additemdto ok

This commit is contained in:
aozhiwei 2021-09-03 19:59:38 +08:00
parent bca6430e7a
commit afed210f7e
5 changed files with 192 additions and 269 deletions

View File

@ -2146,9 +2146,9 @@ void Human::SendBattleReport()
delete params;
}
void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootSkin(AddItemDTO& dto)
{
switch (item_meta->i->equip_subtype()) {
switch (dto.item_meta->i->equip_subtype()) {
case 11:
{
//装饰
@ -2161,7 +2161,7 @@ void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta, bool& handled
}
*old_skin = Skin();
old_skin->skin_id = item_meta->i->id();
old_skin->skin_id = dto.item_meta->i->id();
old_skin->skin_lv = 1;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
@ -2179,37 +2179,37 @@ void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta, bool& handled
}
*old_skin = Skin();
old_skin->skin_id = item_meta->i->id();
old_skin->skin_id = dto.item_meta->i->id();
old_skin->skin_lv = 1;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
}
break;
}
handled = true;
dto.handled = true;
}
void Human::ProcLootCar(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootCar(AddItemDTO& dto)
{
DoGetOn(entity->GetUniId());
handled = true;
DoGetOn(dto.uniid);
dto.handled = true;
}
void Human::ProcCamoutflage(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcCamoutflage(AddItemDTO& dto)
{
AddItem(item_meta->i->id(), 1);
handled = true;
AddItem(dto.item_meta->i->id(), 1);
dto.handled = true;
}
void Human::ProcSpoils(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcSpoils(AddItemDTO& dto)
{
if (spoils_items.find(item_meta->i->id()) !=
if (spoils_items.find(dto.item_meta->i->id()) !=
spoils_items.end()) {
spoils_items[item_meta->i->id()] += entity->count;
spoils_items[dto.item_meta->i->id()] += dto.count;
} else {
spoils_items[item_meta->i->id()] = entity->count;
spoils_items[dto.item_meta->i->id()] = dto.count;
}
handled = true;
dto.handled = true;
}
void Human::OnDie()
@ -3153,119 +3153,15 @@ void Human::GMAddItem(int item_id, int item_num)
if (!item_meta) {
return;
}
if (item_meta->i->equip_type() == EQUIP_TYPE_WEAPON) {
if (item_meta->i->equip_subtype() == 1) {
if (default_weapon.weapon_id != weapons[0].weapon_id) {
} else {
weapons[0].weapon_idx = 0;
weapons[0].weapon_id = item_id;
weapons[0].weapon_lv = std::max(1, 1);
weapons[0].ammo = 0;
weapons[0].meta = item_meta;
weapons[0].Recalc();
}
} else {
Weapon* weapon = weapon = TakeonWeapon(item_meta);
if (weapon) {
if (GetCurrWeapon() != weapon) {
SetCurrWeapon(weapon);
}
weapon->weapon_id = item_id;
weapon->weapon_lv = std::max(1, 1);
weapon->ammo = 0;
weapon->meta = item_meta;
weapon->Recalc();
}
}
} else {
if (item_meta->i->_inventory_slot() >= 0 &&
item_meta->i->_inventory_slot() < IS_END) {
if (GetInventory(item_meta->i->_inventory_slot()) >=
GetVolume(item_meta->i->_inventory_slot())
) {
/*
cs::SMPickup notifymsg;
notifymsg.set_error_code(1);
SendNotifyMsg(notifymsg);
*/
return;
}
int add_num = GetVolume(item_meta->i->_inventory_slot()) -
GetInventory(item_meta->i->_inventory_slot());
add_num = std::min(item_num, add_num);
AddInventory(item_meta->i->_inventory_slot(), add_num);
switch (item_meta->i->_inventory_slot()) {
case IS_FRAG:
case IS_SMOKE:
{
Weapon* weapon = &weapons[SPEC1_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC1_IS_BEGIN)
