/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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 .
*/
#include "net/eathena/inventoryhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "listeners/arrowslistener.h"
#include "net/eathena/itemflags.h"
#include "net/eathena/menu.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/ea/eaprotocol.h"
#include "resources/notifytypes.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
// missing EQUIP_RING1_SLOT
const Equipment::Slot EQUIP_CONVERT[] =
{
Equipment::EQUIP_PROJECTILE_SLOT, // 0 0
Equipment::EQUIP_FEET_SLOT, // 1 SPRITE_SHOE
Equipment::EQUIP_LEGS_SLOT, // 2 SPRITE_BOTTOMCLOTHES
Equipment::EQUIP_TORSO_SLOT, // 3 SPRITE_TOPCLOTHES
Equipment::EQUIP_GLOVES_SLOT, // 4 0
Equipment::EQUIP_EVOL_RING1_SLOT, // 5
Equipment::EQUIP_PROJECTILE_SLOT, // 6 0
Equipment::EQUIP_HEAD_SLOT, // 7 SPRITE_HAT
Equipment::EQUIP_RING2_SLOT, // 8 0
Equipment::EQUIP_PROJECTILE_SLOT, // 9 SPRITE_GLOVES
Equipment::EQUIP_FIGHT1_SLOT, // 10 SPRITE_WEAPON
Equipment::EQUIP_FIGHT2_SLOT, // 11 SPRITE_SHIELD
Equipment::EQUIP_EVOL_RING2_SLOT, // 12
Equipment::EQUIP_EVOL_RING2_SLOT, // 13 SPRITE_EVOL2
Equipment::EQUIP_COSTUME_ROBE_SLOT, // 14 SPRITE_EVOL3
Equipment::EQUIP_MISSING1_SLOT, // 15 SPRITE_EVOL4
};
namespace EAthena
{
InventoryHandler::InventoryHandler() :
MessageHandler(),
Ea::InventoryHandler()
{
static const uint16_t _messages[] =
{
SMSG_PLAYER_INVENTORY,
SMSG_PLAYER_INVENTORY_ADD,
SMSG_PLAYER_INVENTORY_REMOVE,
SMSG_PLAYER_INVENTORY_REMOVE2,
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,
SMSG_PLAYER_UNE_CARD,
SMSG_PLAYER_INSERT_CARD,
SMSG_PLAYER_ITEM_RENTAL_TIME,
SMSG_PLAYER_ITEM_RENTAL_EXPIRED,
0
};
handledMessages = _messages;
inventoryHandler = this;
}
InventoryHandler::~InventoryHandler()
{
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_PLAYER_INVENTORY:
processPlayerInventory(msg);
break;
case SMSG_PLAYER_STORAGE_ITEMS:
processPlayerStorage(msg);
break;
case SMSG_PLAYER_STORAGE_EQUIP:
processPlayerStorageEquip(msg);
break;
case SMSG_PLAYER_INVENTORY_ADD:
processPlayerInventoryAdd(msg);
break;
case SMSG_PLAYER_INVENTORY_REMOVE:
processPlayerInventoryRemove(msg);
break;
case SMSG_PLAYER_INVENTORY_REMOVE2:
processPlayerInventoryRemove2(msg);
break;
case SMSG_PLAYER_INVENTORY_USE:
processPlayerInventoryUse(msg);
break;
case SMSG_ITEM_USE_RESPONSE:
processItemUseResponse(msg);
break;
case SMSG_PLAYER_STORAGE_STATUS:
processPlayerStorageStatus(msg);
break;
case SMSG_PLAYER_STORAGE_ADD:
processPlayerStorageAdd(msg);
break;
case SMSG_PLAYER_STORAGE_REMOVE:
processPlayerStorageRemove(msg);
break;
case SMSG_PLAYER_STORAGE_CLOSE:
processPlayerStorageClose(msg);
break;
case SMSG_PLAYER_EQUIPMENT:
processPlayerEquipment(msg);
break;
case SMSG_PLAYER_EQUIP:
processPlayerEquip(msg);
break;
case SMSG_PLAYER_UNEQUIP:
processPlayerUnEquip(msg);
break;
case SMSG_PLAYER_ATTACK_RANGE:
processPlayerAttackRange(msg);
break;
case SMSG_PLAYER_ARROW_EQUIP:
processPlayerArrowEquip(msg);
break;
case SMSG_PLAYER_UNE_CARD:
processPlayerUseCard(msg);
break;
case SMSG_PLAYER_INSERT_CARD:
processPlayerInsertCard(msg);
break;
case SMSG_PLAYER_ITEM_RENTAL_TIME:
processPlayerItemRentalTime(msg);
break;
case SMSG_PLAYER_ITEM_RENTAL_EXPIRED:
processPlayerItemRentalExpired(msg);
break;
default:
break;
}
}
void InventoryHandler::equipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET), "index");
// here we set flag for any slots,
// probably better set to slot from item properties
outMsg.writeInt32(0xFFFFFFFFU, "wear location");
}
void InventoryHandler::unequipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast(
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(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt32(item->getId(), "unused");
}
void InventoryHandler::dropItem(const Item *const item, const int amount) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(static_cast(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
{
int packet = 0;
int offset = INVENTORY_OFFSET;
if (source == Inventory::INVENTORY)
{
if (destination == Inventory::STORAGE)
packet = CMSG_MOVE_TO_STORAGE;
else if (destination == Inventory::CART)
packet = CMSG_MOVE_TO_CART;
}
else if (source == Inventory::STORAGE)
{
offset = STORAGE_OFFSET;
if (destination == Inventory::INVENTORY)
packet = CSMG_MOVE_FROM_STORAGE;
else if (destination == Inventory::CART)
packet = CMSG_MOVE_FROM_STORAGE_TO_CART;
}
else if (source == Inventory::CART)
{
if (destination == Inventory::INVENTORY)
packet = CMSG_MOVE_FROM_CART;
else if (destination == Inventory::STORAGE)
packet = CMSG_MOVE_FROM_CART_TO_STORAGE;
}
if (packet)
{
createOutPacket(packet);
outMsg.writeInt16(static_cast(slot + offset), "index");
outMsg.writeInt32(amount, "amount");
}
}
void InventoryHandler::useCard(const int index) const
{
createOutPacket(CMSG_PLAYER_USE_CARD);
outMsg.writeInt16(static_cast(index + INVENTORY_OFFSET), "index");
}
void InventoryHandler::insertCard(const int cardIndex,
const int itemIndex) const
{
createOutPacket(CMSG_PLAYER_INSERT_CARD);
outMsg.writeInt16(static_cast(cardIndex + INVENTORY_OFFSET),
"card index");
outMsg.writeInt16(static_cast(itemIndex + INVENTORY_OFFSET),
"item index");
}
void InventoryHandler::favoriteItem(const Item *const item,
const bool favorite) const
{
createOutPacket(CMSG_PLAYER_FAVORITE_ITEM);
outMsg.writeInt16(static_cast(item->getInvIndex()
+ INVENTORY_OFFSET),
"item index");
outMsg.writeInt8(favorite, "favorite flag");
}
void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerEquipment")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
msg.readInt16("len");
Equipment *const equipment = PlayerInfo::getEquipment();
if (equipment && !equipment->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
equipment->setBackend(&mEquips);
}
const int number = (msg.getLength() - 4) / 31;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
msg.readInt32("location");
const int equipType = msg.readInt32("wear state");
const uint8_t refine = static_cast(msg.readInt8("refine"));
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
msg.readInt32("hire expire date (?)");
msg.readInt16("equip type");
msg.readInt16("item sprite number");
ItemFlags flags;
flags.byte = msg.readUInt8("flags");
if (inventory)
{
inventory->setItem(index, itemId, 1, refine,
1, flags.bits.isIdentified, flags.bits.isDamaged,
flags.bits.isFavorite,
true, false);
inventory->setCards(index, cards, 4);
}
if (equipType)
mEquips.setEquipment(getSlot(equipType), index);
}
BLOCK_END("InventoryHandler::processPlayerEquipment")
}
void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventoryAdd")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
if (PlayerInfo::getEquipment()
&& !PlayerInfo::getEquipment()->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
int amount = msg.readInt16("count");
const int itemId = msg.readInt16("item id");
uint8_t identified = msg.readUInt8("identified");
const uint8_t damaged = msg.readUInt8("is damaged");
const uint8_t refine = msg.readUInt8("refine");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
const int equipType = msg.readInt32("location");
msg.readUInt8("item type");
const unsigned char err = msg.readUInt8("result");
msg.readInt32("hire expire date");
msg.readInt16("bind on equip");
const ItemInfo &itemInfo = ItemDB::get(itemId);
int floorId;
if (mSentPickups.empty())
{
floorId = 0;
}
else
{
floorId = mSentPickups.front();
mSentPickups.pop();
}
if (err)
{
Pickup::Type pickup;
switch (err)
{
case 1:
pickup = Pickup::BAD_ITEM;
break;
case 2:
pickup = Pickup::TOO_HEAVY;
break;
case 4:
pickup = Pickup::INV_FULL;
break;
case 5:
pickup = Pickup::MAX_AMOUNT;
break;
case 6:
pickup = Pickup::TOO_FAR;
break;
case 7:
pickup = Pickup::STACK_AMOUNT;
break;
default:
pickup = Pickup::UNKNOWN;
logger->log("unknown pickup type: %d", err);
break;
}
if (localPlayer)
localPlayer->pickedUp(itemInfo, 0, 1, floorId, pickup);
}
else
{
if (localPlayer)
{
localPlayer->pickedUp(itemInfo, amount,
1, floorId, Pickup::OKAY);
}
if (inventory)
{
const Item *const item = inventory->getItem(index);
if (item && item->getId() == itemId)
amount += item->getQuantity();
inventory->setItem(index, itemId, amount, refine,
1, identified != 0, damaged != 0, false,
equipType != 0, false);
inventory->setCards(index, cards, 4);
}
ArrowsListener::distributeEvent();
}
BLOCK_END("InventoryHandler::processPlayerInventoryAdd")
}
void InventoryHandler::processPlayerInventory(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventory")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
if (PlayerInfo::getEquipment())
{
// Clear inventory - this will be a complete refresh
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
if (inventory)
inventory->clear();
msg.readInt16("len");
const int number = (msg.getLength() - 4) / 24;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("item index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
const int amount = msg.readInt16("count");
msg.readInt32("wear state / equip");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
msg.readInt32("hire expire date (?)");
ItemFlags flags;
flags.byte = msg.readUInt8("flags");
if (inventory)
{
inventory->setItem(index, itemId, amount,
0, 1, flags.bits.isIdentified,
flags.bits.isDamaged, flags.bits.isFavorite,
false, false);
inventory->setCards(index, cards, 4);
}
}
BLOCK_END("InventoryHandler::processPlayerInventory")
}
void InventoryHandler::processPlayerStorage(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventory")
mInventoryItems.clear();
msg.readInt16("len");
msg.readString(24, "storage name");
const int number = (msg.getLength() - 4) / 23;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("item index") - STORAGE_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
const int amount = msg.readInt16("count");
msg.readInt32("wear state / equip");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
msg.readInt32("hire expire date (?)");
ItemFlags flags;
flags.byte = msg.readUInt8("flags");
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
cards, amount, 0, 1, flags.bits.isIdentified,
flags.bits.isDamaged, flags.bits.isFavorite, false));
}
BLOCK_END("InventoryHandler::processPlayerInventory")
}
void InventoryHandler::processPlayerEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerEquip")
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int equipType = msg.readInt32("wear location");
msg.readInt16("sprite");
const uint8_t flag = msg.readUInt8("result");
switch (flag)
{
case 0:
mEquips.setEquipment(getSlot(equipType), index);
break;
case 1:
NotifyManager::notify(NotifyTypes::EQUIP_FAILED_LEVEL);
break;
case 2:
default:
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
break;
}
BLOCK_END("InventoryHandler::processPlayerEquip")
}
void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerUnEquip")
msg.readInt16("index");
const int equipType = msg.readInt32("wear location");
const uint8_t flag = msg.readUInt8("result");
// +++ need use UNEQUIP_FAILED event
if (flag)
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
else
mEquips.setEquipment(getSlot(equipType), -1);
if (equipType & 0x8000)
ArrowsListener::distributeEvent();
BLOCK_END("InventoryHandler::processPlayerUnEquip")
}
void InventoryHandler::processPlayerInventoryRemove2(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventoryRemove2")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
// +++ here possible use particle or text/sound effects
// for different reasons
msg.readInt16("reason");
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::processPlayerInventoryRemove2")
}
void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerStorageEquip")
msg.readInt16("len");
const int number = (msg.getLength() - 4 - 24) / 31;
msg.readString(24, "storage name");
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int itemId = msg.readInt16("item id");
msg.readUInt8("item type");
const int amount = 1;
msg.readInt32("location");
msg.readInt32("wear state");
const uint8_t refine = msg.readUInt8("refine level");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
msg.readInt32("hire expire date");
msg.readInt16("bind on equip");
msg.readInt16("sprite");
ItemFlags flags;
flags.byte = msg.readUInt8("flags");
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
cards, amount, refine, 1, flags.bits.isIdentified,
flags.bits.isDamaged, flags.bits.isFavorite, false));
}
BLOCK_END("InventoryHandler::processPlayerStorageEquip")
}
void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerStorageAdd")
// Move an item into storage
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int amount = msg.readInt32("amount");
const int itemId = msg.readInt16("item id");
msg.readUInt8("type");
const unsigned char identified = msg.readUInt8("identify");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
if (Item *const item = mStorage->getItem(index))
{
item->setId(itemId, 1);
item->increaseQuantity(amount);
}
else
{
if (mStorage)
{
mStorage->setItem(index, itemId, amount,
refine, 1, identified != 0, false, false, false, false);
mStorage->setCards(index, cards, 4);
}
}
BLOCK_END("InventoryHandler::processPlayerStorageAdd")
}
void InventoryHandler::processPlayerUseCard(Net::MessageIn &msg)
{
// +++ here need show dialog with item selection for card.
const int count = (msg.readInt16("len") - 4) / 2;
for (int f = 0; f < count; f ++)
{
msg.readInt16("item id");
}
}
void InventoryHandler::processPlayerInsertCard(Net::MessageIn &msg)
{
msg.readInt16("item index");
msg.readInt16("card index");
if (msg.readUInt8("flag"))
NotifyManager::notify(NotifyTypes::CARD_INSERT_FAILED);
else
NotifyManager::notify(NotifyTypes::CARD_INSERT_SUCCESS);
}
void InventoryHandler::selectEgg(const Item *const item) const
{
createOutPacket(CMSG_PET_SELECT_EGG);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET), "index");
menu = MenuType::Unknown;
}
void InventoryHandler::processPlayerItemRentalTime(Net::MessageIn &msg)
{
// +++ need update item rental time
msg.readInt16("item id");
msg.readInt32("seconds");
}
void InventoryHandler::processPlayerItemRentalExpired(Net::MessageIn &msg)
{
// ++ need remove item from inventory
msg.readInt16("index");
msg.readInt16("item id");
}
int InventoryHandler::convertFromServerSlot(const int serverSlot) const
{
if (serverSlot < 0 || serverSlot > 15)
return 0;
return static_cast(EQUIP_CONVERT[serverSlot]);
}
} // namespace EAthena