📄 npc_gamblebank.c
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windowno, CHAR_getWorkInt( meindex, CHAR_WORKOBJINDEX), token);}void NPC_GambleBankWindowTalked ( int meindex, int talkerindex, int seqno, int select, char *data){ int stone_gold = 0; int flg=1; int work_type=-1; int type; type = atoi( data); if( !CHAR_CHECKINDEX( talkerindex) || !CHAR_CHECKINDEX( meindex) ) return; work_type = CHAR_getWorkInt( meindex, NPC_WORK_WORKTYPE ); if( work_type < 1 || work_type > 4 ) { return; } if( CHAR_getInt( talkerindex , CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER ) { return; }#ifdef _GAMBLEBANK_U_NOLOCK#else { char buf1[256]; if( CHAR_getWorkInt( meindex , NPC_WORK_INDEX) != talkerindex ) { strcpy( buf1,"我正忙着呢!"); CHAR_talkToCli( talkerindex, meindex, buf1, CHAR_COLORYELLOW); CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, -1); return; } }#endif if(NPC_Util_isFaceToFace( meindex ,talkerindex , 2) == FALSE) { if(NPC_Util_isFaceToChara( talkerindex, meindex, 1) == FALSE) return; } if( NPC_Util_CharDistance( talkerindex, meindex ) > 2) { return; } CHAR_setWorkInt( meindex, NPC_WORK_CURRENTTIME, NowTime.tv_sec); switch( seqno) { case NPC_GambleBank_START: if( select == WINDOW_BUTTONTYPE_YES ) { NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_SELET, flg); }else { NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_END, flg); } break; case NPC_GambleBank_SELECT: if( type == 1 ) { //银行 CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, 2); NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_MAN_BANK, flg); }else if( type == 2 ) { //换物 CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, 0); NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_MAN_CHANG1, flg); }else { NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_END, flg); } break; case NPC_GambleBank_BANK: //2 if( CHAR_getWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT) != 2 ) //错误程序 return; if( work_type != 2 && work_type != 4 ) { CHAR_setWorkInt( meindex , NPC_WORK_INDEX, -1); return; } if( select == 4 && atoi( data) != 0 ) { stone_gold = atoi( data); flg = NPC_GambleBank_DoGold( meindex, talkerindex, stone_gold, select); //flg = 1 正常 flg = 2 钱不够 flg <= 0 错误 if( flg == 1 ) { CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, -1); CHAR_setWorkInt( meindex , NPC_WORK_INDEX, -1); return; } } NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_END, flg); break; case NPC_GambleBank_CHANG1: //换物 { int page,ItemID; int count; type -=1; page = CHAR_getWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT)*LIST_PAGE; if( work_type != 3 && work_type != 4 ) { CHAR_setWorkInt( meindex , NPC_WORK_INDEX, -1); return; } if( page < 0 ) //错误对话程序 return; if( (page+type) < 0 || (page+type) >= arraysizeof( GB_ITEMS) ) { NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_END, flg); }else if( !strcmp( GB_ITEMS[page+type].name,"NEXT") ){ CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, CHAR_getWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT) + 1); NPC_GambleBank_selectWindow( meindex, talkerindex, GAMBLE_MAN_CHANG1, flg); }else if( !strcmp( GB_ITEMS[page+type].name,"END") ){ CHAR_setWorkInt( meindex , NPC_WORK_INDEX, -1); CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, -1); return; }else { if( type < 7 && type >= 0 ) { if( GB_ITEMS[page+type].name == NULL || !strcmp( GB_ITEMS[page+type].name, "\0") ) { }else { ItemID = GB_ITEMS[page+type].ItemId; //ID count = GB_ITEMS[page+type].Gnum; //积分 NPC_GambleBank_AddItem( meindex, talkerindex, ItemID, count); } CHAR_setWorkInt( meindex , NPC_WORK_INDEX, -1); } CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, -1); } } break; case NPC_GambleBank_END: CHAR_setWorkInt( talkerindex, CHAR_WORKSHOPRELEVANT, -1); break; }}int