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author | Jared Adams <jaxad0127@gmail.com> | 2010-08-15 21:28:10 -0600 |
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committer | Jared Adams <jaxad0127@gmail.com> | 2010-08-16 13:19:09 -0600 |
commit | d8d9232a67a03548b827bdb0515fe7a620a488f8 (patch) | |
tree | d6e0644f99e0ff89f9b320c0b479ba5a4e398125 /src/net/manaserv/inventoryhandler.cpp | |
parent | a6c2b90c2dabac18ad8052d948bc540406b3a613 (diff) | |
download | mana-d8d9232a67a03548b827bdb0515fe7a620a488f8.tar.gz mana-d8d9232a67a03548b827bdb0515fe7a620a488f8.tar.bz2 mana-d8d9232a67a03548b827bdb0515fe7a620a488f8.tar.xz mana-d8d9232a67a03548b827bdb0515fe7a620a488f8.zip |
Move more to the event system
Most of Net::InventoryHandler is now done through events. The
ActorSpriteManager was also replaced by events. A few odds and
ends were taken care of too.
Reviewed-by: Bertram
Diffstat (limited to 'src/net/manaserv/inventoryhandler.cpp')
-rw-r--r-- | src/net/manaserv/inventoryhandler.cpp | 152 |
1 files changed, 81 insertions, 71 deletions
diff --git a/src/net/manaserv/inventoryhandler.cpp b/src/net/manaserv/inventoryhandler.cpp index 8622627e..28de9c1e 100644 --- a/src/net/manaserv/inventoryhandler.cpp +++ b/src/net/manaserv/inventoryhandler.cpp @@ -50,6 +50,8 @@ InventoryHandler::InventoryHandler() }; handledMessages = _messages; inventoryHandler = this; + + listen("Item"); } void InventoryHandler::handleMessage(Net::MessageIn &msg) @@ -86,37 +88,87 @@ void InventoryHandler::handleMessage(Net::MessageIn &msg) } } -void InventoryHandler::equipItem(const Item *item) -{ - MessageOut msg(PGMSG_EQUIP); - msg.writeInt8(item->getInvIndex()); - gameServerConnection->send(msg); -} - -void InventoryHandler::unequipItem(const Item *item) -{ - MessageOut msg(PGMSG_UNEQUIP); - msg.writeInt8(item->getInvIndex()); - gameServerConnection->send(msg); - - // Tidy equipment directly to avoid weapon still shown bug, for instance - int equipSlot = item->getInvIndex(); - mEquips.setEquipment(equipSlot, 0); -} - -void InventoryHandler::useItem(const Item *item) +void InventoryHandler::event(const std::string &channel, + const Mana::Event &event) { - MessageOut msg(PGMSG_USE_ITEM); - msg.writeInt8(item->getInvIndex()); - gameServerConnection->send(msg); -} + if (channel == "Item") + { + Item *item = event.getItem("item"); + + if (!item) + return; + + int index = item->getInvIndex(); + + if (event.getName() == "doEquip") + { + MessageOut msg(PGMSG_EQUIP); + msg.writeInt8(index); + gameServerConnection->send(msg); + } + else if (event.getName() == "doUnequip") + { + MessageOut msg(PGMSG_UNEQUIP); + msg.writeInt8(index); + gameServerConnection->send(msg); + + // Tidy equipment directly to avoid weapon still shown bug, for instance + mEquips.setEquipment(index, 0); + } + else if (event.getName() == "doUse") + { + MessageOut msg(PGMSG_USE_ITEM); + msg.writeInt8(index); + gameServerConnection->send(msg); + } + else if (event.getName() == "doDrop") + { + int amount = event.getInt("amount", 1); + + MessageOut msg(PGMSG_DROP); + msg.writeInt8(index); + msg.writeInt8(amount); + gameServerConnection->send(msg); + } + else if (event.getName() == "doSplit") + { + int amount = event.getInt("amount", 1); + + int newIndex = PlayerInfo::getInventory()->getFreeSlot(); + if (newIndex > Inventory::NO_SLOT_INDEX) + { + MessageOut msg(PGMSG_MOVE_ITEM); + msg.writeInt8(index); + msg.writeInt8(newIndex); + msg.writeInt8(amount); + gameServerConnection->send(msg); + } + } + else if (event.getName() == "doMove") + { + int newIndex = event.getInt("newIndex", -1); + + if (newIndex >= 0) + { + if (index == newIndex) + return; + + MessageOut msg(PGMSG_MOVE_ITEM); + msg.writeInt8(index); + msg.writeInt8(newIndex); + msg.writeInt8(item->getQuantity()); + gameServerConnection->send(msg); + } + else + { + /*int source = event.getInt("source"); + int destination = event.getInt("destination"); + int amount = event.getInt("amount", 1);*/ -void InventoryHandler::dropItem(const Item *item, int amount) -{ - MessageOut msg(PGMSG_DROP); - msg.writeInt8(item->getInvIndex()); - msg.writeInt8(amount); - gameServerConnection->send(msg); + // TODO + } + } + } } bool InventoryHandler::canSplit(const Item *item) @@ -124,48 +176,6 @@ bool InventoryHandler::canSplit(const Item *item) return item && !item->isEquipment() && item->getQuantity() > 1; } -void InventoryHandler::splitItem(const Item *item, int amount) -{ - int newIndex = PlayerInfo::getInventory()->getFreeSlot(); - if (newIndex > Inventory::NO_SLOT_INDEX) - { - MessageOut msg(PGMSG_MOVE_ITEM); - msg.writeInt8(item->getInvIndex()); - msg.writeInt8(newIndex); - msg.writeInt8(amount); - gameServerConnection->send(msg); - } -} - -void InventoryHandler::moveItem(int oldIndex, int newIndex) -{ - if (oldIndex == newIndex) - return; - - MessageOut msg(PGMSG_MOVE_ITEM); - msg.writeInt8(oldIndex); - msg.writeInt8(newIndex); - msg.writeInt8(PlayerInfo::getInventory()->getItem(oldIndex) - ->getQuantity()); - gameServerConnection->send(msg); -} - -void InventoryHandler::openStorage(int type) -{ - // TODO -} - -void InventoryHandler::closeStorage(int type) -{ - // TODO -} - -void InventoryHandler::moveItem(int source, int slot, int amount, - int destination) -{ - // TODO -} - size_t InventoryHandler::getSize(int type) const { switch (type) |