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源文件中_Interface文件夹下WndField.cpp文件; ^; W8 @/ m9 k8 I+ w3 z; C) {
搜索:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )
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' V' b9 V6 O. E+ }struct sItem2 T! w& A3 b! ^+ F8 D
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DWORD dwId;' E5 M1 }6 H, u" I0 u2 K
DWORD dwKind2;
8 S* @" Z/ S) M1 \/ HDWORD dwItemId;
8 L, o0 Q2 l3 [) ZBYTE nIndex;. n1 O+ i6 ]2 h1 E9 z
sItem(){
+ v& v- r& ]" k! y dwId = dwKind2 = dwItemId = nIndex = 0;
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bool operator < (const sItem p2)
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if (dwKind2 == p2.dwKind2)0 A; y; }4 B# E$ j" u
{
% s" s/ z% v: o' m return dwItemId < p2.dwItemId;
( x i& p0 e4 s. U }else{
* ^# N& P: O" b$ l return dwKind2 < p2.dwKind2;! s" w4 Q3 Y. ^2 V4 U' T1 K1 H( R
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class CInventorySort) d( ^9 A/ M/ q/ {% v7 t2 G$ H
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public:
" Y3 z/ `, _; R) p. G2 R" T3 W/ oCInventorySort()7 M2 g) z8 r8 t) l2 y( r* k: v7 p
{2 E+ {4 _6 w% m0 K& o3 a& s7 b
m_dwPos = 0;5 |! U) r/ m. h h2 e0 b
}
0 [) x$ h: j- \4 x) T~CInventorySort(){}: X+ O% y5 O- V L9 K7 x1 |4 Y
private:
( V* N' f. S; o$ s& F8 L7 ^sItem m_Item[MAX_INVENTORY];//存放排序好的道具信息
. m& U' Z5 K7 s0 m- oDWORD m_dwPos;
& X/ [; L; | wpublic:
2 A+ M! n5 w2 C/ M/ j- Z# ^% kvoid Add(BYTE nIndex), Y) l+ Z0 x/ i Y* J& t$ C
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if (m_dwPos >= MAX_INVENTORY) i# W# i$ @3 a; G" a& A
{
9 Q) [3 t2 y+ U: [& a return;5 h9 i- K$ q5 N9 T1 h
}
; ]9 H7 N, Z6 m% }7 f8 R m_Item[m_dwPos].nIndex = nIndex;
1 J* X4 `% T4 ?# I! m9 z: z$ ? m_Item[m_dwPos].dwId = m_dwPos;9 }, t# t# {3 d, C9 S
m_dwPos++;) E# O; z; ?$ }( q; \! C
}
' m4 u! y7 w# NBYTE GetItemSrc(DWORD dwId)//Id从0到最大值排列 z; D9 M) [3 N! X6 Q+ `+ K3 ^
{
* p! Y2 W! y- z1 p7 {" j5 F* u for (int i=0;i<MAX_INVENTORY;i++)7 f! Y% f! v! U4 t) j: }% T
{
: _) G2 H" {" P2 A8 P; ? if (m_Item.dwId == dwId)
# d! D* a) |* k {
3 \0 y/ u$ g' f) N- D# ^9 T return m_Item.nIndex;
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return 255;
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void MoveItem(DWORD dwSrcId,BYTE dest)//移动道具位置2 F! H; A$ w9 y1 N
{
1 ~; Z( y% k1 i; _3 X" p BYTE nTmp = 0;
; ~( J) I2 I: \' S: ^5 } bool bDest = false,bSrc = false;: u7 D Y Y6 y- A- K4 ~
for (int i=0;i<MAX_INVENTORY;i++)
6 I2 Y: s$ M8 x y7 \) Z; @, R {
; L% c& \" M- B& N! R if (dwSrcId == m_Item.dwId)' q+ h1 U$ \' Q/ {
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//id相等 则 改变对应的dest和src6 E4 C" U( w: q9 f/ |0 o0 W
nTmp = m_Item.nIndex;* S" A, }2 I! I
m_Item.nIndex = dest;' B5 q/ l0 E9 V& c1 ]
}
8 H% R7 U3 d' N; o! J }
0 D- S, A% B5 Q //临时数据保存完毕,交换开始
