/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 <http://www.gnu.org/licenses/>.
*/
#include "net/tmwa/inventoryhandler.h"
#include "item.h"
#include "logger.h"
#include "enums/equipslot.h"
#include "net/ea/inventoryrecv.h"
#include "net/tmwa/inventoryrecv.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/protocol.h"
#include "net/ea/eaprotocol.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
// missing EQUIP_RING1_SLOT
const EquipSlot::Type EQUIP_CONVERT[] =
{
EquipSlot::PROJECTILE_SLOT, // 0 0
EquipSlot::FEET_SLOT, // 1 SPRITE_HAIR
EquipSlot::LEGS_SLOT, // 2 SPRITE_WEAPON
EquipSlot::TORSO_SLOT, // 3 SPRITE_HEAD_BOTTOM
EquipSlot::PROJECTILE_SLOT, // 4 0
EquipSlot::NECK_SLOT, // 5 SPRITE_RING
EquipSlot::PROJECTILE_SLOT, // 6 0
EquipSlot::HEAD_SLOT, // 7 SPRITE_CLOTHES_COLOR
EquipSlot::RING2_SLOT, // 8 0
EquipSlot::GLOVES_SLOT, // 9 SPRITE_SHOES
EquipSlot::FIGHT1_SLOT, // 10 SPRITE_BODY
EquipSlot::FIGHT2_SLOT, // 11 SPRITE_FLOOR
EquipSlot::EVOL_RING1_SLOT, // 12 SPRITE_ROBE
EquipSlot::EVOL_RING2_SLOT, // 13 SPRITE_EVOL2
};
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:
InventoryRecv::processPlayerInventory(msg);
break;
case SMSG_PLAYER_STORAGE_ITEMS:
InventoryRecv::processPlayerStorage(msg);
break;
case SMSG_PLAYER_STORAGE_EQUIP:
InventoryRecv::processPlayerStorageEquip(msg);
break;
case SMSG_PLAYER_INVENTORY_ADD:
InventoryRecv::processPlayerInventoryAdd(msg);
break;
case SMSG_PLAYER_INVENTORY_REMOVE:
Ea::InventoryRecv::processPlayerInventoryRemove(msg);
break;
case SMSG_PLAYER_INVENTORY_USE:
Ea::InventoryRecv::processPlayerInventoryUse(msg);
break;
case SMSG_ITEM_USE_RESPONSE:
Ea::InventoryRecv::processItemUseResponse(msg);
break;
case SMSG_PLAYER_STORAGE_STATUS:
Ea::InventoryRecv::processPlayerStorageStatus(msg);
break;
case SMSG_PLAYER_STORAGE_ADD:
InventoryRecv::processPlayerStorageAdd(msg);
break;
case SMSG_PLAYER_STORAGE_REMOVE:
InventoryRecv::processPlayerStorageRemove(msg);
break;
case SMSG_PLAYER_STORAGE_CLOSE:
Ea::InventoryRecv::processPlayerStorageClose(msg);
break;
case SMSG_PLAYER_EQUIPMENT:
InventoryRecv::processPlayerEquipment(msg);
break;
case SMSG_PLAYER_EQUIP:
InventoryRecv::processPlayerEquip(msg);
break;
case SMSG_PLAYER_UNEQUIP:
InventoryRecv::processPlayerUnEquip(msg);
break;
case SMSG_PLAYER_ATTACK_RANGE:
Ea::InventoryRecv::processPlayerAttackRange(msg);
break;
case SMSG_PLAYER_ARROW_EQUIP:
Ea::InventoryRecv::processPlayerArrowEquip(msg);
break;
default:
break;
}
BLOCK_END("InventoryHandler::handleMessage")
}
void InventoryHandler::equipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(0, "unused");
}
void InventoryHandler::unequipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
}
void InventoryHandler::useItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt32(item->getId(), "item id");
}
void InventoryHandler::dropItem(const Item *const item, const int amount) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(static_cast<int16_t>(amount), "amount");
}
void InventoryHandler::closeStorage(const int type A_UNUSED) const
{
createOutPacket(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem2(const int source, const int slot,
const int amount, const int destination) const
{
if (source == InventoryType::INVENTORY
&& destination == InventoryType::STORAGE)
{
createOutPacket(CMSG_MOVE_TO_STORAGE);
outMsg.writeInt16(static_cast<int16_t>(slot + INVENTORY_OFFSET),
"index");
outMsg.writeInt32(amount, "amount");
}
else if (source == InventoryType::STORAGE
&& destination == InventoryType::INVENTORY)
{
createOutPacket(CMSG_MOVE_FROM_STORAGE);
outMsg.writeInt16(static_cast<int16_t>(slot + STORAGE_OFFSET),
"index");
outMsg.writeInt32(amount, "amount");
}
}
void InventoryHandler::useCard(const Item *const item A_UNUSED)
{
}
void InventoryHandler::insertCard(const int cardIndex A_UNUSED,
const int itemIndex A_UNUSED) const
{
}
void InventoryHandler::favoriteItem(const Item *const item A_UNUSED,
const bool favorite A_UNUSED) const
{
}
void InventoryHandler::selectEgg(const Item *const item A_UNUSED) const
{
}
int InventoryHandler::convertFromServerSlot(const int serverSlot) const
{
if (serverSlot < 0 || serverSlot > 13)
return 0;
return static_cast<int>(EQUIP_CONVERT[serverSlot]);
}
} // namespace TmwAthena