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+/*
+ * The ManaPlus Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 The Mana Developers
+ * Copyright (C) 2011-2015 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/inventoryrecv.h"
+
+#include "notifymanager.h"
+
+#include "being/localplayer.h"
+
+#include "enums/equipslot.h"
+
+#include "enums/resources/notifytypes.h"
+
+#include "gui/widgets/createwidget.h"
+
+#include "net/messagein.h"
+
+#include "net/ea/eaprotocol.h"
+#include "net/ea/equipbackend.h"
+
+#include "utils/delete2.h"
+
+#include "listeners/arrowslistener.h"
+
+#include "debug.h"
+
+namespace Ea
+{
+
+namespace InventoryRecv
+{
+ 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
+ };
+
+ EquipBackend mEquips;
+ InventoryItems mInventoryItems;
+ Inventory *mStorage = nullptr;
+ PickupQueue mSentPickups;
+ bool mDebugInventory = true;
+}
+
+void InventoryRecv::processPlayerInventoryRemove(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerInventoryRemove")
+}
+
+void InventoryRecv::processPlayerInventoryUse(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerInventoryUse")
+}
+
+void InventoryRecv::processItemUseResponse(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processItemUseResponse")
+}
+
+void InventoryRecv::processPlayerStorageStatus(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerStorageStatus")
+}
+
+void InventoryRecv::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerStorageClose")
+}
+
+void InventoryRecv::processPlayerAttackRange(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::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("InventoryRecv::processPlayerAttackRange")
+}
+
+void InventoryRecv::processPlayerArrowEquip(Net::MessageIn &msg)
+{
+ BLOCK_START("InventoryRecv::processPlayerArrowEquip")
+ int index = msg.readInt16("index");
+ if (index <= 1)
+ return;
+
+ index -= INVENTORY_OFFSET;
+ mEquips.setEquipment(inventoryHandler->getProjectileSlot(), index);
+ ArrowsListener::distributeEvent();
+ BLOCK_END("InventoryRecv::processPlayerArrowEquip")
+}
+
+int InventoryRecv::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]);
+}
+
+} // namespace Ea