/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 <http://www.gnu.org/licenses/>. */ #include "net/ea/inventoryhandler.h" #include "notifymanager.h" #include "being/attributes.h" #include "being/localplayer.h" #include "net/messagein.h" #include "net/ea/eaprotocol.h" #include "utils/delete2.h" #include "listeners/arrowslistener.h" #include "resources/notifytypes.h" #include "debug.h" const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] = { Equipment::EQUIP_LEGS_SLOT, // Lower Headgear Equipment::EQUIP_FIGHT1_SLOT, // Weapon Equipment::EQUIP_GLOVES_SLOT, // Garment Equipment::EQUIP_RING2_SLOT, // Accessory 1 Equipment::EQUIP_RING1_SLOT, // Armor Equipment::EQUIP_FIGHT2_SLOT, // Shield Equipment::EQUIP_FEET_SLOT, // Footgear Equipment::EQUIP_NECK_SLOT, // Accessory 2 Equipment::EQUIP_HEAD_SLOT, // Upper Headgear Equipment::EQUIP_TORSO_SLOT, // Middle Headgear Equipment::EQUIP_EVOL_RING1_SLOT, // Costume Top Headgear Equipment::EQUIP_EVOL_RING2_SLOT, // Costume Mid Headgear Equipment::EQUIP_PROJECTILE_SLOT, // Costume Low Headgear Equipment::EQUIP_COSTUME_ROBE_SLOT, // Costume Garment/Robe Equipment::EQUIP_MISSING1_SLOT, // Missing slot 1 Equipment::EQUIP_MISSING2_SLOT, // Missing slot 2 Equipment::EQUIP_SHADOW_ARMOR_SLOT, // Shadow Armor Equipment::EQUIP_SHADOW_WEAPON_SLOT, // Shadow Weapon Equipment::EQUIP_SHADOW_SHIELD_SLOT, // Shadow Shield Equipment::EQUIP_SHADOW_SHOES_SLOT, // Shadow Shoes Equipment::EQUIP_SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2 Equipment::EQUIP_SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1 }; // missing EQUIP_RING1_SLOT const Equipment::Slot EQUIP_CONVERT[] = { Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_FEET_SLOT, // SPRITE_SHOE Equipment::EQUIP_LEGS_SLOT, // SPRITE_BOTTOMCLOTHES Equipment::EQUIP_TORSO_SLOT, // SPRITE_TOPCLOTHES Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_NECK_SLOT, // SPRITE_RING Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT Equipment::EQUIP_RING2_SLOT, // 0 Equipment::EQUIP_GLOVES_SLOT, // SPRITE_GLOVES Equipment::EQUIP_FIGHT1_SLOT, // SPRITE_WEAPON Equipment::EQUIP_FIGHT2_SLOT, // SPRITE_SHIELD Equipment::EQUIP_EVOL_RING1_SLOT, // SPRITE_EVOL1 Equipment::EQUIP_EVOL_RING2_SLOT, // SPRITE_EVOL2 Equipment::EQUIP_PROJECTILE_SLOT, // 0 }; namespace Ea { InventoryHandler::InventoryHandler() : mEquips(), mInventoryItems(), mStorage(nullptr), mStorageWindow(nullptr), mDebugInventory(true), mSentPickups() { } InventoryHandler::~InventoryHandler() { if (mStorageWindow) { mStorageWindow->close(); mStorageWindow = nullptr; } delete2(mStorage); } void InventoryHandler::clear() { delete2(mStorage); } bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const { return false; } void InventoryHandler::splitItem(const Item *const item A_UNUSED, const int amount A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::moveItem(const int oldIndex A_UNUSED, const int newIndex A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::openStorage(const int type A_UNUSED) const { // Doesn't apply to eAthena, since opening happens through NPCs? } size_t InventoryHandler::getSize(const int type) const { switch (type) { case Inventory::INVENTORY: return 100; case Inventory::STORAGE: return 0; // Comes from server after items case Inventory::TRADE: return 12; // GUILD_STORAGE case Inventory::TYPE_END: return 0; // Comes from server after items default: return 0; } } int InventoryHandler::convertFromServerSlot(const int serverSlot) const { if (serverSlot < 0 || serverSlot > 13) return 0; return static_cast<int>(EQUIP_CONVERT[serverSlot]); } int InventoryHandler::getSlot(const int eAthenaSlot) { if (eAthenaSlot == 0) return Equipment::EQUIP_VECTOREND; if (eAthenaSlot & 0x8000) return Equipment::EQUIP_PROJECTILE_SLOT; unsigned int mask = 1; int position = 0; while (!(eAthenaSlot & mask)) { mask <<= 1; position++; } return static_cast<int>(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() - INVENTORY_OFFSET; const int amount = msg.readInt16(); 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() - INVENTORY_OFFSET; msg.readInt16(); // item id msg.readInt32(); // id const int amount = msg.readInt16(); 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() - INVENTORY_OFFSET; const int amount = msg.readInt16(); if (msg.readUInt8() == 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(Inventory::STORAGE, size); FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems) { mStorage->setItem((*it).slot, (*it).id, (*it).quantity, (*it).refine, (*it).color, (*it).equip); } mInventoryItems.clear(); if (!mStorageWindow) { mStorageWindow = new InventoryWindow(mStorage); mStorageWindow->postInit(); } BLOCK_END("InventoryHandler::processPlayerStorageStatus") } void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageRemove") // Move an item out of storage const int index = msg.readInt16() - STORAGE_OFFSET; const int amount = msg.readInt16(); if (mStorage) { if (Item *const item = mStorage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) mStorage->removeItemAt(index); } } BLOCK_END("InventoryHandler::processPlayerStorageRemove") } void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED) { BLOCK_START("InventoryHandler::processPlayerStorageClose") // Storage access has been closed // Storage window deletes itself if (mStorageWindow) { mStorageWindow->unsetInventory(); mStorageWindow->close(); } mStorageWindow = 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(); 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(); if (index <= 1) return; index -= INVENTORY_OFFSET; mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index); ArrowsListener::distributeEvent(); BLOCK_END("InventoryHandler::processPlayerArrowEquip") } void InventoryHandler::closeStorage() { BLOCK_START("InventoryHandler::closeStorage") if (mStorageWindow) { mStorageWindow->unsetInventory(); mStorageWindow->close(); mStorageWindow = nullptr; } BLOCK_END("InventoryHandler::closeStorage") } void InventoryHandler::forgotStorage() { mStorageWindow = nullptr; } } // namespace Ea