/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2017 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/tmwa/inventoryrecv.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "const/net/inventory.h"
#include "enums/equipslot.h"
#include "enums/resources/notifytypes.h"
#include "listeners/arrowslistener.h"
#include "net/inventoryhandler.h"
#include "net/messagein.h"
#include "net/ea/equipbackend.h"
#include "net/ea/inventoryrecv.h"
#include "debug.h"
namespace TmwAthena
{
namespace InventoryRecv
{
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 InventoryRecv
void InventoryRecv::processPlayerEquipment(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::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
Ea::InventoryRecv::mEquips.clear();
equipment->setBackend(&Ea::InventoryRecv::mEquips);
}
const int number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
const ItemTypeT itemType = static_cast<ItemTypeT>(
msg.readUInt8("item type"));
const uint8_t identified = msg.readUInt8("identify");
msg.readInt16("equip type?");
const int equipType = msg.readInt16("equip type");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
int cards[maxCards];
for (int f = 0; f < maxCards; f++)
cards[f] = msg.readUInt16("card");
if (Ea::InventoryRecv::mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d",
index, itemId, CAST_S32(itemType), identified);
}
if (inventory)
{
inventory->setItem(index,
itemId,
itemType,
1,
refine,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_true,
Equipped_false);
inventory->setCards(index, cards, 4);
}
if (equipType)
{
Ea::InventoryRecv::mEquips.setEquipment(
InventoryRecv::getSlot(equipType),
index);
}
}
BLOCK_END("InventoryRecv::processPlayerEquipment")
}
void InventoryRecv::processPlayerInventoryAdd(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerInventoryAdd")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
if (PlayerInfo::getEquipment()
&& !PlayerInfo::getEquipment()->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
Ea::InventoryRecv::mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&Ea::InventoryRecv::mEquips);
}
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
int amount = msg.readInt16("amount");
const int itemId = msg.readInt16("item id");
const uint8_t identified = msg.readUInt8("identified");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
int cards[maxCards];
for (int f = 0; f < maxCards; f++)
cards[f] = msg.readUInt16("card");
const int equipType = msg.readInt16("equip type");
const ItemTypeT type = static_cast<ItemTypeT>(msg.readUInt8("item type"));
const unsigned char err = msg.readUInt8("status");
BeingId floorId;
if (Ea::InventoryRecv::mSentPickups.empty())
{
floorId = BeingId_zero;
}
else
{
floorId = Ea::InventoryRecv::mSentPickups.front();
Ea::InventoryRecv::mSentPickups.pop();
}
if (err)
{
PickupT pickup;
switch (err)
{
case 1:
pickup = Pickup::BAD_ITEM;
break;
case 2:
pickup = Pickup::TOO_HEAVY;
break;
case 3:
pickup = Pickup::TOO_FAR;
break;
case 4:
pickup = Pickup::INV_FULL;
break;
case 5:
pickup = Pickup::STACK_FULL;
break;
case 6:
pickup = Pickup::DROP_STEAL;
break;
default:
pickup = Pickup::UNKNOWN;
UNIMPLEMENTEDPACKETFIELD(err);
break;
}
if (localPlayer)
{
if (itemId == 0)
{
localPlayer->pickedUp(ItemDB::getEmpty(),
0,
ItemColor_one,
floorId,
pickup);
}
else
{
localPlayer->pickedUp(ItemDB::get(itemId),
0,
ItemColor_one,
floorId,
pickup);
}
}
}
else
{
if (localPlayer)
{
if (itemId == 0)
{
localPlayer->pickedUp(ItemDB::getEmpty(),
amount,
ItemColor_one,
floorId,
Pickup::OKAY);
}
else
{
localPlayer->pickedUp(ItemDB::get(itemId),
amount,
ItemColor_one,
floorId,
Pickup::OKAY);
}
}
if (inventory)
{
const Item *const item = inventory->getItem(index);
if (item && item->getId() == itemId)
amount += item->getQuantity();
inventory->setItem(index,
itemId,
type,
amount,
refine,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
fromBool(equipType, Equipm),
Equipped_false);
inventory->setCards(index, cards, 4);
}
ArrowsListener::distributeEvent();
}
BLOCK_END("InventoryRecv::processPlayerInventoryAdd")
}
void InventoryRecv::processPlayerInventory(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerInventory")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
if (PlayerInfo::getEquipment())
{
// Clear inventory - this will be a complete refresh
Ea::InventoryRecv::mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&Ea::InventoryRecv::mEquips);
}
if (inventory)
inventory->clear();
msg.readInt16("len");
const int number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
int cards[maxCards];
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
const ItemTypeT itemType = static_cast<ItemTypeT>(
msg.readUInt8("item type"));
const uint8_t identified = msg.readUInt8("identified");
const int amount = msg.readInt16("amount");
const int arrow = msg.readInt16("arrow");
for (int i = 0; i < maxCards; i++)
cards[i] = msg.readUInt16("card");
if (Ea::InventoryRecv::mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d",
index, itemId, CAST_S32(itemType), identified, amount,
cards[0], cards[1], cards[2], cards[3]);
}
// Trick because arrows are not considered equipment
const bool isEquipment = arrow & 0x8000;
