UINT CGSouXiaRefiningHandler::Execute( CGSouXiaRefining* 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 //交易状态不可操作 //摆摊状态不可操作 // 获取缝合的捜侠录和缝合道具 BYTE iRefiningSouXiaItem = pPacket->GetRefiningSouXiaIndex(); Assert(iRefiningSouXiaItem >= 0 ); Assert(iRefiningSouXiaItem <= MAX_BAG_SIZE); BYTE iRefiningSouXiaItem2 = pPacket->GetRefiningSouXia2Index(); Assert(iRefiningSouXiaItem2 >= 0 ); Assert(iRefiningSouXiaItem2 <= MAX_BAG_SIZE); BYTE iRefiningItem = pPacket->GetRefiningItemIndex(); Assert(iRefiningItem >= 0 ); Assert(iRefiningItem <= MAX_BAG_SIZE); GCSouXiaRefining refiningMsg; // 背包索引获取搜侠道具信息并验证 ItemContainer* pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iRefiningSouXiaItem); if (pBagContainer == NULL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining souxia BagIndex is invalid, BagIndex = %d", iRefiningSouXiaItem) ; return PACKET_EXE_ERROR; } Item* pRefiningSouXiaItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iRefiningSouXiaItem)); if(pRefiningSouXiaItem->GetItemClass() != ICLASS_EQUIP || EQUIP_SOUXIA != pRefiningSouXiaItem->GetItemType()) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining souxia type is invalid, BagIndex = %d", iRefiningSouXiaItem) ; refiningMsg.SetResult(GET_ITEM_ERROR); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_ERROR; } // 背包索引获取第二本搜侠录道具信息 pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iRefiningSouXiaItem2); if (pBagContainer == NULL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining souxia BagIndex is invalid, BagIndex = %d", iRefiningSouXiaItem2) ; return PACKET_EXE_ERROR; } Item* pRefiningSouXiaItem2 = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iRefiningSouXiaItem2)); if(pRefiningSouXiaItem2->GetItemClass() != ICLASS_EQUIP || EQUIP_SOUXIA != pRefiningSouXiaItem2->GetItemType()) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining souxia type is invalid, BagIndex = %d", iRefiningSouXiaItem2) ; refiningMsg.SetResult(GET_ITEM_ERROR); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_ERROR; } // 背包索引获取炼化道具信息 pBagContainer = HumanItemLogic::GetBagContainer(pHuman, iRefiningItem); if (pBagContainer == NULL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining refiningItem BagIndex is invalid, BagIndex = %d", iRefiningItem) ; return PACKET_EXE_ERROR; } Item* pRefiningItem = pBagContainer->GetItem(pBagContainer->BagIndex2ConIndex(iRefiningItem)); if(pRefiningItem->GetItemClass() != ICLASS_COMITEM || COMITEM_SOUXIA != pRefiningItem->GetItemType()) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSouXiaRefining refiningItem type is invalid, BagIndex = %d", iRefiningSouXiaItem2) ; refiningMsg.SetResult(GET_ITEM_ERROR); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_ERROR; } SOUXIA_INFO_TB* pGet = g_ItemTable.GetSouXiaTB(pRefiningItem->GetItemTableIndex()); if (NULL != pGet && ITEM_REFINING == pGet->m_nUseType) { if(pGet->m_nNeedLevel > pHuman->GetLevel()) // 使用道具没有达到限制等级 { refiningMsg.SetResult(HUMAN_LEVEL_NOT_ENOUGH); Player* pPlayer = pHuman->GetPlayer(); if( pPlayer != NULL ) { pPlayer->SendPacket( &refiningMsg ); } return PACKET_EXE_CONTINUE; } } // 炼化逻辑 ItemParamValue ipv = (ItemParamValue)IPV_INT; INT