/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "net/ea/inventoryhandler.h"
#include "localplayer.h"
#include "notifymanager.h"
#include "gui/ministatuswindow.h"
#include "net/ea/eaprotocol.h"
#include "debug.h"
extern int serverVersion;
const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] =
{
Equipment::EQUIP_LEGS_SLOT,
Equipment::EQUIP_FIGHT1_SLOT,
Equipment::EQUIP_GLOVES_SLOT,
Equipment::EQUIP_RING2_SLOT,
Equipment::EQUIP_RING1_SLOT,
Equipment::EQUIP_FIGHT2_SLOT,
Equipment::EQUIP_FEET_SLOT,
Equipment::EQUIP_NECK_SLOT,
Equipment::EQUIP_HEAD_SLOT,
Equipment::EQUIP_TORSO_SLOT,
Equipment::EQUIP_EVOL_RING1_SLOT,
Equipment::EQUIP_EVOL_RING2_SLOT,
Equipment::EQUIP_PROJECTILE_SLOT,
};
// missing EQUIP_RING1_SLOT
const Equipment::Slot EQUIP_CONVERT[] =
{
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_FEET_SLOT, // SPRITE_SHOE
Equipment::EQUIP_LEGS_SLOT, // SPRITE_BOTTOMCLOTHES
Equipment::EQUIP_TORSO_SLOT, // SPRITE_TOPCLOTHES
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_NECK_SLOT, // SPRITE_RING
Equipment::EQUIP_PROJECTILE_SLOT, // 0
Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT
Equipment::EQUIP_RING2_SLOT, // 0
Equipment::EQUIP_GLOVES_SLOT, // SPRITE_GLOVES
Equipment::EQUIP_FIGHT1_SLOT, // SPRITE_WEAPON
Equipment::EQUIP_FIGHT2_SLOT, // SPRITE_SHIELD
Equipment::EQUIP_EVOL_RING1_SLOT, // SPRITE_EVOL1
Equipment::EQUIP_EVOL_RING2_SLOT, // SPRITE_EVOL2
Equipment::EQUIP_PROJECTILE_SLOT, // 0
};
namespace Ea
{
InventoryHandler::InventoryHandler() :
mEquips(),
mInventoryItems(),
mStorage(nullptr),
mStorageWindow(nullptr),
mDebugInventory(true),
mSentPickups()
{
}
InventoryHandler::~InventoryHandler()
{
if (mStorageWindow)
{
mStorageWindow->close();
mStorageWindow = nullptr;
}
delete mStorage;
mStorage = nullptr;
}
void InventoryHandler::clear()
{
delete mStorage;
mStorage = nullptr;
}
bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const
{
return false;
}
void InventoryHandler::splitItem(const Item *const item A_UNUSED,
const int amount A_UNUSED) const
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::moveItem(const int oldIndex A_UNUSED,
const int newIndex A_UNUSED) const
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::openStorage(const int type A_UNUSED) const
{
// Doesn't apply to eAthena, since opening happens through NPCs?
}
size_t InventoryHandler::getSize(const int type) const
{
switch (type)
{
case Inventory::INVENTORY:
return 100;
case Inventory::STORAGE:
return 0; // Comes from server after items
case Inventory::TRADE:
return 12;
case GUILD_STORAGE:
return 0; // Comes from server after items
default:
return 0;
}
}
int InventoryHandler::convertFromServerSlot(const int serverSlot) const
{
if (serverSlot < 0 || serverSlot > 13)
return 0;
return EQUIP_CONVERT[serverSlot];
}
int InventoryHandler::getSlot(const int eAthenaSlot) const
{
if (eAthenaSlot == 0)
return Equipment::EQUIP_VECTOREND;
if (eAthenaSlot & 0x8000)
return Equipment::EQUIP_PROJECTILE_SLOT;
int mask = 1;
int position = 0;
while (!(eAthenaSlot & mask))
{
mask <<= 1;
position++;
}
return EQUIP_POINTS[position];
}
void InventoryHandler::processPlayerInventory(Net::MessageIn &msg,
const bool playerInvintory)
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
if (playerInvintory)
{
if (PlayerInfo::getEquipment())
{
// Clear inventory - this will be a complete refresh
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
if (inventory)
inventory->clear();
}
else
{
mInventoryItems.clear();
}
msg.readInt16(); // length
const int number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
int cards[4];
const int index = msg.readInt16() - (playerInvintory
? INVENTORY_OFFSET : STORAGE_OFFSET);
const int itemId = msg.readInt16();
const int itemType = msg.readInt8();
unsigned char identified = msg.readInt8();
const int amount = msg.readInt16();
const int arrow = msg.readInt16();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d",
index, itemId, itemType, identified, amount,
cards[0], cards[1], cards[2], cards[3]);
}
if (serverVersion < 1 && identified > 1)
identified = 1;
if (playerInvintory)
{
// Trick because arrows are not considered equipment
const bool isEquipment = arrow & 0x8000;
if (inventory)
{
inventory->setItem(index, itemId, amount,
0, identified, isEquipment);
}
}
else
{
mInventoryItems.push_back(Ea::InventoryItem(index, itemId,
amount, 0, identified, false));
}
}
}
void InventoryHandler::processPlayerStorageEquip(Net::MessageIn &msg)
{
msg.readInt16(); // length
const int number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
int cards[4];
const int index = msg.readInt16() - STORAGE_OFFSET;
const int itemId = msg.readInt16();
const int itemType = msg.readInt8();
unsigned char identified = msg.readInt8();
const int amount = 1;
msg.readInt16(); // Equip Point?
