/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/tmwa/inventoryhandler.h"
#include "notifymanager.h"
#include "enums/equipslot.h"
#include "being/localplayer.h"
#include "enums/resources/notifytypes.h"
#include "listeners/arrowslistener.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/protocol.h"
#include "net/ea/eaprotocol.h"
#include "net/ea/equipbackend.h"
#include "debug.h"
extern Net::InventoryHandler *inventoryHandler;
// missing EQUIP_RING1_SLOT
const EquipSlot::Type EQUIP_CONVERT[] =
{
EquipSlot::PROJECTILE_SLOT, // 0 0
EquipSlot::FEET_SLOT, // 1 SPRITE_HAIR
EquipSlot::LEGS_SLOT, // 2 SPRITE_WEAPON
EquipSlot::TORSO_SLOT, // 3 SPRITE_HEAD_BOTTOM
EquipSlot::PROJECTILE_SLOT, // 4 0
EquipSlot::NECK_SLOT, // 5 SPRITE_RING
EquipSlot::PROJECTILE_SLOT, // 6 0
EquipSlot::HEAD_SLOT, // 7 SPRITE_CLOTHES_COLOR
EquipSlot::RING2_SLOT, // 8 0
EquipSlot::GLOVES_SLOT, // 9 SPRITE_SHOES
EquipSlot::FIGHT1_SLOT, // 10 SPRITE_BODY
EquipSlot::FIGHT2_SLOT, // 11 SPRITE_FLOOR
EquipSlot::EVOL_RING1_SLOT, // 12 SPRITE_ROBE
EquipSlot::EVOL_RING2_SLOT, // 13 SPRITE_EVOL2
};
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<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(0, "unused");
}
void InventoryHandler::unequipItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
}
void InventoryHandler::useItem(const Item *const item) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt32(item->getId(), "item id");
}
void InventoryHandler::dropItem(const Item *const item, const int amount) const
{
if (!item)
return;
createOutPacket(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(static_cast<int16_t>(
item->getInvIndex() + INVENTORY_OFFSET), "index");
outMsg.writeInt16(static_cast<int16_t>(amount), "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 == InventoryType::INVENTORY
&& destination == InventoryType::STORAGE)
{
createOutPacket(CMSG_MOVE_TO_STORAGE);
outMsg.writeInt16(static_cast<int16_t>(slot + INVENTORY_OFFSET),
"index");
outMsg.writeInt32(amount, "amount");
}
else if (source == InventoryType::STORAGE
&& destination == InventoryType::INVENTORY)
{
createOutPacket(CMSG_MOVE_FROM_STORAGE);
outMsg.writeInt16(static_cast<int16_t>(slot + STORAGE_OFFSET),
"index");
outMsg.writeInt32(amount, "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("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) / 20;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int itemId = msg.readInt16("item id");
const uint8_t itemType = msg.readUInt8("item type");
const uint8_t identified = msg.readUInt8("identify");
msg.readInt16("equip type?");
const int equipType = msg.readInt16("equip type");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
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)
{
inventory->setItem(index, itemId, itemType, 1, refine,
1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_true,
Equipped_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("index") - INVENTORY_OFFSET;
int amount = msg.readInt16("amount");
const int itemId = msg.readInt16("item id");
const uint8_t identified = msg.readUInt8("identified");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
int cards[4];
for (int f = 0; f < 4; f++)
cards[f] = msg.readInt16("card");
const int equipType = msg.readInt16("equip type");
const int type = msg.readUInt8("item type");
const ItemInfo &itemInfo = ItemDB::get(itemId);
const unsigned char err = msg.readUInt8("status");
BeingId floorId;
if (mSentPickups.empty())
{
floorId = BeingId_zero;
}
else
{
floorId = mSentPickups.front();
mSentPickups.pop();
}
if (err)
{
PickupT 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;
UNIMPLIMENTEDPACKET;
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();
inventory->setItem(index, itemId, type, amount, refine,
1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
fromBool(equipType, Equipm),
Equipped_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");
const 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)
{
inventory->setItem(index, itemId, itemType, amount,
0, 1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
fromBool(isEquipment, Equipm),
Equipped_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");
const 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]);
}
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
itemType, cards, amount, 0, 1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_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.readInt16("equip type");
const uint8_t flag = msg.readUInt8("flag");
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.readInt16("equip type");
const uint8_t flag = msg.readUInt8("flag");
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("len");
const int number = (msg.getLength() - 4) / 20;
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");
const uint8_t identified = msg.readUInt8("identified");
const int amount = 1;
msg.readInt16("equip point?");
msg.readInt16("another equip point?");
msg.readUInt8("attribute (broken)");
const uint8_t refine = msg.readUInt8("refine");
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16("card");
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<unsigned int>(identified), amount,
cards[0], cards[1], cards[2], cards[3],
static_cast<unsigned int>(refine));
}
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
itemType, cards, amount, refine, 1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_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");
const unsigned char identified = msg.readUInt8("identified");
msg.readUInt8("attribute");
const uint8_t refine = msg.readUInt8("refine");
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)
{
mStorage->setItem(index, itemId, 0, amount,
refine, 1,
fromBool(identified, Identified),
Damaged_false,
Favorite_false,
Equipm_false,
Equipped_false);
mStorage->setCards(index, cards, 4);
}
}
BLOCK_END("InventoryHandler::processPlayerStorageAdd")
}
void InventoryHandler::selectEgg(const Item *const item A_UNUSED) const
{
}
int InventoryHandler::convertFromServerSlot(const int serverSlot) const
{
if (serverSlot < 0 || serverSlot > 13)
return 0;
return static_cast<int>(EQUIP_CONVERT[serverSlot]);
}
void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerStorageRemove")
// Move an item out of storage
const int index = msg.readInt16("index") - STORAGE_OFFSET;
const int amount = msg.readInt16("amount");
if (mStorage)
{
if (Item *const item = mStorage->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
mStorage->removeItemAt(index);
}
}
BLOCK_END("InventoryHandler::processPlayerStorageRemove")
}
} // namespace TmwAthena