Çözüldü Nereye Eklemem Gerekiyor!

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suleyman06

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Arkadaşlar şu kodu nereye ekliceğimi bilemedim bakabilirmisiniz. Kaçıncı satıra eklemem gerekiyor?

Benim dosyam :

C++:
Genişlet Daralt Kopyala
#include "stdafx.h"

#include <stack>

#include "utils.h"
#include "config.h"
#include "char.h"
#include "char_manager.h"
#include "item_manager.h"
#include "desc.h"
#include "desc_client.h"
#include "desc_manager.h"
#include "packet.h"
#include "affect.h"
#include "skill.h"
#include "start_position.h"
#include "mob_manager.h"
#include "db.h"
#include "log.h"
#include "vector.h"
#include "buffer_manager.h"
#include "questmanager.h"
#include "fishing.h"
#include "party.h"
#include "dungeon.h"
#include "refine.h"
#include "unique_item.h"
#include "war_map.h"
#include "xmas_event.h"
#include "marriage.h"
#include "monarch.h"
#include "polymorph.h"
#include "blend_item.h"
#include "castle.h"
#include "BattleArena.h"
#include "arena.h"
#include "dev_log.h"
#include "pcbang.h"
#include "threeway_war.h"

#include "safebox.h"
#include "shop.h"

#include "../../common/VnumHelper.h"
#include "DragonSoul.h"
#include "buff_on_attributes.h"
#include "belt_inventory_helper.h"

//auction_temp
#ifdef __AUCTION__
#include "auction_manager.h"
#endif
const int ITEM_BROKEN_METIN_VNUM = 28960;
#define ERROR_MSG(exp, msg) \
        if(true==(exp)) \
        { \
            ChatPacket(CHAT_TYPE_INFO, msg); \
            return false; \
        } \
// CHANGE_ITEM_ATTRIBUTES
const DWORD CHARACTER::msc_dwDefaultChangeItemAttrCycle = 10;
const char CHARACTER::msc_szLastChangeItemAttrFlag[] = "Item.LastChangeItemAttr";
const char CHARACTER::msc_szChangeItemAttrCycleFlag[] = "change_itemattr_cycle";
// END_OF_CHANGE_ITEM_ATTRIBUTES
const BYTE g_aBuffOnAttrPoints[] = { POINT_ENERGY, POINT_COSTUME_ATTR_BONUS };

struct FFindStone
{
    std::map<DWORD, LPCHARACTER> m_mapStone;

    void operator()(LPENTITY pEnt)
    {
        if (pEnt->IsType(ENTITY_CHARACTER) == true)
        {
            LPCHARACTER pChar = (LPCHARACTER)pEnt;

            if (pChar->IsStone() == true)
            {
                m_mapStone[(DWORD)pChar->GetVID()] = pChar;
            }
        }
    }
};


//귀환부, 귀환기억부, 결혼반지
static bool IS_SUMMON_ITEM(int vnum)
{
    switch (vnum)
    {
        case 22000:
        case 22010:
        case 22011:
        case 22020:
        case ITEM_MARRIAGE_RING:
            return true;
    }

    return false;
}

static bool IS_MONKEY_DUNGEON(int map_index)
{
    switch (map_index)
    {
        case 5:
        case 25:
        case 45:
        case 108:
        case 109:
            return true;;
    }

    return false;
}

bool IS_SUMMONABLE_ZONE(int map_index)
{
    // 몽키던전
    if (IS_MONKEY_DUNGEON(map_index))
        return false;
    // 성
    if (IS_CASTLE_MAP(map_index))
        return false;

    switch (map_index)
    {
        case 66 : // 사귀타워
        case 71 : // 거미 던전 2층
        case 72 : // 천의 동굴
        case 73 : // 천의 동굴 2층
        case 193 : // 거미 던전 2-1층
#if 0
        case 184 : // 천의 동굴(신수)
        case 185 : // 천의 동굴 2층(신수)
        case 186 : // 천의 동굴(천조)
        case 187 : // 천의 동굴 2층(천조)
        case 188 : // 천의 동굴(진노)
        case 189 : // 천의 동굴 2층(진노)
#endif
//        case 206 : // 아귀동굴
        case 216 : // 아귀동굴
        case 217 : // 거미 던전 3층
        case 208 : // 천의 동굴 (용방)
            return false;
    }

    if (CBattleArena::IsBattleArenaMap(map_index)) return false;

