示例#1
0
uint CGShopBuyHandler::Execute( CGShopBuy* 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 ) ;

	BYTE	m_nndex		=	pPacket->GetIndex();	//资源位置索引
	UINT	UniqueID	=	pPacket->GetUniqueID();
	
	SceneID_t	SceneID =	UniqueID>>16;
	ObjID_t		NpcObjID=	UniqueID&0x00ff;

    //距离判定
	Obj* pNpcObj = (Obj*) (pScene->GetObjManager()->GetObj(NpcObjID));
	if(pNpcObj == NULL)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGShopBuyHandler Illegal Obj") ;
		return PACKET_EXE_CONTINUE ; 
	}

	FLOAT fDist = MySqrt(pNpcObj->getWorldPos(), pHuman->getWorldPos());

	if(fDist>MAX_NPC_DISTANCE)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGShopBuyHandler Out Of Range") ;
		return PACKET_EXE_CONTINUE ; 
	}

	if(pHuman->Shop( )	== NULL)
	{//没有打开交易窗口就买
		Assert(0);
		return PACKET_EXE_CONTINUE ;
	}

	//打开商店时,这个商店的指针已经被存在human身上了,关闭商店时它会被清空
	_SHOP*		pShop	=	pHuman->Shop( )	;
	INT		itemNumber	=	0;

	//暂时规定200以上为回购的商品栏
	if(m_nndex >= 200)
	{//在回购队列中查找
        m_nndex -= 200;
		_ITEM tempItem;
		UINT  uPrice = 0;
		if(!pHuman->GetFromSoldListByIndex(m_nndex, tempItem, uPrice))
		{
			//Assert(0);
			return PACKET_EXE_CONTINUE ;
		}

		itemNumber = tempItem.GetItemCount();
		INT iPrice = (INT)uPrice;

		if( ((INT)pHuman->GetMoney()) < iPrice )
		{//金钱不够
			GCShopBuy Msg ;
			Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
			pHuman->GetPlayer()->SendPacket( &Msg ) ;
			return PACKET_EXE_CONTINUE ;
		}
		
		if(!pHuman->RecieveOneFromSoldList(m_nndex))
		{
			GCShopBuy Msg ;
			Msg.SetBuyOk((BYTE)GCShopBuy::BUY_BAG_FULL);
			pHuman->GetPlayer()->SendPacket( &Msg ) ;
			return PACKET_EXE_CONTINUE ;
		}
		else
		{//从回购列表里面购买成功	
			pHuman->SetMoney( pHuman->GetMoney() - iPrice);
			MONEY_LOG_PARAM	MoneyLogParam;
			MoneyLogParam.CharGUID	=	pHuman->GetGUID();
			MoneyLogParam.OPType	=	MONEY_SHOP_COST;
			MoneyLogParam.Count		=	iPrice;
			MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
			MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
			MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
			SaveMoneyLog(&MoneyLogParam);


			GCShopBuy Msg ;
			Msg.SetBuyOk( (BYTE)GCShopBuy::BUY_OK );
			Msg.SetIndex( tempItem.m_ItemIndex );
			Msg.SetNum( tempItem.GetItemCount() );
			pHuman->GetPlayer()->SendPacket( &Msg ) ;

			//更新回购按钮
            //刷新整个回购列表商品到界面
            GCShopSoldList::_MERCHANDISE_ITEM	SoldItem[MAX_BOOTH_SOLD_NUMBER];

			// 20100413 AddCodeBegin
			pHuman->ReorderSoldList();	// 重新整理回购物品列表,去除中间的空物品格
			// 20100413 AddCodeBegin

            pHuman->GetSlodListInfo(&SoldItem[0]);
            GCShopSoldList	MsgSold;
            MsgSold.SetMerchadiseNum(MAX_BOOTH_SOLD_NUMBER);
            MsgSold.SetMerchadiseList(&SoldItem[0]);
            pHuman->GetPlayer()->SendPacket( &MsgSold );
		}
	}
	else
	{//在商人挂的商店里查找

		//一次点击可以买的个数  0为约定值,为默认购买数量以商店配置文件为准
        INT itemNumber;
        if (pPacket->GetCount() == 0)
        {
            itemNumber = 1; 
        }
        else
        {
            itemNumber = pPacket->GetCount();
        }

		if(	pShop->m_IsDyShop )
		{
            //校验商店版本,不匹配提示客户端刷新贩卖列表
            if (pShop->m_nVersion != pPacket->GetVersion())
            {
                GCShopBuy Msg ;
                Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MUST_FRESH);
                pPlayer->SendPacket( &Msg ) ;

