/*
* The Mana World
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/manaserv/inventoryhandler.h"
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.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,
0
};
handledMessages = _messages;
inventoryHandler = this;
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_INVENTORY_FULL:
player_node->clearInventory();
player_node->mEquipment->setBackend(&mEquips);
// no break!
case GPMSG_INVENTORY:
while (msg.getUnreadLength())
{
unsigned int slot = msg.readInt8();
if (slot == 255)
{
player_node->setMoney(msg.readInt32());
continue;
}
int id = msg.readInt16();
if (slot < EQUIPMENT_SIZE)
{
mEquips.setEquipment(slot, id);
}
else if (slot >= 32 && slot < 32 + getSize(INVENTORY))
{
int amount = id ? msg.readInt8() : 0;
player_node->setInvItem(slot - 32, id, amount);
}
};
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 = player_node->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(player_node->getInventory()->getItem(oldIndex)
->getQuantity());
gameServerConnection->send(msg);
}
void InventoryHandler::openStorage(StorageType type)
{
// TODO
}
void InventoryHandler::closeStorage(StorageType type)
{
// TODO
}
void InventoryHandler::moveItem(StorageType source, int slot, int amount,
StorageType destination)
{
// TODO
}
size_t InventoryHandler::getSize(StorageType type) const
{
switch (type)
{
case INVENTORY:
return 50;
case STORAGE:
case GUILD_STORAGE:
return 300;
default:
return 0;
}
}
} // namespace ManaServ