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源文件中_Interface文件夹下WndField.cpp文件( A6 T' ~3 z' s& l( S) M$ _9 B
搜索:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )5 ?6 F f" m3 z4 ~% S
$ \; ~& j/ y: astruct sItem z$ I$ U8 c6 M: L* e& M% _: N; z% H' P
{
: w9 {" E. d3 [3 ~% x* r, y+ |2 v LDWORD dwId;
2 {5 S( D1 Y, ~* V0 H2 l2 KDWORD dwKind2;
; _+ e% c9 C7 U" d. B/ Q) BDWORD dwItemId;
5 n2 t. v. B. M, J3 x1 O5 K9 KBYTE nIndex;: u: a% E" k% V2 y; d/ _) j
sItem(){
* I- u/ \- \$ I3 x6 A* B! C dwId = dwKind2 = dwItemId = nIndex = 0;" i u" T- F9 k# i, d
}
" |& @; g9 c& F6 c- Vbool operator < (const sItem p2)2 c" }5 |1 G! L/ `, h" |/ o
{
3 L/ o( e5 r' _( y if (dwKind2 == p2.dwKind2)- c7 _# b9 ^0 t @: h0 d d
{
$ r r. o: p5 G, }# u1 {* y return dwItemId < p2.dwItemId;. s9 C+ W/ U7 a# C5 U/ C$ N
}else{
& b) \5 j8 j3 s$ j# d# q return dwKind2 < p2.dwKind2;
3 ]; v# o! H* z+ D, t }7 R7 w* q/ h& y8 h1 S% L$ O, h3 } Z
}
' K/ L) X3 x4 M* E. X};
4 t, \9 F: I. y; m) b' w$ Pclass CInventorySort
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public:
$ k6 A; P- G: p" p+ ~7 ZCInventorySort()
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3 C& o" `. B( E( C m_dwPos = 0;# x4 A1 H! N# S2 ^5 z
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~CInventorySort(){}' W6 e# @- {! p7 q
private:+ C: B% z7 F/ V+ k9 W
sItem m_Item[MAX_INVENTORY];//存放排序好的道具信息0 W2 _% A& D3 N. ^2 J. B2 z
DWORD m_dwPos;
/ o4 U g# a3 N1 Dpublic:) ^ J3 j2 \) g5 x3 x! c
void Add(BYTE nIndex)/ s g, m3 V1 a) c5 f5 r6 ^
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if (m_dwPos >= MAX_INVENTORY)
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return;6 _ |# d" D* h9 b$ a( o
}
$ A7 K. a0 B) o m_Item[m_dwPos].nIndex = nIndex;
; g- D' x) F7 m$ T2 B8 d7 t m_Item[m_dwPos].dwId = m_dwPos;
2 h4 N6 N: A% L* k8 i; S9 x: J m_dwPos++;
9 ~. ~; b+ A8 O2 b0 k; H2 N}, t! y* [7 h3 O6 @$ Y1 `2 B
BYTE GetItemSrc(DWORD dwId)//Id从0到最大值排列- ~2 @: i1 k% P& p
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for (int i=0;i<MAX_INVENTORY;i++)! D. a8 ]3 ~1 U- w7 s
{2 b0 [% ]* R. z4 x" a( c
if (m_Item.dwId == dwId)
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return m_Item.nIndex;
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return 255;, j( z5 `& O: w5 R5 i1 Y, k
}
0 K$ ~+ a2 e' X, o3 `: pvoid MoveItem(DWORD dwSrcId,BYTE dest)//移动道具位置
& H8 f: D2 i& E# e* |, ], w{ R/ P( D! `# \/ x
BYTE nTmp = 0;6 V; p8 s2 u/ f5 F7 L
bool bDest = false,bSrc = false;/ g) J$ x; g( E+ Z a* R! C4 Y
for (int i=0;i<MAX_INVENTORY;i++)8 v, G5 S. D! z& D
{
8 V7 [, S% U0 @3 M: S T4 ^0 ^ if (dwSrcId == m_Item.dwId)
/ W- n9 r, ^2 v& \2 N- W {
^, {& e# m, z //id相等 则 改变对应的dest和src
/ f+ u U- q" ^ nTmp = m_Item.nIndex;5 m( O# }. ^* P1 g# u) d4 h
m_Item.nIndex = dest;& G& j% [6 ~. O! X, k" e: ^# j
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} K" C0 L6 L5 p2 B& z* x+ `
//临时数据保存完毕,交换开始) w U0 N/ d. C
for (int i=0;i<MAX_INVENTORY;i++)- A1 f- V t Z+ L& |
{, S$ o8 u/ J4 e% L
if (dest == m_Item.nIndex)' t; z$ ]3 Z/ ^
{
/ a m, r; n# e5 c+ U A+ ]; T$ ~ //id相等 则 改变对应的dest和src- O$ e6 D3 I5 P4 r* x$ m
m_Item.nIndex = nTmp;
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}
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( m4 u- s' w3 Q7 Z-------------------------------------------------------------------------7 A2 e0 w. O8 X0 o* h! s/ j# ~$ p
依然在函数体:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )! d- @# j1 H" {7 U5 K
搜索:return CWndNeuz::OnCommand(nID,dwMessage,pWndBase);7 C7 D( V% B! _
紧靠其上添加:' s) m( T: \; d( g E
if( pWndBase == &m_wndMenu )
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switch( nID )
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[! y! e# r9 P0 R6 [9 J case 2:
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& w6 Z( r2 o. Q0 [+ m" P7 V //g_WndMng.OpenMessageBox("确定清空整个背包吗?",MB_OKCANCEL);0 i* X1 G( @8 h3 V# @9 n; r" y6 [
if(!g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR))( _9 r5 p* j2 s r& k0 q
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break;
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for (int i=0;i<g_pPlayer->m_Inventory.GetSize();i++)% o& T2 x8 u0 w
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CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);( Z( I/ C% \5 `0 d* k6 B
if( !pItemElem ), f% n& F8 g# g# d; |
continue;4 o: u: p/ G& \7 i/ V
if(pItemElem->GetExtra() > 0)
0 ?7 U& N: O6 Y& p* t& I continue;0 w$ H6 o L- m
if( g_pPlayer->m_Inventory.IsEquip( pItemElem->m_dwObjId ) ) : l. \; _3 X& ^. {% ~" R
continue;
+ I, [; }7 @: S* F' n9 M if( g_pPlayer->IsUsing( pItemElem ) )1 a7 X R/ ^/ J4 S+ Z% Q$ T3 K
continue;
& N+ ?- \. D7 `3 d. g if( pItemElem->IsUndestructable() == TRUE ); l( q: M5 G& ?6 Z! K7 x# w$ y3 r
{
# U% {% b" S+ B g_WndMng.PutString( prj.GetText( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ), NULL, prj.GetTextColor( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ) );0 y2 f" L- @* ^1 k8 J* m; S
continue;
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( w$ W2 x' `- T8 U3 y g_DPlay.SendRemoveItem( pItemElem, pItemElem->m_nItemNum);6 g4 N& }' u' Z8 f9 k: x. t
}
6 V% I/ y! r- Y% V$ k* x break;0 P% P/ R" i; v( d( _
}
4 @- V$ n& U8 @* |/ |) x9 \ case 1:
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6 j6 Z, g; \( f2 ~ //整理背包- ~/ l9 k% b" I# _" x `3 N+ S
//////////////////////////////////////////////////////////////////////////
; |# w+ G4 u& ~' @. g: H: _ //g_DPlay.SendMoveItem( 0, (BYTE)( pShortcut->m_dwIndex ), (BYTE)( (DWORD)nDstIndex ) );9 D8 R# h7 _8 S0 T
//////////////////////////////////////////////////////////////////////////
B2 T( g8 y1 C+ q //////////////////////////////////////////////////////////////////////////* e% j. {, M3 } j5 c$ w$ \7 I/ _
CInventorySort* pInvSort = new CInventorySort;
