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Items Implementation (#11)
* Item Manager (Initial Implementation) * Item Manager (Second Phase) * Item Manager (Phase Three) * Not Working Code * Inventory Implementation (Complete?) * Items Implementation -Fixed Indentations -Final touches to make it all work * Update Makefile * Added small comments -- needs to be fixed
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2
Makefile
2
Makefile
@ -21,6 +21,7 @@ SRC=\
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src/CNStructs.cpp\
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src/main.cpp\
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src/NanoManager.cpp\
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src/ItemManager.cpp\
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src/NPCManager.cpp\
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src/Player.cpp\
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src/PlayerManager.cpp\
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@ -36,6 +37,7 @@ HDR=\
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src/CNStructs.hpp\
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src/INIReader.hpp\
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src/NanoManager.hpp\
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src/ItemManager.hpp\
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src/NPCManager.hpp\
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src/Player.hpp\
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src/PlayerManager.hpp\
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@ -93,13 +93,20 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID].PCStyle2 = charInfo->sPC_Style2;
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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// setup item
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// setup equips
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charInfo->aEquip[i].iID = 0;
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charInfo->aEquip[i].iType = i;
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charInfo->aEquip[i].iOpt = 0;
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loginSessions[sock].characters[UID].Equip[i] = charInfo->aEquip[i];
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}
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for (int i = 0; i < AINVEN_COUNT; i++) {
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// setup inventories
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loginSessions[sock].characters[UID].Inven[i].iID = 0;
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loginSessions[sock].characters[UID].Inven[i].iType = 0;
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loginSessions[sock].characters[UID].Inven[i].iOpt = 0;
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}
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// set default to the first character
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if (i == 0)
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loginSessions[sock].selectedChar = UID;
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@ -23,6 +23,7 @@ enum SHARDPACKETID {
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P_CL2FE_GM_REQ_PC_SET_VALUE = 318767211,
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P_CL2FE_REQ_SEND_FREECHAT_MESSAGE = 318767111,
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P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT = 318767184,
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P_CL2FE_REQ_ITEM_MOVE = 318767114,
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P_CL2FE_REQ_PC_EXIT = 318767106,
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// shard 2 client
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@ -47,6 +48,8 @@ enum SHARDPACKETID {
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P_FE2CL_GM_REP_PC_SET_VALUE = 822083781,
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P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC = 822083602,
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P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT = 822083730,
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P_FE2CL_PC_ITEM_MOVE_SUCC = 822083610,
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P_FE2CL_PC_EQUIP_CHANGE = 822083611,
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P_FE2CL_REP_PC_EXIT_SUCC = 822083589,
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P_FE2CL_PC_MOTD_LOGIN = 822083793
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};
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63
src/ItemManager.cpp
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63
src/ItemManager.cpp
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@ -0,0 +1,63 @@
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#include "CNShardServer.hpp"
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#include "CNStructs.hpp"
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#include "ItemManager.hpp"
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#include "PlayerManager.hpp"
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#include "Player.hpp"
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void ItemManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
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REGISTER_SHARD_PACKET(P_FE2CL_PC_EQUIP_CHANGE, itemMoveHandler);
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}
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void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_ITEM_MOVE))
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return; // ignore the malformed packet
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sP_CL2FE_REQ_ITEM_MOVE* itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf;
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sP_FE2CL_PC_ITEM_MOVE_SUCC* resp = (sP_FE2CL_PC_ITEM_MOVE_SUCC*)xmalloc(sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
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PlayerView plr = PlayerManager::players[sock];
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//weird flip flop but it makes things happen
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resp->eFrom = itemmove->eTo;
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resp->iFromSlotNum = itemmove->iToSlotNum;
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resp->eTo = itemmove->eFrom;
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resp->iToSlotNum = itemmove->iFromSlotNum;
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//eFrom 0 means from equip, 1 means from inventory
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if (itemmove->eFrom == 0) {
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resp->FromSlotItem = plr.plr.Equip[itemmove->iFromSlotNum];
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} else {
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resp->FromSlotItem = plr.plr.Inven[itemmove->iFromSlotNum];
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}
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//eTo 0 means to equip, 1 means to inventory
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if (itemmove->eTo == 0) {
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resp->ToSlotItem = plr.plr.Equip[itemmove->iToSlotNum];
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plr.plr.Equip[itemmove->iToSlotNum] = resp->FromSlotItem;
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} else {
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resp->ToSlotItem = plr.plr.Inven[itemmove->iToSlotNum];
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plr.plr.Inven[itemmove->iToSlotNum] = resp->FromSlotItem;
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}
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if (itemmove->eFrom == 0) {
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plr.plr.Equip[itemmove->iFromSlotNum] = resp->ToSlotItem;
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sP_FE2CL_PC_EQUIP_CHANGE* resp2 = (sP_FE2CL_PC_EQUIP_CHANGE*)xmalloc(sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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resp2->iPC_ID = plr.plr.iID;
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resp2->iEquipSlotNum = resp->iToSlotNum;
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resp2->EquipSlotItem = resp->ToSlotItem;
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for (CNSocket* otherSock : plr.viewable) {
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otherSock->sendPacket(new CNPacketData((void*)resp2, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE), otherSock->getFEKey()));
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}
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} else {
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plr.plr.Inven[itemmove->iFromSlotNum] = resp->ToSlotItem;
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}
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PlayerManager::players[sock] = plr;
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC), sock->getFEKey()));
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}
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11
src/ItemManager.hpp
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11
src/ItemManager.hpp
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@ -0,0 +1,11 @@
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#ifndef _IM_HPP
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#define _IM_HPP
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#include "CNShardServer.hpp"
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namespace ItemManager {
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void init();
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void itemMoveHandler(CNSocket* sock, CNPacketData* data);
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}
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#endif
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@ -20,6 +20,7 @@ struct Player {
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int x, y, z, angle;
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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};
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#endif
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@ -2,6 +2,7 @@
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#include "CNShardServer.hpp"
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#include "PlayerManager.hpp"
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#include "ChatManager.hpp"
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#include "ItemManager.hpp"
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#include "NanoManager.hpp"
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#include "NPCManager.hpp"
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@ -30,6 +31,7 @@ int main() {
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std::cout << "[INFO] Intializing Packet Managers..." << std::endl;
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PlayerManager::init();
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ChatManager::init();
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ItemManager::init();
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NanoManager::init();
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NPCManager::init();
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@ -1,6 +1,7 @@
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/* genstructs.py */
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#define AEQUIP_COUNT 9
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#define AINVEN_COUNT 50
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#pragma pack(push)
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