/* * 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/ea/inventoryhandler.h" #include "notifymanager.h" #include "being/localplayer.h" #include "enums/equipslot.h" #include "enums/being/attributes.h" #include "net/messagein.h" #include "net/ea/eaprotocol.h" #include "utils/delete2.h" #include "listeners/arrowslistener.h" #include "resources/notifytypes.h" #include "debug.h" const EquipSlot::Type EQUIP_POINTS[EquipSlot::VECTOREND] = { EquipSlot::LEGS_SLOT, // Lower Headgear EquipSlot::FIGHT1_SLOT, // Weapon EquipSlot::GLOVES_SLOT, // Garment EquipSlot::RING2_SLOT, // Accessory 1 EquipSlot::RING1_SLOT, // Armor EquipSlot::FIGHT2_SLOT, // Shield EquipSlot::FEET_SLOT, // Footgear EquipSlot::NECK_SLOT, // Accessory 2 EquipSlot::HEAD_SLOT, // Upper Headgear EquipSlot::TORSO_SLOT, // Middle Headgear EquipSlot::EVOL_RING1_SLOT, // Costume Top Headgear EquipSlot::EVOL_RING2_SLOT, // Costume Mid Headgear EquipSlot::PROJECTILE_SLOT, // Costume Low Headgear EquipSlot::COSTUME_ROBE_SLOT, // Costume Garment/Robe EquipSlot::MISSING1_SLOT, // Missing slot 1 EquipSlot::MISSING2_SLOT, // Missing slot 2 EquipSlot::SHADOW_ARMOR_SLOT, // Shadow Armor EquipSlot::SHADOW_WEAPON_SLOT, // Shadow Weapon EquipSlot::SHADOW_SHIELD_SLOT, // Shadow Shield EquipSlot::SHADOW_SHOES_SLOT, // Shadow Shoes EquipSlot::SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2 EquipSlot::SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1 }; namespace Ea { EquipBackend InventoryHandler::mEquips; InventoryItems InventoryHandler::mInventoryItems; Inventory *InventoryHandler::mStorage = nullptr; PickupQueue InventoryHandler::mSentPickups; bool InventoryHandler::mDebugInventory = true; InventoryHandler::InventoryHandler() { mEquips.clear(); mInventoryItems.clear(); mStorage = nullptr; storageWindow = nullptr; while (!mSentPickups.empty()) mSentPickups.pop(); mDebugInventory = true; } InventoryHandler::~InventoryHandler() { if (storageWindow) { storageWindow->close(); storageWindow = nullptr; } delete2(mStorage); } void InventoryHandler::clear() { delete2(mStorage); } bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const { return false; } void InventoryHandler::splitItem(const Item *const item A_UNUSED, const int amount A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::moveItem(const int oldIndex A_UNUSED, const int newIndex A_UNUSED) const { // Not implemented for eAthena (possible?) } void InventoryHandler::openStorage(const int type A_UNUSED) const { // Doesn't apply to eAthena, since opening happens through NPCs? } size_t InventoryHandler::getSize(const int type) const { switch (type) { case InventoryType::INVENTORY: return 100; case InventoryType::STORAGE: return 0; // Comes from server after items case InventoryType::TRADE: return 12; // GUILD_STORAGE case InventoryType::TYPE_END: return 0; // Comes from server after items default: return 0; } } int InventoryHandler::getSlot(const int eAthenaSlot) { if (eAthenaSlot == 0) return EquipSlot::VECTOREND; if (eAthenaSlot & 0x8000) return inventoryHandler->getProjectileSlot(); unsigned int mask = 1; int position = 0; while (!(eAthenaSlot & mask)) { mask <<= 1; position++; } return static_cast<int>(EQUIP_POINTS[position]); } void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventoryRemove") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int amount = msg.readInt16("amount"); if (inventory) { if (Item *const item = inventory->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inventory->removeItemAt(index); ArrowsListener::distributeEvent(); } } BLOCK_END("InventoryHandler::processPlayerInventoryRemove") } void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerInventoryUse") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16("index") - INVENTORY_OFFSET; msg.readInt16("item id"); msg.readInt32("id?"); const int amount = msg.readInt16("amount"); msg.readUInt8("type"); if (inventory) { if (Item *const item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } BLOCK_END("InventoryHandler::processPlayerInventoryUse") } void InventoryHandler::processItemUseResponse(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processItemUseResponse") Inventory *const inventory = localPlayer ? PlayerInfo::getInventory() : nullptr; const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int amount = msg.readInt16("amount"); if (msg.readUInt8("result") == 0) { NotifyManager::notify(NotifyTypes::USE_FAILED); } else { if (inventory) { if (Item *const item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } } BLOCK_END("InventoryHandler::processItemUseResponse") } void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageStatus") /* * This is the closest we get to an "Open Storage" packet from the * server. It always comes after the two SMSG_PLAYER_STORAGE_... * packets that update storage contents. */ msg.readInt16("used count"); const int size = msg.readInt16("max size"); if (!mStorage) mStorage = new Inventory(InventoryType::STORAGE, size); FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems) { mStorage->setItem((*it).slot, (*it).id, (*it).type, (*it).quantity, (*it).refine, (*it).color, (*it).identified, (*it).damaged, (*it).favorite, (*it).equip, false); } mInventoryItems.clear(); if (!storageWindow) { storageWindow = new InventoryWindow(mStorage); storageWindow->postInit(); } BLOCK_END("InventoryHandler::processPlayerStorageStatus") } void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED) { BLOCK_START("InventoryHandler::processPlayerStorageClose") // Storage access has been closed // Storage window deletes itself if (storageWindow) { storageWindow->unsetInventory(); storageWindow->close(); } storageWindow = nullptr; if (mStorage) mStorage->clear(); delete2(mStorage); BLOCK_END("InventoryHandler::processPlayerStorageClose") } void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerAttackRange") const int range = msg.readInt16("range"); if (localPlayer) localPlayer->setAttackRange(range); PlayerInfo::setStatBase(Attributes::ATTACK_RANGE, range); PlayerInfo::setStatMod(Attributes::ATTACK_RANGE, 0); BLOCK_END("InventoryHandler::processPlayerAttackRange") } void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerArrowEquip") int index = msg.readInt16("index"); if (index <= 1) return; index -= INVENTORY_OFFSET; mEquips.setEquipment(inventoryHandler->getProjectileSlot(), index); ArrowsListener::distributeEvent(); BLOCK_END("InventoryHandler::processPlayerArrowEquip") } void InventoryHandler::closeStorage() { BLOCK_START("InventoryHandler::closeStorage") if (storageWindow) { storageWindow->unsetInventory(); storageWindow->close(); storageWindow = nullptr; } BLOCK_END("InventoryHandler::closeStorage") } void InventoryHandler::forgotStorage() { storageWindow = nullptr; } } // namespace Ea