コード例 #1
0
uint CGAskDetailXinFaListHandler::Execute( CGAskDetailXinFaList* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

	GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
	Assert( pGamePlayer ) ;

	Obj_Human* pHuman = pGamePlayer->GetHuman() ;
	Assert( pHuman ) ;

	Scene* pScene = pHuman->getScene() ;
	if( pScene==NULL )
	{
		Assert(FALSE) ;
		return PACKET_EXE_ERROR ;
	}

	//检查线程执行资源是否正确
	Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;

	ObjID_t ObjID = pHuman->GetID();
	if( ObjID == INVALID_ID )
	{
		Assert(FALSE) ;
		return PACKET_EXE_ERROR ;
	}

	Obj_Character *pTarget = (Obj_Character*)(pScene->GetObjManager()->GetObj(pPacket->getTargetID()));
	if( pTarget==NULL )
	{
		Assert( pTarget ) ;
		return PACKET_EXE_ERROR ;
	}

	// 权限判断
	// to be continue...
	if ( pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN
		&& pTarget->GetObjType() != Obj::OBJ_TYPE_PET )
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGAskDetailXinFaListHandler: faile obj=%d scene=%d", 
			ObjID, pScene->SceneID() ) ;
		return PACKET_EXE_CONTINUE;
	}

	GCDetailXinFaList	Msg;

	Msg.setObjID( pTarget->GetID() );

	Msg.setXinFaList(pHuman->Skill_GetXinFaList().m_Count, pHuman->Skill_GetXinFaList().m_aXinFa);
	pGamePlayer->SendPacket( &Msg ) ;

	g_pLog->FastSaveLog( LOG_FILE_1, "CGAskDetailXinFaListHandler: ok obj=%d scene=%d", 
		ObjID, pScene->SceneID() ) ;

	return PACKET_EXE_CONTINUE ;

__LEAVE_FUNCTION

	return PACKET_EXE_ERROR ;
}
コード例 #2
0
		BOOL CommonSkill001_T::EffectOnUnitOnce(Obj_Character& rMe, Obj_Character& rTar, BOOL bCriticalFlag) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			if(FALSE==rTar.IsAlive() || FALSE == rTar.IsActiveObj() || Obj::OBJ_TYPE_HORSE != rTar.GetObjType())
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}
			if(Obj::OBJ_TYPE_HUMAN != rMe.GetObjType())
			{
				rParams.SetErrCode(OR_U_CANNT_DO_THIS_RIGHT_NOW);
				return FALSE;
			}
			{// Test code
				
				INT nDataIndex = Skill_GetSkillInfoDescriptorValueByIndex(rSkillInfo, 0);
				g_ImpactCore.SendImpactToUnit(rTar, nDataIndex, rMe.GetID(), 500);
			}
			PET_LOG_PARAM	PetLogParam;
			BOOL bRet = ((Obj_Human*)&rMe)->CaptureHorse(&PetLogParam,rTar.GetID());
			GCManipulatePetRet msg;
			if(bRet)
			{
				msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CAPTURESUCC);

				((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
				// 向正在捕获的其它玩家发送失败消息
				((Obj_Horse&)rTar).SendCaptureFailedToOthers(rMe.GetID());
				// 清空宠物身上所有的玩家数
				((Obj_Horse&)rTar).DelCapturer(rMe.GetID());
				HorseManager* pHorseMgr = rMe.getScene()->GetHorseManager();
				if (pHorseMgr)
				{
					pHorseMgr->RemoveHorse(rTar.GetID());
				}
				
				PetLogParam.OPType	=	PET_OP_CATCH;
				SavePetLog(&PetLogParam);
			}
			else
			{
				// 减少该宠物身上的捕获玩家数
				((Obj_Horse&)rTar).DelCapturer(rMe.GetID());

				msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CAPTUREFALID);

				((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
			}
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #3
0
ファイル: Combat_Core.cpp プロジェクト: brock7/TianLong
	INT CombatCore_T::MagicalDamage(Obj_Character& rMe, Obj_Character& rTar, INT nAdditionAttack, INT nAdditionDefence)
	{
		__ENTER_FUNCTION
		INT	nDamage;
		INT nAttack = Attr_VerifyGeneralAttack(rMe.GetAttackMagic()+nAdditionAttack);
		INT nDefence = Attr_VerifyDefence(rTar.GetDefenceMagic()+nAdditionDefence);
		INT nIgnoreRate = 0;
		// calculate damage
		if(Obj::OBJ_TYPE_HUMAN==rTar.GetObjType())
		{
			nIgnoreRate= rTar.ItemValue(IATTRIBUTE_IMMUNITY_P).m_Value;
		}
		if(0==nAttack+nDefence)
		{
			//never enter here
			nDamage = 0;
		}
		else
		{
			nDamage = nAttack*nAttack/(nAttack+nDefence);
		}
		0>nIgnoreRate?nIgnoreRate=0:NULL;
		100<nIgnoreRate?nIgnoreRate=100:NULL;
		nDamage = nDamage - Float2Int((nDamage*nIgnoreRate)/100.0f);
		0>nDamage?nDamage=0:NULL;
		return nDamage;
		__LEAVE_FUNCTION
		return 0;
	}
コード例 #4
0
	INT CombatCore_T::CalculateHitRate(Obj_Character& rAttacker, Obj_Character& rTag)
	{
		__ENTER_FUNCTION
		INT nHit  = rAttacker.GetHit();
		INT nMiss = rTag.GetMiss();
		nHit = Attr_VerifyHitMiss(nHit);
		nMiss = Attr_VerifyHitMiss(nMiss);

		//INT iItemPointRefix  = 0;
		//INT iSkillPointRefix = 0;
		//if( rAttacker.GetObjType() == Obj::OBJ_TYPE_HUMAN )
		//{
		//	//装备对属性的点数影响
		//	iItemPointRefix  = static_cast<Obj_Human&>(rAttacker).GetIattributeHit();
		//}
		//iSkillPointRefix = rAttacker.GetHitRefix();

		//INT iItemPointRefixMiss  = 0;
		//INT iSkillPointRefixMiss = 0;
		//if( rTag.GetObjType() == Obj::OBJ_TYPE_HUMAN )
		//{
		//	//装备对属性的点数影响
		//	iItemPointRefixMiss  = static_cast<Obj_Human&>(rTag).GetIattributeMiss();
		//}
		//iSkillPointRefixMiss = rTag.GetMissRefix();

		INT iRateHit = 0;
		if (Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			_ITEM_EFFECT* pIE=NULL;
			pIE = rHuman.ItemEffect(IATTRIBUTE_RATE_HIT);
			Assert( pIE );
			if( pIE->IsActive() )
			{
				iRateHit = pIE->m_Attr.m_Value;
			}
		}

		//总命中率=(75+攻击方总命中-受击方总闪避)/100+攻击方装备对命中率的影响+攻击方技能对命中率的影响-受击方装备对闪避率的影响-受击方技能对闪避率的影响
		SkillInfo_T& oSkillInf = rAttacker.GetSkillInfo();
		INT iRefix = oSkillInf.GetAccuracy();
		if( iRefix < 0 )
		{
			iRefix = 0;
		}
		INT iFainlHitRate = ((75 + nHit - nMiss)/100.0 + iRateHit/100.0 + iRefix/100.0) * 100.0;

		return iFainlHitRate;
		__LEAVE_FUNCTION
		return 0;
	}
コード例 #5
0
	INT CombatCore_T::SoilDamage(Obj_Character& rMe,Obj_Character& rTar, INT nAdditionalAttack, INT nAdditionalResist)
	{
		INT nDamage;
		INT nAttack = Attr_VerifyTraitAttack(rMe.GetAttackSoil()+nAdditionalAttack);
		INT nResist = Attr_VerifyResist(rTar.GetDefenceSoil()+nAdditionalResist);
		nDamage = AttrDamage(rMe, nResist, nAttack, IATTRIBUTE_SHIELD_SOIL);

		INT nIgnoreRate = 0;
		if(Obj::OBJ_TYPE_HUMAN==rTar.GetObjType())
		{
			nIgnoreRate= (INT)(rTar.ItemValue(IATTRIBUTE_RATE_SOIL_ATT_REDUCE).m_Value);
		}
		nDamage = nDamage*(100.0-((double)nIgnoreRate))/100.0f;

		return nDamage;
	}
コード例 #6
0
ファイル: StdImpact033.cpp プロジェクト: brock7/TianLong
		VOID StdImpact033_T::OnFadeOut(OWN_IMPACT& rImp, Obj_Character& rMe) const
		{
			INT nValue = 0;
			if(Obj::OBJ_TYPE_MONSTER == rMe.GetObjType())
			{
				Obj_Monster& rMonster = (Obj_Monster&)rMe;
				INT nAI_Type = GetAiTypeRefix(rImp);
				rMonster.SetAIType(nAI_Type);
				AI_Monster * pAI = rMonster.GetMonsterAI();
				if(NULL!=pAI)
				{
					Obj* pObj = Impact_GetCaster(rMe, rImp);
					if(NULL!=pObj)
					{					
						pAI->AddPrimaryEnemy(pObj->GetID());
					}
				}
			}
		}
コード例 #7
0
	INT CombatCore_T::NormalDamage( Obj_Character &rTar, INT nAttack, INT nDefence, INT iType )
	{
		INT nDamage;
		INT nIgnoreRate = 0;
		// calculate damage
		if(Obj::OBJ_TYPE_HUMAN==rTar.GetObjType())
		{
			nIgnoreRate = rTar.ItemValue(iType).m_Value;
		}
		if(0==nAttack+nDefence)
		{
			//never enter here
			nDamage = 0;
		}
		else
		{
			nDamage = nAttack - nDefence;
		}
		nDamage -= nIgnoreRate;
		0>nDamage?nDamage=0:NULL;
		return nDamage;
	}
コード例 #8
0
	INT CombatCore_T::AttrDamage( Obj_Character &rTar, INT &nResist, INT nAttack, INT iType )
	{
		INT nDamage;
		INT nIgnoreRate = 0;
		if(MAX_EFFECTIVE_RESIST<nResist)
		{
			nResist = MAX_EFFECTIVE_RESIST;
		}
		if(-MAX_EFFECTIVE_RESIST>nResist)
		{
			nResist = -MAX_EFFECTIVE_RESIST;
		}
		nDamage = Float2Int(nAttack*(100-nResist)/100);
		
		if(Obj::OBJ_TYPE_HUMAN==rTar.GetObjType())
		{
			nIgnoreRate = rTar.ItemValue(iType).m_Value;
		}
		
		nDamage -= nIgnoreRate;
		0>nDamage?nDamage=0:NULL;
		return nDamage;
	}
コード例 #9
0
	BOOL CombatCore_T::IsCriticalHit(Obj_Character& rAttacker, INT nCriticalRate, INT nRand, INT iToughness)
	{
		__ENTER_FUNCTION

		INT iSkillPointRefix = 0;

		SkillInfo_T& rSkillInf = rAttacker.GetSkillInfo();
		iSkillPointRefix = rSkillInf.GetCriticalRate();
		if( 0 > iSkillPointRefix )
		{
			iSkillPointRefix = 0;
		}

		INT iRateCrit = 0;
		if (Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			_ITEM_EFFECT* pIE=NULL;
			pIE = rHuman.ItemEffect(IATTRIBUTE_RATE_CRIT);
			Assert( pIE );
			if( pIE->IsActive() )
			{
				iRateCrit = pIE->m_Attr.m_Value;
			}
		}

		//暴击率=(5+攻击方总暴击-受击方总韧性)/100+攻击方装备对暴击率的影响+攻击方技能对暴击率的影响
		INT iFanlCriticalRate = Float2Int((( 5 + nCriticalRate - iToughness )/100.0 + iRateCrit/100.0 +iSkillPointRefix/100.f) * 100.0);
		iFanlCriticalRate = Attr_VerifyCritical(iFanlCriticalRate);

		if( nRand < iFanlCriticalRate )
			return TRUE;//会心一击
		return FALSE;//普通一击
		__LEAVE_FUNCTION
		return FALSE;
	}
コード例 #10
0
uint CGExchangeOkIIIHandler::Execute( CGExchangeOkIII* pPacket, Player* pPlayer )
{
	__ENTER_FUNCTION
	GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
	Assert( pGamePlayer ) ;

	Obj_Human* pHuman = pGamePlayer->GetHuman() ;
	Assert( pHuman ) ;

	Scene* pScene = pHuman->getScene() ;
	if( pScene==NULL )
	{
		Assert(FALSE) ;
		return PACKET_EXE_ERROR ;
	}

	//检查线程执行资源是否正确
	Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;

	EXCHANGE_CERTIFY_EACH_OTHER(pHuman)
	ObjID_t	DestID = pHuman->m_ExchangBox.m_ObjID;
	Obj_Character *pTarget = (Obj_Character*)(pScene->GetObjManager()->GetObj( DestID ));
	if(pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeOkIIIHandler: %s ask not a human.", pHuman->GetName() ) ;
		return	PACKET_EXE_CONTINUE;
	}
	Obj_Human* pDestHuman = (Obj_Human*)pTarget;
	if( pDestHuman == NULL )
	{
		Assert(FALSE);
		return PACKET_EXE_CONTINUE;
	}

	// 不同阵营,不让查看
	if( pHuman->IsEnemy( pDestHuman ) )
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeOkIIIHandler: %s cann't ask %s's detailattr ", pHuman->GetName(), pDestHuman->GetName() ) ;
		return	PACKET_EXE_CONTINUE;
	}

	if(pHuman->m_ExchangBox.m_Status == ServerExchangeBox::EXCHANGE_WAIT_FOR_CONFIRM)
	{
		//设置可以交换
		pHuman->m_ExchangBox.m_Status = ServerExchangeBox::EXCHANGE_CONFIRM_READY;
		if(pDestHuman->m_ExchangBox.m_Status ==  ServerExchangeBox::EXCHANGE_CONFIRM_READY)
		{//可以交换了

			//1.变量初始化
			ItemContainer*		pMyExchangeContainer = &(pHuman->m_ExchangBox.m_Container);
			ItemContainer*		pOtExchangeContainer = &(pDestHuman->m_ExchangBox.m_Container);
			ItemContainer*		pMyExchangePetContainer = &(pHuman->m_ExchangBox.m_PetContainer);
			ItemContainer*		pOtExchangePetContainer = &(pDestHuman->m_ExchangBox.m_PetContainer);

			_EXCHANGE_ITEM_LIST			ItemListMeToOt;
			_EXCHANGE_ITEM_LIST			ItemListOtToMe;

			ItemListMeToOt.Init();
			ItemListOtToMe.Init();

			//2.验证循环
			g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 开始验证循环",	pHuman->GetName(), pDestHuman->GetName()) ;
			for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
			{
				if(pMyExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					ItemListMeToOt.AddItem( pMyExchangeContainer->GetItem(i) );
				}
				if(pOtExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					ItemListOtToMe.AddItem( pOtExchangeContainer->GetItem(i) );
				}
			}

			for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
			{
				if(pMyExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					ItemListMeToOt.AddItem( pMyExchangePetContainer->GetItem(i) );
				}
				if(pOtExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					ItemListOtToMe.AddItem( pOtExchangePetContainer->GetItem(i) );
				}
			}

			if( FALSE == HumanItemLogic::CanReceiveExchangeItemList( pHuman, ItemListOtToMe) )
			{//空间不够
				GCExchangeError MsgSelf;
				MsgSelf.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_SELF);
				pHuman->GetPlayer()->SendPacket(&MsgSelf);

				GCExchangeError MsgOther;
				MsgOther.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_OTHER);
				pDestHuman->GetPlayer()->SendPacket(&MsgOther);
				
				pHuman->m_ExchangBox.CleanUp();
				pDestHuman->m_ExchangBox.CleanUp();
				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] 空间不够", pHuman->GetName()) ;
				return PACKET_EXE_CONTINUE;
			}

			if( FALSE == HumanItemLogic::CanReceiveExchangeItemList( pDestHuman, ItemListMeToOt) )
			{//空间不够
				GCExchangeError MsgSelf;
				MsgSelf.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_SELF);
				pDestHuman->GetPlayer()->SendPacket(&MsgSelf);

				GCExchangeError MsgOther;
				MsgOther.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_ROOM_OTHER);
				pHuman->GetPlayer()->SendPacket(&MsgOther);

				pHuman->m_ExchangBox.CleanUp();
				pDestHuman->m_ExchangBox.CleanUp();
				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] 空间不够", pDestHuman->GetName()) ;
				return PACKET_EXE_CONTINUE;
			}

			if( pHuman->m_ExchangBox.m_Money > pHuman->GetMoney() )
			{//金钱非法
				GCExchangeError MsgSelf;
				MsgSelf.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_MONEY_SELF);
				pHuman->GetPlayer()->SendPacket(&MsgSelf);

