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-rw-r--r--src/net/manaserv/inventoryhandler.cpp331
1 files changed, 244 insertions, 87 deletions
diff --git a/src/net/manaserv/inventoryhandler.cpp b/src/net/manaserv/inventoryhandler.cpp
index 76fca7ae..c8dae1c3 100644
--- a/src/net/manaserv/inventoryhandler.cpp
+++ b/src/net/manaserv/inventoryhandler.cpp
@@ -26,33 +26,155 @@
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
+#include "log.h"
+#include "playerinfo.h"
-#include "gui/chat.h"
+#include "gui/inventorywindow.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
-#include "net/manaserv/protocol.h"
+#include "net/manaserv/manaserv_protocol.h"
#include "resources/iteminfo.h"
-#include "log.h" // <<< REMOVE ME!
-
extern Net::InventoryHandler *inventoryHandler;
namespace ManaServ {
extern Connection *gameServerConnection;
+EquipBackend::EquipBackend()
+{
+ listen(Event::ClientChannel);
+}
+
+Item *EquipBackend::getEquipment(int index) const
+{
+ if (index < 0 || (unsigned) index >= mSlots.size())
+ return 0;
+ return mSlots.at(index);
+}
+
+void EquipBackend::clear()
+{
+ for (std::vector<Item*>::iterator i = mSlots.begin(), i_end = mSlots.end();
+ i != i_end; ++i)
+ {
+ if (Item *item = *i)
+ item->setEquipped(false);
+ }
+ mSlots.assign(mSlots.size(), 0);
+}
+
+void EquipBackend::equip(int inventorySlot, int equipSlot, int amountUsed)
+{
+ if (equipSlot < 0 || (unsigned) equipSlot >= mSlotTypes.size())
+ {
+ logger->log("ManaServ::EquipBackend: Equipment slot out of range");
+ return;
+ }
+
+ const SlotType &slotType = mSlotTypes.at(equipSlot);
+ Item *item = PlayerInfo::getInventory()->getItem(inventorySlot);
+
+ if (!item)
+ {
+ logger->log("ManaServ::EquipBackend: No item at index %d",
+ inventorySlot);
+ return;
+ }
+
+ // Start at first index and search upwards for free slots to place the
+ // item at the given inventory slot in
+ int i = slotType.firstIndex;
+ const int end_i = i + slotType.count;
+
+ for (; i < end_i && amountUsed > 0; ++i)
+ {
+ if (!mSlots.at(i))
+ {
+ mSlots[i] = item;
+ --amountUsed;
+
+ item->setEquipped(true);
+ inventoryWindow->updateButtons();
+ }
+ }
+}
+
+void EquipBackend::unequip(int inventorySlot)
+{
+ Item *item = PlayerInfo::getInventory()->getItem(inventorySlot);
+
+ if (!item)
+ {
+ logger->log("ManaServ::EquipBackend: No item at index %d",
+ inventorySlot);
+ return;
+ }
+
+ for (unsigned i = 0; i < mSlots.size(); ++i)
+ if (mSlots.at(i) == item)
+ mSlots[i] = 0;
+
+ item->setEquipped(false);
+ inventoryWindow->updateButtons();
+}
+
+void EquipBackend::event(Event::Channel, const Event &event)
+{
+ if (event.getType() == Event::LoadingDatabases)
+ readEquipFile();
+}
+
+void EquipBackend::readEquipFile()
+{
+ mSlots.clear();
+ mSlotTypes.clear();
+
+ XML::Document doc("equip.xml");
+ xmlNodePtr rootNode = doc.rootNode();
+
+ if (!rootNode || !xmlStrEqual(rootNode->name, BAD_CAST "equip-slots"))
+ {
+ logger->log("ManaServ::EquipBackend: Error while reading equip.xml!");
+ return;
+ }
+
+ int slotCount = 0;
+
+ for_each_xml_child_node(childNode, rootNode)
+ {
+ if (!xmlStrEqual(childNode->name, BAD_CAST "slot"))
+ continue;
+
+ SlotType slotType;
+ slotType.name = XML::getProperty(childNode, "name", std::string());
+ slotType.count = XML::getProperty(childNode, "count", 1);
+ slotType.visible = XML::getBoolProperty(childNode, "visible", false);
+ slotType.firstIndex = slotCount;
+
+ mSlotTypes.push_back(slotType);
+ slotCount += slotType.count;
+ }
+
+ mSlots.resize(slotCount);
+}
+
+
InventoryHandler::InventoryHandler()
{
static const Uint16 _messages[] = {
GPMSG_INVENTORY_FULL,
GPMSG_INVENTORY,
+ GPMSG_EQUIP,
0
};
handledMessages = _messages;
inventoryHandler = this;
+
+ listen(Event::ItemChannel);
}
void InventoryHandler::handleMessage(Net::MessageIn &msg)
@@ -60,114 +182,149 @@ void InventoryHandler::handleMessage(Net::MessageIn &msg)
switch (msg.getId())
{
case GPMSG_INVENTORY_FULL:
- player_node->clearInventory();
- player_node->mEquipment->setBackend(&mEquips);
- // no break!
-
- case GPMSG_INVENTORY:
- while (msg.getUnreadLength())
{
- unsigned int slot = msg.readInt8();
- if (slot == 255)
+ PlayerInfo::clearInventory();
+ PlayerInfo::getEquipment()->setBackend(&mEquipBackend);
+ int count = msg.readInt16();
+ while (count--)
{
- player_node->setMoney(msg.readInt32());
- continue;
+ int slot = msg.readInt16();
+ int id = msg.readInt16();
+ int amount = msg.readInt16();
+ PlayerInfo::setInventoryItem(slot, id, amount);
}
+ while (msg.getUnreadLength())
+ {
+ int equipSlot = msg.readInt8();
+ int inventorySlot = msg.readInt16();
+ mEquipBackend.equip(inventorySlot, equipSlot);
+ }
+ }
+ break;
+
+ case GPMSG_INVENTORY:
+ while (msg.getUnreadLength())
+ {
+ unsigned int slot = msg.readInt16();
int id = msg.readInt16();
- if (slot < EQUIPMENT_SIZE)
+ unsigned int amount = id ? msg.readInt16() : 0;
+ PlayerInfo::setInventoryItem(slot, id, amount);
+ }
+ break;
+
+ case GPMSG_EQUIP:
+ while (msg.getUnreadLength())
+ {
+ int inventorySlot = msg.readInt16();
+ int equipSlotCount = msg.readInt8();
+
+ if (equipSlotCount == 0)
{
- mEquips.setEquipment(slot, id);
+ // No slots means to unequip this item
+ mEquipBackend.unequip(inventorySlot);
}
- else if (slot >= 32 && slot < 32 + getSize(Inventory::INVENTORY))
+ else
{
- int amount = id ? msg.readInt8() : 0;
- player_node->setInvItem(slot - 32, id, amount);
+ // Otherwise equip the item in the given slots
+ while (equipSlotCount--)
+ {
+ unsigned int equipSlot = msg.readInt8();
+ unsigned int amountUsed = msg.readInt8();
+
+ mEquipBackend.equip(inventorySlot, equipSlot,
+ amountUsed);
+ }
}
- };
+ }
break;
}
}
-void InventoryHandler::equipItem(const Item *item)
-{
- MessageOut msg(PGMSG_EQUIP);
- msg.writeInt8(item->getInvIndex());
- gameServerConnection->send(msg);
-}
-
-void InventoryHandler::unequipItem(const Item *item)
+void InventoryHandler::event(Event::Channel channel,
+ const Event &event)
{
- 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);
-}
+ if (channel == Event::ItemChannel)
+ {
+ Item *item = event.getItem("item");
-void InventoryHandler::useItem(const Item *item)
-{
- MessageOut msg(PGMSG_USE_ITEM);
- msg.writeInt8(item->getInvIndex());
- gameServerConnection->send(msg);
-}
+ if (!item)
+ return;
-void InventoryHandler::dropItem(const Item *item, int amount)
-{
- MessageOut msg(PGMSG_DROP);
- msg.writeInt8(item->getInvIndex());
- msg.writeInt8(amount);
- gameServerConnection->send(msg);
-}
+ int index = item->getInvIndex();
-bool InventoryHandler::canSplit(const Item *item)
-{
- return item && !item->isEquipment() && item->getQuantity() > 1;
-}
+ if (event.getType() == Event::DoEquip)
+ {
+ MessageOut msg(PGMSG_EQUIP);
+ msg.writeInt8(index);
+ gameServerConnection->send(msg);
+ }
+ else if (event.getType() == Event::DoUnequip)
+ {
+ MessageOut msg(PGMSG_UNEQUIP);
+ msg.writeInt8(index);
+ gameServerConnection->send(msg);
+ }
+ else if (event.getType() == Event::DoUse)
+ {
+ MessageOut msg(PGMSG_USE_ITEM);
+ msg.writeInt8(index);
+ gameServerConnection->send(msg);
+ }
+ else if (event.getType() == Event::DoDrop)
+ {
+ int amount = event.getInt("amount", 1);
-void InventoryHandler::splitItem(const Item *item, int amount)
-{
- int newIndex = player_node->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);
- }
-}
+ MessageOut msg(PGMSG_DROP);
+ msg.writeInt8(index);
+ msg.writeInt8(amount);
+ gameServerConnection->send(msg);
+ }
+ else if (event.getType() == Event::DoSplit)
+ {
+ int amount = event.getInt("amount", 1);
-void InventoryHandler::moveItem(int oldIndex, int newIndex)
-{
- if (oldIndex == newIndex)
- return;
+ int newIndex = PlayerInfo::getInventory()->getFreeSlot();
+ if (newIndex > Inventory::NO_SLOT_INDEX)
+ {
+ MessageOut msg(PGMSG_MOVE_ITEM);
+ msg.writeInt8(index);
+ msg.writeInt8(newIndex);
+ msg.writeInt8(amount);
+ gameServerConnection->send(msg);
+ }
+ }
+ else if (event.getType() == Event::DoMove)
+ {
+ int newIndex = event.getInt("newIndex", -1);
- MessageOut msg(PGMSG_MOVE_ITEM);
- msg.writeInt8(oldIndex);
- msg.writeInt8(newIndex);
- msg.writeInt8(player_node->getInventory()->getItem(oldIndex)
- ->getQuantity());
- gameServerConnection->send(msg);
-}
+ if (newIndex >= 0)
+ {
+ if (index == newIndex)
+ return;
-void InventoryHandler::openStorage(int type)
-{
- // TODO
-}
+ MessageOut msg(PGMSG_MOVE_ITEM);
+ msg.writeInt8(index);
+ msg.writeInt8(newIndex);
+ msg.writeInt8(item->getQuantity());
+ gameServerConnection->send(msg);
+ }
+ else
+ {
+ /*int source = event.getInt("source");
+ int destination = event.getInt("destination");
+ int amount = event.getInt("amount", 1);*/
-void InventoryHandler::closeStorage(int type)
-{
- // TODO
+ // TODO
+ }
+ }
+ }
}
-void InventoryHandler::moveItem(int source, int slot, int amount,
- int destination)
+bool InventoryHandler::canSplit(const Item *item)
{
- // TODO
+ return item && !item->getInfo().getEquippable()
+ && item->getQuantity() > 1;
}
size_t InventoryHandler::getSize(int type) const