#include "SunClientPrecompiledHeader.h" #include "uiItemCompositeMan.h" #include "SoundEffect.h" #include "uiItemTotalComposite/uiItemTotalComposite.h" #include "globalfunc.h" #include "NPC.h" #include "ObjectManager.h" #include "HeroActionInput.h" //------------------------------------------------------------------------------ /** */ void uiItemCompositeMan::InitPKBooleans() { this->m_vPKBool.clear(); for (int i=ePKBOOL_ITEM_COMPOSITE_BASE; im_vPKBool.push_back(packetControl); } } //------------------------------------------------------------------------------------------- /** */ //BOOL //uiItemCompositeMan::NET_SEND_CG_ITEM_COMPOSE_SYN() //{ // if (!this->isValidCompositeFlag()) // { // // ƯÁ¤ ¸Þ½ÃÁö // return FALSE; // } // // if (!this->IsReadyForCompositeMaterials()) // { // // ƯÁ¤ ¸Þ½ÃÁö // return FALSE; // } // // if (this->SafePKBool(ePKBOOL_ITEM_COMPOSITE_COMPOSE)) // { // g_SoundEffect.PlayUI(UI_SOUND_COMPOSE_CRYSTALIZE_TRY); // // this->SetPKBool(ePKBOOL_ITEM_COMPOSITE_COMPOSE); // m_MsgComposeSyn.m_ComposeListCode = m_ePendingItemCompositeCode = m_eCurItemCompositeCode; // // return GlobalFunc::SendPacketToGameServer(&m_MsgComposeSyn, sizeof(m_MsgComposeSyn)); // } // // return FALSE; //} //------------------------------------------------------------------------------------------- /** */ BOOL uiItemCompositeMan::NET_SEND_CG_ITEM_CRYSTALIZE_SYN( const POSTYPE& target_Pos, const SLOTCODE& slot_code ) { MSG_CG_ITEM_CRYSTALIZE_SYN MsgCrystalizeSyn; MsgCrystalizeSyn.m_CrystalizeListCode = slot_code; MsgCrystalizeSyn.m_TargetPos = target_Pos; MsgCrystalizeSyn.m_NPCCode = 0; return GlobalFunc::SendPacketToGameServer(&MsgCrystalizeSyn, sizeof(MsgCrystalizeSyn)); } BOOL uiItemCompositeMan::NET_SEND_CG_TOTAL_ITEM_COMPOSITE_SYN() { if (!this->isValidTotalCompositeFlag()) { // ƯÁ¤ ¸Þ½ÃÁö return FALSE; } if (!this->IsReadyForTotalCompositeMaterials()) { // ƯÁ¤ ¸Þ½ÃÁö return FALSE; } if (this->SafePKBool(ePKBOOL_ITEM_COMPOSITE_COMPOSE)) { g_SoundEffect.PlayUI(UI_SOUND_COMPOSE_CRYSTALIZE_TRY); this->SetPKBool(ePKBOOL_ITEM_COMPOSITE_COMPOSE); m_MsgComposeSyn.m_ComposeListCode = m_ePendingItemCompositeCode = (eITEMCOMPOSITECODE) m_pUIItemTotalComposite->GetCurrentSelectItemCode(); m_MsgComposeSyn.m_byMakingNum = m_ManualCompositeNum; m_PendingManualCompositeNum = m_ManualCompositeNum; m_MsgComposeSyn.m_NPCCode = g_HeroInput.GetClickedNpcCode(); return GlobalFunc::SendPacketToGameServer(&m_MsgComposeSyn, sizeof(m_MsgComposeSyn)); } return FALSE; }