import ui import player import mouseModule import net import app import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiPickMoney import uiCommon import uiPrivateShopBuilder import localeInfo import constInfo import ime import wndMgr import uiPickEtc import uiToolTip if app.ENABLE_ACCE_SYSTEM: import acce ITEM_MALL_BUTTON_ENABLE = True ITEM_FLAG_APPLICABLE = 1 << 14 class CostumeWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_COSTUME_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() self.RefreshCostumeSlot() ui.ScriptWindow.Show(self) def Close(self): self.Hide() def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/CostumeWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: wndEquip = self.GetChild("CostumeSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndEquip.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndEquip = wndEquip def RefreshCostumeSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.COSTUME_SLOT_COUNT): slotNumber = item.COSTUME_SLOT_START + i self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0) if app.ENABLE_WEAPON_COSTUME_SYSTEM: self.wndEquip.SetItemSlot(item.COSTUME_SLOT_WEAPON, getItemVNum(item.COSTUME_SLOT_WEAPON), 0) self.wndEquip.RefreshSlot() if app.WJ_SPLIT_INVENTORY_SYSTEM: class ExtendedInventoryWindow(ui.ScriptWindow): tooltipItem = None interface = None dlgPickMoney = None dlgPickItem = None sellingSlotNumber = -1 isLoaded = 0 def __init__(self): ui.ScriptWindow.__init__(self) self.inventoryPageIndex = 0 self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/ExtendedInventoryWindow.py") except: import exception exception.Abort("ExtendedInventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.titleName = self.GetChild("TitleName") self.SkillBookButton = self.GetChild("SkillBookButton") self.UpgradeItemsButton = self.GetChild("UpgradeItemsButton") self.stoneButton = self.GetChild("StoneButton") self.boxButton = self.GetChild("BoxButton") self.efsunButton = self.GetChild("EfsunButton") self.cicekButton = self.GetChild("CicekButton") self.inventoryTab = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.inventoryTab.append(self.GetChild("Inventory_Tab_03")) self.MalzemeDeposuInfo = self.GetChild("MalzemeDeposuInfo") except: import exception exception.Abort("ExtendedInventoryWindow.LoadWindow.BindObject") ## Info self.tlInfo = uiToolTip.ItemToolTip() self.tlInfo.Hide() self.tooltipInfo = [self.tlInfo]*7 self.InformationText = [localeInfo.MALZEME_DEPOSU, localeInfo.BK_ENVANTER_TEXT1, localeInfo.BK_ENVANTER_TEXT2, localeInfo.BK_ENVANTER_TEXT3, localeInfo.BK_ENVANTER_TEXT4, localeInfo.BK_ENVANTER_TEXT5, localeInfo.BK_ENVANTER_TEXT6 ] for i in xrange(7): self.tooltipInfo[i].SetFollow(True) self.tooltipInfo[i].AlignHorizonalCenter() if i == 0: TITLE_COLOR = grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0) self.tooltipInfo[i].AutoAppendTextLine(self.InformationText[i], TITLE_COLOR) else: self.tooltipInfo[i].AutoAppendTextLine(self.InformationText[i]) self.tooltipInfo[i].Hide() self.tooltipInfo[i].toolTipWidth += 10 ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) self.envanterileacilsin = ui.CheckBox() self.envanterileacilsin.SetParent(self) self.envanterileacilsin.SetPosition(17, 385) self.envanterileacilsin.SetEvent(ui.__mem_func__(self.__OnClickEnableEnvanterOn), "ON_CHECK", True) self.envanterileacilsin.SetEvent(ui.__mem_func__(self.__OnClickDisableEnvanterOf), "ON_UNCKECK", False) self.envanterileacilsin.SetTextInfo(localeInfo.ENVANTER_ILE_AC) self.envanterileacilsin.SetCheckStatus(constInfo.EnvanterAcilsinmi) self.envanterileacilsin.Show() self.SkillBookButton.SetEvent(lambda arg=0: self.SetInventoryType(arg)) self.UpgradeItemsButton.SetEvent(lambda arg=1: self.SetInventoryType(arg)) self.stoneButton.SetEvent(lambda arg=2: self.SetInventoryType(arg)) self.boxButton.SetEvent(lambda arg=3: self.SetInventoryType(arg)) self.efsunButton.SetEvent(lambda arg=4: self.SetInventoryType(arg)) self.cicekButton.SetEvent(lambda arg=5: self.SetInventoryType(arg)) self.SkillBookButton.Down() self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg)) self.inventoryTab[0].Down() ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## PickItemDialog dlgPickItem = uiPickEtc.PickEtcDialog() dlgPickItem.LoadDialog() dlgPickItem.Hide() self.dlgPickMoney = dlgPickMoney self.wndItem = wndItem self.SetInventoryType(0) self.SetInventoryPage(0) self.dlgPickItem = dlgPickItem self.wndCostume = None def Destroy(self): self.ClearDictionary() self.dlgPickMoney.Destroy() self.dlgPickItem.Destroy() self.dlgPickItem = 0 self.dlgPickMoney = 0 self.tooltipItem = None self.wndItem = 0 self.interface = None self.inventoryTab = [] self.envanterileacilsin = [] def __OnClickEnableEnvanterOn(self): constInfo.EnvanterAcilsinmi = 1 chat.AppendChat(chat.CHAT_TYPE_INFO, " Envanter ile acılma aktif.") def __OnClickDisableEnvanterOf(self): constInfo.EnvanterAcilsinmi = 0 chat.AppendChat(chat.CHAT_TYPE_INFO, " Envanter ile acılma pasif.") def Hide(self): if None != self.tooltipItem: self.tooltipItem.HideToolTip() self.tlInfo.Hide() if self.dlgPickItem: self.dlgPickItem.Close() wndMgr.Hide(self.hWnd) def Close(self): if self.tooltipItem: self.tooltipItem.HideToolTip() self.tlInfo.Hide() self.Hide() def OnUpdate(self): for i in xrange(7): if self.MalzemeDeposuInfo.IsIn(): self.tooltipInfo[i].Show() else: self.tooltipInfo[i].Hide() def SetInventoryType(self, type): self.inventoryType = type if type == 0: self.SkillBookButton.Down() self.efsunButton.SetUp() self.cicekButton.SetUp() self.UpgradeItemsButton.SetUp() self.stoneButton.SetUp() self.boxButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_SKILL_BOOK_TOOLTIP) elif type == 2: self.stoneButton.Down() self.efsunButton.SetUp() self.cicekButton.SetUp() self.UpgradeItemsButton.SetUp() self.SkillBookButton.SetUp() self.boxButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_STONE_TOOLTIP) elif type == 3: self.boxButton.Down() self.efsunButton.SetUp() self.UpgradeItemsButton.SetUp() self.cicekButton.SetUp() self.stoneButton.SetUp() self.SkillBookButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_BOX_TOOLTIP) elif type == 4: self.efsunButton.Down() self.boxButton.SetUp() self.cicekButton.SetUp() self.UpgradeItemsButton.SetUp() self.stoneButton.SetUp() self.SkillBookButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_EFSUN_TOOLTIP) elif type == 5: self.cicekButton.Down() self.efsunButton.SetUp() self.boxButton.SetUp() self.UpgradeItemsButton.SetUp() self.stoneButton.SetUp() self.SkillBookButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_CICEK_TOOLTIP) else: self.UpgradeItemsButton.Down() self.SkillBookButton.SetUp() self.efsunButton.SetUp() self.cicekButton.SetUp() self.stoneButton.SetUp() self.boxButton.SetUp() self.titleName.SetText(localeInfo.INVENTORY_UPGRADE_ITEM_TOOLTIP) self.RefreshBagSlotWindow() def SetInventoryPage(self, page): self.inventoryPageIndex = page for i in range(0,len(self.inventoryTab)): self.inventoryTab[i].SetUp() self.inventoryTab[page].Down() self.RefreshBagSlotWindow() def OnPickItem(self, count): itemSlotIndex = self.dlgPickItem.itemGlobalSlotIndex selectedItemVNum = player.GetItemIndex(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_SKILL_BOOK_INVENTORY, itemSlotIndex, selectedItemVNum, count) def __InventoryLocalSlotPosToGlobalSlotPos(self, local): if self.inventoryType == 0: return self.inventoryPageIndex*player.SKILL_BOOK_INVENTORY_SLOT_COUNT + local + item.SKILL_BOOK_INVENTORY_SLOT_START elif self.inventoryType == 2: return self.inventoryPageIndex*player.STONE_INVENTORY_SLOT_COUNT + local + item.STONE_INVENTORY_SLOT_START elif self.inventoryType == 3: return self.inventoryPageIndex*player.BOX_INVENTORY_SLOT_COUNT + local + item.BOX_INVENTORY_SLOT_START elif self.inventoryType == 4: return self.inventoryPageIndex*player.EFSUN_INVENTORY_SLOT_COUNT + local + item.EFSUN_INVENTORY_SLOT_START elif self.inventoryType == 5: return self.inventoryPageIndex*player.CICEK_INVENTORY_SLOT_COUNT + local + item.CICEK_INVENTORY_SLOT_START else: return self.inventoryPageIndex*player.UPGRADE_ITEMS_INVENTORY_SLOT_COUNT + local + item.UPGRADE_ITEMS_INVENTORY_SLOT_START def GetInventoryPageIndex(self): return self.inventoryPageIndex def RefreshBagSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot if self.inventoryType == 0: for i in xrange(player.SKILL_BOOK_INVENTORY_SLOT_COUNT): slotNumber = item.SKILL_BOOK_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) elif self.inventoryType == 2: for i in xrange(player.STONE_INVENTORY_SLOT_COUNT): slotNumber = item.STONE_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) elif self.inventoryType == 3: for i in xrange(player.BOX_INVENTORY_SLOT_COUNT): slotNumber = item.BOX_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) elif self.inventoryType == 4: for i in xrange(player.EFSUN_INVENTORY_SLOT_COUNT): slotNumber = item.EFSUN_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) elif self.inventoryType == 5: for i in xrange(player.CICEK_INVENTORY_SLOT_COUNT): slotNumber = item.CICEK_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) else: for i in xrange(player.UPGRADE_ITEMS_INVENTORY_SLOT_COUNT): slotNumber = item.UPGRADE_ITEMS_INVENTORY_SLOT_START + i if self.GetInventoryPageIndex() == 1: slotNumber += 45 elif self.GetInventoryPageIndex() == 2: slotNumber += 90 itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) self.wndItem.RefreshSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() def RefreshStatus(self): pass def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return if self.inventoryType == 0: selectedSlotPos += item.SKILL_BOOK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 elif self.inventoryType == 2: selectedSlotPos += item.STONE_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 elif self.inventoryType == 3: selectedSlotPos += item.BOX_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 elif self.inventoryType == 4: selectedSlotPos += item.EFSUN_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 elif self.inventoryType == 5: selectedSlotPos += item.CICEK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 else: selectedSlotPos += item.UPGRADE_ITEMS_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: selectedSlotPos += 45 elif self.GetInventoryPageIndex() == 2: selectedSlotPos += 90 if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_SKILL_BOOK_INVENTORY == attachedSlotType or player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY == attachedSlotType or player.SLOT_TYPE_STONE_INVENTORY == attachedSlotType or player.SLOT_TYPE_BOX_INVENTORY == attachedSlotType or player.SLOT_TYPE_EFSUN_INVENTORY == attachedSlotType or player.SLOT_TYPE_CICEK_INVENTORY == attachedSlotType: itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(False) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return if self.inventoryType == 0: itemSlotIndex += item.SKILL_BOOK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 elif self.inventoryType == 2: itemSlotIndex += item.STONE_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 elif self.inventoryType == 3: itemSlotIndex += item.BOX_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 elif self.inventoryType == 4: itemSlotIndex += item.EFSUN_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 elif self.inventoryType == 5: itemSlotIndex += item.CICEK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 else: itemSlotIndex += item.UPGRADE_ITEMS_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: itemSlotIndex += 45 elif self.GetInventoryPageIndex() == 2: itemSlotIndex += 90 if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() if player.SLOT_TYPE_SKILL_BOOK_INVENTORY == attachedSlotType or player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY == attachedSlotType or player.SLOT_TYPE_STONE_INVENTORY == attachedSlotType or player.SLOT_TYPE_BOX_INVENTORY == attachedSlotType or player.SLOT_TYPE_EFSUN_INVENTORY == attachedSlotType or player.SLOT_TYPE_CICEK_INVENTORY == attachedSlotType: self.__SendMoveItemPacket(attachedSlotPos, itemSlotIndex, attachedItemCount) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() #if app.SELL == curCursorNum: #self.__SellItem(itemSlotIndex) if app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickItem.SetTitleName(localeInfo.PICK_ITEM_TITLE) self.dlgPickItem.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickItem.Open(itemCount) self.dlgPickItem.itemGlobalSlotIndex = itemSlotIndex elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if TRUE == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) if self.inventoryType == 0: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_SKILL_BOOK_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) elif self.inventoryType == 2: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_STONE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) elif self.inventoryType == 3: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_BOX_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) elif self.inventoryType == 4: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_EFSUN_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) elif self.inventoryType == 5: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_CICEK_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) else: mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) self.wndItem.SetUseMode(True) snd.PlaySound("sound/ui/pick.wav") def OnCloseQuestionDialog(self): if not self.questionDialog: return self.questionDialog.Close() self.questionDialog = None constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0) def Sat(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def __OnClosePopupDialog(self): self.pop = None def OverOutItem(self): self.wndItem.SetUsableItem(False) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): if self.inventoryType == 0: overSlotPos += item.SKILL_BOOK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 elif self.inventoryType == 2: overSlotPos += item.STONE_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 elif self.inventoryType == 3: overSlotPos += item.BOX_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 elif self.inventoryType == 4: overSlotPos += item.EFSUN_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 elif self.inventoryType == 5: overSlotPos += item.CICEK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 else: overSlotPos += item.UPGRADE_ITEMS_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: overSlotPos += 45 elif self.GetInventoryPageIndex() == 2: overSlotPos += 90 self.wndItem.SetUsableItem(False) self.ShowToolTip(overSlotPos) def ShowToolTip(self, slotIndex): if None != self.tooltipItem: self.tooltipItem.SetInventoryItem(slotIndex) def OnPressEscapeKey(self): self.Close() return True def UseItemSlot(self, slotIndex): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS(): return if self.inventoryType == 0: slotIndex += item.SKILL_BOOK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 elif self.inventoryType == 2: slotIndex += item.STONE_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 elif self.inventoryType == 3: slotIndex += item.BOX_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 elif self.inventoryType == 4: slotIndex += item.EFSUN_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 elif self.inventoryType == 5: slotIndex += item.CICEK_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 else: slotIndex += item.UPGRADE_ITEMS_INVENTORY_SLOT_START if self.GetInventoryPageIndex() == 1: slotIndex += 45 elif self.GetInventoryPageIndex() == 2: slotIndex += 90 self.