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path: root/src/net/eathena/inventoryhandler.cpp
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/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#include "net/eathena/inventoryhandler.h"

#include "notifymanager.h"

#include "being/localplayer.h"
#include "being/pickup.h"

#include "listeners/arrowslistener.h"

#include "net/net.h"
#include "net/serverfeatures.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;

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,
        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;

        default:
            break;
    }
}

void InventoryHandler::equipItem(const Item *const item) const
{
    if (!item)
        return;

    MessageOut outMsg(CMSG_PLAYER_EQUIP);
    outMsg.writeInt16(static_cast<int16_t>(
        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;

    MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
    outMsg.writeInt16(static_cast<int16_t>(
        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<int16_t>(
        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<int16_t>(
        item->getInvIndex() + INVENTORY_OFFSET));
    outMsg.writeInt16(static_cast<int16_t>(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
{
    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)
    {
        MessageOut outMsg(packet);
        outMsg.writeInt16(static_cast<int16_t>(slot + offset));
        outMsg.writeInt32(amount);
    }
}

void InventoryHandler::useCard(const int index) const
{
    MessageOut outMsg(CMSG_PLAYER_USE_CARD);
    outMsg.writeInt16(static_cast<int16_t>(index + INVENTORY_OFFSET), "index");
}

void InventoryHandler::insertCard(const int cardIndex,
                                  const int itemIndex) const
{
    MessageOut outMsg(CMSG_PLAYER_INSERT_CARD);
    outMsg.writeInt16(static_cast<int16_t>(cardIndex + INVENTORY_OFFSET),
        "card index");
    outMsg.writeInt16(static_cast<int16_t>(itemIndex + INVENTORY_OFFSET),
        "item index");
}

void InventoryHandler::favoriteItem(const Item *const item,
                                    const bool favorite) const
{
    MessageOut outMsg(CMSG_PLAYER_FAVORITE_ITEM);
    outMsg.writeInt16(static_cast<int16_t>(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;
    const uint8_t identified = 1;

    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");
//        uint8_t identified = msg.readUInt8();      // identify flag

        msg.readInt32("location");
        const int equipType = msg.readInt32("wear state");
        const uint8_t refine = static_cast<uint8_t>(msg.readInt8("refine"));
        msg.readInt16("card0");
        msg.readInt16("card1");
        msg.readInt16("card2");
        msg.readInt16("card3");
        msg.readInt32("hire expire date (?)");
        msg.readInt16("equip type");
        msg.readInt16("item sprite number");
        msg.readInt8("flags");

        // need get actual identify flag
        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("index") - INVENTORY_OFFSET;
    int amount = msg.readInt16("count");
    const int itemId = msg.readInt16("item id");
    uint8_t identified = msg.readUInt8("identified");
    msg.readUInt8("is damaged");
    const uint8_t refine = msg.readUInt8("refine");
    msg.readInt16("card0");
    msg.readInt16("card1");
    msg.readInt16("card2");
    msg.readInt16("card3");
    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)
    {
        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 (!serverFeatures->haveItemColors() && 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")
    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;
    const uint8_t identified = 1;

    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");
        msg.readInt16("card0");
        msg.readInt16("card1");
        msg.readInt16("card2");
        msg.readInt16("card3");
        msg.readInt32("hire expire date (?)");
        msg.readInt8("flags");

        // need get actual identify flag
        // Trick because arrows are not considered equipment
//      const bool isEquipment = arrow & 0x8000;

        if (inventory)
        {
            inventory->setItem(index, itemId, amount,
                0, identified, false);
        }
    }
    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;
    const uint8_t identified = 1;

    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");
        msg.readInt16("card0");
        msg.readInt16("card1");
        msg.readInt16("card2");
        msg.readInt16("card3");
        msg.readInt32("hire expire date (?)");
        msg.readInt8("flags");

        // need get actual identify flag
        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("index") - INVENTORY_OFFSET;
    const int equipType = msg.readInt32("wear location");
    msg.readInt16("sprite");
    const uint8_t flag = msg.readUInt8("result");

    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("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;
    const uint8_t identified = 1;

    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");
        msg.readInt16("card0");
        msg.readInt16("card1");
        msg.readInt16("card2");
        msg.readInt16("card3");
        msg.readInt32("hire expire date");
        msg.readInt16("bind on equip");
        msg.readInt16("sprite");
        msg.readInt8("flags");

        // need get identified from flags
        mInventoryItems.push_back(Ea::InventoryItem(index,
            itemId, amount, refine, identified, 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");
    msg.readInt16("card0");
    msg.readInt16("card1");
    msg.readInt16("card2");
    msg.readInt16("card3");

    if (Item *const item = mStorage->getItem(index))
    {
        item->setId(itemId, identified);
        item->increaseQuantity(amount);
    }
    else
    {
        if (mStorage)
        {
            mStorage->setItem(index, itemId, amount,
                refine, identified, false);
        }
    }
    BLOCK_END("InventoryHandler::processPlayerStorageAdd")
}

}  // namespace EAthena