iParamSouXiaID = pRefiningSouXiaItem->GetItemParam(0,ipv); INT iParamSouXiaPos = pRefiningSouXiaItem->GetItemParam(4,ipv); INT iParamSouXiaID2 = pRefiningSouXiaItem2->GetItemParam(0,ipv); INT iParamSouXiaPos2 = pRefiningSouXiaItem2->GetItemParam(4,ipv); //两本捜侠录都为空 if ( (iParamSouXiaID == 0 && iParamSouXiaPos <= 0 ) && (iParamSouXiaID2 == 0 && iParamSouXiaPos2 <= 0 )) { refiningMsg.SetResult(SOUXIA_EMPTY); Player* pPlayer = pHuman->GetPlayer(); if( pPlayer != NULL ) { pPlayer->SendPacket( &refiningMsg ); } return PACKET_EXE_CONTINUE; } BOOL bRefiningResult = FALSE; BYTE refiningType = 0; BYTE refiningRule = 0; SHORT refiningRate = -1; BYTE randNum = pScene->GetRand100(); SOUXIA_DATA randSouXiaData;//炼化随机后取得的新数据 if (pGet->m_nRefiningRule[0][0] > 0)//炼化技能道具 { refiningRule = pGet->m_nRefiningRule[0][0]; refiningRate = pGet->m_nRefiningRule[0][1]; if (randNum < refiningRate) { bRefiningResult = SouXiaLogic::RefiningSouXia(pHuman, pRefiningSouXiaItem, pRefiningSouXiaItem2, refiningRule, randSouXiaData, ITEM_SOUXIASKILL); refiningType = ITEM_SOUXIASKILL; } } else if (pGet->m_nRefiningRule[1][0] > 0)//炼化配方道具 { refiningRule = pGet->m_nRefiningRule[1][0]; refiningRate = pGet->m_nRefiningRule[1][1]; if (randNum < refiningRate) { bRefiningResult = SouXiaLogic::RefiningSouXia(pHuman, pRefiningSouXiaItem, pRefiningSouXiaItem2, refiningRule, randSouXiaData, ITEM_PRODUCT); refiningType = ITEM_PRODUCT; } } else if (pGet->m_nRefiningRule[2][0] > 0)//炼化神兽召唤道具 { refiningRule = pGet->m_nRefiningRule[2][0]; refiningRate = pGet->m_nRefiningRule[2][1]; if (randNum < refiningRate) { bRefiningResult = SouXiaLogic::RefiningSouXia(pHuman, pRefiningSouXiaItem, pRefiningSouXiaItem2, refiningRule, randSouXiaData, ITEM_PET_ZHAOHUAN); refiningType = ITEM_PET_ZHAOHUAN; } } else if (pGet->m_nRefiningRule[3][0] > 0)//炼化坐骑召唤道具 { refiningRule = pGet->m_nRefiningRule[3][0]; refiningRate = pGet->m_nRefiningRule[3][1]; if (randNum < refiningRate) { bRefiningResult = SouXiaLogic::RefiningSouXia(pHuman, pRefiningSouXiaItem, pRefiningSouXiaItem2, refiningRule, randSouXiaData, ITEM_ZUOJI_ZHAOHUAN); refiningType = ITEM_ZUOJI_ZHAOHUAN; } } if (!bRefiningResult) { refiningMsg.SetResult(SOUXIA_SKILL_REFINING_FAIL); Player* pPlayer = pHuman->GetPlayer(); if( pPlayer != NULL ) { pPlayer->SendPacket( &refiningMsg ); } return PACKET_EXE_CONTINUE; } // 手续费用的扣除 // 成功删除使用的道具和捜侠录 if (randNum <= refiningRate) { UINT newSouXiaIndex = 0; BYTE newSouXiaCurPos = 0; // 取玩家身上捜侠录的数据pos 和 skillId if (iParamSouXiaID == 0 && iParamSouXiaPos <= 0)//第一本为空 { newSouXiaIndex = iParamSouXiaID2; newSouXiaCurPos = iParamSouXiaPos2; } if (iParamSouXiaID2 == 0 && iParamSouXiaPos2 <= 0)//第二本为空 { newSouXiaIndex = iParamSouXiaID; newSouXiaCurPos = iParamSouXiaPos; } // 第一本的最大页数 BYTE maxPage = 0, maxPage2 = 0; pGet = g_ItemTable.GetSouXiaTB(pRefiningSouXiaItem->GetItemTableIndex()); Assert(pGet); maxPage = pGet->m_nMaxPages[0]; // 第二本最大页数 pGet = g_ItemTable.GetSouXiaTB(pRefiningSouXiaItem2->GetItemTableIndex()); Assert(pGet); maxPage2 = pGet->m_nMaxPages[0]; ITEM_LOG_PARAM ItemLogParam; ItemLogParam.OpType = ITEM_REFINING_SOUXIA; UINT newSouXiaBagIndex = 0;//新的捜侠录item背包索引 