" X9 _+ ~4 z3 T# t0 `3 O vector <sItem> vItem;$ n( L8 ^: O+ n- ?1 z# y. V$ k E
vItem.resize(MAX_INVENTORY);//初始化大小4 M9 g O/ x" T4 Y
//////////////////////////////////////////////////////////////////////////9 l. d }; o) [7 P3 [$ k. g* V$ D
//填充数据
* f) F2 }" O3 A+ n+ u) q2 K for (int i=0;i<MAX_INVENTORY;i++), t, C5 e( v+ J- x0 ^$ h( a
{/ I$ }$ c0 g( N$ @- O- i
CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);
5 O J. Z1 f2 P, _5 ]$ R# s if (!pItemElem)
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* Y3 ?; V4 h5 }& x) }1 e vItem.dwKind2 = 0xffffffff;0 X, W5 j9 y+ a2 K: C
vItem.dwItemId = 0xffffffff;
4 h& v% r2 l% y: h6 |/ ^ vItem.nIndex = i;9 X( D' |) T- u: [4 I+ G
}else {
; O1 b. L. C5 T% u: H* Q/ `; n ItemProp* pProp = pItemElem->GetProp();8 `4 L& O( s1 e6 t
vItem.dwKind2 = pProp->dwItemKind2;7 w+ F ~( p; B( ?9 C6 i2 y6 w) ~
vItem.dwItemId = pItemElem->m_dwItemId;1 B& G0 `% p. {+ }/ a: o. ]2 m
vItem.nIndex = i;! p0 l- \4 g4 j, G
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//Error("排序前 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);1 r) j ~7 M, M4 H. A6 S* q" c t
}
' U( w; b5 U; Z& q //////////////////////////////////////////////////////////////////////////
9 ~" [& K+ l$ f3 F sort(vItem.begin(),vItem.end());//排序
6 D, s9 L& I' I) [/ [+ ^$ n //////////////////////////////////////////////////////////////////////////5 h- y! ~) p7 u8 @: ]- J8 A+ G* ?
//交换+ Z l- ^+ d) y: |
for (size_t i=0;i<vItem.size();i++)
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//Error("排序后 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);
) ` w. c5 q' G3 g/ L0 R pInvSort->Add(vItem.nIndex);
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BYTE nDestPos = 0;
1 R9 R* P9 ?% p1 G for (int i=0;i<MAX_INVENTORY;i++)/ t E4 U2 v! ~3 C: {) X, f
{
- P" y6 B* Z( h7 ]! I, N CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nDestPos);
" s0 ]" Z( D, @5 i9 _ if (pItemElem)+ i) q9 d: G2 L# S* A- J
{
8 O6 j4 p" a5 R% W% W b, `3 t) b if (IsUsingItem(pItemElem)): ]' i" P# ] S2 A5 y# x( d
{
" P; f) |) I0 | //这个位置无法放2 s Y; Q, A6 w6 h9 e
nDestPos++;8 Q6 l( d! [, L5 f2 u6 H
}
9 [2 K; Y; H7 E" P8 \) |7 r }
7 @6 x/ _4 g& I. t* E8 ^ BYTE nSrc = pInvSort->GetItemSrc(i);
( X" B) w" s4 }$ E5 T: l Q pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nSrc);
x9 ~5 z6 @) d; [ if (pItemElem)
+ w3 m# J# T, T4 A {- v4 D$ l# Z6 o$ m& `* X
if (IsUsingItem(pItemElem))
& W. g/ }/ z. ^; L {
- \4 p7 }, S, Q5 G" x' G* [ //这个道具无法移动,跳过: b4 Y, H4 S6 O3 R
continue;0 {7 e5 f) w, s0 u i2 J, C
}
+ T% M+ v7 Q* a+ Q- j2 {7 W2 p. E }else{
' E- ^7 i% V- s* C8 Z2 B //空位置 不用动7 m7 D( ?% C" P& C; M" B
continue;
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//////////////////////////////////////////////////////////////////////////
( s3 H- w# v3 G9 z8 b" U9 H: s //开始移动( q% ^( a- u( G4 I1 \
if (nSrc == nDestPos)
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//原地不动
