UINT CGUnEquipHandler::Execute( CGUnEquip* 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 ) ; HUMAN_EQUIP EquipPoint = (HUMAN_EQUIP)pPacket->getEquipPoint(); //Assert( pHuman->GetDB()->GetEquipDB()->IsSet(EquipPoint) ) ; Item* pEquipItem = HumanItemLogic::GetEquip(pHuman,EquipPoint); if(!pEquipItem) { Assert(pEquipItem); return PACKET_EXE_CONTINUE; } if(pEquipItem->IsEmpty()) { return PACKET_EXE_CONTINUE; } UCHAR itemClass = pEquipItem->GetItemClass(); if(itemClass == ICLASS_EQUIP) { INT BagIndex;// = pHuman->GetFirstEmptyBagIndex(); ItemContainer* pEquipContainer = pHuman->GetEquipContain(); ItemContainer* pBaseContainer = pHuman->GetBaseContain(); if(!pEquipContainer) { Assert(pEquipItem); return PACKET_EXE_CONTINUE; } BYTE DeliverBagIndex = pPacket->getBagIndex(); if(DeliverBagIndex<pBaseContainer->GetContainerSize()) { BagIndex = g_ItemOperator.MoveItem(pEquipContainer, EquipPoint, pBaseContainer,DeliverBagIndex); } else { BagIndex = g_ItemOperator.MoveItem(pEquipContainer, EquipPoint, pBaseContainer); } GCUnEquipResult Msg; if(BagIndex>=0 && BagIndex<pBaseContainer->GetContainerSize()) { Msg.setEquipPoint(EquipPoint); Msg.setBagIndex(BagIndex); Msg.setItemID(pEquipItem->GetGUID()); Msg.setItemTableIndex(pEquipItem->GetItemTableIndex()); Msg.setResult(UNEQUIP_SUCCESS); pHuman->SetEquipVer(pHuman->GetEquipVer()+1); pHuman->ItemEffectFlush(); pGamePlayer->SendPacket( &Msg ) ; //如果可见 if(pHuman->IsVisualPart(EquipPoint)) { GCCharEquipment OtherMsg; OtherMsg.setObjID(pHuman->GetID()); //if(EquipPoint == HEQUIP_WEAPON) //{ // UINT uGemID = GetEquipmentMaxLevelGemID(pEquipItem); // OtherMsg.setID(EquipPoint,pEquipItem->GetItemTableIndex(), uGemID); //} //else //{ OtherMsg.setID(EquipPoint,pEquipItem->GetItemTableIndex(), -1); //} pScene->BroadCast(&OtherMsg,pHuman,TRUE); } } else { if(ITEMOE_DESTOPERATOR_HASITEM == BagIndex) { Msg.setResult(UNEQUIP_HAS_ITEM); pGamePlayer->SendPacket( &Msg ); } else if(ITEMOE_DESTOPERATOR_FULL == BagIndex) { Msg.setResult(UNEQUIP_BAG_FULL); pGamePlayer->SendPacket( &Msg ); } } } else { Assert(FALSE); //装备为什么不是 ICLASS_EQUIP } g_pLog->FastSaveLog( LOG_FILE_1, "CGUnEquipHandler EquipPoint=%d itemClass=%d", EquipPoint, itemClass ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
uint CGDiscardEquipHandler::Execute(CGDiscardEquip* 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 ) ; HUMAN_EQUIP EquipPoint = (HUMAN_EQUIP)pPacket->GetEquipPoint(); //Assert( pHuman->GetDB()->GetEquipDB()->IsSet(EquipPoint)) ; Item* pEquip = HumanItemLogic::GetEquip(pHuman,EquipPoint); if(!pEquip) { Assert(pEquip); return PACKET_EXE_CONTINUE; } GCDiscardEquipResult Msg; if(pEquip->IsEmpty()) { Msg.SetResult(DISCARDEQUIP_NO_SUCH_EQUIP); } if(pEquip->IsRuler(IRL_DISCARD)) { Msg.SetItemTableIndex(pEquip->GetItemTableIndex()); ITEM_LOG_PARAM ItemLogParam; ItemLogParam.OpType = ITEM_DISCARD_EQUIP; ItemLogParam.CharGUID = pHuman->GetGUID(); ItemLogParam.BagPos = EquipPoint; ItemLogParam.XPos = pHuman->getWorldPos()->m_fX; ItemLogParam.ZPos = pHuman->getWorldPos()->m_fZ; ItemLogParam.SceneID = pHuman->getScene()->SceneID(); BOOL bRet = g_ItemOperator.EraseItem(pHuman->GetEquipContain(),EquipPoint); if(bRet) SaveItemLog(&ItemLogParam); pHuman->SetEquipVer(pHuman->GetEquipVer()+1); pHuman->ItemEffectFlush(); Msg.SetResult(DISCARDEQUIP_SUCCESS); Msg.SetEquipPoint(EquipPoint); //如果可见 if(pHuman->IsVisualPart(EquipPoint)) { GCCharEquipment OtherMsg; OtherMsg.setObjID(pHuman->GetID()); OtherMsg.setID(EquipPoint,-1, -1); pScene->BroadCast(&OtherMsg,pHuman,TRUE); } } else { Msg.SetResult(DISCARDEQUIP_CANNT_DISCARD); } pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGDiscardEquipHandler: ok EquipPoint=%d", EquipPoint ) ; return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint CGEquipSuitExchangeHandler::Execute(CGEquipSuitExchange* 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 ) ; //交易状态不可操作 if(pHuman->m_ExchangBox.m_Status > 0) {//丢弃 g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ExchangBox::m_Status>0" ,pHuman->GetID()) ; return PACKET_EXE_CONTINUE ; } //摆摊状态不可操作 if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN) {//丢弃 g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ; return PACKET_EXE_CONTINUE ; } //切场景时丢弃换装消息 if(pGamePlayer->GetPlayerStatus()!=PS_SERVER_NORMAL || !pHuman->IsActiveObj() ) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipSuitExchangeHandler: change scene") ; return PACKET_EXE_CONTINUE; } //摆摊不可操作 if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN) {//丢弃 g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ; return PACKET_EXE_CONTINUE ; } UINT nSuitNum = pPacket->getEquipSuitNum(); if( nSuitNum > MAX_EQUIP_SUIT_NUM ) { return PACKET_EXE_ERROR ; } ItemContainer* pEquipContainer = pHuman->GetEquipContain(); Assert(pEquipContainer); _SUIT_SETTING suitSetting = pHuman->GetEquipSuitSetting(nSuitNum); GCEquipSuitExchangeResult Msg; GCDetailEquipList SelfMsg; GCCharEquipment OtherMsg; SelfMsg.setObjID( pHuman->GetID() ); BOOL bChange = FALSE; UINT RetPart = 0; //遍历所有套装 for(INT i=0; i<HEQUIP_NUMBER; ++i) { //存在套装数据 if(!suitSetting.m_EquipData[i].isNull()) { //检查装备栏 Item* pEquip = pEquipContainer->GetItem(i); Assert(pEquip); //装备有变化,装备栏数据与保存的对应位置套装信息不一致,需要到背包里找 if(!(pEquip->GetGUID() == suitSetting.m_EquipData[i])) { INT nPos = INVALID_INDEX; ItemContainer* pBagContainer = HumanItemLogic::GetBagItemContain(pHuman, &suitSetting.m_EquipData[i], nPos); //背包里也找不到,需记录下来(卖掉了?丢掉了?。。) if(nPos == INVALID_INDEX) { EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = INVALID_ITEM_POS; ExchangeInfo.m_EquipPoint = INVALID_ITEM_POS; Msg.setEquipInfo(ExchangeInfo, i); continue; } //找到了 Item* pExchangeItem = HumanItemLogic::GetBagItem(pHuman, nPos); Assert(pExchangeItem->GetItemClass() == ICLASS_EQUIP); if(pExchangeItem->GetEquipPoint() != i) { if(pExchangeItem->GetEquipPoint() == HEQUIP_RING1) { Assert(i == HEQUIP_RING2); } else if(pExchangeItem->GetEquipPoint() == HEQUIP_ADORN1) { Assert(i == HEQUIP_ADORN2); } else Assert(0); } //玩家可能等级变了 