/* * 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/tmwa/inventoryhandler.h" #include "being/localplayer.h" #include "net/tmwa/messageout.h" #include "net/tmwa/protocol.h" #include "net/ea/eaprotocol.h" #include "debug.h" extern Net::InventoryHandler *inventoryHandler; extern int serverVersion; namespace TmwAthena { InventoryHandler::InventoryHandler() : MessageHandler(), Ea::InventoryHandler() { static const uint16_t _messages[] = { SMSG_PLAYER_INVENTORY, SMSG_PLAYER_INVENTORY_ADD, SMSG_PLAYER_INVENTORY_REMOVE, 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) { BLOCK_START("InventoryHandler::handleMessage") 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_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; } BLOCK_END("InventoryHandler::handleMessage") } void InventoryHandler::equipItem(const Item *const item) const { if (!item) return; MessageOut outMsg(CMSG_PLAYER_EQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(0); } 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); } } void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerEquipment") Inventory *const inventory = localPlayer ? 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 uint8_t itemType = msg.readUInt8(); // type uint8_t identified = msg.readUInt8(); // identify flag msg.readInt16(); // equip type const int equipType = msg.readInt16(); msg.readUInt8(); // attribute const uint8_t refine = msg.readUInt8(); 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); } BLOCK_END("InventoryHandler::processPlayerEquipment") } } // namespace TmwAthena