📄 playerinfo.cpp
字号:
m_pEquipments[ SLOT_LEFT ] = NULL;
// Visaul 沥焊 檬扁拳
_PLAYERINFO.wLeftWeapon = 0;
_PLAYERINFO.nLeftOption = 0;
}
}
////////////////////////////////////////////////////////////////////////////////////
// 坷弗颊 / 哭颊 公扁 厘馒 矫
////////////////////////////////////////////////////////////////////////////////////
else if ( pItem->m_nSlotType == SLOT_RIGHT ||
pItem->m_nSlotType == SLOT_LEFT )
{
// ----------------------------------------------------------------------------
// 剧颊 公扁甫 檬扁拳 矫糯
// ----------------------------------------------------------------------------
if( m_pEquipments[ SLOT_TOWHAND ] )
{
m_pEquipments[ SLOT_TOWHAND ]->m_nWHERE = WHERE_INVENTORY;
m_pEquipments[ SLOT_TOWHAND ] = NULL;
_PLAYERINFO.wRightWeapon = 0;
_PLAYERINFO.nRightOption = 0;
}
if( m_pEquipments[ pItem->m_nSlotType ] )
m_pEquipments[ pItem->m_nSlotType ]->m_nWHERE = WHERE_INVENTORY;
}
////////////////////////////////////////////////////////////////////////////////////
// 弊寇狼 版快 贸府
////////////////////////////////////////////////////////////////////////////////////
else
{
if( m_pEquipments[ pItem->m_nSlotType ] )
m_pEquipments[ pItem->m_nSlotType ]->m_nWHERE = WHERE_INVENTORY;
}
// --------------------------------------------------------------------------------
// 郴何 拌魂侩 单捞鸥甫 涝仿 矫糯
// --------------------------------------------------------------------------------
m_pEquipments[pItem->m_nSlotType] = pItem;
////////////////////////////////////////////////////////////////////////////////////
// 技飘 酒捞袍 厘馒 咯何 魄沥 (利侩 困摹甫 捞悼矫糯)
////////////////////////////////////////////////////////////////////////////////////
_SETITEMCHART_* pSetItemFullOption = NULL;
if( NULL == m_pSetItemFullOption )
{
pSetItemFullOption = pItem->GetSetItemFullOption();
}
else
{
pSetItemFullOption = m_pSetItemFullOption;
}
if( pSetItemFullOption )
{
// ----------------------------------------------------------------------------
// 4 : 赣府 (秋镐)
// 5 : 啊娇
// 6 : 官瘤
// 7 : 厘癌
// 8 : 何 明
// 9 : 噶配
// 10 : 酒鼓房 (格吧捞)
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// 11 : 馆瘤 (哭颊)
// 12 : 馆瘤 (坷弗颊)
// ----------------------------------------------------------------------------
bool bIsSetItem = true;
//
// 碍辆龋 13 措脚 slot max define巩 荤侩
//
for( int i=4; i<SLOT_EUIPMENTTYPE_MAXCOUNT; i++ )
{
int nSubEnchantID = pSetItemFullOption->SlotType[i];
if( nSubEnchantID == 0 ) continue;
// ------------------------------------------------------------------------
// 秦寸 浇吩俊 秦寸 悸飘 酒捞袍 厘馒 咯何 魄沥
// ------------------------------------------------------------------------
switch( i )
{
// 馆瘤啊 酒囱 版快
case SLOT_HELMET :
case SLOT_ARMOR :
case SLOT_PANTS :
case SLOT_GLOVE :
case SLOT_SHOES :
case SLOT_MANTLE :
case SLOT_NECKLACE :
{
if( !m_pEquipments[i] )
{
bIsSetItem = false;
break;
}
if( !m_pEquipments[i]->IsSetItem( nSubEnchantID ) )
{
bIsSetItem = false;
break;
}
}
break;
// 馆瘤牢 版快
case SLOT_RINGRIGHT :
case SLOT_RINGLEFT :
{
// 哭颊 馆瘤
if( m_pEquipments[SLOT_RINGRIGHT] &&
m_pEquipments[SLOT_RINGRIGHT]->IsSetItem( nSubEnchantID ) )
{
break;
}
// 坷弗颊 馆瘤
if( m_pEquipments[SLOT_RINGLEFT] &&
m_pEquipments[SLOT_RINGLEFT]->IsSetItem( nSubEnchantID ) )
{
break;
}
bIsSetItem = false;
}
break;
}
}
// ----------------------------------------------------------------------------
// 技飘 酒捞袍捞 厘馒等 版快
// ----------------------------------------------------------------------------
if( bIsSetItem )
{
m_SetItemOption = pSetItemFullOption->dwSET_SEQ;
m_pSetItemFullOption= pSetItemFullOption;
}
else
{
EnchantStopSetItem();
}
}
switch( pItem->m_nSlotType )
{
// --------------------------------------------------------------------------------
// 0 厘厚前 酒丛
// --------------------------------------------------------------------------------
case SLOT_NOTHING: return 0; break;
// --------------------------------------------------------------------------------
// 1 坷弗颊
// --------------------------------------------------------------------------------
case SLOT_RIGHT :
{
_PLAYERINFO.wRightWeapon = pItem->m_dwItemIndex;
_PLAYERINFO.nRightOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 2 : 哭颊
// --------------------------------------------------------------------------------
case SLOT_LEFT :
{
_PLAYERINFO.wLeftWeapon = pItem->m_dwItemIndex;
_PLAYERINFO.nLeftOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 3 : 坷弗颊 + 哭颊(滴颊)
// --------------------------------------------------------------------------------
case SLOT_TOWHAND :
{
_PLAYERINFO.wRightWeapon = pItem->m_dwItemIndex;
_PLAYERINFO.nRightOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 4 : 赣府 (秋镐)
// --------------------------------------------------------------------------------
case SLOT_HELMET :
{
_PLAYERINFO.wHelmet = pItem->m_dwItemIndex;
_PLAYERINFO.nHelmetOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 5 : 啊娇
// --------------------------------------------------------------------------------
case SLOT_ARMOR :
{
_PLAYERINFO.wArmor = pItem->m_dwItemIndex;
_PLAYERINFO.nArmorOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 6 : 官瘤
// --------------------------------------------------------------------------------
case SLOT_PANTS :
{
_PLAYERINFO.wPants = pItem->m_dwItemIndex;
_PLAYERINFO.nPantsOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 7 : 厘癌
// --------------------------------------------------------------------------------
case SLOT_GLOVE :
{
_PLAYERINFO.wGlove = pItem->m_dwItemIndex;
_PLAYERINFO.nGloveOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 8 : 何 明
// --------------------------------------------------------------------------------
case SLOT_SHOES :
{
_PLAYERINFO.wShoes = pItem->m_dwItemIndex;
_PLAYERINFO.nShoesOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 9 : 噶配
// --------------------------------------------------------------------------------
case SLOT_MANTLE :
{
_PLAYERINFO.wMantle = pItem->m_dwItemIndex;
_PLAYERINFO.nMantleOption = pItem->m_nValue;
return 2;
}
break;
// --------------------------------------------------------------------------------
// 10 : 酒鼓房 (格吧捞)
// --------------------------------------------------------------------------------
case SLOT_NECKLACE: return 1; break;
// --------------------------------------------------------------------------------
// 馆瘤牢 版快 ITEM DB惑俊绰 11锅栏肺 荤侩蹬唱 厘馒 沥焊俊辑绰
// 坷弗颊 馆瘤 11/哭颊 馆瘤 12锅栏肺 盒府 凳
// --------------------------------------------------------------------------------
// 11 : 馆瘤 (哭颊)
case SLOT_RINGLEFT: return 1; break;
// 11 : 馆瘤 (坷弗颊)
case SLOT_RINGRIGHT: return 1; break;
#ifdef DEF_SECONDCHANGEJOB
// --------------------------------------------------------------------------------
// 13 : 富
// --------------------------------------------------------------------------------
case SLOT_HORSE :
{
_PLAYERINFO.wHorse = pItem->m_dwItemIndex;
_PLAYERINFO.nHorseOption = pItem->m_nValue;
_PLAYERINFO.dwHorseHandle = g_pMap->CreateTempHandle();
// 滚橇 牢镁飘甫 葛滴 秦眉茄促.
EnchantBuffStop() ;
return 2;
}
break;
#endif
default: break;
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////
// Item 呕馒矫 Player沥焊甫 Updat矫糯
//
// Return Value Explain
// ------------------------------------------------------------------------------------
// 0 : 秦寸 沥焊啊 绝绰 版快 (Error)
// 1 : 厘馒 矫 荐摹父 函版
// 2 : 厘馒 矫 荐摹 棺 葛嚼 函版
////////////////////////////////////////////////////////////////////////////////////////
int PlayerInfo::Inventory_PutOffUpdate( CItem *pItem )
{
// --------------------------------------------------------------------------------
// 技飘 酒捞袍阑 呕馒矫虐绰 版快
//
// - Function栏肺 盒府矫糯
// --------------------------------------------------------------------------------
if( pItem->IsSetItemOption( m_SetItemOption ) )
{
EnchantStopSetItem();
}
// --------------------------------------------------------------------------------
// 拌魂窍扁 困秦辑 涝仿等 厘厚甫 NULL父惦
// SLOT TYPE俊 12焊促 奴 版快 坷幅 皋矫瘤 贸府
// --------------------------------------------------------------------------------
m_pEquipments[ pItem->m_nSlotType ] = NULL;
// --------------------------------------------------------------------------------
// 厘馒 酒捞袍
// --------------------------------------------------------------------------------
if( pItem->m_nWHERE == WHERE_INVENTORY )
{
switch( pItem->m_nSlotType )
{
// ----------------------------------------------------------------------------
// 0 厘厚前 酒丛
// ----------------------------------------------------------------------------
case SLOT_NOTHING :
{
return 1;
}
break;
// ----------------------------------------------------------------------------
// 1 坷弗颊
// ----------------------------------------------------------------------------
case SLOT_RIGHT :
{
// 叼奇矫宏 胶乔绢
if( m_nCharacterType == WARRIOR)
WeaponeEnchantStop() ;
_PLAYERINFO.wRightWeapon = 0;
_PLAYERINFO.nRightOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 2 : 哭颊
// ----------------------------------------------------------------------------
case SLOT_LEFT :
{
// 叼奇矫宏 胶乔绢
if( m_nCharacterType == WARRIOR)
WeaponeEnchantStop() ;
_PLAYERINFO.wLeftWeapon = 0;
_PLAYERINFO.nLeftOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 3 : 坷弗颊 + 哭颊(滴颊)
// ----------------------------------------------------------------------------
case SLOT_TOWHAND :
{
// 坷奇矫宏 胶乔绢
if( m_nCharacterType == WARRIOR)
WeaponeEnchantStop() ;
_PLAYERINFO.wRightWeapon = 0;
_PLAYERINFO.nRightOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 4 : 赣府 (秋镐)
// ----------------------------------------------------------------------------
case SLOT_HELMET :
{
_PLAYERINFO.wHelmet = 0;
_PLAYERINFO.nHelmetOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 5 : 啊娇
// ----------------------------------------------------------------------------
case SLOT_ARMOR :
{
_PLAYERINFO.wArmor = 0;
_PLAYERINFO.nArmorOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 6 : 官瘤
// ----------------------------------------------------------------------------
case SLOT_PANTS :
{
_PLAYERINFO.wPants = 0;
_PLAYERINFO.nPantsOption = 0;
return 2;
}
break;
// ----------------------------------------------------------------------------
// 7 : 厘癌
// ----------------------------------------------------------------------------
case SLOT_GLOVE :
{
_PLAYERINFO.wGlove = 0;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -