UINT CGExchangeSynchMoneyIIHandler::Execute( CGExchangeSynchMoneyII* 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 ) ; //验证 EXCHANGE_CERTIFY_EACH_OTHER(pHuman) EXCHANGE_CERTIFY_ISLOCK(pHuman) ObjID_t DestID = pHuman->m_ExchangBox.m_ObjID; Obj_Human* pDestHuman = pScene->GetHumanManager()->GetHuman( DestID ); EXCHANGE_CERTIFY_STATUS(pHuman, EXCHANGE_SYNCH_DATA) EXCHANGE_CERTIFY_STATUS(pDestHuman, EXCHANGE_SYNCH_DATA) //操作 UINT Money = pPacket->GetMoney(); if( Money<= pHuman->GetMoney() ) { pHuman->m_ExchangBox.m_Money = Money; g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 设置交易金钱 [%d]", pHuman->GetName(), Money ) ; //金钱改变不发给自己了,省条消息 GCExchangeSynchII MsgToTarget; MsgToTarget.SetIsMyself(FALSE); MsgToTarget.SetOpt(EXCHANGE_MSG::OPT_MONEY); MsgToTarget.SetMoney(Money); pDestHuman->GetPlayer()->SendPacket(&MsgToTarget); return PACKET_EXE_CONTINUE; } else { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL); pHuman->GetPlayer()->SendPacket(&Msg); pHuman->m_ExchangBox.CleanUp(); return PACKET_EXE_CONTINUE; } __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
VOID Scene::OnScenePlayerLeave( GamePlayer* pGamePlayer ) { __ENTER_FUNCTION Obj_Human* pHuman = pGamePlayer->GetHuman(); //清除场景缓存里面的此用户消息 MovePacket( pGamePlayer->PlayerID() ) ; //交易一方离开场景或掉线 if(pHuman->m_ExchangBox.m_ObjID != INVALID_ID) {//正在跟别人交易中 ObjID_t TargetID = pHuman->m_ExchangBox.m_ObjID; Obj_Human* pTargetHuman = GetHumanManager()->GetHuman( TargetID ); if( pTargetHuman != NULL ) {//对方没掉线 if( pTargetHuman->m_ExchangBox.m_Status > 0 && pTargetHuman->m_ExchangBox.m_ObjID == pHuman->GetID() ) {//对方也确实是在交易状态,并在同自己交易 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_DROP); pTargetHuman->GetPlayer()->SendPacket(&Msg); pTargetHuman->m_ExchangBox.CleanUp(); } } pHuman->m_ExchangBox.CleanUp(); } if(pHuman->m_StallBox.GetStallStatus() != ServerStallBox::STALL_CLOSE) { pHuman->m_StallBox.CleanUp(); } __LEAVE_FUNCTION }
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 ; }
UINT CGExchangeReplyIHandler::Execute( CGExchangeReplyI* 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 SourceID = pPacket->GetObjID(); Obj_Human* pDestHuman= pHuman;//自己被申请方 Obj_Human* pSourceHuman = pScene->GetHumanManager()->GetHuman( SourceID );//交易发起者 //验证 if( pSourceHuman == NULL ) {//发起者掉线 Assert(FALSE); return PACKET_EXE_CONTINUE; } if( pSourceHuman->m_ExchangBox.m_Status >= ServerExchangeBox::EXCHANGE_SYNCH_DATA ) { if( pSourceHuman->m_ExchangBox.m_ObjID == pDestHuman->GetID() ) {//正在和你交易别捣乱了 return PACKET_EXE_CONTINUE; } else {//告诉自己对方已经在跟别人交易了,所有状态清空 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_IN_EXCHANGE); pHuman->GetPlayer()->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 已经在交易中, 不能接受[%s]的申请", pSourceHuman->GetName(), pDestHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } } if(pDestHuman->m_ExchangBox.m_Status >= ServerExchangeBox::EXCHANGE_SYNCH_DATA) { if( pDestHuman->m_ExchangBox.m_ObjID == pSourceHuman->GetID()) {//正是当前交易 return PACKET_EXE_CONTINUE; } else {//告诉自己自己已经在跟别人交易了,所有状态清空 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_IN_EXCHANGE); pHuman->GetPlayer()->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 已经在交易中, 不能接受[%s]的申请", pDestHuman->GetName(), pSourceHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } } //距离判定 