DP-S-Script/Dps_A/BaseClass/UserClass/UserClass.nut

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class User extends Base_C_Object {
constructor(gObject) {
base.constructor(gObject);
}
//获得当前区域
//@param b boolean
//@return integer
function GetArea(b) {
return Sq_CUser_GetAreaIndex(this.C_Object, b);
}
//获得当前区域位置
//@return integer, integer
function GetAreaPos() {
return {
X = Sq_CUser_GetPosX(this.C_Object),
Y = Sq_CUser_GetPosY(this.C_Object)
};
}
//获得朝向
//@return integer, integer
function GetDirections() {
return Sq_CUser_Direction(this.C_Object);
}
//获得可见values
//@return integer, integer
function GetVisibleValues() {
return Sq_CUser_GetVisibleValues(this.C_Object);
}
//获得当前城镇位置
//@return integer, integer, integer, integer @城镇, 区域, X, Y
function GetLocation() {
return {
Pos = this.GetAreaPos(),
Town = Sq_CUser_GetTownIndex(this.C_Object),
Area = Sq_CUser_GetAreaIndex(this.C_Object)
};
}
//账号状态
//@return integer @after login >= 3
function GetState() {
return Sq_CUser_GetState(this.C_Object);
}
//角色数量
//@return integer
function GetCharacCount() {
return Sq_CUser_GetCharacCount(this.C_Object);
}
//账号ID
//@return integer
function GetUID() {
return Sq_CUser_GetAccId(this.C_Object);
}
//唯一ID
//@return integer
function GetUniqueId() {
return Sq_CUser_GetUniqueId(this.C_Object);
}
//角色ID
//@return integer
function GetCID() {
return Sq_CUser_GetCharacNo(this.C_Object);
}
//角色职业
//@return integer
function GetCharacJob() {
return Sq_CUser_GetCharacJob(this.C_Object);
}
//角色名称
//@return string
function GetCharacName() {
return Sq_CUser_GetCharacName(this.C_Object);
}
//角色等级
//@return integer
function GetCharacLevel() {
return Sq_CUser_GetCharacLevel(this.C_Object);
}
//设置角色等级
//@param new_level integer
//@return boolean
function SetCharacLevel(new_level) {
Sq_CUser_ChangeGmQuestFlag(this.C_Object, 1);
Sq_CallFunc(S_Ptr("0x0858EFDE"), "int", ["pointer", "pointer", "int"], S_Ptr("0x0"), this.C_Object, new_level);
Sq_CUser_ChangeGmQuestFlag(this.C_Object, 0);
}
//角色转职职业
//@return integer
function GetCharacGrowType() {
return Sq_CUser_GetCharacGrowType(this.C_Object);
}
//角色觉醒职业
//@return integer
function GetCharacSecondGrowType() {
return Sq_CUser_GetCharacSecondGrowType(this.C_Object);
}
//更改转职职业 转职职业 是否觉醒
function ChangeGrowType(GrowType, IsAwa) {
Sq_CUser_ChangeGrowType(this.C_Object, GrowType, IsAwa);
}
//已用疲劳值
//@return integer
function GetFatigue() {
return Sq_CUser_GetFatigue(this.C_Object);
}
//最大疲劳值
//@return integer
function GetMaxFatigue() {
return Sq_CUser_GetMaxFatigue(this.C_Object);
}
//获取背包
//@return integer
function GetInven() {
local P = Sq_Inven_GetInven(this.C_Object);
if (P) {
return Inven(P, this);
}
return null;
}
//踢人
//@param src integer @渠道
//@param p2 integer
//@param p3 integer
//@return integer @错误码?
