1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
|
/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 "localplayer.h"
#include "gui/inventorywindow.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "net/ea/messagehandler.h"
#include <list>
namespace EAthena {
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 NULL;
}
return player_node->getInventory()->getItem(invyIndex);
}
void clear()
{
for (int i = 0; i < EQUIPMENT_SIZE; i++)
{
if (mEquipment[i] != -1)
{
Item* item = player_node->getInventory()->getItem(i);
if (item)
{
item->setEquipped(false);
}
}
mEquipment[i] = -1;
}
}
void setEquipment(int index, int inventoryIndex)
{
// Unequip existing item
Item* item = player_node->getInventory()->getItem(mEquipment[index]);
if (item)
{
item->setEquipped(false);
}
mEquipment[index] = inventoryIndex;
item = player_node->getInventory()->getItem(inventoryIndex);
if (item)
{
item->setEquipped(true);
}
}
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;
bool equip;
InventoryItem(int slot, int id, int quantity, bool equip)
{
this->slot = slot;
this->id = id;
this->quantity = quantity;
this->equip = equip;
}
};
typedef std::list<InventoryItem> InventoryItems;
class InventoryHandler : public MessageHandler, public Net::InventoryHandler
{
public:
InventoryHandler();
~InventoryHandler();
void handleMessage(Net::MessageIn &msg);
void equipItem(const Item *item);
void unequipItem(const Item *item);
void useItem(const Item *item);
void dropItem(const Item *item, int amount);
bool canSplit(const Item *item);
void splitItem(const Item *item, int amount);
void moveItem(int oldIndex, int newIndex);
void openStorage(StorageType type);
void closeStorage(StorageType type);
void moveItem(StorageType source, int slot, int amount,
StorageType destination);
size_t getSize(StorageType type) const;
private:
EquipBackend mEquips;
InventoryItems mInventoryItems;
Inventory *mStorage;
InventoryWindow *mStorageWindow;
};
} // namespace EAthena
#endif // NET_EA_INVENTORYHANDLER_H
|