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-rw-r--r--src/CMakeLists.txt1
-rw-r--r--src/account-server/flooritem.h66
-rw-r--r--src/account-server/main-account.cpp5
-rw-r--r--src/account-server/serverhandler.cpp52
-rw-r--r--src/account-server/storage.cpp140
-rw-r--r--src/account-server/storage.h33
-rw-r--r--src/common/defines.h11
-rw-r--r--src/common/inventorydata.h52
-rw-r--r--src/common/manaserv_protocol.h42
-rw-r--r--src/game-server/accountconnection.cpp64
-rw-r--r--src/game-server/accountconnection.h15
-rw-r--r--src/game-server/attributemanager.cpp5
-rw-r--r--src/game-server/autoattack.h48
-rw-r--r--src/game-server/buysell.cpp6
-rw-r--r--src/game-server/character.cpp4
-rw-r--r--src/game-server/gamehandler.cpp45
-rw-r--r--src/game-server/inventory.cpp917
-rw-r--r--src/game-server/inventory.h101
-rw-r--r--src/game-server/item.h25
-rw-r--r--src/game-server/itemmanager.cpp146
-rw-r--r--src/game-server/itemmanager.h44
-rw-r--r--src/game-server/monster.cpp25
-rw-r--r--src/game-server/state.cpp83
-rw-r--r--src/game-server/trade.cpp4
-rw-r--r--src/scripting/lua.cpp17
-rw-r--r--src/serialize/characterdata.h45
-rw-r--r--src/sql/mysql/createTables.sql24
-rw-r--r--src/sql/mysql/updates/update_14_to_15.sql22
-rw-r--r--src/sql/mysql/updates/update_16_to_17.sql19
-rw-r--r--src/sql/sqlite/createTables.sql17
-rw-r--r--src/sql/sqlite/updates/update_14_to_15.sql21
-rw-r--r--src/sql/sqlite/updates/update_16_to_17.sql16
32 files changed, 1321 insertions, 794 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index fe5b0788..03b2b5ce 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -149,6 +149,7 @@ SET(SRCS_MANASERVACCOUNT
account-server/accounthandler.cpp
account-server/character.h
account-server/character.cpp
+ account-server/flooritem.h
account-server/serverhandler.h
account-server/serverhandler.cpp
account-server/storage.h
diff --git a/src/account-server/flooritem.h b/src/account-server/flooritem.h
new file mode 100644
index 00000000..436dedbc
--- /dev/null
+++ b/src/account-server/flooritem.h
@@ -0,0 +1,66 @@
+/*
+ * The Mana Server
+ * Copyright (C) 2011 The Mana Development Team
+ *
+ * This file is part of The Mana Server.
+ *
+ * The Mana Server is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * any later version.
+ *
+ * The Mana Server is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef FLOOR_ITEM_H
+#define FLOOR_ITEM_H
+
+class FloorItem
+{
+public:
+ FloorItem():
+ mItemId(0), mItemAmount(0), mPosX(0), mPosY(0)
+ {}
+
+ FloorItem(int itemId, int itemAmount, int posX, int posY):
+ mItemId(itemId), mItemAmount(itemAmount), mPosX(posX), mPosY(posY)
+ {}
+
+ /**
+ * Returns the item id
+ */
+ int getItemId() const
+ { return mItemId; }
+
+ /**
+ * Returns the amount of items
+ */
+ int getItemAmount() const
+ { return mItemAmount; }
+
+ /**
+ * Returns the position x of the item(s)
+ */
+ int getPosX() const
+ { return mPosX; }
+
+ /**
+ * Returns the position x of the item(s)
+ */
+ int getPosY() const
+ { return mPosY; }
+
+private:
+ int mItemId;
+ int mItemAmount;
+ int mPosX;
+ int mPosY;
+};
+
+#endif // FLOOR_ITEM_H
diff --git a/src/account-server/main-account.cpp b/src/account-server/main-account.cpp
index 01ec0cea..0adf1285 100644
--- a/src/account-server/main-account.cpp
+++ b/src/account-server/main-account.cpp
@@ -347,8 +347,9 @@ int main(int argc, char *argv[])
LOG_INFO("The Mana Account+Chat Server (unknown version)");
#endif
LOG_INFO("Manaserv Protocol version " << ManaServ::PROTOCOL_VERSION
- << ", " << "Enet version " << ENET_VERSION_MAJOR << "."
- << ENET_VERSION_MINOR << "." << ENET_VERSION_PATCH);
+ << ", Enet version " << ENET_VERSION_MAJOR << "."
+ << ENET_VERSION_MINOR << "." << ENET_VERSION_PATCH
+ << ", Database version " << ManaServ::SUPPORTED_DB_VERSION);
if (!options.verbosityChanged)
options.verbosity = static_cast<Logger::Level>(
diff --git a/src/account-server/serverhandler.cpp b/src/account-server/serverhandler.cpp
index e5bfdc40..6a41d715 100644
--- a/src/account-server/serverhandler.cpp
+++ b/src/account-server/serverhandler.cpp
@@ -27,6 +27,7 @@
#include "account-server/accountclient.h"
#include "account-server/accounthandler.h"
#include "account-server/character.h"
+#include "account-server/flooritem.h"
#include "account-server/storage.h"
#include "chat-server/chathandler.h"
#include "chat-server/post.h"
@@ -241,9 +242,15 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
else
{
MessageOut outMsg(AGMSG_ACTIVE_MAP);
+
+ // Map variables
outMsg.writeInt16(id);
std::map<std::string, std::string> variables;
variables = storage->getAllWorldStateVars(id);
+
+ // Map vars number
+ outMsg.writeInt16(variables.size());
+
for (std::map<std::string, std::string>::iterator i = variables.begin();
i != variables.end();
i++)
@@ -251,6 +258,23 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
outMsg.writeString(i->first);
outMsg.writeString(i->second);
}
+
+ // Persistent Floor Items
+ std::list<FloorItem> items;
+ items = storage->getFloorItemsFromMap(id);
+
+ outMsg.writeInt16(items.size()); //number of floor items
+
+ // Send each map item: item_id, amount, pos_x, pos_y
+ for (std::list<FloorItem>::iterator i = items.begin();
+ i != items.end(); ++i)
+ {
+ outMsg.writeInt32(i->getItemId());
+ outMsg.writeInt16(i->getItemAmount());
+ outMsg.writeInt16(i->getPosX());
+ outMsg.writeInt16(i->getPosY());
+ }
+
comp->send(outMsg);
MapStatistics &m = server->maps[id];
m.nbThings = 0;
@@ -549,6 +573,34 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
chatHandler->handlePartyInvite(msg);
break;
+ case GAMSG_CREATE_ITEM_ON_MAP:
+ {
+ int mapId = msg.readInt32();
+ int itemId = msg.readInt32();
+ int amount = msg.readInt16();
+ int posX = msg.readInt16();
+ int posY = msg.readInt16();
+
