double Item::getWeight() const { if(isStackable()) return items[id].weight * std::max((int32_t)1, (int32_t)count); return items[id].weight; }
bool Item::serializeAttr(PropWriteStream& propWriteStream) const { if (isStackable() || isFluidContainer() || isSplash()) { uint8_t _count = getSubType(); propWriteStream.ADD_UCHAR(ATTR_COUNT); propWriteStream.ADD_UCHAR(_count); } if (hasCharges()) { uint16_t _count = getCharges(); propWriteStream.ADD_UCHAR(ATTR_CHARGES); propWriteStream.ADD_USHORT(_count); } if (!isNotMoveable()) { uint16_t _actionId = getActionId(); if (_actionId) { propWriteStream.ADD_UCHAR(ATTR_ACTION_ID); propWriteStream.ADD_USHORT(_actionId); } } const std::string& _text = getText(); if (!_text.empty()) { propWriteStream.ADD_UCHAR(ATTR_TEXT); propWriteStream.ADD_STRING(_text); } const time_t _writtenDate = getDate(); if (_writtenDate > 0) { propWriteStream.ADD_UCHAR(ATTR_WRITTENDATE); propWriteStream.ADD_ULONG(_writtenDate); } const std::string& _writer = getWriter(); if (!_writer.empty()) { propWriteStream.ADD_UCHAR(ATTR_WRITTENBY); propWriteStream.ADD_STRING(_writer); } const std::string& _specialDesc = getSpecialDescription(); if (!_specialDesc.empty()) { propWriteStream.ADD_UCHAR(ATTR_DESC); propWriteStream.ADD_STRING(_specialDesc); } if (hasAttribute(ATTR_ITEM_DURATION)) { uint32_t duration = getDuration(); propWriteStream.ADD_UCHAR(ATTR_DURATION); propWriteStream.ADD_ULONG(duration); } ItemDecayState_t decayState = getDecaying(); if (decayState == DECAYING_TRUE || decayState == DECAYING_PENDING) { propWriteStream.ADD_UCHAR(ATTR_DECAYING_STATE); propWriteStream.ADD_UCHAR(decayState); } return true; }
double Item::getWeight() const { if(isStackable()){ return items[id].weight * std::max(1, (int)count); } return items[id].weight; }
double Item::getWeight() const { if (isStackable()) { return items[id].weight * std::max<int32_t>(1, getItemCount()); } return items[id].weight; }
bool Item::serializeAttr(PropWriteStream& propWriteStream) const { if(isStackable() || isFluidContainer() || isSplash()) { propWriteStream.addByte(ATTR_COUNT); propWriteStream.addByte((uint8_t)getSubType()); } if(attributes && !attributes->empty()) { propWriteStream.addByte(ATTR_ATTRIBUTE_MAP); serializeMap(propWriteStream); } return true; }
bool Item::serializeAttr(PropWriteStream& propWriteStream) { if(isStackable() || isSplash() || isFluidContainer()){ unsigned char _count = getItemCountOrSubtype(); propWriteStream.ADD_UCHAR(ATTR_COUNT); propWriteStream.ADD_UCHAR(_count); } if(isRune()){ unsigned char _count = getItemCharge(); propWriteStream.ADD_UCHAR(ATTR_RUNE_CHARGES); propWriteStream.ADD_UCHAR(_count); } if(!isNotMoveable() /*moveable*/){ if(actionId){ unsigned short _actionId = getActionId(); propWriteStream.ADD_UCHAR(ATTR_ACTION_ID); propWriteStream.ADD_USHORT(_actionId); } } /*we are not saving unique ids if(uniqueId){ unsigned short _uniqueId = getUniqueId(); propWriteStream.ADD_UCHAR(ATTR_UNIQUE_ID); propWriteStream.ADD_USHORT(_uniqueId); } */ const std::string& _text = getText(); if(_text.length() > 0){ propWriteStream.ADD_UCHAR(ATTR_TEXT); propWriteStream.ADD_STRING(_text); } const std::string& _specialDesc = getSpecialDescription(); if(_specialDesc.length() > 0){ propWriteStream.ADD_UCHAR(ATTR_DESC); propWriteStream.ADD_STRING(_specialDesc); } return true; }
