Kosztüm fegyver rendszer és pánt kompatibilitási hiba

Indította IceCry, 2019-02-23, 22:05:35

2019-02-23, 22:05:35 Utolsó szerkesztés: 2019-02-23, 22:47:00 Szerző: IceCry
Sziasztok, beraktam a kosztüm fegyver rendszert, és már alapból bent volt a pánt rendszer, az a probléma merült fel hogy a pántot kosztüm fegyverként érzékeli, jó helyre rakja a pántot, csak eltűnik a kard a kezemből, és csak akkor látszik újra ha leveszem a pántot. És amikor felveszem a pántot akkor nem is mutatja a szokásos effektet, vagyis biztos kosztüm kard ként érzékeli.
Kérem valaki segítsen, hogy a fegyver kosztüm és a pánt rendszer működjön egymás mellett.

2019-02-24, 14:15:21 #1 Utolsó szerkesztés: 2019-02-24, 14:16:52 Szerző: Red
Valószínűnek tartom, hogy a gametype.h fájlodban elrontottal valamit.

Idézetet írta: Red Dátum 2019-02-24, 14:15:21
Valószínűnek tartom, hogy a gametype.h fájlodban elrontottal valamit.

Itt a gametype.h fájlom, esetleg kérlek ránéznél.
#pragma once
#include "../GameLib/ItemData.h"

struct SAffects
{
enum
{
AFFECT_MAX_NUM = 32,
};

SAffects() : dwAffects(0) {}
SAffects(const DWORD & c_rAffects)
{
__SetAffects(c_rAffects);
}
int operator = (const DWORD & c_rAffects)
{
__SetAffects(c_rAffects);
}

BOOL IsAffect(BYTE byIndex)
{
return dwAffects & (1 << byIndex);
}

void __SetAffects(const DWORD & c_rAffects)
{
dwAffects = c_rAffects;
}

DWORD dwAffects;
};

extern std::string g_strGuildSymbolPathName;

const DWORD c_Name_Max_Length = 64;
const DWORD c_FileName_Max_Length = 128;
const DWORD c_Short_Name_Max_Length = 32;

const DWORD c_Inventory_Page_Size = 5*9; // x*y
const DWORD c_Inventory_Page_Count = 4;
const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
const DWORD c_Equipment_Count = 12;

const DWORD c_Equipment_Start = c_ItemSlot_Count;

const DWORD c_Equipment_Body = c_Equipment_Start + 0;
const DWORD c_Equipment_Head = c_Equipment_Start + 1;
const DWORD c_Equipment_Shoes = c_Equipment_Start + 2;
const DWORD c_Equipment_Wrist = c_Equipment_Start + 3;
const DWORD c_Equipment_Weapon = c_Equipment_Start + 4;
const DWORD c_Equipment_Neck = c_Equipment_Start + 5;
const DWORD c_Equipment_Ear = c_Equipment_Start + 6;
const DWORD c_Equipment_Unique1 = c_Equipment_Start + 7;
const DWORD c_Equipment_Unique2 = c_Equipment_Start + 8;
const DWORD c_Equipment_Arrow = c_Equipment_Start + 9;
const DWORD c_Equipment_Shield = c_Equipment_Start + 10;
const DWORD c_Equipment_Unique3 = c_Equipment_Start + 11;

// 새로 추가된 신규 반지 & 벨트
// 장착형 아이템에 할당할 수 있는 위치가 기존 장비, 채기랍 퀘스트 보상, 코스튬 시스템 등으로 인해서 공간이 잘려있다.
// 이게 다 채기랍 보상 버프를 장착아이템처럼 구현한 ㅅㄲ 때문에 난리났따... ㅆㅂ
//
// 정리하면, 기존 장비창들은 서버DB상 아이템 포지션이 90 ~ 102 이고,
// 2013년 초에 새로 추가되는 슬롯들은 111 ~ 부터 시작한다. 착용 장비에서 최대로 사용할 수 있는 값은 121 까지이고, 122부터는 용혼석에서 사용한다.
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
#ifdef ENABLE_SASH_SYSTEM
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
const DWORD c_New_Equipment_Start = c_Equipment_Start + 22 + 1;
#else
const DWORD c_New_Equipment_Start = c_Equipment_Start + 22;
#endif
#endif
const DWORD c_New_Equipment_Count = 3;
const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;
#endif

enum EDragonSoulDeckType
{
DS_DECK_1,
DS_DECK_2,
DS_DECK_MAX_NUM = 2,
};

enum EDragonSoulGradeTypes
{
DRAGON_SOUL_GRADE_NORMAL,
DRAGON_SOUL_GRADE_BRILLIANT,
DRAGON_SOUL_GRADE_RARE,
DRAGON_SOUL_GRADE_ANCIENT,
DRAGON_SOUL_GRADE_LEGENDARY,
DRAGON_SOUL_GRADE_MAX,

};

enum EDragonSoulStepTypes
{
DRAGON_SOUL_STEP_LOWEST,
DRAGON_SOUL_STEP_LOW,
DRAGON_SOUL_STEP_MID,
DRAGON_SOUL_STEP_HIGH,
DRAGON_SOUL_STEP_HIGHEST,
DRAGON_SOUL_STEP_MAX,
};

#ifdef ENABLE_COSTUME_SYSTEM
const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; // [주의] 숫자(19) 하드코딩 주의. 현재 서버에서 코스츔 슬롯은 19부터임. 서버 common/length.h 파일의 EWearPositions 열거형 참고.
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
const DWORD c_Costume_Slot_Weapon = c_Costume_Slot_Start + 2;
#endif
#ifdef ENABLE_SASH_SYSTEM
const DWORD c_Costume_Slot_Sash = c_Costume_Slot_Start + 3;
#endif
const DWORD c_Costume_Slot_Count = 4;
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif


// [주의] 숫자(32) 하드코딩 주의. 현재 서버에서 용혼석 슬롯은 32부터임.
// 서버 common/length.h 파일의 EWearPositions 열거형이 32까지 확장될 것을 염두하고(32 이상은 확장 하기 힘들게 되어있음.),
// 그 이후부터를 용혼석 장착 슬롯으로 사용.
const DWORD c_Wear_Max = 32;
const DWORD c_DragonSoul_Equip_Start = c_ItemSlot_Count + c_Wear_Max;
const DWORD c_DragonSoul_Equip_Slot_Max = 6;
const DWORD c_DragonSoul_Equip_End = c_DragonSoul_Equip_Start + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM;

// NOTE: 2013년 2월 5일 현재... 용혼석 데크는 2개가 존재하는데, 향후 확장 가능성이 있어서 3개 데크 여유분을 할당 해 둠. 그 뒤 공간은 벨트 인벤토리로 사용
const DWORD c_DragonSoul_Equip_Reserved_Count = c_DragonSoul_Equip_Slot_Max * 3;

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
// 벨트 아이템이 제공하는 인벤토리
const DWORD c_Belt_Inventory_Slot_Start = c_DragonSoul_Equip_End + c_DragonSoul_Equip_Reserved_Count;
const DWORD c_Belt_Inventory_Width = 4;
const DWORD c_Belt_Inventory_Height= 4;
const DWORD c_Belt_Inventory_Slot_Count = c_Belt_Inventory_Width * c_Belt_Inventory_Height;
const DWORD c_Belt_Inventory_Slot_End = c_Belt_Inventory_Slot_Start + c_Belt_Inventory_Slot_Count;

const DWORD c_Inventory_Count = c_Belt_Inventory_Slot_End;
#else
const DWORD c_Inventory_Count = c_DragonSoul_Equip_End;
#endif

// 용혼석 전용 인벤토리
const DWORD c_DragonSoul_Inventory_Start = 0;
const DWORD c_DragonSoul_Inventory_Box_Size = 32;
const DWORD c_DragonSoul_Inventory_Count = CItemData::DS_SLOT_NUM_TYPES * DRAGON_SOUL_GRADE_MAX * c_DragonSoul_Inventory_Box_Size;
const DWORD c_DragonSoul_Inventory_End = c_DragonSoul_Inventory_Start + c_DragonSoul_Inventory_Count;

enum ESlotType
{
SLOT_TYPE_NONE,
SLOT_TYPE_INVENTORY,
SLOT_TYPE_SKILL,
SLOT_TYPE_EMOTION,
SLOT_TYPE_SHOP,
SLOT_TYPE_EXCHANGE_OWNER,
SLOT_TYPE_EXCHANGE_TARGET,
SLOT_TYPE_QUICK_SLOT,
SLOT_TYPE_SAFEBOX,
SLOT_TYPE_PRIVATE_SHOP,
SLOT_TYPE_MALL,
SLOT_TYPE_DRAGON_SOUL_INVENTORY,
SLOT_TYPE_MAX,
};

enum EWindows
{
RESERVED_WINDOW,
INVENTORY, // 기본 인벤토리. (45칸 짜리가 2페이지 존재 = 90칸)
EQUIPMENT,
SAFEBOX,
MALL,
DRAGON_SOUL_INVENTORY,
GROUND, // NOTE: 2013년 2월5일 현재까지 unused.. 왜 있는거지???
BELT_INVENTORY, // NOTE: W2.1 버전에 새로 추가되는 벨트 슬롯 아이템이 제공하는 벨트 인벤토리

WINDOW_TYPE_MAX,
};

enum EDSInventoryMaxNum
{
DS_INVENTORY_MAX_NUM = c_DragonSoul_Inventory_Count,
DS_REFINE_WINDOW_MAX_NUM = 15,
};

