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-rw-r--r--src/net/ea/inventoryhandler.cpp232
1 files changed, 19 insertions, 213 deletions
diff --git a/src/net/ea/inventoryhandler.cpp b/src/net/ea/inventoryhandler.cpp
index b3821822e..e4409278c 100644
--- a/src/net/ea/inventoryhandler.cpp
+++ b/src/net/ea/inventoryhandler.cpp
@@ -36,6 +36,7 @@
#include "net/ea/eaprotocol.h"
#include "net/ea/equipbackend.h"
+#include "net/ea/inventoryrecv.h"
#include "utils/delete2.h"
@@ -43,50 +44,18 @@
#include "debug.h"
-const EquipSlot::Type EQUIP_POINTS[EquipSlot::VECTOREND] =
-{
- EquipSlot::LEGS_SLOT, // Lower Headgear
- EquipSlot::FIGHT1_SLOT, // Weapon
- EquipSlot::GLOVES_SLOT, // Garment
- EquipSlot::RING2_SLOT, // Accessory 1
- EquipSlot::RING1_SLOT, // Armor
- EquipSlot::FIGHT2_SLOT, // Shield
- EquipSlot::FEET_SLOT, // Footgear
- EquipSlot::NECK_SLOT, // Accessory 2
- EquipSlot::HEAD_SLOT, // Upper Headgear
- EquipSlot::TORSO_SLOT, // Middle Headgear
- EquipSlot::EVOL_RING1_SLOT, // Costume Top Headgear
- EquipSlot::EVOL_RING2_SLOT, // Costume Mid Headgear
- EquipSlot::PROJECTILE_SLOT, // Costume Low Headgear
- EquipSlot::COSTUME_ROBE_SLOT, // Costume Garment/Robe
- EquipSlot::MISSING1_SLOT, // Missing slot 1
- EquipSlot::MISSING2_SLOT, // Missing slot 2
- EquipSlot::SHADOW_ARMOR_SLOT, // Shadow Armor
- EquipSlot::SHADOW_WEAPON_SLOT, // Shadow Weapon
- EquipSlot::SHADOW_SHIELD_SLOT, // Shadow Shield
- EquipSlot::SHADOW_SHOES_SLOT, // Shadow Shoes
- EquipSlot::SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2
- EquipSlot::SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1
-};
-
namespace Ea
{
-EquipBackend InventoryHandler::mEquips;
-InventoryItems InventoryHandler::mInventoryItems;
-Inventory *InventoryHandler::mStorage = nullptr;
-PickupQueue InventoryHandler::mSentPickups;
-bool InventoryHandler::mDebugInventory = true;
-
InventoryHandler::InventoryHandler()
{
- mEquips.clear();
- mInventoryItems.clear();
- mStorage = nullptr;
+ InventoryRecv::mEquips.clear();
+ InventoryRecv::mInventoryItems.clear();
+ InventoryRecv::mStorage = nullptr;
storageWindow = nullptr;
- while (!mSentPickups.empty())
- mSentPickups.pop();
- mDebugInventory = true;
+ while (!InventoryRecv::mSentPickups.empty())
+ InventoryRecv::mSentPickups.pop();
+ InventoryRecv::mDebugInventory = true;
}
InventoryHandler::~InventoryHandler()
@@ -97,12 +66,12 @@ InventoryHandler::~InventoryHandler()
storageWindow = nullptr;
}
- delete2(mStorage);
+ delete2(InventoryRecv::mStorage);
}
void InventoryHandler::clear()
{
- delete2(mStorage);
+ delete2(InventoryRecv::mStorage);
}
bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const
@@ -144,179 +113,6 @@ size_t InventoryHandler::getSize(const int type) const
return 0;
}
}
-int InventoryHandler::getSlot(const int eAthenaSlot)
-{
- if (eAthenaSlot == 0)
- return EquipSlot::VECTOREND;
-
- if (eAthenaSlot & 0x8000)
- return inventoryHandler->getProjectileSlot();
-
- unsigned int mask = 1;
- int position = 0;
- while (!(eAthenaSlot & mask))
- {
- mask <<= 1;
- position++;
- }
- return static_cast<int>(EQUIP_POINTS[position]);
-}
-
-void InventoryHandler::processPlayerInventoryRemove(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processPlayerInventoryRemove")
- Inventory *const inventory = localPlayer
- ? PlayerInfo::getInventory() : nullptr;
-
- const int index = msg.readInt16("index") - INVENTORY_OFFSET;
- const int amount = msg.readInt16("amount");
- if (inventory)
- {
- if (Item *const item = inventory->getItem(index))
- {
- item->increaseQuantity(-amount);
- if (item->getQuantity() == 0)
- inventory->removeItemAt(index);
- ArrowsListener::distributeEvent();
- }
- }
- BLOCK_END("InventoryHandler::processPlayerInventoryRemove")
-}
-
-void InventoryHandler::processPlayerInventoryUse(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processPlayerInventoryUse")
- Inventory *const inventory = localPlayer
- ? PlayerInfo::getInventory() : nullptr;
-
- const int index = msg.readInt16("index") - INVENTORY_OFFSET;
- msg.readInt16("item id");
- msg.readInt32("id?");
- const int amount = msg.readInt16("amount");
- msg.readUInt8("type");
-
- if (inventory)
- {
- if (Item *const item = inventory->getItem(index))
- {
- if (amount)
- item->setQuantity(amount);
- else
- inventory->removeItemAt(index);
- }
- }
- BLOCK_END("InventoryHandler::processPlayerInventoryUse")
-}
-
-void InventoryHandler::processItemUseResponse(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processItemUseResponse")
- Inventory *const inventory = localPlayer
- ? PlayerInfo::getInventory() : nullptr;
-
- const int index = msg.readInt16("index") - INVENTORY_OFFSET;
- const int amount = msg.readInt16("amount");
-
- if (msg.readUInt8("result") == 0)
- {
- NotifyManager::notify(NotifyTypes::USE_FAILED);
- }
- else
- {
- if (inventory)
- {
- if (Item *const item = inventory->getItem(index))
- {
- if (amount)
- item->setQuantity(amount);
- else
- inventory->removeItemAt(index);
- }
- }
- }
- BLOCK_END("InventoryHandler::processItemUseResponse")
-}
-
-void InventoryHandler::processPlayerStorageStatus(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processPlayerStorageStatus")
- /*
- * 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(InventoryType::STORAGE, size);
-
- FOR_EACH (Ea::InventoryItems::const_iterator, it, mInventoryItems)
- {
- mStorage->setItem((*it).slot,
- (*it).id,
- (*it).type,
- (*it).quantity,
- (*it).refine,
- (*it).color,
- (*it).identified,
- (*it).damaged,
- (*it).favorite,
- (*it).equip,
- Equipped_false);
- }
- mInventoryItems.clear();
-
- if (!storageWindow)
- {
- CREATEWIDGETV(storageWindow, InventoryWindow, mStorage);
- }
- BLOCK_END("InventoryHandler::processPlayerStorageStatus")
-}
-
-void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED)
-{
- BLOCK_START("InventoryHandler::processPlayerStorageClose")
- // Storage access has been closed
- // Storage window deletes itself
- if (storageWindow)
- {
- storageWindow->unsetInventory();
- storageWindow->close();
- }
- storageWindow = nullptr;
-
- if (mStorage)
- mStorage->clear();
-
- delete2(mStorage);
- BLOCK_END("InventoryHandler::processPlayerStorageClose")
-}
-
-void InventoryHandler::processPlayerAttackRange(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processPlayerAttackRange")
- const int range = msg.readInt16("range");
- if (localPlayer)
- localPlayer->setAttackRange(range);
- PlayerInfo::setStatBase(Attributes::ATTACK_RANGE, range);
- PlayerInfo::setStatMod(Attributes::ATTACK_RANGE, 0);
- BLOCK_END("InventoryHandler::processPlayerAttackRange")
-}
-
-void InventoryHandler::processPlayerArrowEquip(Net::MessageIn &msg)
-{
- BLOCK_START("InventoryHandler::processPlayerArrowEquip")
- int index = msg.readInt16("index");
- if (index <= 1)
- return;
-
- index -= INVENTORY_OFFSET;
- mEquips.setEquipment(inventoryHandler->getProjectileSlot(), index);
- ArrowsListener::distributeEvent();
- BLOCK_END("InventoryHandler::processPlayerArrowEquip")
-}
-
void InventoryHandler::destroyStorage()
{
BLOCK_START("InventoryHandler::closeStorage")
@@ -334,4 +130,14 @@ void InventoryHandler::forgotStorage()
storageWindow = nullptr;
}
+void InventoryHandler::pushPickup(const BeingId floorId)
+{
+ InventoryRecv::mSentPickups.push(floorId);
+}
+
+Inventory *InventoryHandler::getStorage() const
+{
+ return InventoryRecv::mStorage;
+}
+
} // namespace Ea