+ LOG_DEBUG("Gameserver create item " << itemId
+ << " on map " << mapId);
+
+ storage->addFloorItem(mapId, itemId, amount, posX, posY);
+ } break;
+
+ case GAMSG_REMOVE_ITEM_ON_MAP:
+ {
+ int mapId = msg.readInt32();
+ int itemId = msg.readInt32();
+ int amount = msg.readInt16();
+ int posX = msg.readInt16();
+ int posY = msg.readInt16();
+
+ LOG_DEBUG("Gameserver removed item " << itemId
+ << " from map " << mapId);
+
+ storage->removeFloorItem(mapId, itemId, amount, posX, posY);
+ } break;
+
default:
LOG_WARN("ServerHandler::processMessage, Invalid message type: "
<< msg.getId());
diff --git a/src/account-server/storage.cpp b/src/account-server/storage.cpp
index 3d6d4f51..a1d1694b 100644
--- a/src/account-server/storage.cpp
+++ b/src/account-server/storage.cpp
@@ -24,14 +24,17 @@
#include "account-server/storage.h"
#include "account-server/account.h"
+#include "account-server/flooritem.h"
#include "chat-server/chatchannel.h"
#include "chat-server/guild.h"
#include "chat-server/post.h"
#include "common/configuration.h"
+#include "common/manaserv_protocol.h"
#include "dal/dalexcept.h"
#include "dal/dataproviderfactory.h"
#include "utils/functors.h"
#include "utils/point.h"
+#include "utils/string.h"
#include "utils/throwerror.h"
#include "utils/xml.h"
@@ -41,7 +44,6 @@ static const char *DEFAULT_ITEM_FILE = "items.xml";
// Defines the supported db version
static const char *DB_VERSION_PARAMETER = "database_version";
-static const char *SUPPORTED_DB_VERSION = "16";
/*
* MySQL specificities:
@@ -89,6 +91,7 @@ static const char *AUCTION_TBL_NAME = "mana_auctions";
static const char *AUCTION_BIDS_TBL_NAME = "mana_auction_bids";
static const char *ONLINE_USERS_TBL_NAME = "mana_online_list";
static const char *TRANSACTION_TBL_NAME = "mana_transactions";
+static const char *FLOOR_ITEMS_TBL_NAME = "mana_floor_items";
Storage::Storage()
: mDb(dal::DataProviderFactory::createDataProvider()),
@@ -118,12 +121,14 @@ void Storage::open()
mDb->connect();
// Check database version here
- std::string dbversion = getWorldStateVar(DB_VERSION_PARAMETER);
- if (dbversion != SUPPORTED_DB_VERSION)
+ int dbversion = utils::stringToInt(
+ getWorldStateVar(DB_VERSION_PARAMETER));
+ int supportedDbVersion = ManaServ::SUPPORTED_DB_VERSION;
+ if (dbversion != supportedDbVersion)
{
std::ostringstream errmsg;
errmsg << "Database version is not supported. "
- << "Needed version: '" << SUPPORTED_DB_VERSION
+ << "Needed version: '" << supportedDbVersion
<< "', current version: '" << dbversion << "'";
utils::throwError(errmsg.str());
}
@@ -135,6 +140,15 @@ void Storage::open()
std::ostringstream sql;
sql << "DELETE FROM " << ONLINE_USERS_TBL_NAME;
mDb->execSql(sql.str());
+
+ // In case where the server shouldn't keep floor item in database,
+ // we remove remnants at startup
+ if (Configuration::getValue("game_floorItemDecayTime", 0) > 0)
+ {
+ sql.clear();
+ sql << "DELETE FROM " << FLOOR_ITEMS_TBL_NAME;
+ mDb->execSql(sql.str());
+ }
}
catch (const DbConnectionFailure& e)
{
@@ -490,17 +504,26 @@ Character *Storage::getCharacterBySQL(Account *owner)
try
{
std::ostringstream sql;
- sql << " select slot_type, inventory_slot from "
+ sql << " select slot_type, item_id, item_instance from "
<< CHAR_EQUIPS_TBL_NAME
<< " where owner_id = '"
<< character->getDatabaseID() << "' order by slot_type desc;";
+ EquipData equipData;
const dal::RecordSet &equipInfo = mDb->execSql(sql.str());
if (!equipInfo.isEmpty())
+ {
+ EquipmentItem equipItem;
for (int k = 0, size = equipInfo.rows(); k < size; ++k)
- poss.equipSlots.insert(std::pair<unsigned int, unsigned int>(
- toUint(equipInfo(k, 0)),
- toUint(equipInfo(k, 1))));
+ {
+ equipItem.itemId = toUint(equipInfo(k, 1));
+ equipItem.itemInstance = toUint(equipInfo(k, 2));
+ equipData.insert(std::pair<unsigned int, EquipmentItem>(
+ toUint(equipInfo(k, 0)),
+ equipItem));
+ }
+ }
+ poss.setEquipment(equipData);
}
catch (const dal::DbSqlQueryExecFailure &e)
{
@@ -515,6 +538,7 @@ Character *Storage::getCharacterBySQL(Account *owner)
<< " where owner_id = '"
<< character->getDatabaseID() << "' order by slot asc;";
+ InventoryData inventoryData;
const dal::RecordSet &itemInfo = mDb->execSql(sql.str());
if (!itemInfo.isEmpty())
{
@@ -524,9 +548,10 @@ Character *Storage::getCharacterBySQL(Account *owner)
unsigned short slot = toUint(itemInfo(k, 2));
item.itemId = toUint(itemInfo(k, 3));
item.amount = toUint(itemInfo(k, 4));
- poss.inventory[slot] = item;
+ inventoryData[slot] = item;
}
}
+ poss.setInventory(inventoryData);
}
catch (const dal::DbSqlQueryExecFailure &e)
{
@@ -798,18 +823,18 @@ bool Storage::updateCharacter(Character *character)
std::ostringstream sql;
sql << "insert into " << CHAR_EQUIPS_TBL_NAME
- << " (owner_id, slot_type, inventory_slot) values ("
+ << " (owner_id, slot_type, item_id, item_instance) values ("
<< character->getDatabaseID() << ", ";
std::string base = sql.str();
const Possessions &poss = character->getPossessions();
- for (EquipData::const_iterator it = poss.equipSlots.begin(),
- it_end = poss.equipSlots.end();
- it != it_end;
- ++it)
+ const EquipData &equipData = poss.getEquipment();
+ for (EquipData::const_iterator it = equipData.begin(),
+ it_end = equipData.end(); it != it_end; ++it)
{
sql.str("");
- sql << base << it->first << ", " << it->second << ");";
+ sql << base << it->first << ", " << it->second.itemId
+ << ", " << it->second.itemInstance << ");";
mDb->execSql(sql.str());
}
@@ -820,13 +845,14 @@ bool Storage::updateCharacter(Character *character)
<< character->getDatabaseID() << ", ";
base = sql.str();
- for (InventoryData::const_iterator j = poss.inventory.begin(),
- j_end = poss.inventory.end(); j != j_end; ++j)
+ const InventoryData &inventoryData = poss.getInventory();
+ for (InventoryData::const_iterator j = inventoryData.begin(),
+ j_end = inventoryData.end(); j != j_end; ++j)
{
sql.str("");
unsigned short slot = j->first;
- unsigned int itemId = j->second.itemId;
- unsigned int amount = j->second.amount;
+ unsigned int itemId = j->second.itemId;
+ unsigned int amount = j->second.amount;
assert(itemId);
sql << base << slot << ", " << itemId << ", " << amount << ");";
mDb->execSql(sql.str());
@@ -1361,6 +1387,82 @@ void Storage::removeGuildMember(int guildId, int memberId)
}
}
+void Storage::addFloorItem(int mapId, int itemId, int amount,
+ int posX, int posY)
+{
+ try
+ {
+ std::ostringstream sql;
+ sql << "INSERT INTO " << FLOOR_ITEMS_TBL_NAME
+ << " (map_id, item_id, amount, pos_x, pos_y)"
+ << " VALUES ("
+ << mapId << ", "
+ << itemId << ", "
+ << amount << ", "
+ << posX << ", "
+ << posY << ");";
+ mDb->execSql(sql.str());
+ }
+ catch (const dal::DbSqlQueryExecFailure& e)
+ {
+ utils::throwError("(DALStorage::addFloorItem) SQL query failure: ", e);
+ }
+}
+
+void Storage::removeFloorItem(int mapId, int itemId, int amount,
+ int posX, int posY)
+{
+ try
+ {
+ std::ostringstream sql;
+ sql << "DELETE FROM " << FLOOR_ITEMS_TBL_NAME
+ << " WHERE map_id = "
+ << mapId << " AND item_id = "
+ << itemId << " AND amount = "
+ << amount << " AND pos_x = "
+ << posX << " AND pos_y = "
+ << posY << ";";
+ mDb->execSql(sql.str());
+ }
+ catch (const dal::DbSqlQueryExecFailure& e)
+ {
+ utils::throwError("(DALStorage::removeFloorItem) SQL query failure: ",
+ e);
+ }
+}
+
+std::list<FloorItem> Storage::getFloorItemsFromMap(int mapId)
+{
+ std::list<FloorItem> floorItems;
+
+ try
+ {
+ std::ostringstream sql;
+ sql << "SELECT * FROM " << FLOOR_ITEMS_TBL_NAME
+ << " WHERE map_id = " << mapId;
+
+ string_to< unsigned > toUint;
+ const dal::RecordSet &itemInfo = mDb->execSql(sql.str());
+ if (!itemInfo.isEmpty())
+ {
+ for (int k = 0, size = itemInfo.rows(); k < size; ++k)
+ {
+ floorItems.push_back(FloorItem(toUint(itemInfo(k, 2)),
+ toUint(itemInfo(k, 3)),
+ toUint(itemInfo(k, 4)),
+ toUint(itemInfo(k, 5))));
+ }
+ }
+ }
+ catch (const dal::DbSqlQueryExecFailure &e)
+ {
+ utils::throwError("DALStorage::getFloorItemsFromMap "
+ "SQL query failure: ", e);
+ }
+
+ return floorItems;
+}
+
void Storage::setMemberRights(int guildId, int memberId, int rights)
{
try
diff --git a/src/account-server/storage.h b/src/account-server/storage.h
index a44156a4..3c629920 100644
--- a/src/account-server/storage.h
+++ b/src/account-server/storage.h
@@ -32,6 +32,7 @@
class Account;
class Character;
class ChatChannel;
+class FloorItem;
class Guild;
class Letter;
class Post;
@@ -288,6 +289,38 @@ class Storage
std::list<Guild*> getGuildList();
/**
+ * Add a floor item to map.
+ *
+ * Used to keep the floor item persistently between two server restart.
+ *
+ * @param mapId The map id
+ * @param itemId The item id
+ * @param posX Position X of the item in pixels
+ * @param posY Position Y of the item in pixels
+ */
+ void addFloorItem(int mapId, int itemId, int amount,
+ int posX, int posY);
+
+ /**
+ * Remove item from map persistence
+ *
+ * @param mapId The map id
+ * @param itemId The item id
+ * @param posX Position X of the item in pixels
+ * @param posY Position Y of the item in pixels
+ */
+ void removeFloorItem(int mapId, int itemId, int amount,
+ int posX, int posY);
+
+
+ /**
+ * Get all persistent items from the given map id
+ *
+ * @param mapId The map id
+ */
+ std::list<FloorItem> getFloorItemsFromMap(int mapId);
+
+ /**
* Update an account to the database.
*
* @param Account object to update.
diff --git a/src/common/defines.h b/src/common/defines.h
index c14aca50..140a6929 100644
--- a/src/common/defines.h
+++ b/src/common/defines.h
@@ -126,6 +126,17 @@ enum Element
};
/**
+ * Damage type, used to know how to compute them.
+ */
+enum DamageType
+{
+ DAMAGE_PHYSICAL = 0,
+ DAMAGE_MAGICAL,
+ DAMAGE_DIRECT,
+ DAMAGE_OTHER = -1
+};
+
+/**
* A series of hardcoded attributes that must be defined.
* FIXME: Much of these serve only to indicate derivatives, and so would not be
* needed once this is no longer a hardcoded system.
diff --git a/src/common/inventorydata.h b/src/common/inventorydata.h
index 9127c816..490abff2 100644
--- a/src/common/inventorydata.h
+++ b/src/common/inventorydata.h
@@ -35,20 +35,62 @@
*/
struct InventoryItem
{
+ InventoryItem():
+ itemId(0), amount(0)
+ {}
+
unsigned int itemId;
unsigned int amount;
};
-// slot id -> { item }
-typedef std::map< unsigned short, InventoryItem > InventoryData;
-// equip slot type -> { slot ids }
-// Equipment taking up multiple slots will be referenced multiple times
-typedef std::multimap< unsigned int, unsigned int > EquipData;
+
+struct EquipmentItem
+{
+ EquipmentItem():
+ itemId(0), itemInstance(0)
+ {}
+
+ EquipmentItem(unsigned int itemId, unsigned int itemInstance)
+ {
+ this->itemId = itemId;
+ this->itemInstance = itemInstance;
+ }
+
+ // The item id taken from the item db.
+ unsigned int itemId;
+ // A unique instance number used to separate items when equipping the same
+ // item id multiple times on possible multiple slots.
+ unsigned int itemInstance;
+};
+
+// inventory slot id -> { item }
+typedef std::map< unsigned int, InventoryItem > InventoryData;
+
+// equip slot id -> { item id, item instance }
+// Equipment taking up multiple equip slot ids will be referenced multiple times
+typedef std::multimap< unsigned int, EquipmentItem > EquipData;
/**
* Structure storing the equipment and inventory of a Player.
*/
struct Possessions
{
+ friend class Inventory;
+public:
+ const EquipData &getEquipment() const
+ { return equipSlots; }
+
+ const InventoryData &getInventory() const
+ { return inventory; }
+
+ /**
+ * Should be done only at character serialization and storage load time.
+ */
+ void setEquipment(EquipData &equipData)
+ { equipSlots.swap(equipData); }
+ void setInventory(InventoryData &inventoryData)
+ { inventory.swap(inventoryData); }
+
+private:
InventoryData inventory;
EquipData equipSlots;
};
diff --git a/src/common/manaserv_protocol.h b/src/common/manaserv_protocol.h
index cbe7a0b9..8946a394 100644
--- a/src/common/manaserv_protocol.h
+++ b/src/common/manaserv_protocol.h
@@ -24,7 +24,10 @@
namespace ManaServ {
-enum { PROTOCOL_VERSION = 1 };
+enum {
+ PROTOCOL_VERSION = 1,
+ SUPPORTED_DB_VERSION = 17
+};
/**
* Enumerated type for communicated messages:
@@ -92,12 +95,12 @@ enum {
GPMSG_PLAYER_SERVER_CHANGE = 0x0101, // B*32 token, S game address, W game port
PGMSG_PICKUP = 0x0110, // W*2 position
PGMSG_DROP = 0x0111, // B slot, B amount
- PGMSG_EQUIP = 0x0112, // B slot
- PGMSG_UNEQUIP = 0x0113, // B slot
- PGMSG_MOVE_ITEM = 0x0114, // B slot1, B slot2, B amount
+ PGMSG_EQUIP = 0x0112, // W inventory slot
+ PGMSG_UNEQUIP = 0x0113, // W item Instance id
+ PGMSG_MOVE_ITEM = 0x0114, // W slot1, W slot2, W amount
GPMSG_INVENTORY = 0x0120, // { W slot, W item id [, W amount] (if item id is nonzero) }*
- GPMSG_INVENTORY_FULL = 0x0121, // W inventory slot count { W slot, W itemId, W amount }, { B equip slot, W invy slot}*
- GPMSG_EQUIP = 0x0122, // { W Invy slot, B equip slot type count { B equip slot, B number used} }*
+ GPMSG_INVENTORY_FULL = 0x0121, // W inventory slot count { W slot, W itemId, W amount }, { W equip slot, W item Id, W item Instance}*
+ GPMSG_EQUIP = 0x0122, // W item Id, W equip slot type count //{ W equip slot, W capacity used}*//<- When equipping, //{ W item instance, W 0}*//<- When unequipping
GPMSG_PLAYER_ATTRIBUTE_CHANGE = 0x0130, // { W attribute, D base value (in 1/256ths), D modified value (in 1/256ths)}*
GPMSG_PLAYER_EXP_CHANGE = 0x0140, // { W skill, D exp got, D exp needed }*
GPMSG_LEVELUP = 0x0150, // W new level, W character points, W correction points
@@ -108,12 +111,12 @@ enum {
GPMSG_LOWER_ATTRIBUTE_RESPONSE = 0x0171, // B error, W attribute
PGMSG_RESPAWN = 0x0180, // -
GPMSG_BEING_ENTER = 0x0200, // B type, W being id, B action, W*2 position, B direction
- // character: S name, B hair style, B hair color, B gender, B item bitmask, { W item id }*
+ // character: S name, B hair style, B hair color, B gender, B sprite layers changed, { B slot type, W item id }*
// monster: W type id
// npc: W type id
GPMSG_BEING_LEAVE = 0x0201, // W being id
GPMSG_ITEM_APPEAR = 0x0202, // W item id, W*2 position
- GPMSG_BEING_LOOKS_CHANGE = 0x0210, // W weapon, W hat, W top clothes, W bottom clothes
+ GPMSG_BEING_LOOKS_CHANGE = 0x0210, // B sprite layers changed, { B slot type, W item id }*
PGMSG_WALK = 0x0260, // W*2 destination
PGMSG_ACTION_CHANGE = 0x0270, // B Action
GPMSG_BEING_ACTION_CHANGE = 0x0271, // W being id, B action
@@ -229,7 +232,7 @@ enum {
// Inter-server
GAMSG_REGISTER = 0x0500, // S address, W port, S password, D items db revision, { W map id }*
AGMSG_REGISTER_RESPONSE = 0x0501, // C item version, C password response, { S globalvar_key, S globalvar_value }
- AGMSG_ACTIVE_MAP = 0x0502, // W map id, { S mapvar_key, S mapvar_value }
+ AGMSG_ACTIVE_MAP = 0x0502, // W map id, W Number of mapvar_key mapvar_value sent, { S mapvar_key, S mapvar_value }, W Number of map items, { D item Id, W amount, W posX, W posY }
AGMSG_PLAYER_ENTER = 0x0510, // B*32 token, D id, S name, serialised character data
GAMSG_PLAYER_DATA = 0x0520, // D id, serialised character data
GAMSG_REDIRECT = 0x0530, // D id
@@ -255,6 +258,8 @@ enum {
GCMSG_STORE_POST = 0x05A5, // D sender id, S receiver name, S letter, { W attachment item id, W quantity }
CGMSG_STORE_POST_RESPONSE = 0x05A6, // D id, B error
GAMSG_TRANSACTION = 0x0600, // D character id, D action, S message
+ GAMSG_CREATE_ITEM_ON_MAP = 0x0601, // D map id, D item id, W amount, W pos x, W pos y
+ GAMSG_REMOVE_ITEM_ON_MAP = 0x0602, // D map id, D item id, W amount, W pos x, W pos y
XXMSG_INVALID = 0x7FFF
};
@@ -427,26 +432,7 @@ enum BeingDirection
};
/**
- * enum for sprites layers.
- * WARNING: Has to be in sync with the same enum in the Sprite class
- * of the client!
- */
-enum SpriteLayer
-{
- SPRITE_BASE = 0,
- SPRITE_SHOE,
- SPRITE_BOTTOMCLOTHES,
- SPRITE_TOPCLOTHES,
- SPRITE_HAIR,
- SPRITE_HAT,
- SPRITE_WEAPON,
- SPRITE_VECTOREND
-};
-
-/**
* Beings Genders
- * WARNING: Has to be in sync with the same enum in the Being class
- * of the client!
*/
enum BeingGender
{
diff --git a/src/game-server/accountconnection.cpp b/src/game-server/accountconnection.cpp
index a6dc552f..36f30f33 100644
--- a/src/game-server/accountconnection.cpp
+++ b/src/game-server/accountconnection.cpp
@@ -26,6 +26,7 @@
#include "game-server/map.h"
#include "game-server/mapcomposite.h"
#include "game-server/mapmanager.h"
+#include "game-server/item.h"
#include "game-server/itemmanager.h"
#include "game-server/postman.h"
#include "game-server/quest.h"
@@ -158,18 +159,45 @@ void AccountConnection::processMessage(MessageIn &msg)
case AGMSG_ACTIVE_MAP:
{
- int id = msg.readInt16();
- if (MapManager::activateMap(id))
+ int mapId = msg.readInt16();
+ if (MapManager::activateMap(mapId))
{
- // set map variables
- MapComposite *m = MapManager::getMap(id);
- while (msg.getUnreadLength())
+ // Set map variables
+ MapComposite *m = MapManager::getMap(mapId);
+ int mapVarsNumber = msg.readInt16();
+ for(int i = 0; i < mapVarsNumber; ++i)
{
std::string key = msg.readString();
std::string value = msg.readString();
if (!key.empty() && !value.empty())
- {
m->setVariableFromDbserver(key, value);
+ }
+
+ // Recreate potential persistent floor items
+ LOG_DEBUG("Recreate persistant items on map " << mapId);
+ int floorItemsNumber = msg.readInt16();
+
+ for(int i = 0; i < floorItemsNumber; i += 4)
+ {
+ int itemId = msg.readInt32();
+ int amount = msg.readInt16();
+ int posX = msg.readInt16();
+ int posY = msg.readInt16();
+
+ if (ItemClass *ic = itemManager->getItem(itemId))
+ {
+ Item *item = new Item(ic, amount);
+ item->setMap(m);
+ Point dst(posX, posY);
+ item->setPosition(dst);
+
+ if (!GameState::insertOrDelete(item))
+ {
+ // The map is full.
+ LOG_WARN("Couldn't add floor item(s) " << itemId
+ << " into map " << mapId);
+ return;
+ }
}
}
}
@@ -469,3 +497,27 @@ void AccountConnection::sendTransaction(int id, int action, const std::string &m
msg.writeString(message);
send(msg);
}
+
+void AccountConnection::createFloorItems(int mapId, int itemId, int amount,
+ int posX, int posY)
+{
+ MessageOut msg(GAMSG_CREATE_ITEM_ON_MAP);
+ msg.writeInt32(mapId);
+ msg.writeInt32(itemId);
+ msg.writeInt16(amount);
+ msg.writeInt16(posX);
+ msg.writeInt16(posY);
+ send(msg);
+}
+
+void AccountConnection::removeFloorItems(int mapId, int itemId, int amount,
+ int posX, int posY)
+{
+ MessageOut msg(GAMSG_REMOVE_ITEM_ON_MAP);
+ msg.writeInt32(mapId);
+ msg.writeInt32(itemId);
+ msg.writeInt16(amount);
+ msg.writeInt16(posX);
+ msg.writeInt16(posY);
+ send(msg);
+}
diff --git a/src/game-server/accountconnection.h b/src/game-server/accountconnection.h
index 4e763158..a144a1d1 100644
--- a/src/game-server/accountconnection.h
+++ b/src/game-server/accountconnection.h
@@ -160,6 +160,21 @@ class AccountConnection : public Connection
void updateOnlineStatus(int charId, bool online);
/**
+ * Adds floor items info on database.
+ *
+ * This is used to make them potentially persistent between two server
+ * restart.
+ */
+ void createFloorItems(int mapId, int itemId, int amount,
+ int posX, int posY);
+
+ /**
+ * Remove floor items from the database
+ */
+ void removeFloorItems(int mapId, int itemId, int amount,
+ int posX, int posY);
+
+ /**
* Send transaction to account server
*/
void sendTransaction(int id, int action, const std::string &message);
diff --git a/src/game-server/attributemanager.cpp b/src/game-server/attributemanager.cpp
index 31566bed..bb307846 100644
--- a/src/game-server/attributemanager.cpp
+++ b/src/game-server/attributemanager.cpp
@@ -97,7 +97,10 @@ bool AttributeManager::isAttributeDirectlyModifiable(int id) const
ModifierLocation AttributeManager::getLocation(const std::string &tag) const
{
- return mTagMap.at(tag);
+ if (mTagMap.find(tag) != mTagMap.end())
+ return mTagMap.at(tag);
+ else
+ return ModifierLocation(0, 0);
}
const std::string *AttributeManager::getTag(const ModifierLocation &location) const
diff --git a/src/game-server/autoattack.h b/src/game-server/autoattack.h
index 2e891fa9..5995d248 100644
--- a/src/game-server/autoattack.h
+++ b/src/game-server/autoattack.h
@@ -23,18 +23,8 @@
#include <cstddef>
#include <list>
-#include <limits>
-/**
- * Methods of damage calculation
- */
-enum DamageType
-{
- DAMAGE_PHYSICAL = 0,
- DAMAGE_MAGICAL,
- DAMAGE_DIRECT,
- DAMAGE_OTHER = -1
-};
+#include "common/defines.h"
/**
* Structure that describes the severity and nature of an attack a being can
@@ -42,28 +32,30 @@ enum DamageType
*/
struct Damage
{
+ unsigned int skill; /**< Skill used by source (needed for exp calculation) */
unsigned short base; /**< Base amount of damage. */
unsigned short delta; /**< Additional damage when lucky. */
unsigned short cth; /**< Chance to hit. Opposes the evade attribute. */
unsigned char element; /**< Elemental damage. */
DamageType type; /**< Damage type: Physical or magical? */
- unsigned trueStrike : 1; /**< Override dodge calculation */
- std::list<size_t> usedSkills; /**< Skills used by source (needed for exp calculation) */
- unsigned short range; /**< Maximum distance that this attack can be used from */
+ bool trueStrike; /**< Override dodge calculation */
+ unsigned short range; /**< Maximum distance that this attack can be used from, in pixels */
- Damage(unsigned short base,
+ Damage(unsigned int skill,
+ unsigned short base,
unsigned short delta,
unsigned short cth,
unsigned char element,
DamageType type = DAMAGE_OTHER,
- unsigned short range = std::numeric_limits<unsigned short>::max())
- : base(base)
- , delta(delta)
- , cth(cth)
- , element(element)
- , type(type)
- , trueStrike(false)
- , range(range)
+ unsigned short range = DEFAULT_TILE_LENGTH):
+ skill(skill),
+ base(base),
+ delta(delta),
+ cth(cth),
+ element(element),
+ type(type),
+ trueStrike(false),
+ range(range)
{}
};
@@ -74,11 +66,11 @@ struct Damage
class AutoAttack
{
public:
- AutoAttack(Damage &damage, unsigned int delay, unsigned int warmup)
- : mDamage(damage)
- , mTimer(0)
- , mAspd(delay)
- , mWarmup(warmup && warmup < delay ? warmup : delay >> 2)
+ AutoAttack(Damage &damage, unsigned int warmup, unsigned int cooldown):
+ mDamage(damage),
+ mTimer(0),
+ mAspd(cooldown),
+ mWarmup(warmup && warmup < cooldown ? warmup : cooldown >> 2)
{}
unsigned short getTimer() const { return mTimer; }
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 d3cc20ba..41d05455 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -36,6 +36,7 @@
#include "game-server/gamehandler.h"
#include "game-server/mapcomposite.h"
#include "game-server/mapmanager.h"
+#include "game-server/skillmanager.h"
#include "game-server/state.h"
#include "game-server/trade.h"
#include "scripting/script.h"
@@ -161,7 +162,8 @@ void Character::perform()
{
int damageBase = getModifiedAttribute(ATTR_STR);
int damageDelta = damageBase / 2;
- Damage knuckleDamage(damageBase, damageDelta, 2, ELEMENT_NEUTRAL,
+ Damage knuckleDamage(skillManager->getDefaultSkillId(),
+ damageBase, damageDelta, 2, ELEMENT_NEUTRAL,
DAMAGE_PHYSICAL,
(getSize() < DEFAULT_TILE_LENGTH) ?
DEFAULT_TILE_LENGTH : getSize());
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp
index 4c69da20..e6c4737f 100644
--- a/src/game-server/gamehandler.cpp
+++ b/src/game-server/gamehandler.cpp
@@ -472,11 +472,22 @@ void GameHandler::handlePickup(GameClient &client, MessageIn &message)
{
Item *item = static_cast< Item * >(o);
ItemClass *ic = item->getItemClass();
+ int amount = item->getAmount();
if (!Inventory(client.character).insert(ic->getDatabaseID(),
- item->getAmount()))
+ amount))
{
-
GameState::remove(item);
+
+ // We only do this when items are to be kept in memory
+ // between two server restart.
+ if (!Configuration::getValue("game_floorItemDecayTime", 0))
+ {
+ // Remove the floor item from map
+ accountHandler->removeFloorItems(map->getID(),
+ ic->getDatabaseID(),
+ amount, x, y);
+ }
+
// log transaction
std::stringstream str;
str << "User picked up item " << ic->getDatabaseID()
@@ -494,7 +505,7 @@ 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 +525,8 @@ 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)))
@@ -531,8 +542,20 @@ void GameHandler::handleDrop(GameClient &client, MessageIn &message)
delete item;
return;
}
- // log transaction
+
Point pt = client.character->getPosition();
+
+ // We store the item in database only when the floor items are meant
+ // to be persistent between two server restarts.
+ if (!Configuration::getValue("game_floorItemDecayTime", 0))
+ {
+ // Create the floor item on map
+ accountHandler->createFloorItems(client.character->getMap()->getID(),
+ ic->getDatabaseID(),
+ amount, pt.x, pt.y);
+ }
+
+ // log transaction
std::stringstream str;
str << "User dropped item " << ic->getDatabaseID()
<< " at " << pt.x << "x" << pt.y;
@@ -552,22 +575,22 @@ 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 d7baedf2..e486f7c0 100644
--- a/src/game-server/inventory.cpp
+++ b/src/game-server/inventory.cpp
@@ -25,193 +25,15 @@
#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"
-Inventory::Inventory(Character *p, bool d):
- mPoss(&p->getPossessions()), mInvMsg(GPMSG_INVENTORY),
- mEqmMsg(GPMSG_EQUIP), mCharacter(p), mDelayed(d)
+Inventory::Inventory(Character *p):
+ mPoss(&p->getPossessions()), mCharacter(p)
{
}
-Inventory::~Inventory()
-{
- commit(false);
-}
-
-void Inventory::restart()
-{
- mInvMsg.clear();
- mInvMsg.writeInt16(GPMSG_INVENTORY);
-}
-
-void Inventory::cancel()
-{
- assert(mDelayed);
- Possessions &poss = mCharacter->getPossessions();
- if (mPoss != &poss)
- {
- delete mPoss;
- mPoss = &poss;
- }
- restart();
-}
-
-void Inventory::commit(bool doRestart)
-{
- Possessions &poss = mCharacter->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(mCharacter, 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(mCharacter, 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))
- mCharacter->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 = &mCharacter->getPossessions();
- if (mPoss == poss)
- mPoss = new Possessions(*poss);
-}
-
void Inventory::sendFull() const
{
/* Sends all the information needed to construct inventory
@@ -233,8 +55,9 @@ 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(mCharacter, m);
@@ -242,26 +65,23 @@ void Inventory::sendFull() const
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.
*/
-
- typedef std::set<unsigned int> ItemIdSet;
- 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(mCharacter, ITT_IN_INVY);
++it1;
@@ -278,32 +98,42 @@ void Inventory::initialize()
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(mCharacter, 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;
}
- }
- equipment.clear();
+ /*
+ * 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);
+ }
+
+ ++it2;
+ }
checkInventorySize();
}
@@ -313,9 +143,9 @@ 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
|| mCharacter->getModifiedAttribute(ATTR_INV_CAPACITY) < 0)
@@ -329,9 +159,24 @@ void Inventory::checkInventorySize()
<< "' of character '"
<< 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() << "'!");
+ }
}
}
@@ -343,13 +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
@@ -357,31 +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)
{
@@ -389,14 +244,20 @@ 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;
}
+ // Send that first, before checking potential removals
+ if (invMsg.getLength() > 2)
+ gameHandler->sendTo(mCharacter, invMsg);
+
checkInventorySize();
return amount;
@@ -413,75 +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)
+ }
+
+ if (triggerLeaveInventory)
itemManager->getItem(itemId)->useTrigger(mCharacter, ITT_LEAVE_INVY);
- // Rather inefficient, but still usable for now assuming small invy size.
- // FIXME
- return inv && !force ? remove(itemId, amount, true) : amount;
+
+ if (invMsg.getLength() > 2)
+ gameHandler->sendTo(mCharacter, invMsg);
+
+ return 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();
@@ -489,14 +348,7 @@ unsigned int Inventory::move(unsigned int slot1, unsigned int slot2,
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)
@@ -510,63 +362,113 @@ unsigned int Inventory::move(unsigned int slot1, unsigned int slot2,
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();
@@ -579,38 +481,50 @@ 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(mCharacter, 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.
@@ -624,169 +538,272 @@ void Inventory::changeEquipment(ItemClass *oldI, ItemClass *newI)
newI->useTrigger(mCharacter, ITT_EQUIP);
}
-bool Inventory::equip(int slot, bool override)
+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::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 4a77ad93..547abdf0 100644
--- a/src/game-server/inventory.h
+++ b/src/game-server/inventory.h
@@ -35,30 +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.
@@ -73,25 +58,17 @@ class Inventory
/**
* 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.
@@ -101,16 +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.
@@ -129,18 +106,44 @@ 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.
@@ -150,29 +153,19 @@ class Inventory
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 *mCharacter; /**< Character to notify. */
- bool mDelayed; /**< Delayed changes. */
};
#endif
diff --git a/src/game-server/item.h b/src/game-server/item.h
index dbcc278c..f7c380f1 100644
--- a/src/game-server/item.h
+++ b/src/game-server/item.h
@@ -28,10 +28,15 @@
class Being;
class Script;
-// A pair indicating: Equipment slot id -> how much slots required.
-typedef std::list< std::pair< unsigned int, unsigned int> > ItemEquipInfo;
-// The list of required slots to equip.
-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.
@@ -226,9 +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:
/**
@@ -274,12 +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 32f48762..ffbdce89 100644
--- a/src/game-server/itemmanager.cpp
+++ b/src/game-server/itemmanager.cpp
@@ -52,6 +52,14 @@ 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();
}
@@ -72,52 +80,22 @@ 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.value(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()
@@ -134,42 +112,63 @@ 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()
@@ -264,28 +263,45 @@ 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)
@@ -310,8 +326,8 @@ 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 efd31710..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:
@@ -76,13 +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;
@@ -97,19 +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/monster.cpp b/src/game-server/monster.cpp
index 1eb72aef..a976b81c 100644
--- a/src/game-server/monster.cpp
+++ b/src/game-server/monster.cpp
@@ -131,7 +131,8 @@ void Monster::perform()
{
setTimerHard(T_M_ATTACK_TIME, mCurrentAttack->aftDelay
+ mCurrentAttack->preDelay);
- Damage dmg(getModifiedAttribute(MOB_ATTR_PHY_ATK_MIN) *
+ Damage dmg(0,
+ getModifiedAttribute(MOB_ATTR_PHY_ATK_MIN) *
mCurrentAttack->damageFactor,
getModifiedAttribute(MOB_ATTR_PHY_ATK_DELTA) *
mCurrentAttack->damageFactor,
@@ -423,22 +424,14 @@ int Monster::damage(Actor *source, const Damage &damage)
{
Character *s = static_cast< Character * >(source);
- std::list<size_t>::const_iterator iSkill;
- for (iSkill = damage.usedSkills.begin();
- iSkill != damage.usedSkills.end(); ++iSkill)
+ mExpReceivers[s].insert(damage.skill);
+ if (!isTimerRunning(T_M_KILLSTEAL_PROTECTED) || mOwner == s
+ || mOwner->getParty() == s->getParty())
{
- if (*iSkill)
- {
- mExpReceivers[s].insert(*iSkill);
- if (!isTimerRunning(T_M_KILLSTEAL_PROTECTED) || mOwner == s
- || mOwner->getParty() == s->getParty())
- {
- mOwner = s;
- mLegalExpReceivers.insert(s);
- setTimerHard(T_M_KILLSTEAL_PROTECTED,
- KILLSTEAL_PROTECTION_TIME);
- }
- }
+ mOwner = s;
+ mLegalExpReceivers.insert(s);
+ setTimerHard(T_M_KILLSTEAL_PROTECTED,
+ KILLSTEAL_PROTECTION_TIME);
}
}
return HPLoss;
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/scripting/lua.cpp b/src/scripting/lua.cpp
index 77cfd339..1bb75137 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -367,7 +367,7 @@ static int chr_inv_change(lua_State *s)
return 0;
}
int nb_items = (lua_gettop(s) - 1) / 2;
- Inventory inv(q, true);
+ Inventory inv(q);
for (int i = 0; i < nb_items; ++i)
{
if (!(lua_isnumber(s, i * 2 + 2) || lua_isstring(s, i * 2 + 2)) ||
@@ -405,12 +405,13 @@ static int chr_inv_change(lua_State *s)
id = ic->getDatabaseID();
if (nb < 0)
{
+ // Removing too much item is a success as for the scripter's
+ // point of view. We log it anyway.
nb = inv.remove(id, -nb);
if (nb)
{
- inv.cancel();
- lua_pushboolean(s, 0);
- return 1;
+ LOG_WARN("mana.chr_inv_change() removed more items than owned: "
+ << "character: " << q->getName() << " item id: " << id);
}
}
else
@@ -1172,14 +1173,14 @@ static int monster_change_anger(lua_State *s)
*/
static int monster_remove(lua_State *s)
{
- bool monsterEnqueued = false;
+ bool monsterRemoved = false;
Monster *m = getMonster(s, 1);
if (m)
{
- GameState::enqueueRemove(m);
- monsterEnqueued = true;
+ GameState::remove(m);
+ monsterRemoved = true;
}
- lua_pushboolean(s, monsterEnqueued);
+ lua_pushboolean(s, monsterRemoved);
return 1;
}
diff --git a/src/serialize/characterdata.h b/src/serialize/characterdata.h
index 4466c98e..c453e685 100644
--- a/src/serialize/characterdata.h
+++ b/src/serialize/characterdata.h
@@ -97,20 +97,22 @@ void serializeCharacterData(const T &data, MessageOut &msg)
// inventory - must be last because size isn't transmitted
const Possessions &poss = data.getPossessions();
- msg.writeInt16(poss.equipSlots.size()); // number of equipment
- for (EquipData::const_iterator k = poss.equipSlots.begin(),
- k_end = poss.equipSlots.end();
- k != k_end;
- ++k)
+ const EquipData &equipData = poss.getEquipment();
+ msg.writeInt16(equipData.size()); // number of equipment
+ for (EquipData::const_iterator k = equipData.begin(),
+ k_end = equipData.end(); k != k_end; ++k)
{
- msg.writeInt8(k->first); // Equip slot type
- msg.writeInt16(k->second); // Inventory slot
+ msg.writeInt16(k->first); // Equip slot id
+ msg.writeInt16(k->second.itemId); // ItemId
+ msg.writeInt16(k->second.itemInstance); // Item Instance id
}
- for (InventoryData::const_iterator j = poss.inventory.begin(),
- j_end = poss.inventory.end(); j != j_end; ++j)
+
+ const InventoryData &inventoryData = poss.getInventory();
+ for (InventoryData::const_iterator j = inventoryData.begin(),
+ j_end = inventoryData.end(); j != j_end; ++j)
{
msg.writeInt16(j->first); // slot id
- msg.writeInt16(j->second.itemId); // item type
+ msg.writeInt16(j->second.itemId); // item id
msg.writeInt16(j->second.amount); // amount
}
}
@@ -185,26 +187,31 @@ void deserializeCharacterData(T &data, MessageIn &msg)
Possessions &poss = data.getPossessions();
- poss.equipSlots.clear();
+ EquipData equipData;
int equipSlotsSize = msg.readInt16();
- unsigned int eqSlot, invSlot;
+ unsigned int eqSlot;
+ EquipmentItem equipItem;
for (int j = 0; j < equipSlotsSize; ++j)
{
- eqSlot = msg.readInt8();
- invSlot = msg.readInt16();
- poss.equipSlots.insert(poss.equipSlots.end(),
- std::make_pair(eqSlot, invSlot));
+ eqSlot = msg.readInt16();
+ equipItem.itemId = msg.readInt16();
+ equipItem.itemInstance = msg.readInt16();
+ equipData.insert(equipData.end(),
+ std::make_pair(eqSlot, equipItem));
}
- poss.inventory.clear();
- // inventory - must be last because size isn't transmitted
+ poss.setEquipment(equipData);
+
+ // Loads inventory - must be last because size isn't transmitted
+ InventoryData inventoryData;
while (msg.getUnreadLength())
{
InventoryItem i;
int slotId = msg.readInt16();
i.itemId = msg.readInt16();
i.amount = msg.readInt16();
- poss.inventory.insert(poss.inventory.end(), std::make_pair(slotId, i));
+ inventoryData.insert(inventoryData.end(), std::make_pair(slotId, i));
}
+ poss.setInventory(inventoryData);
}
#endif // SERIALIZE_CHARACTERDATA_H
diff --git a/src/sql/mysql/createTables.sql b/src/sql/mysql/createTables.sql
index 3a5f5187..b75fc0ed 100644
--- a/src/sql/mysql/createTables.sql
+++ b/src/sql/mysql/createTables.sql
@@ -179,16 +179,32 @@ DEFAULT CHARSET=utf8
AUTO_INCREMENT=1 ;
--
+-- table: `mana_floor_items`
+--
+CREATE TABLE IF NOT EXISTS `mana_floor_items` (
+ `id` int(10) unsigned NOT NULL auto_increment,
+ `map_id` int(10) unsigned NOT NULL,
+ `item_id` int(10) unsigned NOT NULL,
+ `amount` smallint(5) unsigned NOT NULL,
+ `pos_x` smallint(5) unsigned NOT NULL,
+ `pos_y` smallint(5) unsigned NOT NULL,
+ --
+ PRIMARY KEY (`id`)
+) ENGINE=InnoDB
+DEFAULT CHARSET=utf8
+AUTO_INCREMENT=1 ;
+
+--
-- table: `mana_char_equips`
--
CREATE TABLE IF NOT EXISTS `mana_char_equips` (
`id` int(10) unsigned NOT NULL auto_increment,
`owner_id` int(10) unsigned NOT NULL,
- `slot_type` tinyint(3) unsigned NOT NULL,
- `inventory_slot` tinyint(3) unsigned NOT NULL,
+ `slot_type` int(10) unsigned NOT NULL,
+ `item_id` int(10) unsigned NOT NULL,
+ `item_instance` int(10) unsigned NOT NULL,
--
PRIMARY KEY (`id`),
- UNIQUE KEY `owner_id` (`owner_id`, `inventory_slot`),
FOREIGN KEY (`owner_id`) REFERENCES `mana_characters` (`id`)
) ENGINE=InnoDB
DEFAULT CHARSET=utf8;
@@ -421,7 +437,7 @@ AUTO_INCREMENT=0 ;
INSERT INTO mana_world_states VALUES('accountserver_startup',NULL,NULL, NOW());
INSERT INTO mana_world_states VALUES('accountserver_version',NULL,NULL, NOW());
-INSERT INTO mana_world_states VALUES('database_version', NULL,'14', NOW());
+INSERT INTO mana_world_states VALUES('database_version', NULL,'17', NOW());
-- all known transaction codes
diff --git a/src/sql/mysql/updates/update_14_to_15.sql b/src/sql/mysql/updates/update_14_to_15.sql
new file mode 100644
index 00000000..1036817b
--- /dev/null
+++ b/src/sql/mysql/updates/update_14_to_15.sql
@@ -0,0 +1,22 @@
+
+-- Dropping the table will only unequip characters, so it's not an issue.
+DROP TABLE mana_char_equips;
+
+-- Recreate the table using the latest definition.
+CREATE TABLE IF NOT EXISTS `mana_char_equips` (
+ `id` int(10) unsigned NOT NULL auto_increment,
+ `owner_id` int(10) unsigned NOT NULL,
+ `slot_type` int(10) unsigned NOT NULL,
+ `item_id` int(10) unsigned NOT NULL,
+ `item_instance` int(10) unsigned NOT NULL,
+ --
+ PRIMARY KEY (`id`),
+ FOREIGN KEY (`owner_id`) REFERENCES `mana_characters` (`id`)
+) ENGINE=InnoDB
+DEFAULT CHARSET=utf8;
+
+-- Update database version.
+UPDATE mana_world_states
+SET value = '15',
+moddate = UNIX_TIMESTAMP()
+WHERE state_name = 'database_version';
diff --git a/src/sql/mysql/updates/update_16_to_17.sql b/src/sql/mysql/updates/update_16_to_17.sql
new file mode 100644
index 00000000..008983aa
--- /dev/null
+++ b/src/sql/mysql/updates/update_16_to_17.sql
@@ -0,0 +1,19 @@
+-- Create the new floor item table
+CREATE TABLE IF NOT EXISTS `mana_floor_items` (
+ `id` int(10) unsigned NOT NULL auto_increment,
+ `map_id` int(10) unsigned NOT NULL,
+ `item_id` int(10) unsigned NOT NULL,
+ `amount` smallint(5) unsigned NOT NULL,
+ `pos_x` smallint(5) unsigned NOT NULL,
+ `pos_y` smallint(5) unsigned NOT NULL,
+ --
+ PRIMARY KEY (`id`)
+) ENGINE=InnoDB
+DEFAULT CHARSET=utf8
+AUTO_INCREMENT=1 ;
+
+-- Update database version.
+UPDATE mana_world_states
+SET value = '17',
+moddate = UNIX_TIMESTAMP()
+WHERE state_name = 'database_version';
diff --git a/src/sql/sqlite/createTables.sql b/src/sql/sqlite/createTables.sql
index b366606b..2d7360da 100644
--- a/src/sql/sqlite/createTables.sql
+++ b/src/sql/sqlite/createTables.sql
@@ -173,12 +173,25 @@ CREATE INDEX mana_item_attributes_item ON mana_item_attributes ( item_id );
-----------------------------------------------------------------------------
+CREATE TABLE mana_floor_items
+(
+ id INTEGER PRIMARY KEY,
+ map_id INTEGER NOT NULL,
+ item_id INTEGER NOT NULL,
+ amount INTEGER NOT NULL,
+ pos_x INTEGER NOT NULL,
+ pos_y INTEGER NOT NULL
+);
+
+-----------------------------------------------------------------------------
+
CREATE TABLE mana_char_equips
(
id INTEGER PRIMARY KEY,
owner_id INTEGER NOT NULL,
slot_type INTEGER NOT NULL,
- inventory_slot INTEGER NOT NULL,
+ item_id INTEGER NOT NULL,
+ item_instance INTEGER NOT NULL,
--
FOREIGN KEY (owner_id) REFERENCES mana_characters(id)
);
@@ -406,7 +419,7 @@ AS
INSERT INTO mana_world_states VALUES('accountserver_startup',NULL,NULL, strftime('%s','now'));
INSERT INTO mana_world_states VALUES('accountserver_version',NULL,NULL, strftime('%s','now'));
-INSERT INTO mana_world_states VALUES('database_version', NULL,'14', strftime('%s','now'));
+INSERT INTO mana_world_states VALUES('database_version', NULL,'17', strftime('%s','now'));
-- all known transaction codes
diff --git a/src/sql/sqlite/updates/update_14_to_15.sql b/src/sql/sqlite/updates/update_14_to_15.sql
new file mode 100644
index 00000000..777764d8
--- /dev/null
+++ b/src/sql/sqlite/updates/update_14_to_15.sql
@@ -0,0 +1,21 @@
+
+-- Dropping the table will only unequip characters, so it's not an issue.
+DROP TABLE mana_char_equips;
+
+-- Recreate the table using the latest definition.
+CREATE TABLE mana_char_equips
+(
+ id INTEGER PRIMARY KEY,
+ owner_id INTEGER NOT NULL,
+ slot_type INTEGER NOT NULL,
+ item_id INTEGER NOT NULL,
+ item_instance INTEGER NOT NULL,
+ --
+ FOREIGN KEY (owner_id) REFERENCES mana_characters(id)
+);
+
+-- Update the database version, and set date of update
+UPDATE mana_world_states
+ SET value = '15',
+ moddate = strftime('%s','now')
+ WHERE state_name = 'database_version';
diff --git a/src/sql/sqlite/updates/update_16_to_17.sql b/src/sql/sqlite/updates/update_16_to_17.sql
new file mode 100644
index 00000000..769c26da
--- /dev/null
+++ b/src/sql/sqlite/updates/update_16_to_17.sql
@@ -0,0 +1,16 @@
+-- Create the new floor item table
+CREATE TABLE mana_floor_items
+(
+ id INTEGER PRIMARY KEY,
+ map_id INTEGER NOT NULL,
+ item_id INTEGER NOT NULL,
+ amount INTEGER NOT NULL,
+ pos_x INTEGER NOT NULL,
+ pos_y INTEGER NOT NULL
+);
+
+-- Update the database version, and set date of update
+UPDATE mana_world_states
+ SET value = '17',
+ moddate = strftime('%s','now')
+ WHERE state_name = 'database_version';