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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/>.
*/
#include "net/ea/inventoryhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "enums/equipslot.h"
#include "enums/resources/notifytypes.h"
#include "gui/widgets/createwidget.h"
#include "net/messagein.h"
#include "net/ea/eaprotocol.h"
#include "net/ea/equipbackend.h"
#include "net/ea/inventoryrecv.h"
#include "utils/delete2.h"
#include "listeners/arrowslistener.h"
#include "debug.h"
namespace Ea
{
InventoryHandler::InventoryHandler()
{
InventoryRecv::mEquips.clear();
InventoryRecv::mInventoryItems.clear();
InventoryRecv::mStorage = nullptr;
storageWindow = nullptr;
while (!InventoryRecv::mSentPickups.empty())
InventoryRecv::mSentPickups.pop();
InventoryRecv::mDebugInventory = true;
}
InventoryHandler::~InventoryHandler()
{
if (storageWindow)
{
storageWindow->close();
storageWindow = nullptr;
}
delete2(InventoryRecv::mStorage);
}
void InventoryHandler::clear()
{
delete2(InventoryRecv::mStorage);
}
bool InventoryHandler::canSplit(const Item *const item A_UNUSED) const
{
return false;
}
void InventoryHandler::splitItem(const Item *const item A_UNUSED,
const int amount A_UNUSED) const
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::moveItem(const int oldIndex A_UNUSED,
const int newIndex A_UNUSED) const
{
// Not implemented for eAthena (possible?)
}
void InventoryHandler::openStorage(const int type A_UNUSED) const
{
// Doesn't apply to eAthena, since opening happens through NPCs?
}
size_t InventoryHandler::getSize(const int type) const
{
switch (type)
{
case InventoryType::INVENTORY:
return 100;
case InventoryType::STORAGE:
return 0; // Comes from server after items
case InventoryType::TRADE:
return 12;
// GUILD_STORAGE
case InventoryType::TYPE_END:
return 0; // Comes from server after items
default:
return 0;
}
}
void InventoryHandler::destroyStorage()
{
BLOCK_START("InventoryHandler::closeStorage")
if (storageWindow)
{
InventoryWindow *const inv = storageWindow;
storageWindow->close();
inv->unsetInventory();
}
BLOCK_END("InventoryHandler::closeStorage")
}
void InventoryHandler::forgotStorage()
{
storageWindow = nullptr;
}
void InventoryHandler::pushPickup(const BeingId floorId)
{
InventoryRecv::mSentPickups.push(floorId);
}
Inventory *InventoryHandler::getStorage() const
{
return InventoryRecv::mStorage;
}
} // namespace Ea
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