/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "net/ea/buysellhandler.h" #include "net/ea/protocol.h" #include "net/messagein.h" #include "beingmanager.h" #include "inventory.h" #include "item.h" #include "localplayer.h" #include "npc.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/sell.h" #include "gui/widgets/chattab.h" #include "utils/gettext.h" BuySellHandler::BuySellHandler() { static const Uint16 _messages[] = { SMSG_NPC_BUY_SELL_CHOICE, SMSG_NPC_BUY, SMSG_NPC_SELL, SMSG_NPC_BUY_RESPONSE, SMSG_NPC_SELL_RESPONSE, 0 }; handledMessages = _messages; } void BuySellHandler::handleMessage(MessageIn &msg) { int n_items; switch (msg.getId()) { case SMSG_NPC_BUY_SELL_CHOICE: buyDialog->setVisible(false); buyDialog->reset(); sellDialog->setVisible(false); sellDialog->reset(); current_npc = msg.readInt32(); buySellDialog->setVisible(true); break; case SMSG_NPC_BUY: msg.readInt16(); // length n_items = (msg.getLength() - 4) / 11; buyDialog->reset(); buyDialog->setMoney(player_node->getMoney()); buyDialog->setVisible(true); for (int k = 0; k < n_items; k++) { int value = msg.readInt32(); msg.readInt32(); // DCvalue msg.readInt8(); // type int itemId = msg.readInt16(); buyDialog->addItem(itemId, 0, value); } break; case SMSG_NPC_SELL: msg.readInt16(); // length n_items = (msg.getLength() - 4) / 10; if (n_items > 0) { sellDialog->setMoney(player_node->getMoney()); sellDialog->reset(); sellDialog->setVisible(true); for (int k = 0; k < n_items; k++) { int index = msg.readInt16() - INVENTORY_OFFSET; int value = msg.readInt32(); msg.readInt32(); // OCvalue Item *item = player_node->getInventory()->getItem(index); if (item && !(item->isEquipped())) sellDialog->addItem(item, value); } } else { localChatTab->chatLog(_("Nothing to sell"), BY_SERVER); current_npc = 0; } break; case SMSG_NPC_BUY_RESPONSE: if (msg.readInt8() == 0) { localChatTab->chatLog(_("Thanks for buying"), BY_SERVER); } else { // Reset player money since buy dialog already assumed purchase // would go fine buyDialog->setMoney(player_node->getMoney()); localChatTab->chatLog(_("Unable to buy"), BY_SERVER); } break; case SMSG_NPC_SELL_RESPONSE: if (msg.readInt8() == 0) localChatTab->chatLog(_("Thanks for selling"), BY_SERVER); else localChatTab->chatLog(_("Unable to sell"), BY_SERVER); break; } }