				GCExchangeError MsgOther;
				MsgOther.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_MONEY_OTHER);
				pDestHuman->GetPlayer()->SendPacket(&MsgOther);

				pHuman->m_ExchangBox.CleanUp();
				pDestHuman->m_ExchangBox.CleanUp();
				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] 金钱不足", pHuman->GetName()) ;
				return PACKET_EXE_CONTINUE;
			}

			if( pDestHuman->m_ExchangBox.m_Money > pDestHuman->GetMoney() )
			{//金钱非法
				GCExchangeError MsgSelf;
				MsgSelf.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_MONEY_SELF);
				pDestHuman->GetPlayer()->SendPacket(&MsgSelf);

				GCExchangeError MsgOther;
				MsgOther.SetID(EXCHANGE_MSG::ERR_NOT_ENOUGHT_MONEY_OTHER);
				pHuman->GetPlayer()->SendPacket(&MsgOther);

				pHuman->m_ExchangBox.CleanUp();
				pDestHuman->m_ExchangBox.CleanUp();
				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] 金钱不足", pDestHuman->GetName()) ;
				return PACKET_EXE_CONTINUE;
			}

			//2.1宠物验证
			Obj_Pet* pDestPet	= pDestHuman->GetPet();
			Obj_Pet* pMyPet		= pHuman->GetPet();

			PET_GUID_t	DestPetGuid;
			PET_GUID_t	MyPetGuid;
			
			if(pDestPet)
			{
				DestPetGuid = pDestPet->GetPetGUID();
			}
			if(pMyPet)
			{
				MyPetGuid = pMyPet->GetPetGUID();
			}

			//如果是当前召唤出来的宠物,先收回来再换
			for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
			{
				if(pMyExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT nPetLevel			= pMyExchangePetContainer->GetItem(i)->GetLevel();
					INT nHumanLevel			= pDestHuman->GetLevel();
					PET_GUID_t	ExchPetGuid	= pMyExchangePetContainer->GetItem(i)->GetPetGUID();
					if(nPetLevel>nHumanLevel)
					{
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_PET_LEVEL_TOO_HIGH);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> 宠物级别过高 petlevel = %d, humanlevel = %d", nPetLevel, nHumanLevel) ;
						return PACKET_EXE_CONTINUE;
					}
					if(ExchPetGuid == MyPetGuid)
					{
						pHuman->ReCallPet();
					}
				}

				if(pOtExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT nPetLevel = pOtExchangePetContainer->GetItem(i)->GetLevel();
					INT nHumanLevel = pHuman->GetLevel();
					PET_GUID_t	ExchPetGuid	= pOtExchangePetContainer->GetItem(i)->GetPetGUID();
					if(nPetLevel>nHumanLevel)
					{
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_PET_LEVEL_TOO_HIGH);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> 宠物级别过高 petlevel = %d, humanlevel = %d", nPetLevel, nHumanLevel) ;
						return PACKET_EXE_CONTINUE;
					}
					if(ExchPetGuid == DestPetGuid)
					{
						pDestHuman->ReCallPet();
					}
				}
			}

			//3.移动物品循环
			g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 开始移动循环",	pHuman->GetName(), pDestHuman->GetName()) ;
			GCExchangeSuccessIII MsgSuccessToMe, MsgSuccessToOt;
			GCExchangeSuccessIII::_SUCC_ITEM ItemListToMe[EXCHANGE_BOX_SIZE+EXCHANGE_PET_BOX_SIZE];
			INT	MyItemNum = 0;
			GCExchangeSuccessIII::_SUCC_ITEM ItemListToOt[EXCHANGE_BOX_SIZE+EXCHANGE_PET_BOX_SIZE];
			INT	OtItemNum = 0;
			BOOL	bFlag = FALSE;

			//用来记录可以交换的物品
			struct ExItem_t
			{
				UCHAR	uItemType;
				INT		nIndex;
				INT		nIndexInEx;
				ExItem_t()
				{
					uItemType	= 0;
					nIndex		= -1;
					nIndexInEx	= -1;
				}
			};

			INT				ExItemNumOt = 0;
			ExItem_t		ExItemIndexInOt[EXCHANGE_BOX_SIZE];
			INT				ExItemNumMy = 0;
			ExItem_t		ExItemIndexInMy[EXCHANGE_BOX_SIZE];
			INT				ExPetItemNumOt = 0;
			ExItem_t		ExPetItemIndexInOt[EXCHANGE_PET_BOX_SIZE];
			INT				ExPetItemNumMy = 0;
			ExItem_t		ExPetItemIndexInMy[EXCHANGE_PET_BOX_SIZE];

			for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
			{
				if(pMyExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					Item* pItemRef = pMyExchangeContainer->GetItem(i);
					ItemContainer*	pMyBagContainer = HumanItemLogic::GetItemContain(pHuman, pItemRef->GetItemTableIndex());
					ExItemIndexInMy[ExItemNumMy].uItemType	= pItemRef->GetItemClass();
					ExItemIndexInMy[ExItemNumMy].nIndex		= pMyBagContainer->GetIndexByGUID(&pItemRef->GetGUID());
					ExItemIndexInMy[ExItemNumMy].nIndexInEx	= i;
					ExItemNumMy++;
				}

				if(pOtExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					Item* pItemRef = pOtExchangeContainer->GetItem(i);
					ItemContainer*	pOtBagContainer = HumanItemLogic::GetItemContain(pDestHuman, pItemRef->GetItemTableIndex());
					ExItemIndexInOt[ExItemNumOt].uItemType	= pItemRef->GetItemClass();
					ExItemIndexInOt[ExItemNumOt].nIndex		= pOtBagContainer->GetIndexByGUID(&pItemRef->GetGUID());
					ExItemIndexInOt[ExItemNumOt].nIndexInEx	= i;
					ExItemNumOt++;
				}
			}

			for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
			{
				if(pMyExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					Item* pItemRef = pMyExchangePetContainer->GetItem(i);
					ItemContainer*	pMyPetContainer = pHuman->GetPetContain();
					ExPetItemIndexInMy[ExPetItemNumMy].nIndex = pMyPetContainer->GetIndexByGUID(&pItemRef->GetPetGUID());
					ExPetItemIndexInMy[ExPetItemNumMy].nIndexInEx = i;
					ExPetItemNumMy++;
				}

				if(pOtExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					Item* pItemRef = pOtExchangePetContainer->GetItem(i);
					ItemContainer*	pOtPetContainer = pDestHuman->GetPetContain();
					ExPetItemIndexInOt[ExPetItemNumOt].nIndex		= pOtPetContainer->GetIndexByGUID(&pItemRef->GetPetGUID());
					ExPetItemIndexInOt[ExPetItemNumOt].nIndexInEx = i;
					ExPetItemNumOt++;
				}
			}

			//3.1先把能交换的交换掉,如果在对方的包中找到了正在跟自己交易的物品,直接交换这两个物品的位置
			for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
			{
				if(pMyExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT result = 0;
					Item* pItemRef = pMyExchangeContainer->GetItem(i);

					//自己的容器
					ItemContainer*	pMyBagContainer = HumanItemLogic::GetItemContain(pHuman, pItemRef->GetItemTableIndex());
					INT	BagIndex = pMyBagContainer->GetIndexByGUID(&pItemRef->GetGUID());

					//对方的容器
					ItemContainer*	pOtBagContainer = HumanItemLogic::GetItemContain(pDestHuman, pItemRef->GetItemTableIndex());

					//去换能换得
					for(INT j = 0; j<ExItemNumOt; j++)
					{

						//此位置已经无效
						if(ExItemIndexInOt[j].nIndex == -1)
							continue;

						//只有同一类型的物品才能够交换
						if(pItemRef->GetItemClass()!=ExItemIndexInOt[j].uItemType)
							continue;

						//解锁自己
						g_ItemOperator.UnlockItem( pMyBagContainer, BagIndex );

						//先解锁对方
						g_ItemOperator.UnlockItem( pOtBagContainer, ExItemIndexInOt[j].nIndex );

						//设置自己物品已经不是交易物品了
						pMyBagContainer->GetItem(BagIndex)->SetInExchange(FALSE);

						//设置对方物品已经不是交易物品了
						pOtBagContainer->GetItem(ExItemIndexInOt[j].nIndex)->SetInExchange(FALSE);

						//与一个对方欲交易的物品交换
						result = 
							g_ItemOperator.ExchangeItem
							(
							pMyBagContainer,
							BagIndex,
							pOtBagContainer,
							ExItemIndexInOt[j].nIndex
							);
						if(result<0)
						{//拷贝失败
							GCExchangeError Msg;
							Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
							pHuman->GetPlayer()->SendPacket(&Msg);
							pDestHuman->GetPlayer()->SendPacket(&Msg);
							pHuman->m_ExchangBox.CleanUp();
							pDestHuman->m_ExchangBox.CleanUp();
							g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] <-> [%s] 物品 [%d]失败 result = %d", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetItemTableIndex(), result );
							return PACKET_EXE_CONTINUE;
						}
						else
						{
							ITEM_LOG_PARAM	ItemLogParam;
							ItemLogParam.OpType		=	ITEM_EXCHANGE_TOOTHER;
							ItemLogParam.CharGUID	=	pHuman->GetGUID();
							ItemLogParam.TargetGUID	=	pDestHuman->GetGUID();
							ItemLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
							ItemLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
							ItemLogParam.SceneID	=	pHuman->getScene()->SceneID();
							ItemLogParam.ItemGuid	=	pItemRef->GetGUID();
							ItemLogParam.ItemType	=	pItemRef->GetItemTableIndex();

							ItemListToOt[OtItemNum].m_FromType	= 0;
							ItemListToOt[OtItemNum].m_FromIndex = i;
							ItemListToOt[OtItemNum].m_ToType	= EXCHANGE_MSG::POS_BAG;
							ItemListToOt[OtItemNum++].m_ToIndex	= pOtBagContainer->ConIndex2BagIndex(ExItemIndexInOt[j].nIndex);

							ItemListToMe[MyItemNum].m_FromType	= 0;
							ItemListToMe[MyItemNum].m_FromIndex = ExItemIndexInOt[j].nIndexInEx;
							ItemListToMe[MyItemNum].m_ToType	= EXCHANGE_MSG::POS_BAG;
							ItemListToMe[MyItemNum++].m_ToIndex	= pMyBagContainer->ConIndex2BagIndex(BagIndex);

							//从交易盒中删掉此物品,在后面的移动中就不用再移动它了
							g_ItemOperator.EraseItem(pMyExchangeContainer, i);
							g_ItemOperator.EraseItem(pOtExchangeContainer, ExItemIndexInOt[j].nIndexInEx);
							ExItemIndexInOt[j].nIndex = -1;
						
							g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] <-> [%s] 物品 [%d]成功", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetItemTableIndex() );

							break;
						}
					}
				}
			}
	
			//3.2不能交换的一个一个放进去,剩下的直接由系统找格放入
			for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++)
			{
				if(pMyExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT result = 0;
					Item* pItemRef = pMyExchangeContainer->GetItem(i);

					//自己的容器
					ItemContainer*	pMyBagContainer = HumanItemLogic::GetItemContain(pHuman, pItemRef->GetItemTableIndex());
					INT	BagIndex = pMyBagContainer->GetIndexByGUID(&pItemRef->GetGUID());

					//对方的容器
					ItemContainer*	pOtBagContainer = HumanItemLogic::GetItemContain(pDestHuman, pItemRef->GetItemTableIndex());

					//先解锁
					g_ItemOperator.UnlockItem( pMyBagContainer, BagIndex );
					pMyBagContainer->GetItem(BagIndex)->SetInExchange(FALSE);


					//自动找格,支持自动叠加
					//这里的自动找格改成可以自动叠加,这里会有一个问题,上面收取检测时是不考虑叠加状态的,所以,如果非叠加状态下的
					//可以收取一系列物品,可叠加的一定可以接受。检测的范围会大一点。
					result = 
						g_ItemOperator.MoveItem
						(
						pMyBagContainer,
						BagIndex,
						bFlag,
						pOtBagContainer
						);
					if(result<0)
					{//拷贝失败
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 物品 [%d]失败 result = %d", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetItemTableIndex(), result );
						return PACKET_EXE_CONTINUE;
					}
					else
					{
						ITEM_LOG_PARAM	ItemLogParam;
						ItemLogParam.OpType		=	ITEM_EXCHANGE_TOOTHER;
						ItemLogParam.CharGUID	=	pHuman->GetGUID();
						ItemLogParam.TargetGUID	=	pDestHuman->GetGUID();
						ItemLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
						ItemLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
						ItemLogParam.SceneID	=	pHuman->getScene()->SceneID();
						ItemLogParam.ItemGuid	=	pItemRef->GetGUID();
						ItemLogParam.ItemType	=	pItemRef->GetItemTableIndex();

						ItemListToOt[OtItemNum].m_FromType	= 0;
						ItemListToOt[OtItemNum].m_FromIndex = i;
						ItemListToOt[OtItemNum].m_ToType	= EXCHANGE_MSG::POS_BAG;
						ItemListToOt[OtItemNum++].m_ToIndex	= pOtBagContainer->ConIndex2BagIndex(result);
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 物品 [%d]成功", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetItemTableIndex() );
					}
				}
				if(pOtExchangeContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT result = 0;
					Item* pItemRef = pOtExchangeContainer->GetItem(i);

					//对方的容器
					ItemContainer*	pOtBagContainer = HumanItemLogic::GetItemContain(pDestHuman, pItemRef->GetItemTableIndex());
					INT	BagIndex = pOtBagContainer->GetIndexByGUID(&pItemRef->GetGUID());

					//自己的容器
					ItemContainer*	pMyBagContainer = HumanItemLogic::GetItemContain(pHuman, pItemRef->GetItemTableIndex());

					//先解锁
					g_ItemOperator.UnlockItem( pOtBagContainer, BagIndex );

					pOtBagContainer->GetItem(BagIndex)->SetInExchange(FALSE);

					
					//自动找格,支持自动叠加
					result = 
						g_ItemOperator.MoveItem
						(
						pOtBagContainer,
						BagIndex,
						bFlag,
						pMyBagContainer
						);
					if(result<0)
					{//拷贝失败
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 物品 [%d]失败 result = %d", pDestHuman->GetName(), pHuman->GetName(), pItemRef->GetItemTableIndex(), result );
						return PACKET_EXE_CONTINUE;
					}
					else
					{
						ITEM_LOG_PARAM	ItemLogParam;
						ItemLogParam.OpType		=	ITEM_EXCHANGE_TOOTHER;
						ItemLogParam.CharGUID	=	pDestHuman->GetGUID();
						ItemLogParam.TargetGUID	=	pHuman->GetGUID();
						ItemLogParam.XPos		=	pDestHuman->getWorldPos()->m_fX;
						ItemLogParam.ZPos		=	pDestHuman->getWorldPos()->m_fZ;
						ItemLogParam.SceneID	=	pDestHuman->getScene()->SceneID();
						ItemLogParam.ItemGuid	=	pItemRef->GetGUID();
						ItemLogParam.ItemType	=	pItemRef->GetItemTableIndex();

						SaveItemLog(&ItemLogParam);
						ItemListToMe[MyItemNum].m_FromType	= 0;
						ItemListToMe[MyItemNum].m_FromIndex = i;
						ItemListToMe[MyItemNum].m_ToType	= EXCHANGE_MSG::POS_BAG;
						ItemListToMe[MyItemNum++].m_ToIndex	= pMyBagContainer->ConIndex2BagIndex(result);
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 物品 [%d]成功", pDestHuman->GetName(), pHuman->GetName(), pItemRef->GetItemTableIndex() );
					}
				}
			}

            //3.3换宠物
			g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 开始交换宠物",	pHuman->GetName(), pDestHuman->GetName()) ;

			for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
			{
				INT result = 0;
				Item* pItemRef = pMyExchangePetContainer->GetItem(i);

				if(pItemRef->IsEmpty())
					continue;

				PET_LOG_PARAM	PetLogParam;
				PetLogParam.PetGUID		=	pItemRef->GetPetGUID();
				PetLogParam.DataID		=	pItemRef->GetDataID();
				//自己的容器
				ItemContainer*	pMyPetContainer = pHuman->GetPetContain();
				INT	PetIndexInBag = pMyPetContainer->GetIndexByGUID(&pItemRef->GetPetGUID());