                //填充消息
                GCShopUpdateMerchandiseList::_MERCHANDISE_ITEM	MerchandiseList[MAX_BOOTH_NUMBER];
                INT k = 0;
                for(INT i = 0;i<pShop->m_ItemList->m_ListCount;i++)
                {
                    MerchandiseList[k].idTable		=	pShop->m_ItemList->m_ListTypeIndex[i];
                    MerchandiseList[k].MaxNumber	=	pShop->m_ItemList->m_TypeMaxNum[i];

                    MerchandiseList[k].nPrice		=	pShop->m_ItemList->m_Price[i];
                    MerchandiseList[k].nPriceType	=	pShop->m_ItemList->m_PriceType[i];
                    MerchandiseList[k++].byNumber	=	pShop->m_ItemList->m_TypeMaxNum[i];
                }

                GCShopUpdateMerchandiseList	listMsg;
                listMsg.SetMerchadiseNum(k);//一定要先设置数量再设置List
                listMsg.SetMerchadiseList(MerchandiseList);
                listMsg.SetVersion(pShop->m_nVersion);
                pHuman->GetPlayer()->SendPacket( &listMsg ) ;

                return PACKET_EXE_CONTINUE ;
            }

            //有限商品不够卖了
            if(pShop->m_ItemList->m_TypeMaxNum[m_nndex] < itemNumber)
            {//卖完了,直接返回,
                //应该不会走到这里,
                //首先表里不应该出现0,
                //其次卖完的时候服务器会通知所有连在他之上的客户端
                //在界面上删掉这个商品,这样玩家也不可能再点这个商品了

                GCShopBuy Msg ;
                Msg.SetBuyOk((BYTE)GCShopBuy::BUY_NO_MERCH);
                pPlayer->SendPacket( &Msg ) ;
                return PACKET_EXE_CONTINUE ;
            }
		}

        uint BaseMoney= 0;
        //静态商店,只扣游戏币
        if (!pShop->m_IsDyShop)
        {
            //计算价格
            BaseMoney = ShopMgr::ConvertItemType2Money(pShop->m_ItemList->m_ListType[m_nndex]);
            if(BaseMoney<0) BaseMoney = 0;
            BaseMoney *= static_cast<INT>(pShop->m_scale);
            BaseMoney *= itemNumber;
            if( pHuman->GetMoney() < BaseMoney )
            {//金钱不够
                GCShopBuy Msg ;
                Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
                pHuman->GetPlayer()->SendPacket( &Msg ) ;
                return PACKET_EXE_CONTINUE ;
            }
        }
        else//动态商店
        {
            INT nPriceType  =   pShop->m_ItemList->m_PriceType[m_nndex];
            INT nPrice      =   pShop->m_ItemList->m_Price[m_nndex];
            switch (nPriceType)
            {
            case PRICE_GOLD:
                {
                    INT nGold = pHuman->GetMoney();
                    nGold    -= nPrice*itemNumber;
                    if (nGold < 0)//这里只管防止发生错误,为什么就不管了
                    {
                        nGold = 0;
                        GCShopBuy Msg ;
                        Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
                        pHuman->GetPlayer()->SendPacket( &Msg ) ;
                        return PACKET_EXE_CONTINUE ;
                    }
                    pHuman->SetMoney(nGold);
                }
                break;
            case PRICE_RMB:
                break;
            case PRICE_GP://帮贡
                {
                    INT nTotal  = pHuman->GetHonor() - nPrice*itemNumber;
                    if (nTotal < 0)
                    {
                        nTotal = 0;
                        GCShopBuy Msg ;
                        Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
                        pHuman->GetPlayer()->SendPacket( &Msg ) ;
                        return PACKET_EXE_CONTINUE ;
                    }

                    pHuman->SetHonor(nTotal);
                }
                break;
            }
        }
        
		
		ITEM_LOG_PARAM	ItemLogParam;
		ItemLogParam.OpType		= ITEM_CREATE_FROM_SHOP;
		ItemLogParam.CharGUID	= pHuman->GetGUID();
		ItemLogParam.SceneID	= pHuman->getScene()->SceneID();
		ItemLogParam.XPos		= pHuman->getWorldPos()->m_fX;
		ItemLogParam.ZPos		= pHuman->getWorldPos()->m_fZ;
		ItemLogParam.ShopGUID	= pShop->m_ShopId;


		if(!HumanItemLogic::CreateMultiItemToBag(&ItemLogParam,
            pHuman,
            pShop->m_ItemList->m_ListTypeIndex[m_nndex],
            itemNumber))
        {
			GCShopBuy Msg ;
			Msg.SetBuyOk((BYTE)GCShopBuy::BUY_BAG_FULL);
			pHuman->GetPlayer()->SendPacket( &Msg ) ;
			return PACKET_EXE_CONTINUE ;
		}
		else
		{	
			SaveItemLog(&ItemLogParam);

            if (!pShop->m_IsDyShop)
            {
                pHuman->SetMoney( pHuman->GetMoney() - BaseMoney);

