/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana 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 . */ #include "net/manaserv/inventoryhandler.h" #include "equipment.h" #include "inventory.h" #include "item.h" #include "itemshortcut.h" #include "localplayer.h" #include "gui/chat.h" #include "net/manaserv/connection.h" #include "net/manaserv/messagein.h" #include "net/manaserv/messageout.h" #include "net/manaserv/protocol.h" #include "resources/iteminfo.h" #include "log.h" // <<< REMOVE ME! extern Net::InventoryHandler *inventoryHandler; namespace ManaServ { extern Connection *gameServerConnection; InventoryHandler::InventoryHandler() { static const Uint16 _messages[] = { GPMSG_INVENTORY_FULL, GPMSG_INVENTORY, 0 }; handledMessages = _messages; inventoryHandler = this; } 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) { player_node->setMoney(msg.readInt32()); continue; } int id = msg.readInt16(); if (slot < EQUIPMENT_SIZE) { mEquips.setEquipment(slot, id); } else if (slot >= 32 && slot < 32 + getSize(Inventory::INVENTORY)) { int amount = id ? msg.readInt8() : 0; player_node->setInvItem(slot - 32, id, amount); } }; break; } } void InventoryHandler::equipItem(const Item *item) { MessageOut msg(PGMSG_EQUIP); msg.writeInt8(item->getInvIndex()); gameServerConnection->send(msg); } void InventoryHandler::unequipItem(const Item *item) { 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); } void InventoryHandler::useItem(const Item *item) { MessageOut msg(PGMSG_USE_ITEM); msg.writeInt8(item->getInvIndex()); gameServerConnection->send(msg); } void InventoryHandler::dropItem(const Item *item, int amount) { MessageOut msg(PGMSG_DROP); msg.writeInt8(item->getInvIndex()); msg.writeInt8(amount); gameServerConnection->send(msg); } bool InventoryHandler::canSplit(const Item *item) { return item && !item->isEquipment() && item->getQuantity() > 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); } } void InventoryHandler::moveItem(int oldIndex, int newIndex) { if (oldIndex == newIndex) return; MessageOut msg(PGMSG_MOVE_ITEM); msg.writeInt8(oldIndex); msg.writeInt8(newIndex); msg.writeInt8(player_node->getInventory()->getItem(oldIndex) ->getQuantity()); gameServerConnection->send(msg); } void InventoryHandler::openStorage(int type) { // TODO } void InventoryHandler::closeStorage(int type) { // TODO } void InventoryHandler::moveItem(int source, int slot, int amount, int destination) { // TODO } size_t InventoryHandler::getSize(int type) const { switch (type) { case Inventory::INVENTORY: case Inventory::TRADE: return 50; case Inventory::STORAGE: return 300; default: return 0; } } } // namespace ManaServ