				//对方的容器
				ItemContainer*	pOtPetContainer = pDestHuman->GetPetContain();

				//去换能换得
				for(INT j = 0; j<ExPetItemNumOt; j++)
				{
					//如果无效
					if(ExPetItemIndexInOt[j].nIndex == -1)
						continue;

					//解锁自己
					g_ItemOperator.UnlockItem( pMyPetContainer, PetIndexInBag );

					//先解锁对方
					g_ItemOperator.UnlockItem( pOtPetContainer, ExPetItemIndexInOt[j].nIndex );

					//设置自己物品已经不是交易物品了
					pMyPetContainer->GetItem(PetIndexInBag)->SetInExchange(FALSE);

					//设置对方物品已经不是交易物品了
					pOtPetContainer->GetItem(ExPetItemIndexInOt[j].nIndex )->SetInExchange(FALSE);

					//与一个对方欲交易的物品交换
					result = 
						g_ItemOperator.ExchangeItem
						(
						pMyPetContainer,
						PetIndexInBag,
						pOtPetContainer,
						ExPetItemIndexInOt[j].nIndex
						);
					if(result<0)
					{//拷贝失败
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] <-> [%s] 物品 [%d]失败 result = %d", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetItemTableIndex(), result );
						return PACKET_EXE_CONTINUE;
					}
					else
					{
						PetLogParam.CharGUID	=	pDestHuman->GetGUID();
						PetLogParam.OPType		=	PET_OP_EXCHANGE_OTHER;
						PetLogParam.SceneID		=	pDestHuman->getScene()->SceneID();
						PetLogParam.TargetGUID	=	pHuman->GetGUID();
						PetLogParam.XPos		=	pDestHuman->getWorldPos()->m_fX;
						PetLogParam.ZPos		=	pDestHuman->getWorldPos()->m_fZ;
						SavePetLog(&PetLogParam);

						ItemListToMe[MyItemNum].m_FromType	= EXCHANGE_MSG::POS_PET;
						ItemListToMe[MyItemNum].m_FromIndex = ExPetItemIndexInOt[j].nIndexInEx;
						ItemListToMe[MyItemNum].m_ToType	= EXCHANGE_MSG::POS_PET;
						ItemListToMe[MyItemNum++].m_ToIndex	= PetIndexInBag;

						ItemListToOt[OtItemNum].m_FromType	= EXCHANGE_MSG::POS_PET;
						ItemListToOt[OtItemNum].m_FromIndex = i;
						ItemListToOt[OtItemNum].m_ToType	= EXCHANGE_MSG::POS_PET;
						ItemListToOt[OtItemNum++].m_ToIndex	= ExPetItemIndexInOt[j].nIndex;
					
						//从交易盒中删掉此物品,在后面的移动中就不用再移动它了
						g_ItemOperator.EraseItem(pMyExchangePetContainer, i);
						g_ItemOperator.EraseItem(pOtExchangePetContainer, ExPetItemIndexInOt[j].nIndexInEx);

						ExPetItemIndexInOt[j].nIndex = -1;

						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] <-> [%s] 物品 [%s]成功", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetName() );

						break;
					}
				}
			}

			//3.4移宠物
			for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++)
			{
				if(pMyExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT result = 0;
					Item* pItemRef = pMyExchangePetContainer->GetItem(i);
					
					PET_LOG_PARAM	PetLogParam;
					PetLogParam.PetGUID		=	pItemRef->GetPetGUID();
					PetLogParam.DataID		=	pItemRef->GetDataID();
					//自己的容器
					ItemContainer*	pMyPetContainer = pHuman->GetPetContain();
					INT	PetIndexInBag = pMyPetContainer->GetIndexByGUID(&pItemRef->GetPetGUID());

					//对方的容器
					ItemContainer*	pOtPetContainer = pDestHuman->GetPetContain();

					//先解锁
					g_ItemOperator.UnlockItem( pMyPetContainer, PetIndexInBag );

					pMyPetContainer->GetItem(PetIndexInBag)->SetInExchange(FALSE);

					//自动找格,支持自动叠加
					//这里的自动找格改成可以自动叠加,这里会有一个问题,上面收取检测时是不考虑叠加状态的,所以,如果非叠加状态下的
					//可以收取一系列物品,可叠加的一定可以接受。检测的范围会大一点。
					result = 
						g_ItemOperator.MoveItem
						(
						pMyPetContainer,
						PetIndexInBag,
						pOtPetContainer
						);
					if(result<0)
					{//拷贝失败
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 宠物 [%s]失败 result = %d", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetName(), result );
						return PACKET_EXE_CONTINUE;
					}
					else
					{
						PetLogParam.CharGUID	=	pDestHuman->GetGUID();
						PetLogParam.OPType		=	PET_OP_EXCHANGE_OTHER;
						PetLogParam.SceneID		=	pDestHuman->getScene()->SceneID();
						PetLogParam.TargetGUID	=	pHuman->GetGUID();
						PetLogParam.XPos		=	pDestHuman->getWorldPos()->m_fX;
						PetLogParam.ZPos		=	pDestHuman->getWorldPos()->m_fZ;
						SavePetLog(&PetLogParam);

						ItemListToOt[OtItemNum].m_FromType	= EXCHANGE_MSG::POS_PET;
						ItemListToOt[OtItemNum].m_FromIndex = i;
						ItemListToOt[OtItemNum].m_ToType	= EXCHANGE_MSG::POS_PET;
						ItemListToOt[OtItemNum++].m_ToIndex	= result;
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 宠物 [%s]成功", pHuman->GetName(), pDestHuman->GetName(), pItemRef->GetName() );
					}
				}

				if(pOtExchangePetContainer->GetItem(i)->IsEmpty() == FALSE)
				{
					INT result = 0;
					Item* pItemRef = pOtExchangePetContainer->GetItem(i);
					PET_LOG_PARAM	PetLogParam;
					PetLogParam.PetGUID		=	pItemRef->GetPetGUID();
					PetLogParam.DataID		=	pItemRef->GetDataID();

					//对方的容器
					ItemContainer*	pOtPetContainer = pDestHuman->GetPetContain();
					INT	PetIndexInBag = pOtPetContainer->GetIndexByGUID(&pItemRef->GetPetGUID());

					//自己的容器
					ItemContainer*	pMyPetContainer = pHuman->GetPetContain();

					//先解锁
					g_ItemOperator.UnlockItem( pOtPetContainer, PetIndexInBag );
					pOtPetContainer->GetItem(PetIndexInBag)->SetInExchange(FALSE);

					//自动找格,支持自动叠加
					result = 
						g_ItemOperator.MoveItem
						(
						pOtPetContainer,
						PetIndexInBag,
						pMyPetContainer
						);
					if(result<0)
					{//拷贝失败
						GCExchangeError Msg;
						Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
						pHuman->GetPlayer()->SendPacket(&Msg);
						pDestHuman->GetPlayer()->SendPacket(&Msg);
						pHuman->m_ExchangBox.CleanUp();
						pDestHuman->m_ExchangBox.CleanUp();
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 宠物 [%s]失败 result = %d", pDestHuman->GetName(), pHuman->GetName(), pItemRef->GetName(), result );
						return PACKET_EXE_CONTINUE;
					}
					else
					{
						PetLogParam.CharGUID	=	pHuman->GetGUID();
						PetLogParam.OPType		=	PET_OP_EXCHANGE_OTHER;
						PetLogParam.SceneID		=	pHuman->getScene()->SceneID();
						PetLogParam.TargetGUID	=	pDestHuman->GetGUID();
						PetLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
						PetLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
						SavePetLog(&PetLogParam);
						ItemListToMe[MyItemNum].m_FromType	= EXCHANGE_MSG::POS_PET;
						ItemListToMe[MyItemNum].m_FromIndex = i;
						ItemListToMe[MyItemNum].m_ToType	= EXCHANGE_MSG::POS_PET;
						ItemListToMe[MyItemNum++].m_ToIndex	= result;
						g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 宠物 [%s]成功", pDestHuman->GetName(), pHuman->GetName(), pItemRef->GetName() );
					}
				}
			}
			

			//2.换钱
			g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 开始交换金钱",	pHuman->GetName(), pDestHuman->GetName()) ;
			if( pHuman->m_ExchangBox.m_Money <= pHuman->GetMoney() && pHuman->m_ExchangBox.m_Money>0 )
			{
				pDestHuman->SetMoney(pDestHuman->GetMoney()+pHuman->m_ExchangBox.m_Money);
				pHuman->SetMoney(pHuman->GetMoney()-pHuman->m_ExchangBox.m_Money);

