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源文件中_Interface文件夹下WndField.cpp文件' N, u7 N3 g% _) x% L O% d& K: j
搜索:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )
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struct sItem* x i6 u( W$ }3 R1 ?2 r
{, i1 C ^. z/ }3 c8 a5 e
DWORD dwId;( q& D: h4 [/ ^' S4 r9 e
DWORD dwKind2;, F! q/ a) ] J/ y2 t9 g
DWORD dwItemId;6 p6 [ j* F9 M, o$ {3 _- s" G5 [
BYTE nIndex;
8 A/ j, Q" r1 C ~3 I, j HsItem(){
6 a' X$ X! P7 @ dwId = dwKind2 = dwItemId = nIndex = 0;% _$ ], r6 K2 d! O% Q
}
, W f# w @4 U/ k( l& l. Tbool operator < (const sItem p2)
% [! B5 u1 g; b; ~) T{
/ _+ M! y }/ }. V if (dwKind2 == p2.dwKind2)
& B8 M, I$ A: Y+ V: I6 q) T0 D" x {; o% `. X, M3 n- |9 Q& Q
return dwItemId < p2.dwItemId;' O( Y4 @) q. R6 d# j! E$ R9 x) i
}else{" ^1 v8 e5 F( B3 O
return dwKind2 < p2.dwKind2;
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}
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class CInventorySort! y. \9 j& J' c% ]% w% p* D
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public:
- \3 h$ D+ ~, Z9 SCInventorySort()* L# v2 W. k" [: M
{
0 ^ o& D9 J) w, V6 a m_dwPos = 0;% r/ m Z9 V* S
}
# y3 |7 D& R) ^~CInventorySort(){}# E8 t1 v) r8 ]1 k
private:8 s' G, ^7 a& n( M! K
sItem m_Item[MAX_INVENTORY];//存放排序好的道具信息
" Y/ s0 V2 b5 _7 K3 @DWORD m_dwPos;/ P1 S8 C! t; u
public:* S0 {# e W# |( Z
void Add(BYTE nIndex)
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if (m_dwPos >= MAX_INVENTORY): w+ y3 x, t3 w
{
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}
" t) a# l; ]( z m_Item[m_dwPos].nIndex = nIndex; i. G- }2 f; a8 g. y6 P
m_Item[m_dwPos].dwId = m_dwPos;
+ P6 I( ]( d( P6 y! D m_dwPos++;
# w! O& l& _3 _}
& L0 o v- w0 YBYTE GetItemSrc(DWORD dwId)//Id从0到最大值排列
; v1 _( w, d, W{
+ s( m; N2 _ f5 Q for (int i=0;i<MAX_INVENTORY;i++)* K- c+ B# R9 M/ O7 G" c: [- c% Y
{) G+ ]$ E x* m; o% |) \6 w& |
if (m_Item.dwId == dwId)+ `7 k, S' w7 I: @, g7 W% X
{) t' i _" H' w& K
return m_Item.nIndex;% {. c8 s" M' E; a/ \% `* h5 i
}
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* H0 E5 @+ C, K( C4 J, O return 255;
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void MoveItem(DWORD dwSrcId,BYTE dest)//移动道具位置* `- U$ n0 ?( e5 s( S
{
+ K8 _7 D0 x9 s2 N3 _/ m BYTE nTmp = 0;4 k! ?7 M4 j$ z: h
bool bDest = false,bSrc = false;
' L) ~* z+ n8 r( x0 Z; P for (int i=0;i<MAX_INVENTORY;i++)- L' W/ R7 ~3 K# s1 Z4 Q
{
: H4 ?/ a R: _ if (dwSrcId == m_Item.dwId)
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//id相等 则 改变对应的dest和src
' U# ~( n7 E9 _, I+ b nTmp = m_Item.nIndex;3 j( A$ z9 y4 w+ L# Y
m_Item.nIndex = dest;
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}: q4 h4 b+ n) k; t; f
//临时数据保存完毕,交换开始
1 O# j, ?1 n0 r. o* C for (int i=0;i<MAX_INVENTORY;i++)2 | H9 G9 M2 a
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if (dest == m_Item.nIndex)* ~5 ^, ?& r, |! w! k
