/* * 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/serverfeatures.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; 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: 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_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; createOutPacket(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; createOutPacket(CMSG_PLAYER_UNEQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); } void InventoryHandler::useItem(const Item *const item) const { if (!item) return; createOutPacket(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; createOutPacket(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 { createOutPacket(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) { createOutPacket(CMSG_MOVE_TO_STORAGE); outMsg.writeInt16(static_cast(slot + INVENTORY_OFFSET)); outMsg.writeInt32(amount); } else if (source == Inventory::STORAGE && destination == Inventory::INVENTORY) { createOutPacket(CSMG_MOVE_FROM_STORAGE); outMsg.writeInt16(static_cast(slot + STORAGE_OFFSET)); outMsg.writeInt32(amount); } } void InventoryHandler::useCard(const int index A_UNUSED) const { } 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::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(); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); if (mDebugInventory) { logger->log("Index: %d, ID: %d, Type: %d, Identified: %d", index, itemId, itemType, identified); } if (inventory) { if (serverFeatures->haveItemColors()) { inventory->setItem(index, itemId, 1, refine, identified, true, false, false, true, false); } else { inventory->setItem(index, itemId, 1, refine, 1, identified != 0, false, false, 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() - 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(); int cards[4]; for (int f = 0; f < 4; f++) cards[f] = msg.readInt16("card"); 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) { Pickup::Type pickup; switch (err) { case 1: pickup = Pickup::BAD_ITEM; break; case 2: pickup = Pickup::TOO_HEAVY; break; case 3: pickup = Pickup::TOO_FAR; break; case 4: pickup = Pickup::INV_FULL; break; case 5: pickup = Pickup::STACK_FULL; break; case 6: pickup = Pickup::DROP_STEAL; break; default: pickup = Pickup::UNKNOWN; logger->log("unknown pickup type: %d", err); break; } if (localPlayer) localPlayer->pickedUp(itemInfo, 0, identified, floorId, pickup); } 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 (serverFeatures->haveItemColors()) { inventory->setItem(index, itemId, amount, refine, identified, true, false, false, equipType != 0, false); } else { inventory->setItem(index, itemId, amount, refine, 1, identified != 0, false, 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) / 18; for (int loop = 0; loop < number; loop++) { int cards[4]; const int index = msg.readInt16("index") - INVENTORY_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); uint8_t identified = msg.readUInt8("identified"); const int amount = msg.readInt16("amount"); const int arrow = msg.readInt16("arrow"); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16("card"); 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]); } // Trick because arrows are not considered equipment const bool isEquipment = arrow & 0x8000; if (inventory) { if (serverFeatures->haveItemColors()) { inventory->setItem(index, itemId, amount, 0, identified, true, false, false, isEquipment, false); } else { inventory->setItem(index, itemId, amount, 0, 1, identified != 0, false, false, isEquipment, 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"); const int number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { int cards[4]; const int index = msg.readInt16("index") - STORAGE_OFFSET; const int itemId = msg.readInt16("item id"); const uint8_t itemType = msg.readUInt8("item type"); uint8_t identified = msg.readUInt8("identified"); const int amount = msg.readInt16("amount"); msg.readInt16("arrow"); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16("card"); 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 (serverFeatures->haveItemColors()) { mInventoryItems.push_back(Ea::InventoryItem(index, itemId, cards, amount, 0, identified, true, false, false, false)); } else { mInventoryItems.push_back(Ea::InventoryItem(index, itemId, cards, amount, 0, 1, identified != 0, false, false, 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") } void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerUnEquip") msg.readInt16(); // inder val - INVENTORY_OFFSET; const int equipType = msg.readInt16(); const uint8_t flag = msg.readUInt8(); if (flag) mEquips.setEquipment(getSlot(equipType), -1); if (equipType & 0x8000) ArrowsListener::distributeEvent(); BLOCK_END("InventoryHandler::processPlayerUnEquip") } void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg) { BLOCK_START("InventoryHandler::processPlayerStorageEquip") msg.readInt16(); // length const int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { int cards[4]; const int index = msg.readInt16() - STORAGE_OFFSET; const int itemId = msg.readInt16(); const uint8_t itemType = msg.readUInt8(); uint8_t identified = msg.readUInt8(); const int amount = 1; msg.readInt16(); // Equip Point? msg.readInt16(); // Another Equip Point? msg.readUInt8(); // Attribute (broken) const uint8_t refine = msg.readUInt8(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); if (mDebugInventory) { logger->log("Index: %d, ID: %d, Type: %d, Identified: %u, " "Qty: %d, Cards: %d, %d, %d, %d, Refine: %u", index, itemId, itemType, static_cast(identified), amount, cards[0], cards[1], cards[2], cards[3], static_cast(refine)); } if (serverFeatures->haveItemColors()) { mInventoryItems.push_back(Ea::InventoryItem(index, itemId, cards, amount, refine, identified, true, false, false, false)); } else { mInventoryItems.push_back(Ea::InventoryItem(index, itemId, cards, amount, refine, 1, identified != 0, false, false, 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() - STORAGE_OFFSET; const int amount = msg.readInt32(); const int itemId = msg.readInt16(); unsigned char identified = msg.readUInt8(); msg.readUInt8(); // attribute const uint8_t refine = msg.readUInt8(); 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, identified); item->increaseQuantity(amount); } else { if (mStorage) { if (serverFeatures->haveItemColors()) { mStorage->setItem(index, itemId, amount, refine, identified, true, false, false, false, false); } else { mStorage->setItem(index, itemId, amount, refine, 1, identified != 0, false, false, false, false); } mStorage->setCards(index, cards, 4); } } BLOCK_END("InventoryHandler::processPlayerStorageAdd") } void InventoryHandler::selectEgg(const Item *const item A_UNUSED) const { } } // namespace TmwAthena