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-rw-r--r--src/game-server/actor.h3
-rw-r--r--src/game-server/buysell.cpp6
-rw-r--r--src/game-server/character.cpp2
-rw-r--r--src/game-server/commandhandler.cpp43
-rw-r--r--src/game-server/gamehandler.cpp16
-rw-r--r--src/game-server/inventory.cpp946
-rw-r--r--src/game-server/inventory.h139
-rw-r--r--src/game-server/item.h23
-rw-r--r--src/game-server/itemmanager.cpp146
-rw-r--r--src/game-server/itemmanager.h47
-rw-r--r--src/game-server/main-game.cpp8
-rw-r--r--src/game-server/monstermanager.h7
-rw-r--r--src/game-server/skillmanager.cpp241
-rw-r--r--src/game-server/skillmanager.h55
-rw-r--r--src/game-server/state.cpp83
-rw-r--r--src/game-server/trade.cpp4
-rw-r--r--src/game-server/trigger.cpp11
17 files changed, 942 insertions, 838 deletions
diff --git a/src/game-server/actor.h b/src/game-server/actor.h
index 529d48c4..abc1e1d0 100644
--- a/src/game-server/actor.h
+++ b/src/game-server/actor.h
@@ -111,6 +111,9 @@ class Actor : public Thing
void setPublicID(int id)
{ mPublicID = id; }
+ bool isPublicIdValid() const
+ { return (mPublicID > 0 && mPublicID != 65535); }
+
/**
* Gets the way the actor blocks pathfinding for other actors.
*/
diff --git a/src/game-server/buysell.cpp b/src/game-server/buysell.cpp
index a9658546..78c2bfe0 100644
--- a/src/game-server/buysell.cpp
+++ b/src/game-server/buysell.cpp
@@ -72,9 +72,9 @@ int BuySell::registerPlayerItems()
// We parse the player inventory and add all item
// in a sell list.
- const Possessions &charPoss = mChar->getPossessions();
- for (InventoryData::const_iterator it = charPoss.inventory.begin(),
- it_end = charPoss.inventory.end(); it != it_end; ++it)
+ const InventoryData &inventoryData = mChar->getPossessions().getInventory();
+ for (InventoryData::const_iterator it = inventoryData.begin(),
+ it_end = inventoryData.end(); it != it_end; ++it)
{
unsigned int nb = it->second.amount;
if (!nb)
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index bbe26bd6..ef001638 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -81,7 +81,7 @@ Character::Character(MessageIn &msg):
setName(msg.readString());
deserializeCharacterData(*this, msg);
mOld = getPosition();
- Inventory(this).initialise();
+ Inventory(this).initialize();
modifiedAllAttribute();
setSize(16);
diff --git a/src/game-server/commandhandler.cpp b/src/game-server/commandhandler.cpp
index f0cbcf3b..0cde9891 100644
--- a/src/game-server/commandhandler.cpp
+++ b/src/game-server/commandhandler.cpp
@@ -76,6 +76,7 @@ static void handleLog(Character*, std::string&);
static void handleLogsay(Character*, std::string&);
static void handleKillMonsters(Character*, std::string&);
static void handleCraft(Character*, std::string&);
+static void handleGetPos(Character*, std::string&);
static CmdRef const cmdRef[] =
{
@@ -133,6 +134,8 @@ static CmdRef const cmdRef[] =
"Kills all monsters on the map.", &handleKillMonsters},
{"craft", "{ <item> <amount> }",
"Crafts something.", &handleCraft},
+ {"getpos", "<character>",
+ "Gets the position of a character.", &handleGetPos},
{NULL, NULL, NULL, NULL}
};
@@ -186,7 +189,15 @@ static std::string getArgument(std::string &args)
// Jumps to the next parameter,
// after the ending double-quote and space,
// and remove the two double-quotes before returning.
- args = args.substr(pos + 2);
+ if (pos + 2 < args.size())
+ {
+ args = args.substr(pos + 2);
+ }
+ else
+ {
+ // This was the last argument
+ args.clear();
+ }
argument = argument.substr(1, pos - 1);
}
else
@@ -1369,6 +1380,36 @@ static void handleCraft(Character *player, std::string &args)
}
}
+static void handleGetPos(Character *player, std::string &args)
+{
+ std::string character = getArgument(args);
+ if (character.empty())
+ {
+ say("Invalid amount of arguments given.", player);
+ say("Usage: @getpos <character>", player);
+ return;
+ }
+ Character *other;
+ other = getPlayer(character);
+ if (!other)
+ {
+ say("Invalid character, or they are offline.", player);
+ return;
+ }
+ const Point &pos = other->getPosition();
+ std::stringstream str;
+ str << "The current location of "
+ << character
+ << " is map "
+ << other->getMapId()
+ << " ["
+ << pos.x
+ << ":"
+ << pos.y
+ << "]";
+ say(str.str(), player);
+}
+
void CommandHandler::handleCommand(Character *player,
const std::string &command)
{
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp
index 4c69da20..92971903 100644
--- a/src/game-server/gamehandler.cpp
+++ b/src/game-server/gamehandler.cpp
@@ -494,7 +494,7 @@ void GameHandler::handlePickup(GameClient &client, MessageIn &message)
void GameHandler::handleUseItem(GameClient &client, MessageIn &message)
{
- const int slot = message.readInt8();
+ const int slot = message.readInt16();
Inventory inv(client.character);
if (ItemClass *ic = itemManager->getItem(inv.getItem(slot)))
@@ -514,8 +514,8 @@ void GameHandler::handleUseItem(GameClient &client, MessageIn &message)
void GameHandler::handleDrop(GameClient &client, MessageIn &message)
{
- const int slot = message.readInt8();
- const int amount = message.readInt8();
+ const int slot = message.readInt16();
+ const int amount = message.readInt16();
Inventory inv(client.character);
if (ItemClass *ic = itemManager->getItem(inv.getItem(slot)))
@@ -552,22 +552,22 @@ void GameHandler::handleWalk(GameClient &client, MessageIn &message)
void GameHandler::handleEquip(GameClient &client, MessageIn &message)
{
- const int slot = message.readInt8();
+ const int slot = message.readInt16();
Inventory(client.character).equip(slot);
}
void GameHandler::handleUnequip(GameClient &client, MessageIn &message)
{
- const int slot = message.readInt8();
+ const int slot = message.readInt16();
if (slot >= 0 && slot < INVENTORY_SLOTS)
Inventory(client.character).unequip(slot);
}
void GameHandler::handleMoveItem(GameClient &client, MessageIn &message)
{
- const int slot1 = message.readInt8();
- const int slot2 = message.readInt8();
- const int amount = message.readInt8();
+ const int slot1 = message.readInt16();
+ const int slot2 = message.readInt16();
+ const int amount = message.readInt16();
Inventory(client.character).move(slot1, slot2, amount);
// log transaction
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);
}
diff --git a/src/game-server/inventory.h b/src/game-server/inventory.h
index bd9da5c3..547abdf0 100644
--- a/src/game-server/inventory.h
+++ b/src/game-server/inventory.h
@@ -24,37 +24,6 @@
#include "game-server/character.h"
#include "net/messageout.h"
-/*enum
-{
-// Equipment rules:
-// 1 torso equipment
- EQUIP_TORSO_SLOT = 0,
-// 1 arms equipment
- EQUIP_ARMS_SLOT = 1,
-// 1 head equipment
- EQUIP_HEAD_SLOT = 2,
-// 1 legs equipment
- EQUIP_LEGS_SLOT = 3,
-// 1 feet equipment
- EQUIP_FEET_SLOT = 4,
-// 2 rings
- EQUIP_RING1_SLOT = 5,
- EQUIP_RING2_SLOT = 6,
-// 1 necklace
- EQUIP_NECKLACE_SLOT = 7,
-// Fight:
-// 2 one-handed weapons
-// or 1 two-handed weapon
-// or 1 one-handed weapon + 1 shield.
- EQUIP_FIGHT1_SLOT = 8,
- EQUIP_FIGHT2_SLOT = 9,
-// Projectile:
-// this item does not amount to one, it only indicates the chosen projectile.
- EQUIP_PROJECTILE_SLOT = 10,
-
- EQUIP_CLIENT_INVENTORY = 32
-};*/
-
class ItemClass;
/**
@@ -66,30 +35,15 @@ class Inventory
/**
* Creates a view on the possessions of a character.
- * @param delayed If the changes need to be cancelable.
*/
- Inventory(Character *, bool delayed = false);
+ Inventory(Character *);
/**
* Commits delayed changes if applicable.
* Sends the update message to the client.
*/
- ~Inventory();
-
- /**
- * Commits changes.
- * Exclusive to delayed mode.
- * @param doRestart Whether to prepare the inventory for more changes
- after this. If you are unsure, it is safe (though not
- terribly efficient) to leave this as true.
- */
- void commit(bool doRestart = true);
-
- /**
- * Cancels changes.
- * Exclusive to delayed mode.
- */
- void cancel();
+ ~Inventory()
+ {}
/**
* Sends complete inventory status to the client.
@@ -100,29 +54,21 @@ class Inventory
* Ensures the inventory is sane and apply equipment modifiers.
* Should be run only once and the very first time.
*/
- void initialise();
+ void initialize();
/**
* Equips item from given inventory slot.
- * @param slot The slot in which the target item is in.
- * @param override Whether this item can unequip other items to equip
- * itself. If true, items that are unequipped will be
- * attempted to be reequipped, but with override disabled.
+ * @param inventorySlot The slot in which the target item is in.
* @returns whether the item could be equipped.
*/
- bool equip(int slot, bool override = true);
+ bool equip(int inventorySlot);
/**
* Unequips item from given equipment slot.
- * @param it Starting iterator. When the only parameter, also extracts
- * slot number from it.
- * Used so that when we already have an iterator to the first
- * occurence from a previous operation we can start from
- * there.
+ * @param itemInstance The item instance id used to know what to unequip
* @returns Whether it was unequipped.
*/
- bool unequip(EquipData::iterator it);
- bool unequip(unsigned int slot, EquipData::iterator *itp = 0);
+ bool unequip(unsigned int itemInstance);
/**
* Inserts some items into the inventory.
@@ -132,16 +78,16 @@ class Inventory
/**
* Removes some items from inventory.
- * @param force If set to true, also remove any equipment encountered
* @return number of items not removed.
*/
- unsigned int remove(unsigned int itemId, unsigned int amount, bool force = false);
+ unsigned int remove(unsigned int itemId, unsigned int amount);
/**
* Moves some items from the first slot to the second one.
* @returns number of items not moved.
*/
- unsigned int move(unsigned int slot1, unsigned int slot2, unsigned int amount);
+ unsigned int move(unsigned int slot1, unsigned int slot2,
+ unsigned int amount);
/**
* Removes some items from inventory.
@@ -160,51 +106,66 @@ class Inventory
unsigned int getItem(unsigned int slot) const;
private:
+ /**
+ * Tell whether the equipment slot has enough room in an equipment slot.
+ * @param equipmentSlot the slot in equipement to check.
+ * @param capacityRequested the capacity needed.
+ */
+ bool checkEquipmentCapacity(unsigned int equipmentSlot,
+ unsigned int capacityRequested);
/**
- * Make sure that changes are being done on a copy, not directly.
- * No effect when not in delayed mode.
+ * Test whether the inventory has enough space to welcome
+ * the willing-to-be equipment slot.
+ * @todo
*/
- void prepare();
+ bool hasInventoryEnoughSpace(unsigned int equipmentSlot)
+ { return true; }
/**
- * Starts a new notification message.
+ * Test the items unequipment requirements.
+ * This is especially useful for scripted equipment.
+ * @todo
*/
- void restart();
+ bool testUnequipScriptRequirements(unsigned int equipementSlot)
+ { return true; }
+ /**
+ * Test the items equipment for scripted requirements.
+ * @todo
+ */
+ bool testEquipScriptRequirements(unsigned int itemId)
+ { return true; }
+
+ /**
+ * Return an equip item instance id unique to the item used,
+ * per character.
+ * This is used to differenciate some items that can be equipped
+ * multiple times, like one-handed weapons for instance.
+ */
+ unsigned int getNewEquipItemInstance();
/**
* Check the inventory is within the slot limit and capacity.
* Forcibly delete items from the end if it is not.
* @todo Drop items instead?
*/
- void checkSize();
+ void checkInventorySize();
/**
- * Helper function for equip() when computing changes to equipment
- * When newCount is 0, the item is being unequipped.
+ * Check potential visible character sprite changes.
*/
- // inventory slot -> {equip slots}
- typedef std::multimap<unsigned int, unsigned short> IdSlotMap;
- void equip_sub(unsigned int newCount, IdSlotMap::const_iterator &it);
+ void checkLookchanges(unsigned int slotTypeId);
/**
- * Changes equipment and adjusts character attributes.
+ * Apply equipment triggers.
*/
- void changeEquipment(unsigned int oldId, unsigned int itemId);
- void changeEquipment(ItemClass *oldI, ItemClass *newI);
+ void updateEquipmentTrigger(unsigned int oldId, unsigned int itemId);
+ void updateEquipmentTrigger(ItemClass *oldI, ItemClass *newI);
Possessions *mPoss; /**< Pointer to the modified possessions. */
- /**
- * Update message containing inventory changes.
- * Note that in sendFull(), this is reused to send all full changes
- * (for both inventory and equipment)
- */
- MessageOut mInvMsg;
- MessageOut mEqmMsg; /**< Update message containing equipment changes */
- Character *mClient; /**< Character to notify. */
- bool mDelayed; /**< Delayed changes. */
-};
+ Character *mCharacter; /**< Character to notify. */
+};
#endif
diff --git a/src/game-server/item.h b/src/game-server/item.h
index 1c7639c5..f7c380f1 100644
--- a/src/game-server/item.h
+++ b/src/game-server/item.h
@@ -28,8 +28,15 @@
class Being;
class Script;
-typedef std::list< std::pair< unsigned int, unsigned int> > ItemEquipInfo;
-typedef std::list< ItemEquipInfo > ItemEquipsInfo;
+// Indicates the equip slot "cost" to equip an item.
+struct ItemEquipRequirement {
+ ItemEquipRequirement():
+ equipSlotId(0),
+ capacityRequired(0)
+ {}
+
+ unsigned int equipSlotId, capacityRequired;
+};
/**
* State effects to beings, and actors.
@@ -224,9 +231,10 @@ class ItemClass
{ return mSpriteID; }
/**
- * Returns equip requirements.
+ * Returns equip requirement.
*/
- const ItemEquipsInfo &getItemEquipData() const { return mEquip; }
+ const ItemEquipRequirement &getItemEquipRequirement() const
+ { return mEquipReq; }
private:
/**
@@ -272,12 +280,9 @@ class ItemClass
std::multimap< ItemTriggerType, ItemEffectInfo * > mDispells;
/**
- * List of list of requirements for equipping. Only one inner list
- * need be satisfied to sucessfully equip. Checks occur in order
- * from outer front to back.
- * All conditions in an inner list must be met for success.
+ * Requirement for equipping.
*/
- ItemEquipsInfo mEquip;
+ ItemEquipRequirement mEquipReq;
friend class ItemManager;
};
diff --git a/src/game-server/itemmanager.cpp b/src/game-server/itemmanager.cpp
index d21c791c..ac7f13c8 100644
--- a/src/game-server/itemmanager.cpp
+++ b/src/game-server/itemmanager.cpp
@@ -51,6 +51,14 @@ void ItemManager::deinitialize()
{
delete i->second;
}
+
+ for (std::map< unsigned int, EquipSlotInfo* >::iterator it =
+ mEquipSlotsInfo.begin(), it_end = mEquipSlotsInfo.end(); it != it_end;
+ ++it)
+ {
+ delete it->second;
+ }
+
mItemClasses.clear();
mItemClassesByName.clear();
}
@@ -71,52 +79,22 @@ unsigned int ItemManager::getDatabaseVersion() const
return mItemDatabaseVersion;
}
-const std::string &ItemManager::getEquipNameFromId(unsigned int id) const
-{
- return mEquipSlots.at(id).first;
-}
-
-unsigned int ItemManager::getEquipIdFromName(const std::string &name) const
+unsigned int ItemManager::getEquipSlotIdFromName(const std::string &name) const
{
- for (unsigned int i = 0; i < mEquipSlots.size(); ++i)
- if (name == mEquipSlots.at(i).first)
- return i;
- LOG_WARN("Item Manager: attempt to find equip id from name \"" <<
- name << "\" not found, defaulting to 0!");
- return 0;
+ EquipSlotInfo *slotInfo = mNamedEquipSlotsInfo.find(name);
+ return slotInfo ? slotInfo->slotId : 0;
}
-unsigned int ItemManager::getMaxSlotsFromId(unsigned int id) const
+unsigned int ItemManager::getEquipSlotCapacity(unsigned int id) const
{
- return mEquipSlots.at(id).second;
-}
-
-unsigned int ItemManager::getVisibleSlotCount() const
-{
- if (!mVisibleEquipSlotCount)
- {
- for (VisibleEquipSlots::const_iterator it = mVisibleEquipSlots.begin(),
- it_end = mVisibleEquipSlots.end();
- it != it_end;
- ++it)
- {
- mVisibleEquipSlotCount += mEquipSlots.at(*it).second;
- }
- }
- return mVisibleEquipSlotCount;
+ EquipSlotsInfo::const_iterator i = mEquipSlotsInfo.find(id);
+ return i != mEquipSlotsInfo.end() ? i->second->slotCapacity : 0;
}
bool ItemManager::isEquipSlotVisible(unsigned int id) const
{
- for (VisibleEquipSlots::const_iterator it = mVisibleEquipSlots.begin(),
- it_end = mVisibleEquipSlots.end();
- it != it_end;
- ++it)
- {
- if (*it == id)
- return true;
- }
- return false;
+ EquipSlotsInfo::const_iterator i = mEquipSlotsInfo.find(id);
+ return i != mEquipSlotsInfo.end() ? i->second->visibleSlot : false;
}
void ItemManager::readEquipSlotsFile()
@@ -133,42 +111,63 @@ void ItemManager::readEquipSlotsFile()
LOG_INFO("Loading equip slots: " << mEquipSlotsFile);
- unsigned totalCount = 0;
+ unsigned totalCapacity = 0;
unsigned slotCount = 0;
- unsigned visibleSlotCount = 0;
+ mVisibleEquipSlotCount = 0;
for_each_xml_child_node(node, rootNode)
{
if (xmlStrEqual(node->name, BAD_CAST "slot"))
{
+ const int slotId = XML::getProperty(node, "id", 0);
const std::string name = XML::getProperty(node, "name",
std::string());
- const int count = XML::getProperty(node, "count", 0);
+ const int capacity = XML::getProperty(node, "capacity", 0);
- if (name.empty() || count <= 0)
+ if (slotId <= 0 || name.empty() || capacity <= 0)
{
- LOG_WARN("Item Manager: equip slot has no name or zero count");
+ LOG_WARN("Item Manager: equip slot " << slotId
+ << ": (" << name << ") has no name or zero count. "
+ "The slot has been ignored.");
+ continue;
}
- else
+
+ if (slotId > 255)
+ {
+ LOG_WARN("Item Manager: equip slot " << slotId
+ << ": (" << name << ") is superior to 255 "
+ "and has been ignored.");
+ continue;
+ }
+
+ bool visible = XML::getBoolProperty(node, "visible", false);
+ if (visible)
+ ++mVisibleEquipSlotCount;
+
+ EquipSlotsInfo::iterator i = mEquipSlotsInfo.find(slotId);
+
+ if (i != mEquipSlotsInfo.end())
{
- bool visible = XML::getProperty(node, "visible", "false") != "false";
- if (visible)
- {
- mVisibleEquipSlots.push_back(mEquipSlots.size());
- if (++visibleSlotCount > 7)
- LOG_WARN("Item Manager: More than 7 visible equip slot!"
- "This will not work with current netcode!");
- }
- mEquipSlots.push_back(std::pair<std::string, unsigned int>
- (name, count));
- totalCount += count;
- ++slotCount;
+ LOG_WARN("Item Manager: Ignoring duplicate definition "
+ "of equip slot '" << slotId << "'!");
+ continue;
}
+
+ LOG_DEBUG("Adding equip slot, id: " << slotId << ", name: " << name
+ << ", capacity: " << capacity << ", visible? " << visible);
+ EquipSlotInfo *equipSlotInfo =
+ new EquipSlotInfo(slotId, name, capacity, visible);
+ mEquipSlotsInfo.insert(
+ std::make_pair<unsigned int, EquipSlotInfo*>(slotId, equipSlotInfo));
+ mNamedEquipSlotsInfo.insert(name, equipSlotInfo);
+
+ totalCapacity += capacity;
+ ++slotCount;
}
}
LOG_INFO("Loaded '" << slotCount << "' slot types with '"
- << totalCount << "' slots.");
+ << totalCapacity << "' slots.");
}
void ItemManager::readItemsFile()
@@ -263,28 +262,45 @@ void ItemManager::readItemNode(xmlNodePtr itemNode)
void ItemManager::readEquipNode(xmlNodePtr equipNode, ItemClass *item)
{
- ItemEquipInfo req;
for_each_xml_child_node(subNode, equipNode)
{
if (xmlStrEqual(subNode->name, BAD_CAST "slot"))
{
+ if (item->mEquipReq.equipSlotId)
+ {
+ LOG_WARN("Item Manager: duplicate equip slot definitions!"
+ " Only the first will apply.");
+ break;
+ }
+
std::string slot = XML::getProperty(subNode, "type", std::string());
if (slot.empty())
{
LOG_WARN("Item Manager: empty equip slot definition!");
continue;
}
- req.push_back(std::make_pair(getEquipIdFromName(slot),
- XML::getProperty(subNode, "required", 1)));
+ if (utils::isNumeric(slot))
+ {
+ // When the slot id is given
+ item->mEquipReq.equipSlotId = utils::stringToInt(slot);
+ }
+ else
+ {
+ // When its name is given
+ item->mEquipReq.equipSlotId = getEquipSlotIdFromName(slot);
+ }
+ item->mEquipReq.capacityRequired =
+ XML::getProperty(subNode, "required", 1);
}
}
- if (req.empty())
+
+ if (!item->mEquipReq.equipSlotId)
{
LOG_WARN("Item Manager: empty equip requirement "
- "definition for item " << item->getDatabaseID() << "!");
+ "definition for item " << item->getDatabaseID() << "!"
+ " The item will be unequippable.");
return;
}
- item->mEquip.push_back(req);
}
void ItemManager::readEffectNode(xmlNodePtr effectNode, ItemClass *item)
@@ -309,8 +325,8 @@ void ItemManager::readEffectNode(xmlNodePtr effectNode, ItemClass *item)
* trigger, and the second defines the default
* trigger to use for dispelling.
*/
- triggerTable["existence"].first = ITT_IN_INVY;
- triggerTable["existence"].second = ITT_LEAVE_INVY;
+ triggerTable["in-inventory"].first = ITT_IN_INVY;
+ triggerTable["in-inventory"].second = ITT_LEAVE_INVY;
triggerTable["activation"].first = ITT_ACTIVATE;
triggerTable["activation"].second = ITT_NULL;
triggerTable["equip"].first = ITT_EQUIP;
diff --git a/src/game-server/itemmanager.h b/src/game-server/itemmanager.h
index c310df44..cc4fb0ae 100644
--- a/src/game-server/itemmanager.h
+++ b/src/game-server/itemmanager.h
@@ -30,6 +30,24 @@
class ItemClass;
+struct EquipSlotInfo
+{
+ EquipSlotInfo():
+ slotId(0), slotCapacity(0), visibleSlot(false)
+ {}
+
+ EquipSlotInfo(unsigned int id, const std::string &name,
+ unsigned int capacity, bool visible):
+ slotId(id), slotName(name), slotCapacity(capacity), visibleSlot(visible)
+ {}
+
+ unsigned int slotId;
+ std::string slotName;
+ unsigned int slotCapacity;
+ bool visibleSlot;
+};
+
+
class ItemManager
{
public:
@@ -40,6 +58,9 @@ class ItemManager
mItemDatabaseVersion(0)
{}
+ ~ItemManager()
+ { deinitialize(); }
+
/**
* Loads item reference file.
*/
@@ -73,13 +94,12 @@ class ItemManager
*/
unsigned int getDatabaseVersion() const;
- const std::string &getEquipNameFromId(unsigned int id) const;
-
- unsigned int getEquipIdFromName(const std::string &name) const;
+ unsigned int getEquipSlotIdFromName(const std::string &name) const;
- unsigned int getMaxSlotsFromId(unsigned int id) const;
+ unsigned int getEquipSlotCapacity(unsigned int id) const;
- unsigned int getVisibleSlotCount() const;
+ unsigned int getVisibleEquipSlotCount() const
+ { return mVisibleEquipSlotCount; }
bool isEquipSlotVisible(unsigned int id) const;
@@ -94,19 +114,22 @@ class ItemManager
void readEffectNode(xmlNodePtr effectNode, ItemClass *item);
typedef std::map< int, ItemClass * > ItemClasses;
- // Map a string (name of slot) with (str-id, max-per-equip-slot)
- typedef std::vector< std::pair< std::string, unsigned int > > EquipSlots;
+ ItemClasses mItemClasses; /**< Item reference */
+ utils::NameMap<ItemClass*> mItemClassesByName;
+
+ // Map an equip slot id with the equip slot info.
+ typedef std::map< unsigned int, EquipSlotInfo* > EquipSlotsInfo;
// Reference to the vector position of equipSlots
typedef std::vector< unsigned int > VisibleEquipSlots;
- ItemClasses mItemClasses; /**< Item reference */
- utils::NameMap<ItemClass*> mItemClassesByName;
- EquipSlots mEquipSlots;
- VisibleEquipSlots mVisibleEquipSlots;
+ EquipSlotsInfo mEquipSlotsInfo;
+ // Map a string (name of slot) with (str-id, max-per-equip-slot)
+ // We only keep a pointer to it: The id map will take care of deletion.
+ utils::NameMap<EquipSlotInfo* > mNamedEquipSlotsInfo;
std::string mItemsFile;
std::string mEquipSlotsFile;
- mutable unsigned int mVisibleEquipSlotCount; // Cache
+ unsigned int mVisibleEquipSlotCount; // Cache
/** Version of the loaded items database file.*/
unsigned int mItemDatabaseVersion;
diff --git a/src/game-server/main-game.cpp b/src/game-server/main-game.cpp
index 0b786555..529e0690 100644
--- a/src/game-server/main-game.cpp
+++ b/src/game-server/main-game.cpp
@@ -88,6 +88,7 @@ utils::StringFilter *stringFilter; /**< Slang's Filter */
AttributeManager *attributeManager = new AttributeManager(DEFAULT_ATTRIBUTEDB_FILE);
ItemManager *itemManager = new ItemManager(DEFAULT_ITEMSDB_FILE, DEFAULT_EQUIPDB_FILE);
MonsterManager *monsterManager = new MonsterManager(DEFAULT_MONSTERSDB_FILE);
+SkillManager *skillManager = new SkillManager(DEFAULT_SKILLSDB_FILE);
/** Core game message handler */
GameHandler *gameHandler;
@@ -193,7 +194,7 @@ static void initializeServer()
exit(EXIT_MAP_FILE_NOT_FOUND);
}
attributeManager->initialize();
- SkillManager::initialize(DEFAULT_SKILLSDB_FILE);
+ skillManager->initialize();
itemManager->initialize();
monsterManager->initialize();
StatusManager::initialize(DEFAULT_STATUSDB_FILE);
@@ -248,8 +249,9 @@ static void deinitializeServer()
// Destroy Managers
delete stringFilter;
- monsterManager->deinitialize();
- itemManager->deinitialize();
+ delete monsterManager; monsterManager = 0;
+ delete itemManager; itemManager = 0;
+ delete skillManager; skillManager = 0;
MapManager::deinitialize();
StatusManager::deinitialize();
diff --git a/src/game-server/monstermanager.h b/src/game-server/monstermanager.h
index f04a5733..07ebb58f 100644
--- a/src/game-server/monstermanager.h
+++ b/src/game-server/monstermanager.h
@@ -30,8 +30,13 @@ class MonsterClass;
class MonsterManager
{
public:
+ MonsterManager(const std::string &file):
+ mMonsterReferenceFile(file)
+ {}
+
+ ~MonsterManager()
+ { deinitialize(); }
- MonsterManager(const std::string &file) : mMonsterReferenceFile(file) {}
/**
* Loads monster reference file.
*/
diff --git a/src/game-server/skillmanager.cpp b/src/game-server/skillmanager.cpp
index 75f5f53c..66d9b939 100644
--- a/src/game-server/skillmanager.cpp
+++ b/src/game-server/skillmanager.cpp
@@ -20,174 +20,169 @@
#include "game-server/skillmanager.h"
-#include "utils/string.h" // for the toUpper function
#include "utils/logger.h"
-#include "utils/xml.h"
#include <map>
-typedef std::map< std::string, int > SkillMap;
-static SkillMap skillMap;
-static std::string skillReferenceFile;
-static std::string defaultSkillKey = std::string();
-
-void SkillManager::initialize(const std::string &file)
+void SkillManager::clear()
{
- skillReferenceFile = file;
- reload();
+ for (SkillsInfo::iterator it = mSkillsInfo.begin(),
+ it_end = mSkillsInfo.end(); it != it_end; ++it)
+ {
+ delete it->second;
+ }
+
+ mSkillsInfo.clear();
+ mNamedSkillsInfo.clear();
}
-void SkillManager::reload()
+void SkillManager::initialize()
{
- /*
- skillMap["UNARMED"] = 100;
- skillMap["KNIFE"] = 101;
- */
+ clear();
- XML::Document doc(skillReferenceFile);
+ XML::Document doc(mSkillFile);
xmlNodePtr rootNode = doc.rootNode();
if (!rootNode || !xmlStrEqual(rootNode->name, BAD_CAST "skills"))
{
- LOG_ERROR("Skill Manager: " << skillReferenceFile
+ LOG_ERROR("Skill Manager: " << mSkillFile
<< " is not a valid database file!");
return;
}
- LOG_INFO("Loading skill reference: " << skillReferenceFile);
+ LOG_INFO("Loading skill reference: " << mSkillFile);
- for_each_xml_child_node(setnode, rootNode)
+ for_each_xml_child_node(setNode, rootNode)
{
- if (!xmlStrEqual(setnode->name, BAD_CAST "set"))
+ // The server will prefix the core name with the set, so we need one.
+ if (!xmlStrEqual(setNode->name, BAD_CAST "set"))
continue;
- // we don't care about sets server-sided (yet?)
- for_each_xml_child_node(skillnode, setnode)
+ std::string setName = XML::getProperty(setNode, "name", std::string());
+ if (setName.empty())
{
- if (xmlStrEqual(skillnode->name, BAD_CAST "skill"))
- {
- std::string name = XML::getProperty(skillnode, "name",
- std::string());
- name = utils::toUpper(name);
- int id = XML::getProperty(skillnode, "id", 0);
- if (id > 0 && !name.empty())
- {
- bool duplicateKey = false;
- for (SkillMap::iterator i = skillMap.begin();
- i != skillMap.end(); i++)
- {
- if (id == i->second)
- {
- LOG_ERROR("SkillManager: The same id: " << id
- << " is given for skill names: " << i->first
- << " and " << name);
- LOG_ERROR("The skill reference: " << "'" << name
- << "': " << id << " will be ignored.");
-
- duplicateKey = true;
- break;
- }
- }
-
- if (!duplicateKey)
- {
- if (XML::getBoolProperty(skillnode, "default", false))
- {
- if (!defaultSkillKey.empty())
- {
- LOG_WARN("SkillManager: "
- "Default Skill Key already defined as "
- << defaultSkillKey
- << ". Redefinit it as: " << name);
- }
- else
- {
- LOG_INFO("SkillManager: Defining " << name
- << " as default weapon-type key.");
- }
- defaultSkillKey = name;
- }
- skillMap[name] = id;
- }
- }
- }
+ LOG_WARN("The " << mSkillFile << " file is containing unamed <set> "
+ "tags and will be ignored.");
+ continue;
}
+
+ setName = utils::toLower(setName);
+
+ for_each_xml_child_node(skillNode, setNode)
+ readSkillNode(skillNode, setName);
}
- if (::utils::Logger::mVerbosity >= ::utils::Logger::Debug)
+ printDebugSkillTable();
+
+ if (!mDefaultSkillId)
+ LOG_WARN("SkillManager: No default weapon-type id was given during "
+ "Skill map loading. "
+ "Players won't be able to earn XP when unarmed.");
+
+ LOG_INFO("Loaded " << mSkillsInfo.size() << " skills from "
+ << mSkillFile);
+}
+
+void SkillManager::readSkillNode(xmlNodePtr skillNode,
+ const std::string& setName)
+{
+ if (!xmlStrEqual(skillNode->name, BAD_CAST "skill"))
+ return;
+
+ SkillInfo *skillInfo = new SkillInfo;
+ skillInfo->setName = setName;
+ skillInfo->skillName = XML::getProperty(skillNode, "name", std::string());
+ skillInfo->skillName = utils::toLower(skillInfo->skillName);
+ int id = XML::getProperty(skillNode, "id", 0);
+
+ if (id <= 0 || skillInfo->skillName.empty())
{
- LOG_DEBUG("Skill map in " << skillReferenceFile << ":"
- << std::endl << "-----");
- for (SkillMap::iterator i = skillMap.begin(); i != skillMap.end(); i++)
+ LOG_WARN("Invalid skill (empty name or id <= 0) in set: " << setName);
+ return;
+ }
+ skillInfo->id = (unsigned)id;
+
+ SkillsInfo::iterator it = mSkillsInfo.find(skillInfo->id);
+ if (it != mSkillsInfo.end())
+ {
+ LOG_WARN("SkillManager: The same id: " << skillInfo->id
+ << " is given for skill names: " << it->first
+ << " and " << skillInfo->skillName);
+ LOG_WARN("The skill reference: " << skillInfo->id
+ << ": '" << skillInfo->skillName << "' will be ignored.");
+ return;
+ }
+
+ if (XML::getBoolProperty(skillNode, "default", false))
+ {
+ if (mDefaultSkillId)
{
- if (!defaultSkillKey.compare(i->first))
- {
- LOG_DEBUG("'" << i->first << "': " << i->second
- << " (Default)");
- }
- else
- {
- LOG_DEBUG("'" << i->first << "': " << i->second);
- }
+ LOG_WARN("SkillManager: "
+ "Default Skill id already defined as "
+ << mDefaultSkillId
+ << ". Redefinit it as: " << skillInfo->id);
}
- LOG_DEBUG("-----");
+ else
+ {
+ LOG_INFO("SkillManager: Defining skill id: " << skillInfo->id
+ << " as default weapon-type id.");
+ }
+ mDefaultSkillId = skillInfo->id;
}
- if (defaultSkillKey.empty())
- LOG_WARN("SkillManager: No default weapon-type id was given during "
- "Skill map loading. Defaults will fall back to id 0.");
+ mSkillsInfo.insert(
+ std::make_pair<unsigned int, SkillInfo*>(skillInfo->id, skillInfo));
- LOG_INFO("Loaded " << skillMap.size() << " skill references from "
- << skillReferenceFile);
+ std::string keyName = setName + "_" + skillInfo->skillName;
+ mNamedSkillsInfo.insert(keyName, skillInfo);
}
-int SkillManager::getIdFromString(const std::string &name)
+void SkillManager::printDebugSkillTable()
{
- // Check if the name is an integer value.
- if (utils::isNumeric(name))
+ if (::utils::Logger::mVerbosity >= ::utils::Logger::Debug)
{
- int val = 0;
- val = utils::stringToInt(name);
- if (val)
+ std::string lastSet;
+ LOG_DEBUG("Skill map in " << mSkillFile << ":"
+ << std::endl << "-----");
+ for (SkillsInfo::iterator it = mSkillsInfo.begin();
+ it != mSkillsInfo.end(); ++it)
{
- for (SkillMap::iterator i = skillMap.begin(); i != skillMap.end(); i++)
+ if (!lastSet.compare(it->second->setName))
{
- if (i->second == val)
- return val;
+ lastSet = it->second->setName;
+ LOG_DEBUG("Skill set: " << lastSet);
}
- LOG_WARN("SkillManager::getIdFromString(): Numeric weapon-type id "
- << val << " not found into " << skillReferenceFile);
- SkillMap::iterator i = skillMap.find(defaultSkillKey);
- if (i != skillMap.end())
+ if (it->first == mDefaultSkillId)
{
- LOG_WARN("Id defaulted to " << defaultSkillKey << ": "
- << i->second);
- return i->second;
+ LOG_DEBUG("'" << it->first << "': " << it->second->skillName
+ << " (Default)");
}
else
{
- LOG_WARN("Id defaulted to 0.");
- return 0;
+ LOG_DEBUG("'" << it->first << "': " << it->second->skillName);
}
}
- else
- {
- LOG_WARN("SkillManager: Invalid skill id " << name);
- return 0;
- }
+ LOG_DEBUG("-----");
}
+}
- // Convert to upper case for easier finding
- SkillMap::iterator i = skillMap.find(utils::toUpper(name));
- if (i == skillMap.end())
- {
- LOG_WARN("SkillManager: No weapon-type name corresponding to "
- << utils::toUpper(name) << " into " << skillReferenceFile);
- return 0;
- }
- else
- {
- return i->second;
- }
+unsigned int SkillManager::getId(const std::string& set,
+ const std::string &name) const
+{
+ std::string key = utils::toLower(set) + "_" + utils::toLower(name);
+ SkillInfo *skillInfo = mNamedSkillsInfo.find(key);
+ return skillInfo ? skillInfo->id : 0;
+}
+
+const std::string SkillManager::getSkillName(unsigned int id) const
+{
+ SkillsInfo::const_iterator it = mSkillsInfo.find(id);
+ return it != mSkillsInfo.end() ? it->second->skillName : "";
+}
+
+const std::string SkillManager::getSetName(unsigned int id) const
+{
+ SkillsInfo::const_iterator it = mSkillsInfo.find(id);
+ return it != mSkillsInfo.end() ? it->second->setName : "";
}
diff --git a/src/game-server/skillmanager.h b/src/game-server/skillmanager.h
index c6a73a5c..1912e2fc 100644
--- a/src/game-server/skillmanager.h
+++ b/src/game-server/skillmanager.h
@@ -22,14 +22,24 @@
#ifndef SKILLMANAGER_H
#define SKILLMANAGER_H
-#include <string>
+#include "utils/string.h"
+#include "utils/xml.h"
-namespace SkillManager
+class SkillManager
{
+ public:
+ SkillManager(const std::string & skillFile):
+ mSkillFile(skillFile),
+ mDefaultSkillId(0)
+ {}
+
+ ~SkillManager()
+ { clear(); }
+
/**
* Loads skill reference file.
*/
- void initialize(const std::string &);
+ void initialize();
/**
* Reloads skill reference file.
@@ -37,12 +47,43 @@ namespace SkillManager
void reload();
/**
- * Gets the skill ID of a skill string
- * (not case-sensitive to reduce wall-bashing)
+ * Gets the skill Id from a set and a skill string.
*/
- int getIdFromString(const std::string &name);
-}
+ unsigned int getId(const std::string& set, const std::string &name) const;
+ const std::string getSkillName(unsigned int id) const;
+ const std::string getSetName(unsigned int id) const;
+
+ private:
+ struct SkillInfo {
+ SkillInfo():
+ id(0)
+ {}
+
+ unsigned int id;
+ std::string setName;
+ std::string skillName;
+ };
+
+ /*
+ * Clears up the skill maps.
+ */
+ void clear();
+
+ void readSkillNode(xmlNodePtr skillNode, const std::string& setName);
+
+ void printDebugSkillTable();
+
+ // The skill file (skills.xml)
+ std::string mSkillFile;
+ // The skill map
+ typedef std::map<unsigned int, SkillInfo*> SkillsInfo;
+ SkillsInfo mSkillsInfo;
+ // A map used to get skills per name.
+ utils::NameMap<SkillInfo*> mNamedSkillsInfo;
+ // The default skill id
+ unsigned int mDefaultSkillId;
+};
#endif // SKILLMANAGER_H
diff --git a/src/game-server/state.cpp b/src/game-server/state.cpp
index 03d4b71c..30b57cae 100644
--- a/src/game-server/state.cpp
+++ b/src/game-server/state.cpp
@@ -106,59 +106,50 @@ static void updateMap(MapComposite *map)
/**
* Sets message fields describing character look.
*/
-static void serializeLooks(Character *ch, MessageOut &msg, bool full)
+static void serializeLooks(Character *ch, MessageOut &msg)
{
- const Possessions &poss = ch->getPossessions();
- unsigned int nb_slots = itemManager->getVisibleSlotCount();
+ const EquipData &equipData = ch->getPossessions().getEquipment();
- // Bitmask describing the changed entries.