9 P7 f) o9 k4 i( p/ x7 x7 ~8 ~. ] nDestPos++;& \. ^- M0 e, O+ |% f2 [6 T5 G. j
continue;
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& @* Y, w: W3 i" g pInvSort->MoveItem(i,nDestPos);( _& M, l- p5 r
g_DPlay.SendMoveItem(0,nSrc,nDestPos);
1 p7 K4 f9 @# Z* t6 u Sleep(5);
6 d/ h, _* e6 b" J) @ //Error("移动 - %d->%d",nSrc,nDestPos);
) K$ B) z" s- C4 l- q nDestPos++;
& Y# _0 E2 Z. d% Y" C' g }
, }7 s# k( r7 J //取第一个元素的信息( y% M; H; p; J
/*. I6 b7 j' E& W0 v( o1 e9 K, Z
if (vItem[0].dwItemId > 0 && vItem[0].dwItemId < 0xffffffff), P8 f6 |) A5 ^7 W6 M2 j7 d
{
% @5 C/ ^# o- A- d Error("Move - From:%d,To:%d",vItem[0].nIndex,x);
! U7 T( @2 g' r; ]! M) T+ [ g_DPlay.SendMoveItem(0,(BYTE)vItem[0].nIndex,(BYTE)x);
# H5 `' J1 _' ?5 P+ f1 ? }
) r! ?/ _& X# A5 q */
' M7 \; @: K' ]: M" H# i //////////////////////////////////////////////////////////////////////////
0 s8 _+ `( g$ ^- B; I9 H0 F break;
! h! r! x9 J5 q9 @: b: u }
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}
6 M7 m, P5 ^6 Wm_wndMenu.SetVisible(FALSE);
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--------------------------------------------------------------------------------------------------------; @2 Z! m9 t7 R7 G! c1 ^" k0 D
搜索:void CWndInventory::OnRButtonDown(UINT nFlags, CPoint point)
3 N; {# z, O7 n3 P" h* G{
" r, ~! W- u: |& l& b2 M8 }; A5 fBaseMouseCursor(); G" x* q2 g% l# C4 D+ w
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在其下添加:
+ G: J: ~5 a' E5 Bvoid CWndInventory::OnRButtonUp(UINT nFlags, CPoint point)
' d# a5 \6 f5 Z2 B6 D' Y{
! I( N/ m/ E; c7 y# v) H# O1 k3 g3 T- Cm_wndMenu.DeleteAllMenu();9 `" Q$ v& S5 c4 ]4 o0 U
m_wndMenu.CreateMenu(this);
4 D% O1 l5 u( D6 }7 pm_wndMenu.AppendMenu(0,1,(LPCTSTR)"整理背包");6 G3 {5 K, e% Q. {: z
/ X6 W" v$ h/ C6 nif (g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR))
5 }) b* y0 f2 B+ ~- F6 |0 U1 P& D. q{4 a% |3 S# E6 z( F! L
//P以上级别才可以删除所有道具
, }1 o2 Z( Z3 {7 U+ f& |) I m_wndMenu.AppendMenu( 0, 2,(LPCTSTR)"Clear");
/ Z! u) q% t5 k+ V}
. ~( v3 E; Q! j3 Y9 Km_wndMenu.Move(CPoint( m_rectCurrentWindow.left, m_rectCurrentWindow.top ) + point );5 y% J* I" |" r- ]
m_wndMenu.SetVisible( TRUE );//!m_wndMenuMover.IsVisible() );
E9 T b0 b5 O2 `m_wndMenu.SetFocus();
% S3 @! ]0 y. p}
6 P5 C, i4 ~4 Q6 u+ M0 m: b0 h------------------------------------------------------------------------------------------------------------: U! u5 m8 \& N9 L: [2 @6 ?3 X
*************************
- i V, [8 U8 {WndField.h文件7 P! q" g# f+ i' ~0 P
*************************
% Z0 x- \: V# ?+ Y9 R) u6 {9 X% Y搜索:BOOL m_bReport;( q2 C6 `4 z) x% B5 q
其后添加:4 }( ]* l6 R" B# n: ]1 G0 L* v- }& P
CWndMenu m_wndMenu;& H: O+ I6 A: y* x/ J+ ]
搜索:virtual void OnRButtonDown(UINT nFlags, CPoint point);; b9 ~2 Q, ~/ ]
其后添加:
9 T7 E) h$ m6 A: R5 Rvirtual void OnRButtonUp(UINT nFlags, CPoint point);
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