if(MySqrt( pSourceHuman->getWorldPos(), pDestHuman->getWorldPos() ) > 20 ) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TOO_FAR); pHuman->GetPlayer()->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 超过交易范围[%s]]", pDestHuman->GetName(), pSourceHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } //验证通过,开始初始化双方交易盒,进入步骤2 pSourceHuman->m_ExchangBox.CleanUp(); pSourceHuman->m_ExchangBox.m_Status = ServerExchangeBox::EXCHANGE_SYNCH_DATA; pSourceHuman->m_ExchangBox.m_Money = 0; pSourceHuman->m_ExchangBox.m_IsLocked = FALSE; pSourceHuman->m_ExchangBox.m_CanConform = FALSE; pSourceHuman->m_ExchangBox.m_ObjID = pDestHuman->GetID(); //pSourceHuman->m_ExchangBox. pDestHuman->m_ExchangBox.CleanUp(); pDestHuman->m_ExchangBox.m_Status = ServerExchangeBox::EXCHANGE_SYNCH_DATA; pDestHuman->m_ExchangBox.m_Money = 0; pDestHuman->m_ExchangBox.m_IsLocked = FALSE; pDestHuman->m_ExchangBox.m_CanConform = FALSE; pDestHuman->m_ExchangBox.m_ObjID = pSourceHuman->GetID(); //pDestHuman->m_ExchangBox. g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 与 [%s] 建立交易连接", pSourceHuman->GetName(), pDestHuman->GetName() ) ; GCExchangeEstablishI MsgToSource; MsgToSource.SetObjID(pDestHuman->GetID()); pSourceHuman->GetPlayer()->SendPacket(&MsgToSource); GCExchangeEstablishI MsgToDest; MsgToDest.SetObjID(pSourceHuman->GetID()); pDestHuman->GetPlayer()->SendPacket(&MsgToDest); return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
uint CGExchangeSynchItemIIHandler::Execute( CGExchangeSynchItemII* 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 ) ; //验证交易状态 EXCHANGE_CERTIFY_EACH_OTHER(pHuman) // 验证交易双方是否掉线合法 EXCHANGE_CERTIFY_ISLOCK(pHuman) // 验证当前人物的交易状态是否已经上锁 ObjID_t DestID = pHuman->m_ExchangBox.m_ObjID; Obj_Human* pDestHuman = pScene->GetHumanManager()->GetHuman( DestID ); EXCHANGE_CERTIFY_STATUS(pHuman, EXCHANGE_SYNCH_DATA) // 验证当前人物的交易状态是否正确 EXCHANGE_CERTIFY_STATUS(pDestHuman, EXCHANGE_SYNCH_DATA) //操作 BYTE Opt = pPacket->GetOpt(); BYTE FromType = pPacket->GetFromType(); BYTE ToType = pPacket->GetToType(); BYTE FromIndex = pPacket->GetFromIndex(); BYTE ToIndex = pPacket->GetToIndex(); PET_GUID_t PetGuid = pPacket->GetPetGuid(); _ITEM ItemTemp; GCExchangeSynchII Msg; GCExchangeError MsgError; ItemContainer* pExchangeContainer = &(pHuman->m_ExchangBox.m_Container); ItemContainer* pExchangePetContainer = &(pHuman->m_ExchangBox.m_PetContainer); switch(Opt) { case OPT_ERROR: { } break; case OPT_ADDITEM: { switch(FromType) { case POS_BAG: { //验证位置里是否有东西 Item* pItem = HumanItemLogic::GetBagItem(pHuman, FromIndex); if ( pItem != NULL && pItem->GetItemClass() == ICLASS_EQUIP) { if(pItem->GetEquipBindLevel()>0) // 装备绑定 { MsgError.SetID(ERR_ITEM_LOCKED); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 该物品[%d]已绑定,不可交易", pHuman->GetName(), FromIndex ) ; return PACKET_EXE_CONTINUE; } } if (pItem == NULL) { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 背包位置 [%d] 处不存在物品", pHuman->GetName(), FromIndex ) ; return PACKET_EXE_CONTINUE; } if(pItem->IsEmpty() == FALSE) { ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, FromIndex); if ( pBagContainer == NULL ) { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 