{6 h5 o" o, {# l* a
//id相等 则 改变对应的dest和src4 [ s0 y8 u# n- a8 U
m_Item.nIndex = nTmp;+ b% D* [5 G8 W( Z* g/ D# I2 b
}
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};- }% _* |* T$ Y: K+ b
-------------------------------------------------------------------------$ g3 X6 y, a5 p+ j0 |
依然在函数体:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )
6 _9 h) J- p* P+ a搜索:return CWndNeuz::OnCommand(nID,dwMessage,pWndBase);( h( O9 I" B8 z/ {: `
紧靠其上添加:$ Z* E' a9 w4 i
if( pWndBase == &m_wndMenu )6 y5 m. d! m, z; f7 M( ^) e) p
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switch( nID ), m) w7 {0 k& v
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case 2:
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//g_WndMng.OpenMessageBox("确定清空整个背包吗?",MB_OKCANCEL);
) u5 A6 o0 k& P9 c if(!g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR))2 Y$ e1 U) f8 m2 u- x) g# h, ?. f3 B* L
{: w; S! x9 s' X! \0 ]- {8 Y9 t
break;* ?% K: B2 {, W' t: k0 N# `
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for (int i=0;i<g_pPlayer->m_Inventory.GetSize();i++)& _- B7 U Z5 ?, g: x/ L
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CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);0 Z- H3 y$ I% u
if( !pItemElem )# B/ G5 |3 C: `8 W' R8 z5 t
continue;
9 @" @( Y5 @ y# n8 q, e if(pItemElem->GetExtra() > 0) S/ @7 l [+ ?3 a. x+ l! S
continue;
& P0 T/ i- F# r! x6 o0 ?' Q if( g_pPlayer->m_Inventory.IsEquip( pItemElem->m_dwObjId ) ) 8 Y" ?8 D7 @# |# n
continue;9 p1 P0 E* T" F* u% s6 I
if( g_pPlayer->IsUsing( pItemElem ) )
, J3 C% P; R5 e continue;2 |2 a6 f- a( o' s$ O
if( pItemElem->IsUndestructable() == TRUE )8 @& ]7 [4 y' C
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g_WndMng.PutString( prj.GetText( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ), NULL, prj.GetTextColor( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ) );' V2 @" }; k1 P8 E3 ~* s
continue;
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1 B1 L: N# z0 z9 b. q( N! S g_DPlay.SendRemoveItem( pItemElem, pItemElem->m_nItemNum);* I. g, F4 f5 s( @; q# w9 F$ B& G# Z
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break;
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{' u- V$ e" i, Q" s
//整理背包* J2 u3 _2 G+ s( r
//////////////////////////////////////////////////////////////////////////- E$ U8 X( i( Y
//g_DPlay.SendMoveItem( 0, (BYTE)( pShortcut->m_dwIndex ), (BYTE)( (DWORD)nDstIndex ) );+ y; {: J: s9 K
//////////////////////////////////////////////////////////////////////////
; j- |6 [' a5 V; j, b4 E //////////////////////////////////////////////////////////////////////////
0 {$ v* H2 ^# t4 P2 } CInventorySort* pInvSort = new CInventorySort;
8 f/ K; B. `/ O7 n, B vector <sItem> vItem;8 r( f# H" g& {. d) y" O' J
vItem.resize(MAX_INVENTORY);//初始化大小
C) v2 u! J; E //////////////////////////////////////////////////////////////////////////
4 e$ u" Y6 h; _' }' {* b //填充数据
* u8 M8 Y; ?* i9 H for (int i=0;i<MAX_INVENTORY;i++)5 ?% H' D. g3 p- u
{
* q9 u$ K# L* X5 w/ o0 n G5 `8 G CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);
+ G# q7 J7 V: ~% D8 b0 s* Y if (!pItemElem)" X3 U0 w6 e1 d% a. h0 \
{
( E& C# W; h. R `0 A vItem.dwKind2 = 0xffffffff;
_% F7 s7 z6 w% { vItem.dwItemId = 0xffffffff;
1 C+ h$ i& V4 m4 x8 L vItem.nIndex = i;* L' E- p. A! |2 n* u1 b' e
}else {
4 `8 x; g" g* F% r9 o& w7 i ItemProp* pProp = pItemElem->GetProp();
6 ]/ s' I3 H( N: H" K# g vItem.dwKind2 = pProp->dwItemKind2;& j5 B8 P& {, O
vItem.dwItemId = pItemElem->m_dwItemId;
4 ^8 s: I" C( v# x8 t vItem.nIndex = i;
. Y$ S/ _3 Y' } m9 A5 Y }
9 X. {8 E$ {6 I. W- ~ //Error("排序前 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);" Y1 \3 ?7 j) z) s. c$ s3 s
}
2 w' Q, s0 o2 b5 n4 ~# [ //////////////////////////////////////////////////////////////////////////; i3 r: ^9 E! m6 M- ]. g E
sort(vItem.begin(),vItem.end());//排序
C$ b% [6 s4 T+ Y. W3 F% D/ G& `; Q) \ //////////////////////////////////////////////////////////////////////////
+ y9 G( a, @: `2 U //交换' h! }" E7 N' r F
for (size_t i=0;i<vItem.size();i++). L: a: C0 k3 m. `. x& Q
{
; |! v. d4 D/ q, r4 B //Error("排序后 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);
5 Q3 p7 ?/ |3 X) t: n! _9 Y pInvSort->Add(vItem.nIndex);
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# r$ ~( N; r0 j8 B* B! V BYTE nDestPos = 0;! o: y2 y. m( z
for (int i=0;i<MAX_INVENTORY;i++)' o2 Y7 k7 q$ a8 `' H+ v4 X( \
{
, k* A( P* ~" E, z. ~$ H CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nDestPos);
9 R; m2 B9 l4 i6 l4 Y8 q, M9 d if (pItemElem)3 r( l6 L, W+ z! X
{9 U4 \. i. W$ J3 J
if (IsUsingItem(pItemElem))
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//这个位置无法放2 o0 m+ ^; r0 W v! g( l, {- ~
nDestPos++;2 N1 M8 V; q; ?' F* L
}
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, |0 f/ ?" e F0 Y BYTE nSrc = pInvSort->GetItemSrc(i);
- U/ W! a+ B, E9 u8 s# q pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nSrc);
/ I* h# g/ k' o0 p6 ^" H& T0 q if (pItemElem) u4 f% [* i% f4 W9 \
{ R0 ^ [1 M. a* }# e
if (IsUsingItem(pItemElem))
! h* h+ d$ E) _! ]: r; X3 u {
. K8 g: D: M, Z4 p3 H //这个道具无法移动,跳过1 ^+ o: W2 B+ X) M, a
continue;
; b3 b* y. P2 ?7 H }6 i4 ` v1 x: Q! [$ Q) I! L" M
}else{& D# `% p6 K! ]' c
//空位置 不用动
6 T; x* w6 _1 l) T! O; a4 Z continue;
* ?; `" V8 I; z" L( L" D& n }4 a0 ?: B u4 t6 P, h
//////////////////////////////////////////////////////////////////////////
6 u+ l# p6 b3 h1 N6 y# `; Z7 O8 s //开始移动
7 f5 v7 `# \' V% _( y if (nSrc == nDestPos)
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//原地不动* y7 q P9 M4 x$ s! s" _6 m$ }
nDestPos++;
. r) H% z- u8 h% _% w continue;
