LukasCCB

Move all items to Global Inventory - Source code Part

Jun 20th, 2016
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  1. In FrontEndWarZ.CPP
  2. AFTER THIS
  3. gfxMovie.RegisterEventHandler("eventMarketplaceActive", MAKE_CALLBACK(eventMarketplaceActive));
  4.  
  5. ADD THIS   
  6. gfxMovie.RegisterEventHandler("eventMoveAllItems", MAKE_CALLBACK(eventMoveAllItems));
  7.  
  8. AFTER THIS FUNCTION
  9. void FrontendWarZ::OnDonateToServerSuccess()
  10.  
  11. ADD THIS ENTERY ONE
  12. void FrontendWarZ::eventMoveAllItems(r3dScaleformMovie* pMovie, const Scaleform::GFx::Value* args, unsigned argCount)
  13. {
  14.     //Simple logic for buttons, move all items from backpack to inventory
  15.     const wiCharDataFull& slot = gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID];
  16.     if(!(slot.GameFlags & wiCharDataFull::GAMEFLAG_NearPostBox))
  17.         return;
  18.  
  19.     int itemsToMove = 0;
  20.     for(int i=8; i < slot.BackpackSize; ++i)
  21.     {
  22.         const wiInventoryItem& wi = slot.Items[i];
  23.         if(wi.itemID > 0)
  24.         {
  25.             itemsToMove++;
  26.         }
  27.     }
  28.  
  29.     if(itemsToMove)
  30.     {
  31.         if((gUserProfile.ProfileData.NumItems + itemsToMove) > wiUserProfile::INVENTORY_SIZE_LIMIT)
  32.         {
  33.             Scaleform::GFx::Value vars[3];
  34.             vars[0].SetString(gLangMngr.getString("InGameUI_ErrorMsg_NoInventorySpace"));
  35.             vars[1].SetBoolean(true);
  36.             vars[2].SetString("$ERROR");
  37.             gfxMovie.Invoke("_root.api.showInfoMsg", vars, 3);
  38.             return;
  39.         }
  40.     }
  41.     else
  42.     {
  43.         //If we don't find any item, don't do anything.
  44.         return;
  45.     }
  46.  
  47.     Scaleform::GFx::Value var[2];
  48.     var[0].SetString(gLangMngr.getString("OneMomentPlease"));
  49.     var[1].SetBoolean(false);
  50.     gfxMovie.Invoke("_root.api.showInfoMsg", var, 2);
  51.  
  52.     StartAsyncOperation(&FrontendWarZ::as_MoveAllItemsThread, &FrontendWarZ::OnMoveAllItemsSucessfully);
  53. }
  54.  
  55. unsigned int WINAPI FrontendWarZ::as_MoveAllItemsThread(void* in_data)
  56. {
  57.     r3dThreadAutoInstallCrashHelper crashHelper;
  58.     FrontendWarZ* This = (FrontendWarZ*)in_data;
  59.    
  60.     This->DelayServerRequest();
  61.  
  62.     int BackpackSlot = 0;
  63.     int Quantity = 0;
  64.     int apiCode = 0;
  65.     const wiCharDataFull& slot = gUserProfile.ProfileData.ArmorySlots[gUserProfile.SelectedCharID];
  66.     for(int i=8; i < slot.BackpackSize; ++i)
  67.     {
  68.         const wiInventoryItem& wi = slot.Items[i];
  69.         if(wi.itemID > 0)
  70.         {
  71.             BackpackSlot = i;
  72.             Quantity = wi.quantity;
  73.             apiCode = gUserProfile.ApiBackpackToInventory(BackpackSlot, Quantity);
  74.         }
  75.     }
  76.  
  77.     if(apiCode != 0)
  78.     {
  79.         if(apiCode == 7)
  80.         {
  81.             This->SetAsyncError(0, gLangMngr.getString("GameSessionHasNotClosedYet"));
  82.         }
  83.         else if(apiCode == 9)
  84.         {
  85.             This->SetAsyncError(0, gLangMngr.getString("InGameUI_ErrorMsg_NoInventorySpace"));
  86.         }
  87.         else if(apiCode == 6)
  88.         {
  89.             return 1; //This function was made for 1 by 1 item to inventory, we're trying something different here, so, skip this error, it will make no difference, item will be moved to inventory anyway.
  90.         }
  91.         else
  92.         {
  93.             This->SetAsyncError(apiCode, gLangMngr.getString("BackpackToInventoryFail"));
  94.         }
  95.         return 0;
  96.     }
  97.  
  98.     return 1;
  99. }
  100.  
  101. void FrontendWarZ::OnMoveAllItemsSucessfully()
  102. {
  103.     Scaleform::GFx::Value var[8];
  104.     gfxMovie.Invoke("_root.api.clearBackpack", "");
  105.     int slot = gUserProfile.SelectedCharID;
  106.  
  107.     addBackpackItems(gUserProfile.ProfileData.ArmorySlots[slot], slot);
  108.  
  109.     updateInventoryAndSkillItems();
  110.  
  111.     updateSurvivorTotalWeight(slot);
  112.  
  113.     gfxMovie.Invoke("_root.api.hideInfoMsg", "");
  114.     gfxMovie.Invoke("_root.api.backpackToInventorySuccess", "");
  115.     return;
  116. }
  117.  
  118. IN FrontEndWarZ.h
  119. AFTER THIS
  120. void eventOpenURL(r3dScaleformMovie* pMovie, const Scaleform::GFx::Value* args, unsigned argCount);
  121.  
  122. ADD THIS
  123. void eventMoveAllItems(r3dScaleformMovie* pMovie, const Scaleform::GFx::Value* args, unsigned argCount);
  124.  
  125. AFTER THIS
  126. void        OnRequestGCTransactionSuccess();
  127.  
  128. ADD THIS
  129. static unsigned int WINAPI as_MoveAllItemsThread(void* in_data);
  130. void        OnMoveAllItemsSucessfully();
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