示例#1
0
ORESULT AbilityInlay::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 );

	// 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( pAbilityOpera->m_AbilityID );
	SuccMsg.SetPrescriptionID( INVALID_ID );
	SuccMsg.SetItemSerial( pItem->GetItemTableIndex() );
	//SuccMsg.SetSuccFlag( TRUE );
	pGamePlayer->SendPacket( &SuccMsg );

	return OR_OK;

__LEAVE_FUNCTION
	return OR_ERROR;
}
示例#2
0
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;
}