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 # Prevent ItemMove while private shop is open import localeInfo import constInfo import ime import wndMgr 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 range(item.COSTUME_SLOT_COUNT): slotNumber = item.COSTUME_SLOT_START + i self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0) self.wndEquip.RefreshSlot() 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.AddFlag("float") 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 app.IsRTL() == 0: self.AdjustPositionAndSize() def CloseInventory(self): self.wndBeltInventoryLayer.Hide() self.expandBtn.Show() if app.IsRTL() == 0: self.AdjustPositionAndSize() ## Calculate and return BASE position based on current inventory position. Hard-coded numbers are unavoidable. 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 app.IsRTL() : 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 range(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 range(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") questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # Whether costume window was open when closing inventory isOpenedBeltWindowWhenClosingInventory = 0 # Whether belt inventory was open when closing inventory def __init__(self): ui.ScriptWindow.__init__(self) self.isOpenedBeltWindowWhenClosingInventory = 0 # Whether belt inventory was open when closing inventory self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # If costume window was open when closing inventory, open it again when opening inventory. if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # If belt inventory was open when closing inventory, open it again. 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() if app.IsRTL(): pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py") else: 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 = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) 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)) self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: 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 ##### ## 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.DSSButtonEffect = 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() # Was costume window open when inventory was closed? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # Was belt inventory open when inventory was closed? 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 self.inventoryTab[1-page].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 UseDSSButtonEffect(self, enable): if self.DSSButton: DSSButtonEffect = ui.SlotWindow() DSSButtonEffect.AddFlag("attach") DSSButtonEffect.SetParent(self.DSSButton) DSSButtonEffect.SetPosition(3.2, 0) DSSButtonEffect.AppendSlot(0, 0, 0, 32, 32) DSSButtonEffect.SetRenderSlot(0) DSSButtonEffect.RefreshSlot() if enable == True: DSSButtonEffect.ActivateSlot(0) DSSButtonEffect.Show() else: DSSButtonEffect.DeactivateSlot(0) DSSButtonEffect.Hide() self.DSSButtonEffect = DSSButtonEffect 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(7) # Fixed inventory 990000 limit bug 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 range(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) # If itemCount == 0, clear the slot. if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) ## Auto-potion special handling (HP: #72723~#72726, SP: #72727~#72730) - Display activation/deactivation in slot even though it's an item - [hyo] if constInfo.IS_AUTO_POTION(itemVnum): # metinSocket - [0]: Activation status, [1]: Amount used, [2]: Maximum capacity metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in range(player.METIN_SOCKET_MAX_NUM)] if slotNumber >= player.INVENTORY_PAGE_SIZE * self.inventoryPageIndex: slotNumber -= player.INVENTORY_PAGE_SIZE * self.inventoryPageIndex isActivated = 0 != metinSocket[0] if isActivated: self.wndItem.ActivateSlot(slotNumber) 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(slotNumber) self.wndItem.RefreshSlot() if self.wndBelt: self.wndBelt.RefreshSlot() def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in range(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 range(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): ## Added type argument to enable selling dragon soul stones 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: 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: 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 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") ## If destination is an equipment slot, use item to equip it - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## Only when holding equipment item 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) ## Added anti-flag check that was missing ## 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): 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) 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): overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(False) if mouseModule.mouseController.isAttached(): attachedItemType = mouseModule.mouseController.GetAttachedType() if player.SLOT_TYPE_INVENTORY == attachedItemType: attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex() if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos): self.wndItem.SetUsableItem(True) self.ShowToolTip(overSlotPos) return self.ShowToolTip(overSlotPos) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "Can this item be used on other items?" 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): "Can this item be used on the target item?" if srcSlotPos == dstSlotPos: 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: # MR-10: Add belt support for accessory sockets if self.__CanAddAccessorySocket(dstSlotPos) or self.__CanAddBeltSocket(dstSlotPos): return True # MR-10: -- END OF -- Add belt support for accessory sockets elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType: if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum): return True elif "USE_PUT_INTO_BELT_SOCKET" == useType: # MR-10: Add belt support for accessory sockets if self.__CanPutBeltSocket(dstSlotPos, srcItemVNum): return True # MR-10: -- END OF -- Add belt support for accessory sockets 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 range(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 range(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 0: return True return False # MR-10: Add belt support for accessory sockets def __CanPutBeltSocket(self, dstSlotPos, mtrlVnum): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.ITEM_TYPE_BELT != item.GetItemType(): return False if mtrlVnum != constInfo.GET_BELT_MATERIAL_VNUM(dstItemVNum): return False curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) if maxCount <= 0: return False if curCount >= maxCount: return False return True # MR-10: -- END OF -- Add belt support for accessory sockets 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 # MR-10: Add belt support for accessory sockets def __CanAddBeltSocket(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return False item.SelectItem(dstItemVNum) if item.ITEM_TYPE_BELT != item.GetItemType(): 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 # MR-10: -- END OF -- Add belt support for accessory sockets 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 range(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 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() if self.wndBelt: self.wndBelt.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 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) #net.SendItemUsePacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) self.OnCloseQuestionDialog() def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # Prevent item usage while private shop is open if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # Prevent item usage while private shop is open 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): # Prevent item movement while private shop is open 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 def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize()