summaryrefslogtreecommitdiff
path: root/src/net/manaserv/inventoryhandler.cpp
blob: 8622627e49796aca03957404dfcefbdb3cc53195 (plain) (blame)
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
/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#include "net/manaserv/inventoryhandler.h"

#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "itemshortcut.h"
#include "localplayer.h"
#include "playerinfo.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"

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:
            PlayerInfo::clearInventory();
            PlayerInfo::getEquipment()->setBackend(&mEquips);
            // no break!

        case GPMSG_INVENTORY:
            while (msg.getUnreadLength())
            {
                unsigned int slot = msg.readInt8();
                if (slot == 255)
                {
                    PlayerInfo::setAttribute(MONEY, 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;
                    PlayerInfo::setInventoryItem(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();
    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 = PlayerInfo::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(PlayerInfo::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