				MONEY_LOG_PARAM	MoneyLogParam;
				MoneyLogParam.CharGUID	=	pHuman->GetGUID();
				MoneyLogParam.TargetGUID	=	pDestHuman->GetGUID();
				MoneyLogParam.OPType	=	MONEY_EXCHANGE_OUTCOME;	
				MoneyLogParam.Count		=	pHuman->m_ExchangBox.m_Money;
				MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
				MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
				MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
				SaveMoneyLog(&MoneyLogParam);

				MoneyLogParam.CharGUID	=	pDestHuman->GetGUID();
				MoneyLogParam.TargetGUID	=	pHuman->GetGUID();
				MoneyLogParam.OPType	=	MONEY_EXCHANGE_INCOME;	
				MoneyLogParam.Count		=	pHuman->m_ExchangBox.m_Money;
				MoneyLogParam.SceneID	=	pDestHuman->getScene()->SceneID();
				MoneyLogParam.XPos		=	pDestHuman->getWorldPos()->m_fX;
				MoneyLogParam.ZPos		=	pDestHuman->getWorldPos()->m_fZ;
				SaveMoneyLog(&MoneyLogParam);


				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 金钱 [%d]", pHuman->GetName(), pDestHuman->GetName(), pHuman->m_ExchangBox.m_Money );
			}

			if( pDestHuman->m_ExchangBox.m_Money <= pDestHuman->GetMoney() && pDestHuman->m_ExchangBox.m_Money>0 )
			{
				pHuman->SetMoney(pHuman->GetMoney()+pDestHuman->m_ExchangBox.m_Money);
				pDestHuman->SetMoney(pDestHuman->GetMoney() - pDestHuman->m_ExchangBox.m_Money);

				MONEY_LOG_PARAM	MoneyLogParam;
				MoneyLogParam.CharGUID	=	pHuman->GetGUID();
				MoneyLogParam.TargetGUID	=	pDestHuman->GetGUID();
				MoneyLogParam.OPType	=	MONEY_EXCHANGE_INCOME;	
				MoneyLogParam.Count		=	pDestHuman->m_ExchangBox.m_Money;
				MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
				MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
				MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
				SaveMoneyLog(&MoneyLogParam);

				MoneyLogParam.CharGUID	=	pDestHuman->GetGUID();
				MoneyLogParam.TargetGUID	=	pHuman->GetGUID();
				MoneyLogParam.OPType	=	MONEY_EXCHANGE_OUTCOME;	
				MoneyLogParam.Count		=	pDestHuman->m_ExchangBox.m_Money;
				MoneyLogParam.SceneID	=	pDestHuman->getScene()->SceneID();
				MoneyLogParam.XPos		=	pDestHuman->getWorldPos()->m_fX;
				MoneyLogParam.ZPos		=	pDestHuman->getWorldPos()->m_fZ;
				SaveMoneyLog(&MoneyLogParam);


				g_pLog->FastSaveLog( LOG_FILE_1, "		<交易> [%s] -> [%s] 金钱 [%d]", pDestHuman->GetName(), pHuman->GetName(), pDestHuman->m_ExchangBox.m_Money );
			}


			//给双方发送成功消息
			MsgSuccessToMe.SetItemNum(MyItemNum);
			MsgSuccessToMe.SetItemList(ItemListToMe);
			pHuman->GetPlayer()->SendPacket(&MsgSuccessToMe);

			MsgSuccessToOt.SetItemNum(OtItemNum);
			MsgSuccessToOt.SetItemList(ItemListToOt);
			pDestHuman->GetPlayer()->SendPacket(&MsgSuccessToOt);

			g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 交易成功",	pHuman->GetName(), pDestHuman->GetName()) ;

			//能走到这儿证明所有操作都已完成清空各自的交易盒
			pHuman->m_ExchangBox.CleanUp();
			pDestHuman->m_ExchangBox.CleanUp();

		}
		else
		{//啥也不做,等待对方消息

		}
	}
	else
	{//一定出错了
		GCExchangeError Msg;
		Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
		pHuman->GetPlayer()->SendPacket(&Msg);
		pHuman->m_ExchangBox.CleanUp();
		pDestHuman->GetPlayer()->SendPacket(&Msg);
		pDestHuman->m_ExchangBox.CleanUp();
		return PACKET_EXE_CONTINUE;
	}

	return PACKET_EXE_CONTINUE ;

	__LEAVE_FUNCTION

		return PACKET_EXE_ERROR ;
}
コード例 #11
0
uint CGCharAskEquipmentHandler::Execute( CGCharAskEquipment* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

		GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
		Assert( pGamePlayer ) ;

		Obj_Human* pHuman = pGamePlayer->GetHuman() ;
		Assert( pHuman ) ;

		Scene* pScene = pHuman->getScene() ;
		if( pScene==NULL )
		{
			Assert(FALSE) ;
			return PACKET_EXE_ERROR ;
		}

		//检查线程执行资源是否正确
		Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;



		ObjID_t ObjID = pPacket->getObjID();
		if( ObjID == INVALID_ID )
		{
			Assert(FALSE) ;
			return PACKET_EXE_ERROR ;
		}

		Obj* pObj = pScene->GetObjManager()->GetObj( ObjID ) ;
		if( pObj==NULL )
		{
			g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskEquipmentHandler: not find obj=%d", ObjID ) ;
			return PACKET_EXE_CONTINUE ;
		}

		if( !IsCharacterObj( pObj->GetObjType() ) )
		{
			g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskEquipmentHandler: not character obj=%d", ObjID ) ;
			return PACKET_EXE_CONTINUE ;
		}

		Obj_Character* pCharacter = (Obj_Character*)pObj ;

		GCCharEquipment	Msg;
		Msg.setObjID(pCharacter->GetID());
		if ( pCharacter->GetObjType() == Obj::OBJ_TYPE_HUMAN )
		{
			Obj_Human* pDest = (Obj_Human*)pCharacter ;
			if(pDest->GetEquipID(HEQUIP_WEAPON)> 0)
			{
				Msg.setWeaponID(pDest->GetEquipID(HEQUIP_WEAPON));
				UINT uGemID = GetEquipmentMaxLevelGemID(pDest->GetEquipContain()->GetItem(HEQUIP_WEAPON));
				Msg.setWeaponGemID(uGemID);
			}
			if(pDest->GetEquipID(HEQUIP_BOOT)>0)
			{
				Msg.setBootID(pDest->GetEquipID(HEQUIP_BOOT));
				UINT uGemID = GetEquipmentMaxLevelGemID(pDest->GetEquipContain()->GetItem(HEQUIP_BOOT));
				Msg.setBootGemID(uGemID);
			}
			if(pDest->GetEquipID(HEQUIP_CUFF)>0)
			{
				Msg.setCuffID(pDest->GetEquipID(HEQUIP_CUFF));
				UINT uGemID = GetEquipmentMaxLevelGemID(pDest->GetEquipContain()->GetItem(HEQUIP_CUFF));
				Msg.setCuffGemID(uGemID);
			}
			if(pDest->GetEquipID(HEQUIP_CAP)>0)
			{
				Msg.setCapID(pDest->GetEquipID(HEQUIP_CAP));
				UINT uGemID = GetEquipmentMaxLevelGemID(pDest->GetEquipContain()->GetItem(HEQUIP_CAP));
				Msg.setCapGemID(uGemID);
			}
			if(pDest->GetEquipID(HEQUIP_ARMOR)>0)
			{
				Msg.setArmourID(pDest->GetEquipID(HEQUIP_ARMOR));
				UINT uGemID = GetEquipmentMaxLevelGemID(pDest->GetEquipContain()->GetItem(HEQUIP_ARMOR));
				Msg.setArmourGemID(uGemID);
			}

			pGamePlayer->SendPacket( &Msg ) ;
		}
		g_pLog->FastSaveLog( LOG_FILE_1, "CGCharAskEquipmentHandler: ok obj=%d scene=%d", 
		ObjID, pScene->SceneID() ) ;

		return PACKET_EXE_CONTINUE ;
		

		__LEAVE_FUNCTION
		return PACKET_EXE_ERROR ;
}
コード例 #12
0
ファイル: Obj_Pet.cpp プロジェクト: brock7/TianLong
BOOL Obj_Pet::Init( const _OBJ_INIT *pInit )
{
__ENTER_FUNCTION