    // 모든 private 맵으론 워프 불가능
    if (map_index > 10000) return false;

    return true;
}

bool IS_BOTARYABLE_ZONE(int nMapIndex)
{
    if (LC_IsYMIR() == false && LC_IsKorea() == false) return true;

    switch (nMapIndex)
    {
        case 1 :
        case 3 :
        case 21 :
        case 23 :
        case 41 :
        case 43 :
            return true;
    }
  
    return false;
}

// item socket 이 프로토타입과 같은지 체크 -- by mhh
static bool FN_check_item_socket(LPITEM item)
{
    for (int i = 0; i < ITEM_SOCKET_MAX_NUM; ++i)
    {
        if (item->GetSocket(i) != item->GetProto()->alSockets[i])
            return false;
    }

    return true;
}

// item socket 복사 -- by mhh
static void FN_copy_item_socket(LPITEM dest, LPITEM src)
{
    for (int i = 0; i < ITEM_SOCKET_MAX_NUM; ++i)
    {
        dest->SetSocket(i, src->GetSocket(i));
    }
}
static bool FN_check_item_sex(LPCHARACTER ch, LPITEM item)
{
    // 남자 금지
    if (IS_SET(item->GetAntiFlag(), ITEM_ANTIFLAG_MALE))
    {
        if (SEX_MALE==GET_SEX(ch))
            return false;
    }
    // 여자금지
    if (IS_SET(item->GetAntiFlag(), ITEM_ANTIFLAG_FEMALE))
    {
        if (SEX_FEMALE==GET_SEX(ch))
            return false;
    }

    return true;
}


/////////////////////////////////////////////////////////////////////////////
// ITEM HANDLING
/////////////////////////////////////////////////////////////////////////////
bool CHARACTER::CanHandleItem(bool bSkipCheckRefine, bool bSkipObserver)
{
    if (!bSkipObserver)
        if (m_bIsObserver)
            return false;

    if (GetMyShop())
        return false;

    if (!bSkipCheckRefine)
        if (m_bUnderRefine)
            return false;

    if (IsCubeOpen() || NULL != DragonSoul_RefineWindow_GetOpener())
        return false;

    if (IsWarping())
        return false;

    return true;
}

LPITEM CHARACTER::GetInventoryItem(WORD wCell) const
{
    return GetItem(TItemPos(INVENTORY, wCell));
}
#ifdef UK_ENABLE_SPECIAL_STORAGE
LPITEM CHARACTER::GetUpgradeInventoryItem(WORD wCell) const
{
    return GetItem(TItemPos(UPGRADE_INVENTORY, wCell));
}
LPITEM CHARACTER::GetBookInventoryItem(WORD wCell) const
{
    return GetItem(TItemPos(BOOK_INVENTORY, wCell));
}
LPITEM CHARACTER::GetStoneInventoryItem(WORD wCell) const
{
    return GetItem(TItemPos(STONE_INVENTORY, wCell));
}
#endif
LPITEM CHARACTER::GetItem(TItemPos Cell) const
{
    if (!IsValidItemPosition(Cell))
        return NULL;
    WORD wCell = Cell.cell;
    BYTE window_type = Cell.window_type;
    switch (window_type)
    {
    case INVENTORY:
    case EQUIPMENT:
        if (wCell >= INVENTORY_AND_EQUIP_SLOT_MAX)
        {
            sys_err("CHARACTER::GetInventoryItem: invalid item cell %d", wCell);
            return NULL;
        }
        return m_pointsInstant.pItems[wCell];
    case DRAGON_SOUL_INVENTORY:
        if (wCell >= DRAGON_SOUL_INVENTORY_MAX_NUM)
        {
            sys_err("CHARACTER::GetInventoryItem: invalid DS item cell %d", wCell);
            return NULL;
        }
        return m_pointsInstant.pDSItems[wCell];
#ifdef UK_ENABLE_SPECIAL_STORAGE
    case UPGRADE_INVENTORY:
        if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
        {
            sys_err("CHARACTER::GetInventoryItem: invalid SSU item cell %d", wCell);
            return NULL;
        }
        return m_pointsInstant.pSSUItems[wCell];
    case BOOK_INVENTORY:
        if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
        {
            sys_err("CHARACTER::GetInventoryItem: invalid SSB item cell %d", wCell);
            return NULL;
        }
        return m_pointsInstant.pSSBItems[wCell];
    case STONE_INVENTORY:
        if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
        {
            sys_err("CHARACTER::GetInventoryItem: invalid SSS item cell %d", wCell);
            return NULL;
        }
        return m_pointsInstant.pSSSItems[wCell];
#endif

    default:
        return NULL;
    }
    return NULL;
}

void CHARACTER::SetItem(TItemPos Cell, LPITEM pItem)
{
    WORD wCell = Cell.cell;
    BYTE window_type = Cell.window_type;
    if ((unsigned long)((CItem*)pItem) == 0xff || (unsigned long)((CItem*)pItem) == 0xffffffff)
    {
        sys_err("!!! FATAL ERROR !!! item == 0xff (char: %s cell: %u)", GetName(), wCell);
        core_dump();
        return;
    }

    if (pItem && pItem->GetOwner())
    {
        assert(!"GetOwner exist");
        return;
    }
    // 기본 인벤토리
    switch(window_type)
    {
    case INVENTORY:
    case EQUIPMENT:
        {
            if (wCell >= INVENTORY_AND_EQUIP_SLOT_MAX)
            {
                sys_err("CHARACTER::SetItem: invalid item cell %d", wCell);
                return;
            }

            LPITEM pOld = m_pointsInstant.pItems[wCell];

            if (pOld)
            {
                if (wCell < INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pOld->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= INVENTORY_MAX_NUM)
                            continue;

                        if (m_pointsInstant.pItems[p] && m_pointsInstant.pItems[p] != pOld)
                            continue;

                        m_pointsInstant.bItemGrid[p] = 0;
                    }
                }
                else
                    m_pointsInstant.bItemGrid[wCell] = 0;
            }

            if (pItem)
            {
                if (wCell < INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pItem->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= INVENTORY_MAX_NUM)
                            continue;

                        // wCell + 1 로 하는 것은 빈곳을 체크할 때 같은
                        // 아이템은 예외처리하기 위함
                        m_pointsInstant.bItemGrid[p] = wCell + 1;
                    }
                }
                else
                    m_pointsInstant.bItemGrid[wCell] = wCell + 1;
            }

            m_pointsInstant.pItems[wCell] = pItem;
        }
        break;
    // 용혼석 인벤토리
    case DRAGON_SOUL_INVENTORY:
        {
            LPITEM pOld = m_pointsInstant.pDSItems[wCell];

            if (pOld)
            {
                if (wCell < DRAGON_SOUL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pOld->GetSize(); ++i)
                    {
                        int p = wCell + (i * DRAGON_SOUL_BOX_COLUMN_NUM);

                        if (p >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                            continue;

                        if (m_pointsInstant.pDSItems[p] && m_pointsInstant.pDSItems[p] != pOld)
                            continue;

                        m_pointsInstant.wDSItemGrid[p] = 0;
                    }
                }
                else
                    m_pointsInstant.wDSItemGrid[wCell] = 0;
            }

            if (pItem)
            {
                if (wCell >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                {
                    sys_err("CHARACTER::SetItem: invalid DS item cell %d", wCell);
                    return;
                }

                if (wCell < DRAGON_SOUL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pItem->GetSize(); ++i)
                    {
                        int p = wCell + (i * DRAGON_SOUL_BOX_COLUMN_NUM);

                        if (p >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                            continue;

                        // wCell + 1 로 하는 것은 빈곳을 체크할 때 같은
                        // 아이템은 예외처리하기 위함
                        m_pointsInstant.wDSItemGrid[p] = wCell + 1;
                    }
                }
                else
                    m_pointsInstant.wDSItemGrid[wCell] = wCell + 1;
            }

            m_pointsInstant.pDSItems[wCell] = pItem;
        }
        break;
#ifdef UK_ENABLE_SPECIAL_STORAGE  
    case UPGRADE_INVENTORY:
        {
            LPITEM pOld = m_pointsInstant.pSSUItems[wCell];

            if (pOld)
            {
                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pOld->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        if (m_pointsInstant.pSSUItems[p] && m_pointsInstant.pSSUItems[p] != pOld)
                            continue;

                        m_pointsInstant.wSSUItemGrid[p] = 0;
                    }
                }
                else
                    m_pointsInstant.wSSUItemGrid[wCell] = 0;
            }

            if (pItem)
            {
                if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                {
                    sys_err("CHARACTER::SetItem: invalid SSU item cell %d", wCell);
                    return;
                }

                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pItem->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        m_pointsInstant.wSSUItemGrid[p] = wCell + 1;
                    }
                }
                else
                    m_pointsInstant.wSSUItemGrid[wCell] = wCell + 1;
            }

            m_pointsInstant.pSSUItems[wCell] = pItem;
        }
        break;
    case BOOK_INVENTORY:
        {
            LPITEM pOld = m_pointsInstant.pSSBItems[wCell];

            if (pOld)
            {
                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pOld->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        if (m_pointsInstant.pSSBItems[p] && m_pointsInstant.pSSBItems[p] != pOld)
                            continue;