#pragma pack (push, 1)
#define WORD_MAX 0xffff

typedef struct SItemPos
{
BYTE window_type;
WORD cell;
    SItemPos ()
    {
window_type =     INVENTORY;
cell = WORD_MAX;
    }
SItemPos (BYTE _window_type, WORD _cell)
    {
        window_type = _window_type;
        cell = _cell;
    }

// 기존에 cell의 형을 보면 BYTE가 대부분이지만, oi
// 어떤 부분은 int, 어떤 부분은 WORD로 되어있어,
// 가장 큰 자료형인 int로 받는다.
  //  int operator=(const int _cell)
  //  {
//window_type = INVENTORY;
  //      cell = _cell;
  //      return cell;
  //  }
bool IsValidCell()
{
switch (window_type)
{
case INVENTORY:
return cell < c_Inventory_Count;
break;
case EQUIPMENT:
return cell < c_DragonSoul_Equip_End;
break;
case DRAGON_SOUL_INVENTORY:
return cell < (DS_INVENTORY_MAX_NUM);
break;
default:
return false;
}
}
bool IsEquipCell()
{
switch (window_type)
{
case INVENTORY:
case EQUIPMENT:
return (c_Equipment_Start + c_Wear_Max > cell) && (c_Equipment_Start <= cell);
break;

case BELT_INVENTORY:
case DRAGON_SOUL_INVENTORY:
return false;
break;

default:
return false;
}
}

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
bool IsBeltInventoryCell()
{
bool bResult = c_Belt_Inventory_Slot_Start <= cell && c_Belt_Inventory_Slot_End > cell;
return bResult;
}
#endif

bool operator==(const struct SItemPos& rhs) const
{
return (window_type == rhs.window_type) && (cell == rhs.cell);
}

bool operator<(const struct SItemPos& rhs) const
{
return (window_type < rhs.window_type) || ((window_type == rhs.window_type) && (cell < rhs.cell));
}
} TItemPos;
#pragma pack(pop)

const DWORD c_QuickBar_Line_Count = 3;
const DWORD c_QuickBar_Slot_Count = 12;

const float c_Idle_WaitTime = 5.0f;

const int c_Monster_Race_Start_Number = 6;
const int c_Monster_Model_Start_Number = 20001;

const float c_fAttack_Delay_Time = 0.2f;
const float c_fHit_Delay_Time = 0.1f;
const float c_fCrash_Wave_Time = 0.2f;
const float c_fCrash_Wave_Distance = 3.0f;

const float c_fHeight_Step_Distance = 50.0f;

enum
{
DISTANCE_TYPE_FOUR_WAY,
DISTANCE_TYPE_EIGHT_WAY,
DISTANCE_TYPE_ONE_WAY,
DISTANCE_TYPE_MAX_NUM,
};

const float c_fMagic_Script_Version = 1.0f;
const float c_fSkill_Script_Version = 1.0f;
const float c_fMagicSoundInformation_Version = 1.0f;
const float c_fBattleCommand_Script_Version = 1.0f;
const float c_fEmotionCommand_Script_Version = 1.0f;
const float c_fActive_Script_Version = 1.0f;
const float c_fPassive_Script_Version = 1.0f;

// Used by PushMove
const float c_fWalkDistance = 175.0f;
const float c_fRunDistance = 310.0f;

#define FILE_MAX_LEN 128

enum
{
ITEM_SOCKET_SLOT_MAX_NUM = 3,
ITEM_ATTRIBUTE_SLOT_MAX_NUM = 7,
};

#pragma pack(push)
#pragma pack(1)

typedef struct SQuickSlot
{
BYTE Type;
WORD Position;
} TQuickSlot;

typedef struct TPlayerItemAttribute
{
    BYTE        bType;
    short       sValue;
} TPlayerItemAttribute;

typedef struct packet_item
{
    DWORD       vnum;
    BYTE        count;
DWORD flags;
DWORD anti_flags;
long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
    TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
} TItemData;

typedef struct packet_shop_item
{
    DWORD       vnum;
    DWORD       price;
    BYTE        count;
BYTE display_pos;
long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
    TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
} TShopItemData;

#pragma pack(pop)

inline float GetSqrtDistance(int ix1, int iy1, int ix2, int iy2) // By sqrt
{
float dx, dy;

dx = float(ix1 - ix2);
dy = float(iy1 - iy2);

return sqrtf(dx*dx + dy*dy);
}

// DEFAULT_FONT
void DefaultFont_Startup();
void DefaultFont_Cleanup();
void DefaultFont_SetName(const char * c_szFontName);
CResource* DefaultFont_GetResource();
CResource* DefaultItalicFont_GetResource();
// END_OF_DEFAULT_FONT

void SetGuildSymbolPath(const char * c_szPathName);
const char * GetGuildSymbolFileName(DWORD dwGuildID);
BYTE SlotTypeToInvenType(BYTE bSlotType);

A probléma nálam is adott, ha esetleg megfejtetted a hibát, és megvan annak a javítása, megoszthatnád velem is! :)