diff options
Diffstat (limited to 'src/game-server/inventory.cpp')
-rw-r--r-- | src/game-server/inventory.cpp | 946 |
1 files changed, 482 insertions, 464 deletions
diff --git a/src/game-server/inventory.cpp b/src/game-server/inventory.cpp index 99390651..e486f7c0 100644 --- a/src/game-server/inventory.cpp +++ b/src/game-server/inventory.cpp @@ -25,196 +25,13 @@ #include "game-server/inventory.h" #include "game-server/item.h" #include "game-server/itemmanager.h" +#include "game-server/state.h" #include "net/messageout.h" #include "utils/logger.h" -// TODO: -// - Inventory::initialise() Usable but could use a few more things -// - Inventory::equip() Usable but last part would be nice - -typedef std::set<unsigned int> ItemIdSet; - -Inventory::Inventory(Character *p, bool d): - mPoss(&p->getPossessions()), mInvMsg(GPMSG_INVENTORY), - mEqmMsg(GPMSG_EQUIP), mClient(p), mDelayed(d) -{ -} - -Inventory::~Inventory() -{ - commit(false); -} - -void Inventory::restart() +Inventory::Inventory(Character *p): + mPoss(&p->getPossessions()), mCharacter(p) { - mInvMsg.clear(); - mInvMsg.writeInt16(GPMSG_INVENTORY); -} - -void Inventory::cancel() -{ - assert(mDelayed); - Possessions &poss = mClient->getPossessions(); - if (mPoss != &poss) - { - delete mPoss; - mPoss = &poss; - } - restart(); -} - -void Inventory::commit(bool doRestart) -{ - Possessions &poss = mClient->getPossessions(); - /* Sends changes, whether delayed or not. */ - if (mInvMsg.getLength() > 2) - { - /* Send the message to the client directly. Perhaps this should be - done through an update flag, too? */ - gameHandler->sendTo(mClient, mInvMsg); - } - if (mPoss != &poss) - { - if (mDelayed) - { - /* - * Search for any and all changes to equipment. - * Search through equipment for changes between old and new equipment. - * Send changes directly when there is a change. - * Even when equipment references to invy slots are the same, it still - * needs to be searched for changes to the internal equiment slot - * usage. - * This is probably the worst part of doing this in delayed mode. - */ - IdSlotMap oldEquip, newEquip; - { - EquipData::const_iterator it1, it2, it1_end, it2_end; - for (it1 = mPoss->equipSlots.begin(), - it1_end = mPoss->equipSlots.end(); - it1 != it1_end; - ++it1) - { -#ifdef INV_CONST_BOUND_DEBUG - IdSlotMap::const_iterator temp2, temp = -#endif - newEquip.insert( - newEquip.upper_bound(it1->second), - std::make_pair(it1->second, it1->first)); -#ifdef INV_CONST_BOUND_DEBUG - if (temp != - --(temp2 = newEquip.upper_bound(it1->second))) - throw; -#endif - } - for (it2 = poss.equipSlots.begin(), - it2_end = poss.equipSlots.end(); - it2 != it2_end; - ++it2) - oldEquip.insert( - oldEquip.upper_bound(it2->second), - std::make_pair(it2->second, it2->first)); - } - { - IdSlotMap::const_iterator it1 = newEquip.begin(), - it2 = oldEquip.begin(), - it1_end = newEquip.end(), - it2_end = oldEquip.end(), - temp1, temp2; - while (it1 != it1_end || it2 != it2_end) - { - if (it1 == it1_end) - { - if (it2 == it2_end) - break; - equip_sub(0, it1); - } - else if (it2 == it2_end) - equip_sub(newEquip.count(it2->first), it2); - else if (it1->first == it2->first) - { - double invSlot = it1->first; - while ((it1 != it1_end && it1->first == invSlot) || - (it2 != it2_end && it2->first == invSlot)) - { - /* - * Item is still equipped, but need to check - * that the slots didn't change. - */ - if (it1->second == it2->second) - { - // No change. - ++it1; - ++it2; - continue; - } - unsigned int itemId = - mPoss->inventory.at(it1->first).itemId; - changeEquipment(itemId, itemId); - break; - } - } - else if (it1->first > it2->first) - equip_sub(newEquip.count(it2->first), it2); - else // it1->first < it2->first - equip_sub(0, it1); - } - } - } - poss = *mPoss; - delete mPoss; - mPoss = &poss; - } - - /* Update server sided states if in delayed mode. If we are not in - delayed mode, the server sided states already reflect the changes - that have just been sent to the client. */ - - if (mEqmMsg.getLength() > 2) - gameHandler->sendTo(mClient, mEqmMsg); - - if (doRestart) - restart(); -} - -void Inventory::equip_sub(unsigned int newCount, IdSlotMap::const_iterator &it) -{ - const unsigned int invSlot = it->first; - unsigned int count = 0, eqSlot = it->second; - mEqmMsg.writeInt16(invSlot); - mEqmMsg.writeInt8(newCount); - do { - if (newCount) - { - if (it->second != eqSlot) - { - mEqmMsg.writeInt8(eqSlot); - mEqmMsg.writeInt8(count); - count = 1; - eqSlot = it->second; - } - ++count; - } - if (itemManager->isEquipSlotVisible(it->second)) - mClient->raiseUpdateFlags(UPDATEFLAG_LOOKSCHANGE); - } while ((++it)->first == invSlot); - if (count) - { - mEqmMsg.writeInt8(eqSlot); - mEqmMsg.writeInt8(count); - } - mEqmMsg.writeInt16(invSlot); - changeEquipment(newCount ? 