/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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/ea/inventoryhandler.h" #include "notifications.h" #include "notifymanager.h" #include "being/localplayer.h" #include "gui/windows/ministatuswindow.h" #include "net/ea/eaprotocol.h" #include "debug.h" extern int serverVersion; const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] = { Equipment::EQUIP_LEGS_SLOT, Equipment::EQUIP_FIGHT1_SLOT, Equipment::EQUIP_GLOVES_SLOT, Equipment::EQUIP_RING2_SLOT, Equipment::EQUIP_RING1_SLOT, Equipment::EQUIP_FIGHT2_SLOT, Equipment::EQUIP_FEET_SLOT, Equipment::EQUIP_NECK_SLOT, Equipment::EQUIP_HEAD_SLOT, Equipment::EQUIP_TORSO_SLOT, Equipment::EQUIP_EVOL_RING1_SLOT, Equipment::EQUIP_EVOL_RING2_SLOT, Equipment::EQUIP_PROJECTILE_SLOT, }; // missing EQUIP_RING1_SLOT const Equipment::Slot EQUIP_CONVERT[] = { Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_FEET_SLOT, // SPRITE_SHOE Equipment::EQUIP_LEGS_SLOT, // SPRITE_BOTTOMCLOTHES Equipment::EQUIP_TORSO_SLOT, // SPRITE_TOPCLOTHES Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_NECK_SLOT, // SPRITE_RING Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT Equipment::EQUIP_RING2_SLOT, // 0 Equipment::EQUIP_GLOVES_SLOT, // SPRITE_GLOVES Equipment::EQUIP_FIGHT1_SLOT, // SPRITE_WEAPON Equipment::EQUIP_FIGHT2_SLOT, // SPRITE_SHIELD Equipment::EQUIP_EVOL_RING1_SLOT, // SPRITE_EVOL1 Equipment::EQUIP_EVOL_RING2_SLOT, // SPRITE_EVOL2 Equipment::EQUIP_PROJECTILE_SLOT, // 0 }; namespace Ea { InventoryHandler::InventoryHandler() : mEquips(), mInventoryItems(), mStorage(nullptr), mStorageWindow(nullptr), mDebugInventory(true), mSentPickups() { } InventoryHandler::~InventoryHandler() { if (mStorageWindow) { mStorageWindow->close(); mStorageWindow = nullptr; } delete mStorage; mStorage = nullptr; } void InventoryHandler::clear() { delete mStorage; mStorage = nullptr; } bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const { return false; } void InventoryHandler::splitItem(const Item *const item A_UNUSED, const int amount A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::moveItem(const int oldIndex A_UNUSED, const int newIndex A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::openStorage(const int type A_UNUSED) const { // Doesn't apply to eAthena, since opening happens through NPCs? } size_t InventoryHandler::getSize(const int type) const { switch (type) { case Inventory::INVENTORY: return 100; case Inventory::STORAGE: return 0; // Comes from server after items case Inventory::TRADE: return 12; // GUILD_STORAGE case Inventory::TYPE_END: return 0; // Comes from server after items default: return 0; } } int InventoryHandler::convertFromServerSlot(const int serverSlot) const { if (serverSlot < 0 || serverSlot > 13) return 0; return EQUIP_CONVERT[serverSlot]; } int InventoryHandler::getSlot(const int eAthenaSlot) const { if (eAthenaSlot == 0) return Equipment::EQUIP_VECTOREND; if (eAthenaSlot & 0x8000) return Equipment::EQUIP_PROJECTILE_SLOT; int mask = 1; int position = 0; while (!(eAthenaSlot & mask)) { mask <<= 1; position++; } return EQUIP_POINTS[position]; } void InventoryHandler::processPlayerInventory(Net::MessageIn &msg, const bool playerInvintory) { Inventory *const inventory = player_node ? 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 int itemType = msg.readInt8(); unsigned char identified = msg.readInt8(); 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)); } } } void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg) { msg.readInt16(); // length const int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { int cards[4]; const int index = msg.readInt16() - STORAGE_OFFSET; const int itemId = msg.readInt16(); const int itemType = msg.readInt8(); unsigned char identified = msg.readInt8(); const int amount = 1; msg.readInt16(); // Equip Point? msg.readInt16(); // Another Equip Point? msg.readInt8(); // Attribute (broken) const int refine = msg.readInt8(); 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, Refine: %d", index, itemId, itemType, identified, amount, cards[0], cards[1], cards[2], cards[3], refine); } if (serverVersion < 1 && identified > 1) identified = 1; mInventoryItems.push_back(Ea::InventoryItem(index, itemId, amount, refine, identified, false)); } } void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg) { Inventory *const inventory = player_node ? 