1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/eathena/inventoryhandler.h"
#include "item.h"
#include "enums/equipslot.h"
#include "net/ea/inventoryrecv.h"
#include "net/eathena/inventoryrecv.h"
#include "net/eathena/menu.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/ea/eaprotocol.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
// missing EQUIP_RING1_SLOT
const EquipSlot::Type EQUIP_CONVERT[] =
{
EquipSlot::PROJECTILE_SLOT, // 0 0
EquipSlot::FEET_SLOT, // 1 SPRITE_HAIR
EquipSlot::LEGS_SLOT, // 2 SPRITE_WEAPON
EquipSlot::TORSO_SLOT, // 3 SPRITE_HEAD_BOTTOM
EquipSlot::GLOVES_SLOT, // 4 0
EquipSlot::EVOL_RING1_SLOT, // 5
EquipSlot::PROJECTILE_SLOT, // 6 0
EquipSlot::HEAD_SLOT, // 7 SPRITE_CLOTHES_COLOR
EquipSlot::RING2_SLOT, // 8 0
EquipSlot::PROJECTILE_SLOT, // 9 SPRITE_SHOES
EquipSlot::FIGHT1_SLOT, // 10 SPRITE_BODY
EquipSlot::FIGHT2_SLOT, // 11 SPRITE_FLOOR
EquipSlot::EVOL_RING2_SLOT, // 12
EquipSlot::PROJECTILE_SLOT, // 13 SPRITE_EVOL2
EquipSlot::COSTUME_ROBE_SLOT, // 14 SPRITE_EVOL3
EquipSlot::RING1_SLOT, // 15 SPRITE_EVOL4
};
namespace EAthena
{
InventoryHandler::InventoryHandler() :
Ea::InventoryHandler(),
mItemIndex(0)
{
inventoryHandler = this;
InventoryRecv::mCartItems.clear();
}
InventoryHandler::~InventoryHandler()
{
}
void InventoryHandler::equipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
// here we set flag for any slots,
// probably better set to slot from item properties
outMsg.writeInt32(0xFFFFFFFFU, "wear location");
}
void InventoryHandler::unequipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
}
void InventoryHandler::useItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt32(item->getId(), "unused");
}
void InventoryHandler::dropItem(const Item *const item, const int amount) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(static_cast<int16_t>(amount), "amount");
}
void InventoryHandler::closeStorage(const int type A_UNUSED) const
{
createOutPacket(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem2(const int source,
const int slot,
const int amount,
const int destination) const
{
int packet = 0;
int offset = INVENTORY_OFFSET;
if (source == InventoryType::INVENTORY)
{
if (destination == InventoryType::STORAGE)
packet = CMSG_MOVE_TO_STORAGE;
else if (destination == InventoryType::CART)
packet = CMSG_MOVE_TO_CART;
}
else if (source == InventoryType::STORAGE)
{
offset = STORAGE_OFFSET;
if (destination == InventoryType::INVENTORY)
packet = CMSG_MOVE_FROM_STORAGE;
else if (destination == InventoryType::CART)
packet = CMSG_MOVE_FROM_STORAGE_TO_CART;
}
else if (source == InventoryType::CART)
{
if (destination == InventoryType::INVENTORY)
packet = CMSG_MOVE_FROM_CART;
else if (destination == InventoryType::STORAGE)
packet = CMSG_MOVE_FROM_CART_TO_STORAGE;
}
if (packet)
{
createOutPacket(packet);
outMsg.writeInt16(static_cast<int16_t>(slot + offset), "index");
outMsg.writeInt32(amount, "amount");
}
}
void InventoryHandler::useCard(const Item *const item)
{
if (!item)
return;
mItemIndex = item->getInvIndex();
createOutPacket(CMSG_PLAYER_USE_CARD);
outMsg.writeInt16(static_cast<int16_t>(
mItemIndex + INVENTORY_OFFSET), "index");
}
void InventoryHandler::insertCard(const int cardIndex,
const int itemIndex) const
{
createOutPacket(CMSG_PLAYER_INSERT_CARD);
outMsg.writeInt16(static_cast<int16_t>(cardIndex + INVENTORY_OFFSET),
"card index");
outMsg.writeInt16(static_cast<int16_t>(itemIndex + INVENTORY_OFFSET),
"item index");
}
void InventoryHandler::favoriteItem(const Item *const item,
const bool favorite) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_FAVORITE_ITEM);
outMsg.writeInt16(static_cast<int16_t>(item->getInvIndex()
+ INVENTORY_OFFSET),
"item index");
outMsg.writeInt8(favorite, "favorite flag");
}
void InventoryHandler::selectEgg(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PET_SELECT_EGG);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
menu = MenuType::Unknown;
}
int InventoryHandler::convertFromServerSlot(const int serverSlot) const
{
if (serverSlot < 0 || serverSlot > 15)
return 0;
return static_cast<int>(EQUIP_CONVERT[serverSlot]);
}
} // namespace EAthena
|