0 : mPoss->inventory.at(invSlot).itemId, - newCount ? mPoss->inventory.at(invSlot).itemId : 0); -} - -void Inventory::prepare() -{ - if (!mDelayed) - return; - - Possessions *poss = &mClient->getPossessions(); - if (mPoss == poss) - mPoss = new Possessions(*poss); } void Inventory::sendFull() const @@ -238,43 +55,42 @@ void Inventory::sendFull() const k != k_end; ++k) { - m.writeInt8(k->first); // equip slot - m.writeInt16(k->second); // inventory slot + m.writeInt16(k->first); // Equip slot id + m.writeInt16(k->second.itemId); // Item id + m.writeInt16(k->second.itemInstance); // Item instance } - gameHandler->sendTo(mClient, m); + gameHandler->sendTo(mCharacter, m); } -void Inventory::initialise() +void Inventory::initialize() { - assert(!mDelayed); - - InventoryData::iterator it1; - EquipData::const_iterator it2, it2_end = mPoss->equipSlots.end(); /* - * Apply all exists triggers. - * Remove unknown inventory items. + * Construct a set of item Ids to keep track of duplicate item Ids. */ - - ItemIdSet itemIds; + std::set<unsigned int> itemIds; /* * Construct a set of itemIds to keep track of duplicate itemIds. */ + InventoryData::iterator it1; for (it1 = mPoss->inventory.begin(); it1 != mPoss->inventory.end();) { ItemClass *item = itemManager->getItem(it1->second.itemId); if (item) { + // If the insertion succeeded, it's the first time we're + // adding the item in the inventory. Hence, we can trigger + // item presence in inventory effect. if (itemIds.insert(it1->second.itemId).second) - item->useTrigger(mClient, ITT_IN_INVY); + item->useTrigger(mCharacter, ITT_IN_INVY); ++it1; } else { LOG_WARN("Inventory: deleting unknown item type " << it1->second.itemId << " from the inventory of '" - << mClient->getName() + << mCharacter->getName() << "'!"); mPoss->inventory.erase(it1++); } @@ -282,46 +98,57 @@ void Inventory::initialise() itemIds.clear(); - typedef std::set<unsigned int> SlotSet; - SlotSet equipment; - /* - * Construct a set of slot references from equipment to keep track of - * duplicate slot usage. + * Equipment effects can be cumulative if more than one item instance + * is equipped, but we check to trigger the item presence in equipment + * effect only based on the first item instance insertion. */ - for (it2 = mPoss->equipSlots.begin(); it2 != it2_end; ++it2) + EquipData::iterator it2; + for (it2 = mPoss->equipSlots.begin(); it2 != mPoss->equipSlots.end();) { - if (equipment.insert(it2->second).second) + ItemClass *item = itemManager->getItem(it2->second.itemId); + if (item) { - /* - * Perform checks for equipped items - check that all needed slots are available. - */ - // TODO - Not needed for testing everything else right now, but - // will be needed for production - /* - * Apply all equip triggers. - */ - itemManager->getItem(mPoss->inventory.at(it2->second).itemId) - ->useTrigger(mClient, ITT_EQUIP); + // TODO: Check equip conditions. + // If not all needed slots are there, put the item back + // in the inventory. + } + else + { + LOG_WARN("Equipment: deleting unknown item id " + << it2->second.itemId << " from the equipment of '" + << mCharacter->getName() + << "'!"); + mPoss->equipSlots.erase(it2++); + continue; + } + + /* + * Apply all equip triggers at first item instance insertion + */ + if (itemIds.insert(it2->second.itemInstance).second) + { + itemManager->getItem(it2->second.itemId) + ->useTrigger(mCharacter, ITT_EQUIP); } - } - equipment.clear(); + ++it2; + } - checkSize(); + checkInventorySize(); } -void Inventory::checkSize() +void Inventory::checkInventorySize() { /* * Check that the inventory size is greater than or equal to the size * needed. - * If not, forcibly delete (drop?) items from the end until it is. + * If not, forcibly drop items from the end until it is. * Check that inventory capacity is greater than or equal to zero. - * If not, forcibly delete (drop?) items from the end until it is. + * If not, forcibly drop items from the end until it is. */ while (mPoss->inventory.size() > INVENTORY_SLOTS - || mClient->getModifiedAttribute(ATTR_INV_CAPACITY) < 0) + || mCharacter->getModifiedAttribute(ATTR_INV_CAPACITY) < 0) { LOG_WARN("Inventory: oversize inventory! Deleting '" << mPoss->inventory.rbegin()->second.amount @@ -330,11 +157,26 @@ void Inventory::checkSize() << "' from slot '" << mPoss->inventory.rbegin()->first << "' of character '" - << mClient->getName() + << mCharacter->getName() << "'!"); - // FIXME Should probably be dropped rather than deleted. + + // Remove the items from inventory removeFromSlot(mPoss->inventory.rbegin()->first, mPoss->inventory.rbegin()->second.amount); + + // Drop them on the floor + ItemClass *ic = itemManager->getItem(mPoss->inventory.rbegin()->first); + int nb = mPoss->inventory.rbegin()->second.amount; + Item *item = new Item(ic, nb); + item->setMap(mCharacter->getMap()); + item->setPosition(mCharacter->getPosition()); + if (!GameState::insert(item)) + { + // Warn about drop failure + LOG_WARN("Impossible to drop " << nb << " item(s) id: " + << ic->getDatabaseID() << " for character: '" + << mCharacter->getName() << "'!"); + } } } @@ -346,13 +188,19 @@ unsigned int Inventory::getItem(unsigned int slot) const unsigned int Inventory::insert(unsigned int itemId, unsigned int amount) { - unsigned int maxPerSlot = itemManager->getItem(itemId)->getMaxPerSlot(); if (!itemId || !amount) return 0; - prepare(); + + MessageOut invMsg(GPMSG_INVENTORY); + unsigned int maxPerSlot = itemManager->getItem(itemId)->getMaxPerSlot(); + + LOG_DEBUG("Inventory: Inserting " << amount << " item(s) Id: " << itemId + << " for character '" << mCharacter->getName() << "'."); + InventoryData::iterator it, it_end = mPoss->inventory.end(); // Add to slots with existing items of this type first. for (it = mPoss->inventory.begin(); it != it_end; ++it) + { if (it->second.itemId == itemId) { // If the slot is full, try the next slot @@ -360,31 +208,35 @@ unsigned int Inventory::insert(unsigned int itemId, unsigned int amount) continue; // Add everything that'll fit to the stack - unsigned short spaceleft = maxPerSlot - it->second.amount; - if (spaceleft >= amount) + unsigned short spaceLeft = maxPerSlot - it->second.amount; + if (spaceLeft >= amount) { it->second.amount += amount; amount = 0; + LOG_DEBUG("Everything inserted at slot id: " << it->first); } else { - it->second.amount += spaceleft; - amount -= spaceleft; + it->second.amount += spaceLeft; + amount -= spaceLeft; + LOG_DEBUG(spaceLeft << " item(s) inserted at slot id: " + << it->first); } - mInvMsg.writeInt16(it->first); - mInvMsg.writeInt16(itemId); - mInvMsg.writeInt16(it->second.amount); + invMsg.writeInt16(it->first); + invMsg.writeInt16(itemId); + invMsg.writeInt16(it->second.amount); if (!amount) - return 0; + break; } + } int slot = 0; // We still have some left, so add to blank slots. for (it = mPoss->inventory.begin();; ++it) { if (!amount) - return 0; + break; int lim = (it == it_end) ? INVENTORY_SLOTS : it->first; while (amount && slot < lim) { @@ -392,15 +244,21 @@ unsigned int Inventory::insert(unsigned int itemId, unsigned int amount) mPoss->inventory[slot].itemId = itemId; mPoss->inventory[slot].amount = additions; amount -= additions; - mInvMsg.writeInt16(slot++); // Last read, so also increment - mInvMsg.writeInt16(itemId); - mInvMsg.writeInt16(additions); + LOG_DEBUG(additions << " item(s) inserted at slot id: " << slot); + invMsg.writeInt16(slot++); // Last read, so also increment + invMsg.writeInt16(itemId); + invMsg.writeInt16(additions); } ++slot; // Skip the slot that the iterator points to - if (it == it_end) break; + if (it == it_end) + break; } - checkSize(); + // Send that first, before checking potential removals + if (invMsg.getLength() > 2) + gameHandler->sendTo(mCharacter, invMsg); + + checkInventorySize(); return amount; } @@ -416,73 +274,73 @@ unsigned int Inventory::count(unsigned int itemId) const return nb; } -unsigned int Inventory::remove(unsigned int itemId, unsigned int amount, bool force) +unsigned int Inventory::remove(unsigned int itemId, unsigned int amount) { - prepare(); - bool inv = false, - eq = !itemManager->getItem(itemId)->getItemEquipData().empty(); + if (!itemId || !amount) + return amount; + + LOG_DEBUG("Inventory: Request remove of " << amount << " item(s) id: " + << itemId << " for character: '" << mCharacter->getName() + << "'."); + + MessageOut invMsg(GPMSG_INVENTORY); + bool triggerLeaveInventory = true; for (InventoryData::iterator it = mPoss->inventory.begin(), - it_end = mPoss->inventory.end(); - it != it_end; ++it) + it_end = mPoss->inventory.end(); it != it_end; ++it) + { if (it->second.itemId == itemId) { if (amount) { - if (eq) - { - // If the item is equippable, we have additional checks to make. - bool ch = false; - for (EquipData::iterator it2 = mPoss->equipSlots.begin(), - it2_end = mPoss->equipSlots.end(); - it2 != it2_end; - ++it2) - if (it2->second == it->first) - { - if (force) - unequip(it2); - else - ch = inv = true; - break; - } - if (ch && !force) - continue; - } unsigned int sub = std::min(amount, it->second.amount); amount -= sub; it->second.amount -= sub; - mInvMsg.writeInt16(it->first); + invMsg.writeInt16(it->first); if (it->second.amount) { - mInvMsg.writeInt16(it->second.itemId); - mInvMsg.writeInt16(it->second.amount); + invMsg.writeInt16(it->second.itemId); + invMsg.writeInt16(it->second.amount); // Some still exist, and we have none left to remove, so // no need to run leave invy triggers. if (!amount) - return 0; + triggerLeaveInventory = false; + LOG_DEBUG("Slot id: " << it->first << " has now " + << it->second.amount << "item(s)."); } else { - mInvMsg.writeInt16(0); + invMsg.writeInt16(0); mPoss->inventory.erase(it); + LOG_DEBUG("Slot id: " << it->first << " is now empty."); } } else + { // We found an instance of them existing and have none left to // remove, so no need to run leave invy triggers. - return 0; + triggerLeaveInventory = false; + } } - if (force) - itemManager->getItem(itemId)->useTrigger(mClient, ITT_LEAVE_INVY); - // Rather inefficient, but still usable for now assuming small invy size. - // FIXME - return inv && !force ? remove(itemId, amount, true) : amount; + } + + if (triggerLeaveInventory) + itemManager->getItem(itemId)->useTrigger(mCharacter, ITT_LEAVE_INVY); + + if (invMsg.getLength() > 2) + gameHandler->sendTo(mCharacter, invMsg); + + return amount; } -unsigned int Inventory::move(unsigned int slot1, unsigned int slot2, unsigned int amount) +unsigned int Inventory::move(unsigned int slot1, unsigned int slot2, + unsigned int amount) { + LOG_DEBUG(amount << " item(s) requested to move from: " << slot1 << " to " + << slot2 << " for character: '" << mCharacter->getName() << "'."); + if (!amount || slot1 == slot2 || slot2 >= INVENTORY_SLOTS) return amount; - prepare(); + InventoryData::iterator it1 = mPoss->inventory.find(slot1), it2 = mPoss->inventory.find(slot2), inv_end = mPoss->inventory.end(); @@ -490,14 +348,7 @@ unsigned int Inventory::move(unsigned int slot1, unsigned int slot2, unsigned in if (it1 == inv_end) return amount; - EquipData::iterator it, it_end = mPoss->equipSlots.end(); - for (it = mPoss->equipSlots.begin(); - it != it_end; - ++it) - if (it->second == slot1) - // Bad things will happen when you can stack multiple equippable - // items in the same slot anyway. - it->second = slot2; + MessageOut invMsg(GPMSG_INVENTORY); unsigned int nb = std::min(amount, it1->second.amount); if (it2 == inv_end) @@ -511,63 +362,113 @@ unsigned int Inventory::move(unsigned int slot1, unsigned int slot2, unsigned in it1->second.amount -= nb; amount -= nb; - mInvMsg.writeInt16(slot1); // Slot + //Save the itemId in case of deletion of the iterator + unsigned int itemId = it1->second.itemId; + invMsg.writeInt16(slot1); // Slot if (it1->second.amount) { - mInvMsg.writeInt16(it1->second.itemId); // Item Id - mInvMsg.writeInt16(it1->second.amount); // Amount + invMsg.writeInt16(it1->second.itemId); // Item Id + invMsg.writeInt16(it1->second.amount); // Amount + LOG_DEBUG("Left " << amount << " item(s) id:" + << it1->second.itemId << " into slot: " << slot1); } else { - mInvMsg.writeInt16(0); + invMsg.writeInt16(0); mPoss->inventory.erase(it1); + LOG_DEBUG("Slot: " << slot1 << " is now empty."); } - mInvMsg.writeInt16(slot2); // Slot - mInvMsg.writeInt16(it1->second.itemId); // Item Id (same