function Kick(...) {
local src;
local p2;
local p3;
for (local i = 0; i< vargv.len(); i++) {
if (i == 0) src = vargv[i];
if (i == 1) p2 = vargv[i];
if (i == 2) p3 = vargv[i];
}
return Sq_CUser_DisConnSig(this.C_Object, src ? src : 0, p2 ? p2 : 0, p3 ? p3 : 0)
}
//踢人
//@param err @错误号
//@return integer
function DisConn(err) {
return this.Kick(10, 1, err ? err : 1)
}
//当前小队/副本
//@return CParty
function GetParty() {
local Ret = Sq_CUser_GetParty(this.C_Object);
if (Ret) {
return Party(Ret);
}
return null;
}
//是否在领主塔
//@return boolean
function CheckInBossTower() {
return (Sq_CUser_CheckInBossTower(this.C_Object) == 1);
}
//是否在龙之路
//@return boolean
function CheckInBlueMarble() {
return (Sq_CUser_CheckInBlueMarble(this.C_Object) == 1);
}
//是否开启GM权限
//@return boolean
function IsGmMode() {
return (Sq_CUser_IsGmMode(this.C_Object) != 0);
}
//获取账号上次退出游戏的时间
function GetCurCharacLastPlayTick() {
return Sq_CUser_GetCurCharacLastPlayTick(this.C_Object);
}
//获取账号本次登录游戏的时间
function GetCurCharacLoginTick() {
return Sq_CallFunc(S_Ptr("0x822F692"), "int", ["pointer"], this.C_Object);
}
//获得公网地址
//@return integer
function GetIpAddress() {
return Sq_CallFunc(S_Ptr("0x84EC90A"), "int", ["pointer"], this.C_Object);
}
//发包
function Send(SPacket) {
Sq_Packet_Send(this.C_Object, SPacket.C_Object);
}
//发送弹窗公告包(可自定义文字需要客户端修复233dll搭配)
function SendNotiBox(Msg, Type) {
local Pack = Packet();
Pack.Put_Header(0, 233);
Pack.Put_Byte(1);
Pack.Put_Byte(5);
Pack.Put_Int(Msg.len());
Pack.Put_BinaryEx(Str_Ptr(Msg), Msg.len());
Pack.Finalize(true);
Sq_CallFunc(S_Ptr("0x867B8FE"), "int", ["pointer", "int", "pointer"], this.C_Object, Type, Pack.C_Object);
Pack.Delete();
}
//发送自定义包
function SendJso(Jso) {
local Str = Json.Encode(Jso);
if (PacketDebugModel) print("发送包给客户端: " + Str);
local Pack = Packet();
Pack.Put_Header(1, 130);
Pack.Put_Byte(1);
Pack.Put_Int(Str.len());
Pack.Put_Binary(Str);
Pack.Finalize(true);
Send(Pack);
Pack.Delete();
}
//发送消息包
function SendNotiPacket(Type1, Type2, Type3) {
Sq_CUser_SendNotiPacket(this.C_Object, Type1, Type2, Type3);
}
//获取技能树
function GetSkillW() {
return Sq_CUser_GetSkillW(this.C_Object);
}
//重置技能树 转职编号 是否觉醒
function InitSkillW(GrowType, IsAwa) {
Sq_CUser_InitSkillW(Sq_CUser_GetSkillW(this.C_Object), GrowType, IsAwa);
}
//发送公告消息
function SendNotiPacketMessage(String, Type) {
local Pack = Packet();
Pack.Put_Header(0, 12);
Pack.Put_Byte(Type);
Pack.Put_Short(0);
Pack.Put_Byte(0);
Pack.Put_Int(String.len());
Pack.Put_Binary(String);
Pack.Finalize(true);
this.Send(Pack);
Pack.Delete();
}
//发送公告消息 字符串数组
function SendNotiForColorPacketMessage(StringArr, Type) {
local ColorArr = [];
local SendStrBlob = blob(1);
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
foreach(sobj in StringArr) {
local StrPoint = Str_Ptr(sobj[0]);
local StrPointB = Sq_Point2Blob(StrPoint, sobj[0].len());
if (sobj[1]) {
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
SendStrBlob.writeblob(StrPointB);
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
local ColorBlob = blob(104);
for (local i = 0; i< 3; i++) {
ColorBlob.writen(sobj[2][i], 'c');
}
for (local i = 0; i< 101; i++) {
ColorBlob.writen(0xff, 'c');
}
local ColorPoint = Sq_New_Point(104);
Sq_WriteBlobToAddress(ColorPoint, ColorBlob);
ColorArr.append(ColorPoint);
} else {
SendStrBlob.writeblob(StrPointB);
}
}
local SendStrLen = SendStrBlob.len();
local SendStrPoint = Sq_New_Point(SendStrLen);
Sq_WriteBlobToAddress(SendStrPoint, SendStrBlob);
local Pack = Packet();
Pack.Put_Header(0, 370);
Pack.Put_Byte(Type);
Pack.Put_Short(0);
Pack.Put_Byte(3);
Pack.Put_Int(SendStrLen);
Pack.Put_BinaryEx(SendStrPoint, SendStrLen);
Pack.Put_Byte(ColorArr.len());
foreach(color in ColorArr) {
Pack.Put_BinaryEx(color, 3);
}
Pack.Finalize(true);
Send(Pack);
Pack.Delete();
SendItemSpace(0);
Sq_Delete_Point(SendStrPoint);
for (local i = 0; i< ColorArr.len(); i++) {
Sq_Delete_Point(ColorArr[i]);
}
}
//发送公告消息 字符串数组 带ID
function SendNotiForColorAIdPacketMessage(StringArr, Type) {
local ColorArr = [];
local SendStrBlob = blob(1);
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
foreach(sobj in StringArr) {
local StrPoint = Str_Ptr(sobj[0]);
local StrPointB = Sq_Point2Blob(StrPoint, sobj[0].len());
if (sobj[1]) {
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
SendStrBlob.writeblob(StrPointB);
SendStrBlob.writen(0xc2, 'c');
SendStrBlob.writen(0x80, 'c');
local ColorBlob = blob(104);
for (local i = 0; i< 3; i++) {
ColorBlob.writen(sobj[2][i], 'c');
}
if (sobj[3]) {
ColorBlob.seek(4);
ColorBlob.writen(sobj[3], 'i');
} else {
for (local i = 0; i< 101; i++) {
ColorBlob.writen(0xff, 'c');
}
}
local ColorPoint = Sq_New_Point(104);
Sq_WriteBlobToAddress(ColorPoint, ColorBlob);
ColorArr.append(ColorPoint);
} else {
SendStrBlob.writeblob(StrPointB);
}
}
local SendStrLen = SendStrBlob.len();
local SendStrPoint = Sq_New_Point(SendStrLen);
Sq_WriteBlobToAddress(SendStrPoint, SendStrBlob);
local Pack = Packet();
Pack.Put_Header(0, 370);
Pack.Put_Byte(Type);
Pack.Put_Short(0);
Pack.Put_Byte(3);
Pack.Put_Int(SendStrLen);
Pack.Put_BinaryEx(SendStrPoint, SendStrLen);
Pack.Put_Byte(ColorArr.len());
foreach(color in ColorArr) {
Pack.Put_BinaryEx(color, 104);
}
Pack.Finalize(true);
Send(Pack);
Pack.Delete();
SendItemSpace(0);
Sq_Delete_Point(SendStrPoint);
for (local i = 0; i< ColorArr.len(); i++) {
Sq_Delete_Point(ColorArr[i]);
}
}
//调试信息包
function Debug(Any) {
local Time = date();
local TStr = format("[%d年%d月%d日%d时%d分%d秒]\n", Time.year, Time.month, Time.day, Time.hour, Time.min, Time.sec);
SendNotiPacketMessage(TStr + Any.tostring(), 8);
}
//发送道具
function GiveItem(ItemId, ItemCount) {
//如果开了调试
if ("DebugModelFlag" in getroottable()) {
local Flag = PvfItem.GetPvfItemById(ItemId);
if (!Flag) {
print("未找到Pvf道具: " + ItemId);
return null;
}
}
local Info = Sq_CUser_GiveUserItem(this.C_Object, ItemId, ItemCount);
if (Info) { //发送成功就刷新背包
Sq_CUser_SendUpdateItemList(this.C_Object, 1, Info[0], Info[1]);
return Info;
} else return null;
}
//发送道具 如果背包满则发送邮件
function GiveItemEx(GiveTab) {
local mitems = {};
foreach(i, v in GiveTab) {
local Ret = GiveItem(v.id, v.count);
if (!Ret) mitems[v.id] <- v.count;
}
if (mitems.len() > 0) {
SendMail(mitems, {
Title = "系统",
Text = "由于你的包裹已满, 请留出足够的空间来接收道具."