msg.readInt16(); // Another Equip Point?
msg.readInt8(); // Attribute (broken)
const int refine = msg.readInt8();
for (int i = 0; i < 4; i++)
cards[i] = msg.readInt16();
if (mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d, "
"Qty: %d, Cards: %d, %d, %d, %d, Refine: %d",
index, itemId, itemType, identified, amount,
cards[0], cards[1], cards[2], cards[3],
refine);
}
if (serverVersion < 1 && identified > 1)
identified = 1;
mInventoryItems.push_back(Ea::InventoryItem(index,
itemId, amount, refine, identified, false));
}
}
void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg)
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
if (PlayerInfo::getEquipment()
&& !PlayerInfo::getEquipment()->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
PlayerInfo::getEquipment()->setBackend(&mEquips);
}
const int index = msg.readInt16() - INVENTORY_OFFSET;
int amount = msg.readInt16();
const int itemId = msg.readInt16();
unsigned char identified = msg.readInt8();
msg.readInt8(); // attribute
const int refine = msg.readInt8();
for (int i = 0; i < 4; i++)
msg.readInt16(); // cards[i]
const int equipType = msg.readInt16();
msg.readInt8(); // itemType
const ItemInfo &itemInfo = ItemDB::get(itemId);
const unsigned char err = msg.readInt8();
int floorId;
if (mSentPickups.empty())
{
floorId = 0;
}
else
{
floorId = mSentPickups.front();
mSentPickups.pop();
}
if (err)
{
if (player_node)
player_node->pickedUp(itemInfo, 0, identified, floorId, err);
}
else
{
if (player_node)
{
player_node->pickedUp(itemInfo, amount,
identified, floorId, PICKUP_OKAY);
}
if (inventory)
{
const Item *const item = inventory->getItem(index);
if (item && item->getId() == itemId)
amount += item->getQuantity();
if (serverVersion < 1 && identified > 1)
identified = 1;
inventory->setItem(index, itemId, amount, refine,
identified, equipType != 0);
}
}
}
void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg) const
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int amount = msg.readInt16();
if (inventory)
{
if (Item *const item = inventory->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
inventory->removeItemAt(index);
if (miniStatusWindow)
miniStatusWindow->updateArrows();
}
}
}
void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg) const
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
const int index = msg.readInt16() - INVENTORY_OFFSET;
msg.readInt16(); // item id
msg.readInt32(); // id
const int amount = msg.readInt16();
msg.readInt8(); // type
if (inventory)
{
if (Item *const item = inventory->getItem(index))
{
if (amount)
item->setQuantity(amount);
else
inventory->removeItemAt(index);
}
}
}
void InventoryHandler::processItemUseResponse(Net::MessageIn &msg) const
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int amount = msg.readInt16();
if (msg.readInt8() == 0)
{
NotifyManager::notify(NotifyManager::USE_FAILED);
}
else
{
if (inventory)
{
if (Item *const item = inventory->getItem(index))
{
if (amount)
item->setQuantity(amount);
else
inventory->removeItemAt(index);
}
}
}
}
void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg)
{
/*
* This is the closest we get to an "Open Storage" packet from the
* server. It always comes after the two SMSG_PLAYER_STORAGE_...