as slot 1) - mInvMsg.writeInt16(nb); // Amount + invMsg.writeInt16(slot2); // Slot + invMsg.writeInt16(itemId); // Item Id (same as slot 1) + invMsg.writeInt16(nb); // Amount + LOG_DEBUG("Slot: " << slot2 << " has now " << nb << " of item id: " + << itemId); } else { // Slot2 exists. if (it2->second.itemId != it1->second.itemId) - return amount; // Cannot stack items of a different type. - nb = std::min(itemManager->getItem(it1->second.itemId)->getMaxPerSlot() - - it2->second.amount, - nb); - - it1->second.amount -= nb; - it2->second.amount += nb; - amount -= nb; - - mInvMsg.writeInt16(slot1); // Slot - if (it1->second.amount) - { - mInvMsg.writeInt16(it1->second.itemId); // Item Id - mInvMsg.writeInt16(it1->second.amount); // Amount + { + // Swap items when they are of a different type + // and when all the amount of slot 1 is moving onto slot 2. + if (amount >= it1->second.amount) + { + unsigned int itemId = it1->second.itemId; + unsigned int amount = it1->second.amount; + it1->second.itemId = it2->second.itemId; + it1->second.amount = it2->second.amount; + it2->second.itemId = itemId; + it2->second.amount = amount; + + // Sending swapped slots. + invMsg.writeInt16(slot1); + invMsg.writeInt16(it1->second.itemId); + invMsg.writeInt16(it1->second.amount); + invMsg.writeInt16(slot2); + invMsg.writeInt16(it2->second.itemId); + invMsg.writeInt16(it2->second.amount); + LOG_DEBUG("Swapping items in slots " << slot1 + << " and " << slot2); + } + else + { + // Cannot partially stack items of a different type. + LOG_DEBUG("Cannot move " << amount << " item(s) from slot " + << slot1 << " to " << slot2); + return amount; + } } - else + else // Same item type on slot 2. { - mInvMsg.writeInt16(0); - mPoss->inventory.erase(it1); + // Number of items moving + nb = std::min(itemManager->getItem( + it1->second.itemId)->getMaxPerSlot() + - it2->second.amount, nb); + + // If nothing can move, we can abort + if (!nb) + return amount; + + it1->second.amount -= nb; + it2->second.amount += nb; + amount -= nb; + + invMsg.writeInt16(slot1); // Slot + if (it1->second.amount) + { + invMsg.writeInt16(it1->second.itemId); // Item Id + invMsg.writeInt16(it1->second.amount); // Amount + } + else + { + invMsg.writeInt16(0); + mPoss->inventory.erase(it1); + } + invMsg.writeInt16(slot2); // Slot + invMsg.writeInt16(it2->second.itemId); // Item Id + invMsg.writeInt16(it2->second.amount); // Amount } - mInvMsg.writeInt16(slot2); // Slot - mInvMsg.writeInt16(it2->second.itemId); // Item Id - mInvMsg.writeInt16(it2->second.amount); // Amount } + + if (invMsg.getLength() > 2) + gameHandler->sendTo(mCharacter, invMsg); + return amount; } unsigned int Inventory::removeFromSlot(unsigned int slot, unsigned int amount) { - prepare(); - InventoryData::iterator it = mPoss->inventory.find(slot); // When the given slot doesn't exist, we can't remove anything if (it == mPoss->inventory.end()) return amount; - // Check if an item of the same class exists elsewhere in the inventory + LOG_DEBUG("Inventory: Request Removal of " << amount << " item(s) in slot: " + << slot << " for character: '" << mCharacter->getName() << "'."); + + MessageOut invMsg(GPMSG_INVENTORY); + // Check if an item of the same id exists elsewhere in the inventory bool exists = false; for (InventoryData::const_iterator it2 = mPoss->inventory.begin(), it2_end = mPoss->inventory.end(); @@ -580,212 +481,329 @@ unsigned int Inventory::removeFromSlot(unsigned int slot, unsigned int amount) break; } } - if (!exists && it->second.itemId) { - if (ItemClass *ic = itemManager->getItem(it->second.itemId)) - ic->useTrigger(mClient, ITT_LEAVE_INVY); - } + + // We check whether it's the last slot where we can find that item id. + bool lastSlotOfItemRemaining = false; + if (!exists && it->second.itemId) + lastSlotOfItemRemaining = true; unsigned int sub = std::min(amount, it->second.amount); amount -= sub; it->second.amount -= sub; - mInvMsg.writeInt16(it->first); + invMsg.writeInt16(it->first); if (it->second.amount) { - mInvMsg.writeInt16(it->second.itemId); - mInvMsg.writeInt16(it->second.amount); + invMsg.writeInt16(it->second.itemId); + invMsg.writeInt16(it->second.amount); } else { - mInvMsg.writeInt16(0); + invMsg.writeInt16(0); + + // The item(s) was(were) the last one(s) in the inventory. + if (lastSlotOfItemRemaining) + { + if (ItemClass *ic = itemManager->getItem(it->second.itemId)) + ic->useTrigger(mCharacter, ITT_LEAVE_INVY); + } mPoss->inventory.erase(it); } + + if (invMsg.getLength() > 2) + gameHandler->sendTo(mCharacter, invMsg); + return amount; } -void Inventory::changeEquipment(unsigned int oldId, unsigned int newId) +void Inventory::updateEquipmentTrigger(unsigned int oldId, unsigned int newId) { if (!oldId && !newId) return; - changeEquipment(oldId ? itemManager->getItem(oldId) : 0, + updateEquipmentTrigger(oldId ? itemManager->getItem(oldId) : 0, newId ? itemManager->getItem(newId) : 0); } -void Inventory::changeEquipment(ItemClass *oldI, ItemClass *newI) +void Inventory::updateEquipmentTrigger(ItemClass *oldI, ItemClass *newI) { // This should only be called when applying changes, either directly // in non-delayed mode or when the changes are committed in delayed mode. if (!oldI && !newI) return; if (oldI && newI) - oldI->useTrigger(mClient, ITT_EQUIPCHG); + oldI->useTrigger(mCharacter, ITT_EQUIPCHG); else if (oldI) - oldI->useTrigger(mClient, ITT_UNEQUIP); + oldI->useTrigger(mCharacter, ITT_UNEQUIP); else if (newI) - newI->useTrigger(mClient, ITT_EQUIP); + newI->useTrigger(mCharacter, ITT_EQUIP); +} + +unsigned int Inventory::getNewEquipItemInstance() +{ + unsigned int itemInstance = 1; + + for (EquipData::const_iterator it = mPoss->equipSlots.begin(), + it_end = mPoss->equipSlots.end(); it != it_end; ++it) + { + if (it->second.itemInstance == itemInstance) + { + ++itemInstance; + it = mPoss->equipSlots.begin(); + } + } + + return itemInstance; } -bool Inventory::equip(int slot, bool override) +bool Inventory::checkEquipmentCapacity(unsigned int equipmentSlot, + unsigned int capacityRequested) { - if (mPoss->equipSlots.count(slot)) + int capacity = itemManager->getEquipSlotCapacity(equipmentSlot); + + // If the equipement slot doesn't exist, we can't equip on it. + if (capacity <= 0) return false; + + // Test whether the slot capacity requested is reached. + for (EquipData::const_iterator it = mPoss->equipSlots.begin(), + it_end = mPoss->equipSlots.end(); it != it_end; ++it) + { + if (it->first == equipmentSlot) + { + if (it->second.itemInstance != 0) + { + capacity--; + } + } + } + + assert(capacity >= 0); // A should never happen case. + + if (capacity < (int)capacityRequested) + return false; + + return true; +} + +bool Inventory::equip(int inventorySlot) +{ + // Test inventory slot existence InventoryData::iterator it; - if ((it = mPoss->inventory.find(slot)) == mPoss->inventory.end()) + if ((it = mPoss->inventory.find(inventorySlot)) == mPoss->inventory.end()) + { + return false; + LOG_DEBUG("No existing item in inventory at slot: " << inventorySlot); + } + + // Test the equipment scripted requirements + if (!testEquipScriptRequirements(it->second.itemId)) + return false; + + // Test the equip requirements. If none, it's not an equipable item. + const ItemEquipRequirement &equipReq = + itemManager->getItem(it->second.itemId)->getItemEquipRequirement(); + if (!equipReq.equipSlotId) + { + LOG_DEBUG("No equip requirements for item id: " << it->second.itemId + << " at slot: " << inventorySlot); return false; - const ItemEquipsInfo &eq = itemManager->getItem(it->second.itemId)->getItemEquipData(); - if (eq.empty()) + } + + // List of potential unique itemInstances to unequip first. + std::set<unsigned int> equipInstancesToUnequipFirst; + + // We first check the equipment slots for: + // - 1. whether enough total equip slot space is available. + // - 2. whether some other equipment is to be unequipped first. + + // If not enough total space in the equipment slot is available, + // we cannot equip. + if (itemManager->getEquipSlotCapacity(equipReq.equipSlotId) + < equipReq.capacityRequired) + { + LOG_DEBUG("Not enough equip capacity at slot: " << equipReq.equipSlotId + << ", total available: " + << itemManager->getEquipSlotCapacity(equipReq.equipSlotId) + << ", required: " << equipReq.capacityRequired); return false; - ItemEquipInfo const *ovd = 0; - // Iterate through all possible combinations of slots - for (ItemEquipsInfo::const_iterator it2 = eq.begin(), - it2_end = eq.end(); - it2 != it2_end; - ++it2) + } + + // Test whether some item(s) is(are) to be unequipped first. + if (!checkEquipmentCapacity(equipReq.equipSlotId, + equipReq.capacityRequired)) { - // Iterate through this combination of slots. - /* - * 0 = all ok, slots free - * 1 = possible if other items are unequipped first - * 2 = impossible, requires too many slots even with other equipment being removed - */ - int fail = 0; - ItemEquipInfo::const_iterator it3, it3_end; - for (it3 = it2->begin(), - it3_end = it2->end(); - it3 != it3_end; - ++it3) + // And test whether the unequip action would succeed first. + if (testUnequipScriptRequirements(equipReq.equipSlotId) + && hasInventoryEnoughSpace(equipReq.equipSlotId)) { - // it3 -> { slot id, number required } - unsigned int max = itemManager->getMaxSlotsFromId(it3->first), - used = mPoss->equipSlots.count(it3->first); - if (max - used >= it3->second) - continue; - else if (max >= it3->second) + // Then, we unequip each iteminstance of the equip slot + for (EquipData::iterator iter = + mPoss->equipSlots.begin(); + iter != mPoss->equipSlots.end(); ++iter) { - fail |= 1; - if (override) - continue; - else - break; - } - else - { - fail |= 2; - break; + if (iter->first == equipReq.equipSlotId + && iter->second.itemInstance) + equipInstancesToUnequipFirst.insert( + iter->second.itemInstance); } } - switch (fail) + else + { + // Some non-unequippable equipment is to be unequipped first. + // Can be the case of cursed items, + // or when the inventory is full, for instance. + return false; + } + } + + // Potential Pre-unequipment process + for (std::set<unsigned int>::const_iterator it3 = + equipInstancesToUnequipFirst.begin(); + it3 != equipInstancesToUnequipFirst.end(); ++it3) + { + if (!unequip(*it3)) + { + // Something went wrong even when we tested the unequipment process. + LOG_WARN("Unable to unequip even when unequip was tested. " + "Character : " << mCharacter->getName() + << ", unequip slot: " << *it3); + return false; + } + } + + // Actually equip the item now that the requirements has met. + //W equip slot type count, W item id, { W equip slot, W capacity used}* + MessageOut equipMsg(GPMSG_EQUIP); + equipMsg.writeInt16(it->second.itemId); // Item Id + equipMsg.writeInt16(1); // Number of equip slot changed. + + // Compute an unique equip item Instance id (unicity is per character only.) + int itemInstance = getNewEquipItemInstance(); + + unsigned int capacityLeft = equipReq.capacityRequired; + unsigned int capacityUsed = 0; + // Apply equipment changes + for (EquipData::iterator it4 = mPoss->equipSlots.begin(), + it4_end = mPoss->equipSlots.end(); it4 != it4_end; ++it4) + { + if (!capacityLeft) + break; + + // We've found an existing equip slot + if (it4->first == equipReq.equipSlotId) { - case 0: - /* - * Clean fit. Equip and apply immediately. - */ - if (!mDelayed) { - mEqmMsg.writeInt16(slot); // Inventory slot - mEqmMsg.writeInt8(it2->size()); // Equip slot type count + // We've found an empty slot + if (it4->second.itemInstance == 0) + { + it4->second.itemId = it->second.itemId; + it4->second.itemInstance = itemInstance; + --capacityLeft; } - for (it3 = it2->begin(), - it3_end = it2->end(); - it3 != it3_end; - ++it3) + else // The slot is already in use. { - if (!mDelayed) { - mEqmMsg.writeInt8(it3->first); // Equip slot - mEqmMsg.writeInt8(it3->second); // How many are used - } - /* - * This bit can be somewhat inefficient, but is far better for - * average case assuming most equip use one slot max for each - * type and infrequently (<1/3) two of each type max. - * If the reader cares, you're more than welcome to add - * compile time options optimising for other usage. - * For now, this is adequate assuming `normal' usage. - */ - for (unsigned int i = 0; i < it3->second; ++i) - mPoss->equipSlots.insert( - std::make_pair(it3->first, slot)); + ++capacityUsed; } - if (!mDelayed) - changeEquipment(0, it->second.itemId); - return true; - case 1: - /* - * Definitions earlier in the item file have precedence (even if it - * means requiring unequipping more), so no need to store more - * than the first. - */ - if (override && !ovd) - ovd = &*it2; // Iterator -> object -> pointer. - break; - case 2: - default: - /* - * Since slots are currently static (and I don't see any reason to - * change this right now), something probably went wrong. - * The