背包不存在", pHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } //先查一遍交易盒中是不是已经有该物品了 for(INT i = 0; i<EXCHANGE_BOX_SIZE; i++) { _ITEM_GUID guid = (pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(FromIndex)))->GetGUID() ; if(pExchangeContainer->GetItem(i)->GetGUID() == guid) {//物品已经在交易盒中,丢弃该消息 return PACKET_EXE_CONTINUE ; } } //自动找格 INT result = g_ItemOperator.CopyItem ( pBagContainer, pBagContainer->BagIndex2ConIndex(FromIndex), pExchangeContainer ); if(result>=0) {//拷贝成功, //发送消息给双方客户端 Item* pIt = pExchangeContainer->GetItem(result); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 加入交易物品 [%d]", pHuman->GetName(), pIt->GetItemTableIndex() ) ; if( pIt != NULL && pIt->IsEmpty() == FALSE ) { INT iConIndex = pBagContainer->BagIndex2ConIndex(FromIndex); //先锁定此物品 g_ItemOperator.LockItem( pBagContainer, iConIndex ); //标示次物品已经放在交易栏中,计算空间用 pBagContainer->GetItem(iConIndex)->SetInExchange(TRUE); //再发 pIt->SaveValueTo(&ItemTemp);//取出实例 /* 先发自己 */ Msg.SetIsMyself(TRUE);//发给自己 Msg.SetOpt(OPT_ADDITEM);//设置操作类型 Msg.SetFromType(POS_BAG);//设置来自类型 Msg.SetFromIndex(FromIndex);//设置来自索引 Msg.SetToIndex(result);//设置目标位置索引 pGamePlayer->SendPacket(&Msg); /* 再发对方 */ Msg.SetIsMyself(FALSE);//发给对方 Msg.SetOpt(OPT_ADDITEM);//设置操作类型 Msg.SetToIndex(result); _EXCHANGE_ITEM Exitem; Exitem.byNumber = ItemTemp.GetItemCount(); Exitem.isBlueEquip = 1; Exitem.item_data = ItemTemp; Exitem.uBagPos = result; Msg.SetItem(&Exitem); pDestHuman->GetPlayer()->SendPacket(&Msg); //改变物品 自己解锁 pHuman->m_ExchangBox.m_IsLocked = FALSE; if(pDestHuman->m_ExchangBox.m_IsLocked == TRUE) {//如果对方已经加锁 pDestHuman->m_ExchangBox.m_IsLocked = FALSE; GCExchangeSynchLock MsgToDes, MsgToSelf; //通知对方,解双方锁 MsgToDes.SetIsBoth(TRUE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); //通知自己解对方锁 MsgToSelf.SetIsMyself(FALSE); MsgToSelf.SetIsLocked(FALSE); pHuman->GetPlayer()->SendPacket(&MsgToSelf); } else {//对方没有加锁,直接同步 GCExchangeSynchLock MsgToDes; MsgToDes.SetIsMyself (FALSE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 加入非法交易物品 [%d]", pHuman->GetName(), pIt->GetItemTableIndex() ) ; return PACKET_EXE_CONTINUE ; }//if( pIt != NULL && pIt->IsEmpty() == FALSE ) } else {//拷贝失败 MsgError.SetID(ERR_NOT_ENOUGHT_EXROOM); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 交易盒没有足够空间", pHuman->GetName() ) ; return PACKET_EXE_CONTINUE ; }//if(result>=0) } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 没有获取到所要交易的背包物品", pHuman->GetName() ) ; return PACKET_EXE_CONTINUE ; }//if(pItem->IsEmpty() == FALSE) } break; case POS_EQUIP: { } break; case POS_PET: { } break; default: break; } } break; case OPT_REMOVEITEM: { switch(ToType) { case POS_BAG: { Item* pIt = pExchangeContainer->GetItem(FromIndex); if( pIt != NULL && pIt->IsEmpty() == FALSE ) { INT BagIndex = -1; ItemContainer* pBagContainer = HumanItemLogic::GetBagItemContain( pHuman,&pIt->GetGUID(), BagIndex); if ( pBagContainer == NULL ) { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 背包不存在", pHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } //从交易盒中删掉此物品 if(g_ItemOperator.EraseItem(pExchangeContainer, FromIndex)) { //解锁此物品 g_ItemOperator.UnlockItem( pBagContainer, BagIndex ); //标示次物品已经取消放在交易栏中,计算空间用 pBagContainer->GetItem(BagIndex)->SetInExchange(FALSE); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 