* packets that update storage contents.
*/
msg.readInt16(); // Used count
const int size = msg.readInt16(); // Max size
if (!mStorage)
mStorage = new Inventory(Inventory::STORAGE, size);
FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems)
{
mStorage->setItem((*it).slot, (*it).id, (*it).quantity,
(*it).refine, (*it).color, (*it).equip);
}
mInventoryItems.clear();
if (!mStorageWindow)
mStorageWindow = new InventoryWindow(mStorage);
}
void InventoryHandler::processPlayerStorageAdd(Net::MessageIn &msg)
{
// Move an item into storage
const int index = msg.readInt16() - STORAGE_OFFSET;
const int amount = msg.readInt32();
const int itemId = msg.readInt16();
unsigned char identified = msg.readInt8();
msg.readInt8(); // attribute
const int refine = msg.readInt8();
for (int i = 0; i < 4; i++)
msg.readInt16(); // card i
if (Item *const item = mStorage->getItem(index))
{
item->setId(itemId, identified);
item->increaseQuantity(amount);
}
else
{
if (mStorage)
{
if (serverVersion < 1 && identified > 1)
identified = 1;
mStorage->setItem(index, itemId, amount,
refine, identified, false);
}
}
}
void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg)
{
// Move an item out of storage
const int index = msg.readInt16() - STORAGE_OFFSET;
const int amount = msg.readInt16();
if (mStorage)
{
if (Item *const item = mStorage->getItem(index))
{
item->increaseQuantity(-amount);
if (item->getQuantity() == 0)
mStorage->removeItemAt(index);
}
}
}
void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED)
{
// Storage access has been closed
// Storage window deletes itself
mStorageWindow = nullptr;
if (mStorage)
mStorage->clear();
delete mStorage;
mStorage = nullptr;
}
void InventoryHandler::processPlayerEquipment(Net::MessageIn &msg)
{
Inventory *const inventory = player_node
? PlayerInfo::getInventory() : nullptr;
msg.readInt16(); // length
Equipment *const equipment = PlayerInfo::getEquipment();
if (equipment && !equipment->getBackend())
{ // look like SMSG_PLAYER_INVENTORY was not received
mEquips.clear();
equipment->setBackend(&mEquips);
}
const int number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int itemId = msg.readInt16();
const int itemType = msg.readInt8(); // type
unsigned char identified = msg.readInt8(); // identify flag
msg.readInt16(); // equip type
const int equipType = msg.readInt16();
msg.readInt8(); // attribute
const int refine = msg.readInt8();
msg.skip(8); // card
if (mDebugInventory)
{
logger->log("Index: %d, ID: %d, Type: %d, Identified: %d",
index, itemId, itemType, identified);
}
if (serverVersion < 1 && identified > 1)
identified = 1;
if (inventory)
{
inventory->setItem(index, itemId, 1, refine,
identified, true);
}
if (equipType)
mEquips.setEquipment(getSlot(equipType), index);
}
}
void InventoryHandler::processPlayerEquip(Net::MessageIn &msg)
{
const int index = msg.readInt16() - INVENTORY_OFFSET;
const int equipType = msg.readInt16();
const int flag = msg.readInt8();
if (!flag)
NotifyManager::notify(NotifyManager::EQUIP_FAILED);
else
mEquips.setEquipment(getSlot(equipType), index);
}
void InventoryHandler::processPlayerUnEquip(Net::MessageIn &msg)
{
msg.readInt16(); // inder val - INVENTORY_OFFSET;
const int equipType = msg.readInt16();
const int flag = msg.readInt8();
if (flag)
mEquips.setEquipment(getSlot(equipType), -1);
if (miniStatusWindow && equipType & 0x8000)
miniStatusWindow->updateArrows();
}
void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg) const
{
const int range = msg.readInt16();
if (player_node)
player_node->setAttackRange(range);
PlayerInfo::setStatBase(PlayerInfo::ATTACK_RANGE, range);
PlayerInfo::setStatMod(PlayerInfo::ATTACK_RANGE, 0);
}
void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg)
{
int index = msg.readInt16();
if (index <= 1)
return;
index -= INVENTORY_OFFSET;
mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index);
if (miniStatusWindow)
miniStatusWindow->updateArrows();
}
} // namespace Ea