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/*
* 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;
}
}
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