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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 "net/ea/inventoryhandler.h"

#include "net/ea/equipmenthandler.h"
#include "net/ea/protocol.h"

#include "net/messagein.h"
#include "net/messageout.h"

#include "configuration.h"
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "log.h"

#include "gui/storagewindow.h"

#include "gui/widgets/chattab.h"

#include "resources/iteminfo.h"

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

#include <SDL_types.h>

Net::InventoryHandler *inventoryHandler;

namespace EAthena {

enum { debugInventory = 1 };

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;
    inventoryHandler = this;
}

void InventoryHandler::handleMessage(MessageIn &msg)
{
    int number;
    int index, amount, itemId, equipType, arrow;
    int 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:
            if (msg.getId() == SMSG_PLAYER_INVENTORY)
            {
                // Clear inventory - this will be a complete refresh
                clearEquipment();
                inventory->clear();
            }
            else
            {
                /*
                 * 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();
            }
            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();
                amount = msg.readInt16();
                arrow = msg.readInt16();
                for (int i = 0; i < 4; i++)
                    cards[i] = msg.readInt16();

                index -= (msg.getId() == SMSG_PLAYER_INVENTORY) ?
                         INVENTORY_OFFSET : STORAGE_OFFSET;

                if (debugInventory)
                {
                    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]);
                }

                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 {
                    storage->setItem(index, itemId, amount, false);
                }
            }
            break;

        case SMSG_PLAYER_STORAGE_EQUIP:
            msg.readInt16();  // length
            number = (msg.getLength() - 4) / 20;

            for (int loop = 0; loop < number; loop++) {
                index = msg.readInt16() - STORAGE_OFFSET;
                itemId = msg.readInt16();
                itemType = msg.readInt8();
                identified = msg.readInt8();
                amount = 1;
                msg.readInt16();    // Equip Point?
                msg.readInt16();    // Another Equip Point?
                msg.readInt8();   // Attribute (broken)
                msg.readInt8();   // Refine level
                for (int i = 0; i < 4; i++)
                    cards[i] = msg.readInt16();

                if (debugInventory)
                {
                    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() - INVENTORY_OFFSET;
            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();

            {
                const ItemInfo &itemInfo = ItemDB::get(itemId);

                if (msg.readInt8() > 0)
                {
                    player_node->pickedUp(itemInfo, 0);
                }
                else
                {
                    player_node->pickedUp(itemInfo, amount);

                    Item *item = inventory->getItem(index);

                    if  (item && item->getId() == itemId)
                        amount += inventory->getItem(index)->getQuantity();

                    inventory->setItem(index, itemId, amount, equipType != 0);
                }
            } break;

        case SMSG_PLAYER_INVENTORY_REMOVE:
            index = msg.readInt16() - INVENTORY_OFFSET;
            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() - INVENTORY_OFFSET;
            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() - INVENTORY_OFFSET;
            amount = msg.readInt16();

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

        case SMSG_PLAYER_STORAGE_STATUS:
            /*
             * 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.
             */
            player_node->setInStorage(true);
            msg.readInt16(); // Storage capacity
            msg.readInt16(); // Used count
            break;

        case SMSG_PLAYER_STORAGE_ADD:
            /*
             * Move an item into storage
             */
            index = msg.readInt16() - STORAGE_OFFSET;
            amount = msg.readInt32();
            itemId = msg.readInt16();
            identified = msg.readInt8();
            msg.readInt8();  // attribute
            msg.readInt8();  // refine
            for (int i = 0; i < 4; i++)
                cards[i] = msg.readInt16();

            if (Item *item = storage->getItem(index))
            {
                item->setId(itemId);
                item->increaseQuantity(amount);
            }
            else
            {
                storage->setItem(index, itemId, amount, false);
            }
            break;

        case SMSG_PLAYER_STORAGE_REMOVE:
            /*
             * Move an item out of storage
             */
            index = msg.readInt16() - STORAGE_OFFSET;
            amount = msg.readInt16();
            if (Item *item = storage->getItem(index))
            {
                item->increaseQuantity(-amount);
                if (item->getQuantity() == 0)
                    storage->removeItemAt(index);
            }
            break;

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

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

    MessageOut outMsg(CMSG_PLAYER_EQUIP);
    outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
    outMsg.writeInt16(0);
}

void InventoryHandler::unequipItem(const Item *item)
{
    const Item *real_item = item->isInEquipment() ? getRealEquipedItem(item)
                                                  : item;

    if (!real_item)
        return;

    MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
    outMsg.writeInt16(real_item->getInvIndex() + INVENTORY_OFFSET);
}

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

    MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE);
    outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
    outMsg.writeInt32(item->getId()); // unused
}

void InventoryHandler::dropItem(const Item *item, int amount)
{
    // TODO: Fix wrong coordinates of drops, serverside? (what's wrong here?)
    MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP);
    outMsg.writeInt16(item->getInvIndex() + INVENTORY_OFFSET);
    outMsg.writeInt16(amount);
}

bool InventoryHandler::canSplit(const Item *item)
{
    return false;
}

void InventoryHandler::splitItem(const Item *item, int amount)
{
    // Not implemented for eAthena (possible?)
}

void InventoryHandler::moveItem(int oldIndex, int newIndex)
{
    // Not implemented for eAthena (possible?)
}

void InventoryHandler::openStorage()
{
    // Doesn't apply to eAthena, since opening happens through NPCs?
}

void InventoryHandler::closeStorage()
{
    MessageOut outMsg(CMSG_CLOSE_STORAGE);
}

void InventoryHandler::moveItem(StorageType source, int slot, int amount,
                                StorageType destination)
{
    if (source == INVENTORY && destination == STORAGE)
    {
        MessageOut outMsg(CMSG_MOVE_TO_STORAGE);
        outMsg.writeInt16(slot + INVENTORY_OFFSET);
        outMsg.writeInt32(amount);
    }
    else if (source == STORAGE && destination == INVENTORY)
    {
        MessageOut outMsg(CSMG_MOVE_FROM_STORAGE);
        outMsg.writeInt16(slot + STORAGE_OFFSET);
        outMsg.writeInt32(amount);
    }
}

} // namespace EAthena