                MONEY_LOG_PARAM	MoneyLogParam;
                MoneyLogParam.CharGUID	=	pHuman->GetGUID();
                MoneyLogParam.OPType	=	MONEY_SHOP_COST;
                MoneyLogParam.Count		=	BaseMoney;
                MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
                MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
                MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
                SaveMoneyLog(&MoneyLogParam);
            }

			GCShopBuy Msg ;
			Msg.SetBuyOk((BYTE)GCShopBuy::BUY_OK);
			Msg.SetIndex(pShop->m_ItemList->m_ListTypeIndex[m_nndex]);
			Msg.SetNum(itemNumber);
			pHuman->GetPlayer()->SendPacket( &Msg ) ;

			//要更新此商人的动态商品表
			if(pShop->m_IsDyShop)
			{
                // 扣除有限物品
                pShop->m_ItemList->m_TypeMaxNum[m_nndex] -= itemNumber;


                //填充消息
                GCShopUpdateMerchandiseList::_MERCHANDISE_ITEM	MerchandiseList[MAX_BOOTH_NUMBER];
                INT k = 0;
                for(INT i = 0;i<pShop->m_ItemList->m_ListCount;i++)
                {
                    MerchandiseList[k].idTable		=	pShop->m_ItemList->m_ListTypeIndex[i];
                    MerchandiseList[k].MaxNumber	=	pShop->m_ItemList->m_TypeMaxNum[i];

                    MerchandiseList[k].nPrice		=	pShop->m_ItemList->m_Price[i];
                    MerchandiseList[k].nPriceType	=	pShop->m_ItemList->m_PriceType[i];
                    MerchandiseList[k++].byNumber	=	pShop->m_ItemList->m_TypeMaxNum[i];
                }

                GCShopUpdateMerchandiseList	Msg;
                Msg.SetMerchadiseNum(k);//一定要先设置数量再设置List
                Msg.SetMerchadiseList(MerchandiseList);
                Msg.SetVersion(pShop->m_nVersion);
                pHuman->GetPlayer()->SendPacket( &Msg ) ;
			}
			return PACKET_EXE_CONTINUE ;
		}
	}

	g_pLog->FastSaveLog( LOG_FILE_1, "CGShopBuyHandler m_nndex=%d",
		m_nndex) ;

	return PACKET_EXE_CONTINUE;

	__LEAVE_FUNCTION

		return PACKET_EXE_ERROR ;
}
uint CGShopRepairHandler::Execute( CGShopRepair* 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 ) ;

	BYTE	Opt         =	pPacket->GetOpt();
	BOOL	RepairAll	=	pPacket->IsRepairAll();		//修理全部
	BYTE	BagIndex	=	pPacket->GetBagIndex();		//包中的位置
	UINT	UniqueID	=	pPacket->GetUniqueID();

	SceneID_t	SceneID =	UniqueID>>16;
	ObjID_t		NpcObjID=	UniqueID&0x00ff;

	if(SceneID != pScene->SceneID())
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Illegal scene ObjName = %s", pHuman->GetName()) ;
		return PACKET_EXE_CONTINUE ; 
	}

	//距离判定
	Obj* pNpcObj = (Obj*) (pScene->GetObjManager()->GetObj(NpcObjID));
	if(pNpcObj == NULL)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Illegal Obj ObjName = %s", pHuman->GetName()) ;
		return PACKET_EXE_CONTINUE ; 
	}

	FLOAT fDist = MySqrt(pNpcObj->getWorldPos(), pHuman->getWorldPos());

	if(fDist>MAX_NPC_DISTANCE)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Out Of Range ObjName = %s", pHuman->GetName()) ;
		return PACKET_EXE_CONTINUE ; 
	}

	Item*	pCurItem = NULL;
	INT				MoneySpent = 0;
	INT				MoneyLast = 0;
	INT				MoneyHave  = pHuman->GetMoney();
	INT				RepairedIndex = 0;
	GCShopRepair	Msg;
	GCShopRepair::REPAIRED_ITEM	ItemList[MAX_REPAIRED_NUMBER];

