/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "equipmenthandler.h" #include "messagein.h" #include "protocol.h" #include "../beingmanager.h" #include "../equipment.h" #include "../inventory.h" #include "../item.h" #include "../localplayer.h" #include "../log.h" #include "../gui/chat.h" EquipmentHandler::EquipmentHandler() { static const Uint16 _messages[] = { SMSG_PLAYER_EQUIPMENT, SMSG_PLAYER_EQUIP, SMSG_PLAYER_UNEQUIP, SMSG_PLAYER_ARROW_EQUIP, SMSG_PLAYER_ATTACK_RANGE, 0 }; handledMessages = _messages; } void EquipmentHandler::handleMessage(MessageIn *msg) { Sint32 itemCount; Sint16 index, equipPoint, itemId; Sint8 type; int mask, position; Item *item; Inventory *inventory = player_node->getInventory(); switch (msg->getId()) { case SMSG_PLAYER_EQUIPMENT: msg->readInt16(); // length itemCount = (msg->getLength() - 4) / 20; for (int loop = 0; loop < itemCount; loop++) { index = msg->readInt16(); itemId = msg->readInt16(); msg->readInt8(); // type msg->readInt8(); // identify flag msg->readInt16(); // equip type equipPoint = msg->readInt16(); msg->readInt8(); // attribute msg->readInt8(); // refine msg->skip(8); // card inventory->setItem(index, itemId, 1, true); if (equipPoint) { mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } item = inventory->getItem(index); player_node->mEquipment->setEquipment(position, index); } } break; case SMSG_PLAYER_EQUIP: index = msg->readInt16(); equipPoint = msg->readInt16(); type = msg->readInt8(); logger->log("Equipping: %i %i %i", index, equipPoint, type); if (!type) { chatWindow->chatLog("Unable to equip.", BY_SERVER); break; } if (!equipPoint) { // No point given, no point in searching break; } // Unequip any existing equipped item in this position mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } logger->log("Position %i", position); item = player_node->getInventory()->getItem(player_node->mEquipment->getEquipment(position)); if (item) { item->setEquipped(false); } item = inventory->getItem(index); player_node->mEquipment->setEquipment(position, index); break; case SMSG_PLAYER_UNEQUIP: index = msg->readInt16(); equipPoint = msg->readInt16(); type = msg->readInt8(); if (!type) { chatWindow->chatLog("Unable to unequip.", BY_SERVER); break; } if (!equipPoint) { // No point given, no point in searching break; } mask = 1; position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } item = inventory->getItem(index); if (!item) break; item->setEquipped(false); switch (item->getId()) { case 529: case 1199: player_node->mEquipment->setArrows(NULL); break; case 521: case 522: case 530: case 536: case 1200: case 1201: player_node->setSprite(Being::WEAPON_SPRITE, 0); // TODO: Why this break? Shouldn't a weapon be // unequipped in inventory too? break; default: player_node->mEquipment->removeEquipment(position); break; } logger->log("Unequipping: %i %i(%i) %i", index, equipPoint, type, position); break; case SMSG_PLAYER_ATTACK_RANGE: player_node->setAttackRange(msg->readInt16()); break; case SMSG_PLAYER_ARROW_EQUIP: index = msg->readInt16(); if (index <= 1) break; item = inventory->getItem(index); if (!item) break; item->setEquipped(true); player_node->mEquipment->setArrows(index); logger->log("Arrows equipped: %i", index); break; } }