/*
* 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/tmwa/inventoryhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "being/pickup.h"
#include "listeners/arrowslistener.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/protocol.h"
#include "net/ea/eaprotocol.h"
#include "resources/notifytypes.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
extern int serverVersion;
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:
case SMSG_PLAYER_STORAGE_ITEMS:
processPlayerInventory(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_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;
default:
break;
}
BLOCK_END("InventoryHandler::handleMessage")
}
void InventoryHandler::equipItem(const Item *const item) const
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt16(0);
}
void InventoryHandler::unequipItem(const Item *const item) const
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
}
void InventoryHandler::useItem(const Item *const item) const
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt32(item->getId()); // unused
}
void InventoryHandler::dropItem(const Item *const item, const int amount) const
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt16(static_cast(amount));
}
void InventoryHandler::closeStorage(const int type A_UNUSED) const
{
MessageOut outMsg(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem2(const int source, const int slot,
const int amount, const int destination) const
{
if (source == Inventory::INVENTORY && destination == Inventory::STORAGE)
{
MessageOut outMsg(CMSG_MOVE_TO_STORAGE);
outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET));
outMsg.writeInt32(amount);
}
else if (source == Inventory::STORAGE
&& destination == Inventory::INVENTORY)
{
MessageOut outMsg(CSMG_MOVE_FROM_STORAGE);
outMsg.writeInt16(static_cast(slot + STORAGE_OFFSET));
outMsg.writeInt32(amount);
}
}
void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerEquipment")
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
msg.readInt16(); // length
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) / 20;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int itemId = msg.readInt16();
const uint8_t itemType = msg.readUInt8(); // type
uint8_t identified = msg.readUInt8(); // identify flag
msg.readInt16(); // equip type
const int equipType = msg.readInt16();
msg.readUInt8(); // attribute
const uint8_t refine = msg.readUInt8();
msg.skip(8); // card
if (mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d",
index, itemId, itemType, identified);
}
if (serverVersion < 1 && identified > 1)
identified = 1;
if (inventory)
{
inventory->setItem(index, itemId, 1, refine,
identified, true);
}
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() - INVENTORY_OFFSET;
int amount = msg.readInt16();
const int itemId = msg.readInt16();
uint8_t identified = msg.readUInt8();
msg.readUInt8(); // attribute
const uint8_t refine = msg.readUInt8();
for (int i = 0; i < 4; i++)
msg.readInt16(); // cards[i]
const int equipType = msg.readInt16();
msg.readUInt8(); // itemType
const ItemInfo &itemInfo = ItemDB::get(itemId);
const unsigned char err = msg.readUInt8();
int floorId;
if (mSentPickups.empty())
{
floorId = 0;
}
else
{
floorId = mSentPickups.front();
mSentPickups.pop();
}
if (err)
{
if (localPlayer)
localPlayer->pickedUp(itemInfo, 0, identified, floorId, err);
}
else
{
if (localPlayer)
{
localPlayer->pickedUp(itemInfo, amount,
identified, floorId, Pickup::OKAY);
}
if (inventory)
{
const Item *const item = inventory->getItem(index);
if (item && item->getId() == itemId)
amount += item->getQuantity();
if (serverVersion < 1 && identified > 1)
identified = 1;
inventory->setItem(index, itemId, amount, refine,
identified, equipType != 0);
}
ArrowsListener::distributeEvent();
}
BLOCK_END("InventoryHandler::processPlayerInventoryAdd")
}
void InventoryHandler::processPlayerInventory(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerInventory")
const bool playerInvintory = msg.getId() == SMSG_PLAYER_INVENTORY;
Inventory *const inventory = localPlayer
? PlayerInfo::getInventory() : nullptr;
if (playerInvintory)
{
if (PlayerInfo::getEquipment())
{
// Clear inventory - this will be a complete refresh
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
if (inventory)
inventory->clear();
}
else
{
mInventoryItems.clear();
}
msg.readInt16(); // length
const int number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
int cards[4];
const int index = msg.readInt16() - (playerInvintory
? INVENTORY_OFFSET : STORAGE_OFFSET);
const int itemId = msg.readInt16();
const uint8_t itemType = msg.readUInt8();
uint8_t identified = msg.readUInt8();
const int amount = msg.readInt16();
const int arrow = msg.readInt16();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d",
index, itemId, itemType, identified, amount,
cards[0], cards[1], cards[2], cards[3]);
}
if (serverVersion < 1 && identified > 1)
identified = 1;
if (playerInvintory)
{
// Trick because arrows are not considered equipment
const bool isEquipment = arrow & 0x8000;
if (inventory)
{
inventory->setItem(index, itemId, amount,
0, identified, isEquipment);
}
}
else
{
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
amount, 0, identified, false));
}
}
BLOCK_END("InventoryHandler::processPlayerInventory")
}
void InventoryHandler::processPlayerEquip(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerEquip")
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int equipType = msg.readInt16();
const uint8_t flag = msg.readUInt8();
if (!flag)
NotifyManager::notify(NotifyTypes::EQUIP_FAILED);
else
mEquips.setEquipment(getSlot(equipType), index);
BLOCK_END("InventoryHandler::processPlayerEquip")
}
} // namespace TmwAthena