__UseItem(slotIndex) mouseModule.mouseController.DeattachObject() self.OverOutItem() def __UseItem(self, slotIndex): ItemVNum = player.GetItemIndex(slotIndex) item.SelectItem(ItemVNum) if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE): self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) elif app.IsPressed(app.DIK_LSHIFT): if player.GetItemTypeBySlot(slotIndex) == item.ITEM_TYPE_GIFTBOX and\ ItemVNum != 31374 and ItemVNum != 50255 and\ ItemVNum != 50187 and ItemVNum != 50197 and\ ItemVNum != 50188 and ItemVNum != 50189 and\ ItemVNum != 50190 and ItemVNum != 50191 and\ ItemVNum != 50192 and ItemVNum != 50193 and\ ItemVNum != 50194 and ItemVNum != 50195: if app.ENABLE_SHOW_CHEST_DROP: if self.interface: if self.interface.dlgChestDrop: if not self.interface.dlgChestDrop.IsShow(): self.interface.dlgChestDrop.Open(slotIndex) net.SendChestDropInfo(slotIndex) else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) self.OnCloseQuestionDialog() def __SendUseItemPacket(self, slotPos): if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) class BeltInventoryWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_NEW_EQUIPMENT_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.wndBeltInventoryLayer = None self.wndBeltInventorySlot = None self.expandBtn = None self.minBtn = None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self, openBeltSlot = False): self.__LoadWindow() self.RefreshSlot() ui.ScriptWindow.Show(self) if openBeltSlot: self.OpenInventory() else: self.CloseInventory() def Close(self): self.Hide() def IsOpeningInventory(self): return self.wndBeltInventoryLayer.IsShow() def OpenInventory(self): self.wndBeltInventoryLayer.Show() self.expandBtn.Hide() if localeInfo.IsARABIC() == 0: self.AdjustPositionAndSize() def CloseInventory(self): self.wndBeltInventoryLayer.Hide() self.expandBtn.Show() if localeInfo.IsARABIC() == 0: self.AdjustPositionAndSize() ## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다.. def GetBasePosition(self): x, y = self.wndInventory.GetGlobalPosition() return x - 148, y + 241 def AdjustPositionAndSize(self): bx, by = self.GetBasePosition() if self.IsOpeningInventory(): self.SetPosition(bx, by) self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight()) else: self.SetPosition(bx + 138, by); self.SetSize(10, self.GetHeight()) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: self.ORIGINAL_WIDTH = self.GetWidth() wndBeltInventorySlot = self.GetChild("BeltInventorySlot") self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer") self.expandBtn = self.GetChild("ExpandBtn") self.minBtn = self.GetChild("MinimizeBtn") self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory)) self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory)) if localeInfo.IsARABIC() : self.expandBtn.SetPosition(self.expandBtn.GetWidth() - 2, 15) self.wndBeltInventoryLayer.SetPosition(self.wndBeltInventoryLayer.GetWidth() - 5, 0) self.minBtn.SetPosition(self.minBtn.GetWidth() + 3, 15) for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i wndBeltInventorySlot.SetCoverButton(slotNumber, "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndBeltInventorySlot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndBeltInventorySlot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndBeltInventorySlot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndBeltInventorySlot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndBeltInventorySlot = wndBeltInventorySlot def RefreshSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i self.wndBeltInventorySlot.SetItemSlot(slotNumber, getItemVNum(slotNumber), player.GetItemCount(slotNumber)) self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, True) avail = "0" if player.IsAvailableBeltInventoryCell(slotNumber): self.wndBeltInventorySlot.EnableCoverButton(slotNumber) else: self.wndBeltInventorySlot.DisableCoverButton(slotNumber) self.wndBeltInventorySlot.RefreshSlot() class InventoryWindow(ui.ScriptWindow): USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET") if app.ENABLE_USE_COSTUME_ATTR: USE_TYPE_TUPLE = tuple(list(USE_TYPE_TUPLE) + ["USE_CHANGE_COSTUME_ATTR", "USE_RESET_COSTUME_ATTR"]) questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ if app.ENABLE_HIGHLIGHT_NEW_ITEM: liHighlightedItems = [] def __init__(self): ui.ScriptWindow.__init__(self) self.isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ self.inventoryPageIndex = 0 self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함. if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함. if self.wndBelt: self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py") except: import exception exception.Abort("InventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") wndEquip = self.GetChild("EquipmentSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.wndMoney = self.GetChild("Money") self.wndMoneySlot = self.GetChild("Money_Slot") self.mallButton = self.GetChild2("MallButton") self.DSSButton = self.GetChild2("DSSButton") self.costumeButton = self.GetChild2("CostumeButton") self.inventoryTab = [] for i in xrange(player.INVENTORY_PAGE_COUNT): self.inventoryTab.append(self.GetChild("Inventory_Tab_%02d" % (i+1))) self.equipmentTab = [] self.equipmentTab.append(self.GetChild("Equipment_Tab_01")) self.equipmentTab.append(self.GetChild("Equipment_Tab_02")) if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM: self.costumeButton.Hide() self.costumeButton.Destroy() self.costumeButton = 0 # Belt Inventory Window self.wndBelt = None if app.ENABLE_NEW_EQUIPMENT_SYSTEM: self.wndBelt = BeltInventoryWindow(self) except: import exception exception.Abort("InventoryWindow.LoadWindow.BindObject") ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## Equipment wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## RefineDialog self.refineDialog = uiRefine.RefineDialog() self.refineDialog.Hide() ## AttachMetinDialog self.attachMetinDialog = uiAttachMetin.AttachMetinDialog() self.attachMetinDialog.Hide() ## MoneySlot self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog)) for i in xrange(player.INVENTORY_PAGE_COUNT): self.inventoryTab[i].SetEvent(lambda arg=i: self.SetInventoryPage(arg)) self.inventoryTab[0].Down() self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg)) self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg)) self.equipmentTab[0].Down() self.equipmentTab[0].Hide() self.equipmentTab[1].Hide() self.wndItem = wndItem self.wndEquip = wndEquip self.dlgPickMoney = dlgPickMoney # MallButton if self.mallButton: self.mallButton.SetEvent(ui.__mem_func__(self.ClickMallButton)) if self.DSSButton: self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton)) # Costume Button if self.costumeButton: self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton)) self.wndCostume = None ##### if app.ENABLE_ACCE_SYSTEM: self.listAttachedAcces = [] ## Refresh self.SetInventoryPage(0) self.SetEquipmentPage(0) self.RefreshItemSlot() self.RefreshStatus() def Destroy(self): self.ClearDictionary() self.dlgPickMoney.Destroy() self.dlgPickMoney = 0 self.refineDialog.Destroy() self.refineDialog = 0 self.attachMetinDialog.Destroy() self.attachMetinDialog = 0 self.tooltipItem = None self.wndItem = 0 self.wndEquip = 0 self.dlgPickMoney = 0 self.wndMoney = 0 self.wndMoneySlot = 0 self.questionDialog = None self.mallButton = None self.DSSButton = None self.interface = None if self.wndCostume: self.wndCostume.Destroy() self.wndCostume = 0 if self.wndBelt: self.wndBelt.Destroy() self.wndBelt = None self.inventoryTab = [] self.equipmentTab = [] def Hide(self): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS(): self.OnCloseQuestionDialog() return if None != self.tooltipItem: self.tooltipItem.HideToolTip() if self.wndCostume: self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가? print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory self.wndBelt.Close() if self.dlgPickMoney: self.dlgPickMoney.Close() wndMgr.Hide(self.hWnd) def Close(self): self.Hide() def SetInventoryPage(self, page): self.inventoryPageIndex = page for i in xrange(player.INVENTORY_PAGE_COUNT): if i!=page: self.inventoryTab[i].SetUp() self.RefreshBagSlotWindow() def SetEquipmentPage(self, page): self.equipmentPageIndex = page self.equipmentTab[1-page].SetUp() self.RefreshEquipSlotWindow() def ClickMallButton(self): print "click_mall_button" net.SendChatPacket("/click_mall") # DSSButton def ClickDSSButton(self): print "click_dss_button" self.interface.ToggleDragonSoulWindow() def ClickCostumeButton(self): print "Click Costume Button" if self.wndCostume: if self.wndCostume.IsShow(): self.wndCostume.Hide() else: self.wndCostume.Show() else: self.wndCostume = CostumeWindow(self) self.wndCostume.Show() def OpenPickMoneyDialog(self): if mouseModule.mouseController.isAttached(): attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType(): if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex(): net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") mouseModule.mouseController.DeattachObject() else: curMoney = player.GetElk() if curMoney <= 0: return self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney)) self.dlgPickMoney.Open(curMoney) self.dlgPickMoney.SetMax(9) # 인벤토리 990000 제한 버그 수정 def OnPickMoney(self, money): mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money) def OnPickItem(self, count): itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex selectedItemVNum = player.GetItemIndex(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count) def __InventoryLocalSlotPosToGlobalSlotPos(self, local): if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or (app.ENABLE_NEW_EQUIPMENT_SYSTEM and player.IsBeltInventorySlot(local)): return local return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local def RefreshBagSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) # itemCount == 0이면 소켓을 비운다. if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) ## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo] if constInfo.IS_AUTO_POTION(itemVnum): # metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량 metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] isActivated = 0 != metinSocket[0] if isActivated: self.wndItem.ActivateSlot(i) potionType = 0; if constInfo.IS_AUTO_POTION_HP(itemVnum): potionType = player.AUTO_POTION_TYPE_HP elif constInfo.IS_AUTO_POTION_SP(itemVnum): potionType = player.AUTO_POTION_TYPE_SP usedAmount = int(metinSocket[1]) totalAmount = int(metinSocket[2]) player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i)) else: self.wndItem.DeactivateSlot(i) if app.ENABLE_ACCE_SYSTEM: slotNumberChecked = 0 if not constInfo.IS_AUTO_POTION(itemVnum): if app.ENABLE_HIGHLIGHT_NEW_ITEM: if not slotNumber in self.liHighlightedItems: self.wndItem.DeactivateSlot(i) else: self.wndItem.DeactivateSlot(i) for j in xrange(acce.WINDOW_MAX_MATERIALS): (isHere, iCell) = acce.GetAttachedItem(j) if isHere: if iCell == slotNumber: self.wndItem.ActivateSlot(i, (36.00 / 255.0), (222.00 / 255.0), (3.00 / 255.0), 1.0) if not slotNumber in self.listAttachedAcces: self.listAttachedAcces.append(slotNumber) slotNumberChecked = 1 else: if slotNumber in self.listAttachedAcces and not slotNumberChecked: self.wndItem.DeactivateSlot(i) self.listAttachedAcces.remove(slotNumber) elif app.ENABLE_HIGHLIGHT_NEW_ITEM and not constInfo.IS_AUTO_POTION(itemVnum): if not slotNumber in self.liHighlightedItems: self.wndItem.DeactivateSlot(i) self.wndItem.RefreshSlot() if app.ENABLE_HIGHLIGHT_NEW_ITEM: self.__RefreshHighlights() if self.wndBelt: self.wndBelt.RefreshSlot() if app.ENABLE_HIGHLIGHT_NEW_ITEM: def HighlightSlot(self, slot): if not slot in self.liHighlightedItems: self.liHighlightedItems.append(slot) def __RefreshHighlights(self): for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) if slotNumber in self.liHighlightedItems: self.wndItem.ActivateSlot(i) def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() def RefreshStatus(self): money = player.GetElk() self.wndMoney.SetText(localeInfo.NumberToMoneyString(money)) def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SellItem(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): ## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가 net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def OnDetachMetinFromItem(self): if None == self.questionDialog: return #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.OnCloseQuestionDialog() def OnCloseQuestionDialog(self): if not self.questionDialog: return self.questionDialog.Close() self.questionDialog = None constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0) ## Slot Event def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType or player.SLOT_TYPE_DRAGON_SOUL_INVENTORY == attachedSlotType or player.SLOT_TYPE_SKILL_BOOK_INVENTORY == attachedSlotType or player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY == attachedSlotType or player.SLOT_TYPE_STONE_INVENTORY == attachedSlotType or player.SLOT_TYPE_BOX_INVENTORY == attachedSlotType or player.SLOT_TYPE_EFSUN_INVENTORY == attachedSlotType or player.SLOT_TYPE_CICEK_INVENTORY == attachedSlotType: #@fixme011 BEGIN (block ds equip) attachedInvenType = player.SlotTypeToInvenType(attachedSlotType) if player.IsDSEquipmentSlot(attachedInvenType, attachedSlotPos): mouseModule.mouseController.DeattachObject() return #@fixme011 END itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(False) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType or player.SLOT_TYPE_SKILL_BOOK_INVENTORY == attachedSlotType or player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY == attachedSlotType or player.SLOT_TYPE_STONE_INVENTORY == attachedSlotType or player.SLOT_TYPE_BOX_INVENTORY == attachedSlotType or player.SLOT_TYPE_EFSUN_INVENTORY == attachedSlotType or player.SLOT_TYPE_CICEK_INVENTORY == attachedSlotType: #@fixme011 BEGIN (block ds equip) attachedInvenType = player.SlotTypeToInvenType(attachedSlotType) if player.IsDSEquipmentSlot(attachedInvenType, attachedSlotPos): mouseModule.mouseController.DeattachObject() return #@fixme011 END self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() if app.SELL == curCursorNum: self.__SellItem(itemSlotIndex) elif app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickMoney.Open(itemCount) self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex #else: #selectedItemVNum = player.GetItemIndex(itemSlotIndex) #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum) elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if True == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex): self.wndItem.SetUseMode(True) else: self.wndItem.SetUseMode(False) snd.PlaySound("sound/ui/pick.wav") def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos): if srcItemSlotPos == dstItemSlotPos: return # cyh itemseal 2013 11 08 if app.ENABLE_SOULBIND_SYSTEM and item.IsSealScroll(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.IsRefineScroll(srcItemVID): self.RefineItem(srcItemSlotPos, dstItemSlotPos) self.wndItem.SetUseMode(False) elif item.IsMetin(srcItemVID): self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos) elif item.IsDetachScroll(srcItemVID): self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsKey(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) else: #snd.PlaySound("sound/ui/drop.wav") ## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## 들고 있는 아이템이 장비일때만 if item.IsEquipmentVID(srcItemVID): self.__UseItem(srcItemSlotPos) else: self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0) #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0) def __SellItem(self, itemSlotPos): if not player.IsEquipmentSlot(itemSlotPos): self.sellingSlotNumber = itemSlotPos itemIndex = player.GetItemIndex(itemSlotPos) itemCount = player.GetItemCount(itemSlotPos) self.sellingSlotitemIndex = itemIndex self.sellingSlotitemCount = itemCount item.SelectItem(itemIndex) ## 안티 플레그 검사 빠져서 추가 ## 20140220 if item.IsAntiFlag(item.ANTIFLAG_SELL): popup = uiCommon.PopupDialog() popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM) popup.SetAcceptEvent(self.__OnClosePopupDialog) popup.Open() self.popup = popup return itemPrice = item.GetISellItemPrice() if item.Is1GoldItem(): itemPrice = itemCount / itemPrice / 5 else: itemPrice = itemPrice * itemCount / 5 item.GetItemName(itemIndex) itemName = item.GetItemName() self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice)) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.count = itemCount constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) def __OnClosePopupDialog(self): self.pop = None def RefineItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos): return ########################################################### self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos) return ########################################################### ########################################################### #net.SendRequestRefineInfoPacket(targetSlotPos) #return ########################################################### result = player.CanRefine(scrollIndex, targetSlotPos) if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET) elif player.REFINE_NEED_MORE_GOOD_SCROLL == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL) elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM) elif player.REFINE_NOT_NEXT_GRADE_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM) elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.REFINE_OK != result: return self.refineDialog.Open(scrollSlotPos, targetSlotPos) def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if not player.CanDetach(scrollIndex, targetSlotPos): if app.ENABLE_ACCE_SYSTEM: item.SelectItem(scrollIndex) if item.GetValue(0) == acce.CLEAN_ATTR_VALUE0: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.ACCE_FAILURE_CLEAN) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN) if app.ENABLE_ACCE_SYSTEM: item.SelectItem(targetIndex) if item.GetItemType() == item.ITEM_TYPE_COSTUME and item.GetItemSubType() == item.COSTUME_TYPE_ACCE: item.SelectItem(scrollIndex) if item.GetValue(0) == acce.CLEAN_ATTR_VALUE0: self.questionDialog.SetText(localeInfo.ACCE_DO_YOU_CLEAN) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.sourcePos = scrollSlotPos self.questionDialog.targetPos = targetSlotPos def AttachMetinToItem(self, metinSlotPos, targetSlotPos): metinIndex = player.GetItemIndex(metinSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) item.SelectItem(metinIndex) itemName = item.GetItemName() result = player.CanAttachMetin(metinIndex, targetSlotPos) if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName)) if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName)) elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName)) elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.ATTACH_METIN_OK != result: return self.attachMetinDialog.Open(metinSlotPos, targetSlotPos) def OverOutItem(self): self.wndItem.SetUsableItem(False) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): overSlotPosGlobal = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(False) if app.ENABLE_HIGHLIGHT_NEW_ITEM and overSlotPosGlobal in self.liHighlightedItems: self.liHighlightedItems.remove(overSlotPosGlobal) self.wndItem.DeactivateSlot(overSlotPos) if mouseModule.mouseController.isAttached(): attachedItemType = mouseModule.mouseController.GetAttachedType() if player.SLOT_TYPE_INVENTORY == attachedItemType or player.SLOT_TYPE_STONE_INVENTORY == attachedItemType or player.SLOT_TYPE_EFSUN_INVENTORY == attachedItemType: attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex() if attachedItemVNum==player.ITEM_MONEY: # @fixme005 pass elif self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPosGlobal): self.wndItem.SetUsableItem(True) self.wndItem.SetUseMode(True) self.ShowToolTip(overSlotPosGlobal) return self.ShowToolTip(overSlotPosGlobal) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "다른 아이템에 사용할 수 있는 아이템인가?" if item.IsRefineScroll(srcItemVNum): return True elif item.IsMetin(srcItemVNum): return True elif item.IsDetachScroll(srcItemVNum): return True elif item.IsKey(srcItemVNum): return True elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return True else: if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE: return True return False def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos): "대상 아이템에 사용할 수 있는가?" if srcSlotPos == dstSlotPos and not item.IsMetin(srcItemVNum): return False if item.IsRefineScroll(srcItemVNum): if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos): return True elif item.IsMetin(srcItemVNum): if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos): return True elif item.IsDetachScroll(srcItemVNum): if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos): return True elif item.IsKey(srcItemVNum): if player.CanUnlock(srcItemVNum, dstSlotPos): return True elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return True else: useType=item.GetUseType(srcItemVNum) if "USE_CLEAN_SOCKET" == useType: if self.__CanCleanBrokenMetinStone(dstSlotPos): return True elif "USE_CHANGE_ATTRIBUTE" == useType: if self.__CanChangeItemAttrList(dstSlotPos): return True elif "USE_ADD_ATTRIBUTE" == useType: if self.__CanAddItemAttr(dstSlotPos): return True elif "USE_ADD_ATTRIBUTE2" == useType: if self.__CanAddItemAttr(dstSlotPos): return True elif "USE_ADD_ACCESSORY_SOCKET" == useType: if self.__CanAddAccessorySocket(dstSlotPos): return True elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType: if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum): return True; elif "USE_PUT_INTO_BELT_SOCKET" == useType: dstItemVNum = player.GetItemIndex(dstSlotPos) print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum item.SelectItem(dstItemVNum) if item.ITEM_TYPE_BELT == item.GetItemType(): return True elif app.ENABLE_USE_COSTUME_ATTR and "USE_CHANGE_COSTUME_ATTR" == useType: if self.__CanChangeCostumeAttrList(dstSlotPos): return True elif app.ENABLE_USE_COSTUME_ATTR and "USE_RESET_COSTUME_ATTR" == useType: if self.__CanResetCostumeAttr(dstSlotPos): return True return False def __CanCleanBrokenMetinStone(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.ITEM_TYPE_WEAPON != item.GetItemType(): return False for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE: return True return False def __CanChangeItemAttrList(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return False for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i)[0] != 0: return True return False if app.ENABLE_USE_COSTUME_ATTR: def __CanChangeCostumeAttrList(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_COSTUME: return False for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i)[0] != 0: return True return False def __CanResetCostumeAttr(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_COSTUME: return False for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i)[0] != 0: return True return False def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return False if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return False curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()): return False if curCount>=maxCount: return False return True def __CanAddAccessorySocket(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return False if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return False curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) ACCESSORY_SOCKET_MAX_SIZE = 3 if maxCount >= ACCESSORY_SOCKET_MAX_SIZE: return False return True def __CanAddItemAttr(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return False attrCount = 0 for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i)[0] != 0: attrCount += 1 if attrCount<4: return True return False def ShowToolTip(self, slotIndex): if None != self.tooltipItem: self.tooltipItem.SetInventoryItem(slotIndex) def OnTop(self): if None != self.tooltipItem: self.tooltipItem.SetTop() def OnPressEscapeKey(self): self.Close() return True def UseItemSlot(self, slotIndex): curCursorNum = app.GetCursor() if app.SELL == curCursorNum: return if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS(): return slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex) if app.ENABLE_DRAGON_SOUL_SYSTEM: if self.wndDragonSoulRefine.IsShow(): self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1) return if app.ENABLE_ACCE_SYSTEM: if self.isShowAcceWindow(): acce.Add(player.INVENTORY, slotIndex, 255) return self.__UseItem(slotIndex) mouseModule.mouseController.DeattachObject() self.OverOutItem() def __UseItem(self, slotIndex): ItemVNum = player.GetItemIndex(slotIndex) item.SelectItem(ItemVNum) if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE): self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) self.OnCloseQuestionDialog() def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) def SetDragonSoulRefineWindow(self, wndDragonSoulRefine): if app.ENABLE_DRAGON_SOUL_SYSTEM: self.wndDragonSoulRefine = wndDragonSoulRefine if app.ENABLE_ACCE_SYSTEM: def SetAcceWindow(self, wndAcceCombine, wndAcceAbsorption): self.wndAcceCombine = wndAcceCombine self.wndAcceAbsorption = wndAcceAbsorption def isShowAcceWindow(self): if self.wndAcceCombine: if self.wndAcceCombine.IsShow(): return 1 if self.wndAcceAbsorption: if self.wndAcceAbsorption.IsShow(): return 1 return 0 def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize()