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/*
* Aethyra
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of Aethyra based on original code
* from 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 <SDL_types.h>
#include "inventoryhandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../inventory.h"
#include "../item.h"
#include "../itemshortcut.h"
#include "../localplayer.h"
#include "../log.h"
#include "../gui/chat.h"
#include "../resources/iteminfo.h"
#include "../utils/gettext.h"
#include "../utils/strprintf.h"
#include "../utils/tostring.h"
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;
}
void InventoryHandler::handleMessage(MessageIn *msg)
{
Sint32 number;
Sint16 index, amount, itemId, equipType, arrow;
Sint16 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:
case SMSG_PLAYER_STORAGE_EQUIP:
switch (msg->getId()) {
case SMSG_PLAYER_INVENTORY:
// Clear inventory - this will be a complete refresh
inventory->clear();
break;
case SMSG_PLAYER_STORAGE_ITEMS:
/*
* 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();
logger->log("Received SMSG_PLAYER_STORAGE_ITEMS");
break;
default:
logger->log("Received SMSG_PLAYER_STORAGE_EQUIP");
break;
}
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();
if (msg->getId() == SMSG_PLAYER_STORAGE_EQUIP) {
amount = 1;
msg->readInt16(); // Equip Point?
} else {
amount = msg->readInt16();
}
arrow = msg->readInt16();
if (msg->getId() == SMSG_PLAYER_STORAGE_EQUIP) {
msg->readInt8(); // Attribute (broken)
msg->readInt8(); // Refine level
}
for (int i = 0; i < 4; i++)
cards[i] = msg->readInt16();
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 {
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();
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) {
chatWindow->chatLog(_("Unable to pick up item"), BY_SERVER);
} else {
const ItemInfo &itemInfo = ItemDB::get(itemId);
const std::string amountStr =
(amount > 1) ? toString(amount) : "a";
chatWindow->chatLog(strprintf(_("You picked up %s %s"),
amountStr.c_str(), itemInfo.getName().c_str()), BY_SERVER);
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();
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();
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();
amount = msg->readInt16();
if (msg->readInt8() == 0) {
chatWindow->chatLog(_("Failed to use item"), BY_SERVER);
} else {
if (Item *item = inventory->getItem(index))
item->setQuantity(amount);
}
break;
case SMSG_PLAYER_STORAGE_STATUS:
/*
* Basic slots used vs total slots info
* We don't really need this information, but 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.
*/
logger->log("Received SMSG_PLAYER_STORAGE_STATUS");
player_node->setInStorage(true);
break;
case SMSG_PLAYER_STORAGE_ADD:
/*
* Move an item into storage
*/
break;
case SMSG_PLAYER_STORAGE_REMOVE:
/*
* Move an item out of storage
*/
break;
case SMSG_PLAYER_STORAGE_CLOSE:
/*
* Storage access has been closed
*/
player_node->setInStorage(false);
logger->log("Received SMSG_PLAYER_STORAGE_CLOSE");
break;
}
}
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