//--------------------------------------------------- void CCharacterVersionAdapter::adaptToVersion14(CCharacter &character) const { // parse all inventories and set items to max Hp when current Hp == 0 const uint sizeInv = INVENTORIES::NUM_INVENTORY; for ( uint i = 0; i < sizeInv ; ++i ) if (character._Inventory[i] != NULL) { CInventoryPtr childSrc = character._Inventory[i]; for ( uint j = 0; j < childSrc->getSlotCount(); j++ ) { CGameItemPtr item = childSrc->getItem(j); if (item != NULL) { if (item->getSheetId() != CSheetId("stack.sitem") ) { if (item->durability() == 0 && item->maxDurability() > 0) { nlinfo("player %s, patching item %s HP, new value= %u", character.getId().toString().c_str(), item->getSheetId().toString().c_str(), item->maxDurability()); item->addHp(item->maxDurability()); } } } } } }
// **************************************************************************** void CCharacterInvView::updateClientSlot(uint32 slot, const CGameItemPtr item) { // do nothing if client is not ready if (!getCharacter()->getEnterFlag()) return; if (item != NULL) { uint32 price; RM_FABER_STAT_TYPE::TRMStatType itemBestStat; getCharacter()->queryItemPrice( item, price ); itemBestStat = item->getCraftParameters() == 0 ? RM_FABER_STAT_TYPE::Unknown : item->getCraftParameters()->getBestItemStat(); BOTCHATTYPE::TBotChatResaleFlag resaleFlag = (item->durability() == item->maxDurability() ? BOTCHATTYPE::ResaleOk : BOTCHATTYPE::ResaleKOBroken); if (item->getLockedByOwner()) { resaleFlag = BOTCHATTYPE::ResaleKOLockedByOwner; } INVENTORIES::CItemSlot itemSlot( slot ); itemSlot.setItemProp( INVENTORIES::Sheet, item->getSheetId().asInt() ); itemSlot.setItemProp( INVENTORIES::Quality, item->quality() ); itemSlot.setItemProp( INVENTORIES::Quantity, item->getStackSize() ); itemSlot.setItemProp( INVENTORIES::UserColor, item->color() ); itemSlot.setItemProp( INVENTORIES::Locked, item->getLockCount() ); itemSlot.setItemProp( INVENTORIES::Weight, item->weight() / 10 ); itemSlot.setItemProp( INVENTORIES::NameId, item->sendNameId(getCharacter()) ); itemSlot.setItemProp( INVENTORIES::Enchant, item->getClientEnchantValue() ); itemSlot.setItemProp( INVENTORIES::Price, price ); itemSlot.setItemProp( INVENTORIES::ResaleFlag, resaleFlag ); itemSlot.setItemProp( INVENTORIES::ItemClass, item->getItemClass() ); itemSlot.setItemProp( INVENTORIES::ItemBestStat, itemBestStat ); itemSlot.setItemProp( INVENTORIES::PrerequisitValid, getCharacter()->checkPreRequired( item ) ); itemSlot.setItemProp( INVENTORIES::Worned, (item->getItemWornState()==ITEM_WORN_STATE::Worned)); getCharacter()->_InventoryUpdater.setItemProps( getInventory()->getInventoryId(), itemSlot ); } else { // empty slot getCharacter()->_InventoryUpdater.resetItem( getInventory()->getInventoryId(), slot ); } // send slot update to the client getCharacter()->_InventoryUpdater.incInfoVersion(getInventory()->getInventoryId(), slot); }