/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 <http://www.gnu.org/licenses/>.
*/
#include "net/manaserv/inventoryhandler.h"
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "log.h"
#include "playerinfo.h"
#include "gui/inventorywindow.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/manaserv_protocol.h"
#include "resources/iteminfo.h"
extern Net::InventoryHandler *inventoryHandler;
namespace ManaServ {
extern Connection *gameServerConnection;
EquipBackend::EquipBackend()
{
listen(Event::ClientChannel);
}
Item *EquipBackend::getEquipment(int index) const
{
if (index < 0 || (unsigned) index >= mSlots.size())
return 0;
return mSlots.at(index);
}
void EquipBackend::clear()
{
for (std::vector<Item*>::iterator i = mSlots.begin(), i_end = mSlots.end();
i != i_end; ++i)
{
if (Item *item = *i)
item->setEquipped(false);
}
mSlots.assign(mSlots.size(), 0);
}
void EquipBackend::equip(int inventorySlot, int equipSlot, int amountUsed)
{
if (equipSlot < 0 || (unsigned) equipSlot >= mSlotTypes.size())
{
logger->log("ManaServ::EquipBackend: Equipment slot out of range");
return;
}
const SlotType &slotType = mSlotTypes.at(equipSlot);
Item *item = PlayerInfo::getInventory()->getItem(inventorySlot);
if (!item)
{
logger->log("ManaServ::EquipBackend: No item at index %d",
inventorySlot);
return;
}
// Start at first index and search upwards for free slots to place the
// item at the given inventory slot in
int i = slotType.firstIndex;
const int end_i = i + slotType.count;
for (; i < end_i && amountUsed > 0; ++i)
{
if (!mSlots.at(i))
{
mSlots[i] = item;
--amountUsed;
item->setEquipped(true);
inventoryWindow->updateButtons();
}
}
}
void EquipBackend::unequip(int inventorySlot)
{
Item *item = PlayerInfo::getInventory()->getItem(inventorySlot);
if (!item)
{
logger->log("ManaServ::EquipBackend: No item at index %d",
inventorySlot);
return;
}
for (unsigned i = 0; i < mSlots.size(); ++i)
if (mSlots.at(i) == item)
mSlots[i] = 0;
item->setEquipped(false);
inventoryWindow->updateButtons();
}
void EquipBackend::event(Event::Channel, const Event &event)
{
if (event.getType() == Event::LoadingDatabases)
readEquipFile();
}
void EquipBackend::readEquipFile()
{
mSlots.clear();
mSlotTypes.clear();
XML::Document doc("equip.xml");
xmlNodePtr rootNode = doc.rootNode();
if (!rootNode || !xmlStrEqual(rootNode->name, BAD_CAST "equip-slots"))
{
logger->log("ManaServ::EquipBackend: Error while reading equip.xml!");
return;
}
int slotCount = 0;
for_each_xml_child_node(childNode, rootNode)
{
if (!xmlStrEqual(childNode->name, BAD_CAST "slot"))
continue;
SlotType slotType;
slotType.name = XML::getProperty(childNode, "name", std::string());
slotType.count = XML::getProperty(childNode, "count", 1);
slotType.visible = XML::getBoolProperty(childNode, "visible", false);
slotType.firstIndex = slotCount;
mSlotTypes.push_back(slotType);
slotCount += slotType.count;
}
mSlots.resize(slotCount);
}
InventoryHandler::InventoryHandler()
{
static const Uint16 _messages[] = {
GPMSG_INVENTORY_FULL,
GPMSG_INVENTORY,
GPMSG_EQUIP,
0
};
handledMessages = _messages;
inventoryHandler = this;
listen(Event::ItemChannel);
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_INVENTORY_FULL:
{
PlayerInfo::clearInventory();
PlayerInfo::getEquipment()->setBackend(&mEquipBackend);
int count = msg.readInt16();
while (count--)
{
int slot = msg.readInt16();
int id = msg.readInt16();
int amount = msg.readInt16();
PlayerInfo::setInventoryItem(slot, id, amount);
}
while (msg.getUnreadLength())
{
int equipSlot = msg.readInt16();
int inventorySlot = msg.readInt16();
mEquipBackend.equip(inventorySlot, equipSlot);
}
}
break;
case GPMSG_INVENTORY:
while (msg.getUnreadLength())
{
unsigned int slot = msg.readInt16();
int id = msg.readInt16();
unsigned int amount = id ? msg.readInt16() : 0;
PlayerInfo::setInventoryItem(slot, id, amount);
}
break;
case GPMSG_EQUIP:
while (msg.getUnreadLength())
{
int inventorySlot = msg.readInt16();
int equipSlotCount = msg.readInt16();
if (equipSlotCount == 0)
{
// No slots means to unequip this item
mEquipBackend.unequip(inventorySlot);
}
else
{
// Otherwise equip the item in the given slots
while (equipSlotCount--)
{
unsigned int equipSlot = msg.readInt16();
unsigned int amountUsed = msg.readInt16();
mEquipBackend.equip(inventorySlot, equipSlot,
amountUsed);
}
}
}
break;
}
}
void InventoryHandler::event(Event::Channel channel,
const Event &event)
{
if (channel == Event::ItemChannel)
{
Item *item = event.getItem("item");
if (!item)
return;
int index = item->getInvIndex();
if (event.getType() == Event::DoEquip)
{
MessageOut msg(PGMSG_EQUIP);
msg.writeInt16(index);
gameServerConnection->send(msg);
}
else if (event.getType() == Event::DoUnequip)
{
MessageOut msg(PGMSG_UNEQUIP);
msg.writeInt16(index);
gameServerConnection->send(msg);
}
else if (event.getType() == Event::DoUse)
{
MessageOut msg(PGMSG_USE_ITEM);
msg.writeInt16(index);
gameServerConnection->send(msg);
}
else if (event.getType() == Event::DoDrop)
{
int amount = event.getInt("amount", 1);
MessageOut msg(PGMSG_DROP);
msg.writeInt16(index);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
else if (event.getType() == Event::DoSplit)
{
int amount = event.getInt("amount", 1);
int newIndex = PlayerInfo::getInventory()->getFreeSlot();
if (newIndex > Inventory::NO_SLOT_INDEX)
{
MessageOut msg(PGMSG_MOVE_ITEM);
msg.writeInt16(index);
msg.writeInt16(newIndex);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
}
else if (event.getType() == Event::DoMove)
{
int newIndex = event.getInt("newIndex", -1);
if (newIndex >= 0)
{
if (index == newIndex)
return;
MessageOut msg(PGMSG_MOVE_ITEM);
msg.writeInt16(index);
msg.writeInt16(newIndex);
msg.writeInt16(item->getQuantity());
gameServerConnection->send(msg);
}
else
{
/*int source = event.getInt("source");
int destination = event.getInt("destination");
int amount = event.getInt("amount", 1);*/
// TODO Support drag'n'drop to the map ground, or with other
// windows.
}
}
}
}
bool InventoryHandler::canSplit(const Item *item)
{
return item && !item->getInfo().getEquippable()
&& item->getQuantity() > 1;
}
size_t InventoryHandler::getSize(int type) const
{
switch (type)
{
case Inventory::INVENTORY:
case Inventory::TRADE:
return 50;
case Inventory::STORAGE:
return 300;
default:
return 0;
}
}
} // namespace ManaServ