	_SHOP*		pShop	=	pHuman->Shop( )	;
	if(!pShop)
	{
		g_pLog->FastSaveLog( LOG_FILE_1, "ERROR:CGShopRepairHandler Npc Shop Lose");
		return PACKET_EXE_CONTINUE;
	}

	if(Opt == CGShopRepair::FromBag)
	{
		if(RepairAll)
		{
			INT nBeginPoint	= 0;
			INT nEndPoint	= 0;
			switch( pShop->m_nRepairType )
			{
			case SHOP_All:
				{
					nBeginPoint = HEQUIP_WEAPON;
					nEndPoint	= HEQUIP_RIDER;
				}
				break;
			case SHOP_WEAPON:		//防具
				{
					nBeginPoint = HEQUIP_WEAPON;
					nEndPoint	= HEQUIP_WEAPON;
				}
				break;
			case SHOP_DEFENCE:		//饰物
				{
					nBeginPoint = HEQUIP_CAP;
					nEndPoint	= HEQUIP_BOOT;
				}
				break;
			case SHOP_ADORN:		//武器
				{
					nBeginPoint = HEQUIP_SASH;
					nEndPoint	= HEQUIP_RIDER;
				}
				break;
			default:
				{
					return PACKET_EXE_CONTINUE;
				}
				break;
			}


			for(INT i =nBeginPoint; i<=nEndPoint; i++)
			{
				pCurItem	= HumanItemLogic::GetEquip(pHuman,(HUMAN_EQUIP)i);
				//pCurItem = pHuman->GetEquip((HUMAN_EQUIP)i);
				if(!pCurItem->IsEmpty())
				{//有东西
					//判定是否狗修理等级
					if(pCurItem->GetRequireLevel() > pShop->m_nRepairLevel)
					{
						continue;
					}

					FLOAT fCur = (FLOAT)pCurItem->GetDurPoints();
					FLOAT fMax = (FLOAT)pCurItem->GetMaxDurPoint();
					FLOAT V	   = (FLOAT)pCurItem->GetPrice();

					if(fCur != fMax)
					{
						//if(fCur<fMax/3)
						//	MoneySpent += (INT)(7*V*V*fCur*6/(4*fMax)+V*V);
						//else if(fCur>=fMax/3&&fCur<fMax*2/3)
						//	MoneySpent += (INT)(V*V*fCur*6/fMax+V*V*3/4);
						//else if(fCur>=fMax*2/3&&fCur<fMax)
						//	MoneySpent += (INT)(V*V*fCur*6/(4*fMax)+V*V/4);
						MoneySpent += (INT) ( ((REPAIR_SPEND * (1- fCur/fMax) * V) * pShop->m_nRepairSpend) + 0.5);

						//临时的修理费计算方法
//						FLOAT scale = (FLOAT)(fCur/fMax);
//						scale = 1-scale;
//						MoneySpent += static_cast<INT>(pCurItem->GetPrice()*scale);
						if(MoneyHave<MoneySpent)
							break;
						MoneyLast	=	MoneySpent;
						HumanItemLogic::SetEquipDur(pHuman,(HUMAN_EQUIP)i, (INT)fMax);

						ItemList[RepairedIndex].IsIn		=	GCShopRepair::EQUIP;					
						ItemList[RepairedIndex++].BagIndex	=	(BYTE)i;
					}
				}
			}

			if(MoneyHave<MoneySpent)
			{//break出来的
				if(RepairedIndex)
				{
					pHuman->SetMoney(MoneyHave - MoneyLast);
					
					MONEY_LOG_PARAM	MoneyLogParam;
					MoneyLogParam.CharGUID	=	pHuman->GetGUID();
					MoneyLogParam.OPType	=	MONEY_SHOP_REPAIR;
					MoneyLogParam.Count		=	MoneyLast;
					MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
					MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
					MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
					SaveMoneyLog(&MoneyLogParam);


					Msg.SetAll(0);
					Msg.SetReListNum(RepairedIndex);
					Msg.SetReList(ItemList);
					pHuman->GetPlayer()->SendPacket(&Msg);
				}

				GCShopBuy Msg ;
				Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
				pHuman->GetPlayer()->SendPacket( &Msg ) ;
				g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler BUY_MONEY_FAIL") ;
				return PACKET_EXE_CONTINUE ;
			}
			else if(MoneySpent != 0)
			{//全修完了
				pHuman->SetMoney(MoneyHave - MoneySpent);
				MONEY_LOG_PARAM	MoneyLogParam;
				MoneyLogParam.CharGUID	=	pHuman->GetGUID();
				MoneyLogParam.OPType	=	MONEY_SHOP_REPAIR;
				MoneyLogParam.Count		=	MoneySpent;
				MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
				MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
				MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
				SaveMoneyLog(&MoneyLogParam);

				Msg.SetAll(1);
				Msg.SetReListNum(0);
				pHuman->GetPlayer()->SendPacket(&Msg);
			}
		}
		else
		{//修理单个,一定应该在背包中
			pCurItem =	HumanItemLogic::GetItem(pHuman,BagIndex);
			if(!pCurItem->IsEmpty())
			{
				if(pCurItem->GetRequireLevel()>pShop->m_nRepairLevel)
				{
					g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Npc have no the Repair Levle") ;
					return PACKET_EXE_CONTINUE;
				}
				BOOL bCanRepair = TRUE;
				switch( pShop->m_nRepairType )
				{
				case SHOP_All:
					{
					}
					break;
				case SHOP_DEFENCE:		//防具
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_CAP &&
							pCurItem->GetEquipPoint() != HEQUIP_ARMOR &&
							pCurItem->GetEquipPoint() != HEQUIP_CUFF &&
							pCurItem->GetEquipPoint() != HEQUIP_BOOT )
						{
							bCanRepair = FALSE;
						}
					}
					break;
				case SHOP_ADORN:		//饰物
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_SASH &&
							pCurItem->GetEquipPoint() != HEQUIP_RING &&
							pCurItem->GetEquipPoint() != HEQUIP_NECKLACE &&
							pCurItem->GetEquipPoint() != HEQUIP_RIDER)
						{
							bCanRepair = FALSE;
						}
					}
					break;
				case SHOP_WEAPON:		//武器
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_WEAPON )
						{
							bCanRepair = FALSE;
						}
					}
					break;
				default:
					{
						bCanRepair = FALSE;
					}
					break;
				}

				if(bCanRepair == FALSE)
				{
					g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Npc have no the Repair type") ;
					return PACKET_EXE_CONTINUE;
				}


				FLOAT fCur = (FLOAT)pCurItem->GetDurPoints();
				FLOAT fMax = (FLOAT)pCurItem->GetMaxDurPoint();
				FLOAT V	   = (FLOAT)pCurItem->GetPrice();
				if(fCur != fMax)
				{
					//if(fCur<fMax/3)
					//	MoneySpent += (INT)(7*V*V*fCur*6/(4*fMax)+V*V);
					//else if(fCur>=fMax/3&&fCur<fMax*2/3)
					//	MoneySpent += (INT)(V*V*fCur*6/fMax+V*V*3/4);
					//else if(fCur>=fMax*2/3&&fCur<fMax)
					//	MoneySpent += (INT)(V*V*fCur*6/(4*fMax)+V*V/4);
					MoneySpent += (INT) ( ((REPAIR_SPEND * (1- fCur/fMax) * V) * pShop->m_nRepairSpend) + 0.99);


					if(MoneyHave>=MoneySpent)
					{//可以修
						pHuman->SetMoney(MoneyHave - MoneySpent);
						
						MONEY_LOG_PARAM	MoneyLogParam;
						MoneyLogParam.CharGUID	=	pHuman->GetGUID();
						MoneyLogParam.OPType	=	MONEY_SHOP_REPAIR;
						MoneyLogParam.Count		=	MoneySpent;
						MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
						MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
						MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
						SaveMoneyLog(&MoneyLogParam);

						HumanItemLogic::SetBagItemDur(pHuman,(UINT)BagIndex,(INT)fMax);
						ItemList[0].IsIn		=	GCShopRepair::BAG;					
						ItemList[0].BagIndex	=	(BYTE)BagIndex;
						Msg.SetAll(0);
						Msg.SetReListNum(1);
						Msg.SetReList(ItemList);
						pHuman->GetPlayer()->SendPacket(&Msg);
					}
					else
					{//没钱还捣乱
						GCShopBuy Msg ;
						Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
						pHuman->GetPlayer()->SendPacket( &Msg ) ;
						g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler BUY_MONEY_FAIL") ;
						return PACKET_EXE_CONTINUE ;
					}
				}
			}
			else
			{
				g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler BagIndex = %d", BagIndex) ;
				return PACKET_EXE_CONTINUE ;
			}
		}
	}
	else if(Opt == CGShopRepair::FromEquip)
	{
		pCurItem = HumanItemLogic::GetEquip(pHuman,(HUMAN_EQUIP)BagIndex);

		if(!pCurItem->IsEmpty())
		{//有东西
			FLOAT fCur = (FLOAT)pCurItem->GetDurPoints();
			FLOAT fMax = (FLOAT)pCurItem->GetMaxDurPoint();
			FLOAT V	   = (FLOAT)pCurItem->GetPrice();

