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/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "equipmenthandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../being.h"
#include "../beingmanager.h"
#include "../equipment.h"
#include "../item.h"
#include "../localplayer.h"
#include "../log.h"
#include "../gui/chat.h"
EquipmentHandler::EquipmentHandler()
{
static const Uint16 _messages[] = {
SMSG_PLAYER_EQUIPMENT,
SMSG_PLAYER_EQUIP,
0x01d7,
SMSG_PLAYER_UNEQUIP,
SMSG_PLAYER_ARROW_EQUIP,
SMSG_PLAYER_ATTACK_RANGE,
0
};
handledMessages = _messages;
}
void EquipmentHandler::handleMessage(MessageIn *msg)
{
Sint32 itemCount;
Sint16 index, equipPoint, itemId;
Sint8 type;
int mask, position;
Being *being;
Item *item;
switch (msg->getId())
{
case SMSG_PLAYER_EQUIPMENT:
msg->readInt16(); // length
itemCount = (msg->getLength() - 4) / 20;
for (int loop = 0; loop < itemCount; loop++)
{
index = msg->readInt16();
itemId = msg->readInt16();
msg->readInt8(); // type
msg->readInt8(); // identify flag
msg->readInt16(); // equip type
equipPoint = msg->readInt16();
msg->readInt8(); // attribute
msg->readInt8(); // refine
msg->skip(8); // card
player_node->addInvItem(index, itemId, 1, true);
if (equipPoint)
{
mask = 1;
position = 0;
while (!(equipPoint & mask))
{
mask <<= 1;
position++;
}
item = player_node->getInvItem(index);
player_node->mEquipment->setEquipment(position, item);
}
}
break;
case SMSG_PLAYER_EQUIP:
index = msg->readInt16();
equipPoint = msg->readInt16();
type = msg->readInt8();
logger->log("Equipping: %i %i %i", index, equipPoint, type);
if (!type) {
chatWindow->chatLog("Unable to equip.", BY_SERVER);
break;
}
if (!equipPoint) {
// No point given, no point in searching
break;
}
// Unequip any existing equipped item in this position
mask = 1;
position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
logger->log("Position %i", position);
item = player_node->mEquipment->getEquipment(position);
if (item) {
item->setEquipped(false);
}
item = player_node->getInvItem(index);
player_node->mEquipment->setEquipment(position, item);
player_node->setVisibleEquipment(
Being::WEAPON_SPRITE, item->getId());
break;
case 0x01d7:
// Equipment related
being = beingManager->findBeing(msg->readInt32());
msg->readInt8(); // equip point
itemId = msg->readInt16();
msg->readInt16(); // item id 2
if (!being)
break;
being->setVisibleEquipment(Being::WEAPON_SPRITE, itemId);
break;
case SMSG_PLAYER_UNEQUIP:
index = msg->readInt16();
equipPoint = msg->readInt16();
type = msg->readInt8();
if (!type) {
chatWindow->chatLog("Unable to unequip.", BY_SERVER);
break;
}
if (!equipPoint) {
// No point given, no point in searching
break;
}
mask = 1;
position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
item = player_node->getInvItem(index);
if (!item)
break;
item->setEquipped(false);
switch (item->getId()) {
case 529:
case 1199:
player_node->mEquipment->setArrows(NULL);
break;
case 521:
case 522:
case 530:
case 536:
case 1200:
case 1201:
player_node->setVisibleEquipment(Being::WEAPON_SPRITE, 0);
// TODO: Why this break? Shouldn't a weapon be
// unequipped in inventory too?
break;
default:
player_node->mEquipment->removeEquipment(position);
break;
}
logger->log("Unequipping: %i %i(%i) %i",
index, equipPoint, type, position);
break;
case SMSG_PLAYER_ATTACK_RANGE:
player_node->setAttackRange(msg->readInt16());
break;
case SMSG_PLAYER_ARROW_EQUIP:
itemId = msg->readInt16();
if (itemId <= 1)
break;
item = player_node->getInvItem(itemId);
if (!item)
break;
item->setEquipped(true);
player_node->mEquipment->setArrows(item);
logger->log("Arrows equipped: %i", itemId);
break;
}
}
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