/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/ea/inventoryhandler.h"
#include "net/ea/protocol.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "configuration.h"
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "log.h"
#include "gui/storagewindow.h"
#include "gui/widgets/chattab.h"
#include "resources/iteminfo.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <SDL_types.h>
Net::InventoryHandler *inventoryHandler;
namespace EAthena {
enum { debugInventory = 1 };
InventoryHandler::InventoryHandler()
{
static const Uint16 _messages[] = {
SMSG_PLAYER_INVENTORY,
SMSG_PLAYER_INVENTORY_ADD,
SMSG_PLAYER_INVENTORY_REMOVE,
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,
0
};
handledMessages = _messages;
inventoryHandler = this;
}
void InventoryHandler::handleMessage(MessageIn &msg)
{
int number;
int index, amount, itemId, equipType, arrow;
int identified, cards[4], itemType;
Inventory *inventory = player_node->getInventory();
Inventory *storage = player_node->getStorage();
switch (msg.getId())
{
case SMSG_PLAYER_INVENTORY:
case SMSG_PLAYER_STORAGE_ITEMS:
if (msg.getId() == SMSG_PLAYER_INVENTORY)
{
// Clear inventory - this will be a complete refresh
inventory->clear();
}
else
{
/*
* This packet will always be followed by a
* SMSG_PLAYER_STORAGE_EQUIP packet. The two packets
* together comprise a complete refresh of storage, so
* clear storage here
*/
storage->clear();
}
msg.readInt16(); // length
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() == SMSG_PLAYER_INVENTORY) ?
INVENTORY_OFFSET : STORAGE_OFFSET;
if (debugInventory)
{
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 (msg.getId() == SMSG_PLAYER_INVENTORY) {
inventory->setItem(index, itemId, amount, false);
// Trick because arrows are not considered equipment
if (arrow & 0x8000) {
if (Item *item = inventory->getItem(index))
item->setEquipment(true);
}
} else {
storage->setItem(index, itemId, amount, false);
}
}
break;
case SMSG_PLAYER_STORAGE_EQUIP:
msg.readInt16(); // length
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)
msg.readInt8(); // Refine level
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (debugInventory)
{
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]);
}
storage->setItem(index, itemId, amount, false);
}
break;
case SMSG_PLAYER_INVENTORY_ADD:
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
itemId = msg.readInt16();
identified = msg.readInt8();
msg.readInt8(); // attribute
msg.readInt8(); // refine
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
equipType = msg.readInt16();
itemType = msg.readInt8();
if (msg.readInt8() > 0)
{
if (config.getValue("showpickupchat", 1))
localChatTab->chatLog(_("Unable to pick up item"), BY_SERVER);
}
else
{
const ItemInfo &itemInfo = ItemDB::get(itemId);
const std::string amountStr =
(amount > 1) ? toString(amount) : "a";
if (config.getValue("showpickupchat", 1))
{
localChatTab->chatLog(strprintf(_("You picked up %s [@@%d|%s@@]"),
amountStr.c_str(), itemInfo.getId(), itemInfo.getName().c_str()),
BY_SERVER);
}
if (config.getValue("showpickupparticle", 0))
{
player_node->pickedUp(itemInfo.getName());
}
if (Item *item = inventory->getItem(index)) {
item->setId(itemId);
item->increaseQuantity(amount);
} else {
inventory->setItem(index, itemId, amount, equipType != 0);
}
}
break;
case SMSG_PLAYER_INVENTORY_REMOVE:
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
if (Item *item = inventory->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
inventory->removeItemAt(index);
}
break;
case SMSG_PLAYER_INVENTORY_USE:
index = msg.readInt16() - INVENTORY_OFFSET;
msg.readInt16(); // item id
msg.readInt32(); // id
amount = msg.readInt16();
msg.readInt8(); // type
if (Item *item = inventory->getItem(index))
item->setQuantity(amount);
break;
case SMSG_ITEM_USE_RESPONSE:
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
if (msg.readInt8() == 0) {
localChatTab->chatLog(_("Failed to use item"), BY_SERVER);
} else {
if (Item *item = inventory->getItem(index))
item->setQuantity(amount);
}
break;
case SMSG_PLAYER_STORAGE_STATUS:
/*
* 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.
*/
player_node->setInStorage(true);
msg.readInt16(); // Storage capacity
msg.readInt16(); // Used count
break;
case SMSG_PLAYER_STORAGE_ADD:
/*
* Move an item into storage
*/
index = msg.readInt16() - STORAGE_OFFSET;
amount = msg.readInt32();
itemId = msg.readInt16();
identified = msg.readInt8();
msg.readInt8(); // attribute
msg.readInt8(); // refine
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (Item *item = storage->getItem(index))
{
item->setId(itemId);
item->increaseQuantity(amount);
}
else
{
storage->setItem(index, itemId, amount, false);
}
break;
case SMSG_PLAYER_STORAGE_REMOVE:
/*
* Move an item out of storage
*/
index = msg.readInt16() - STORAGE_OFFSET;
amount = msg.readInt16();
if (Item *item = storage->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
storage->removeItemAt(index);
}
break;
case SMSG_PLAYER_STORAGE_CLOSE:
/*
* Storage access has been closed
*/
player_node->setInStorage(false);
break;
}
}
void InventoryHandler::equipItem(const Item *item)
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
outMsg.writeInt16(0);
}
void InventoryHandler::unequipItem(const Item *item)
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
// Tidy equipment directly to avoid weapon still shown bug, for instance
player_node->mEquipment->removeEquipment(item->getInvIndex());
}
void InventoryHandler::useItem(const Item *item)
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
outMsg.writeInt32(item->getId()); // unused
}
void InventoryHandler::dropItem(const Item *item, int amount)
{
// TODO: Fix wrong coordinates of drops, serverside? (what's wrong here?)
MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
outMsg.writeInt16(amount);
}
bool InventoryHandler::canSplit(const Item *item)
{
return false;
}
void InventoryHandler::splitItem(const Item *item, int amount)
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::moveItem(int oldIndex, int newIndex)
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::openStorage()
{
// Doesn't apply to eAthena, since opening happens through NPCs?
}
void InventoryHandler::closeStorage()
{
MessageOut outMsg(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem(StorageType source, int slot, int amount,
StorageType destination)
{
if (source == INVENTORY && destination == STORAGE)
{
MessageOut outMsg(CMSG_MOVE_TO_STORAGE);
outMsg.writeInt16(slot + INVENTORY_OFFSET);
outMsg.writeInt32(amount);
}
else if (source == STORAGE && destination == INVENTORY)
{
MessageOut outMsg(CSMG_MOVE_FROM_STORAGE);
outMsg.writeInt16(slot + STORAGE_OFFSET);
outMsg.writeInt32(amount);
}
}
} // namespace EAthena