删除交易物品 [%d]", pHuman->GetName(), BagIndex) ; //发消息 if(BagIndex>=0) { /* 先发自己 */ Msg.SetIsMyself(TRUE);//发给自己 Msg.SetOpt(OPT_REMOVEITEM);//设置操作类型 Msg.SetToType(POS_BAG);//设置目的类型 Msg.SetToIndex(BagIndex);//设置目的索引 Msg.SetFromIndex(FromIndex);//设置来源索引 pGamePlayer->SendPacket(&Msg); /* 再发对方 */ Msg.SetIsMyself(FALSE);//发给对方 Msg.SetOpt(OPT_REMOVEITEM);//设置操作类型 Msg.SetFromIndex(FromIndex);//设置来源索引 pDestHuman->GetPlayer()->SendPacket(&Msg); //改变物品 自己解锁 pHuman->m_ExchangBox.m_IsLocked = FALSE; if(pDestHuman->m_ExchangBox.m_IsLocked == TRUE) {//如果对方已经加锁 pDestHuman->m_ExchangBox.m_IsLocked = FALSE; GCExchangeSynchLock MsgToDes, MsgToSelf; //通知对方,解双方锁 MsgToDes.SetIsBoth(TRUE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); //通知自己解对方锁 MsgToSelf.SetIsMyself(FALSE); MsgToSelf.SetIsLocked(FALSE); pHuman->GetPlayer()->SendPacket(&MsgToSelf); } else {//对方没有加锁,直接同步 GCExchangeSynchLock MsgToDes; MsgToDes.SetIsMyself (FALSE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); return PACKET_EXE_CONTINUE; } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 删除交易盒位置 [%d] 处的物品时出错", pHuman->GetName(), FromIndex ) ; return PACKET_EXE_CONTINUE; } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 交易盒位置 [%d] 处不存在物品", pHuman->GetName(), FromIndex ) ; return PACKET_EXE_CONTINUE; } } break; case POS_EQUIP: { } break; case POS_PET: { } break; default: break; } } break; case OPT_ADDPET: { ItemContainer* pPetContainer = pHuman->GetPetContain(); FromIndex = pPetContainer->GetIndexByGUID( &PetGuid ); if (255 == FromIndex) { g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 加入非法交易宠物", pHuman->GetName()) ; return PACKET_EXE_CONTINUE ; } //先查一遍交易盒中是不是已经有该物品了 for(INT i = 0; i<EXCHANGE_PET_BOX_SIZE; i++) { if(pExchangePetContainer->GetItem(i)->GetPetGUID() == pPetContainer->GetItem(FromIndex)->GetPetGUID() ) {//物品已经在交易盒中,丢弃该消息 return PACKET_EXE_CONTINUE ; } } //自动找格 INT result = g_ItemOperator.CopyItem ( pPetContainer, FromIndex, pExchangePetContainer ); if(result>=0) {//拷贝成功 Item* pIt = pExchangePetContainer->GetItem(result); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 加入交易宠物 [%s]", pHuman->GetName(), pIt->GetName() ) ; if(pIt->IsEmpty() == FALSE) { //先锁定此物品 g_ItemOperator.LockItem( pPetContainer, FromIndex ); //标示次物品已经放在交易栏中,计算空间用 pPetContainer->GetItem(FromIndex)->SetInExchange(TRUE); /* 先发自己 */ Msg.SetIsMyself(TRUE);//发给自己 Msg.SetOpt(OPT_ADDPET);//设置操作类型 Msg.SetToIndex(result);//设置目的地位置 Msg.SetPetGuid(PetGuid);//宠物GUID pGamePlayer->SendPacket(&Msg); /* 再发对方 */ GCDetailAttrib_Pet PetMsgDetail; //组装GCDetailAttrib_Pet结构 Obj_Human::CalculatePetDetailAttrib(PetMsgDetail, pIt); PetMsgDetail.SetTradeIndex( result ); PET_EXTRA_STRUCT::GCExchangePetView_t ExtraPetInfo; ExtraPetInfo.m_bFlag = TYPE_EXCHANGE; PetMsgDetail.SetExtraInfoLength(ExtraPetInfo.GetSize()); PetMsgDetail.SetExtraInfoData((BYTE*)&ExtraPetInfo); pDestHuman->GetPlayer()->SendPacket(&PetMsgDetail); //改变金钱 自己解锁 pHuman->m_ExchangBox.m_IsLocked = FALSE; if(pDestHuman->m_ExchangBox.m_IsLocked == TRUE) {//如果对方已经加锁 pDestHuman->m_ExchangBox.m_IsLocked = FALSE; GCExchangeSynchLock MsgToDes, MsgToSelf; //通知对方,解双方锁 MsgToDes.SetIsBoth(TRUE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); //通知自己解对方锁 MsgToSelf.SetIsMyself(FALSE); MsgToSelf.SetIsLocked(FALSE); pHuman->GetPlayer()->SendPacket(&MsgToSelf); } else {//对方没有加锁,直接同步 GCExchangeSynchLock MsgToDes; MsgToDes.SetIsMyself (FALSE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 加入非法交易宠物 [%s]", pHuman->GetName(), pIt->GetName() ) ; return PACKET_EXE_CONTINUE ; } } } break; case OPT_REMOVEPET: { ItemContainer* pPetContainer = pHuman->GetPetContain(); INT nIndexInPet = pPetContainer->GetIndexByGUID(&PetGuid); FromIndex = pExchangePetContainer->GetIndexByGUID(&PetGuid); if(g_ItemOperator.EraseItem(pExchangePetContainer, FromIndex)) { //解锁此物品 g_ItemOperator.UnlockItem( pPetContainer, nIndexInPet ); //标示次物品已经放在交易栏中,计算空间用 pPetContainer->GetItem(nIndexInPet)->SetInExchange(FALSE); //发消息 g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 删除交易宠物 [%s]", pHuman->GetName(), pPetContainer->GetItem(nIndexInPet)->GetName()) ; if(nIndexInPet>=0) { /* 先发自己 */ Msg.SetIsMyself(TRUE);//发给自己 Msg.SetOpt(OPT_REMOVEPET);//设置操作类型 Msg.SetPetGuid(PetGuid);//宠物GUID pGamePlayer->SendPacket(&Msg); /* 再发对方 */ Msg.SetIsMyself(FALSE);//发给对方 Msg.SetOpt(OPT_REMOVEPET);//设置操作类型 Msg.SetPetGuid(PetGuid);//宠物GUID pDestHuman->GetPlayer()->SendPacket(&Msg); //改变金钱 自己解锁 pHuman->m_ExchangBox.m_IsLocked = FALSE; if(pDestHuman->m_ExchangBox.m_IsLocked == TRUE) {//如果对方已经加锁 pDestHuman->m_ExchangBox.m_IsLocked = FALSE; GCExchangeSynchLock MsgToDes, MsgToSelf; //通知对方,解双方锁 MsgToDes.SetIsBoth(TRUE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); //通知自己解对方锁 MsgToSelf.SetIsMyself(FALSE); MsgToSelf.SetIsLocked(FALSE); pHuman->GetPlayer()->SendPacket(&MsgToSelf); } else {//对方没有加锁,直接同步 GCExchangeSynchLock MsgToDes; MsgToDes.SetIsMyself (FALSE); MsgToDes.SetIsLocked(FALSE); pDestHuman->GetPlayer()->SendPacket(&MsgToDes); } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); return PACKET_EXE_CONTINUE; } } else { MsgError.SetID(ERR_ILLEGAL); pGamePlayer->SendPacket(&MsgError); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 删除交易盒位置 [%d] 处的物品时出错", pHuman->GetName(), FromIndex ) ; return PACKET_EXE_CONTINUE; } } break; default: break; } return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
uint CGExchangeApplyIHandler::Execute( CGExchangeApplyI* 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 TargetID = pPacket->GetObjID(); Obj_Human* pSourceHuman = pHuman;//交易发起者 Obj_Human* pDestHuman = pScene->GetHumanManager()->GetHuman( TargetID );//交易对象 if (pSourceHuman->IsInLoginProtectTime() || pDestHuman->IsInLoginProtectTime()) {//在上线保护时间内,不可操作 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_IN_PROTECT_TIME); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d or ID = %d ERR_IN_PROTECT_TIME", pSourceHuman->GetID(), pDestHuman->GetID()) ; return PACKET_EXE_CONTINUE; } //验证 if( pDestHuman == NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } INT iSettingData = pDestHuman->GetDB()->GetSetting(SETTING_TYPE_GAME)->m_SettingData; if(SETTINGFLAGISTRUE(iSettingData, GSF_REFUSE_TRADE)) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_REFUSE_TRADE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d ERR_REFUSE_TRADE", pSourceHuman->GetID()) ; return PACKET_EXE_CONTINUE; } if(pSourceHuman->m_ExchangBox.m_Status >= ServerExchangeBox::EXCHANGE_SYNCH_DATA) {//发起者正在交易中 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_IN_EXCHANGE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d status = %d", pSourceHuman->GetID(), pSourceHuman->m_ExchangBox.m_Status) ; return PACKET_EXE_CONTINUE; } if(pDestHuman->m_ExchangBox.m_Status >= ServerExchangeBox::EXCHANGE_SYNCH_DATA) {//目标正在交易中 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_IN_EXCHANGE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d status = %d", pDestHuman->GetID(), pDestHuman->m_ExchangBox.m_Status ) ; return PACKET_EXE_CONTINUE; } //在使用战斗技能时不能交易 //在使用生活技能时不能交易 //战斗中不能交易add by gh 2010/04/28 if(pSourceHuman->GetCharacterLogic() == CHARACTER_LOGIC_USE_SKILL || pSourceHuman->GetCharacterLogic() == CHARACTER_LOGIC_USE_ABILITY) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_USE_SKILL); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::使用技能中") ; return PACKET_EXE_CONTINUE ; } if(pDestHuman->GetCharacterLogic() == CHARACTER_LOGIC_USE_SKILL || pDestHuman->GetCharacterLogic() == CHARACTER_LOGIC_USE_ABILITY) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_USE_SKILL); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::目标使用技能中") ; return PACKET_EXE_CONTINUE ; } //行走中不能交易 if(pSourceHuman->IsMoving()) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_MOVE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::移动中") ; return PACKET_EXE_CONTINUE ; } if(pDestHuman->IsMoving()) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_MOVE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::目标移动中") ; return PACKET_EXE_CONTINUE ; } //在摆摊时不能交易 if(pSourceHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_OPEN_STALL); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::摆摊中") ; return PACKET_EXE_CONTINUE ; } if(pDestHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_OPEN_STALL); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGAskChangeSceneHandler::目标摆摊中") ; return PACKET_EXE_CONTINUE ; } // 死亡或者掉线不能交易 if(pSourceHuman->GetHP() <= 0 || pSourceHuman->GetPlayer()->IsDisconnect()) {//发起者死亡或者掉线 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_SELF_DEAD_OR_OFFLINE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d ERROR:DEAD OR OFFLINE", pSourceHuman->GetID()) ; return PACKET_EXE_CONTINUE; } if(pDestHuman->GetHP() <= 0 || pDestHuman->GetPlayer()->IsDisconnect()) // 验证过掉线 {//目标死亡或者掉线 GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TARGET_DEAD_OR_OFFLINE); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: ID = %d ERROR:TARGET DEAD OR OFFLINE ", pDestHuman->GetID()) ; return PACKET_EXE_CONTINUE; } // end of add //交易的玩家之间的距离超过xx米不能交易 FLOAT fDistance = MySqrt( pDestHuman->getWorldPos(), pSourceHuman->getWorldPos() ); if (fDistance > EXCHANGE_MAX_DISTANCE) { GCExchangeError Msg; Msg.SetID(EXCHANGE_MSG::ERR_TOO_FAR); pHuman->GetPlayer()->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 超过交易范围[%s]]", pDestHuman->GetName(), pSourceHuman->GetName() ) ; return PACKET_EXE_CONTINUE; } //操作 //发送消息向目标申请 GCExchangeApplyI Msg; Msg.SetObjID(pSourceHuman->GetID()); pDestHuman->GetPlayer()->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGExchangeApplyIHandler: SOURCEID = %d DESTID = %d", pSourceHuman->GetID(), pDestHuman->GetID() ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }