/* * 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 . */ #include "net/tmwa/inventoryhandler.h" #include "being/localplayer.h" #include "being/pickup.h" #include "listeners/arrowslistener.h" #include "net/tmwa/messageout.h" #include "net/tmwa/protocol.h" #include "net/ea/eaprotocol.h" #include "debug.h" extern Net::InventoryHandler *inventoryHandler; extern int serverVersion; namespace TmwAthena { InventoryHandler::InventoryHandler() : MessageHandler(), Ea::InventoryHandler() { static const uint16_t _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, SMSG_PLAYER_EQUIPMENT, SMSG_PLAYER_EQUIP, SMSG_PLAYER_UNEQUIP, SMSG_PLAYER_ARROW_EQUIP, SMSG_PLAYER_ATTACK_RANGE, 0 }; handledMessages = _messages; inventoryHandler = this; } InventoryHandler::~InventoryHandler() { } void InventoryHandler::handleMessage(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::handleMessage") switch (msg.getId()) { case SMSG_PLAYER_INVENTORY: case SMSG_PLAYER_STORAGE_ITEMS: processPlayerInventory(msg); break; case SMSG_PLAYER_STORAGE_EQUIP: processPlayerStorageEquip(msg); break; case SMSG_PLAYER_INVENTORY_ADD: processPlayerInventoryAdd(msg); break; case SMSG_PLAYER_INVENTORY_REMOVE: processPlayerInventoryRemove(msg); break; case SMSG_PLAYER_INVENTORY_USE: processPlayerInventoryUse(msg); break; case SMSG_ITEM_USE_RESPONSE: processItemUseResponse(msg); break; case SMSG_PLAYER_STORAGE_STATUS: processPlayerStorageStatus(msg); break; case SMSG_PLAYER_STORAGE_ADD: processPlayerStorageAdd(msg); break; case SMSG_PLAYER_STORAGE_REMOVE: processPlayerStorageRemove(msg); break; case SMSG_PLAYER_STORAGE_CLOSE: processPlayerStorageClose(msg); break; case SMSG_PLAYER_EQUIPMENT: processPlayerEquipment(msg); break; case SMSG_PLAYER_EQUIP: processPlayerEquip(msg); break; case SMSG_PLAYER_UNEQUIP: processPlayerUnEquip(msg); break; case SMSG_PLAYER_ATTACK_RANGE: processPlayerAttackRange(msg); break; case SMSG_PLAYER_ARROW_EQUIP: processPlayerArrowEquip(msg); break; default: break; } BLOCK_END("InventoryHandler::handleMessage") } void InventoryHandler::equipItem(const Item *const item) const { if (!item) return; MessageOut outMsg(CMSG_PLAYER_EQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(0); } void InventoryHandler::unequipItem(const Item *const item) const { if (!item) return; MessageOut outMsg(CMSG_PLAYER_UNEQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); } void InventoryHandler::useItem(const Item *const item) const { if (!item) return; MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt32(item->getId()); // unused } void InventoryHandler::dropItem(const Item *const item, const int amount) const { if (!item) return; MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(static_cast(amount)); } void InventoryHandler::closeStorage(const int type A_UNUSED) const { MessageOut outMsg(CMSG_CLOSE_STORAGE); } void InventoryHandler::moveItem2(const int source, const int slot, const int amount, const int destination) const { if (source == Inventory::INVENTORY && destination == Inventory::STORAGE) { MessageOut outMsg(CMSG_MOVE_TO_STORAGE); outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::STORAGE && destination == Inventory::INVENTORY) { MessageOut outMsg(CSMG_MOVE_FROM_STORAGE); outMsg.writeInt16(static_cast(slot + STORAGE_OFFSET)); outMsg.writeInt32(amount); } } void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerEquipment") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; msg.readInt16(); // length Equipment *const equipment = PlayerInfo::getEquipment(); if (equipment && !equipment->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); equipment->setBackend(&mEquips); } const int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { const int index = msg.readInt16() - INVENTORY_OFFSET; const int itemId = msg.readInt16(); const uint8_t itemType = msg.readUInt8(); // type uint8_t identified = msg.readUInt8(); // identify flag msg.readInt16(); // equip type const int equipType = msg.readInt16(); msg.readUInt8(); // attribute const uint8_t refine = msg.readUInt8(); msg.skip(8); // card if (mDebugInventory) { logger->log("Index: %d, ID: %d, Type: %d, Identified: %d", index, itemId, itemType, identified); } if (serverVersion < 1 && identified > 1) identified = 1; if (inventory) { inventory->setItem(index, itemId, 1, refine, identified, true); } if (equipType) mEquips.setEquipment(getSlot(equipType), index); } BLOCK_END("InventoryHandler::processPlayerEquipment") } void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventoryAdd") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (PlayerInfo::getEquipment() && !PlayerInfo::getEquipment()->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } const int index = msg.readInt16() - INVENTORY_OFFSET; int amount = msg.readInt16(); const int itemId = msg.readInt16(); uint8_t identified = msg.readUInt8(); msg.readUInt8(); // attribute const uint8_t refine = msg.readUInt8(); for (int i = 0; i < 4; i++) msg.readInt16(); // cards[i] const int equipType = msg.readInt16(); msg.readUInt8(); // itemType const ItemInfo &itemInfo = ItemDB::get(itemId); const unsigned char err = msg.readUInt8(); int floorId; if (mSentPickups.empty()) { floorId = 0; } else { floorId = mSentPickups.front(); mSentPickups.pop(); } if (err) { if (localPlayer) localPlayer->pickedUp(itemInfo, 0, identified, floorId, err); } else { if (localPlayer) { localPlayer->pickedUp(itemInfo, amount, identified, floorId, Pickup::OKAY); } if (inventory) { const Item *const item = inventory->getItem(index); if (item && item->getId() == itemId) amount += item->getQuantity(); if (serverVersion < 1 && identified > 1) identified = 1; inventory->setItem(index, itemId, amount, refine, identified, equipType != 0); } ArrowsListener::distributeEvent(); } BLOCK_END("InventoryHandler::processPlayerInventoryAdd") } void InventoryHandler::processPlayerInventory(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventory") const bool playerInvintory = msg.getId() == SMSG_PLAYER_INVENTORY; Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; if (playerInvintory) { if (PlayerInfo::getEquipment()) { // Clear inventory - this will be a complete refresh mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } if (inventory) inventory->clear(); } else { mInventoryItems.clear(); } msg.readInt16(); // length const int number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { int cards[4]; const int index = msg.readInt16() - (playerInvintory ? INVENTORY_OFFSET : STORAGE_OFFSET); const int itemId = msg.readInt16(); const uint8_t itemType = msg.readUInt8(); uint8_t identified = msg.readUInt8(); const int amount = msg.readInt16(); const int arrow = msg.readInt16(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); if (mDebugInventory) { 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 (serverVersion < 1 && identified > 1) identified = 1; if (playerInvintory) { // Trick because arrows are not considered equipment const bool isEquipment = arrow & 0x8000; if (inventory) { inventory->setItem(index, itemId, amount, 0, identified, isEquipment); } } else { mInventoryItems.push_back(Ea::InventoryItem(index, itemId, amount, 0, identified, false)); } } BLOCK_END("InventoryHandler::processPlayerInventory") } } // namespace TmwAthena