W" d M2 c7 M0 W4 I/ }2 ` for (int i=0;i<MAX_INVENTORY;i++)) ^3 i) s3 t$ C* V
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if (dest == m_Item.nIndex)5 a6 h6 \2 i! X/ Z! _: E% i+ w
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//id相等 则 改变对应的dest和src2 Q7 H+ D9 n6 u
m_Item.nIndex = nTmp;2 Z) {3 v! s, Y
}
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};
3 {* d; B. D! \6 Q1 ?/ H' K-------------------------------------------------------------------------
# I0 a8 T% z; c, e" E. ~依然在函数体:BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase ). F0 ]% `" f7 }8 t# ?0 E) D- s
搜索:return CWndNeuz::OnCommand(nID,dwMessage,pWndBase);
3 M! A) G& W% \- y$ h z5 ?紧靠其上添加:: [5 Y' }7 y: F* a! E4 H6 i* y
if( pWndBase == &m_wndMenu ); R8 u. k' F$ f: @
{
) }" Y4 \+ }5 M: r* r5 K' o$ \ switch( nID )5 C; g( W' W' [# g
{
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//g_WndMng.OpenMessageBox("确定清空整个背包吗?",MB_OKCANCEL);
) G8 X3 C4 B* q1 F if(!g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR))
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break;
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$ V4 p. |# Y- D4 N for (int i=0;i<g_pPlayer->m_Inventory.GetSize();i++)9 J: m, k9 z) s+ t
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CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);% N8 \. i U+ W- _3 \
if( !pItemElem )
. V# k' G5 M1 a continue;
; s) a+ ^+ [0 n. w' W- \! N/ z4 ^* p if(pItemElem->GetExtra() > 0)
3 b4 A+ Q8 r5 [( {# b$ I4 Q continue;$ L3 P# e) ^% w; n$ o, ~
if( g_pPlayer->m_Inventory.IsEquip( pItemElem->m_dwObjId ) )
5 z ^* a) F4 a! U2 X' A# h v continue;! i$ [- z1 ~% [) N2 ?1 L& h
if( g_pPlayer->IsUsing( pItemElem ) )) ? _8 ^/ K2 r+ \
continue;
; X Y; k0 A: n if( pItemElem->IsUndestructable() == TRUE )
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. Q/ t+ M9 W( _* q g_WndMng.PutString( prj.GetText( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ), NULL, prj.GetTextColor( TID_GAME_ERROR_UNDESTRUCTABLE_ITEM ) );! i& A$ |% l' |/ `
continue;
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* }& D/ ?. |8 U. i g_DPlay.SendRemoveItem( pItemElem, pItemElem->m_nItemNum);& ?6 U' q/ E, l$ a+ ]
}
3 _! p( f# i4 j' s# ~ break;
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//整理背包
' R6 F: a- z0 q X //////////////////////////////////////////////////////////////////////////
$ N7 r0 v/ C' C3 N) u //g_DPlay.SendMoveItem( 0, (BYTE)( pShortcut->m_dwIndex ), (BYTE)( (DWORD)nDstIndex ) );
2 Z- Q& _5 e1 s //////////////////////////////////////////////////////////////////////////
. m7 q8 I" H6 |% M3 O5 m //////////////////////////////////////////////////////////////////////////
; r0 D3 S0 L% L% C CInventorySort* pInvSort = new CInventorySort;
2 a0 u3 y3 w0 U+ f' H8 R0 g: O% N3 V vector <sItem> vItem;& [; E5 ?% u" s& @, h
vItem.resize(MAX_INVENTORY);//初始化大小
