/*
* 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/eathena/inventoryhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "being/pickup.h"
#include "listeners/arrowslistener.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/ea/eaprotocol.h"
#include "resources/notifytypes.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
extern int serverVersion;
namespace EAthena
{
InventoryHandler::InventoryHandler() :
MessageHandler(),
Ea::InventoryHandler()
{
static const uint16_t _messages[] =
{
SMSG_PLAYER_INVENTORY,
SMSG_PLAYER_INVENTORY_ADD,
SMSG_PLAYER_INVENTORY_REMOVE,
SMSG_PLAYER_INVENTORY_REMOVE2,
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)
{
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_REMOVE2:
processPlayerInventoryRemove2(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;
}
}
void InventoryHandler::equipItem(const Item *const item) const
{
if (!item)
return;
MessageOut outMsg(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;
MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast<int16_t>(
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<int16_t>(
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<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt16(static_cast<int16_t>(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<int16_t>(slot + INVENTORY_OFFSET));
outMsg.writeInt32(amount);
}
else if (source == Inventory::STORAGE
&& destination == Inventory::INVENTORY)
{
MessageOut outMsg(CSMG_MOVE_FROM_STORAGE);
outMsg.writeInt16(static_cast<int16_t>(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("len");
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) / 31;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
// uint8_t identified = msg.readUInt8(); // identify flag
msg.readInt32("location");
const int equipType = msg.readInt32("wear state");
const uint8_t refine = static_cast<uint8_t>(msg.readInt8("refine"));
msg.readInt16("card0");
msg.readInt16("card1");
msg.readInt16("card2");
msg.readInt16("card3");
msg.readInt32("hire expire date (?)");
msg.readInt16("equip type");
msg.readInt16("item sprite number");
msg.readInt8("flags");
// need get actual identify flag
uint8_t 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("index") - INVENTORY_OFFSET;
int amount = msg.readInt16("count");
const int itemId = msg.readInt16("item id");
uint8_t identified = msg.readUInt8("identified");
msg.readUInt8("is damaged");
const uint8_t refine = msg.readUInt8("refine");
msg.readInt16("card0");
msg.readInt16("card1");
msg.readInt16("card2");
msg.readInt16("card3");
const int equipType = msg.readInt32("location");
msg.readUInt8("item type");
const unsigned char err = msg.readUInt8("result");
msg.readInt32("hire expire date");
msg.readInt16("bind on equip");
const ItemInfo &itemInfo = ItemDB::get(itemId);
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("len");
const int number = (msg.getLength() - 4) / 23;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("item index") - (playerInvintory
? INVENTORY_OFFSET : STORAGE_OFFSET);
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
const int amount = msg.readInt16("count");
msg.readInt32("wear state / equip");
msg.readInt16("card0");
msg.readInt16("card1");
msg.readInt16("card2");
msg.readInt16("card3");
msg.readInt32("hire expire date (?)");
msg.readInt8("flags");
// need get actual identify flag
uint8_t 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, false);
}
}
else
{
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
amount, 0, identified, false));
}
}
BLOCK_END("InventoryHandler::processPlayerInventory")
}
void InventoryHandler::processPlayerEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerEquip")
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int equipType = msg.readInt32("wear location");
msg.readInt16("sprite");
const uint8_t flag = msg.readUInt8("result");
if (flag)
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
else
mEquips.setEquipment(getSlot(equipType), index);
BLOCK_END("InventoryHandler::processPlayerEquip")
}
void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerUnEquip")
msg.readInt16("index");
const int equipType = msg.readInt32("wear location");
const uint8_t flag = msg.readUInt8("result");
// +++ need use UNEQUIP_FAILED event
if (flag)
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
else
mEquips.setEquipment(getSlot(equipType), -1);
if (equipType & 0x8000)
ArrowsListener::distributeEvent();
BLOCK_END("InventoryHandler::processPlayerUnEquip")
}
void InventoryHandler::processPlayerInventoryRemove2(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventoryRemove2")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
// +++ here possible use particle or text/sound effects
// for different reasons
const int reason = msg.readInt16("reason");
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::processPlayerInventoryRemove2")
}
void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerStorageEquip")
msg.readInt16("len");
const int number = (msg.getLength() - 4 - 24) / 31;
msg.readString(24, "storage name");
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
const int amount = 1;
msg.readInt32("location");
msg.readInt32("wear state");
const uint8_t refine = msg.readUInt8("refine level");
msg.readInt16("card0");
msg.readInt16("card1");
msg.readInt16("card2");
msg.readInt16("card3");
msg.readInt32("hire expire date");
msg.readInt16("bind on equip");
msg.readInt16("sprite");
msg.readInt8("flags");
// need get identified from flags
uint8_t identified = 1;
mInventoryItems.push_back(Ea::InventoryItem(index,
itemId, amount, refine, identified, false));
}
BLOCK_END("InventoryHandler::processPlayerStorageEquip")
}
} // namespace EAthena