NPC_GambleBank_DoGold( int meindex, int toindex, int Gold, int flg){ //flg = 1 正常 flg = 2 钱不够 flg <= 0 错误 3 = 个人存款将满 4 = 个人银行将满 5 = 单次最高金额 char buf1[256]; int player_gold = CHAR_getInt( toindex, CHAR_GOLD ); int stone_def = 0; //手续费// int def = GAMBLEBANK_DEF; //不作无意义的存取款 if( flg != 4 ) return 0; if( Gold == 0 ) { return 0; } if( Gold < 0 ) { //取款 Gold *=-1; //stone_def = (Gold * def) /100; stone_def = 300; if( Gold > GAMBLEBANK_GETMAX ) { return 5; }else if( Gold < GAMBLEBANK_GETMIN ) { return 6; } if( ( player_gold + Gold ) > CHAR_getMaxHaveGold(toindex) ) { return 3; //取款後将超过个人金额 }else if( (Gold + stone_def)> CHAR_getInt( toindex, CHAR_PERSONAGOLD ) ) { //银行存款不够 return 2; } CHAR_setInt( toindex, CHAR_PERSONAGOLD, (CHAR_getInt( toindex, CHAR_PERSONAGOLD )-(Gold+stone_def))); CHAR_AddGold( toindex, Gold); sprintf( buf1,"取款:%d ,手续费:%d,银行剩余:%d 。", Gold, stone_def, CHAR_getInt( toindex, CHAR_PERSONAGOLD )); CHAR_talkToCli( toindex, meindex, buf1, CHAR_COLORYELLOW); LogBankStone( CHAR_getChar( toindex, CHAR_NAME ), CHAR_getChar( toindex, CHAR_CDKEY ), toindex, Gold, "GB_Bank_Get(银行取款)", CHAR_getInt( toindex, CHAR_FLOOR), CHAR_getInt( toindex, CHAR_X ), CHAR_getInt( toindex, CHAR_Y ) , CHAR_getInt( toindex, CHAR_GOLD ), CHAR_getInt( toindex, CHAR_PERSONAGOLD ) ); return 1; }else if( Gold > 0 ) { //存款 if( Gold > player_gold ) { return 2; }else if( (Gold + CHAR_getInt( toindex, CHAR_PERSONAGOLD ) ) > CHAR_MAXPERSONAGOLD ) { return 4; } CHAR_DelGold( toindex, Gold ); CHAR_setInt( toindex, CHAR_PERSONAGOLD, (CHAR_getInt( toindex, CHAR_PERSONAGOLD ) + Gold ) ); sprintf( buf1,"存款:%d ,银行剩余:%d 。", Gold, CHAR_getInt( toindex, CHAR_PERSONAGOLD )); CHAR_talkToCli( toindex, meindex, buf1, CHAR_COLORYELLOW); LogBankStone( CHAR_getChar( toindex, CHAR_NAME ), CHAR_getChar( toindex, CHAR_CDKEY ), toindex, Gold, "GB_Bank_save(银行存款)", CHAR_getInt( toindex, CHAR_FLOOR), CHAR_getInt( toindex, CHAR_X ), CHAR_getInt( toindex, CHAR_Y ), CHAR_getInt( toindex, CHAR_GOLD ), CHAR_getInt( toindex, CHAR_PERSONAGOLD ) ); return 1; } return 0;}BOOL NPC_GambleBank_AddItem( int meindex, int toindex, int itemId, int count){ int i=-1,itemindex=-1; int ret=-1; char token[256]; strcpy( token,"\0"); if( count < 0 || itemId < 0 ) return FALSE; if( CHAR_getInt( toindex, CHAR_GAMBLENUM) < count ) { sprintf( token,"游乐场积分不足!"); CHAR_talkToCli( toindex, -1,token,CHAR_COLORWHITE); return FALSE; } for( i = 0 ; i < CHAR_MAXITEMHAVE ; i++ ){ itemindex=CHAR_getItemIndex( toindex , i ); if( itemindex == -1 ) { break; } } if( i == CHAR_MAXITEMHAVE ) { snprintf( token,sizeof( token), "物品栏空间不足!!"); CHAR_talkToCli( toindex, -1, token, CHAR_COLORWHITE); return FALSE; } itemindex = ITEM_makeItemAndRegist( itemId); if(itemindex == -1) return FALSE; ret = CHAR_addItemSpecificItemIndex( toindex, itemindex); if( ret < 0 || ret >= CHAR_MAXITEMHAVE ) { ITEM_endExistItemsOne( itemindex); return FALSE; } LogItem( CHAR_getChar( toindex, CHAR_NAME ), CHAR_getChar( toindex, CHAR_CDKEY ),#ifdef _add_item_log_name // WON ADD 在item的log中增加item名称 itemindex,#else ITEM_getInt( itemindex, ITEM_ID ),#endif "G_BANK(游乐场积分兑换道具)", CHAR_getInt( toindex,CHAR_FLOOR), CHAR_getInt( toindex,CHAR_X ), CHAR_getInt( toindex,CHAR_Y ), ITEM_getChar( itemindex, ITEM_UNIQUECODE), ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); sprintf( token,"拿到%s",ITEM_getChar( itemindex, ITEM_NAME)); CHAR_talkToCli( toindex, -1,token,CHAR_COLORWHITE); CHAR_sendItemDataOne( toindex, ret); CHAR_setInt( toindex, CHAR_GAMBLENUM, CHAR_getInt( toindex, CHAR_GAMBLENUM) - count); sprintf( token,"游乐场积分剩余: %d", CHAR_getInt( toindex, CHAR_GAMBLENUM)); CHAR_talkToCli( toindex, -1,token,CHAR_COLORWHITE); return TRUE;}#endif
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