/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 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 "configuration.h"
#include "equipment.h"
#include "event.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "log.h"
#include "gui/ministatus.h"
#include "gui/widgets/chattab.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "net/tmwa/protocol.h"
#include "resources/iteminfo.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include
extern Net::InventoryHandler *inventoryHandler;
const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] =
{
Equipment::EQUIP_LEGS_SLOT,
Equipment::EQUIP_FIGHT1_SLOT,
Equipment::EQUIP_GLOVES_SLOT,
Equipment::EQUIP_RING2_SLOT,
Equipment::EQUIP_RING1_SLOT,
Equipment::EQUIP_FIGHT2_SLOT,
Equipment::EQUIP_FEET_SLOT,
Equipment::EQUIP_NECK_SLOT,
Equipment::EQUIP_HEAD_SLOT,
Equipment::EQUIP_TORSO_SLOT,
Equipment::EQUIP_EVOL_RING1_SLOT,
Equipment::EQUIP_EVOL_RING2_SLOT,
Equipment::EQUIP_PROJECTILE_SLOT,
};
const Equipment::Slot EQUIP_CONVERT[] =
{
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_FEET_SLOT, // SPRITE_SHOE
Equipment::EQUIP_LEGS_SLOT, // SPRITE_BOTTOMCLOTHES
Equipment::EQUIP_TORSO_SLOT, // SPRITE_TOPCLOTHES
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_GLOVES_SLOT, // SPRITE_GLOVES
Equipment::EQUIP_FIGHT1_SLOT, // SPRITE_WEAPON
Equipment::EQUIP_FIGHT2_SLOT, // SPRITE_SHIELD
Equipment::EQUIP_EVOL_RING1_SLOT, // SPRITE_EVOL1
Equipment::EQUIP_EVOL_RING2_SLOT, // SPRITE_EVOL2
Equipment::EQUIP_PROJECTILE_SLOT, // 0
};
namespace TmwAthena
{
int getSlot(int eAthenaSlot);
int getSlot(int eAthenaSlot)
{
if (eAthenaSlot == 0)
return Equipment::EQUIP_VECTOREND;
if (eAthenaSlot & 0x8000)
return Equipment::EQUIP_PROJECTILE_SLOT;
int mask = 1;
int position = 0;
while (!(eAthenaSlot & mask))
{
mask <<= 1;
position++;
}
return EQUIP_POINTS[position];
}
enum
{
debugInventory = 1
};
InventoryHandler::InventoryHandler()
{
static const Uint16 _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;
mStorage = 0;
mStorageWindow = 0;
}
InventoryHandler::~InventoryHandler()
{
if (mStorageWindow)
{
mStorageWindow->close();
mStorageWindow = 0;
}
delete mStorage;
mStorage = 0;
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
{
int number, flag;
int index, amount, itemId, equipType, arrow, refine;
int identified, cards[4], itemType;
Inventory *inventory = 0;
if (player_node)
inventory = PlayerInfo::getInventory();
switch (msg.getId())
{
case SMSG_PLAYER_INVENTORY:
case SMSG_PLAYER_STORAGE_ITEMS:
if (msg.getId() == SMSG_PLAYER_INVENTORY)
{
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
number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
index = msg.readInt16();
itemId = msg.readInt16();
itemType = msg.readInt8();
identified = msg.readInt8();
amount = msg.readInt16();
arrow = msg.readInt16();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
index -= (msg.getId() == SMSG_PLAYER_INVENTORY) ?
INVENTORY_OFFSET : STORAGE_OFFSET;
if (debugInventory)
{
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 (msg.getId() == SMSG_PLAYER_INVENTORY)
{
// Trick because arrows are not considered equipment
bool isEquipment = arrow & 0x8000;
if (inventory)
{
inventory->setItem(index, itemId, amount,
0, isEquipment);
}
}
else
{
mInventoryItems.push_back(InventoryItem(index, itemId,
amount, 0, identified, false));
}
}
break;
case SMSG_PLAYER_STORAGE_EQUIP:
msg.readInt16(); // length
number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
index = msg.readInt16() - STORAGE_OFFSET;
itemId = msg.readInt16();
itemType = msg.readInt8();
identified = msg.readInt8();
amount = 1;
msg.readInt16(); // Equip Point?
msg.readInt16(); // Another Equip Point?
msg.readInt8(); // Attribute (broken)
refine = msg.readInt8();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (debugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d, Refine: %d",
index, itemId, itemType, identified, amount,
cards[0], cards[1], cards[2], cards[3],
refine);
}
mInventoryItems.push_back(InventoryItem(index, itemId, amount,
refine, identified, false));
}
break;
case SMSG_PLAYER_INVENTORY_ADD:
if (PlayerInfo::getEquipment()
&& !PlayerInfo::getEquipment()->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
itemId = msg.readInt16();
identified = msg.readInt8();
msg.readInt8(); // attribute
refine = msg.readInt8();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
equipType = msg.readInt16();
itemType = msg.readInt8();
{
const ItemInfo &itemInfo = ItemDB::get(itemId);
unsigned char err = msg.readInt8();
if (err)
{
if (player_node)
player_node->pickedUp(itemInfo, 0, err);
}
else
{
if (player_node)
player_node->pickedUp(itemInfo, amount, PICKUP_OKAY);
if (inventory)
{
Item *item = inventory->getItem(index);
if (item && item->getId() == itemId)
amount += inventory->getItem(index)->getQuantity();
inventory->setItem(index, itemId, amount, refine,
equipType != 0);
}
}
} break;
case SMSG_PLAYER_INVENTORY_REMOVE:
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
if (inventory)
{
if (Item *item = inventory->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
inventory->removeItemAt(index);
if (miniStatusWindow)
miniStatusWindow->updateArrows();
}
}
break;
case SMSG_PLAYER_INVENTORY_USE:
index = msg.readInt16() - INVENTORY_OFFSET;
msg.readInt16(); // item id
msg.readInt32(); // id
amount = msg.readInt16();
msg.readInt8(); // type
if (inventory)
{
if (Item *item = inventory->getItem(index))
{
if (amount)
item->setQuantity(amount);
else
inventory->removeItemAt(index);
}
}
break;
case SMSG_ITEM_USE_RESPONSE:
index = msg.readInt16() - INVENTORY_OFFSET;
amount = msg.readInt16();
if (msg.readInt8() == 0)
{
SERVER_NOTICE(_("Failed to use item."))
}
else
{
if (inventory)
{
if (Item *item = inventory->getItem(index))
{
if (amount)
item->setQuantity(amount);
else
inventory->removeItemAt(index);
}
}
}
break;
case SMSG_PLAYER_STORAGE_STATUS:
/*
* 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
int size = msg.readInt16(); // Max size
if (!mStorage)
mStorage = new Inventory(Inventory::STORAGE, size);
InventoryItems::iterator it = mInventoryItems.begin();
InventoryItems::iterator it_end = mInventoryItems.end();
for (; it != it_end; ++it)
{
mStorage->setItem((*it).slot, (*it).id, (*it).quantity,
(*it).refine, (*it).color, (*it).equip);
}
mInventoryItems.clear();
if (!mStorageWindow)
mStorageWindow = new InventoryWindow(mStorage);
}
break;
case SMSG_PLAYER_STORAGE_ADD:
// Move an item into storage
index = msg.readInt16() - STORAGE_OFFSET;
amount = msg.readInt32();
itemId = msg.readInt16();
identified = msg.readInt8();
msg.readInt8(); // attribute
refine = msg.readInt8();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (Item *item = mStorage->getItem(index))
{
item->setId(itemId, identified);
item->increaseQuantity(amount);
}
else
{
if (mStorage)
{
mStorage->setItem(index, itemId, amount, refine,
identified, false);
}
}
break;
case SMSG_PLAYER_STORAGE_REMOVE:
// Move an item out of storage
index = msg.readInt16() - STORAGE_OFFSET;
amount = msg.readInt16();
if (mStorage)
{
if (Item *item = mStorage->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
mStorage->removeItemAt(index);
}
}
break;
case SMSG_PLAYER_STORAGE_CLOSE:
// Storage access has been closed
// Storage window deletes itself
mStorageWindow = 0;
if (mStorage)
mStorage->clear();
delete mStorage;
mStorage = 0;
break;
case SMSG_PLAYER_EQUIPMENT:
msg.readInt16(); // length
if (PlayerInfo::getEquipment()
&& !PlayerInfo::getEquipment()->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
index = msg.readInt16() - INVENTORY_OFFSET;
itemId = msg.readInt16();
msg.readInt8(); // type
msg.readInt8(); // identify flag
msg.readInt16(); // equip type
equipType = msg.readInt16();
msg.readInt8(); // attribute
refine = msg.readInt8();
msg.skip(8); // card
if (inventory)
inventory->setItem(index, itemId, 1, refine, true);
if (equipType)
mEquips.setEquipment(getSlot(equipType), index);
}
break;
case SMSG_PLAYER_EQUIP:
index = msg.readInt16() - INVENTORY_OFFSET;
equipType = msg.readInt16();
flag = msg.readInt8();
if (!flag)
SERVER_NOTICE(_("Unable to equip."))
else
mEquips.setEquipment(getSlot(equipType), index);
break;
case SMSG_PLAYER_UNEQUIP:
index = msg.readInt16() - INVENTORY_OFFSET;
equipType = msg.readInt16();
flag = msg.readInt8();
if (flag)
mEquips.setEquipment(getSlot(equipType), -1);
if (miniStatusWindow && equipType & 0x8000)
miniStatusWindow->updateArrows();
break;
case SMSG_PLAYER_ATTACK_RANGE:
{
int range = msg.readInt16();
if (player_node)
player_node->setAttackRange(range);
PlayerInfo::setStatBase(ATTACK_RANGE, range);
PlayerInfo::setStatMod(ATTACK_RANGE, 0);
break;
}
case SMSG_PLAYER_ARROW_EQUIP:
index = msg.readInt16();
if (index <= 1)
break;
index -= INVENTORY_OFFSET;
mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index);
if (miniStatusWindow)
miniStatusWindow->updateArrows();
break;
default:
break;
}
}
void InventoryHandler::equipItem(const Item *item)
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt16(0);
}
void InventoryHandler::unequipItem(const Item *item)
{
if (!item)
return;
MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
}
void InventoryHandler::useItem(const Item *item)
{
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 *item, int amount)
{
if (!item)
return;
// TODO: Fix wrong coordinates of drops, serverside? (what's wrong here?)
MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast(
item->getInvIndex() + INVENTORY_OFFSET));
outMsg.writeInt16(static_cast(amount));
}
bool InventoryHandler::canSplit(const Item *item _UNUSED_)
{
return false;
}
void InventoryHandler::splitItem(const Item *item _UNUSED_,
int amount _UNUSED_)
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::moveItem(int oldIndex _UNUSED_, int newIndex _UNUSED_)
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::openStorage(int type _UNUSED_)
{
// Doesn't apply to eAthena, since opening happens through NPCs?
}
void InventoryHandler::closeStorage(int type _UNUSED_)
{
MessageOut outMsg(CMSG_CLOSE_STORAGE);
}
void InventoryHandler::moveItem(int source, int slot, int amount,
int destination)
{
if (source == Inventory::INVENTORY && destination == Inventory::STORAGE)
{
MessageOut outMsg(CMSG_MOVE_TO_STORAGE);
outMsg.writeInt16(slot + INVENTORY_OFFSET);
outMsg.writeInt32(amount);
}
else if (source == Inventory::STORAGE
&& destination == Inventory::INVENTORY)
{
MessageOut outMsg(CSMG_MOVE_FROM_STORAGE);
outMsg.writeInt16(slot + STORAGE_OFFSET);
outMsg.writeInt32(amount);
}
}
size_t InventoryHandler::getSize(int type) const
{
switch (type)
{
case Inventory::INVENTORY:
return 100;
case Inventory::STORAGE:
return 0; // Comes from server after items
case Inventory::TRADE:
return 12;
case GUILD_STORAGE:
return 0; // Comes from server after items
default:
return 0;
}
}
int InventoryHandler::convertFromServerSlot(int serverSlot)
{
if (serverSlot < 0 || serverSlot > 13)
return 0;
return EQUIP_CONVERT[serverSlot];
}
} // namespace TmwAthena