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-rw-r--r--src/net/inventoryhandler.cpp126
1 files changed, 100 insertions, 26 deletions
diff --git a/src/net/inventoryhandler.cpp b/src/net/inventoryhandler.cpp
index cd9b5ce0..3ce0899a 100644
--- a/src/net/inventoryhandler.cpp
+++ b/src/net/inventoryhandler.cpp
@@ -19,22 +19,22 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include "inventoryhandler.h"
-
#include <SDL_types.h>
+#include "inventoryhandler.h"
#include "messagein.h"
#include "protocol.h"
-#include "../resources/iteminfo.h"
+#include "../inventory.h"
#include "../item.h"
#include "../itemshortcut.h"
#include "../localplayer.h"
#include "../log.h"
-#include "../inventory.h"
#include "../gui/chat.h"
+#include "../resources/iteminfo.h"
+
#include "../utils/tostring.h"
InventoryHandler::InventoryHandler()
@@ -45,6 +45,12 @@ InventoryHandler::InventoryHandler()
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;
@@ -53,35 +59,69 @@ InventoryHandler::InventoryHandler()
void InventoryHandler::handleMessage(MessageIn *msg)
{
Sint32 number;
- Sint16 index, amount, itemId, equipType;
+ 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:
- // Only called on map load / warp. First reset all items
- // to not load them twice on map change.
- inventory->clear();
+ 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++)
- {
+ for (int loop = 0; loop < number; loop++) {
index = msg->readInt16();
itemId = msg->readInt16();
- msg->readInt8(); // type
- msg->readInt8(); // identify flag
- amount = msg->readInt16();
- msg->skip(2); // unknown
- msg->skip(8); // card (4 shorts)
-
- inventory->setItem(index, itemId, amount, false);
-
- // Trick because arrows are not considered equipment
- if (itemId == 1199 || itemId == 529)
- {
- if (Item *item = inventory->getItem(index))
- item->setEquipment(true);
+ 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;
@@ -90,12 +130,13 @@ void InventoryHandler::handleMessage(MessageIn *msg)
index = msg->readInt16();
amount = msg->readInt16();
itemId = msg->readInt16();
- msg->readInt8(); // identify flag
+ identified = msg->readInt8();
msg->readInt8(); // attribute
msg->readInt8(); // refine
- msg->skip(8); // card
+ for (int i = 0; i < 4; i++)
+ cards[i] = msg->readInt16();
equipType = msg->readInt16();
- msg->readInt8(); // type
+ itemType = msg->readInt8();
if (msg->readInt8() > 0) {
chatWindow->chatLog("Unable to pick up item", BY_SERVER);
@@ -147,5 +188,38 @@ void InventoryHandler::handleMessage(MessageIn *msg)
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;
}
}