diff options
Diffstat (limited to 'src/net/eathena/inventoryhandler.cpp')
-rw-r--r-- | src/net/eathena/inventoryhandler.cpp | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/src/net/eathena/inventoryhandler.cpp b/src/net/eathena/inventoryhandler.cpp index 3a9297984..6567eedc2 100644 --- a/src/net/eathena/inventoryhandler.cpp +++ b/src/net/eathena/inventoryhandler.cpp @@ -328,4 +328,74 @@ void InventoryHandler::processPlayerInventoryAdd(Net::MessageIn &msg) BLOCK_END("InventoryHandler::processPlayerInventoryAdd") } +void InventoryHandler::processPlayerInventory(Net::MessageIn &msg) +{ + BLOCK_START("InventoryHandler::processPlayerInventory") + const bool playerInvintory = msg.getId() == SMSG_PLAYER_INVENTORY; + Inventory *const inventory = localPlayer + ? 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 uint8_t itemType = msg.readUInt8(); + uint8_t identified = msg.readUInt8(); + 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)); + } + } + BLOCK_END("InventoryHandler::processPlayerInventory") +} + } // namespace EAthena |