& |0 l# x+ J) ^ e5 R( g }! [/ I! {! a3 B g$ e4 P1 l- A9 S
pInvSort->MoveItem(i,nDestPos);5 [6 \5 t, z( y5 x! t r1 `
g_DPlay.SendMoveItem(0,nSrc,nDestPos);; t O9 |! r+ G0 u- t t2 R
Sleep(5);! y! P1 @3 s7 l: O: t% l4 b+ N
//Error("移动 - %d->%d",nSrc,nDestPos);
$ {' J1 P% q+ F+ [3 ? nDestPos++;
: d9 |) U0 {: o6 i( {" o$ h; m }
/ p5 k' f. k, H3 ~ //取第一个元素的信息; O( E8 Y' Z9 q( L
/*
; [' e( e- m4 G0 J5 v$ {& } if (vItem[0].dwItemId > 0 && vItem[0].dwItemId < 0xffffffff)
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Error("Move - From:%d,To:%d",vItem[0].nIndex,x);
+ {& T+ R. q. m% u$ P | g_DPlay.SendMoveItem(0,(BYTE)vItem[0].nIndex,(BYTE)x);( l S9 s8 M/ V0 q! [
}3 l) s9 c( n) e M0 \6 T
*/& }8 A7 A( ]8 q" S9 X% V
//////////////////////////////////////////////////////////////////////////
1 t$ n2 t" n9 R: C break;
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+ D0 S/ n: c! l6 x! Q } 0 r, m3 M6 `/ R3 X1 C s
}. }- g' P- k' q
m_wndMenu.SetVisible(FALSE);
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--------------------------------------------------------------------------------------------------------3 ]8 ]0 w2 E4 i
搜索:void CWndInventory::OnRButtonDown(UINT nFlags, CPoint point)7 E3 O. L$ U8 v' O' ?0 B
{0 c3 Q2 N: z* D6 a: w" g! }9 p
BaseMouseCursor();
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在其下添加:: s% W; V/ T- V" ]/ e
void CWndInventory::OnRButtonUp(UINT nFlags, CPoint point)" m4 k% z; h( U& y D
{
. c4 ^) P' `$ y5 T" M+ z+ _8 xm_wndMenu.DeleteAllMenu();
6 Q' r0 u" B+ b% _ L: r9 K: v& h' Mm_wndMenu.CreateMenu(this);; F; N* r$ ?% t/ T( K2 O+ T
m_wndMenu.AppendMenu(0,1,(LPCTSTR)"整理背包");
# [, Z4 Q1 l0 v+ x5 ^( q1 p
3 R5 |- O2 s8 f& k& Jif (g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR)) s- _$ @& d# p2 s
{
5 G# \/ v6 j6 o% {; @6 o //P以上级别才可以删除所有道具6 G& B, k1 t1 Q$ E$ B3 p
m_wndMenu.AppendMenu( 0, 2,(LPCTSTR)"Clear");
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m_wndMenu.Move(CPoint( m_rectCurrentWindow.left, m_rectCurrentWindow.top ) + point );
; y( z0 u1 A$ w/ \' j4 C) ^0 \2 Lm_wndMenu.SetVisible( TRUE );//!m_wndMenuMover.IsVisible() );
0 U- g4 ?1 v$ |$ m: K% }/ ]m_wndMenu.SetFocus();& | _* f) f D" S
}
2 t1 \" ?( _0 S------------------------------------------------------------------------------------------------------------, g5 l! z$ e |' ^1 q4 I
*************************
( |) u0 V$ S: i# C) ZWndField.h文件: K$ L) b/ M8 I' b7 N; H# Z5 K# h" l+ e
*************************2 H( B7 W! ^$ [# [' e3 }
搜索:BOOL m_bReport;
* G1 K; B p% G+ e6 Q其后添加:
" k5 H S0 C! ^# aCWndMenu m_wndMenu;
. N5 ~# _5 Q8 F0 }& L+ D/ X搜索:virtual void OnRButtonDown(UINT nFlags, CPoint point);) n: ~% q; z7 q! p+ H" ~# ]% @/ T1 ^
其后添加:$ _) ~9 M, |1 g, E, H9 s p4 g r
virtual void OnRButtonUp(UINT nFlags, CPoint point);" i6 Z3 O5 Z& U5 m1 C
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