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path: root/src/net/ea/inventoryhandler.cpp
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/*
 *  The Mana World
 *  Copyright (C) 2004  The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  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, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include <SDL_types.h>

#include "inventoryhandler.h"
#include "../messagein.h"
#include "protocol.h"

#include "../../inventory.h"
#include "../../item.h"
#include "../../itemshortcut.h"
#include "../../localplayer.h"
#include "../../log.h"

#include "../../gui/chat.h"

#include "../../resources/iteminfo.h"

#include "../../utils/gettext.h"
#include "../../utils/strprintf.h"
#include "../../utils/stringutils.h"

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,
        0
    };
    handledMessages = _messages;
}

void InventoryHandler::handleMessage(MessageIn &msg)
{
    Sint32 number;
    Sint16 index, amount, itemId, equipType, arrow;
    Sint16 identified, cards[4], itemType;
    Inventory *inventory = player_node->getInventory();
    Inventory *storage = player_node->getStorage();

    switch (msg.getId())
    {
        case SMSG_PLAYER_INVENTORY:
        case SMSG_PLAYER_STORAGE_ITEMS:
        case SMSG_PLAYER_STORAGE_EQUIP:
            switch (msg.getId()) {
                case SMSG_PLAYER_INVENTORY:
                    // Clear inventory - this will be a complete refresh
                    inventory->clear();
                    break;
                case SMSG_PLAYER_STORAGE_ITEMS:
                    /*
                     * This packet will always be followed by a
                     * SMSG_PLAYER_STORAGE_EQUIP packet.  The two packets
                     * together comprise a complete refresh of storage, so
                     * clear storage here
                     */
                    storage->clear();
                    logger->log("Received SMSG_PLAYER_STORAGE_ITEMS");
                    break;
                default:
                    logger->log("Received SMSG_PLAYER_STORAGE_EQUIP");
                    break;
            }
            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();
                if (msg.getId() == SMSG_PLAYER_STORAGE_EQUIP) {
                    amount = 1;
                    msg.readInt16();    // Equip Point?
                } else {
                    amount = msg.readInt16();
                }
                arrow = msg.readInt16();
                if (msg.getId() == SMSG_PLAYER_STORAGE_EQUIP) {
                    msg.readInt8();   // Attribute (broken)
                    msg.readInt8();   // Refine level
                }
                for (int i = 0; i < 4; i++)
                    cards[i] = msg.readInt16();

                if (msg.getId() == SMSG_PLAYER_INVENTORY) {
                    inventory->setItem(index, itemId, amount, false);

                    // Trick because arrows are not considered equipment
                    if (arrow & 0x8000) {
                        if (Item *item = inventory->getItem(index))
                            item->setEquipment(true);
                    }
                } else {
                    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]);
                    storage->setItem(index, itemId, amount, false);
                }
            }
            break;

        case SMSG_PLAYER_INVENTORY_ADD:
            index = msg.readInt16();
            amount = msg.readInt16();
            itemId = msg.readInt16();
            identified = msg.readInt8();
            msg.readInt8();  // attribute
            msg.readInt8();  // refine
            for (int i = 0; i < 4; i++)
                cards[i] = msg.readInt16();
            equipType = msg.readInt16();
            itemType = msg.readInt8();

            if (msg.readInt8() > 0) {
                chatWindow->chatLog(_("Unable to pick up item"), BY_SERVER);
            } else {
                const ItemInfo &itemInfo = ItemDB::get(itemId);
                const std::string amountStr =
                    (amount > 1) ? toString(amount) : "a";
                chatWindow->chatLog(strprintf(_("You picked up %s %s"),
                        amountStr.c_str(), itemInfo.getName().c_str()), BY_SERVER);

                if (Item *item = inventory->getItem(index)) {
                    item->setId(itemId);
                    item->increaseQuantity(amount);
                } else {
                    inventory->setItem(index, itemId, amount, equipType != 0);
                }
            }
            break;

        case SMSG_PLAYER_INVENTORY_REMOVE:
            index = msg.readInt16();
            amount = msg.readInt16();
            if (Item *item = inventory->getItem(index)) {
                item->increaseQuantity(-amount);
                if (item->getQuantity() == 0)
                    inventory->removeItemAt(index);
            }
            break;

        case SMSG_PLAYER_INVENTORY_USE:
            index = msg.readInt16();
            msg.readInt16(); // item id
            msg.readInt32();  // id
            amount = msg.readInt16();
            msg.readInt8();  // type

            if (Item *item = inventory->getItem(index))
                item->setQuantity(amount);
            break;

        case SMSG_ITEM_USE_RESPONSE:
            index = msg.readInt16();
            amount = msg.readInt16();

            if (msg.readInt8() == 0) {
                chatWindow->chatLog(_("Failed to use item"), BY_SERVER);
            } else {
                if (Item *item = inventory->getItem(index))
                    item->setQuantity(amount);
            }
            break;

        case SMSG_PLAYER_STORAGE_STATUS:
            /*
             * Basic slots used vs total slots info
             * We don't really need this information, but 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.
             */
            logger->log("Received SMSG_PLAYER_STORAGE_STATUS");
            player_node->setInStorage(true);
            break;

        case SMSG_PLAYER_STORAGE_ADD:
            /*
             * Move an item into storage
             */
            break;

        case SMSG_PLAYER_STORAGE_REMOVE:
            /*
              * Move an item out of storage
              */
            break;

        case SMSG_PLAYER_STORAGE_CLOSE:
            /*
              * Storage access has been closed
              */
            player_node->setInStorage(false);
            logger->log("Received SMSG_PLAYER_STORAGE_CLOSE");
            break;
    }
}