cMobile::~cMobile() { deleting = true; freeSequence(); if (this == Player) { Player = 0; // Reset player to null -> important } clearEquipment(); delete status_; }
void InventoryHandler::handleMessage(MessageIn &msg) { int number; int index, amount, itemId, equipType, arrow; int identified, cards[4], itemType; Inventory *inventory = player_node->getInventory(); Inventory *storage = player_node->getStorage(); switch (msg.getId()) { case SMSG_PLAYER_INVENTORY: case SMSG_PLAYER_STORAGE_ITEMS: if (msg.getId() == SMSG_PLAYER_INVENTORY) { // Clear inventory - this will be a complete refresh clearEquipment(); inventory->clear(); } else { /* * This packet will always be followed by a * SMSG_PLAYER_STORAGE_EQUIP packet. The two packets * together comprise a complete refresh of storage, so * clear storage here */ storage->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) { inventory->setItem(index, itemId, amount, false); // Trick because arrows are not considered equipment if (arrow & 0x8000) { if (Item *item = inventory->getItem(index)) item->setEquipment(true); } } else { storage->setItem(index, itemId, amount, 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) msg.readInt8(); // Refine level 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", index, itemId, itemType, identified, amount, cards[0], cards[1], cards[2], cards[3]); } storage->setItem(index, itemId, amount, false); } break; case SMSG_PLAYER_INVENTORY_ADD: index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); itemId = msg.readInt16(); identified = msg.readInt8(); msg.readInt8(); // attribute msg.readInt8(); // refine 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) { player_node->pickedUp(itemInfo, 0); } else { player_node->pickedUp(itemInfo, amount); Item *item = inventory->getItem(index); if (item && item->getId() == itemId) amount += inventory->getItem(index)->getQuantity(); inventory->setItem(index, itemId, amount, equipType != 0); } } break; case SMSG_PLAYER_INVENTORY_REMOVE: index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); if (Item *item = inventory->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) inventory->removeItemAt(index); } 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 (Item *item = inventory->getItem(index)) item->setQuantity(amount); break; case SMSG_ITEM_USE_RESPONSE: index = msg.readInt16() - INVENTORY_OFFSET; amount = msg.readInt16(); if (msg.readInt8() == 0) { localChatTab->chatLog(_("Failed to use item."), BY_SERVER); } else { if (Item *item = inventory->getItem(index)) item->setQuantity(amount); } 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. */ player_node->setInStorage(true); msg.readInt16(); // Storage capacity msg.readInt16(); // Used count 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 msg.readInt8(); // refine for (int i = 0; i < 4; i++) cards[i] = msg.readInt16(); if (Item *item = storage->getItem(index)) { item->setId(itemId); item->increaseQuantity(amount); } else { storage->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 (Item *item = storage->getItem(index)) { item->increaseQuantity(-amount); if (item->getQuantity() == 0) storage->removeItemAt(index); } break; case SMSG_PLAYER_STORAGE_CLOSE: /* * Storage access has been closed */ player_node->setInStorage(false); break; } }