From f964252564162f70df2cda6b06b45245d0a383ad Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Thu, 27 Aug 2015 16:07:33 +0300 Subject: Move receive code from inventoryhandler into separate file. --- src/net/ea/inventoryhandler.cpp | 232 ++++------------------------------------ 1 file changed, 19 insertions(+), 213 deletions(-) (limited to 'src/net/ea/inventoryhandler.cpp') diff --git a/src/net/ea/inventoryhandler.cpp b/src/net/ea/inventoryhandler.cpp index b3821822e..e4409278c 100644 --- a/src/net/ea/inventoryhandler.cpp +++ b/src/net/ea/inventoryhandler.cpp @@ -36,6 +36,7 @@ #include "net/ea/eaprotocol.h" #include "net/ea/equipbackend.h" +#include "net/ea/inventoryrecv.h" #include "utils/delete2.h" @@ -43,50 +44,18 @@ #include "debug.h" -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 Ea { -EquipBackend InventoryHandler::mEquips; -InventoryItems InventoryHandler::mInventoryItems; -Inventory *InventoryHandler::mStorage = nullptr; -PickupQueue InventoryHandler::mSentPickups; -bool InventoryHandler::mDebugInventory = true; - InventoryHandler::InventoryHandler() { - mEquips.clear(); - mInventoryItems.clear(); - mStorage = nullptr; + InventoryRecv::mEquips.clear(); + InventoryRecv::mInventoryItems.clear(); + InventoryRecv::mStorage = nullptr; storageWindow = nullptr; - while (!mSentPickups.empty()) - mSentPickups.pop(); - mDebugInventory = true; + while (!InventoryRecv::mSentPickups.empty()) + InventoryRecv::mSentPickups.pop(); + InventoryRecv::mDebugInventory = true; } InventoryHandler::~InventoryHandler() @@ -97,12 +66,12 @@ InventoryHandler::~InventoryHandler() storageWindow = nullptr; } - delete2(mStorage); + delete2(InventoryRecv::mStorage); } void InventoryHandler::clear() { - delete2(mStorage); + delete2(InventoryRecv::mStorage); } bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const @@ -144,179 +113,6 @@ size_t InventoryHandler::getSize(const int type) const return 0; } } -int InventoryHandler::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 static_cast(EQUIP_POINTS[position]); -} - -void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::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("InventoryHandler::processPlayerInventoryRemove") -} - -void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::processPlayerInventoryUse") - Inventory *const inventory = localPlayer - ? PlayerInfo::getInventory() : nullptr; - - const int index = msg.readInt16("index") - INVENTORY_OFFSET; - msg.readInt16("item id"); - msg.readInt32("id?"); - const int amount = msg.readInt16("amount"); - msg.readUInt8("type"); - - if (inventory) - { - if (Item *const item = inventory->getItem(index)) - { - if (amount) - item->setQuantity(amount); - else - inventory->removeItemAt(index); - } - } - BLOCK_END("InventoryHandler::processPlayerInventoryUse") -} - -void InventoryHandler::processItemUseResponse(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::processItemUseResponse") - Inventory *const inventory = localPlayer - ? PlayerInfo::getInventory() : nullptr; - - const int index = msg.readInt16("index") - INVENTORY_OFFSET; - const int amount = msg.readInt16("amount"); - - if (msg.readUInt8("result") == 0) - { - NotifyManager::notify(NotifyTypes::USE_FAILED); - } - else - { - if (inventory) - { - if (Item *const item = inventory->getItem(index)) - { - if (amount) - item->setQuantity(amount); - else - inventory->removeItemAt(index); - } - } - } - BLOCK_END("InventoryHandler::processItemUseResponse") -} - -void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::processPlayerStorageStatus") - /* - * 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. - */ - msg.readInt16("used count"); - const int size = msg.readInt16("max size"); - - if (!mStorage) - mStorage = new Inventory(InventoryType::STORAGE, size); - - FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems) - { - mStorage->setItem((*it).slot, - (*it).id, - (*it).type, - (*it).quantity, - (*it).refine, - (*it).color, - (*it).identified, - (*it).damaged, - (*it).favorite, - (*it).equip, - Equipped_false); - } - mInventoryItems.clear(); - - if (!storageWindow) - { - CREATEWIDGETV(storageWindow, InventoryWindow, mStorage); - } - BLOCK_END("InventoryHandler::processPlayerStorageStatus") -} - -void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED) -{ - BLOCK_START("InventoryHandler::processPlayerStorageClose") - // Storage access has been closed - // Storage window deletes itself - if (storageWindow) - { - storageWindow->unsetInventory(); - storageWindow->close(); - } - storageWindow = nullptr; - - if (mStorage) - mStorage->clear(); - - delete2(mStorage); - BLOCK_END("InventoryHandler::processPlayerStorageClose") -} - -void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::processPlayerAttackRange") - const int range = msg.readInt16("range"); - if (localPlayer) - localPlayer->setAttackRange(range); - PlayerInfo::setStatBase(Attributes::ATTACK_RANGE, range); - PlayerInfo::setStatMod(Attributes::ATTACK_RANGE, 0); - BLOCK_END("InventoryHandler::processPlayerAttackRange") -} - -void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg) -{ - BLOCK_START("InventoryHandler::processPlayerArrowEquip") - int index = msg.readInt16("index"); - if (index <= 1) - return; - - index -= INVENTORY_OFFSET; - mEquips.setEquipment(inventoryHandler->getProjectileSlot(), index); - ArrowsListener::distributeEvent(); - BLOCK_END("InventoryHandler::processPlayerArrowEquip") -} - void InventoryHandler::destroyStorage() { BLOCK_START("InventoryHandler::closeStorage") @@ -334,4 +130,14 @@ void InventoryHandler::forgotStorage() storageWindow = nullptr; } +void InventoryHandler::pushPickup(const BeingId floorId) +{ + InventoryRecv::mSentPickups.push(floorId); +} + +Inventory *InventoryHandler::getStorage() const +{ + return InventoryRecv::mStorage; +} + } // namespace Ea -- cgit v1.2.3-70-g09d2