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diff --git a/src/net/manaserv/inventoryhandler.cpp b/src/net/manaserv/inventoryhandler.cpp
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+/*
+ * The Mana Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 The Mana Developers
+ *
+ * This file is part of The Mana 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/manaserv/inventoryhandler.h"
+
+#include "equipment.h"
+#include "inventory.h"
+#include "item.h"
+#include "itemshortcut.h"
+#include "localplayer.h"
+#include "playerinfo.h"
+
+#include "gui/chat.h"
+
+#include "net/manaserv/connection.h"
+#include "net/manaserv/messagein.h"
+#include "net/manaserv/messageout.h"
+#include "net/manaserv/protocol.h"
+
+#include "resources/iteminfo.h"
+
+#include "log.h" // <<< REMOVE ME!
+
+extern Net::InventoryHandler *inventoryHandler;
+
+namespace ManaServ
+{
+
+extern Connection *gameServerConnection;
+
+InventoryHandler::InventoryHandler()
+{
+ static const Uint16 _messages[] =
+ {
+ GPMSG_INVENTORY_FULL,
+ GPMSG_INVENTORY,
+ GPMSG_EQUIP,
+ 0
+ };
+ handledMessages = _messages;
+ inventoryHandler = this;
+}
+
+void InventoryHandler::handleMessage(Net::MessageIn &msg)
+{
+ switch (msg.getId())
+ {
+ case GPMSG_INVENTORY_FULL:
+ {
+ PlayerInfo::clearInventory();
+ PlayerInfo::getEquipment()->setBackend(&mEquips);
+ int count = msg.readInt16();
+ while (count--)
+ {
+ unsigned int slot = msg.readInt16();
+ int id = msg.readInt16();
+ unsigned int amount = msg.readInt16();
+ PlayerInfo::setInventoryItem(slot, id, amount, 0);
+ }
+ while (msg.getUnreadLength())
+ {
+ unsigned int slot = msg.readInt8();
+ unsigned int ref = msg.readInt16();
+
+ mEquips.addEquipment(slot, ref);
+ }
+ }
+ break;
+
+ case GPMSG_INVENTORY:
+ while (msg.getUnreadLength())
+ {
+ unsigned int slot = msg.readInt16();
+ int id = msg.readInt16();
+ unsigned int amount = id ? msg.readInt16() : 0;
+ PlayerInfo::setInventoryItem(slot, id, amount, 0);
+ }
+ break;
+
+ case GPMSG_EQUIP:
+ while (msg.getUnreadLength())
+ {
+ unsigned int ref = msg.readInt16();
+ int count = msg.readInt8();
+ while (count--)
+ {
+ unsigned int slot = msg.readInt8();
+ unsigned int used = msg.readInt8();
+
+ mEquips.setEquipment(slot, used, ref);
+ }
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void InventoryHandler::equipItem(const Item *item)
+{
+ MessageOut msg(PGMSG_EQUIP);
+ msg.writeInt8(item->getInvIndex());
+ gameServerConnection->send(msg);
+}
+
+void InventoryHandler::unequipItem(const Item *item)
+{
+ MessageOut msg(PGMSG_UNEQUIP);
+ msg.writeInt8(item->getInvIndex());
+ gameServerConnection->send(msg);
+
+/*
+ // Tidy equipment directly to avoid weapon still shown bug, for instance
+ int equipSlot = item->getInvIndex();
+ logger->log("Unequipping %d", equipSlot);
+ mEquips.setEquipment(equipSlot, 0);
+*/
+}
+
+void InventoryHandler::useItem(const Item *item)
+{
+ MessageOut msg(PGMSG_USE_ITEM);
+ msg.writeInt8(item->getInvIndex());
+ gameServerConnection->send(msg);
+}
+
+void InventoryHandler::dropItem(const Item *item, int amount)
+{
+ MessageOut msg(PGMSG_DROP);
+ msg.writeInt8(item->getInvIndex());
+ msg.writeInt8(amount);
+ gameServerConnection->send(msg);
+}
+
+bool InventoryHandler::canSplit(const Item *item)
+{
+ return item && !item->isEquipment() && item->getQuantity() > 1;
+}
+
+void InventoryHandler::splitItem(const Item *item, int amount)
+{
+ int newIndex = PlayerInfo::getInventory()->getFreeSlot();
+ if (newIndex > Inventory::NO_SLOT_INDEX)
+ {
+ MessageOut msg(PGMSG_MOVE_ITEM);
+ msg.writeInt8(item->getInvIndex());
+ msg.writeInt8(newIndex);
+ msg.writeInt8(amount);
+ gameServerConnection->send(msg);
+ }
+}
+
+void InventoryHandler::moveItem(int oldIndex, int newIndex)
+{
+ if (oldIndex == newIndex)
+ return;
+
+ MessageOut msg(PGMSG_MOVE_ITEM);
+ msg.writeInt8(oldIndex);
+ msg.writeInt8(newIndex);
+ msg.writeInt8(PlayerInfo::getInventory()->getItem(oldIndex)
+ ->getQuantity());
+ gameServerConnection->send(msg);
+}
+
+void InventoryHandler::openStorage(int type _UNUSED_)
+{
+ // TODO
+}
+
+void InventoryHandler::closeStorage(int type _UNUSED_)
+{
+ // TODO
+}
+
+void InventoryHandler::moveItem(int source _UNUSED_, int slot _UNUSED_,
+ int amount _UNUSED_, int destination _UNUSED_)
+{
+ // TODO
+}
+
+size_t InventoryHandler::getSize(int type) const
+{
+ switch (type)
+ {
+ case Inventory::INVENTORY:
+ case Inventory::TRADE:
+ return 50;
+ case Inventory::STORAGE:
+ return 300;
+ default:
+ return 0;
+ }
+}
+
+int InventoryHandler::convertFromServerSlot(int eAthenaSlot)
+{
+ return eAthenaSlot;
+}
+
+} // namespace ManaServ