                        m_pointsInstant.wSSBItemGrid[p] = 0;
                    }
                }
                else
                    m_pointsInstant.wSSBItemGrid[wCell] = 0;
            }

            if (pItem)
            {
                if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                {
                    sys_err("CHARACTER::SetItem: invalid SSB item cell %d", wCell);
                    return;
                }

                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pItem->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        m_pointsInstant.wSSBItemGrid[p] = wCell + 1;
                    }
                }
                else
                    m_pointsInstant.wSSBItemGrid[wCell] = wCell + 1;
            }

            m_pointsInstant.pSSBItems[wCell] = pItem;
        }
        break;
    case STONE_INVENTORY:
        {
            LPITEM pOld = m_pointsInstant.pSSSItems[wCell];

            if (pOld)
            {
                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pOld->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        if (m_pointsInstant.pSSSItems[p] && m_pointsInstant.pSSSItems[p] != pOld)
                            continue;

                        m_pointsInstant.wSSSItemGrid[p] = 0;
                    }
                }
                else
                    m_pointsInstant.wSSSItemGrid[wCell] = 0;
            }

            if (pItem)
            {
                if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                {
                    sys_err("CHARACTER::SetItem: invalid SSB item cell %d", wCell);
                    return;
                }

                if (wCell < SPECIAL_INVENTORY_MAX_NUM)
                {
                    for (int i = 0; i < pItem->GetSize(); ++i)
                    {
                        int p = wCell + (i * 5);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            continue;

                        m_pointsInstant.wSSSItemGrid[p] = wCell + 1;
                    }
                }
                else
                    m_pointsInstant.wSSSItemGrid[wCell] = wCell + 1;
            }

            m_pointsInstant.pSSSItems[wCell] = pItem;
        }
        break;
#endif
    default:
        sys_err ("Invalid Inventory type %d", window_type);
        return;
    }

    if (GetDesc())
    {
        // 확장 아이템: 서버에서 아이템 플래그 정보를 보낸다
        if (pItem)
        {
            TPacketGCItemSet pack;
            pack.header = HEADER_GC_ITEM_SET;
            pack.Cell = Cell;

            pack.count = pItem->GetCount();
            pack.vnum = pItem->GetVnum();
            pack.flags = pItem->GetFlag();
            pack.anti_flags    = pItem->GetAntiFlag();
            pack.highlight = (Cell.window_type == DRAGON_SOUL_INVENTORY);


            thecore_memcpy(pack.alSockets, pItem->GetSockets(), sizeof(pack.alSockets));
            thecore_memcpy(pack.aAttr, pItem->GetAttributes(), sizeof(pack.aAttr));

            GetDesc()->Packet(&pack, sizeof(TPacketGCItemSet));
        }
        else
        {
            TPacketGCItemDelDeprecated pack;
            pack.header = HEADER_GC_ITEM_DEL;
            pack.Cell = Cell;
            pack.count = 0;
            pack.vnum = 0;
            memset(pack.alSockets, 0, sizeof(pack.alSockets));
            memset(pack.aAttr, 0, sizeof(pack.aAttr));

            GetDesc()->Packet(&pack, sizeof(TPacketGCItemDelDeprecated));
        }
    }

    if (pItem)
    {
        pItem->SetCell(this, wCell);
        switch (window_type)
        {
        case INVENTORY:
        case EQUIPMENT:
            if ((wCell < INVENTORY_MAX_NUM) || (BELT_INVENTORY_SLOT_START <= wCell && BELT_INVENTORY_SLOT_END > wCell))
                pItem->SetWindow(INVENTORY);
            else
                pItem->SetWindow(EQUIPMENT);
            break;
        case DRAGON_SOUL_INVENTORY:
            pItem->SetWindow(DRAGON_SOUL_INVENTORY);
            break;
#ifdef UK_ENABLE_SPECIAL_STORAGE
        case UPGRADE_INVENTORY:
            pItem->SetWindow(UPGRADE_INVENTORY);
            break;
        case BOOK_INVENTORY:
            pItem->SetWindow(BOOK_INVENTORY);
            break;
        case STONE_INVENTORY:
            pItem->SetWindow(STONE_INVENTORY);
            break;
#endif
        }
    }
}

LPITEM CHARACTER::GetWear(BYTE bCell) const
{
    // > WEAR_MAX_NUM : 용혼석 슬롯들.
    if (bCell >= WEAR_MAX_NUM + DRAGON_SOUL_DECK_MAX_NUM * DS_SLOT_MAX)
    {
        sys_err("CHARACTER::GetWear: invalid wear cell %d", bCell);
        return NULL;
    }

    return m_pointsInstant.pItems[INVENTORY_MAX_NUM + bCell];
}

void CHARACTER::SetWear(BYTE bCell, LPITEM item)
{
    // > WEAR_MAX_NUM : 용혼석 슬롯들.
    if (bCell >= WEAR_MAX_NUM + DRAGON_SOUL_DECK_MAX_NUM * DS_SLOT_MAX)
    {
        sys_err("CHARACTER::SetItem: invalid item cell %d", bCell);
        return;
    }

