1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
|
/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "equipmenthandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../being.h"
#include "../beingmanager.h"
#include "../equipment.h"
#include "../item.h"
#include "../localplayer.h"
#include "../log.h"
#include "../gui/chat.h"
EquipmentHandler::EquipmentHandler()
{
static const Uint16 _messages[] = {
SMSG_PLAYER_EQUIPMENT,
SMSG_PLAYER_EQUIP,
0x01d7,
SMSG_PLAYER_UNEQUIP,
SMSG_PLAYER_ARROW_EQUIP,
0
};
handledMessages = _messages;
}
void EquipmentHandler::handleMessage(MessageIn &msg)
{
Sint32 itemCount;
Sint16 index, equipPoint, itemId;
Sint8 type;
int mask, position;
Being *being;
Item *item;
switch (msg.getId())
{
case SMSG_PLAYER_EQUIPMENT:
msg.readShort(); // length
itemCount = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < itemCount; loop++)
{
index = msg.readShort();
itemId = msg.readShort();
msg.readByte(); // type
msg.readByte(); // identify flag
msg.readShort(); // equip type
equipPoint = msg.readShort();
msg.readByte(); // attribute
msg.readByte(); // refine
player_node->addInvItem(index, itemId, 1, true);
if (equipPoint)
{
mask = 1;
position = 0;
while (!(equipPoint & mask))
{
mask <<= 1;
position++;
}
item = player_node->getInvItem(index);
player_node->mEquipment->setEquipment(position, item);
}
}
break;
case SMSG_PLAYER_EQUIP:
index = msg.readShort();
equipPoint = msg.readShort();
type = msg.readByte();
logger->log("Equipping: %i %i %i", index, equipPoint, type);
if (!type) {
chatWindow->chatLog("Unable to equip.", BY_SERVER);
break;
}
if (!equipPoint) {
// No point given, no point in searching
break;
}
// Unequip any existing equipped item in this position
mask = 1;
position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
logger->log("Position %i", position);
item = player_node->mEquipment->getEquipment(position);
if (item) {
item->setEquipped(false);
}
item = player_node->getInvItem(index);
player_node->mEquipment->setEquipment(position, item);
player_node->setWeaponById(item->getId());
break;
case 0x01d7:
// Equipment related
being = beingManager->findBeing(msg.readLong());
msg.readByte(); // equip point
itemId = msg.readShort();
msg.readShort(); // item id 2
if (!being)
break;
being->setWeaponById(itemId);
break;
case SMSG_PLAYER_UNEQUIP:
index = msg.readShort();
equipPoint = msg.readShort();
type = msg.readByte();
if (!type) {
chatWindow->chatLog("Unable to unequip.", BY_SERVER);
break;
}
if (!equipPoint) {
// No point given, no point in searching
break;
}
mask = 1;
position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
item = player_node->getInvItem(index);
if (!item)
break;
item->setEquipped(false);
switch (item->getId()) {
case 529:
case 1199:
player_node->mEquipment->setArrows(NULL);
break;
case 521:
case 522:
case 530:
case 536:
case 1200:
case 1201:
player_node->setWeapon(0);
// TODO: Why this break? Shouldn't a weapon be
// unequipped in inventory too?
break;
default:
player_node->mEquipment->removeEquipment(position);
break;
}
logger->log("Unequipping: %i %i(%i) %i",
index, equipPoint, type, position);
break;
case SMSG_PLAYER_ARROW_EQUIP:
itemId = msg.readShort();
if (itemId <= 1)
break;
item = player_node->getInvItem(itemId);
if (!item)
break;
item->setEquipped(true);
player_node->mEquipment->setArrows(item);
logger->log("Arrows equipped: %i", itemId);
break;
}
}
|