];
weapon->weapon_id = item_id;
weapon->weapon_lv = 1;
weapon->ammo += item_num;
weapon->meta = item_meta;
weapon->Recalc();
DecInventory(item_meta->i->_inventory_slot(), add_num);
}
break;
case IS_1XSCOPE:
case IS_2XSCOPE:
case IS_4XSCOPE:
case IS_8XSCOPE:
case IS_15XSCOPE:
{
if (item_meta->i->_inventory_slot() - IS_1XSCOPE > curr_scope_idx) {
curr_scope_idx = item_meta->i->_inventory_slot() - IS_1XSCOPE;
}
}
break;
case IS_POSION_GAS_BOMB:
case IS_MOLOTOR_COCKTAIL:
case IS_TRAP:
case IS_MINE:
{
Weapon* weapon = &weapons[SPEC2_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC2_IS_BEGIN)
];
weapon->weapon_id = item_id;
weapon->weapon_lv = 1;
weapon->ammo += item_num;
weapon->meta = item_meta;
weapon->Recalc();
DecInventory(item_meta->i->_inventory_slot(), add_num);
}
break;
case IS_C4:
case IS_SHIELD_WALL:
case IS_SINGAL_GUN:
case IS_OIL_BUCKET:
{
Weapon* weapon = &weapons[SPEC3_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC3_IS_BEGIN)
];
weapon->weapon_id = item_id;
weapon->weapon_lv = 1;
weapon->ammo += item_num;
weapon->meta = item_meta;
weapon->Recalc();
DecInventory(item_meta->i->_inventory_slot(), add_num);
}
break;
default:
{
#if 0
abort();
#endif
}
break;
}
} else {
AddItem(item_id, item_num);
}
}
AddItemDTO dto;
dto.uniid = 0;
dto.item_id = item_id;
dto.count = item_num;
dto.item_level = 1;
dto.handled = false;
dto.item_meta = item_meta;
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
@ -3576,76 +3472,76 @@ void Human::StartRefreshViewTimer()
});
}
void Human::ProcLootBag(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootBag(AddItemDTO& dto)
{
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(backpack);
if (old_item_meta) {
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
if (old_item_meta->i->equip_lv() >= dto.item_meta->i->equip_lv()) {
return;
}
room->DropItem(GetPos(), old_item_meta->i->id(), 1, 1);
}
backpack = item_meta->i->id();
backpack = dto.item_meta->i->id();
RecalcVolume();
handled = true;
dto.handled = true;
}
void Human::ProcLootProtection(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootProtection(AddItemDTO& dto)
{
if (item_meta->i->equip_subtype() == 1) {
if (dto.item_meta->i->equip_subtype() == 1) {
//盔甲
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(chest);
if (old_item_meta) {
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
if (old_item_meta->i->equip_lv() >= dto.item_meta->i->equip_lv()) {
return;
}
room->DropItem(GetPos(), old_item_meta->i->id(), 1, 1);
}
chest = item_meta->i->id();
chest = dto.item_meta->i->id();
RecalcBaseAttr();
} else if (item_meta->i->equip_subtype() == 2) {
} else if (dto.item_meta->i->equip_subtype() == 2) {
//头盔
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(helmet);
if (old_item_meta) {
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
if (old_item_meta->i->equip_lv() >= dto.item_meta->i->equip_lv()) {
return;
}
room->DropItem(GetPos(), old_item_meta->i->id(), 1, 1);
}
helmet = item_meta->i->id();
helmet = dto.item_meta->i->id();
RecalcBaseAttr();
}
handled = true;
dto.handled = true;
}
void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootSpecItem(AddItemDTO& dto)
{
if (item_meta->i->_inventory_slot() >= 0 &&
item_meta->i->_inventory_slot() < IS_END) {
