/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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 .
*/
#include "net/ea/inventoryhandler.h"
#include "notifymanager.h"
#include "being/attributes.h"
#include "being/localplayer.h"
#include "net/messagein.h"
#include "net/ea/eaprotocol.h"
#include "utils/delete2.h"
#include "listeners/arrowslistener.h"
#include "resources/notifytypes.h"
#include "debug.h"
const Equipment::Slot EQUIP_POINTS[Equipment::EQUIP_VECTOREND] =
{
Equipment::EQUIP_LEGS_SLOT, // Lower Headgear
Equipment::EQUIP_FIGHT1_SLOT, // Weapon
Equipment::EQUIP_GLOVES_SLOT, // Garment
Equipment::EQUIP_RING2_SLOT, // Accessory 1
Equipment::EQUIP_RING1_SLOT, // Armor
Equipment::EQUIP_FIGHT2_SLOT, // Shield
Equipment::EQUIP_FEET_SLOT, // Footgear
Equipment::EQUIP_NECK_SLOT, // Accessory 2
Equipment::EQUIP_HEAD_SLOT, // Upper Headgear
Equipment::EQUIP_TORSO_SLOT, // Middle Headgear
Equipment::EQUIP_EVOL_RING1_SLOT, // Costume Top Headgear
Equipment::EQUIP_EVOL_RING2_SLOT, // Costume Mid Headgear
Equipment::EQUIP_PROJECTILE_SLOT, // Costume Low Headgear
Equipment::EQUIP_COSTUME_ROBE_SLOT, // Costume Garment/Robe
Equipment::EQUIP_MISSING1_SLOT, // Missing slot 1
Equipment::EQUIP_MISSING2_SLOT, // Missing slot 2
Equipment::EQUIP_SHADOW_ARMOR_SLOT, // Shadow Armor
Equipment::EQUIP_SHADOW_WEAPON_SLOT, // Shadow Weapon
Equipment::EQUIP_SHADOW_SHIELD_SLOT, // Shadow Shield
Equipment::EQUIP_SHADOW_SHOES_SLOT, // Shadow Shoes
Equipment::EQUIP_SHADOW_ACCESSORY2_SLOT, // Shadow Accessory 2
Equipment::EQUIP_SHADOW_ACCESSORY1_SLOT, // Shadow Accessory 1
};
// 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
{
EquipBackend InventoryHandler::mEquips;
InventoryItems InventoryHandler::mInventoryItems;
Inventory *InventoryHandler::mStorage = nullptr;
InventoryWindow *InventoryHandler::mStorageWindow = nullptr;
PickupQueue InventoryHandler::mSentPickups;
bool InventoryHandler::mDebugInventory = true;
InventoryHandler::InventoryHandler()
{
mEquips.clear();
mInventoryItems.clear();
mStorage = nullptr;
mStorageWindow = nullptr;
while (!mSentPickups.empty())
mSentPickups.pop();
mDebugInventory = true;
}
InventoryHandler::~InventoryHandler()
{
if (mStorageWindow)
{
mStorageWindow->close();
mStorageWindow = nullptr;
}
delete2(mStorage);
}
void InventoryHandler::clear()
{
delete2(mStorage);
}
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;
// GUILD_STORAGE
case Inventory::TYPE_END:
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 static_cast(EQUIP_CONVERT[serverSlot]);
}
int InventoryHandler::getSlot(const int eAthenaSlot)
{
if (eAthenaSlot == 0)
return Equipment::EQUIP_VECTOREND;
if (eAthenaSlot & 0x8000)
return Equipment::EQUIP_PROJECTILE_SLOT;
unsigned int mask = 1;
int position = 0;
while (!(eAthenaSlot & mask))
{
mask <<= 1;
position++;
}
return static_cast(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() - 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);
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() - INVENTORY_OFFSET;
msg.readInt16(); // item id
msg.readInt32(); // id
const int amount = msg.readInt16();
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() - INVENTORY_OFFSET;
const int amount = msg.readInt16();
if (msg.readUInt8() == 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(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, false);
}
mInventoryItems.clear();
if (!mStorageWindow)
{
mStorageWindow = new InventoryWindow(mStorage);
mStorageWindow->postInit();
}
BLOCK_END("InventoryHandler::processPlayerStorageStatus")
}
void InventoryHandler::processPlayerStorageRemove(Net::MessageIn &msg)
{
BLOCK_START("InventoryHandler::processPlayerStorageRemove")
// 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);
}
}
BLOCK_END("InventoryHandler::processPlayerStorageRemove")
}
void InventoryHandler::processPlayerStorageClose(Net::MessageIn &msg A_UNUSED)
{
BLOCK_START("InventoryHandler::processPlayerStorageClose")
// Storage access has been closed
// Storage window deletes itself
if (mStorageWindow)
{
mStorageWindow->unsetInventory();
mStorageWindow->close();
}
mStorageWindow = 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();
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();
if (index <= 1)
return;
index -= INVENTORY_OFFSET;
mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index);
ArrowsListener::distributeEvent();
BLOCK_END("InventoryHandler::processPlayerArrowEquip")
}
void InventoryHandler::closeStorage()
{
BLOCK_START("InventoryHandler::closeStorage")
if (mStorageWindow)
{
mStorageWindow->unsetInventory();
mStorageWindow->close();
mStorageWindow = nullptr;
}
BLOCK_END("InventoryHandler::closeStorage")
}
void InventoryHandler::forgotStorage()
{
mStorageWindow = nullptr;
}
} // namespace Ea