if (inventory)
{
inventory->setItem(index,
itemId,
itemType,
amount,
0,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
fromBool(isEquipment, Equipm),
Equipped_false);
inventory->setCards(index, cards, 4);
}
}
BLOCK_END("InventoryRecv::processPlayerInventory")
}
void InventoryRecv::processPlayerStorage(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerInventory")
Ea::InventoryRecv::mInventoryItems.clear();
msg.readInt16("len");
const int number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
int cards[maxCards];
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int itemId = msg.readInt16("item id");
const ItemTypeT itemType = static_cast<ItemTypeT>(
msg.readUInt8("item type"));
const uint8_t identified = msg.readUInt8("identified");
const int amount = msg.readInt16("amount");
msg.readInt16("arrow");
for (int i = 0; i < maxCards; i++)
cards[i] = msg.readUInt16("card");
if (Ea::InventoryRecv::mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d",
index, itemId, CAST_S32(itemType), identified, amount,
cards[0], cards[1], cards[2], cards[3]);
}
Ea::InventoryRecv::mInventoryItems.push_back(Ea::InventoryItem(
index,
itemId,
itemType,
cards,
amount,
0,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_false));
}
BLOCK_END("InventoryRecv::processPlayerInventory")
}
void InventoryRecv::processPlayerEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerEquip")
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int equipType = msg.readInt16("equip type");
const uint8_t flag = msg.readUInt8("flag");
if (!flag)
{
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
}
else
{
Ea::InventoryRecv::mEquips.setEquipment(
InventoryRecv::getSlot(equipType),
index);
}
BLOCK_END("InventoryRecv::processPlayerEquip")
}
void InventoryRecv::processPlayerUnEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerUnEquip")
msg.readInt16("index");
const int equipType = msg.readInt16("equip type");
const uint8_t flag = msg.readUInt8("flag");
if (flag)
{
Ea::InventoryRecv::mEquips.setEquipment(
InventoryRecv::getSlot(equipType),
-1);
}
if (equipType & 0x8000)
ArrowsListener::distributeEvent();
BLOCK_END("InventoryRecv::processPlayerUnEquip")
}
void InventoryRecv::processPlayerStorageEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerStorageEquip")
msg.readInt16("len");
const int number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
int cards[maxCards];
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int itemId = msg.readInt16("item id");
const ItemTypeT itemType = static_cast<ItemTypeT>(
msg.readUInt8("item type"));
const uint8_t identified = msg.readUInt8("identified");
const int amount = 1;
msg.readInt16("equip point?");
msg.readInt16("another equip point?");
msg.readUInt8("attribute (broken)");
const uint8_t refine = msg.readUInt8("refine");
for (int i = 0; i < maxCards; i++)
cards[i] = msg.readUInt16("card");
if (Ea::InventoryRecv::mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %u, "
"Qty: %d, Cards: %d, %d, %d, %d, Refine: %u",
index, itemId, CAST_S32(itemType),
CAST_U32(identified), amount,
cards[0], cards[1], cards[2], cards[3],
CAST_U32(refine));
}
Ea::InventoryRecv::mInventoryItems.push_back(Ea::InventoryItem(
index,
itemId,
itemType,
cards,
amount,
refine,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_false));
}
BLOCK_END("InventoryRecv::processPlayerStorageEquip")
}
void InventoryRecv::processPlayerStorageAdd(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerStorageAdd")
// Move an item into storage
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int amount = msg.readInt32("amount");
const int itemId = msg.readInt16("item id");
const unsigned char identified = msg.readUInt8("identified");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
int cards[maxCards];
for (int f = 0; f < maxCards; f++)
cards[f] = msg.readUInt16("card");
if (Item *const item = Ea::InventoryRecv::mStorage->getItem(index))
{
item->setId(itemId, ItemColor_one);
item->increaseQuantity(amount);
}
else
{
if (Ea::InventoryRecv::mStorage)
{
Ea::InventoryRecv::mStorage->setItem(index,
itemId,
ItemType::Unknown,
amount,
refine,
ItemColor_one,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_false,
Equipped_false);
Ea::InventoryRecv::mStorage->setCards(index, cards, 4);
}
}
BLOCK_END("InventoryRecv::processPlayerStorageAdd")
}
void InventoryRecv::processPlayerStorageRemove(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::processPlayerStorageRemove")
// Move an item out of storage
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int amount = msg.readInt32("amount");
if (Ea::InventoryRecv::mStorage)
{
if (Item *const item = Ea::InventoryRecv::mStorage->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
Ea::InventoryRecv::mStorage->removeItemAt(index);
}
}
BLOCK_END("InventoryRecv::processPlayerStorageRemove")
}
void InventoryRecv::processPlayerInventoryRemove(Net::MessageIn &msg)
{
BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerInventoryRemove")
}
int InventoryRecv::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++;
}
if (position >= EquipSlot::VECTOREND)
return EquipSlot::VECTOREND;
return CAST_S32(EQUIP_POINTS[position]);
}
} // namespace TmwAthena