/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 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/tmwa/inventoryrecv.h" #include "notifymanager.h" #include "being/localplayer.h" #include "const/net/inventory.h" #include "enums/equipslot.h" #include "enums/resources/notifytypes.h" #include "listeners/arrowslistener.h" #include "net/inventoryhandler.h" #include "net/messagein.h" #include "net/ea/equipbackend.h" #include "net/ea/inventoryrecv.h" #include "debug.h" namespace TmwAthena { namespace InventoryRecv { const EquipSlot::Type EQUIP_POINTS[EquipSlot::VECTOREND] = { EquipSlot::LEGS_SLOT, // Lower Headgear EquipSlot::FIGHT1_SLOT, // Weapon EquipSlot::GLOVES_SLOT, // Garment EquipSlot::RING2_SLOT, // Accessory 1 EquipSlot::RING1_SLOT, // Armor EquipSlot::FIGHT2_SLOT, // Shield EquipSlot::FEET_SLOT, // Footgear EquipSlot::NECK_SLOT, // Accessory 2 EquipSlot::HEAD_SLOT, // Upper Headgear EquipSlot::TORSO_SLOT, // Middle Headgear EquipSlot::EVOL_RING1_SLOT, // Costume Top Headgear EquipSlot::EVOL_RING2_SLOT, // Costume Mid Headgear EquipSlot::PROJECTILE_SLOT, // Costume Low Headgear EquipSlot::COSTUME_ROBE_SLOT, // Costume Garment/Robe EquipSlot::MISSING1_SLOT, // Missing slot 1 EquipSlot::MISSING2_SLOT, // Missing slot 2 EquipSlot::SHADOW_ARMOR_SLOT, // Shadow Armor EquipSlot::SHADOW_WEAPON_SLOT, // Shadow Weapon EquipSlot::SHADOW_SHIELD_SLOT, // Shadow Shield EquipSlot::SHADOW_SHOES_SLOT, // Shadow Shoes EquipSlot::SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2 EquipSlot::SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1 }; } // namespace InventoryRecv void InventoryRecv::processPlayerEquipment(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::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 Ea::InventoryRecv::mEquips.clear(); equipment->setBackend(&Ea::InventoryRecv::mEquips); } const int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); const uint8_t identified = msg.readUInt8("identify"); msg.readInt16("equip type?"); const int equipType = msg.readInt16("equip type"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); int cards[maxCards]; for (int f = 0; f < maxCards; f++) cards[f] = msg.readInt16("card"); if (Ea::InventoryRecv::mDebugInventory) { logger->log("Index: %d, ID: %d, Type: %d, Identified: %d", index, itemId, itemType, identified); } if (inventory) { inventory->setItem(index, itemId, itemType, 1, refine, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_true, Equipped_false); inventory->setCards(index, cards, 4); } if (equipType) { Ea::InventoryRecv::mEquips.setEquipment( InventoryRecv::getSlot(equipType), index); } } BLOCK_END("InventoryRecv::processPlayerEquipment") } void InventoryRecv::processPlayerInventoryAdd(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerInventoryAdd") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (PlayerInfo::getEquipment() && !PlayerInfo::getEquipment()->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received Ea::InventoryRecv::mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&Ea::InventoryRecv::mEquips); } const int index = msg.readInt16("index") - INVENTORY_OFFSET; int amount = msg.readInt16("amount"); const int itemId = msg.readInt16("item id"); const uint8_t identified = msg.readUInt8("identified"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); int cards[maxCards]; for (int f = 0; f < maxCards; f++) cards[f] = msg.readInt16("card"); const int equipType = msg.readInt16("equip type"); const int type = msg.readUInt8("item type"); const ItemInfo &itemInfo = ItemDB::get(itemId); const unsigned char err = msg.readUInt8("status"); BeingId floorId; if (Ea::InventoryRecv::mSentPickups.empty()) { floorId = BeingId_zero; } else { floorId = Ea::InventoryRecv::mSentPickups.front(); Ea::InventoryRecv::mSentPickups.pop(); } if (err) { PickupT pickup; switch (err) { case 1: pickup = Pickup::BAD_ITEM; break; case 2: pickup = Pickup::TOO_HEAVY; break; case 3: pickup = Pickup::TOO_FAR; break; case 4: pickup = Pickup::INV_FULL; break; case 5: pickup = Pickup::STACK_FULL; break; case 6: pickup = Pickup::DROP_STEAL; break; default: pickup = Pickup::UNKNOWN; UNIMPLIMENTEDPACKETFIELD(err); break; } if (localPlayer) { localPlayer->pickedUp(itemInfo, 0, ItemColor_one, floorId, pickup); } } else { if (localPlayer) { localPlayer->pickedUp(itemInfo, amount, ItemColor_one, floorId, Pickup::OKAY); } if (inventory) { const Item *const item = inventory->getItem(index); if (item && item->getId() == itemId) amount += item->getQuantity(); inventory->setItem(index, itemId, type, amount, refine, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, fromBool(equipType, Equipm), Equipped_false); inventory->setCards(index, cards, 4); } ArrowsListener::distributeEvent(); } BLOCK_END("InventoryRecv::processPlayerInventoryAdd") } void InventoryRecv::processPlayerInventory(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerInventory") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (PlayerInfo::getEquipment()) { // Clear inventory - this will be a complete refresh Ea::InventoryRecv::mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&Ea::InventoryRecv::mEquips); } if (inventory) inventory->clear(); msg.readInt16("len"); const int number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { int cards[maxCards]; const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); const uint8_t identified = msg.readUInt8("identified"); const int amount = msg.readInt16("amount"); const int arrow = msg.readInt16("arrow"); for (int i = 0; i < maxCards; i++) cards[i] = msg.readInt16("card"); if (Ea::InventoryRecv::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]); } // Trick because arrows are not considered equipment const bool isEquipment = arrow & 0x8000; if (inventory) { inventory->setItem(index, itemId, itemType, amount, 0, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, fromBool(isEquipment, Equipm), Equipped_false); inventory->setCards(index, cards, 4); } } BLOCK_END("InventoryRecv::processPlayerInventory") } void InventoryRecv::processPlayerStorage(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerInventory") Ea::InventoryRecv::mInventoryItems.clear(); msg.readInt16("len"); const int number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { int cards[maxCards]; const int index = msg.readInt16("index") - STORAGE_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); const uint8_t identified = msg.readUInt8("identified"); const int amount = msg.readInt16("amount"); msg.readInt16("arrow"); for (int i = 0; i < maxCards; i++) cards[i] = msg.readInt16("card"); if (Ea::InventoryRecv::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]); } Ea::InventoryRecv::mInventoryItems.push_back(Ea::InventoryItem( index, itemId, itemType, cards, amount, 0, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_false)); } BLOCK_END("InventoryRecv::processPlayerInventory") } void InventoryRecv::processPlayerEquip(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerEquip") const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int equipType = msg.readInt16("equip type"); const uint8_t flag = msg.readUInt8("flag"); if (!flag) { NotifyManager::notify(NotifyTypes::EQUIP_FAILED); } else { Ea::InventoryRecv::mEquips.setEquipment( InventoryRecv::getSlot(equipType), index); } BLOCK_END("InventoryRecv::processPlayerEquip") } void InventoryRecv::processPlayerUnEquip(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerUnEquip") msg.readInt16("index"); const int equipType = msg.readInt16("equip type"); const uint8_t flag = msg.readUInt8("flag"); if (flag) { Ea::InventoryRecv::mEquips.setEquipment( InventoryRecv::getSlot(equipType), -1); } if (equipType & 0x8000) ArrowsListener::distributeEvent(); BLOCK_END("InventoryRecv::processPlayerUnEquip") } void InventoryRecv::processPlayerStorageEquip(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerStorageEquip") msg.readInt16("len"); const int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { int cards[maxCards]; const int index = msg.readInt16("index") - STORAGE_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); const uint8_t identified = msg.readUInt8("identified"); const int amount = 1; msg.readInt16("equip point?"); msg.readInt16("another equip point?"); msg.readUInt8("attribute (broken)"); const uint8_t refine = msg.readUInt8("refine"); for (int i = 0; i < maxCards; i++) cards[i] = msg.readInt16("card"); if (Ea::InventoryRecv::mDebugInventory) { logger->log("Index: %d, ID: %d, Type: %d, Identified: %u, " "Qty: %d, Cards: %d, %d, %d, %d, Refine: %u", index, itemId, itemType, CAST_U32(identified), amount, cards[0], cards[1], cards[2], cards[3], CAST_U32(refine)); } Ea::InventoryRecv::mInventoryItems.push_back(Ea::InventoryItem( index, itemId, itemType, cards, amount, refine, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_false)); } BLOCK_END("InventoryRecv::processPlayerStorageEquip") } void InventoryRecv::processPlayerStorageAdd(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::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 unsigned char identified = msg.readUInt8("identified"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); int cards[maxCards]; for (int f = 0; f < maxCards; f++) cards[f] = msg.readInt16("card"); if (Item *const item = Ea::InventoryRecv::mStorage->getItem(index)) { item->setId(itemId, ItemColor_one); item->increaseQuantity(amount); } else { if (Ea::InventoryRecv::mStorage) { Ea::InventoryRecv::mStorage->setItem(index, itemId, 0, amount, refine, ItemColor_one, fromBool(identified, Identified), Damaged_false, Favorite_false, Equipm_false, Equipped_false); Ea::InventoryRecv::mStorage->setCards(index, cards, 4); } } BLOCK_END("InventoryRecv::processPlayerStorageAdd") } void InventoryRecv::processPlayerStorageRemove(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerStorageRemove") // Move an item out of storage const int index = msg.readInt16("index") - STORAGE_OFFSET; const int amount = msg.readInt32("amount"); if (Ea::InventoryRecv::mStorage) { if (Item *const item = Ea::InventoryRecv::mStorage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) Ea::InventoryRecv::mStorage->removeItemAt(index); } } BLOCK_END("InventoryRecv::processPlayerStorageRemove") } void InventoryRecv::processPlayerInventoryRemove(Net::MessageIn &msg) { BLOCK_START("InventoryRecv::processPlayerInventoryRemove") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; 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("InventoryRecv::processPlayerInventoryRemove") } int InventoryRecv::getSlot(const int eAthenaSlot) { if (eAthenaSlot == 0) return EquipSlot::VECTOREND; if (eAthenaSlot & 0x8000) return inventoryHandler->getProjectileSlot(); unsigned int mask = 1; int position = 0; while (!(eAthenaSlot & mask)) { mask <<= 1; position++; } return CAST_S32(EQUIP_POINTS[position]); } } // namespace TmwAthena