/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 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 <http://www.gnu.org/licenses/>. */ #ifndef NET_EA_INVENTORYHANDLER_H #define NET_EA_INVENTORYHANDLER_H #include "equipment.h" #include "inventory.h" #include "localconsts.h" #include "logger.h" #include "playerinfo.h" #include "gui/inventorywindow.h" #include "net/inventoryhandler.h" #include "net/messagein.h" #include "net/net.h" #include <vector> #include <queue> namespace Ea { class EquipBackend : public Equipment::Backend { public: EquipBackend() { memset(mEquipment, -1, sizeof(mEquipment)); } Item *getEquipment(int index) const { int invyIndex = mEquipment[index]; if (invyIndex == -1) return nullptr; if (PlayerInfo::getInventory()) return PlayerInfo::getInventory()->getItem(invyIndex); else return nullptr; } void clear() { Inventory *inv = PlayerInfo::getInventory(); if (!inv) return; for (int i = 0; i < EQUIPMENT_SIZE; i++) { if (mEquipment[i] != -1) { Item* item = inv->getItem(i); if (item) item->setEquipped(false); } mEquipment[i] = -1; } } void setEquipment(int index, int inventoryIndex) { Inventory *inv = PlayerInfo::getInventory(); if (!inv) return; // Unequip existing item Item* item = inv->getItem(mEquipment[index]); if (item) item->setEquipped(false); mEquipment[index] = inventoryIndex; item = inv->getItem(inventoryIndex); if (item) item->setEquipped(true); if (inventoryWindow) inventoryWindow->updateButtons(); } private: int mEquipment[EQUIPMENT_SIZE]; }; /** * Used to cache storage data until we get size data for it. */ class InventoryItem { public: int slot; int id; int quantity; int refine; unsigned char color; bool equip; InventoryItem(int slot0, int id0, int quantity0, int refine0, unsigned char color0, bool equip0) : slot(slot0), id(id0), quantity(quantity0), refine(refine0), color(color0), equip(equip0) { } }; typedef std::vector<InventoryItem> InventoryItems; class InventoryHandler : public Net::InventoryHandler { public: enum { GUILD_STORAGE = Inventory::TYPE_END, CART }; InventoryHandler(); ~InventoryHandler(); bool canSplit(const Item *item) const; void splitItem(const Item *item, int amount); void moveItem(int oldIndex, int newIndex); void openStorage(int type); size_t getSize(int type) const; int convertFromServerSlot(int serverSlot) const; void pushPickup(int floorId) { mSentPickups.push(floorId); } int getSlot(int eAthenaSlot); void processPlayerInventory(Net::MessageIn &msg, bool playerInvintory); void processPlayerStorageEquip(Net::MessageIn &msg); void processPlayerInventoryAdd(Net::MessageIn &msg); void processPlayerInventoryRemove(Net::MessageIn &msg); void processPlayerInventoryUse(Net::MessageIn &msg); void processItemUseResponse(Net::MessageIn &msg); void processPlayerStorageStatus(Net::MessageIn &msg); void processPlayerStorageAdd(Net::MessageIn &msg); void processPlayerStorageRemove(Net::MessageIn &msg); void processPlayerStorageClose(Net::MessageIn &msg); void processPlayerEquipment(Net::MessageIn &msg); void processPlayerEquip(Net::MessageIn &msg); void processPlayerUnEquip(Net::MessageIn &msg); void processPlayerAttackRange(Net::MessageIn &msg); void processPlayerArrowEquip(Net::MessageIn &msg); protected: EquipBackend mEquips; InventoryItems mInventoryItems; Inventory *mStorage; InventoryWindow *mStorageWindow; bool mDebugInventory; typedef std::queue<int> PickupQueue; PickupQueue mSentPickups; }; } // namespace Ea #endif // NET_EA_INVENTORYHANDLER_H