			{
				if(pCurItem->GetRequireLevel()>pShop->m_nRepairLevel)
				{
					g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Npc have no the Repair Levle") ;
					return PACKET_EXE_CONTINUE;
				}
				BOOL bCanRepair = TRUE;
				switch( pShop->m_nRepairType )
				{
				case SHOP_All:
					{
					}
					break;
				case SHOP_DEFENCE:		//防具
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_CAP &&
							pCurItem->GetEquipPoint() != HEQUIP_ARMOR &&
							pCurItem->GetEquipPoint() != HEQUIP_CUFF &&
							pCurItem->GetEquipPoint() != HEQUIP_BOOT )
						{
							bCanRepair = FALSE;
						}
					}
					break;
				case SHOP_ADORN:		//饰物
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_SASH &&
							pCurItem->GetEquipPoint() != HEQUIP_RING &&
							pCurItem->GetEquipPoint() != HEQUIP_NECKLACE &&
							pCurItem->GetEquipPoint() != HEQUIP_RIDER)
						{
							bCanRepair = FALSE;
						}
					}
					break;
				case SHOP_WEAPON:		//武器
					{
						if( pCurItem->GetEquipPoint() != HEQUIP_WEAPON )
						{
							bCanRepair = FALSE;
						}
					}
					break;
				default:
					{
						bCanRepair = FALSE;
					}
					break;
				}

				if(bCanRepair == FALSE)
				{
					g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler Npc have no the Repair type") ;
					return PACKET_EXE_CONTINUE;
				}
			}


			if(fCur != fMax)
			{
				//if(fCur<fMax/3)
				//	MoneySpent += (INT)(7*V*V*fCur*6/(4*fMax)+V*V);
				//else if(fCur>=fMax/3&&fCur<fMax*2/3)
				//	MoneySpent += (INT)(V*V*fCur*6/fMax+V*V*3/4);
				//else if(fCur>=fMax*2/3&&fCur<fMax)
				//	MoneySpent += (INT)(V*V*fCur*6/(4*fMax)+V*V/4);

				MoneySpent += (INT) ( ((REPAIR_SPEND * (1- fCur/fMax) * V) * pShop->m_nRepairSpend) + 0.5);

				if(MoneyHave>=MoneySpent)
				{//可以修
					pHuman->SetMoney(MoneyHave - MoneySpent);
					MONEY_LOG_PARAM	MoneyLogParam;
					MoneyLogParam.CharGUID	=	pHuman->GetGUID();
					MoneyLogParam.OPType	=	MONEY_SHOP_REPAIR;
					MoneyLogParam.Count		=	MoneySpent;
					MoneyLogParam.SceneID	=	pHuman->getScene()->SceneID();
					MoneyLogParam.XPos		=	pHuman->getWorldPos()->m_fX;
					MoneyLogParam.ZPos		=	pHuman->getWorldPos()->m_fZ;
					SaveMoneyLog(&MoneyLogParam);

					HumanItemLogic::SetEquipDur(pHuman,(HUMAN_EQUIP)BagIndex,(INT)fMax);
					ItemList[0].IsIn		=	GCShopRepair::EQUIP;					
					ItemList[0].BagIndex	=	(BYTE)BagIndex;
					Msg.SetAll(0);
					Msg.SetReListNum(1);
					Msg.SetReList(ItemList);
					pHuman->GetPlayer()->SendPacket(&Msg);
				}
				else
				{//没钱还捣乱
					GCShopBuy Msg ;
					Msg.SetBuyOk((BYTE)GCShopBuy::BUY_MONEY_FAIL);
					pHuman->GetPlayer()->SendPacket( &Msg ) ;
					g_pLog->FastSaveLog( LOG_FILE_1, "CGShopRepairHandler BUY_MONEY_FAIL") ;
					return PACKET_EXE_CONTINUE ;
				}
			}
		}

	}


	return PACKET_EXE_CONTINUE;

	__LEAVE_FUNCTION

	return PACKET_EXE_ERROR ;
}