/* * 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 . */ #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::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