UINT CGEquipRefiningHandler::Execute( CGEquipRefining* 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 ); //切场景时丢弃换装消息 //交易状态不可操作 //摆摊状态不可操作 // 获取炼化的装备 BYTE iEquipItemPos = pPacket->GetEquipItemPos(); Assert(iEquipItemPos >= 0 ); Assert(iEquipItemPos <= MAX_BAG_SIZE); GCEquipRefining msg; ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iEquipItemPos); if (pBagContainer == NULL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler equipment BagIndex is invalid, BagIndex = %d", iEquipItemPos) ; msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } Item* pEquipment = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iEquipItemPos)); Assert(NULL != pEquipment); //一些验证:星级,等级... if( NULL == pEquipment || ICLASS_EQUIP != pEquipment->GetItemClass() || !(pEquipment->IsRuler(IRL_DISCARD) ) || pEquipment->IsAdsorbMagic() || pEquipment->GetRequireLevel() < EQUIP_REFINING_MIN_LEVEL //已经附魔或者需求等级小于40 || 0 == pEquipment->GetEquipGemCount()) //没有镶嵌宝石 { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler equipment type is invalid, BagIndex = %d", iEquipItemPos) ; msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } //获取炼化神器 BYTE iRefiningItemPos = pPacket->GetRefiningItemPos(); Assert(iRefiningItemPos >= 0 ); Assert(iRefiningItemPos <= MAX_BAG_SIZE); pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iRefiningItemPos); if (pBagContainer == NULL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler refining BagIndex is invalid, BagIndex = %d", iRefiningItemPos) ; msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } Item* pRefiningItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iRefiningItemPos)); Assert(NULL != pRefiningItem); if(NULL == pRefiningItem || pRefiningItem->GetItemClass() != ICLASS_COMITEM || pRefiningItem->GetItemType() != COMITEM_EQUIP_REFINING) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRefiningHandler refining type is invalid, BagIndex = %d", iRefiningItemPos) ; msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } //逻辑处理 COMMITEM_INFO_TB* pGet = g_ItemTable.GetCommItemInfoTB(pRefiningItem->GetItemTableIndex()); Assert(NULL != pGet); if ((pEquipment->GetRequireLevel()-1)/10+1 != pGet->m_nLevel)//验证等级 { msg.SetResult(EQUIPREFINING_NOT_SUCH_ITEM); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } if ( 0 == pEquipment->GetAttrCount())// && pEquipment->GetLevel() { msg.SetResult(EQUIPREFINING_NOT_HAVE_ATTR); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } //EQUIP_TB* pGet = g_ItemTable.GetEquipTB(pEquipment->GetItemTableIndex()); //Assert(NULL != pGet); //删除装备和炼化神符道具 UINT iPrice = pEquipment->GetSellPrice();//保留将要删除的装备属性给后面用 BYTE iRequireLevel = pEquipment->GetRequireLevel(); BYTE curEquipPoint = pEquipment->GetEquipPoint(); BYTE attrCount = 0; _ITEM_ATTR tmpItemAttr[MAX_ITEM_ATTR]; for (BYTE index=0; index<pEquipment->GetAttrCount(); ++index) { tmpItemAttr[index] = pEquipment->GetEquipAttr(index); if (tmpItemAttr[index].m_AttrType > 0) { attrCount++; } } Assert(attrCount == pEquipment->GetAttrCount()); //开始删除装备和扣除金钱 BOOL bRet = FALSE; ITEM_LOG_PARAM ItemLogParam; ItemLogParam.OpType = ITEM_EQUIP_REFINING; bRet = HumanItemLogic::EraseBagItem(&ItemLogParam,pHuman, pBagContainer->BagIndex2ConIndex(iEquipItemPos)); if(bRet) { SaveItemLog(&ItemLogParam); } else { msg.SetResult(EQUIPREFINING_ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } //删除炼化道具 bRet = HumanItemLogic::EraseBagItem(&ItemLogParam,pHuman, pBagContainer->BagIndex2ConIndex(iRefiningItemPos)); if(bRet) { SaveItemLog(&ItemLogParam); } else { msg.SetResult(EQUIPREFINING_ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } UINT iSoulBeadBagIndex = 0; Item* pSoulBeadItem = NULL; //武魂珠 if (HEQUIP_MAINHAND == curEquipPoint) { bRet = HumanItemLogic::CreateItemToBag(&ItemLogParam,pHuman,ITEM_WU_SOUL_BEAD, iSoulBeadBagIndex); if(bRet) { SaveItemLog(&ItemLogParam); } else { msg.SetResult(EQUIPREFINING_ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } pSoulBeadItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iSoulBeadBagIndex)); Assert(NULL != pSoulBeadItem); Assert(ICLASS_SOUL_BEAD == pSoulBeadItem->GetItemClass()); pSoulBeadItem->SetSoulBeadPrice(iPrice);//由基本价格计算得出 pSoulBeadItem->SetSoulBeadNeedLevel(iRequireLevel); pSoulBeadItem->SetWuSoulBeadAttr(attrCount, tmpItemAttr); }//器魂珠 else if (EQUIP_CAP == pEquipment->GetItemType()//EQUIP_PIFENG == pEquipment->GetEquipPoint() || || EQUIP_SHOULDER == pEquipment->GetItemType() || EQUIP_HAND == pEquipment->GetItemType() || EQUIP_ARMOR == pEquipment->GetItemType() || EQUIP_BOOT == pEquipment->GetItemType()) { bRet = HumanItemLogic::CreateItemToBag(&ItemLogParam,pHuman,ITEM_WU_SOUL_BEAD, iSoulBeadBagIndex); if(bRet) { SaveItemLog(&ItemLogParam); } else { msg.SetResult(EQUIPREFINING_ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; } pSoulBeadItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iSoulBeadBagIndex)); Assert(NULL != pSoulBeadItem); Assert(ICLASS_SOUL_BEAD == pSoulBeadItem->GetItemClass()); pSoulBeadItem->SetSoulBeadPrice(iPrice);//由基本价格计算得出 pSoulBeadItem->SetSoulBeadNeedLevel(iRequireLevel); pSoulBeadItem->SetQiSoulBeadAttr(attrCount, tmpItemAttr); } // 通知增加道具到背包 GCNotifyEquip ItemMsg; Assert(pSoulBeadItem); ItemMsg.SetBagIndex(iSoulBeadBagIndex); pSoulBeadItem->SaveValueTo(ItemMsg.GetItem()); pGamePlayer->SendPacket(&ItemMsg); msg.SetResult(EQUIPREFINING_SUCCESS); //pGamePlayer->SendPacket(&msg); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
ORESULT AbilityMachining::OnProcSuccess(Obj_Human* pHuman) { __ENTER_FUNCTION Assert( pHuman ); AbilityOpera* pAbilityOpera; pAbilityOpera = pHuman->GetAbilityOpera(); Assert( pAbilityOpera ); LuaInterface* pLuaInterface; pLuaInterface = pHuman->getScene()->GetLuaInterface(); GamePlayer* pGamePlayer; pGamePlayer = (GamePlayer*)pHuman->GetPlayer(); Assert( pGamePlayer != NULL ); switch( pAbilityOpera->m_SubType ) { case NORMAL_TYPE: break; case GEM_COMPOUND: { _ITEM_TYPE GemType; UINT bi; ITEM_LOG_PARAM ItemLogParam; ItemLogParam.OpType = ITEM_CREATE_ABILITY_COMPOUD; ItemLogParam.CharGUID = pHuman->GetGUID(); ItemLogParam.SceneID = pHuman->getScene()->SceneID(); ItemLogParam.XPos = pHuman->getWorldPos()->m_fX; ItemLogParam.ZPos = pHuman->getWorldPos()->m_fZ; GemType = ConvertSerial2ItemType( pAbilityOpera->m_uItemIndex ); //GemType.m_Quality++; HumanItemLogic::CreateItemToBag(&ItemLogParam,pHuman,GemType.ToSerial(),bi); if(bi==INVALID_INDEX) //创建失败 { return OR_ERROR; } SaveItemLog(&ItemLogParam); GCNotifyEquip Msg; Msg.SetBagIndex( bi ); Item* pItem = HumanItemLogic::GetBagItem(pHuman,bi); Assert(pItem); pItem->SaveValueTo(Msg.GetItem()); pGamePlayer->SendPacket(&Msg); // 发送成功消息以及物品和状态变化 GCAbilitySucc SuccMsg; SuccMsg.SetAbilityID( EAN_GEM_COMPOUNDED ); SuccMsg.SetPrescriptionID( INVALID_ID ); SuccMsg.SetItemSerial( GemType.ToSerial() ); //SuccMsg.SetSuccFlag( TRUE ); pGamePlayer->SendPacket( &SuccMsg ); } break; case GEM_EMBED: // 不需要额外的处理了 { // 发送成功消息以及物品和状态变化 Item* pItem = HumanItemLogic::GetBagItem(pHuman, pAbilityOpera->m_BagPos[1]); Assert( pItem ); GCAbilitySucc SuccMsg; SuccMsg.SetAbilityID( EAN_GEM_EMBEDDED ); SuccMsg.SetPrescriptionID( INVALID_ID ); SuccMsg.SetItemSerial( pItem->GetItemTableIndex() ); //SuccMsg.SetSuccFlag( TRUE ); pGamePlayer->SendPacket( &SuccMsg ); } break; default: Assert(FALSE); return OR_ERROR; } // 判断一下熟练度是否足够升级了 pLuaInterface->ExeScript_DDD( ABILITY_LOGIC_SCRIPT, "CheckAbilityLevel", (INT)pHuman->getScene()->SceneID(), (INT)pHuman->GetID(), (INT)pAbilityOpera->m_AbilityID ) ; return OR_OK; __LEAVE_FUNCTION return OR_ERROR; }