	BOOL bResult = Obj_Character::Init( pInit );
	if ( !bResult )
		return FALSE;

	const _OBJ_PET_INIT *pPetInit  = NULL;
	pPetInit = (const _OBJ_PET_INIT*)pInit;
	if ( pPetInit == NULL )
	{
		Assert( FALSE &&  "Error Obj_Pet::Init, pPetInit = NULL" );
		return FALSE;
	}

	m_GUID				= pPetInit->m_GUID;
	m_CreatorID			= pPetInit->m_CreatorID;
	m_pCreator			= NULL;
	m_nIndex			= pPetInit->m_nIndex;
	m_ScriptID			= pPetInit->m_ScriptID ;
	if ( m_CreatorID != INVALID_ID )
	{
		Obj_Character *pCreator	= (Obj_Character*)(getScene()->GetObjManager()->GetObj(m_CreatorID) );
		if (pCreator != NULL && pCreator->GetObjType() == OBJ_TYPE_HUMAN)
			m_pCreator = (Obj_Human*)pCreator;
	}

	if ( m_pCreator == NULL )
		m_PetDB = pPetInit->m_PetDB;

	m_RespawnTime		= pPetInit->m_RespawnTime;
	m_RespawnPos		= pPetInit->m_Pos;
	m_OwnerID			= pPetInit->m_CreatorID;
	//m_nCampType			= INVALID_CAMP;

	m_HappinessTimer.BeginTimer( g_Config.m_ConfigInfo.m_PetHappinessInterval, g_pTimeManager->CurrentTime() );
	m_LifeTimer.BeginTimer( g_Config.m_ConfigInfo.m_PetLifeInterval, g_pTimeManager->CurrentTime() );

	// 如果招呼者有效则将该宠物所有的技能缓存起来
	if (m_pCreator)
	{
		Item* pPetItem = m_pCreator->GetPetItem(GetPetGUID());
		Assert(pPetItem);
		// 设置AI类型
		SetAIType(pPetItem->GetAIType() );
		for (INT i = 0; i < PET_MAX_SKILL_COUNT; ++i)
		{
			PushSkillToCache(pPetItem->GetSkill(i).m_nSkillID);
		}

		//if( m_pCreator->GetCampData() )
		//{
		//	if( m_pCreator->GetCampData()->m_nCampID == CAMP_1 )
		//		m_nCampType = CAMP1_PET;
		//	else if( m_pCreator->GetCampData()->m_nCampID == CAMP_2 )
		//		m_nCampType = CAMP2_PET;
		//}
	}
	else
	{// 在pet初始化的时候就生成宠物的所有属性(只有没有主人的宠物第一次生成时才构造所有属性)
		getScene()->GetPetManager()->MakeCapturePetAttrib(&m_PetDB);
		SetDataID(m_PetDB.m_nDataID); // 可能产生了变异,模型可能会改变
	}

	// 使AI进入IDLE状态
	GetAIObj()->ChangeState(ESTATE_IDLE);

    InitBackupAttr();
	//附加效果数据
	Impact_InitList();

	return TRUE;

__LEAVE_FUNCTION

	return FALSE;
}
コード例 #13
0
		BOOL SkillCore_T::ActiveSkillNow(Obj_Character& rMe) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			if(FALSE==rMe.IsAlive()||FALSE==rMe.IsActiveObj())
			{
				rParams.SetErrCode(OR_DIE);
				return FALSE;
			}
			rSkillInfo.Init();
			if(FALSE==InstanceSkill(rSkillInfo, rMe, rParams.GetActivatedSkill(), rParams.GetSkillLevel()))
			{
				rParams.SetErrCode(OR_INVALID_SKILL);
				rParams.SetErrParam(rParams.GetActivatedSkill());
				return FALSE;
			}
			//refix skill instance
			rMe.RefixSkill(rSkillInfo);
			//perform checking
			INT nLogicID = rSkillInfo.GetLogicID();
			SkillLogic_T const* pLogic = g_SkillLogicList.GetLogicById(nLogicID);
			if(NULL==pLogic)
			{
				rParams.SetErrCode(OR_INVALID_SKILL);
				rParams.SetErrParam(rParams.GetActivatedSkill());
				return FALSE;
			}
			if(TRUE == pLogic->IsPassive())
			{
				AssertEx(FALSE,"[SkillCore_T::HeartBeat]: Found passive Skill!!!Data error!!");
				rParams.SetErrCode(OR_ERROR);
				return FALSE;
			}
			if(TRUE == pLogic->CancelSkillEffect(rMe))
			{
				rParams.SetErrCode(OR_OK);
				return TRUE;
			}
			//Prefix end
			if(FALSE==rMe.Skill_IsSkillCooldowned(rParams.GetActivatedSkill())&& FALSE==rParams.GetIgnoreConditionCheckFlag())
			{
				rParams.SetErrCode(OR_COOL_DOWNING);
				return FALSE;
			}
			if(TRUE == rSkillInfo.GetMustUseWeaponFlag())
			{
				if(Obj::OBJ_TYPE_HUMAN==rMe.GetObjType())
				{
					Obj_Human* pHuman = (Obj_Human*)&rMe;
					Item* pItem=HumanItemLogic::GetEquip(pHuman, HEQUIP_WEAPON);
					if(NULL==pItem)
					{
						rParams.SetErrCode(OR_NEED_A_WEAPON);
						return FALSE;
					}
					else if(TRUE==pItem->IsEmpty())
					{
						rParams.SetErrCode(OR_NEED_A_WEAPON);
						return FALSE;						
					}
				}
			}
			if(FALSE==rParams.GetIgnoreConditionCheckFlag())
			{
				if(FALSE == pLogic->IsConditionSatisfied(rMe))
				{
					return FALSE;
				}
				if(FALSE==pLogic->SpecificOperationOnSkillStart(rMe))
				{
					return FALSE;
				}
			}
			switch (rSkillInfo.GetSkillType())
			{
				case SKILL_INSTANT_LAUNCHING:
					pLogic->StartLaunching(rMe);
					break;
				case SKILL_NEED_CHARGING:
					pLogic->StartCharging(rMe);
					break;
				case SKILL_NEED_CHANNELING:
					pLogic->StartChanneling(rMe);
					break;
				default:
					AssertEx(FALSE,"[SkillCore_T::ActiveSkillNow]: Try to active a un-active skill!");
					break;
			}				
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE ;
		}
コード例 #14
0
	BOOL CombatCore_T::GetResultImpact(Obj_Character& rAttacker, Obj_Character& rDefencer, OWN_IMPACT& rImp)
	{
		__ENTER_FUNCTION
		INT nDamage = 0;
		INT nMaxDamage = 0;
		INT nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_NEAR;
		//Init
		DI_DamagesByValue_T logic;
		if(INVALID_ID==rImp.GetDataIndex())
		{
			g_ImpactCore.InitImpactFromData(IMP_DAMAGES_OF_ATTACKS, rImp, rAttacker);
		}
		else if(logic.ID!=Impact_GetLogicID(rImp) && DI_DamagesByRate_T::ID!=Impact_GetLogicID(rImp) )
		{
			g_ImpactCore.InitImpactFromData(IMP_DAMAGES_OF_ATTACKS, rImp, rAttacker);
		}
		m_nAdditionalAttackNear		+= logic.GetDamageNear(rImp);
		m_nAdditionalAttackFar		+= logic.GetDamageFar(rImp);
		m_nAdditionalAttackMagicNear+= logic.GetDamageMagicNear(rImp);
		m_nAdditionalAttackMagicFar += logic.GetDamageMagicFar(rImp);

		m_nAdditionalAttackGold		+= logic.GetDamageGold(rImp);
		m_nAdditionalAttackWood		+= logic.GetDamageWood(rImp);

		m_nAdditionalAttackWater	+= logic.GetDamageWater(rImp);
		m_nAdditionalAttackFire		+= logic.GetDamageFire(rImp);
		m_nAdditionalAttackSoil		+= logic.GetDamageSoil(rImp);
		

		//Damage fluctuation
		INT nFluctuation = g_Config.m_ConfigInfo.m_nDefaultDamageFluctuation;
		
		MenPaiID_t nMenPai = 9;
		MenPai_Module::MenPai_T const* pMenPai = NULL;
		if(Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			nMenPai = rHuman.GetMenPai();
			pMenPai = g_MenPaiLogicList.GetLogicById(nMenPai);
			if(NULL!=pMenPai)
			{
				nFluctuation=pMenPai->GetAttackFluctuation();
			}
		}
		Scene* pScene = rAttacker.getScene();
		// calculate the fluctuation
		INT nRand=50;
		if(NULL!=pScene)
		{
			nRand -= pScene->GetRand100();
		}
		nFluctuation = Float2Int((2*nFluctuation*nRand)/100.0f);
		
		//Calculate Damages
		//Near
		nDamage = NearDamage(rAttacker, rDefencer, m_nAdditionalAttackNear, m_nAdditionalDefenceNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageNear(rImp, nDamage);
		nMaxDamage = nDamage;
		nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_NEAR;

		//Far
		nDamage = FarDamage(rAttacker, rDefencer, m_nAdditionalAttackFar, m_nAdditionalDefenceFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FAR;
		}
		//近程内功
		nDamage = MagicalNearDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicNear, m_nAdditionalDefenceMagicNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicNear(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_NEAR;
		}
		//近程外功
		nDamage = MagicalFarDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicFar, m_nAdditionalDefenceMagicFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_FAR;
		}
		//Gold
		nDamage = GoldDamage(rAttacker, rDefencer, m_nAdditionalAttackGold, m_nAdditionalDefenceGold);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageGold(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_GOLD;
		}
		
		//Wood
		nDamage = WoodDamage(rAttacker, rDefencer, m_nAdditionalAttackWood, m_nAdditionalDefenceWood);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWood(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WOOD;
		}

		//Water
		nDamage = WaterDamage(rAttacker, rDefencer, m_nAdditionalAttackWater, m_nAdditionalDefenceWater);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWater(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WATER;
		}

		//Fire
		nDamage = FireDamage(rAttacker, rDefencer, m_nAdditionalAttackFire, m_nAdditionalDefenceFire);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFire(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FIRE;
		}

		//Soil
		nDamage = SoilDamage(rAttacker, rDefencer, m_nAdditionalAttackSoil, m_nAdditionalDefenceSoil);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageSoil(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_SOIL;
		}

		rImp.SetImpactID(nSpecialEffectID);

		return TRUE;
		__LEAVE_FUNCTION
		return FALSE;
	}
コード例 #15
0
		BOOL CommonSkill001_T::OnCancel(Obj_Character& rMe) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			Obj_Character* pTar = (Obj_Character*)(GetTargetObj(rMe));
			if(NULL==pTar)
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}
			if(NULL==pTar || FALSE==pTar->IsAlive() || FALSE == pTar->IsActiveObj() || Obj::OBJ_TYPE_PET != pTar->GetObjType())
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}

			GCManipulatePetRet msg;
			msg.SetGUID(((Obj_Human*)&rMe)->GetGUIDOfCallUpPet());
			msg.SetFightingFlag(FALSE);
			msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CALLUPFALID);

			((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
			// 减少该宠物身上的捕获玩家数
			((Obj_Horse*)pTar)->DelCapturer(rMe.GetID());

			return TRUE;
		__LEAVE_FUNCTION
		return FALSE;
		}
コード例 #16
0
ファイル: Obj_Pet.cpp プロジェクト: uvbs/wx2Server
BOOL Obj_Pet::Init( const _OBJ_INIT *pInit )
{
__ENTER_FUNCTION

	BOOL bResult = Obj_Character::Init( pInit );
	if ( !bResult )
		return FALSE;

	const _OBJ_PET_INIT *pPetInit  = NULL;
	pPetInit = (const _OBJ_PET_INIT*)pInit;
	if ( pPetInit == NULL )
	{
		Assert( FALSE &&  "Error Obj_Pet::Init, pPetInit = NULL" );
		return FALSE;
	}

	m_GUID				= pPetInit->m_GUID;
	m_CreatorID			= pPetInit->m_CreatorID;
	m_pCreator			= NULL;
	m_nIndex			= pPetInit->m_nIndex;
	m_iLevel			= pPetInit->m_PetDB.m_nLevel;
	if ( m_CreatorID != INVALID_ID )
	{
		Obj_Character *pCreator	= (Obj_Character*)(getScene()->GetObjManager()->GetObj(m_CreatorID) );
		if (pCreator != NULL && pCreator->GetObjType() == OBJ_TYPE_HUMAN)
			m_pCreator = (Obj_Human*)pCreator;
	}

	if ( m_pCreator == NULL )
	{
		m_PetDB = pPetInit->m_PetDB;
		return FALSE;
	}

	m_PetDB.m_nDataID	= pPetInit->m_PetDB.m_nDataID;
	m_RespawnTime		= pPetInit->m_RespawnTime;

	m_RespawnPos		= pPetInit->m_Pos;
	m_OwnerID			= pPetInit->m_CreatorID;

	m_HappinessTimer.BeginTimer( g_Config.m_ConfigInfo.m_PetHappinessInterval, g_pTimeManager->CurrentTime() );
	SetDataID( m_pCreator->GetMonsterPetDataID() );

	MONSTER_EXT_ATTR *pPetAttr = g_MonsterAttrExTbl.GetExtAttr( GetDataID() );
	if(pPetAttr)
	{
		m_iLevel = pPetAttr->m_Level;
	}
	else
	{
		m_iLevel = 0;
	}

	PetManager* pPetManager = getScene()->GetPetManager();
	if(pPetManager)
	{
		m_oInit = pPetManager->GetInitData();
	}
		
	//初始化技能相关内容
	InitLife();


	SetHP( GetMaxHP() );

	// 使AI进入IDLE状态
	GetAIObj()->ChangeState(ESTATE_IDLE);

    InitBackupAttr();
	//附加效果数据
	Impact_InitList();

	return TRUE;

	__LEAVE_FUNCTION

	return FALSE;
}
コード例 #17
0
uint CGAskSkillClassHandler::Execute( CGAskSkillClass* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

	GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
	Assert( pGamePlayer ) ;

	Obj_Human* pHuman = pGamePlayer->GetHuman() ;
	Assert( pHuman ) ;

	Scene* pScene = pHuman->getScene() ;
	if( pScene==NULL )
	{
		Assert(FALSE) ;
		return PACKET_EXE_ERROR ;
	}

	//检查线程执行资源是否正确
	Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;

	ObjID_t ObjID = pHuman->GetID();
	if( ObjID == INVALID_ID )
	{
		Assert(FALSE) ;
		return PACKET_EXE_ERROR ;
	}

	Obj_Character *pTarget = (Obj_Character*)(pScene->GetObjManager()->GetObj(pPacket->getTargetID()));
	if( pTarget==NULL )
	{
		Assert( pTarget ) ;
		return PACKET_EXE_ERROR ;
	}

	// 权限判断
	// to be continue...
	if ( pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN
		&& pTarget->GetObjType() != Obj::OBJ_TYPE_PET )
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGAskSkillClassHandler: faile obj=%d scene=%d", 
			ObjID, pScene->SceneID() ) ;
		return PACKET_EXE_CONTINUE;
	}

	_XINFA_DB_LOAD	XinFa;
	XinFa.m_Count = 0;
	INT nID, nScaned;
	for( nID = 0, nScaned = 0; nID < g_XinFaDataMgr.MAXSIZE && nScaned < g_XinFaDataMgr.Size(); )
	{
		Combat_Module::Skill_Module::XinFaData_T const* pXinFaData = g_XinFaDataMgr.GetInstanceByID(nID);
		if( pXinFaData != NULL )
		{
			nScaned ++;
			if( pHuman->GetMenPai() == pXinFaData->GetMenPai() )
			{
				XinFa.m_aXinFa[XinFa.m_Count].m_nXinFaID	=	nID;
				XinFa.m_aXinFa[XinFa.m_Count].m_nXinFaLevel	=	1;
				XinFa.m_Count ++;
			}
			if( XinFa.m_Count >= 3 )
				break;
		}
		nID ++;
	}

	GCSkillClass	Msg;
	Msg.setObjID( pTarget->GetID() );
	Msg.setXinFaList(XinFa.m_Count, XinFa.m_aXinFa);
	pGamePlayer->SendPacket( &Msg ) ;

	g_pLog->FastSaveLog( LOG_FILE_1, "CGAskSkillClassHandler: ok obj=%d scene=%d", 
		ObjID, pScene->SceneID() ) ;

	return PACKET_EXE_CONTINUE ;

__LEAVE_FUNCTION

	return PACKET_EXE_ERROR ;
}