/*
* 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 .
*/
#include "net/eathena/inventoryhandler.h"
#include "const/net/inventory.h"
#include "enums/equipslot.h"
#include "net/eathena/inventoryrecv.h"
#include "net/eathena/menu.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocolout.h"
#include "resources/item/item.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(
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(
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(
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(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(static_cast(amount), "amount");
}
void InventoryHandler::closeStorage() const
{
createOutPacket(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem2(const InventoryTypeT source,
const int slot,
const int amount,
const InventoryTypeT 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(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(
mItemIndex + INVENTORY_OFFSET), "index");
}
void InventoryHandler::insertCard(const int cardIndex,
const int itemIndex) const
{
createOutPacket(CMSG_PLAYER_INSERT_CARD);
outMsg.writeInt16(static_cast(cardIndex + INVENTORY_OFFSET),
"card index");
outMsg.writeInt16(static_cast(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(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(
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(EQUIP_CONVERT[serverSlot]);
}
} // namespace EAthena