GameStateManager::EBlockPlacement GameStateManager::blockPlacement(int32_t eid, const WorldCoords & wc, Direction dir, BlockItemInfoMap::const_iterator it, uint8_t & meta) { // I believe we are never allowed to place anything on an already occupied block. // If that's false, we have to refactor this check. Water counts as unoccupied. if (!m_map.haveChunk(getChunkCoords(wc + dir)) || !isBuildable(EBlockItem(m_map.chunk(getChunkCoords(wc + dir)).blockType(getLocalCoords(wc + dir))))) { std::cout << "Sorry, cannot place object on occupied block at " << wc + dir << "." << std::endl; return CANNOT_PLACE; } // Likewise, we exclude globally right-clicks on banned block types, aka non-stackables. // Actually, I don't think the official server has such a rule. In fact, I think when the // client sends a PLACEMENT packet, it already expects the placement to be legal. // We're not expected to tell the client off. Oh well. if (!m_map.haveChunk(getChunkCoords(wc)) || !isStackable(EBlockItem(m_map.chunk(getChunkCoords(wc)).blockType(getLocalCoords(wc)))) ) { std::cout << "Sorry, cannot place object on non-stackable block at " << wc << "." << std::endl; return CANNOT_PLACE; } // Target block is clear and source block is stackable, let's get to work. switch(it->first) // block ID { case BLOCK_WoodenStairs: case BLOCK_CobblestoneStairs: { std::cout << "Special block: #" << eid << " is trying to place stairs." << std::endl; if (wY(wc) == 0 || dir == BLOCK_YMINUS) return CANNOT_PLACE; // Stairs are oriented to have their low end pointing toward the player. meta = 5 - int(m_states[eid]->getRelativeXZDirection(midpointRealCoords(wc + dir))); return OK_WITH_META; } case BLOCK_FurnaceBlock: { std::cout << "Special block: #" << eid << " is trying to place a furnace." << std::endl; if (wY(wc) == 0 || dir == BLOCK_YMINUS) return CANNOT_PLACE_AIRFORCE; const int d = int(m_states[eid]->getRelativeXZDirection(midpointRealCoords(wc + dir))); if (d == 2) meta = 3; else if (d == 3) meta = 2; else if (d == 4) meta = 5; else if (d == 5) meta = 4; return OK_WITH_META; } case BLOCK_Torch: case BLOCK_RedstoneTorchOff: case BLOCK_RedstoneTorchOn: { std::cout << "Special block: #" << eid << " is trying to place a torch." << std::endl; // Torches are oriented simply to attach to the face which the user clicked. switch (int(dir)) { case 2: meta = 4; break; case 3: meta = 3; break; case 4: meta = 2; break; case 5: meta = 1; break; default: meta = 5; break; } m_map.blockAlerts().insert(std::make_pair(wc, Map::BlockAlert(Map::BlockAlert::SUPPORTS_CANDLE))); return OK_WITH_META; } case ITEM_WoodenDoor: case ITEM_IronDoor: { // Doors can only be placed from above. if (dir != BLOCK_YPLUS) return CANNOT_PLACE; // Doors cannot be placed on glass, it seems. if (m_map.chunk(getChunkCoords(wc)).blockType(getLocalCoords(wc)) == BLOCK_Glass) return CANNOT_PLACE; const auto d = m_states[eid]->getRelativeXZDirection(midpointRealCoords(wc + dir)); const unsigned char b = it->first == ITEM_WoodenDoor ? BLOCK_WoodenDoor : BLOCK_IronDoor; uint8_t meta; enum { HINGE_NE = 0, HINGE_SE = 1, HINGE_SW = 2, HINGE_NW = 3, SWUNG = 4 }; switch (d) { case BLOCK_XPLUS: { if (m_map.haveChunk(getChunkCoords(wc + dir + BLOCK_ZPLUS)) && !isBuildable(EBlockItem(m_map.chunk(getChunkCoords(wc + dir + BLOCK_ZPLUS)).blockType(getLocalCoords(wc + dir + BLOCK_ZPLUS))))) meta = HINGE_NW | SWUNG; else meta = HINGE_NE; break; } case BLOCK_XMINUS: { if (m_map.haveChunk(getChunkCoords(wc + dir + BLOCK_ZMINUS)) && !isBuildable(EBlockItem(m_map.chunk(getChunkCoords(wc + dir + BLOCK_ZMINUS)).blockType(getLocalCoords(wc + dir + BLOCK_ZMINUS))))) meta = HINGE_SE | SWUNG; else meta = HINGE_SW; break; } case BLOCK_ZPLUS: { if (m_map.haveChunk(getChunkCoords(wc + dir + BLOCK_XMINUS)) && !isBuildable(EBlockItem(m_map.chunk(getChunkCoords(wc + dir + BLOCK_XMINUS)).blockType(getLocalCoords(wc + dir + BLOCK_XMINUS))))) meta = HINGE_NE | SWUNG; else meta = HINGE_SE; break; } case BLOCK_ZMINUS: { if (m_map.haveChunk(getChunkCoords(wc + dir + BLOCK_XPLUS)) && !isBuildable(EBlockItem(m_map.chunk(getChunkCoords(wc + dir + BLOCK_XPLUS)).blockType(getLocalCoords(wc + dir + BLOCK_XPLUS))))) meta = HINGE_SW | SWUNG; else meta = HINGE_NW; break; } default: return CANNOT_PLACE; } // Double-door algorithm: only check for a door on the left (apparently that's what the client does). if (d == BLOCK_XMINUS && m_map.chunk(getChunkCoords(wc + dir + BLOCK_ZPLUS)) .blockType(getLocalCoords(wc + dir + BLOCK_ZPLUS)) == b) { meta = HINGE_SE | SWUNG; } else if (d == BLOCK_XPLUS && m_map.chunk(getChunkCoords(wc + dir + BLOCK_ZMINUS)).blockType(getLocalCoords(wc + dir + BLOCK_ZMINUS)) == b) { meta = HINGE_NW | SWUNG; } else if (d == BLOCK_ZMINUS && m_map.chunk(getChunkCoords(wc + dir + BLOCK_XMINUS)).blockType(getLocalCoords(wc + dir + BLOCK_XMINUS)) == b) { meta = HINGE_SW | SWUNG; } else if (d == BLOCK_ZPLUS && m_map.chunk(getChunkCoords(wc + dir + BLOCK_XPLUS)) .blockType(getLocalCoords(wc + dir + BLOCK_XPLUS)) == b) { meta = HINGE_NE | SWUNG; } sendToAll(MAKE_CALLBACK(packetSCBlockChange, wc + dir, b, meta)); sendToAll(MAKE_CALLBACK(packetSCBlockChange, wc + dir + BLOCK_YPLUS, b, meta | 0x8)); Chunk & chunk = m_map.chunk(getChunkCoords(wc + dir)); chunk.blockType(getLocalCoords(wc + dir)) = b; chunk.setBlockMetaData(getLocalCoords(wc + dir), meta); chunk.blockType(getLocalCoords(wc + dir + BLOCK_YPLUS)) = b; chunk.setBlockMetaData(getLocalCoords(wc + dir + BLOCK_YPLUS), meta | 0x8); return OK_NO_META; } default: return OK_NO_META; } return OK_NO_META; }
void Item::calculatePatterns(int& xPattern, int& yPattern, int& zPattern) { if(isStackable() && getNumPatternX() == 4 && getNumPatternY() == 2) { if(m_countOrSubType <= 0) { xPattern = 0; yPattern = 0; } else if(m_countOrSubType < 5) { xPattern = m_countOrSubType-1; yPattern = 0; } else if(m_countOrSubType < 10) { xPattern = 0; yPattern = 1; } else if(m_countOrSubType < 25) { xPattern = 1; yPattern = 1; } else if(m_countOrSubType < 50) { xPattern = 2; yPattern = 1; } else { xPattern = 3; yPattern = 1; } } else if(isHangable()) { const TilePtr& tile = getTile(); if(tile) { if(tile->mustHookSouth()) xPattern = getNumPatternX() >= 2 ? 1 : 0; else if(tile->mustHookEast()) xPattern = getNumPatternX() >= 3 ? 2 : 0; } } else if(isSplash() || isFluidContainer()) { int color = Otc::FluidTransparent; switch(m_countOrSubType) { case Otc::FluidNone: color = Otc::FluidTransparent; break; case Otc::FluidWater: color = Otc::FluidBlue; break; case Otc::FluidMana: color = Otc::FluidPurple; break; case Otc::FluidBeer: color = Otc::FluidBrown; break; case Otc::FluidOil: color = Otc::FluidBrown; break; case Otc::FluidBlood: color = Otc::FluidRed; break; case Otc::FluidSlime: color = Otc::FluidGreen; break; case Otc::FluidMud: color = Otc::FluidBrown; break; case Otc::FluidLemonade: color = Otc::FluidYellow; break; case Otc::FluidMilk: color = Otc::FluidWhite; break; case Otc::FluidWine: color = Otc::FluidPurple; break; case Otc::FluidHealth: color = Otc::FluidRed; break; case Otc::FluidUrine: color = Otc::FluidYellow; break; case Otc::FluidRum: color = Otc::FluidBrown; break; case Otc::FluidFruidJuice: color = Otc::FluidYellow; break; case Otc::FluidCoconutMilk: color = Otc::FluidWhite; break; case Otc::FluidTea: color = Otc::FluidBrown; break; case Otc::FluidMead: color = Otc::FluidBrown; break; default: color = Otc::FluidTransparent; break; } xPattern = (color % 4) % getNumPatternX(); yPattern = (color / 4) % getNumPatternY(); } else if(isGround() || isOnBottom()) { xPattern = m_position.x % getNumPatternX(); yPattern = m_position.y % getNumPatternY(); zPattern = m_position.z % getNumPatternZ(); } }
int Item::getCount() { if(isStackable()) return m_countOrSubType; return 1; }
void CGAddMouseToQuickSlotHandler::execute (CGAddMouseToQuickSlot* 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); Creature* pCreature = pGamePlayer->getCreature(); bool Success = false; if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); InventorySlot* pExtraSlot = pSlayer->getExtraInventorySlot(); Item* pItem = pExtraSlot->getItem(); if (pItem == NULL) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } ObjectID_t ItemObjectID = pItem->getObjectID(); SlotID_t SlotID = pPacket->getSlotID(); Item::ItemClass IClass = pItem->getItemClass(); // 아이템의 ObjectID가 일치하는지 체크한다. if (ItemObjectID != pPacket->getObjectID()) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } // 벨트를 입고 있지 않다면 벨트에다 아이템을 더할 수가 없다. if (!pSlayer->isWear(Slayer::WEAR_BELT)) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } // 포션도 아니고, 탄창도 아니라면 더할 수가 없지. if (IClass != Item::ITEM_CLASS_POTION && IClass != Item::ITEM_CLASS_MAGAZINE && IClass != Item::ITEM_CLASS_EVENT_ETC && IClass != Item::ITEM_CLASS_KEY) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } if (IClass == Item::ITEM_CLASS_EVENT_ETC && pItem->getItemType() < 14 ) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } Item* pBelt = pSlayer->getWearItem(Slayer::WEAR_BELT); Inventory* pBeltInventory = ((Belt*)pBelt)->getInventory(); if (pBeltInventory->canAdding(SlotID, 0, pItem)) { // 현재 벨트에 있는 Item을 받아온다. Item* pPrevItem = pBeltInventory->getItem(SlotID, 0); // 지정한 자리에 아이템이 있다면... if (pPrevItem != NULL) { // 아이템이 완전히 같은 아이템이라면... if (isStackable(pItem) && isSameItem(pItem, pPrevItem)) { int MaxStack = ItemMaxStack[pItem->getItemClass()]; 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); pBeltInventory->increaseNum(MaxStack - CurrentNum); pBeltInventory->increaseWeight(pItem->getWeight()* (MaxStack - CurrentNum)); //pPrevItem->save(pSlayer->getName(), STORAGE_BELT, pBelt->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%lu, X=%d", MaxStack, STORAGE_BELT, pBelt->getItemID(), SlotID); pPrevItem->tinysave(pField); //pItem->save(pSlayer->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 // 숫자가 9개를 넘지 않을 때. { pSlayer->deleteItemFromExtraInventorySlot(); pPrevItem->setNum(pPrevItem->getNum() + pItem->getNum()); pBeltInventory->increaseNum(pItem->getNum()); pBeltInventory->increaseWeight(pItem->getWeight()* pItem->getNum()); //pPrevItem->save(pSlayer->getName(), STORAGE_BELT , pBelt->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%lu, X=%d", pPrevItem->getNum(), STORAGE_BELT, pBelt->getItemID(), SlotID); pPrevItem->tinysave(pField); pItem->destroy(); SAFE_DELETE(pItem); Success = true; } } else // 클래스랑 타입이 같지 않을때 { // 마우스에 달려있는 아이템과 벨트에 있는 아이템을 제거한다. pSlayer->deleteItemFromExtraInventorySlot(); pBeltInventory->deleteItem(pPrevItem->getObjectID()); // 둘의 위치를 바꿔 준다. pSlayer->addItemToExtraInventorySlot(pPrevItem); pBeltInventory->addItem(SlotID , 0 , pItem); // DB에다가 저장을 한다. //pPrevItem->save(pSlayer->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(pSlayer->getName(), STORAGE_BELT , pBelt->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Storage=%d, StorageID=%lu, X=%d", STORAGE_BELT, pBelt->getItemID(), SlotID); pItem->tinysave(pField); Success = true; } } else // 슬랏에 아무런 기존의 아이템이 없을때. { // Inventory에 특정 아이템을 넣는다. pBeltInventory->addItem(SlotID, 0 , pItem); // 넣기에 성공하면 마우스에 달려있는 아이템을 없앤다. pSlayer->deleteItemFromExtraInventorySlot(); //pItem->save(pSlayer->getName(), STORAGE_BELT, pBelt->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Storage=%d, StorageID=%lu, X=%d", STORAGE_BELT, pBelt->getItemID(), SlotID); pItem->tinysave(pField); Success = true; } } // end of if (pBeltInventory->canAdding(SlotID, 0, pItem)) } // if (pCreature->isSlayer()) else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); InventorySlot* pExtraSlot = pOusters->getExtraInventorySlot(); Item* pItem = pExtraSlot->getItem(); if (pItem == NULL) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } ObjectID_t ItemObjectID = pItem->getObjectID(); SlotID_t SlotID = pPacket->getSlotID(); Item::ItemClass IClass = pItem->getItemClass(); // 아이템의 ObjectID가 일치하는지 체크한다. if (ItemObjectID != pPacket->getObjectID()) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } Ousters::WearPart part = (SlotID > 2 ? Ousters::WEAR_ARMSBAND2 : Ousters::WEAR_ARMSBAND1); if (SlotID > 2 ) SlotID -= 3; // 해당 암스밴드가 없다 if (!pOusters->isWear(part)) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } // 푸파도 아니고, 콤포스메이도 아니라면 더할 수가 없지. if (IClass != Item::ITEM_CLASS_PUPA && IClass != Item::ITEM_CLASS_COMPOS_MEI && IClass != Item::ITEM_CLASS_EVENT_ETC ) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } if (IClass == Item::ITEM_CLASS_EVENT_ETC && pItem->getItemType() < 14 ) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); return; } Item* pArmsband = pOusters->getWearItem(part); Inventory* pArmsbandInventory = ((OustersArmsband*)pArmsband)->getInventory(); if (pArmsbandInventory->canAdding(SlotID, 0, pItem)) { // 현재 벨트에 있는 Item을 받아온다. Item* pPrevItem = pArmsbandInventory->getItem(SlotID, 0); // 지정한 자리에 아이템이 있다면... if (pPrevItem != NULL) { // 아이템이 완전히 같은 아이템이라면... if (isSameItem(pItem, pPrevItem)) { int MaxStack = ItemMaxStack[pItem->getItemClass()]; 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); pArmsbandInventory->increaseNum(MaxStack - CurrentNum); pArmsbandInventory->increaseWeight(pItem->getWeight()* (MaxStack - CurrentNum)); //pPrevItem->save(pOusters->getName(), STORAGE_BELT, pArmsband->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%lu, X=%d", MaxStack, STORAGE_BELT, pArmsband->getItemID(), SlotID); pPrevItem->tinysave(pField); //pItem->save(pOusters->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 // 숫자가 9개를 넘지 않을 때. { pOusters->deleteItemFromExtraInventorySlot(); pPrevItem->setNum(pPrevItem->getNum() + pItem->getNum()); pArmsbandInventory->increaseNum(pItem->getNum()); pArmsbandInventory->increaseWeight(pItem->getWeight()* pItem->getNum()); //pPrevItem->save(pOusters->getName(), STORAGE_BELT , pArmsband->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Num=%d, Storage=%d, StorageID=%lu, X=%d", pPrevItem->getNum(), STORAGE_BELT, pArmsband->getItemID(), SlotID); pPrevItem->tinysave(pField); pItem->destroy(); SAFE_DELETE(pItem); Success = true; } } else // 클래스랑 타입이 같지 않을때 { // 마우스에 달려있는 아이템과 벨트에 있는 아이템을 제거한다. pOusters->deleteItemFromExtraInventorySlot(); pArmsbandInventory->deleteItem(pPrevItem->getObjectID()); // 둘의 위치를 바꿔 준다. pOusters->addItemToExtraInventorySlot(pPrevItem); pArmsbandInventory->addItem(SlotID , 0 , pItem); // DB에다가 저장을 한다. //pPrevItem->save(pOusters->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(pOusters->getName(), STORAGE_BELT , pArmsband->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 sprintf(pField, "Storage=%d, StorageID=%lu, X=%d", STORAGE_BELT, pArmsband->getItemID(), SlotID); pItem->tinysave(pField); Success = true; } } else // 슬랏에 아무런 기존의 아이템이 없을때. { // Inventory에 특정 아이템을 넣는다. pArmsbandInventory->addItem(SlotID, 0 , pItem); // 넣기에 성공하면 마우스에 달려있는 아이템을 없앤다. pOusters->deleteItemFromExtraInventorySlot(); //pItem->save(pOusters->getName(), STORAGE_BELT, pArmsband->getItemID(), SlotID, 0); // item저장 최적화. by sigi. 2002.5.13 char pField[80]; sprintf(pField, "Storage=%d, StorageID=%lu, X=%d", STORAGE_BELT, pArmsband->getItemID(), SlotID); pItem->tinysave(pField); Success = true; } } // end of if (pArmsbandInventory->canAdding(SlotID, 0, pItem)) } // if (pCreature->isOusters()) // QuickSlot에 넣는 것을 실패 하였을때 실패 패킷을 날린다. if (!Success) { GCCannotAdd _GCCannotAdd; _GCCannotAdd.setObjectID(pPacket->getObjectID()); pPlayer->sendPacket(&_GCCannotAdd); } #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 }
std::string Item::getDescription(int32_t lookDistance) const { std::stringstream s; const ItemType& it = items[id]; if (it.name.length()) { if(isStackable() && count > 1){ s << (int)count << " " << it.name << "s."; if(lookDistance <= 1) { s << std::endl << "They weight " << std::fixed << std::setprecision(2) << ((double) count * it.weight) << " oz."; } } else{ if(items[id].runeMagLevel != -1) { s << "a spell rune for level " << it.runeMagLevel << "." << std::endl; s << "It's an \"" << it.name << "\" spell ("; if(getItemCharge()) s << (int)getItemCharge(); else s << "1"; s << "x)."; } else if(isWeapon() && (getAttack() || getDefense())) { if(getAttack()){ s << "a " << it.name << " (Atk:" << (int)getAttack() << " Def:" << (int)getDefense() << ")."; } else{ s << "a " << it.name << " (Def:" << (int)getDefense() << ")."; } } else if(getArmor()){ s << "a " << it.name << " (Arm:" << (int)getArmor() << ")."; } else if(isFluidContainer()){ s << "a " << it.name; if(fluid == 0){ s << ". It is empty."; } else{ s << " of " << items[fluid].name << "."; } } else if(isSplash()){ s << "a " << it.name << " of "; if(fluid == 0){ s << items[1].name << "."; } else{ s << items[fluid].name << "."; } } else if(it.isKey()){ s << "a " << it.name << " (Key:" << actionId << ")."; } else if(it.isGroundTile()){ s << it.name << "."; } else if(it.isContainer()){ s << "a " << it.name << " (Vol:" << getContainer()->capacity() << ")."; } else if(it.allowDistRead){ s << it.name << "." << std::endl; if(lookDistance <= 4){ if(text && text->length() > 0){ s << "You read: " << *text; } else s << "Nothing is written on it."; } else s << "You are too far away to read it."; } else{ s << "a " << it.name << "."; } if(lookDistance <= 1){ double weight = getWeight(); if(weight > 0) s << std::endl << "It weighs " << std::fixed << std::setprecision(2) << weight << " oz."; } if(specialDescription) s << std::endl << specialDescription->c_str(); else if(lookDistance <= 1 && it.description.length()){ s << std::endl << it.description; } } } else s << "an item of type " << id <<"."; return s.str(); }
/*! * \brief Check if a card can be stacked over this one * \param card The card to check * \return boolean */ bool Card::canStackCard(Card* card) { return isStackable() && getChild() == 0 && card->isMovable() && isValidParentOf(card); }