/** 更新道具的名称、状态、特性、数量 */ public S_ItemStatus(final L1ItemInstance item) { this.writeC(Opcodes.S_OPCODE_ITEMSTATUS); this.writeD(item.getId()); this.writeS(item.getViewName()); this.writeD(item.getCount()); if (!item.isIdentified()) { // 未鉴定情况不发送详细资料 this.writeC(0); } else { final byte[] status = item.getStatusBytes(); this.writeC(status.length); for (final byte b : status) { this.writeC(b); } } }
public C_Shop(final byte abyte0[], final ClientThread clientthread) { super(abyte0); final L1PcInstance pc = clientthread.getActiveChar(); if (pc.isGhost()) { return; } final int mapId = pc.getMapId(); // 可以开设个人商店的地图 if ((mapId != 340 // 古鲁丁商店村 ) && (mapId != 350 // 奇岩商店村 ) && (mapId != 360 // 欧瑞商店村 ) && (mapId != 370 // 银骑士商店村 )) { pc.sendPackets(new S_ServerMessage(876)); // 无法在此开设个人商店。 return; } final List<L1PrivateShopSellList> sellList = pc.getSellList(); final List<L1PrivateShopBuyList> buyList = pc.getBuyList(); L1ItemInstance checkItem; boolean tradable = true; final int type = this.readC(); if (type == 0) { // 开始 final int sellTotalCount = this.readH(); int sellObjectId; int sellPrice; int sellCount; for (int i = 0; i < sellTotalCount; i++) { sellObjectId = this.readD(); sellPrice = this.readD(); sellCount = this.readD(); // 检查交易项目 checkItem = pc.getInventory().getItem(sellObjectId); if (!checkItem.getItem().isTradable()) { tradable = false; pc.sendPackets( new S_ServerMessage( 166, // \f1%0%s %4%1%3 // %2。 checkItem.getItem().getName(), "这是不可能处理。")); } for (final L1NpcInstance petNpc : pc.getPetList().values()) { if (petNpc instanceof L1PetInstance) { final L1PetInstance pet = (L1PetInstance) petNpc; if (checkItem.getId() == pet.getItemObjId()) { tradable = false; pc.sendPackets( new S_ServerMessage( 166, // \f1%0%s // %4%1%3 // %2。 checkItem.getItem().getName(), "这是不可能处理。")); break; } } } final L1PrivateShopSellList pssl = new L1PrivateShopSellList(); pssl.setItemObjectId(sellObjectId); pssl.setSellPrice(sellPrice); pssl.setSellTotalCount(sellCount); sellList.add(pssl); } final int buyTotalCount = this.readH(); int buyObjectId; int buyPrice; int buyCount; for (int i = 0; i < buyTotalCount; i++) { buyObjectId = this.readD(); buyPrice = this.readD(); buyCount = this.readD(); // 检查交易项目 checkItem = pc.getInventory().getItem(buyObjectId); if (!checkItem.getItem().isTradable()) { tradable = false; pc.sendPackets( new S_ServerMessage( 166, // \f1%0%s %4%1%3 // %2。 checkItem.getItem().getName(), "这是不可能处理。")); } // 封印的装备 if (checkItem.getBless() >= 128) { // 封印的装备 // \f1%0%d是不可转移的… pc.sendPackets(new S_ServerMessage(210, checkItem.getItem().getName())); return; } // 防止异常堆叠交易 if ((checkItem.getCount() > 1) && (!checkItem.getItem().isStackable())) { pc.sendPackets(new S_SystemMessage("此物品非堆叠,但异常堆叠无法交易。")); return; } // 使用中的宠物项链 - 无法贩卖 for (final L1NpcInstance petNpc : pc.getPetList().values()) { if (petNpc instanceof L1PetInstance) { final L1PetInstance pet = (L1PetInstance) petNpc; if (checkItem.getId() == pet.getItemObjId()) { tradable = false; pc.sendPackets(new S_ServerMessage(1187)); // 宠物项链正在使用中。 break; } } } // 使用中的魔法娃娃 - 无法贩卖 for (final L1DollInstance doll : pc.getDollList().values()) { if (doll.getItemObjId() == checkItem.getId()) { tradable = false; pc.sendPackets(new S_ServerMessage(1181)); // 这个魔法娃娃目前正在使用中。 break; } } final L1PrivateShopBuyList psbl = new L1PrivateShopBuyList(); psbl.setItemObjectId(buyObjectId); psbl.setBuyPrice(buyPrice); psbl.setBuyTotalCount(buyCount); buyList.add(psbl); } if (!tradable) { // 如果项目不包括在交易结束零售商 sellList.clear(); buyList.clear(); pc.setPrivateShop(false); pc.sendPackets(new S_DoActionGFX(pc.getId(), ActionCodes.ACTION_Idle)); pc.broadcastPacket(new S_DoActionGFX(pc.getId(), ActionCodes.ACTION_Idle)); return; } final byte[] chat = this.readByte(); pc.setShopChat(chat); pc.setPrivateShop(true); pc.sendPackets(new S_DoActionShop(pc.getId(), ActionCodes.ACTION_Shop, chat)); pc.broadcastPacket(new S_DoActionShop(pc.getId(), ActionCodes.ACTION_Shop, chat)); } else if (type == 1) { // 终了 sellList.clear(); buyList.clear(); pc.setPrivateShop(false); pc.sendPackets(new S_DoActionGFX(pc.getId(), ActionCodes.ACTION_Idle)); pc.broadcastPacket(new S_DoActionGFX(pc.getId(), ActionCodes.ACTION_Idle)); } }