})
}
}
//更新背包栏
function SendItemSpace(ItemSpace) {
Sq_CallFunc(S_Ptr("0x865DB6C"), "int", ["pointer", "int"], this.C_Object, ItemSpace);
}
//更新道具信息
function SendUpdateItemList(Type, ItemSpace, Slot) {
Sq_CUser_SendUpdateItemList(this.C_Object, Type, ItemSpace, Slot);
}
//发送系统邮件
function SendMail(ItemList, ...) {
local SGold = 0;
local STitle = "GM邮件";
local SText = "这是Gm给您发送的邮件";
if (vargv.len() > 0) {
local T = vargv[0];
if ("Gold" in T) SGold = T.Gold;
if ("Title" in T) STitle = T.Title;
if ("Text" in T) SText = T.Text;
}
Sq_CUser_SendMail(GetCID(), ItemList, SGold, STitle, SText);
}
//无条件完成指定任务并领取奖励
function ClearQuest_Gm(QuestId) {
Sq_CUser_ChangeGmQuestFlag(this.C_Object, 1);
Sq_CUser_QuestAction(this.C_Object, 33, QuestId, 0, 0);
Sq_CUser_QuestAction(this.C_Object, 35, QuestId, 0, 0);
Sq_CUser_QuestAction(this.C_Object, 36, QuestId, -1, 1);
Sq_CUser_RefreshLastQuestTime(this.C_Object);
Sq_CUser_ChangeGmQuestFlag(this.C_Object, 0);
}
//充值点券
function RechargeCera(Amount) {
Sq_CUser_RechargeCoupons(this.C_Object, Amount);
}
//获取点券
function GetCera() {
return Sq_CallFunc(S_Ptr("0x080FDF7A"), "int", ["pointer"], this.C_Object);
}
//充值代币券
function RechargeCeraPoint(Amount) {
Sq_CUser_RechargeCouponsPoint(this.C_Object, Amount);
}
//获取代币券
function GetCeraPoint() {
return Sq_CallFunc(S_Ptr("0x08692af6"), "int", ["pointer"], this.C_Object);
}
//充值金币
function RechargeMoney(Amount) {
Sq_CallFunc(S_Ptr("0x84FF29C"), "int", ["pointer", "int", "int", "int", "int"], Sq_CallFunc(S_Ptr("0x80DA28E"), "pointer", ["pointer"], this.C_Object), Amount, 0, 0, 0);
}
//充值胜点
function RechargeWinPoint(Amount) {
return Sq_CallFunc(S_Ptr("0x0864fd2c"), "int", ["pointer", "int", "int"], this.C_Object, Amount, 6);
}
//获取胜点
function GetWinPoint() {
return Sq_CallFunc(S_Ptr("0x0817a17c"), "int", ["pointer"], this.C_Object);
}
//获取复活币
function GetCoin() {
local Count = Sq_CallFunc(S_Ptr("0x086966b4"), "int", ["pointer"], this.C_Object) + Sq_CallFunc(S_Ptr("0x086966e0"), "int", ["pointer"], this.C_Object) + Sq_CallFunc(S_Ptr("0x0869670c"), "int", ["pointer"], this.C_Object);
return Count;
}
//离开队伍
function LeaveParty() {
local PartyObj = GetParty();
if (PartyObj) {
PartyObj.LeaveUser(this);
}
}
//放弃副本
function GiveupDgn() {
local PartyObj = GetParty();
if (PartyObj) {
PartyObj.LeaveUserOnDgn(this);
}
}
//设置玩家坐标
function SetPosition(Xpos, Ypos, Direction) {
Sq_CallFunc(S_Ptr("0x082F0E2A"), "pointer", ["pointer", "int", "int", "short"], this.C_Object, Xpos, Ypos, Direction);
}
//获取玩家任务信息
function GetQuest() {
return Sq_CallFunc(S_Ptr("0x814AA5E"), "pointer", ["pointer"], this.C_Object);
}
//获取玩家账号金库
function GetAccountCargo() {