if(pExchangeItem->GetRequireLevel() > pHuman->GetLevel() ) { EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = INVALID_ITEM_POS; ExchangeInfo.m_EquipPoint = i; Msg.setEquipInfo(ExchangeInfo, i); g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipSuitExchangeHandler: Equiplevel , pEquip->GetRequireLevel()=%d", pEquip->GetRequireLevel() ) ; continue; } //可能换职业了 if(!pExchangeItem->IsWuMenPai()) { if(!pExchangeItem->InReqJob(pHuman->GetMenPai())) { EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = INVALID_ITEM_POS; ExchangeInfo.m_EquipPoint = i; Msg.setEquipInfo(ExchangeInfo, i); g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipSuitExchangeHandler: ReqJob") ; continue; } } if (pEquip->IsEmpty()) { g_ItemOperator.MoveItem( pBagContainer, pBagContainer->BagIndex2ConIndex(nPos), pEquipContainer, i ) ; } else { if (pBagContainer->IsCanUse()) { //与装备的物品进行交换 g_ItemOperator.ExchangeItem(pBagContainer, pBagContainer->BagIndex2ConIndex(nPos), pEquipContainer, i); } else //背包已经过期 { EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = INVALID_ITEM_POS; ExchangeInfo.m_EquipPoint = INVALID_ITEM_POS; Msg.setEquipInfo(ExchangeInfo, i); continue; } } EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = nPos; ExchangeInfo.m_EquipPoint = i; Msg.setEquipInfo(ExchangeInfo, i); //交换到人身上了,重新获取一下 Item* pEquipItem = HumanItemLogic::GetEquip(pHuman, (HUMAN_EQUIP)i); if(!pEquipItem) { Assert(FALSE); return PACKET_EXE_CONTINUE; } Assert(!pEquipItem->IsEmpty()); pEquipItem->SaveValueTo(SelfMsg.GetEquipData((HUMAN_EQUIP)i)); RetPart|=(1<<((UINT)i)); SelfMsg.SetAskPart(RetPart); RetPart = 0; //如果可见 if(pHuman->IsVisualPart((HUMAN_EQUIP)i)) { OtherMsg.setObjID(pHuman->GetID()); OtherMsg.setID((HUMAN_EQUIP)i, pEquipItem->GetItemTableIndex()); } //换装了 bChange = TRUE; } //装备正穿着呢,不需要通知 continue; } else { //根本没有呀 EXCHANGE_EQUIP_INFO ExchangeInfo; ExchangeInfo.m_BagIndex = INVALID_ITEM_POS; ExchangeInfo.m_EquipPoint = i; Msg.setEquipInfo(ExchangeInfo, i); } } if(bChange) { Msg.setResult(EQUIPSUIT_SUCCESS); pGamePlayer->SendPacket(&Msg); pGamePlayer->SendPacket( &SelfMsg ) ; pScene->BroadCast(&OtherMsg,pHuman,TRUE); pHuman->SetEquipVer(pHuman->GetEquipVer()+1); //刷新装备对人物的属性影响 pHuman->ItemEffectFlush(); } else { Msg.setResult(EQUIPSUIT_SUCCESS); pGamePlayer->SendPacket(&Msg); } g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipSuitExchangeHandler: nSuitNum=%d", nSuitNum ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
UINT CGUseEquipHandler::Execute(CGUseEquip* 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 if(pGamePlayer->GetPlayerStatus()!=PS_SERVER_NORMAL || !pHuman->IsActiveObj() ) { g_pLog->FastSaveLog( LOG_FILE_1, "CGUseEquipmentHandler: change scene") ; return PACKET_EXE_CONTINUE; } BYTE BagIndex = pPacket->getBagIndex(); if( BagIndex == INVALID_BAG_INDEX ) { Assert(FALSE) ; //包发错了 return PACKET_EXE_CONTINUE ; } Item* pUseItem = HumanItemLogic::GetItem(pHuman,BagIndex); GCUseEquipResult Msg; ////////////////////////////////////////////////////////////////////////// //装配条件判断 UCHAR itemClass = pUseItem->GetItemClass(); if(itemClass == ICLASS_EQUIP) { //需求等级判断 if(pUseItem->GetRequireLevel()>pHuman->GetLevel()) { Msg.setResult(USEEQUIP_IDENT_FAIL); pGamePlayer->SendPacket( &Msg ) ; } //鉴定判断 else if(pUseItem->GetItemQual() == EQUALITY_BLUE && pUseItem->GetItemIdent() == FALSE) { Msg.setResult(USEEQUIP_LEVEL_FAIL); pGamePlayer->SendPacket( &Msg ) ; } else { HUMAN_EQUIP Equip_Point =(HUMAN_EQUIP)pUseItem->GetEquipPoint(); //const _ITEM* pEquip = pHuman->GetEquip(Equip_Point); ItemContainer* pEquipContainer = pHuman->GetEquipContain(); if(!pEquipContainer) { Assert(pEquipContainer); return PACKET_EXE_CONTINUE; } Item* pEquipItem = pEquipContainer->GetItem((UINT)Equip_Point); if(!pEquipItem) { Assert(pEquipItem); return PACKET_EXE_CONTINUE; } BOOL bEquipStatus = (!pEquipItem->IsEmpty()); ItemContainer* pBagContainer = HumanItemLogic::GetContainer(pHuman,BagIndex); if(bEquipStatus) { //装备上物品,替换下来装备点数据 g_ItemOperator.ExchangeItem(pBagContainer, pBagContainer->BagIndex2ConIndex(BagIndex), pEquipContainer, (UINT)Equip_Point); } else { //pHuman->GetDB()->OverWriteBag2Equip(BagIndex,Equip_Point); g_ItemOperator.MoveItem(pBagContainer, pBagContainer->BagIndex2ConIndex(BagIndex), pEquipContainer, (UINT)Equip_Point); } Item* pEquip = pEquipContainer->GetItem((UINT)Equip_Point); if(pEquip&&pEquip->IsCanEquipBind()) { g_ItemOperator.SetItemBind(pEquipContainer,(UINT)Equip_Point); } Msg.setBagIndex(BagIndex); Msg.setEquipPoint(Equip_Point); Msg.setEquipID(pEquipItem->GetGUID()); Msg.setEquipResID(pEquipItem->GetItemTableIndex()); Msg.setItemResID(pUseItem->GetItemTableIndex()); Msg.setBagItemId(pUseItem->GetGUID()); Msg.setResult(USEEQUIP_SUCCESS); pGamePlayer->SendPacket( &Msg ) ; pHuman->SetEquipVer(pHuman->GetEquipVer()+1); //刷新装备对人物的属性影响 pHuman->ItemEffectFlush(); //如果可见 if(pHuman->IsVisualPart(Equip_Point)) { GCCharEquipment OtherMsg; OtherMsg.setObjID(pHuman->GetID()); if(Equip_Point == HEQUIP_WEAPON) { UINT uGemID = GetEquipmentMaxLevelGemID(pEquip); OtherMsg.setID(Equip_Point,pEquip->GetItemTableIndex(), uGemID); } else { OtherMsg.setID(Equip_Point,pEquip->GetItemTableIndex(), -1); } pScene->BroadCast(&OtherMsg,pHuman,TRUE); } WORD RetPart = 0; GCDetailEquipList SelfMsg; SelfMsg.setObjID( pHuman->GetID() ); pEquipItem = HumanItemLogic::GetEquip(pHuman,Equip_Point); if(!pEquipItem) { Assert(FALSE); return PACKET_EXE_CONTINUE; } if(pEquipItem->IsEmpty()) { g_pLog->FastSaveLog( LOG_FILE_1, "CGUseEquipmentHandler: Equip_Point =%d Fail", Equip_Point ) ; return PACKET_EXE_CONTINUE; } pEquipItem->SaveValueTo(SelfMsg.GetEquipData(Equip_Point)); RetPart|=(1<<((INT)Equip_Point)); SelfMsg.SetAskPart(RetPart); pGamePlayer->SendPacket( &SelfMsg ) ; } } else { Msg.setResult(USEEQUIP_TYPE_FAIL); Msg.setBagIndex(0); Msg.setEquipPoint(0); pGamePlayer->SendPacket( &Msg ) ; } g_pLog->FastSaveLog( LOG_FILE_1, "CGUseEquipmentHandler: BagIndex=%d", BagIndex ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }