayer()) pTreasureList = pMonsterInfo->getSlayerTreasureList(); else if (pCreature2->isVampire()) pTreasureList = pMonsterInfo->getVampireTreasureList(); else if (pCreature2->isOusters()) pTreasureList = pMonsterInfo->getOustersTreasureList(); const list<Treasure*>& treasures = pTreasureList->getTreasures(); list<Treasure*>::const_iterator itr = treasures.begin(); ITEM_TEMPLATE it; for(; itr != treasures.end(); itr++) { Treasure* pTreasure = (*itr); it.ItemClass = Item::ITEM_CLASS_MAX; it.ItemType = 0; // QuestItem 마다 다른.. 옵션이 2개 붙을 확률 it.NextOptionRatio = pItemInfo->getBonusRatio(); //cout << "TradeLairItem: BonusRatio = " << it.NextOptionRatio << endl; if (pTreasure->getRandomItem(&it) ) { /* if (bUpgrade && isPossibleUpgradeItemType(it.ItemClass ) ) { 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 }
void CGTradeAddItemHandler::executeOusters (CGTradeAddItem* pPacket , Player* pPlayer) throw(ProtocolException , Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ // 상위 함수에서 에러를 검사했기 때문에, // 여기서는 포인터가 널인지를 검사하지 않는다. ObjectID_t TargetOID = pPacket->getTargetObjectID(); ObjectID_t ItemOID = pPacket->getItemObjectID(); GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Creature* pPC = pGamePlayer->getCreature(); Zone* pZone = pPC->getZone(); PlayerCreature* pTargetPC = dynamic_cast<PlayerCreature*>(pZone->getCreature(TargetOID)); // NoSuch제거. by sigi. 2002.5.2 if (pTargetPC==NULL) return; Ousters* pSender = dynamic_cast<Ousters*>(pPC); TradeManager* pTradeManager = pZone->getTradeManager(); Assert(pTradeManager != NULL); // 교환 대상에 추가할 아이템의 포인터를 얻어낸다. CoordInven_t X, Y; Inventory* pInventory = pSender->getInventory(); Item* pItem = pInventory->findItemOID(ItemOID, X, Y); // 추가할 아이템이 없다면 당연히 더 이상 처리가 불가능 // Relic은 교환할 수 없다. if (pItem == NULL || !canTrade(pItem ) || pSender->getStore()->hasItem(pItem) || (pItem->getItemClass() == Item::ITEM_CLASS_SUB_INVENTORY && hasItemWithItemClass(pTargetPC, Item::ITEM_CLASS_SUB_INVENTORY ) ) ) { pTradeManager->cancelTrade(pPC); executeError(pPacket, pPlayer, GC_TRADE_ERROR_CODE_ADD_ITEM); return; } // //#ifdef __XMAS_EVENT_CODE__ // 녹색 선물 상자인 경우에는, 상대방에게 적색 선물 상자가 없는지 검사한 후, // 인증 패킷을 보내줘야 한다. if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX) { PlayerCreature* pReceiver = dynamic_cast<PlayerCreature*>(pTargetPC); Item* pExtraSlotItem = pReceiver->getExtraInventorySlotItem(); if (pItem->getItemType() == 0) { Inventory* pTargetInventory = pReceiver->getInventory(); if (pTargetInventory->hasRedGiftBox()) { // 적색 선물 상자를 가지고 있다면 더할 수 없다. 리턴시킨다. GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL); pPlayer->sendPacket(&gcTradeVerify); return; } else if (pExtraSlotItem != NULL) { if (pExtraSlotItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pExtraSlotItem->getItemType() == 1) { GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL); pPlayer->sendPacket(&gcTradeVerify); return; } } else { // 적색 선물 상자를 가지고 있지 않다면, 걍 넘어간다. GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK); pPlayer->sendPacket(&gcTradeVerify); } } else if (pItem->getItemType() == 1) { // 적색 선물 상자는 교환 품목이 될 수 없다. GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL); pPlayer->sendPacket(&gcTradeVerify); return; } } //#endif // TradeInfo* pInfo1 = pTradeManager->getTradeInfo(pSender->getName()); TradeInfo* pInfo2 = pTradeManager->getTradeInfo(pTargetPC->getName()); list<Item*> tradeList1 = pInfo1->getItemList(); if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pItem->getItemType() > 1 && pItem->getItemType() < 6) { for (list<Item*>::iterator itr = tradeList1.begin(); itr != tradeList1.end(); itr++) { Item* pTradeItem = (*itr); if (pTradeItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pTradeItem->getItemType() > 1 && pTradeItem->getItemType() < 6) { GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL); pPlayer->sendPacket(&gcTradeVerify); return; } } GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK); pPlayer->sendPacket(&gcTradeVerify); } else if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pItem->getItemType() >= 6) { GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK); pPlayer->sendPacket(&gcTradeVerify); } // TradeManager에 교환 대상으로서 아이템을 더한다. //Assert(pInfo1->addItem(pItem)); pInfo1->addItem(pItem); // 현재 OK를 누른 상태라면, 클라이언트에게 인증 패킷을 보내줘야 한다. if (pInfo1->getStatus() == TRADE_FINISH) { //cout << "CGTradeRemoveItem [" << pSender->getName() << "]의 상태가 TRADE_FINISH이므로, 인증 패킷을 보내준다." << endl; // 인증 패킷을 날려준다. GCTradeVerify gcTradeVerify; gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_WHEN_ACCEPT); pPlayer->sendPacket(&gcTradeVerify); } else { //cout << "CGTradeRemoveItem [" << pSender->getName() << "]의 상태가 TRADE_FINISH가 아니므로, 인증 패킷 날리지 않는다." << endl; } // 아이템을 더하거나 뺄 경우, 상태가 TRADE_FINISH라면 // TRADE_TRADING으로 바꿔줘야 한다. pInfo1->setStatus(TRADE_TRADING); pInfo2->setStatus(TRADE_TRADING); // 상대방에게 날려줄 아이템 정보를 구성한다. GCTradeAddItem gcTradeAddItem; makeGCTradeAddItemPacket(&gcTradeAddItem, pSender->getObjectID(), pItem, X, Y); // 상대방에게 교환할 아이템 정보를 날려준다. Player* pTargetPlayer = pTargetPC->getPlayer(); pTargetPlayer->sendPacket(&gcTradeAddItem); #endif __END_DEBUG_EX __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 }