if (GetInventory(item_meta->i->_inventory_slot()) >=
GetVolume(item_meta->i->_inventory_slot())
if (dto.item_meta->i->_inventory_slot() >= 0 &&
dto.item_meta->i->_inventory_slot() < IS_END) {
if (GetInventory(dto.item_meta->i->_inventory_slot()) >=
GetVolume(dto.item_meta->i->_inventory_slot())
) {
return;
}
int add_num = GetVolume(item_meta->i->_inventory_slot()) -
GetInventory(item_meta->i->_inventory_slot());
add_num = std::min(entity->count, add_num);
int add_num = GetVolume(dto.item_meta->i->_inventory_slot()) -
GetInventory(dto.item_meta->i->_inventory_slot());
add_num = std::min(dto.count, add_num);
AddInventory(item_meta->i->_inventory_slot(), add_num);
switch (item_meta->i->_inventory_slot()) {
AddInventory(dto.item_meta->i->_inventory_slot(), add_num);
switch (dto.item_meta->i->_inventory_slot()) {
case IS_FRAG:
case IS_SMOKE:
{
Weapon* weapon = &weapons[SPEC1_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC1_IS_BEGIN)
(dto.item_meta->i->_inventory_slot() - SPEC1_IS_BEGIN)
];
weapon->weapon_id = entity->item_id;
weapon->weapon_id = dto.item_id;
weapon->weapon_lv = 1;
weapon->ammo += entity->count;
weapon->meta = item_meta;
weapon->ammo += dto.count;
weapon->meta = dto.item_meta;
weapon->Recalc();
#if 0
DecInventory(item_meta->i->_inventory_slot(), add_num);
DecInventory(dto.item_meta->i->_inventory_slot(), add_num);
#endif
}
break;
@ -3655,8 +3551,8 @@ void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& han
case IS_8XSCOPE:
case IS_15XSCOPE:
{
if (item_meta->i->_inventory_slot() - IS_1XSCOPE > curr_scope_idx) {
curr_scope_idx = item_meta->i->_inventory_slot() - IS_1XSCOPE;
if (dto.item_meta->i->_inventory_slot() - IS_1XSCOPE > curr_scope_idx) {
curr_scope_idx = dto.item_meta->i->_inventory_slot() - IS_1XSCOPE;
}
}
break;
@ -3666,15 +3562,15 @@ void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& han
case IS_MINE:
{
Weapon* weapon = &weapons[SPEC2_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC2_IS_BEGIN)
(dto.item_meta->i->_inventory_slot() - SPEC2_IS_BEGIN)
];
weapon->weapon_id = entity->item_id;
weapon->weapon_id = dto.item_id;
weapon->weapon_lv = 1;
weapon->ammo += entity->count;
weapon->meta = item_meta;
weapon->ammo += dto.count;
weapon->meta = dto.item_meta;
weapon->Recalc();
#if 0
DecInventory(item_meta->i->_inventory_slot(), add_num);
DecInventory(dto.item_meta->i->_inventory_slot(), add_num);
#endif
}
break;
@ -3684,15 +3580,15 @@ void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& han
case IS_OIL_BUCKET:
{
Weapon* weapon = &weapons[SPEC3_SLOT_BEGIN +
(item_meta->i->_inventory_slot() - SPEC3_IS_BEGIN)
(dto.item_meta->i->_inventory_slot() - SPEC3_IS_BEGIN)
];
weapon->weapon_id = entity->item_id;
weapon->weapon_id = dto.item_id;
weapon->weapon_lv = 1;
weapon->ammo += entity->count;
weapon->meta = item_meta;
weapon->ammo += dto.count;
weapon->meta = dto.item_meta;
weapon->Recalc();
#if 0
DecInventory(item_meta->i->_inventory_slot(), add_num);
DecInventory(dto.item_meta->i->_inventory_slot(), add_num);
#endif
}
break;
@ -3705,10 +3601,13 @@ void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& han
}
break;
}
if (add_num < entity->count) {
if (add_num < dto.count) {
//刷新数量
entity->count -= add_num;
entity->BroadcastFullState(room);
Entity* entity = room->GetEntityByUniId(dto.uniid);
if (entity && entity->IsEntityType(ET_Loot)) {
((Loot*)entity)->count -= add_num;
((Loot*)entity)->BroadcastFullState(room);
}
return;
}
}
@ -3717,22 +3616,22 @@ void Human::ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& han
}
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
handled = true;
dto.handled = true;
}
void Human::ProcLootWeapon(Loot* entity, MetaData::Equip* item_meta, bool& handled)
void Human::ProcLootWeapon(AddItemDTO& dto)
{
//装备
if (item_meta->i->equip_subtype() == 1) {
if (dto.item_meta->i->equip_subtype() == 1) {
//近战
if (default_weapon.weapon_id != weapons[0].weapon_id) {
return;
} else {
weapons[0].weapon_idx = 0;
weapons[0].weapon_id = entity->item_id;
weapons[0].weapon_lv = std::max(1, entity->item_level);
weapons[0].weapon_id = dto.item_id;
weapons[0].weapon_lv = std::max(1, dto.item_level);
weapons[0].ammo = 0;
weapons[0].meta = item_meta;
weapons[0].meta = dto.item_meta;
weapons[0].Recalc();
}
need_sync_active_player = true;
@ -3742,17 +3641,17 @@ void Human::ProcLootWeapon(Loot* entity, MetaData::Equip* item_meta, bool& handl
return;
}
bool switch_gun = false;
Weapon* weapon = TakeonWeapon(item_meta);
Weapon* weapon = TakeonWeapon(dto.item_meta);
if (weapon && GetCurrWeapon() != weapon) {
switch_gun = true;
}
if (!weapon) {
return;
}
weapon->weapon_id = entity->item_id;
weapon->weapon_lv = std::max(1, entity->item_level);
weapon->weapon_id = dto.item_id;
weapon->weapon_lv = std::max(1, dto.item_level);
weapon->ammo = 0;
weapon->meta = item_meta;
weapon->meta = dto.item_meta;
weapon->Recalc();
if (HasBuffEffect(kBET_Car)) {
} else {
@ -3764,5 +3663,92 @@ void Human::ProcLootWeapon(Loot* entity, MetaData::Equip* item_meta, bool& handl
need_sync_active_player = true;
SyncAroundPlayers(__FILE__, __LINE__, __func__);
}
handled = true;
dto.handled = true;
}
void Human::LootInteraction(Loot* entity)
{
if (entity->pickuped ||
entity->count <= 0) {
return;
}
AddItemDTO dto;
dto.uniid = entity->GetUniId();
dto.item_id = entity->item_id;
dto.count = entity->count;
dto.item_level = entity->item_level;
dto.handled = false;
dto.item_meta = MetaMgr::Instance()->GetEquip(entity->item_id);
if (dto.handled) {
entity->pickuped = true;
room->RemoveObjectLater(entity);
if (entity->dummy_thing_uniid != 0) {
Entity* dummy_obj = room->GetEntityByUniId(entity->dummy_thing_uniid);
if (dummy_obj && dummy_obj->GetEntityType() == ET_Obstacle) {
Obstacle* obstacle = (Obstacle*)dummy_obj;
if (!obstacle->IsPermanent()) {
if (!obstacle->IsDead(room)) {
obstacle->Die(room);
obstacle->BroadcastFullState(room);
}
room->RemoveObjectLater((RoomObstacle*)obstacle);
}
}
}
}
}
void Human::ProcAddItemDto(AddItemDTO& dto)
{
if (!dto.item_meta) {
return;
}
switch (dto.item_meta->i->equip_type()) {
case EQUIP_TYPE_WEAPON:
{
ProcLootWeapon(dto);
}
break;
case EQUIP_TYPE_PROTECTION:
{
ProcLootProtection(dto);
}
break;
case EQUIP_TYPE_BAG:
{
ProcLootBag(dto);
}
break;
case EQUIP_TYPE_OLDSKIN:
{
abort();
}
break;
case EQUIP_TYPE_SKIN:
{
ProcLootSkin(dto);
}
break;
case EQUIP_TYPE_CAR:
{
ProcLootCar(dto);
}
break;
case EQUIP_TYPE_CAMOUFLAGE:
{
ProcCamoutflage(dto);
}
break;
case EQUIP_TYPE_SPOILS:
{
ProcSpoils(dto);
}
break;
default:
{
ProcLootSpecItem(dto);
}
break;
}
}

View File

@ -272,16 +272,18 @@ class Human : public Creature
protected:
void _InternalUpdateMove(float speed);
void ProcLootWeapon(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootSkin(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootCar(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcCamoutflage(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcSpoils(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootBag(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootProtection(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootSpecItem(Loot* entity, MetaData::Equip* item_meta, bool& handled);
void ProcLootWeapon(AddItemDTO& dto);
void ProcLootSkin(AddItemDTO& dto);
void ProcLootCar(AddItemDTO& dto);
void ProcCamoutflage(AddItemDTO& dto);
void ProcSpoils(AddItemDTO& dto);
void ProcLootBag(AddItemDTO& dto);
void ProcLootProtection(AddItemDTO& dto);
void ProcLootSpecItem(AddItemDTO& dto);
void CancelRevive();
Weapon* TakeonWeapon(MetaData::Equip* equip_meta);
void LootInteraction(Loot* entity);
void ProcAddItemDto(AddItemDTO& dto);
private:
void ClearFrameData();

View File

@ -499,85 +499,6 @@ void Player::ObstacleInteraction(Obstacle* entity)
entity->DoInteraction(this);
}
void Player::LootInteraction(Loot* entity)
{
if (entity->pickuped ||
entity->count <= 0) {
return;
}
MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquip(entity->item_id);
if (!item_meta) {
return;
}
bool handled = false;
switch (item_meta->i->equip_type()) {
case EQUIP_TYPE_WEAPON:
{
ProcLootWeapon(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_PROTECTION:
{
ProcLootProtection(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_BAG:
{
ProcLootBag(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_OLDSKIN:
{
abort();
}
break;
case EQUIP_TYPE_SKIN:
{
ProcLootSkin(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_CAR:
{
ProcLootCar(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_CAMOUFLAGE:
{
ProcCamoutflage(entity, item_meta, handled);
}
break;
case EQUIP_TYPE_SPOILS:
{
ProcSpoils(entity, item_meta, handled);
}
break;
default:
{
ProcLootSpecItem(entity, item_meta, handled);
}
break;
}
if (handled) {
entity->pickuped = true;
room->RemoveObjectLater(entity);
if (entity->dummy_thing_uniid != 0) {
Entity* dummy_obj = room->GetEntityByUniId(entity->dummy_thing_uniid);
if (dummy_obj && dummy_obj->GetEntityType() == ET_Obstacle) {
Obstacle* obstacle = (Obstacle*)dummy_obj;
if (!obstacle->IsPermanent()) {
if (!obstacle->IsDead(room)) {
obstacle->Die(room);
obstacle->BroadcastFullState(room);
}
room->RemoveObjectLater((RoomObstacle*)obstacle);
}
}
}
}
}
void Player::HumanInteraction(Human* hum)
{
if (downed) {

View File

@ -93,7 +93,6 @@ class Player : public Human
void Shot();
void ProcInteraction();
void ObstacleInteraction(Obstacle* entity);
void LootInteraction(Loot* entity);
void HumanInteraction(Human* hum);
void ProcPrepareItems(const ::google::protobuf::RepeatedField< ::google::protobuf::int32 >&
prepare_items);

View File

@ -1 +1,16 @@
#pragma once
namespace MetaData
{
struct Equip;
}
struct AddItemDTO
{
int uniid = 0;
int item_id = 0;
int count = 0;
int item_level = 0;
MetaData::Equip* item_meta = nullptr;
bool handled = false;
};