local Ret = Sq_CallFunc(S_Ptr("0x0822fc22"), "pointer", ["pointer"], this.C_Object);
if (Ret) return AccountCargo(Ret, this);
else return null;
}
}
//获取公会名称
function User::GetGuildName() {
return Sq_CallFunc(S_Ptr("0x869742a"), "string", ["pointer"], this.C_Object);
}
//获取副职业对象指针
function User::GetCurCharacExpertJob() {
return Sq_CallFunc(S_Ptr("0x822f8d4"), "pointer", ["pointer"], this.C_Object);
}
//获得角色副职业
function User::GetCurCharacExpertJobType() {
return Sq_CallFunc(S_Ptr("0x822f894"), "int", ["pointer"], this.C_Object);
}
//调用分解机
function User::DisPatcher_DisJointItem_disjoint(Slot, ...) {
local UseIdx = 239;
local UsePtr = this.C_Object;
if (vargv.len() > 1) {
UseIdx = vargv[0];
UsePtr = vargv[1];
}
return Sq_CallFunc(S_Ptr("0x81f92ca"), "int", ["pointer", "int", "int", "int", "pointer", "int"], this.C_Object, Slot, 0, UseIdx, UsePtr, 0xFFFF);
}
//发送Item邮件 Pubilc
function User::SendItemMail(UID, CID, ItemList, title, content) {
local SUser = World.GetUserByUid(UID);
local sql = "select letter_id from taiwan_cain_2nd.postal order by letter_id DESC";
local column_type_list = ["int"];
local SqlObj = MysqlPool.GetInstance().GetConnect();
local result = SqlObj.Select(sql, column_type_list);
local sl = 1;
if (result.len() > 0) {
sl = result[0][0] + 1;
}
local time = date();
local timeStr = time["year"] + "-" + (time["month"] + 1) + "-" + time["day"] + " " + time["hour"] + ":" + time["min"] + ":" + time["sec"];
foreach(value in ItemList) {
local sql1 = "insert into taiwan_cain_2nd.postal (occ_time,send_charac_name,receive_charac_no,amplify_option,amplify_value,seperate_upgrade,seal_flag,item_id,add_info,upgrade,gold,letter_id,avata_flag,creature_flag) values ('" + timeStr + "','" + title + "'," + CID + ",0,0,0,0," + value.item + "," + value.num + ",0,0," + sl + ",'0','0')";
SqlObj.Select(sql1, []);
}
local sql2 = "insert into taiwan_cain_2nd.letter (letter_id,charac_no,send_charac_name,letter_text,reg_date,stat) values ('" + sl + "'," + CID + ",'" + title + "','" + content + "','" + timeStr + "','1')";
SqlObj.Select(sql2, []);
MysqlPool.GetInstance().PutConnect(SqlObj);
if (SUser) {
local Pack = Packet();
Pack.Put_Header(0, 9);
local MailBox = Sq_CallFunc(S_Ptr("0x0823020C"), "int", ["pointer"], SUser.C_Object);
Sq_CallFunc(S_Ptr("0x0823455A"), "int", ["int"], MailBox);
local Not_Count = Sq_CallFunc(S_Ptr("0x084ED330"), "int", ["int"], MailBox);
Pack.Put_Short(Not_Count);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
}
//道具是否被锁
function User::CheckItemLock(Type, Slot) {
return Sq_CallFunc(S_Ptr("0x8646942"), "int", ["pointer", "int", "int"], this.C_Object, Type, Slot);
}