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authorAndrei Karas <akaras@inbox.ru>2011-07-30 21:36:51 +0300
committerAndrei Karas <akaras@inbox.ru>2011-07-30 22:20:09 +0300
commitcfede1d7d50541cf64b191844d537cb55880ce09 (patch)
treecfdaba05d4951b7b3522d2ea6844bd3e99fb37fc /src/net/ea/inventoryhandler.h
parent19738d5a2d5d96aef78e51da99061a22d7cf15bb (diff)
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Extract shared logic from inventoryhandler netcode to ea namespace.
Diffstat (limited to 'src/net/ea/inventoryhandler.h')
-rw-r--r--src/net/ea/inventoryhandler.h204
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diff --git a/src/net/ea/inventoryhandler.h b/src/net/ea/inventoryhandler.h
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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 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/>.
+ */
+
+#ifndef NET_EA_INVENTORYHANDLER_H
+#define NET_EA_INVENTORYHANDLER_H
+
+#include "equipment.h"
+#include "inventory.h"
+#include "log.h"
+#include "playerinfo.h"
+
+#include "gui/inventorywindow.h"
+
+#include "net/inventoryhandler.h"
+#include "net/messagein.h"
+#include "net/net.h"
+
+#include <vector>
+#include <queue>
+
+#ifdef __GNUC__
+#define A_UNUSED __attribute__ ((unused))
+#else
+#define A_UNUSED
+#endif
+
+namespace Ea
+{
+
+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 PlayerInfo::getInventory()->getItem(invyIndex);
+ }
+
+ void clear()
+ {
+ for (int i = 0; i < EQUIPMENT_SIZE; i++)
+ {
+ if (mEquipment[i] != -1)
+ {
+ Item* item = PlayerInfo::getInventory()->getItem(i);
+ if (item)
+ item->setEquipped(false);
+ }
+
+ mEquipment[i] = -1;
+ }
+ }
+
+ void setEquipment(int index, int inventoryIndex)
+ {
+ // Unequip existing item
+ Item* item = PlayerInfo::getInventory()
+ ->getItem(mEquipment[index]);
+
+ if (item)
+ item->setEquipped(false);
+
+ mEquipment[index] = inventoryIndex;
+
+ item = PlayerInfo::getInventory()->getItem(inventoryIndex);
+ if (item)
+ item->setEquipped(true);
+
+ if (inventoryWindow)
+ inventoryWindow->updateButtons();
+ }
+
+ 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;
+ unsigned char color;
+ int refine;
+ bool equip;
+
+ InventoryItem(int slot, int id, int quantity, int refine,
+ unsigned char color, bool equip)
+ {
+ this->slot = slot;
+ this->id = id;
+ this->quantity = quantity;
+ this->refine = refine;
+ this->color = color;
+ this->equip = equip;
+ }
+};
+
+typedef std::vector<InventoryItem> InventoryItems;
+
+class InventoryHandler : public Net::InventoryHandler
+{
+ public:
+ enum
+ {
+ GUILD_STORAGE = Inventory::TYPE_END,
+ CART
+ };
+
+ InventoryHandler();
+
+ ~InventoryHandler();
+
+ bool canSplit(const Item *item) const;
+
+ void splitItem(const Item *item, int amount);
+
+ void moveItem(int oldIndex, int newIndex);
+
+ void openStorage(int type);
+
+ size_t getSize(int type) const;
+
+ int convertFromServerSlot(int serverSlot) const;
+
+ void pushPickup(int floorId)
+ { mSentPickups.push(floorId); }
+
+ int getSlot(int eAthenaSlot);
+
+ void processPlayerInventory(Net::MessageIn &msg, bool playerInvintory);
+
+ void processPlayerStorageEquip(Net::MessageIn &msg);
+
+ void processPlayerInventoryAdd(Net::MessageIn &msg);
+
+ void processPlayerInventoryRemove(Net::MessageIn &msg);
+
+ void processPlayerInventoryUse(Net::MessageIn &msg);
+
+ void processItemUseResponse(Net::MessageIn &msg);
+
+ void processPlayerStorageStatus(Net::MessageIn &msg);
+
+ void processPlayerStorageAdd(Net::MessageIn &msg);
+
+ void processPlayerStorageRemove(Net::MessageIn &msg);
+
+ void processPlayerStorageClose(Net::MessageIn &msg);
+
+ void processPlayerEquipment(Net::MessageIn &msg);
+
+ void processPlayerEquip(Net::MessageIn &msg);
+
+ void processPlayerUnEquip(Net::MessageIn &msg);
+
+ void processPlayerAttackRange(Net::MessageIn &msg);
+
+ void processPlayerArrowEquip(Net::MessageIn &msg);
+
+ protected:
+ EquipBackend mEquips;
+ InventoryItems mInventoryItems;
+ Inventory *mStorage;
+ InventoryWindow *mStorageWindow;
+ bool mDebugInventory;
+
+ typedef std::queue<int> PickupQueue;
+ PickupQueue mSentPickups;
+};
+
+} // namespace Ea
+
+#endif // NET_EA_INVENTORYHANDLER_H