/ v' y7 S$ ^* `; Q //////////////////////////////////////////////////////////////////////////9 a$ \4 A1 B8 P. N* I5 a; i
//填充数据
: }! K- h: A3 e$ k& G, [ for (int i=0;i<MAX_INVENTORY;i++)! ~1 X! [$ g; r) j1 W& }
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CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(i);/ i; D2 f$ O$ Z$ z7 l6 P4 |
if (!pItemElem)
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4 v3 d; T5 Q, N: W vItem.dwKind2 = 0xffffffff;
* R- e) t. r7 x vItem.dwItemId = 0xffffffff;
# [: U* G+ n, w& w2 |1 c3 E vItem.nIndex = i; J" c1 i4 ?% w+ ?( D; T3 ]/ a
}else {4 U( _1 X1 v8 @) a7 c- _
ItemProp* pProp = pItemElem->GetProp();/ f; R' d; t$ B5 \4 X: B
vItem.dwKind2 = pProp->dwItemKind2;1 F, F- h2 S9 m, m
vItem.dwItemId = pItemElem->m_dwItemId;
- e' D% i. f+ ? E3 u2 Z' }* v vItem.nIndex = i;& m. E( X. @; O* g
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//Error("排序前 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);- Q6 |& |* c) h* Y; u+ V
}
e5 {+ ` ?5 L# {: d //////////////////////////////////////////////////////////////////////////
9 O& J1 X" l. C# _ sort(vItem.begin(),vItem.end());//排序
i( O- [0 z5 V! t2 H8 ~5 S //////////////////////////////////////////////////////////////////////////6 T0 l2 s g/ ~8 C7 G$ U
//交换
* O* l: A# B' \+ o0 ^: h for (size_t i=0;i<vItem.size();i++)+ r0 x+ {+ m) T3 i! \, M: T* M
{
i1 v2 _) W9 x5 e# {1 m //Error("排序后 - nIndex:%d,Kind2:%d,ItemId:%d",vItem.nIndex,vItem.dwKind2,vItem.dwItemId);$ E; r8 N1 l8 k) c/ L
pInvSort->Add(vItem.nIndex);" A) n) L9 x7 S Q% r* H1 {& h
}
6 ]5 z0 Y+ D6 _3 Y0 A BYTE nDestPos = 0;6 `! g" V$ d5 ~7 O8 s0 G
for (int i=0;i<MAX_INVENTORY;i++)- O5 P5 m9 B, v$ R+ [* V8 t7 C+ F
{
4 g' ~3 w5 n' ]3 Q. N CItemElem* pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nDestPos);$ |: O, @& j8 f# i# r# }4 B
if (pItemElem)
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if (IsUsingItem(pItemElem))
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* I& X" h; [2 |6 o4 l9 t0 G //这个位置无法放' H* y7 t L( t$ Y
nDestPos++;3 w0 y4 e' C; Q" t$ S2 J# t
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BYTE nSrc = pInvSort->GetItemSrc(i);2 l! I' x4 }0 I- V# N' i
pItemElem = (CItemElem*)g_pPlayer->m_Inventory.GetAt(nSrc);9 A; b9 s; p$ z4 V
if (pItemElem)
- N+ Z8 z. L& q( P% R {
2 j/ y9 C$ ^$ T& b k. E if (IsUsingItem(pItemElem))) z9 L7 b8 U$ R/ O
{
0 j: U, ^1 `4 ^" A8 R //这个道具无法移动,跳过
, J/ d6 ]9 ~6 i* a: ]) y1 Y continue;+ K% q6 O; B" R3 N2 ^
}# z- @/ _ i$ N" [' V' S+ h* m
}else{
6 i' t3 L$ C% m //空位置 不用动* [ Z ^8 V, ^# d3 N
continue;
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//////////////////////////////////////////////////////////////////////////
# I' y( Q/ m2 U: V- i* B! p u: J //开始移动
R5 m/ p5 N) r if (nSrc == nDestPos)
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//原地不动
& T' B5 ]8 J5 z: l" P) ? nDestPos++;