    SetItem(TItemPos (INVENTORY, INVENTORY_MAX_NUM + bCell), item);

    if (!item && bCell == WEAR_WEAPON)
    {
        // 귀검 사용 시 벗는 것이라면 효과를 없애야 한다.
        if (IsAffectFlag(AFF_GWIGUM))
            RemoveAffect(SKILL_GWIGEOM);

        if (IsAffectFlag(AFF_GEOMGYEONG))
            RemoveAffect(SKILL_GEOMKYUNG);
    }
}

void CHARACTER::ClearItem()
{
    int        i;
    LPITEM    item;
  
    for (i = 0; i < INVENTORY_AND_EQUIP_SLOT_MAX; ++i)
    {
        if ((item = GetInventoryItem(i)))
        {
            item->SetSkipSave(true);
            ITEM_MANAGER::instance().FlushDelayedSave(item);

            item->RemoveFromCharacter();
            M2_DESTROY_ITEM(item);

            SyncQuickslot(QUICKSLOT_TYPE_ITEM, i, 255);
        }
    }
    for (i = 0; i < DRAGON_SOUL_INVENTORY_MAX_NUM; ++i)
    {
        if ((item = GetItem(TItemPos(DRAGON_SOUL_INVENTORY, i))))
        {
            item->SetSkipSave(true);
            ITEM_MANAGER::instance().FlushDelayedSave(item);

            item->RemoveFromCharacter();
            M2_DESTROY_ITEM(item);
        }
    }
#ifdef UK_ENABLE_SPECIAL_STORAGE
    for (i = 0; i < SPECIAL_INVENTORY_MAX_NUM; ++i)
    {
        if ((item = GetItem(TItemPos(UPGRADE_INVENTORY, i))))
        {
            item->SetSkipSave(true);
            ITEM_MANAGER::instance().FlushDelayedSave(item);

            item->RemoveFromCharacter();
            M2_DESTROY_ITEM(item);
        }
    }
    for (i = 0; i < SPECIAL_INVENTORY_MAX_NUM; ++i)
    {
        if ((item = GetItem(TItemPos(BOOK_INVENTORY, i))))
        {
            item->SetSkipSave(true);
            ITEM_MANAGER::instance().FlushDelayedSave(item);

            item->RemoveFromCharacter();
            M2_DESTROY_ITEM(item);
        }
    }
    for (i = 0; i < SPECIAL_INVENTORY_MAX_NUM; ++i)
    {
        if ((item = GetItem(TItemPos(STONE_INVENTORY, i))))
        {
            item->SetSkipSave(true);
            ITEM_MANAGER::instance().FlushDelayedSave(item);

            item->RemoveFromCharacter();
            M2_DESTROY_ITEM(item);
        }
    }
#endif
}

bool CHARACTER::IsEmptyItemGrid(TItemPos Cell, BYTE bSize, int iExceptionCell) const
{
    switch (Cell.window_type)
    {
    case INVENTORY:
        {
            BYTE bCell = Cell.cell;

            // bItemCell은 0이 false임을 나타내기 위해 + 1 해서 처리한다.
            // 따라서 iExceptionCell에 1을 더해 비교한다.
            ++iExceptionCell;

            if (Cell.IsBeltInventoryPosition())
            {
                LPITEM beltItem = GetWear(WEAR_BELT);

                if (NULL == beltItem)
                    return false;

                if (false == CBeltInventoryHelper::IsAvailableCell(bCell - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0)))
                    return false;

                if (m_pointsInstant.bItemGrid[bCell])
                {
                    if (m_pointsInstant.bItemGrid[bCell] == iExceptionCell)
                        return true;

                    return false;
                }

                if (bSize == 1)
                    return true;

            }
            else if (bCell >= INVENTORY_MAX_NUM)
                return false;

            if (m_pointsInstant.bItemGrid[bCell])
            {
                if (m_pointsInstant.bItemGrid[bCell] == iExceptionCell)
                {
                    if (bSize == 1)
                        return true;

                    int j = 1;
                    BYTE bPage = bCell / (INVENTORY_MAX_NUM / INVENTORY_PAGE_COUNT);

                    do
                    {
                        BYTE p = bCell + (5 * j);

                        if (p >= INVENTORY_MAX_NUM)
                            return false;

                        if (p / (INVENTORY_MAX_NUM / INVENTORY_PAGE_COUNT) != bPage)
                            return false;

                        if (m_pointsInstant.bItemGrid[p])
                            if (m_pointsInstant.bItemGrid[p] != iExceptionCell)
                                return false;
                    }
                    while (++j < bSize);

                    return true;
                }
                else
                    return false;
            }

            // 크기가 1이면 한칸을 차지하는 것이므로 그냥 리턴
            if (1 == bSize)
                return true;
            else
            {
                int j = 1;
                BYTE bPage = bCell / (INVENTORY_MAX_NUM / INVENTORY_PAGE_COUNT);

                do
                {
                    BYTE p = bCell + (5 * j);

                    if (p >= INVENTORY_MAX_NUM)
                        return false;

                    if (p / (INVENTORY_MAX_NUM / INVENTORY_PAGE_COUNT) != bPage)
                        return false;

                    if (m_pointsInstant.bItemGrid[p])
                        if (m_pointsInstant.bItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
        break;
    case DRAGON_SOUL_INVENTORY:
        {
            WORD wCell = Cell.cell;
            if (wCell >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                return false;

            // bItemCell은 0이 false임을 나타내기 위해 + 1 해서 처리한다.
            // 따라서 iExceptionCell에 1을 더해 비교한다.
            iExceptionCell++;

            if (m_pointsInstant.wDSItemGrid[wCell])
            {
                if (m_pointsInstant.wDSItemGrid[wCell] == iExceptionCell)
                {
                    if (bSize == 1)
                        return true;

                    int j = 1;

                    do
                    {
                        BYTE p = wCell + (DRAGON_SOUL_BOX_COLUMN_NUM * j);

                        if (p >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                            return false;

                        if (m_pointsInstant.wDSItemGrid[p])
                            if (m_pointsInstant.wDSItemGrid[p] != iExceptionCell)
                                return false;
                    }
                    while (++j < bSize);

                    return true;
                }
                else
                    return false;
            }

            // 크기가 1이면 한칸을 차지하는 것이므로 그냥 리턴
            if (1 == bSize)
                return true;
            else
            {
                int j = 1;

                do
                {
                    BYTE p = wCell + (DRAGON_SOUL_BOX_COLUMN_NUM * j);

                    if (p >= DRAGON_SOUL_INVENTORY_MAX_NUM)
                        return false;

                    if (m_pointsInstant.bItemGrid[p])
                        if (m_pointsInstant.wDSItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
    }
}

int CHARACTER::GetEmptyInventory(BYTE size) const
{
    // NOTE: 현재 이 함수는 아이템 지급, 획득 등의 행위를 할 때 인벤토리의 빈 칸을 찾기 위해 사용되고 있는데,
    //        벨트 인벤토리는 특수 인벤토리이므로 검사하지 않도록 한다. (기본 인벤토리: INVENTORY_MAX_NUM 까지만 검사)
    for ( int i = 0; i < INVENTORY_MAX_NUM; ++i)
        if (IsEmptyItemGrid(TItemPos (INVENTORY, i), size))
            return i;
    return -1;
}

int CHARACTER::GetEmptyDragonSoulInventory(LPITEM pItem) const
{
    if (NULL == pItem || !pItem->IsDragonSoul())
        return -1;
    if (!DragonSoul_IsQualified())
    {
        return -1;
    }
    BYTE bSize = pItem->GetSize();
    WORD wBaseCell = DSManager::instance().GetBasePosition(pItem);

    if (WORD_MAX == wBaseCell)
        return -1;

    for (int i = 0; i < DRAGON_SOUL_BOX_SIZE; ++i)
        if (IsEmptyItemGrid(TItemPos(DRAGON_SOUL_INVENTORY, i + wBaseCell), bSize))
            return i + wBaseCell;

    return -1;
}

void CHARACTER::CopyDragonSoulItemGrid(std::vector<WORD>& vDragonSoulItemGrid) const
{
    vDragonSoulItemGrid.resize(DRAGON_SOUL_INVENTORY_MAX_NUM);

    std::copy(m_pointsInstant.wDSItemGrid, m_pointsInstant.wDSItemGrid + DRAGON_SOUL_INVENTORY_MAX_NUM, vDragonSoulItemGrid.begin());
}

int CHARACTER::CountEmptyInventory() const
{
    int    count = 0;

    for (int i = 0; i < INVENTORY_MAX_NUM; ++i)
        if (GetInventoryItem(i))
            count += GetInventoryItem(i)->GetSize();

    return (INVENTORY_MAX_NUM - count);
}

void TransformRefineItem(LPITEM pkOldItem, LPITEM pkNewItem)
{
    // ACCESSORY_REFINE
    if (pkOldItem->IsAccessoryForSocket())
    {
        for (int i = 0; i < ITEM_SOCKET_MAX_NUM; ++i)
        {
            pkNewItem->SetSocket(i, pkOldItem->GetSocket(i));
        }
        //pkNewItem->StartAccessorySocketExpireEvent();
    }
    // END_OF_ACCESSORY_REFINE
    else
    {
        // 여기서 깨진석이 자동적으로 청소 됨
        for (int i = 0; i < ITEM_SOCKET_MAX_NUM; ++i)
        {
            if (!pkOldItem->GetSocket(i))
                break;
            else
                pkNewItem->SetSocket(i, 1);
        }

        // 소켓 설정
        int slot = 0;

        for (int i = 0; i < ITEM_SOCKET_MAX_NUM; ++i)
        {
            long socket = pkOldItem->GetSocket(i);

            if (socket > 2 && socket != ITEM_BROKEN_METIN_VNUM)
                pkNewItem->SetSocket(slot++, socket);
        }

    }

    // 매직 아이템 설정
    pkOldItem->CopyAttributeTo(pkNewItem);
}

void NotifyRefineSuccess(LPCHARACTER ch, LPITEM item, const char* way)
{
    if (NULL != ch && item != NULL)
    {
        ch->ChatPacket(CHAT_TYPE_COMMAND, "RefineSuceeded");

        LogManager::instance().RefineLog(ch->GetPlayerID(), item->GetName(), item->GetID(), item->GetRefineLevel(), 1, way);
    }
}

void NotifyRefineFail(LPCHARACTER ch, LPITEM item, const char* way, int success = 0)
{
    if (NULL != ch && NULL != item)
    {
        ch->ChatPacket(CHAT_TYPE_COMMAND, "RefineFailed");

        LogManager::instance().RefineLog(ch->GetPlayerID(), item->GetName(), item->GetID(), item->GetRefineLevel(), success, way);
    }
}

void CHARACTER::SetRefineNPC(LPCHARACTER ch)
{
    if ( ch != NULL )
    {
        m_dwRefineNPCVID = ch->GetVID();
    }
    else
    {
        m_dwRefineNPCVID = 0;
    }
}

bool CHARACTER::DoRefine(LPITEM item, bool bMoneyOnly)
{
    if (item->GetType() == ITEM_METIN)
    {
        if (item->GetCount() > 1)
        {
            ChatPacket(CHAT_TYPE_INFO, LC_TEXT("tas_basma_blok"));
            return false;
        }
    }
    if (!CanHandleItem(true))
    {
        ClearRefineMode();
        return false;
    }
  
    //개량 시간제한 : upgrade_refine_scroll.quest 에서 개량후 5분이내에 일반 개량을
    //진행할수 없음
    if (quest::CQuestManager::instance().GetEventFlag("update_refine_time") != 0)
    {
        if (get_global_time() < quest::CQuestManager::instance().GetEventFlag("update_refine_time") + (60 * 5))
        {
            sys_log(0, "can't refine %d %s", GetPlayerID(), GetName());
            return false;
        }
    }

    const TRefineTable * prt = CRefineManager::instance().GetRefineRecipe(item->GetRefineSet());

    if (!prt)
        return false;

    DWORD result_vnum = item->GetRefinedVnum();

    // REFINE_COST
    int cost = ComputeRefineFee(prt->cost);

    int RefineChance = GetQuestFlag("main_quest_lv7.refine_chance");

    if (RefineChance > 0)
    {
        if (!item->CheckItemUseLevel(20) || item->GetType() != ITEM_WEAPON)
        {
            ChatPacket(CHAT_TYPE_INFO, LC_TEXT("무료 개량 기회는 20 이하의 무기만 가능합니다"));
            return false;
        }

        cost = 0;
        SetQuestFlag("main_quest_lv7.refine_chance", RefineChance - 1);
    }
    // END_OF_REFINE_COST

    if (result_vnum == 0)
    {
        ChatPacket(CHAT_TYPE_INFO, LC_TEXT("더 이상 개량할 수 없습니다."));
        return false;
    }

    if (item->GetType() == ITEM_USE && item->GetSubType() == USE_TUNING)
        return false;

    TItemTable * pProto = ITEM_MANAGER::instance().GetTable(item->GetRefinedVnum());

    if (!pProto)
    {
        sys_err("DoRefine NOT GET ITEM PROTO %d", item->GetRefinedVnum());
        ChatPacket(CHAT_TYPE_INFO, LC_TEXT("이 아이템은 개량할 수 없습니다."));
        return false;
    }

    // Check level limit in korea only
    if (!g_iUseLocale)
    {
        for (int i = 0; i < ITEM_LIMIT_MAX_NUM; ++i)
        {
            long limit = pProto->aLimits[i].lValue;

            switch (pProto->aLimits[i].bType)
            {
                case LIMIT_LEVEL:
                    if (GetLevel() < limit)
                    {
                        ChatPacket(CHAT_TYPE_INFO, LC_TEXT("개량된 후 아이템의 레벨 제한보다 레벨이 낮습니다."));
                        return false;
                    }
                    break;
            }
        }
    }

eklemem gereken:

C++:
Genişlet Daralt Kopyala
//6. Search: function ( bool CHARACTER::IsEmptyItemGrid )     **********************************************************************************
                    if (m_pointsInstant.bItemGrid[p])
                        if (m_pointsInstant.wDSItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
//6. Add after:
#ifdef UK_ENABLE_SPECIAL_STORAGE
        break;
    case UPGRADE_INVENTORY:
        {
            WORD wCell = Cell.cell;
            if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                return false;

            iExceptionCell++;

            if (m_pointsInstant.wSSUItemGrid[wCell])
            {
                if (m_pointsInstant.wSSUItemGrid[wCell] == iExceptionCell)
                {
                    if (bSize == 1)
                        return true;

                    int j = 1;

                    do
                    {
                        int p = wCell + (5 * j);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            return false;

                        if (m_pointsInstant.wSSUItemGrid[p])
                            if (m_pointsInstant.wSSUItemGrid[p] != iExceptionCell)
                                return false;
                    }
                    while (++j < bSize);

                    return true;
                }
                else
                    return false;
            }

            if (1 == bSize)
                return true;
            else
            {
                int j = 1;

                do
                {
                    int p = wCell + (5 * j);

                    if (p >= SPECIAL_INVENTORY_MAX_NUM)
                        return false;

                    if (m_pointsInstant.bItemGrid[p]) // old bItemGrid
                        if (m_pointsInstant.wSSUItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
        break;
    case BOOK_INVENTORY:
        {
            WORD wCell = Cell.cell;
            if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                return false;

            iExceptionCell++;

            if (m_pointsInstant.wSSBItemGrid[wCell])
            {
                if (m_pointsInstant.wSSBItemGrid[wCell] == iExceptionCell)
                {
                    if (bSize == 1)
                        return true;

                    int j = 1;

                    do
                    {
                        int p = wCell + (5 * j);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            return false;

                        if (m_pointsInstant.wSSBItemGrid[p])
                            if (m_pointsInstant.wSSBItemGrid[p] != iExceptionCell)
                                return false;
                    }
                    while (++j < bSize);

                    return true;
                }
                else
                    return false;
            }

            if (1 == bSize)
                return true;
            else
            {
                int j = 1;

                do
                {
                    int p = wCell + (5 * j);

                    if (p >= SPECIAL_INVENTORY_MAX_NUM)
                        return false;

                    if (m_pointsInstant.bItemGrid[p]) // old bItemGrid
                        if (m_pointsInstant.wSSBItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
    case STONE_INVENTORY:
        {
            WORD wCell = Cell.cell;
            if (wCell >= SPECIAL_INVENTORY_MAX_NUM)
                return false;

            iExceptionCell++;

            if (m_pointsInstant.wSSSItemGrid[wCell])
            {
                if (m_pointsInstant.wSSSItemGrid[wCell] == iExceptionCell)
                {
                    if (bSize == 1)
                        return true;

                    int j = 1;

                    do
                    {
                        int p = wCell + (5 * j);

                        if (p >= SPECIAL_INVENTORY_MAX_NUM)
                            return false;

                        if (m_pointsInstant.wSSSItemGrid[p])
                            if (m_pointsInstant.wSSSItemGrid[p] != iExceptionCell)
                                return false;
                    }
                    while (++j < bSize);

                    return true;
                }
                else
                    return false;
            }

            if (1 == bSize)
                return true;
            else
            {
                int j = 1;

                do
                {
                    int p = wCell + (5 * j);

                    if (p >= SPECIAL_INVENTORY_MAX_NUM)
                        return false;

                    if (m_pointsInstant.bItemGrid[p]) // old bItemGrid
                        if (m_pointsInstant.wSSSItemGrid[p] != iExceptionCell)
                            return false;
                }
                while (++j < bSize);

                return true;
            }
        }
#endif
 
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