/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "equipmenthandler.h" #include "messagein.h" #include "protocol.h" #include "../being.h" #include "../beingmanager.h" #include "../equipment.h" #include "../item.h" #include "../localplayer.h" #include "../log.h" #include "../gui/chat.h" EquipmentHandler::EquipmentHandler() { static const Uint16 _messages[] = { SMSG_PLAYER_EQUIPMENT, SMSG_PLAYER_EQUIP, 0x01d7, SMSG_PLAYER_UNEQUIP, SMSG_PLAYER_ARROW_EQUIP, SMSG_PLAYER_ATTACK_RANGE, 0 }; handledMessages = _messages; } void EquipmentHandler::handleMessage(MessageIn &msg) { Sint32 itemCount; Sint16 index, equipPoint, itemId; Sint8 type; int mask, position; Being *being; Item *item; switch (msg.getId()) { case SMSG_PLAYER_EQUIPMENT: msg.readShort(); // length itemCount = (msg.getLength() - 4) / 20; for (int loop = 0; loop < itemCount; loop++) { index = msg.readShort(); itemId = msg.readShort(); msg.readByte(); // type msg.readByte(); // identify flag msg.readShort(); // equip type equipPoint = msg.readShort(); msg.readByte(); // attribute msg.readByte(); // refine player_node->addInvItem(index, itemId, 1, true); if (equipPoint) { mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } item = player_node->getInvItem(index); player_node->mEquipment->setEquipment(position, item); } } break; case SMSG_PLAYER_EQUIP: index = msg.readShort(); equipPoint = msg.readShort(); type = msg.readByte(); logger->log("Equipping: %i %i %i", index, equipPoint, type); if (!type) { chatWindow->chatLog("Unable to equip.", BY_SERVER); break; } if (!equipPoint) { // No point given, no point in searching break; } // Unequip any existing equipped item in this position mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } logger->log("Position %i", position); item = player_node->mEquipment->getEquipment(position); if (item) { item->setEquipped(false); } item = player_node->getInvItem(index); player_node->mEquipment->setEquipment(position, item); player_node->setWeaponById(item->getId()); break; case 0x01d7: // Equipment related being = beingManager->findBeing(msg.readLong()); msg.readByte(); // equip point itemId = msg.readShort(); msg.readShort(); // item id 2 if (!being) break; being->setWeaponById(itemId); break; case SMSG_PLAYER_UNEQUIP: index = msg.readShort(); equipPoint = msg.readShort(); type = msg.readByte(); if (!type) { chatWindow->chatLog("Unable to unequip.", BY_SERVER); break; } if (!equipPoint) { // No point given, no point in searching break; } mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } item = player_node->getInvItem(index); if (!item) break; item->setEquipped(false); switch (item->getId()) { case 529: case 1199: player_node->mEquipment->setArrows(NULL); break; case 521: case 522: case 530: case 536: case 1200: case 1201: player_node->setWeapon(0); // TODO: Why this break? Shouldn't a weapon be // unequipped in inventory too? break; default: player_node->mEquipment->removeEquipment(position); break; } logger->log("Unequipping: %i %i(%i) %i", index, equipPoint, type, position); break; case SMSG_PLAYER_ATTACK_RANGE: player_node->setAttackRange(msg.readShort()); break; case SMSG_PLAYER_ARROW_EQUIP: itemId = msg.readShort(); if (itemId <= 1) break; item = player_node->getInvItem(itemId); if (!item) break; item->setEquipped(true); player_node->mEquipment->setArrows(item); logger->log("Arrows equipped: %i", itemId); break; } }