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author | Andrei Karas <akaras@inbox.ru> | 2011-07-30 21:36:51 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2011-07-30 22:20:09 +0300 |
commit | cfede1d7d50541cf64b191844d537cb55880ce09 (patch) | |
tree | cfdaba05d4951b7b3522d2ea6844bd3e99fb37fc /src/net/ea/inventoryhandler.cpp | |
parent | 19738d5a2d5d96aef78e51da99061a22d7cf15bb (diff) | |
download | manaplus-cfede1d7d50541cf64b191844d537cb55880ce09.tar.gz manaplus-cfede1d7d50541cf64b191844d537cb55880ce09.tar.bz2 manaplus-cfede1d7d50541cf64b191844d537cb55880ce09.tar.xz manaplus-cfede1d7d50541cf64b191844d537cb55880ce09.zip |
Extract shared logic from inventoryhandler netcode to ea namespace.
Diffstat (limited to 'src/net/ea/inventoryhandler.cpp')
-rw-r--r-- | src/net/ea/inventoryhandler.cpp | 624 |
1 files changed, 624 insertions, 0 deletions
diff --git a/src/net/ea/inventoryhandler.cpp b/src/net/ea/inventoryhandler.cpp new file mode 100644 index 000000000..1b13b1121 --- /dev/null +++ b/src/net/ea/inventoryhandler.cpp @@ -0,0 +1,624 @@ +/* + * The ManaPlus Client + * Copyright (C) 2004-2009 The Mana World Development Team + * Copyright (C) 2009-2010 The Mana Developers + * Copyright (C) 2011 The ManaPlus Developers + * + * This file is part of The ManaPlus Client. + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include "net/ea/inventoryhandler.h" + +#include "inventory.h" +#include "localplayer.h" +#include "log.h" + +#include "gui/ministatus.h" + +#include "net/messagein.h" + +#include "net/ea/eaprotocol.h" + +#include "utils/gettext.h" + +#include "debug.h" + +const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] = +{ + Equipment::EQUIP_LEGS_SLOT, + Equipment::EQUIP_FIGHT1_SLOT, + Equipment::EQUIP_GLOVES_SLOT, + Equipment::EQUIP_RING2_SLOT, + Equipment::EQUIP_RING1_SLOT, + Equipment::EQUIP_FIGHT2_SLOT, + Equipment::EQUIP_FEET_SLOT, + Equipment::EQUIP_NECK_SLOT, + Equipment::EQUIP_HEAD_SLOT, + Equipment::EQUIP_TORSO_SLOT, + Equipment::EQUIP_EVOL_RING1_SLOT, + Equipment::EQUIP_EVOL_RING2_SLOT, + Equipment::EQUIP_PROJECTILE_SLOT, +}; + +// missing EQUIP_RING1_SLOT +const Equipment::Slot EQUIP_CONVERT[] = +{ + Equipment::EQUIP_PROJECTILE_SLOT, // 0 + Equipment::EQUIP_FEET_SLOT, // SPRITE_SHOE + Equipment::EQUIP_LEGS_SLOT, // SPRITE_BOTTOMCLOTHES + Equipment::EQUIP_TORSO_SLOT, // SPRITE_TOPCLOTHES + Equipment::EQUIP_PROJECTILE_SLOT, // 0 + Equipment::EQUIP_NECK_SLOT, // SPRITE_RING + Equipment::EQUIP_PROJECTILE_SLOT, // 0 + Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT + Equipment::EQUIP_RING2_SLOT, // 0 + Equipment::EQUIP_GLOVES_SLOT, // SPRITE_GLOVES + Equipment::EQUIP_FIGHT1_SLOT, // SPRITE_WEAPON + Equipment::EQUIP_FIGHT2_SLOT, // SPRITE_SHIELD + Equipment::EQUIP_EVOL_RING1_SLOT, // SPRITE_EVOL1 + Equipment::EQUIP_EVOL_RING2_SLOT, // SPRITE_EVOL2 + Equipment::EQUIP_PROJECTILE_SLOT, // 0 +}; + +namespace Ea +{ + +InventoryHandler::InventoryHandler() +{ + mStorage = 0; + mStorageWindow = 0; + mDebugInventory = true; +} + +InventoryHandler::~InventoryHandler() +{ + if (mStorageWindow) + { + mStorageWindow->close(); + mStorageWindow = 0; + } + + delete mStorage; + mStorage = 0; +} + +bool InventoryHandler::canSplit(const Item *item A_UNUSED) const +{ + return false; +} + +void InventoryHandler::splitItem(const Item *item A_UNUSED, + int amount A_UNUSED) +{ + // Not implemented for eAthena (possible?) +} + +void InventoryHandler::moveItem(int oldIndex A_UNUSED, int newIndex A_UNUSED) +{ + // Not implemented for eAthena (possible?) +} + +void InventoryHandler::openStorage(int type A_UNUSED) +{ + // Doesn't apply to eAthena, since opening happens through NPCs? +} + +size_t InventoryHandler::getSize(int type) const +{ + switch (type) + { + case Inventory::INVENTORY: + return 100; + case Inventory::STORAGE: + return 0; // Comes from server after items + case Inventory::TRADE: + return 12; + case GUILD_STORAGE: + return 0; // Comes from server after items + default: + return 0; + } +} +int InventoryHandler::convertFromServerSlot(int serverSlot) const +{ + if (serverSlot < 0 || serverSlot > 13) + return 0; + + return EQUIP_CONVERT[serverSlot]; +} + +int InventoryHandler::getSlot(int eAthenaSlot) +{ + if (eAthenaSlot == 0) + return Equipment::EQUIP_VECTOREND; + + if (eAthenaSlot & 0x8000) + return Equipment::EQUIP_PROJECTILE_SLOT; + + int mask = 1; + int position = 0; + while (!(eAthenaSlot & mask)) + { + mask <<= 1; + position++; + } + return EQUIP_POINTS[position]; +} + +void InventoryHandler::processPlayerInventory(Net::MessageIn &msg, bool playerInvintory) +{ + int index, amount, itemId, arrow; + int cards[4], itemType; + unsigned char identified; + Inventory *inventory = 0; + + if (player_node) + inventory = PlayerInfo::getInventory(); + + if (playerInvintory) + { + if (PlayerInfo::getEquipment()) + { + // Clear inventory - this will be a complete refresh + mEquips.clear(); + PlayerInfo::getEquipment()->setBackend(&mEquips); + } + + if (inventory) + inventory->clear(); + } + else + { + mInventoryItems.clear(); + } + + msg.readInt16(); // length + int number = (msg.getLength() - 4) / 18; + + for (int loop = 0; loop < number; loop++) + { + index = msg.readInt16(); + itemId = msg.readInt16(); + itemType = msg.readInt8(); + identified = msg.readInt8(); + amount = msg.readInt16(); + arrow = msg.readInt16(); + for (int i = 0; i < 4; i++) + cards[i] = msg.readInt16(); + + index -= ((msg.getId() == playerInvintory) ? + INVENTORY_OFFSET : STORAGE_OFFSET); + + if (mDebugInventory) + { + logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, " + "Qty: %d, Cards: %d, %d, %d, %d", + index, itemId, itemType, identified, amount, + cards[0], cards[1], cards[2], cards[3]); + } + + if (serverVersion < 1 && identified > 1) + identified = 1; + + if (playerInvintory) + { + // Trick because arrows are not considered equipment + bool isEquipment = arrow & 0x8000; + + if (inventory) + { + inventory->setItem(index, itemId, amount, + 0, identified, isEquipment); + } + } + else + { + mInventoryItems.push_back(Ea::InventoryItem(index, itemId, + amount, 0, identified, false)); + } + } +} + +void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg) +{ + int index, amount, itemId, refine; + int cards[4], itemType; + unsigned char identified; + + msg.readInt16(); // length + int number = (msg.getLength() - 4) / 20; + + for (int loop = 0; loop < number; loop++) + { + index = msg.readInt16() - STORAGE_OFFSET; + itemId = msg.readInt16(); + itemType = msg.readInt8(); + identified = msg.readInt8(); + amount = 1; + msg.readInt16(); // Equip Point? + msg.readInt16(); // Another Equip Point? + msg.readInt8(); // Attribute (broken) + refine = msg.readInt8(); + for (int i = 0; i < 4; i++) + cards[i] = msg.readInt16(); + + if (mDebugInventory) + { + logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, " + "Qty: %d, Cards: %d, %d, %d, %d, Refine: %d", + index, itemId, itemType, identified, amount, + cards[0], cards[1], cards[2], cards[3], + refine); + } + + if (serverVersion < 1 && identified > 1) + identified = 1; + + mInventoryItems.push_back(Ea::InventoryItem(index, + itemId, amount, refine, identified, false)); + } +} + +void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg) +{ + int index, amount, itemId, equipType, refine; + int cards[4], itemType; + unsigned char identified; + int floorId; + + Inventory *inventory = 0; + if (player_node) + inventory = PlayerInfo::getInventory(); + + if (PlayerInfo::getEquipment() + && !PlayerInfo::getEquipment()->getBackend()) + { // look like SMSG_PLAYER_INVENTORY was not received + mEquips.clear(); + PlayerInfo::getEquipment()->setBackend(&mEquips); + } + index = msg.readInt16() - INVENTORY_OFFSET; + amount = msg.readInt16(); + itemId = msg.readInt16(); + identified = msg.readInt8(); + msg.readInt8(); // attribute + refine = msg.readInt8(); + for (int i = 0; i < 4; i++) + cards[i] = msg.readInt16(); + equipType = msg.readInt16(); + itemType = msg.readInt8(); + + const ItemInfo &itemInfo = ItemDB::get(itemId); + + unsigned char err = msg.readInt8(); + if (mSentPickups.empty()) + { + floorId = 0; + } + else + { + floorId = mSentPickups.front(); + mSentPickups.pop(); + } + + if (err) + { + if (player_node) + { + player_node->pickedUp(itemInfo, 0, identified, + floorId, err); + } + } + else + { + if (player_node) + { + player_node->pickedUp(itemInfo, amount, + identified, floorId, PICKUP_OKAY); + } + + if (inventory) + { + Item *item = inventory->getItem(index); + + if (item && item->getId() == itemId) + amount += inventory->getItem(index)->getQuantity(); + + if (serverVersion < 1 && identified > 1) + identified = 1; + + inventory->setItem(index, itemId, amount, refine, + identified, equipType != 0); + } + } +} + +void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg) +{ + int index, amount; + Inventory *inventory = 0; + if (player_node) + inventory = PlayerInfo::getInventory(); + + index = msg.readInt16() - INVENTORY_OFFSET; + amount = msg.readInt16(); + if (inventory) + { + if (Item *item = inventory->getItem(index)) + { + item->increaseQuantity(-amount); + if (item->getQuantity() == 0) + inventory->removeItemAt(index); + if (miniStatusWindow) + miniStatusWindow->updateArrows(); + } + } +} + +void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg) +{ + int index, amount; + Inventory *inventory = 0; + if (player_node) + inventory = PlayerInfo::getInventory(); + + index = msg.readInt16() - INVENTORY_OFFSET; + msg.readInt16(); // item id + msg.readInt32(); // id + amount = msg.readInt16(); + msg.readInt8(); // type + + if (inventory) + { + if (Item *item = inventory->getItem(index)) + { + if (amount) + item->setQuantity(amount); + else + inventory->removeItemAt(index); + } + } +} + +void InventoryHandler::processItemUseResponse(Net::MessageIn &msg) +{ + int index, amount; + Inventory *inventory = 0; + if (player_node) + inventory = PlayerInfo::getInventory(); + + index = msg.readInt16() - INVENTORY_OFFSET; + amount = msg.readInt16(); + + if (msg.readInt8() == 0) + { + SERVER_NOTICE(_("Failed to use item.")) + } + else + { + if (inventory) + { + if (Item *item = inventory->getItem(index)) + { + if (amount) + item->setQuantity(amount); + else + inventory->removeItemAt(index); + } + } + } +} + +void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg) +{ + /* + * This is the closest we get to an "Open Storage" packet from the + * server. It always comes after the two SMSG_PLAYER_STORAGE_... + * packets that update storage contents. + */ + msg.readInt16(); // Used count + int size = msg.readInt16(); // Max size + + if (!mStorage) + mStorage = new Inventory(Inventory::STORAGE, size); + + Ea::InventoryItems::iterator it = mInventoryItems.begin(); + Ea::InventoryItems::iterator it_end = mInventoryItems.end(); + for (; it != it_end; ++it) + { + mStorage->setItem((*it).slot, (*it).id, (*it).quantity, + (*it).refine, (*it).color, (*it).equip); + } + mInventoryItems.clear(); + + if (!mStorageWindow) + mStorageWindow = new InventoryWindow(mStorage); +} + +void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg) +{ + int index, amount, itemId, refine; + unsigned char identified; + int cards[4]; + + // Move an item into storage + index = msg.readInt16() - STORAGE_OFFSET; + amount = msg.readInt32(); + itemId = msg.readInt16(); + identified = msg.readInt8(); + msg.readInt8(); // attribute + refine = msg.readInt8(); + for (int i = 0; i < 4; i++) + cards[i] = msg.readInt16(); + + if (Item *item = mStorage->getItem(index)) + { + item->setId(itemId, identified); + item->increaseQuantity(amount); + } + else + { + if (mStorage) + { + if (serverVersion < 1 && identified > 1) + identified = 1; + + mStorage->setItem(index, itemId, amount, refine, + identified, false); + } + } +} + +void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg) +{ + int index, amount; + + // Move an item out of storage + index = msg.readInt16() - STORAGE_OFFSET; + amount = msg.readInt16(); + if (mStorage) + { + if (Item *item = mStorage->getItem(index)) + { + item->increaseQuantity(-amount); + if (item->getQuantity() == 0) + mStorage->removeItemAt(index); + } + } +} + +void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED) +{ + // Storage access has been closed + + // Storage window deletes itself + mStorageWindow = 0; + + if (mStorage) + mStorage->clear(); + + delete mStorage; + mStorage = 0; +} + +void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg) +{ + int index, itemId, equipType, refine; + int number; + unsigned char identified; + + Inventory *inventory = 0; + if (player_node) + inventory = PlayerInfo::getInventory(); + + msg.readInt16(); // length + if (PlayerInfo::getEquipment() + && !PlayerInfo::getEquipment()->getBackend()) + { // look like SMSG_PLAYER_INVENTORY was not received + mEquips.clear(); + PlayerInfo::getEquipment()->setBackend(&mEquips); + } + number = (msg.getLength() - 4) / 20; + + for (int loop = 0; loop < number; loop++) + { + index = msg.readInt16() - INVENTORY_OFFSET; + itemId = msg.readInt16(); + int itemType = msg.readInt8(); // type + identified = msg.readInt8(); // identify flag + + msg.readInt16(); // equip type + equipType = msg.readInt16(); + msg.readInt8(); // attribute + refine = msg.readInt8(); + msg.skip(8); // card + + + if (mDebugInventory) + { + logger->log("Index: %d, ID: %d, Type: %d, Identified: %d", + index, itemId, itemType, identified); + } + + if (serverVersion < 1 && identified > 1) + identified = 1; + + if (inventory) + { + inventory->setItem(index, itemId, 1, refine, + identified, true); + } + + if (equipType) + mEquips.setEquipment(getSlot(equipType), index); + + } +} + +void InventoryHandler::processPlayerEquip(Net::MessageIn &msg) +{ + int index, equipType; + int flag; + + index = msg.readInt16() - INVENTORY_OFFSET; + equipType = msg.readInt16(); + flag = msg.readInt8(); + + if (!flag) + SERVER_NOTICE(_("Unable to equip.")) + else + mEquips.setEquipment(getSlot(equipType), index); +} + +void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg) +{ + int index, equipType; + int flag; + + index = msg.readInt16() - INVENTORY_OFFSET; + equipType = msg.readInt16(); + flag = msg.readInt8(); + + if (flag) + mEquips.setEquipment(getSlot(equipType), -1); + if (miniStatusWindow && equipType & 0x8000) + miniStatusWindow->updateArrows(); +} + +void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg) +{ + int range = msg.readInt16(); + if (player_node) + player_node->setAttackRange(range); + PlayerInfo::setStatBase(ATTACK_RANGE, range); + PlayerInfo::setStatMod(ATTACK_RANGE, 0); +} + +void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg) +{ + int index = msg.readInt16(); + + if (index <= 1) + return; + + index -= INVENTORY_OFFSET; + + mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index); + + if (miniStatusWindow) + miniStatusWindow->updateArrows(); +} + +} // namespace Ea |