/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana 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/tmwa/inventoryhandler.h" #include "configuration.h" #include "equipment.h" #include "event.h" #include "inventory.h" #include "item.h" #include "itemshortcut.h" #include "localplayer.h" #include "log.h" #include "gui/ministatus.h" #include "gui/widgets/chattab.h" #include "net/messagein.h" #include "net/messageout.h" #include "net/tmwa/protocol.h" #include "resources/iteminfo.h" #include "utils/gettext.h" #include "utils/stringutils.h" #include extern Net::InventoryHandler *inventoryHandler; 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, }; 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_PROJECTILE_SLOT, // 0 Equipment::EQUIP_PROJECTILE_SLOT, // 0 Equipment::EQUIP_HEAD_SLOT, // SPRITE_HAT Equipment::EQUIP_PROJECTILE_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 TmwAthena { int getSlot(int eAthenaSlot); int getSlot(int eAthenaSlot) { 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]; } enum { debugInventory = 1 }; InventoryHandler::InventoryHandler() { static const Uint16 _messages[] = { SMSG_PLAYER_INVENTORY, SMSG_PLAYER_INVENTORY_ADD, SMSG_PLAYER_INVENTORY_REMOVE, SMSG_PLAYER_INVENTORY_USE, SMSG_ITEM_USE_RESPONSE, SMSG_PLAYER_STORAGE_ITEMS, SMSG_PLAYER_STORAGE_EQUIP, SMSG_PLAYER_STORAGE_STATUS, SMSG_PLAYER_STORAGE_ADD, SMSG_PLAYER_STORAGE_REMOVE, SMSG_PLAYER_STORAGE_CLOSE, SMSG_PLAYER_EQUIPMENT, SMSG_PLAYER_EQUIP, SMSG_PLAYER_UNEQUIP, SMSG_PLAYER_ARROW_EQUIP, SMSG_PLAYER_ATTACK_RANGE, 0 }; handledMessages = _messages; inventoryHandler = this; mStorage = 0; mStorageWindow = 0; } InventoryHandler::~InventoryHandler() { if (mStorageWindow) { mStorageWindow->close(); mStorageWindow = 0; } delete mStorage; mStorage = 0; } void InventoryHandler::handleMessage(Net::MessageIn &msg) { int number, flag; int index, amount, itemId, equipType, arrow, refine; int identified, cards[4], itemType; Inventory *inventory = 0; if (player_node) inventory = PlayerInfo::getInventory(); switch (msg.getId()) { case SMSG_PLAYER_INVENTORY: case SMSG_PLAYER_STORAGE_ITEMS: if (msg.getId() == SMSG_PLAYER_INVENTORY) { 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 number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { index = msg.readInt16(); itemId = msg.readInt16(); itemType = msg.readInt8(); identified = msg.readInt8(); amount = msg.readInt16(); arrow = msg.readInt16(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); index -= (msg.getId() == SMSG_PLAYER_INVENTORY) ? INVENTORY_OFFSET : STORAGE_OFFSET; if (debugInventory) { 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 (msg.getId() == SMSG_PLAYER_INVENTORY) { // Trick because arrows are not considered equipment bool isEquipment = arrow & 0x8000; if (inventory) { inventory->setItem(index, itemId, amount, 0, isEquipment); } } else { mInventoryItems.push_back(InventoryItem(index, itemId, amount, 0, false)); } } break; case SMSG_PLAYER_STORAGE_EQUIP: msg.readInt16(); // length number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { index = msg.readInt16() - STORAGE_OFFSET; itemId = msg.readInt16(); itemType = msg.readInt8(); identified = msg.readInt8(); amount = 1; msg.readInt16(); // Equip Point? msg.readInt16(); // Another Equip Point? msg.readInt8(); // Attribute (broken) refine = msg.readInt8(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); if (debugInventory) { 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); } mInventoryItems.push_back(InventoryItem(index, itemId, amount, refine, false)); } break; case SMSG_PLAYER_INVENTORY_ADD: if (PlayerInfo::getEquipment() && !PlayerInfo::getEquipment()->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); itemId = msg.readInt16(); identified = msg.readInt8(); msg.readInt8(); // attribute refine = msg.readInt8(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); equipType = msg.readInt16(); itemType = msg.readInt8(); { const ItemInfo &itemInfo = ItemDB::get(itemId); if (msg.readInt8() > 0) { if (player_node) player_node->pickedUp(itemInfo, 0); } else { if (player_node) player_node->pickedUp(itemInfo, amount); if (inventory) { Item *item = inventory->getItem(index); if (item && item->getId() == itemId) amount += inventory->getItem(index)->getQuantity(); inventory->setItem(index, itemId, amount, refine, equipType != 0); } } } break; case SMSG_PLAYER_INVENTORY_REMOVE: index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); if (inventory) { if (Item *item = inventory->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inventory->removeItemAt(index); if (miniStatusWindow) miniStatusWindow->updateArrows(); } } break; case SMSG_PLAYER_INVENTORY_USE: index = msg.readInt16() - INVENTORY_OFFSET; msg.readInt16(); // item id msg.readInt32(); // id amount = msg.readInt16(); msg.readInt8(); // type if (inventory) { if (Item *item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } break; case SMSG_ITEM_USE_RESPONSE: index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); if (msg.readInt8() == 0) { SERVER_NOTICE(_("Failed to use item.")) } else { if (inventory) { if (Item *item = inventory->getItem(index)) { if (amount) item->setQuantity(amount); else inventory->removeItemAt(index); } } } break; case SMSG_PLAYER_STORAGE_STATUS: /* * 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 int size = msg.readInt16(); // Max size if (!mStorage) mStorage = new Inventory(Inventory::STORAGE, size); InventoryItems::iterator it = mInventoryItems.begin(); InventoryItems::iterator it_end = mInventoryItems.end(); for (; it != it_end; ++it) { mStorage->setItem((*it).slot, (*it).id, (*it).quantity, (*it).equip); } mInventoryItems.clear(); if (!mStorageWindow) mStorageWindow = new InventoryWindow(mStorage); } break; case SMSG_PLAYER_STORAGE_ADD: // Move an item into storage index = msg.readInt16() - STORAGE_OFFSET; amount = msg.readInt32(); itemId = msg.readInt16(); identified = msg.readInt8(); msg.readInt8(); // attribute refine = msg.readInt8(); for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); if (Item *item = mStorage->getItem(index)) { item->setId(itemId); item->increaseQuantity(amount); } else { if (mStorage) mStorage->setItem(index, itemId, amount, false); } break; case SMSG_PLAYER_STORAGE_REMOVE: // Move an item out of storage index = msg.readInt16() - STORAGE_OFFSET; amount = msg.readInt16(); if (mStorage) { if (Item *item = mStorage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) mStorage->removeItemAt(index); } } break; case SMSG_PLAYER_STORAGE_CLOSE: // Storage access has been closed // Storage window deletes itself mStorageWindow = 0; if (mStorage) mStorage->clear(); delete mStorage; mStorage = 0; break; case SMSG_PLAYER_EQUIPMENT: msg.readInt16(); // length if (PlayerInfo::getEquipment() && !PlayerInfo::getEquipment()->getBackend()) { // look like SMSG_PLAYER_INVENTORY was not received mEquips.clear(); PlayerInfo::getEquipment()->setBackend(&mEquips); } number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { index = msg.readInt16() - INVENTORY_OFFSET; itemId = msg.readInt16(); msg.readInt8(); // type msg.readInt8(); // identify flag msg.readInt16(); // equip type equipType = msg.readInt16(); msg.readInt8(); // attribute refine = msg.readInt8(); msg.skip(8); // card if (inventory) inventory->setItem(index, itemId, 1, refine, true); if (equipType) mEquips.setEquipment(getSlot(equipType), index); } break; case SMSG_PLAYER_EQUIP: index = msg.readInt16() - INVENTORY_OFFSET; equipType = msg.readInt16(); flag = msg.readInt8(); if (!flag) SERVER_NOTICE(_("Unable to equip.")) else mEquips.setEquipment(getSlot(equipType), index); break; case SMSG_PLAYER_UNEQUIP: index = msg.readInt16() - INVENTORY_OFFSET; equipType = msg.readInt16(); flag = msg.readInt8(); if (flag) mEquips.setEquipment(getSlot(equipType), -1); if (miniStatusWindow && equipType & 0x8000) miniStatusWindow->updateArrows(); break; case SMSG_PLAYER_ATTACK_RANGE: { int range = msg.readInt16(); if (player_node) player_node->setAttackRange(range); PlayerInfo::setStatBase(ATTACK_RANGE, range); PlayerInfo::setStatMod(ATTACK_RANGE, 0); break; } case SMSG_PLAYER_ARROW_EQUIP: index = msg.readInt16(); if (index <= 1) break; index -= INVENTORY_OFFSET; mEquips.setEquipment(Equipment::EQUIP_PROJECTILE_SLOT, index); if (miniStatusWindow) miniStatusWindow->updateArrows(); break; default: break; } } void InventoryHandler::equipItem(const Item *item) { if (!item) return; MessageOut outMsg(CMSG_PLAYER_EQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(0); } void InventoryHandler::unequipItem(const Item *item) { if (!item) return; MessageOut outMsg(CMSG_PLAYER_UNEQUIP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); } void InventoryHandler::useItem(const Item *item) { if (!item) return; MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt32(item->getId()); // unused } void InventoryHandler::dropItem(const Item *item, int amount) { if (!item) return; // TODO: Fix wrong coordinates of drops, serverside? (what's wrong here?) MessageOut outMsg(CMSG_PLAYER_INVENTORY_DROP); outMsg.writeInt16(static_cast( item->getInvIndex() + INVENTORY_OFFSET)); outMsg.writeInt16(static_cast(amount)); } bool InventoryHandler::canSplit(const Item *item _UNUSED_) { return false; } void InventoryHandler::splitItem(const Item *item _UNUSED_, int amount _UNUSED_) { // Not implemented for eAthena (possible?) } void InventoryHandler::moveItem(int oldIndex _UNUSED_, int newIndex _UNUSED_) { // Not implemented for eAthena (possible?) } void InventoryHandler::openStorage(int type _UNUSED_) { // Doesn't apply to eAthena, since opening happens through NPCs? } void InventoryHandler::closeStorage(int type _UNUSED_) { MessageOut outMsg(CMSG_CLOSE_STORAGE); } void InventoryHandler::moveItem(int source, int slot, int amount, int destination) { if (source == Inventory::INVENTORY && destination == Inventory::STORAGE) { MessageOut outMsg(CMSG_MOVE_TO_STORAGE); outMsg.writeInt16(slot + INVENTORY_OFFSET); outMsg.writeInt32(amount); } else if (source == Inventory::STORAGE && destination == Inventory::INVENTORY) { MessageOut outMsg(CSMG_MOVE_FROM_STORAGE); outMsg.writeInt16(slot + STORAGE_OFFSET); outMsg.writeInt32(amount); } } size_t InventoryHandler::getSize(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(int serverSlot) { if (serverSlot < 0 || serverSlot > 13) return 0; return EQUIP_CONVERT[serverSlot]; } } // namespace TmwAthena