- int changed = (1 << nb_slots) - 1;
- if (!full)
- {
- // TODO: do not assume the whole equipment changed,
- // when an update is asked for.
- changed = (1 << nb_slots) - 1;
- }
+ // We'll use a set to check whether we already sent the update for the given
+ // item instance.
+ std::set<unsigned int> itemInstances;
+
+ // The map storing the info about the look changes to send
+ //{ slot type id, item id }
+ std::map <unsigned int, unsigned int> lookChanges;
- std::vector<unsigned int> items;
- items.resize(nb_slots, 0);
- // Partially build both kinds of packet, to get their sizes.
- unsigned int mask_full = 0, mask_diff = 0;
- unsigned int nb_full = 0, nb_diff = 0;
- std::map<unsigned int, unsigned int>::const_iterator it =
- poss.equipSlots.begin();
- for (unsigned int i = 0; i < nb_slots; ++i)
+ // Note that we can send several updates on the same slot type as different
+ // items may have been equipped.
+ for (EquipData::const_iterator it = equipData.begin(),
+ it_end = equipData.end(); it != it_end; ++it)
{
- if (changed & (1 << i))
- {
- // Skip slots that have not changed, when sending an update.
- ++nb_diff;
- mask_diff |= 1 << i;
- }
- if (it == poss.equipSlots.end() || it->first > i) continue;
- ItemClass *eq;
- items[i] = it->first && (eq = itemManager->getItem(it->first)) ?
- eq->getSpriteID() : 0;
- if (items[i])
+ if (!itemManager->isEquipSlotVisible(it->first))
+ continue;
+
+ if (!it->second.itemInstance
+ || itemInstances.insert(it->second.itemInstance).second)
{
- /* If we are sending the whole equipment, only filled slots have to
- be accounted for, as the other ones will be automatically cleared. */
- ++nb_full;
- mask_full |= 1 << i;
+ // When the insertion succeeds, its the first time
+ // we encounter the item, so we can send the look change.
+ // We also send empty slots for unequipment handling.
+ lookChanges.insert(
+ std::make_pair<unsigned int, unsigned int>(it->first,
+ it->second.itemId));
}
}
- // Choose the smaller payload.
- if (nb_full <= nb_diff) full = true;
-
- /* Bitmask enumerating the sent slots.
- Setting the upper bit tells the client to clear the slots beforehand. */
- int mask = full ? mask_full | (1 << 7) : mask_diff;
-
- msg.writeInt8(mask);
- for (unsigned int i = 0; i < nb_slots; ++i)
+ if (lookChanges.size() > 0)
{
- if (mask & (1 << i)) msg.writeInt16(items[i]);
+ // Number of look changes to send
+ msg.writeInt8(lookChanges.size());
+
+ for (std::map<unsigned int, unsigned int>::const_iterator it2 =
+ lookChanges.begin(), it2_end = lookChanges.end();
+ it2 != it2_end; ++it2)
+ {
+ msg.writeInt8(it2->first);
+ msg.writeInt16(it2->second);
+ }
}
}
@@ -222,7 +213,7 @@ static void informPlayer(MapComposite *map, Character *p, int worldTime)
MessageOut LooksMsg(GPMSG_BEING_LOOKS_CHANGE);
LooksMsg.writeInt16(oid);
Character * c = static_cast<Character * >(o);
- serializeLooks(c, LooksMsg, false);
+ serializeLooks(c, LooksMsg);
LooksMsg.writeInt16(c->getHairStyle());
LooksMsg.writeInt16(c->getHairColor());
LooksMsg.writeInt16(c->getGender());
@@ -286,7 +277,7 @@ static void informPlayer(MapComposite *map, Character *p, int worldTime)
enterMsg.writeInt8(q->getHairStyle());
enterMsg.writeInt8(q->getHairColor());
enterMsg.writeInt8(q->getGender());
- serializeLooks(q, enterMsg, true);
+ serializeLooks(q, enterMsg);
} break;
case OBJECT_MONSTER:
diff --git a/src/game-server/trade.cpp b/src/game-server/trade.cpp
index 51509307..e1779d2f 100644
--- a/src/game-server/trade.cpp
+++ b/src/game-server/trade.cpp
@@ -130,7 +130,7 @@ void Trade::agree(Character *c)
// Check if both player has the objects in their inventories
// and enouth money, then swap them.
- Inventory v1(mChar1, true), v2(mChar2, true);
+ Inventory v1(mChar1), v2(mChar2);
if (mChar1->getAttribute(mCurrencyId) >= mMoney1 - mMoney2 &&
mChar2->getAttribute(mCurrencyId) >= mMoney2 - mMoney1 &&
perform(mItems1, v1, v2) &&
@@ -143,8 +143,6 @@ void Trade::agree(Character *c)
}
else
{
- v1.cancel();
- v2.cancel();
cancel();
return;
}
diff --git a/src/game-server/trigger.cpp b/src/game-server/trigger.cpp
index f25b00b8..c4cec2f4 100644
--- a/src/game-server/trigger.cpp
+++ b/src/game-server/trigger.cpp
@@ -52,10 +52,15 @@ void TriggerArea::update()
std::set<Actor*> insideNow;
for (BeingIterator i(getMap()->getInsideRectangleIterator(mZone)); i; ++i)
{
- //skip garbage
- if (!(*i) || (*i)->getPublicID() == 0) continue;
+ // Don't deal with unitialized actors.
+ if (!(*i) || !(*i)->isPublicIdValid())
+ continue;
- if (mZone.contains((*i)->getPosition())) //<-- Why is this additional condition necessary? Shouldn't getInsideRectangleIterator already exclude those outside of the zone? --Crush
+ // The BeingIterator returns the mapZones in touch with the rectangle
+ // area. On the other hand, the beings contained in the map zones
+ // may not be within the rectangle area. Hence, this additional
+ // contains() condition.
+ if (mZone.contains((*i)->getPosition()))
{
insideNow.insert(*i);