. F- e$ q1 N# m7 t. v continue;9 ]/ _5 S0 v# ~
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pInvSort->MoveItem(i,nDestPos);. x" L8 n% }+ V5 U( c
g_DPlay.SendMoveItem(0,nSrc,nDestPos);
- v9 a0 K# d0 Y# n$ t4 }- g Sleep(5);
+ ^' r- R8 d, J4 } //Error("移动 - %d->%d",nSrc,nDestPos);
- [$ x! f- C; B8 J nDestPos++;
/ m4 G( ^ V# o3 J* O9 |& \; E3 M. o } G; B2 Y& [ b, A: \
//取第一个元素的信息" y3 J4 Y2 h4 x/ d' T9 Z5 @
/*% j' \+ ^: f8 @1 I( w
if (vItem[0].dwItemId > 0 && vItem[0].dwItemId < 0xffffffff)
' m+ J( t! x) _, e0 w; Q, s R {
6 D/ l5 ^7 s6 w: O C- o Error("Move - From:%d,To:%d",vItem[0].nIndex,x);
. N4 w' M! z/ z: \3 }2 G g_DPlay.SendMoveItem(0,(BYTE)vItem[0].nIndex,(BYTE)x);
% u5 }6 ^0 N( F+ S# e8 H' v }
1 x, D( V6 B q5 @2 C/ _ e8 e */; I! U. k& R8 i! [: z' V
//////////////////////////////////////////////////////////////////////////9 n: f& D [0 Z7 ]/ A: Q( T
break;
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}
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m_wndMenu.SetVisible(FALSE);. o4 V; \( ?0 ^* e4 {1 P0 I
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--------------------------------------------------------------------------------------------------------
, k( y* G- q4 k L1 s( |搜索:void CWndInventory::OnRButtonDown(UINT nFlags, CPoint point)* Z! o) t4 y! S- E! K! } V
{
/ }" i% [+ b/ p) E- o$ DBaseMouseCursor();
2 I1 r% z6 l# o5 d/ [}' s. u2 A9 \% }6 g% [
在其下添加:0 z3 Q! J! v3 J* u% s5 g
void CWndInventory::OnRButtonUp(UINT nFlags, CPoint point)
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m_wndMenu.DeleteAllMenu();
! p0 {2 i" c9 s/ _& V: e2 Jm_wndMenu.CreateMenu(this);/ A' {: n, ~8 @7 B$ m8 t# N2 |
m_wndMenu.AppendMenu(0,1,(LPCTSTR)"整理背包");# i/ F* ?: r8 y+ s9 H
. Z7 y7 _7 e- c* {. \! cif (g_pPlayer->IsAuthHigher(AUTH_ADMINISTRATOR))3 }6 k1 f9 ^' A& W
{
- W) y5 X( q5 z# D9 B //P以上级别才可以删除所有道具
# T! A) h0 W9 Z m_wndMenu.AppendMenu( 0, 2,(LPCTSTR)"Clear");4 k2 R S+ S4 {4 o- k' @( n
}
^: O9 Y9 U9 Z* x3 _. jm_wndMenu.Move(CPoint( m_rectCurrentWindow.left, m_rectCurrentWindow.top ) + point );
9 O8 R) s6 Z* bm_wndMenu.SetVisible( TRUE );//!m_wndMenuMover.IsVisible() );
* P; C. h; U. \- `m_wndMenu.SetFocus();
/ p/ q8 T: e! n. u. y' h+ N}2 F9 u4 p8 z5 F
------------------------------------------------------------------------------------------------------------' ~# `. D0 E$ \6 u0 F
*************************. J6 P: O, }3 ]$ l$ ?2 l
WndField.h文件
; I2 {+ e, g' i/ O*************************
% n9 t3 O" e1 Y% C& ~% R! Q! O搜索:BOOL m_bReport;) [6 }) ?0 {: S( Q
其后添加:
* N& j/ `+ X. f# [5 m0 S: V8 ]CWndMenu m_wndMenu;. R, T9 Z2 o c" f* u0 Y
搜索:virtual void OnRButtonDown(UINT nFlags, CPoint point);
* p3 e7 W1 U" g" f其后添加:
- ^9 a, R$ k7 \& i# \% Tvirtual void OnRButtonUp(UINT nFlags, CPoint point);% m$ r0 S4 Y: {& {" ?' c; ?6 \0 e& H
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