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(); unsigned char identified = msg.readInt8(); msg.readInt8(); // attribute const int refine = msg.readInt8(); for (int i = 0; i < 4; i++) msg.readInt16(); // cards[i] const int equipType = msg.readInt16(); msg.readInt8(); // itemType const ItemInfo &itemInfo = ItemDB::get(itemId); const unsigned char err = msg.readInt8(); int floorId; if (mSentPickups.empty()) { floorId = 0; } else { floorId = mSentPickups.front(); mSentPickups.pop(); } if (err) { if (player_node) player_node->pickedUp(itemInfo, 0, identified, floorId, err); } else { if (player_node) { player_node->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); } } } void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg) const { Inventory *const inventory = player_node ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16() - INVENTORY_OFFSET; const int amount = msg.readInt16(); if (inventory) { if (Item *const item = inventory->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inventory->removeItemAt(index); if (miniStatusWindow) miniStatusWindow->updateArrows(); } } } void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg) const { Inventory *const inventory = player_node ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16() - INVENTORY_OFFSET; msg.readInt16(); // item id msg.readInt32(); // id const int amount = msg.readInt16(); msg.readInt8(); // type if (inventory) { if (Item *const item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } } void InventoryHandler::processItemUseResponse(Net::MessageIn &msg) const { Inventory *const inventory = player_node ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16() - INVENTORY_OFFSET; const int amount = msg.readInt16(); if (msg.readInt8() == 0) { NotifyManager::notify(NotifyManager::USE_FAILED); } else { if (inventory) { if (Item *const item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } } } void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg) { /* * This is the closest we get to an "Open Storage" packet from the * server. It always comes after the two SMSG_PLAYER_STORAGE_... * packets that update storage contents. */ msg.readInt16(); // Used count const int size = msg.readInt16(); // Max size if (!mStorage) mStorage = new Inventory(Inventory::STORAGE, size); FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems) { mStorage->setItem((*it).slot, (*it).id, (*it).quantity, (*it).refine, (*it).color, (*it).equip); } mInventoryItems.clear(); if (!mStorageWindow) { mStorageWindow = new InventoryWindow(mStorage); mStorageWindow->postInit(); } } void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg) { // Move an item into storage const int index = msg.readInt16() - STORAGE_OFFSET; const int amount = msg.readInt32(); const int itemId = msg.readInt16(); unsigned char identified = msg.readInt8(); msg.readInt8(); // attribute const int refine = msg.readInt8(); for (int i = 0; i < 4; i++) msg.readInt16(); // card i if (Item *const item = mStorage->getItem(index)) { item->setId(itemId, identified); item->increaseQuantity(amount); } else { if (mStorage) { if (serverVersion < 1 && identified > 1) identified = 1; mStorage->setItem(index, itemId, amount, refine, identified, false); } } } void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg) { // Move an item out of storage const int index = msg.readInt16() - STORAGE_OFFSET; const int amount = msg.readInt16(); if (mStorage) { if (Item *const item = mStorage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) mStorage->removeItemAt(index); } } } void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED) { // Storage access has been closed // Storage window deletes itself mStorageWindow = nullptr; if (mStorage) mStorage->clear(); delete mStorage; mStorage = nullptr; } void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg) { Inventory *const inventory = player_node ? 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 int itemType = msg.readInt8(); // type unsigned char identified = msg.readInt8(); // identify flag msg.readInt16(); // equip type const int equipType = msg.readInt16(); msg.readInt8(); // attribute const int refine = msg.readInt8(); 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); } } void InventoryHandler::processPlayerEquip(Net::MessageIn &msg) { const int index = msg.readInt16() - INVENTORY_OFFSET; const int equipType = msg.readInt16(); const int flag = msg.readInt8(); if (!flag) NotifyManager::notify(NotifyManager::EQUIP_FAILED); else mEquips.setEquipment(getSlot(equipType), index); } void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg) { msg.readInt16(); // inder val - INVENTORY_OFFSET; const int equipType = msg.readInt16(); const int flag = msg.readInt8(); if (flag) mEquips.setEquipment(getSlot(equipType), -1); if (miniStatusWindow && equipType & 0x8000) miniStatusWindow->updateArrows(); } void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg) const { const int range = msg.readInt16(); if (player_node) player_node->setAttackRange(range); PlayerInfo::setStatBase(PlayerInfo::ATTACK_RANGE, range); PlayerInfo::setStatMod(PlayerInfo::ATTACK_RANGE, 0); } void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg) { int index = msg.readInt16(); if (index <= 1) return; index -= INVENTORY_OFFSET; mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index); if (miniStatusWindow) miniStatusWindow->updateArrows(); } void InventoryHandler::closeStorage() { if (mStorageWindow) { mStorageWindow->close(); mStorageWindow = nullptr; } } } // namespace Ea