Пример #1
0
 /** 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);
     }
   }
 }
Пример #2
0
  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));
    }
  }