logic to catch this is here rather than in the item manager - * just in case non-static equip slots do want to be - * implemented later. This would not be a trivial task, - * however. - */ - LOG_WARN("Inventory - item '" << it->second.itemId << - "' cannot be equipped, even by unequipping other items!"); - break; } } - // We didn't find a clean equip. - if (ovd) + + // When there is still something to apply even when out of that loop, + // It means that the equip multimapis missing empty slots. + // Hence, we add them back + if(capacityLeft) { - /* - * We did find an equip that works if we unequip other items, and we can override. - * Process unequip triggers for all items we have to unequip. - * Process equip triggers for new item. - * Attempt to reequip any equipment we had to remove, but disallowing override. - */ + unsigned int maxCapacity = + itemManager->getEquipSlotCapacity(equipReq.equipSlotId); - // TODO - this would increase ease of use substatially, add as soon as - // there is time to do so. + // A should never happen case + assert(maxCapacity >= capacityUsed + capacityLeft); - return false; // Return true when this section is complete + while (capacityLeft) + { + EquipmentItem equipItem(it->second.itemId, itemInstance); + mPoss->equipSlots.insert( + std::make_pair<unsigned int, EquipmentItem> + (equipReq.equipSlotId, equipItem)); + --capacityLeft; + } } - /* - * We cannot equip, either because we could not find any valid equip process - * or because we found a dirty equip and weren't allowed to override. - */ - return false; -} -bool Inventory::unequip(EquipData::iterator it) -{ - return unequip(it->second, &it); + // Equip slot + equipMsg.writeInt16(equipReq.equipSlotId); + // Capacity used + equipMsg.writeInt16(equipReq.capacityRequired); + // Item instance + equipMsg.writeInt16(itemInstance); + + // New item trigger + updateEquipmentTrigger(0, it->second.itemId); + + // Remove item from inventory + removeFromSlot(inventorySlot, 1); + + gameHandler->sendTo(mCharacter, equipMsg); + + // Update look when necessary + checkLookchanges(equipReq.equipSlotId); + + return true; } -bool Inventory::unequip(unsigned int slot, EquipData::iterator *itp) +bool Inventory::unequip(unsigned int itemInstance) { - prepare(); - EquipData::iterator it = itp ? *itp : mPoss->equipSlots.begin(), - it_end = mPoss->equipSlots.end(); - bool changed = false; + if (!itemInstance) + return false; - // Erase all equip entries that point to the given inventory slot - while (it != it_end) + MessageOut equipMsg(GPMSG_EQUIP); + equipMsg.writeInt16(0); // Item Id, useless in case of unequip. + + // The itemId to unequip + unsigned int itemId = 0; + unsigned int slotTypeId = 0; + + // Empties all equip entries that point to the given equipment slot + // The equipment slots should NEVER be erased after initialization! + for (EquipData::iterator it = mPoss->equipSlots.begin(), + it_end = mPoss->equipSlots.end(); it != it_end; ++it) { - if (it->second == slot) - { - changed = true; - mPoss->equipSlots.erase(it++); - } - else + if (it->second.itemInstance == itemInstance && it->second.itemId) { - ++it; + // Add the item to the inventory list if not already present there + itemId = it->second.itemId; + it->second.itemId = 0; + it->second.itemInstance = 0; + + // We keep track of the slot type to be able to raise a potential + // change in the character sprite + slotTypeId = it->first; } } - if (changed && !mDelayed) - { - changeEquipment(mPoss->inventory.at(slot).itemId, 0); - mEqmMsg.writeInt16(slot); - mEqmMsg.writeInt8(0); - } + // When there were no corresponding item id, it means no item was to + // be unequipped. + if (!itemId) + return false; + + // Number of slot types touched, + equipMsg.writeInt16(1); + + // Move the item back to inventory. + insert(itemId, 1); - return changed; + equipMsg.writeInt16(itemInstance); + equipMsg.writeInt16(0); // Capacity used, set to 0 to unequip. + + gameHandler->sendTo(mCharacter, equipMsg); + + // Apply unequip trigger + updateEquipmentTrigger(itemId, 0); + + checkLookchanges(slotTypeId); + + return true; +} + +void Inventory::checkLookchanges(unsigned int slotTypeId) +{ + if (itemManager->isEquipSlotVisible(slotTypeId)) + mCharacter->raiseUpdateFlags(UPDATEFLAG_LOOKSCHANGE); } |