/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 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 . */ #include "net/eathena/inventoryhandler.h" #include "notifymanager.h" #include "enums/equipslot.h" #include "enums/being/attributes.h" #include "being/localplayer.h" #include "listeners/arrowslistener.h" #include "net/eathena/itemflags.h" #include "net/eathena/menu.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/ea/eaprotocol.h" #include "resources/notifytypes.h" #include "debug.h" extern Net::InventoryHandler *inventoryHandler; // missing EQUIP_RING1_SLOT const EquipSlot::Type EQUIP_CONVERT[] = { EquipSlot::PROJECTILE_SLOT, // 0 0 EquipSlot::FEET_SLOT, // 1 SPRITE_HAIR EquipSlot::LEGS_SLOT, // 2 SPRITE_WEAPON EquipSlot::TORSO_SLOT, // 3 SPRITE_HEAD_BOTTOM EquipSlot::GLOVES_SLOT, // 4 0 EquipSlot::EVOL_RING1_SLOT, // 5 EquipSlot::PROJECTILE_SLOT, // 6 0 EquipSlot::HEAD_SLOT, // 7 SPRITE_CLOTHES_COLOR EquipSlot::RING2_SLOT, // 8 0 EquipSlot::PROJECTILE_SLOT, // 9 SPRITE_SHOES EquipSlot::FIGHT1_SLOT, // 10 SPRITE_BODY EquipSlot::FIGHT2_SLOT, // 11 SPRITE_FLOOR EquipSlot::EVOL_RING2_SLOT, // 12 EquipSlot::PROJECTILE_SLOT, // 13 SPRITE_EVOL2 EquipSlot::COSTUME_ROBE_SLOT, // 14 SPRITE_EVOL3 EquipSlot::RING1_SLOT, // 15 SPRITE_EVOL4 }; namespace EAthena { Ea::InventoryItems InventoryHandler::mCartItems; InventoryHandler::InventoryHandler() : MessageHandler(), Ea::InventoryHandler() { static const uint16_t _messages[] = { SMSG_PLAYER_INVENTORY, SMSG_PLAYER_INVENTORY_ADD, SMSG_PLAYER_INVENTORY_REMOVE, SMSG_PLAYER_INVENTORY_REMOVE2, SMSG_PLAYER_INVENTORY_USE, SMSG_ITEM_USE_RESPONSE, SMSG_PLAYER_STORAGE_ITEMS, SMSG_PLAYER_STORAGE_EQUIP, SMSG_PLAYER_STORAGE_STATUS, SMSG_PLAYER_STORAGE_ADD, SMSG_PLAYER_STORAGE_REMOVE, SMSG_PLAYER_STORAGE_CLOSE, SMSG_PLAYER_EQUIPMENT, SMSG_PLAYER_EQUIP, SMSG_PLAYER_UNEQUIP, SMSG_PLAYER_ARROW_EQUIP, SMSG_PLAYER_ATTACK_RANGE, SMSG_PLAYER_UNE_CARD, SMSG_PLAYER_INSERT_CARD, SMSG_PLAYER_ITEM_RENTAL_TIME, SMSG_PLAYER_ITEM_RENTAL_EXPIRED, SMSG_CART_INFO, SMSG_CART_REMOVE, SMSG_PLAYER_CART_ADD, SMSG_PLAYER_CART_EQUIP, SMSG_PLAYER_CART_ITEMS, SMSG_PLAYER_CART_REMOVE, SMSG_PLAYER_IDENTIFY_LIST, SMSG_PLAYER_IDENTIFIED, SMSG_PLAYER_REFINE, SMSG_PLAYER_REPAIR_LIST, SMSG_PLAYER_REPAIR_EFFECT, SMSG_PLAYER_REFINE_LIST, SMSG_PLAYER_STORAGE_PASSWORD, 0 }; handledMessages = _messages; inventoryHandler = this; mCartItems.clear(); } InventoryHandler::~InventoryHandler() { } void InventoryHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_PLAYER_INVENTORY: processPlayerInventory(msg); break; case SMSG_PLAYER_STORAGE_ITEMS: processPlayerStorage(msg); break; case SMSG_PLAYER_STORAGE_EQUIP: processPlayerStorageEquip(msg); break; case SMSG_PLAYER_INVENTORY_ADD: processPlayerInventoryAdd(msg); break; case SMSG_PLAYER_INVENTORY_REMOVE: processPlayerInventoryRemove(msg); break; case SMSG_PLAYER_INVENTORY_REMOVE2: processPlayerInventoryRemove2(msg); break; case SMSG_PLAYER_INVENTORY_USE: processPlayerInventoryUse(msg); break; case SMSG_ITEM_USE_RESPONSE: processItemUseResponse(msg); break; case SMSG_PLAYER_STORAGE_STATUS: processPlayerStorageStatus(msg); break; case SMSG_PLAYER_STORAGE_ADD: processPlayerStorageAdd(msg); break; case SMSG_PLAYER_STORAGE_REMOVE: processPlayerStorageRemove(msg); break; case SMSG_PLAYER_STORAGE_CLOSE: processPlayerStorageClose(msg); break; case SMSG_PLAYER_EQUIPMENT: processPlayerEquipment(msg); break; case SMSG_PLAYER_EQUIP: processPlayerEquip(msg); break; case SMSG_PLAYER_UNEQUIP: processPlayerUnEquip(msg); break; case SMSG_PLAYER_ATTACK_RANGE: processPlayerAttackRange(msg); break; case SMSG_PLAYER_ARROW_EQUIP: processPlayerArrowEquip(msg); break; case SMSG_PLAYER_UNE_CARD: processPlayerUseCard(msg); break; case SMSG_PLAYER_INSERT_CARD: processPlayerInsertCard(msg); break; case SMSG_PLAYER_ITEM_RENTAL_TIME: processPlayerItemRentalTime(msg); break; case SMSG_PLAYER_ITEM_RENTAL_EXPIRED: processPlayerItemRentalExpired(msg); break; case SMSG_CART_INFO: processCartInfo(msg); break; case SMSG_CART_REMOVE: processCartRemove(msg); break; case SMSG_PLAYER_CART_ADD: processPlayerCartAdd(msg); break; case SMSG_PLAYER_CART_EQUIP: processPlayerCartEquip(msg); break; case SMSG_PLAYER_CART_ITEMS: processPlayerCartItems(msg); break; case SMSG_PLAYER_CART_REMOVE: processPlayerCartRemove(msg); break; case SMSG_PLAYER_IDENTIFY_LIST: processPlayerIdentifyList(msg); break; case SMSG_PLAYER_IDENTIFIED: processPlayerIdentified(msg); break; case SMSG_PLAYER_REFINE: processPlayerRefine(msg); break; case SMSG_PLAYER_REPAIR_LIST: processPlayerRepairList(msg); break; case SMSG_PLAYER_REPAIR_EFFECT: processPlayerRepairEffect(msg); break; case SMSG_PLAYER_REFINE_LIST: processPlayerRefineList(msg); break; case SMSG_PLAYER_STORAGE_PASSWORD: processPlayerStoragePassword(msg); break; default: break; } } void InventoryHandler::equipItem(const Item *const item) const { if (!item) return; createOutPacket(CMSG_PLAYER_EQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET), "index"); // here we set flag for any slots, // probably better set to slot from item properties outMsg.writeInt32(0xFFFFFFFFU, "wear location"); } void InventoryHandler::unequipItem(const Item *const item) const { if (!item) return; createOutPacket(CMSG_PLAYER_UNEQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET), "index"); } void InventoryHandler::useItem(const Item *const item) const { if (!item) return; createOutPacket(CMSG_PLAYER_INVENTORY_USE); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET), "index"); outMsg.writeInt32(item->getId(), "unused"); } void InventoryHandler::dropItem(const Item *const item, const int amount) const { if (!item) return; createOutPacket(CMSG_PLAYER_INVENTORY_DROP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET), "index"); outMsg.writeInt16(static_cast(amount), "amount"); } void InventoryHandler::closeStorage(const int type A_UNUSED) const { createOutPacket(CMSG_CLOSE_STORAGE); } void InventoryHandler::moveItem2(const int source, const int slot, const int amount, const int destination) const { int packet = 0; int offset = INVENTORY_OFFSET; if (source == InventoryType::INVENTORY) { if (destination == InventoryType::STORAGE) packet = CMSG_MOVE_TO_STORAGE; else if (destination == InventoryType::CART) packet = CMSG_MOVE_TO_CART; } else if (source == InventoryType::STORAGE) { offset = STORAGE_OFFSET; if (destination == InventoryType::INVENTORY) packet = CSMG_MOVE_FROM_STORAGE; else if (destination == InventoryType::CART) packet = CMSG_MOVE_FROM_STORAGE_TO_CART; } else if (source == InventoryType::CART) { if (destination == InventoryType::INVENTORY) packet = CMSG_MOVE_FROM_CART; else if (destination == InventoryType::STORAGE) packet = CMSG_MOVE_FROM_CART_TO_STORAGE; } if (packet) { createOutPacket(packet); outMsg.writeInt16(static_cast(slot + offset), "index"); outMsg.writeInt32(amount, "amount"); } } void InventoryHandler::useCard(const int index) const { createOutPacket(CMSG_PLAYER_USE_CARD); outMsg.writeInt16(static_cast(index + INVENTORY_OFFSET), "index"); } void InventoryHandler::insertCard(const int cardIndex, const int itemIndex) const { createOutPacket(CMSG_PLAYER_INSERT_CARD); outMsg.writeInt16(static_cast(cardIndex + INVENTORY_OFFSET), "card index"); outMsg.writeInt16(static_cast(itemIndex + INVENTORY_OFFSET), "item index"); } void InventoryHandler::favoriteItem(const Item *const item, const bool favorite) const { createOutPacket(CMSG_PLAYER_FAVORITE_ITEM); outMsg.writeInt16(static_cast(item->getInvIndex() + INVENTORY_OFFSET), "item index"); outMsg.writeInt8(favorite, "favorite flag"); } void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerEquipment") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; msg.readInt16("len"); Equipment *const equipment = PlayerInfo::getEquipment(); if (equipment && !equipment->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); equipment->setBackend(&mEquips); } const int number = (msg.getLength() - 4) / 31; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); msg.readInt32("location"); const int equipType = msg.readInt32("wear state"); const uint8_t refine = static_cast(msg.readInt8("refine")); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date (?)"); msg.readInt16("equip type"); msg.readInt16("item sprite number"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); if (inventory) { inventory->setItem(index, itemId, itemType, 1, refine, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_true, Equipped_false); inventory->setCards(index, cards, 4); } if (equipType) mEquips.setEquipment(getSlot(equipType), index); } BLOCK_END("InventoryHandler::processPlayerEquipment") } void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventoryAdd") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (PlayerInfo::getEquipment() && !PlayerInfo::getEquipment()->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } const int index = msg.readInt16("index") - INVENTORY_OFFSET; int amount = msg.readInt16("count"); const int itemId = msg.readInt16("item id"); uint8_t identified = msg.readUInt8("identified"); const uint8_t damaged = msg.readUInt8("is damaged"); const uint8_t refine = msg.readUInt8("refine"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); const int equipType = msg.readInt32("location"); const int itemType = msg.readUInt8("item type"); const unsigned char err = msg.readUInt8("result"); msg.readInt32("hire expire date"); msg.readInt16("bind on equip"); const ItemInfo &itemInfo = ItemDB::get(itemId); int floorId; if (mSentPickups.empty()) { floorId = 0; } else { floorId = mSentPickups.front(); mSentPickups.pop(); } if (err) { Pickup::Type pickup; switch (err) { case 1: pickup = Pickup::BAD_ITEM; break; case 2: pickup = Pickup::TOO_HEAVY; break; case 4: pickup = Pickup::INV_FULL; break; case 5: pickup = Pickup::MAX_AMOUNT; break; case 6: pickup = Pickup::TOO_FAR; break; case 7: pickup = Pickup::STACK_AMOUNT; break; default: pickup = Pickup::UNKNOWN; logger->log("unknown pickup type: %d", err); break; } if (localPlayer) localPlayer->pickedUp(itemInfo, 0, 1, floorId, pickup); } else { if (localPlayer) { localPlayer->pickedUp(itemInfo, amount, 1, floorId, Pickup::OKAY); } if (inventory) { const Item *const item = inventory->getItem(index); if (item && item->getId() == itemId) amount += item->getQuantity(); inventory->setItem(index, itemId, itemType, amount, refine, 1, fromBool(identified, Identified), fromBool(damaged, Damaged), Favorite_false, fromBool(equipType, Equipm), Equipped_false); inventory->setCards(index, cards, 4); } ArrowsListener::distributeEvent(); } BLOCK_END("InventoryHandler::processPlayerInventoryAdd") } void InventoryHandler::processPlayerInventory(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventory") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (PlayerInfo::getEquipment()) { // Clear inventory - this will be a complete refresh mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } if (inventory) inventory->clear(); msg.readInt16("len"); const int number = (msg.getLength() - 4) / 24; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("item index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); const int amount = msg.readInt16("count"); msg.readInt32("wear state / equip"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date (?)"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); if (inventory) { inventory->setItem(index, itemId, itemType, amount, 0, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_false, Equipped_false); inventory->setCards(index, cards, 4); } } BLOCK_END("InventoryHandler::processPlayerInventory") } void InventoryHandler::processPlayerStorage(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventory") mInventoryItems.clear(); msg.readInt16("len"); msg.readString(24, "storage name"); const int number = (msg.getLength() - 4 - 24) / 23; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("item index") - STORAGE_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); const int amount = msg.readInt16("count"); msg.readInt32("wear state / equip"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date (?)"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); mInventoryItems.push_back(Ea::InventoryItem(index, itemId, itemType, cards, amount, 0, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_false)); } BLOCK_END("InventoryHandler::processPlayerInventory") } void InventoryHandler::processPlayerEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerEquip") const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int equipType = msg.readInt32("wear location"); msg.readInt16("sprite"); const uint8_t flag = msg.readUInt8("result"); switch (flag) { case 0: mEquips.setEquipment(getSlot(equipType), index); break; case 1: NotifyManager::notify(NotifyTypes::EQUIP_FAILED_LEVEL); break; case 2: default: NotifyManager::notify(NotifyTypes::EQUIP_FAILED); break; } BLOCK_END("InventoryHandler::processPlayerEquip") } void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerUnEquip") msg.readInt16("index"); const int equipType = msg.readInt32("wear location"); const uint8_t flag = msg.readUInt8("result"); // +++ need use UNEQUIP_FAILED event if (flag) NotifyManager::notify(NotifyTypes::EQUIP_FAILED); else mEquips.setEquipment(getSlot(equipType), -1); if (equipType & 0x8000) ArrowsListener::distributeEvent(); BLOCK_END("InventoryHandler::processPlayerUnEquip") } void InventoryHandler::processPlayerInventoryRemove2(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventoryRemove2") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; // +++ here possible use particle or text/sound effects // for different reasons msg.readInt16("reason"); const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int amount = msg.readInt16("amount"); if (inventory) { if (Item *const item = inventory->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inventory->removeItemAt(index); ArrowsListener::distributeEvent(); } } BLOCK_END("InventoryHandler::processPlayerInventoryRemove2") } void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageEquip") msg.readInt16("len"); const int number = (msg.getLength() - 4 - 24) / 31; msg.readString(24, "storage name"); for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("index") - STORAGE_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); const int amount = 1; msg.readInt32("location"); msg.readInt32("wear state"); const uint8_t refine = msg.readUInt8("refine level"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date"); msg.readInt16("bind on equip"); msg.readInt16("sprite"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); mInventoryItems.push_back(Ea::InventoryItem(index, itemId, itemType, cards, amount, refine, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_false)); } BLOCK_END("InventoryHandler::processPlayerStorageEquip") } void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageAdd") // Move an item into storage const int index = msg.readInt16("index") - STORAGE_OFFSET; const int amount = msg.readInt32("amount"); const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("type"); const unsigned char identified = msg.readUInt8("identify"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); if (Item *const item = mStorage->getItem(index)) { item->setId(itemId, 1); item->increaseQuantity(amount); } else { if (mStorage) { mStorage->setItem(index, itemId, itemType, amount, refine, 1, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_false, Equipped_false); mStorage->setCards(index, cards, 4); } } BLOCK_END("InventoryHandler::processPlayerStorageAdd") } void InventoryHandler::processPlayerUseCard(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need show dialog with item selection for card. const int count = (msg.readInt16("len") - 4) / 2; for (int f = 0; f < count; f ++) msg.readInt16("item id"); } void InventoryHandler::processPlayerInsertCard(Net::MessageIn &msg) { msg.readInt16("item index"); msg.readInt16("card index"); if (msg.readUInt8("flag")) NotifyManager::notify(NotifyTypes::CARD_INSERT_FAILED); else NotifyManager::notify(NotifyTypes::CARD_INSERT_SUCCESS); } void InventoryHandler::selectEgg(const Item *const item) const { createOutPacket(CMSG_PET_SELECT_EGG); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET), "index"); menu = MenuType::Unknown; } void InventoryHandler::processPlayerItemRentalTime(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ need update item rental time msg.readInt16("item id"); msg.readInt32("seconds"); } void InventoryHandler::processPlayerItemRentalExpired(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // ++ need remove item from inventory msg.readInt16("index"); msg.readInt16("item id"); } int InventoryHandler::convertFromServerSlot(const int serverSlot) const { if (serverSlot < 0 || serverSlot > 15) return 0; return static_cast(EQUIP_CONVERT[serverSlot]); } void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageRemove") // Move an item out of storage const int index = msg.readInt16("index") - STORAGE_OFFSET; const int amount = msg.readInt32("amount"); if (mStorage) { if (Item *const item = mStorage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) mStorage->removeItemAt(index); } } BLOCK_END("InventoryHandler::processPlayerStorageRemove") } void InventoryHandler::processCartInfo(Net::MessageIn &msg) { msg.readInt16("cart items used"); const int size = msg.readInt16("max cart items"); PlayerInfo::setAttribute(Attributes::CART_TOTAL_WEIGHT, msg.readInt32("cart weight")); PlayerInfo::setAttribute(Attributes::CART_MAX_WEIGHT, msg.readInt32("max cart weight")); if (mCartItems.empty()) return; Inventory *const inv = PlayerInfo::getCartInventory(); if (!inv) return; inv->resize(size); FOR_EACH (Ea::InventoryItems::const_iterator, it, mCartItems) { inv->setItem((*it).slot, (*it).id, (*it).type, (*it).quantity, (*it).refine, (*it).color, (*it).identified, (*it).damaged, (*it).favorite, (*it).equip, Equipped_false); } mCartItems.clear(); } void InventoryHandler::processCartRemove(Net::MessageIn &msg A_UNUSED) { UNIMPLIMENTEDPACKET; // +++ need close or clear cart? } void InventoryHandler::processPlayerCartAdd(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerCartAdd") Inventory *const inventory = localPlayer ? PlayerInfo::getCartInventory() : nullptr; const int index = msg.readInt16("index") - INVENTORY_OFFSET; int amount = msg.readInt32("count"); const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); uint8_t identified = msg.readUInt8("identified"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); if (inventory) { const Item *const item = inventory->getItem(index); if (item && item->getId() == itemId) amount += item->getQuantity(); inventory->setItem(index, itemId, itemType, amount, refine, 1, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_false, Equipped_false); inventory->setCards(index, cards, 4); } BLOCK_END("InventoryHandler::processPlayerCartAdd") } void InventoryHandler::processPlayerCartEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerCartEquip") msg.readInt16("len"); const int number = (msg.getLength() - 4) / 31; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); const int amount = 1; msg.readInt32("location"); msg.readInt32("wear state"); const uint8_t refine = msg.readUInt8("refine level"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date"); msg.readInt16("bind on equip"); msg.readInt16("sprite"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); mCartItems.push_back(Ea::InventoryItem(index, itemId, itemType, cards, amount, refine, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_false)); } BLOCK_END("InventoryHandler::processPlayerCartEquip") } void InventoryHandler::processPlayerCartItems(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerCartItems") mInventoryItems.clear(); msg.readInt16("len"); const int number = (msg.getLength() - 4) / 23; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("item index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const int itemType = msg.readUInt8("item type"); const int amount = msg.readInt16("count"); msg.readInt32("wear state / equip"); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); msg.readInt32("hire expire date (?)"); ItemFlags flags; flags.byte = msg.readUInt8("flags"); mCartItems.push_back(Ea::InventoryItem(index, itemId, itemType, cards, amount, 0, 1, fromBool(flags.bits.isIdentified, Identified), fromBool(flags.bits.isDamaged, Damaged), fromBool(flags.bits.isFavorite, Favorite), Equipm_false)); } BLOCK_END("InventoryHandler::processPlayerCartItems") } void InventoryHandler::processPlayerCartRemove(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerCartRemove") const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int amount = msg.readInt32("amount"); Inventory *const inv = PlayerInfo::getCartInventory(); if (!inv) return; if (Item *const item = inv->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inv->removeItemAt(index); } BLOCK_END("InventoryHandler::processPlayerCartRemove") } void InventoryHandler::processPlayerIdentifyList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; menu = MenuType::Identify; const int count = msg.readInt16("len") - 4; for (int f = 0; f < count; f ++) msg.readInt16("inv index"); } void InventoryHandler::processPlayerIdentified(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("inv index"); msg.readUInt8("flag"); } void InventoryHandler::processPlayerRefine(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("flag"); msg.readInt16("inv index"); msg.readInt16("val"); } void InventoryHandler::processPlayerRepairList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 4) / 13; for (int f = 0; f < count; f ++) { msg.readInt16("index"); msg.readInt16("item id"); msg.readUInt8("refine"); for (int d = 0; d < 4; d ++) msg.readInt16("card"); } menu = MenuType::RepairWespon; } void InventoryHandler::processPlayerRepairEffect(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("item index"); msg.readUInt8("flag"); } void InventoryHandler::processPlayerRefineList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 4) / 13; for (int f = 0; f < count; f ++) { msg.readInt16("item index"); msg.readInt16("item id"); msg.readUInt8("refine"); for (int d = 0; d < 4; d ++) msg.readInt16("card"); } menu = MenuType::WeaponeRefine; } void InventoryHandler::processPlayerStoragePassword(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("info"); } } // namespace EAthena