if (maxPage >= maxPage2) // 第一本的最大页大于第二本则保留第一本 { BOOL bRet = HumanItemLogic::EraseBagItem(&ItemLogParam,pHuman, pBagContainer->BagIndex2ConIndex(iRefiningSouXiaItem2)); if(bRet) { SaveItemLog(&ItemLogParam); } else { refiningMsg.SetResult(ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_CONTINUE; } if (iParamSouXiaPos2 >= 0) { pHuman->EraseSouXia(iParamSouXiaPos2);//人身上销毁第二本 } newSouXiaBagIndex = iRefiningSouXiaItem;//保留第一本的数据的bagindex if ( (iParamSouXiaID > 0 && iParamSouXiaPos >= 0) && (iParamSouXiaID2 > 0 && iParamSouXiaPos2 >= 0)) { newSouXiaIndex = iParamSouXiaID; newSouXiaCurPos = iParamSouXiaPos; } } else // 销毁第一本 { BOOL bRet = HumanItemLogic::EraseBagItem(&ItemLogParam,pHuman, pBagContainer->BagIndex2ConIndex(iRefiningSouXiaItem)); if(bRet) { SaveItemLog(&ItemLogParam); } else { refiningMsg.SetResult(ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_CONTINUE; } if (iParamSouXiaPos >= 0) { pHuman->EraseSouXia(iParamSouXiaPos);//人身上销毁第一本 } newSouXiaBagIndex = iRefiningSouXiaItem2;//保留第二本的数据的bagindex if ( (iParamSouXiaID > 0 && iParamSouXiaPos >= 0) && (iParamSouXiaID2 > 0 && iParamSouXiaPos2 >= 0)) { newSouXiaIndex = iParamSouXiaID2; newSouXiaCurPos = iParamSouXiaPos2; } } Assert (newSouXiaIndex > 0 && newSouXiaCurPos >= 0); randSouXiaData.m_CurPos = newSouXiaCurPos; randSouXiaData.m_SouXiaID = newSouXiaIndex; // 销毁炼化道具 BOOL bRet = HumanItemLogic::EraseBagItem(&ItemLogParam,pHuman, pBagContainer->BagIndex2ConIndex(iRefiningItem)); if(bRet) { SaveItemLog(&ItemLogParam); } else { refiningMsg.SetResult(ERASE_ITEM_FAIL); pGamePlayer->SendPacket(&refiningMsg); return PACKET_EXE_CONTINUE; } // 改变保留的捜侠录道具的信息 Item* pNewSouXiaItem = HumanItemLogic::GetBagItem(pHuman, pBagContainer->BagIndex2ConIndex(newSouXiaBagIndex)); Assert(pNewSouXiaItem); bRet = g_ItemOperator.SetItemParam( pHuman->GetBaseContain(),pHuman->GetBaseContain()->BagIndex2ConIndex(newSouXiaBagIndex),0, ipv, newSouXiaIndex); if (!bRet) { return PACKET_EXE_CONTINUE; } bRet = g_ItemOperator.SetItemParam( pHuman->GetBaseContain(),pHuman->GetBaseContain()->BagIndex2ConIndex(newSouXiaBagIndex), 4, ipv, newSouXiaCurPos); if (!bRet) { return PACKET_EXE_CONTINUE; } /*bRet = g_ItemOperator.SetItemParam( pHuman->GetBaseContain(),pHuman->GetBaseContain()->BagIndex2ConIndex(newSouXiaBagIndex),8, ipv, refiningType); if (!bRet) { return PACKET_EXE_CONTINUE; }*/ // 以上设置ITEM param注意保存到文件,并且要通知ITEM 的param 改变 GCItemInfo Msg; Msg.setID( newSouXiaBagIndex ); Msg.setIsNull(FALSE); pNewSouXiaItem->SaveValueTo(Msg.getItem()); pHuman->GetPlayer()->SendPacket(&Msg); pHuman->SetSouXia(randSouXiaData, newSouXiaCurPos); // 保存到文件 _SOUXIA_DB_LOAD SouXia_db_Load; SouXia_db_Load.m_SouXiaData[newSouXiaCurPos] = randSouXiaData; pHuman->GetDB()->SetSouXiaDBInfo(&SouXia_db_Load, newSouXiaCurPos); // 发送新的捜侠录消息 refiningMsg.SetNewItemBagIndex(newSouXiaBagIndex); refiningMsg.SetSouXiaData(&randSouXiaData);//炼化以后的捜侠录数据 refiningMsg.SetCurRefiningType(refiningType); refiningMsg.SetResult(SOUXIA_REFINING_SUCCESS); Player* pPlayer = pHuman->GetPlayer(); if( pPlayer != NULL ) { pPlayer->SendPacket( &refiningMsg ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }