/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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/manaserv/inventoryhandler.h"
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "playerinfo.h"
#include "gui/chatwindow.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/protocol.h"
#include "resources/iteminfo.h"
#include "logger.h" // <<< REMOVE ME!
extern Net::InventoryHandler *inventoryHandler;
namespace ManaServ
{
extern Connection *gameServerConnection;
InventoryHandler::InventoryHandler()
{
static const uint16_t _messages[] =
{
GPMSG_INVENTORY_FULL,
GPMSG_INVENTORY,
GPMSG_EQUIP,
0
};
handledMessages = _messages;
inventoryHandler = this;
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_INVENTORY_FULL:
{
PlayerInfo::clearInventory();
PlayerInfo::getEquipment()->setBackend(&mEquips);
int count = msg.readInt16();
while (count--)
{
unsigned int slot = msg.readInt16();
int id = msg.readInt16();
unsigned int amount = msg.readInt16();
PlayerInfo::setInventoryItem(slot, id, amount, 0);
}
while (msg.getUnreadLength())
{
unsigned int slot = msg.readInt8();
unsigned int ref = msg.readInt16();
mEquips.addEquipment(slot, ref);
}
}
break;
case GPMSG_INVENTORY:
while (msg.getUnreadLength())
{
unsigned int slot = msg.readInt16();
int id = msg.readInt16();
unsigned int amount = id ? msg.readInt16() : 0;
PlayerInfo::setInventoryItem(slot, id, amount, 0);
}
break;
case GPMSG_EQUIP:
while (msg.getUnreadLength())
{
unsigned int ref = msg.readInt16();
int count = msg.readInt8();
while (count--)
{
unsigned int slot = msg.readInt8();
unsigned int used = msg.readInt8();
mEquips.setEquipment(slot, used, ref);
}
}
break;
default:
break;
}
}
void InventoryHandler::equipItem(const Item *item)
{
MessageOut msg(PGMSG_EQUIP);
msg.writeInt8(item->getInvIndex());
gameServerConnection->send(msg);
}
void InventoryHandler::unequipItem(const Item *item)
{
MessageOut msg(PGMSG_UNEQUIP);
msg.writeInt8(item->getInvIndex());
gameServerConnection->send(msg);
/*
// Tidy equipment directly to avoid weapon still shown bug, for instance
int equipSlot = item->getInvIndex();
logger->log("Unequipping %d", equipSlot);
mEquips.setEquipment(equipSlot, 0);
*/
}
void InventoryHandler::useItem(const Item *item)
{
MessageOut msg(PGMSG_USE_ITEM);
msg.writeInt8(item->getInvIndex());
gameServerConnection->send(msg);
}
void InventoryHandler::dropItem(const Item *item, int amount)
{
MessageOut msg(PGMSG_DROP);
msg.writeInt8(item->getInvIndex());
msg.writeInt8(amount);
gameServerConnection->send(msg);
}
bool InventoryHandler::canSplit(const Item *item) const
{
return item && !item->isEquipment() && item->getQuantity() > 1;
}
void InventoryHandler::splitItem(const Item *item, int amount)
{
int newIndex = PlayerInfo::getInventory()->getFreeSlot();
if (newIndex > Inventory::NO_SLOT_INDEX)
{
MessageOut msg(PGMSG_MOVE_ITEM);
msg.writeInt8(item->getInvIndex());
msg.writeInt8(newIndex);
msg.writeInt8(amount);
gameServerConnection->send(msg);
}
}
void InventoryHandler::moveItem(int oldIndex, int newIndex)
{
if (oldIndex == newIndex)
return;
MessageOut msg(PGMSG_MOVE_ITEM);
msg.writeInt8(oldIndex);
msg.writeInt8(newIndex);
msg.writeInt8(PlayerInfo::getInventory()->getItem(oldIndex)
->getQuantity());
gameServerConnection->send(msg);
}
void InventoryHandler::openStorage(int type A_UNUSED)
{
// TODO
}
void InventoryHandler::closeStorage(int type A_UNUSED)
{
// TODO
}
void InventoryHandler::moveItem2(int source A_UNUSED, int slot A_UNUSED,
int amount A_UNUSED, int destination A_UNUSED)
{
// TODO
}
size_t InventoryHandler::getSize(int type) const
{
switch (type)
{
case Inventory::INVENTORY:
case Inventory::TRADE:
return 50;
case Inventory::STORAGE:
return 300;
default:
return 0;
}
}
int InventoryHandler::convertFromServerSlot(int eAthenaSlot) const
{
return eAthenaSlot;
}
} // namespace ManaServ