/* * 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 . */ #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( 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( 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( 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( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(static_cast(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(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::STORAGE && destination == Inventory::INVENTORY) { MessageOut outMsg(CSMG_MOVE_FROM_STORAGE); outMsg.writeInt16(static_cast(slot + STORAGE_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::INVENTORY && destination == Inventory::CART) { MessageOut outMsg(CMSG_MOVE_TO_CART); outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::CART && destination == Inventory::INVENTORY) { MessageOut outMsg(CMSG_MOVE_FROM_CART); outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::CART && destination == Inventory::STORAGE) { MessageOut outMsg(CMSG_MOVE_FROM_CART_TO_STORAGE); outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::STORAGE && destination == Inventory::CART) { MessageOut outMsg(CMSG_MOVE_FROM_STORAGE_TO_CART); outMsg.writeInt16(static_cast(slot + STORAGE_OFFSET)); outMsg.writeInt32(amount); } } void InventoryHandler::useCard(const int index) const { MessageOut outMsg(CMSG_PLAYER_USE_CARD); outMsg.writeInt16(index + INVENTORY_OFFSET, "index"); } void InventoryHandler::insertCard(const int cardIndex, const int itemIndex) const { MessageOut outMsg(CMSG_PLAYER_INSERT_CARD); outMsg.writeInt16(cardIndex + INVENTORY_OFFSET, "card index"); outMsg.writeInt16(itemIndex + INVENTORY_OFFSET, "item index"); } 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(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"); if (!playerInvintory) msg.readString(24, "storage name"); 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 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") } void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::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"); msg.readUInt8("type"); unsigned char identified = msg.readUInt8("identify"); msg.readUInt8("attribute"); const uint8_t refine = msg.readUInt8("refine"); msg.readInt16("card0"); msg.readInt16("card1"); msg.readInt16("card2"); msg.readInt16("card3"); if (Item *const item = mStorage->getItem(index)) { item->setId(itemId, identified); item->increaseQuantity(amount); } else { if (mStorage) { mStorage->setItem(index, itemId, amount, refine, identified, false); } } BLOCK_END("InventoryHandler::processPlayerStorageAdd") } } // namespace EAthena