/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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/buysellhandler.h"
#include "configuration.h"
#include "inventory.h"
#include "notifymanager.h"
#include "being/attributes.h"
#include "being/playerinfo.h"
#include "gui/windows/chatwindow.h"
#include "gui/windows/buyselldialog.h"
#include "gui/windows/npcselldialog.h"
#include "gui/windows/buydialog.h"
#include "gui/windows/shopwindow.h"
#include "net/chathandler.h"
#include "net/net.h"
#include "net/ea/eaprotocol.h"
#include "utils/timer.h"
#include "resources/notifytypes.h"
#include "debug.h"
namespace Ea
{
BuySellHandler::BuySellHandler() :
mNpcId(0),
mBuyDialog(nullptr)
{
}
void BuySellHandler::requestSellList(const std::string &nick) const
{
if (nick.empty() != 0 || !shopWindow)
return;
const std::string data("!selllist " + toString(tick_time));
shopWindow->setAcceptPlayer(nick);
if (config.getBoolValue("hideShopMessages"))
{
chatHandler->privateMessage(nick, data);
}
else
{
if (chatWindow)
chatWindow->addWhisper(nick, data, ChatMsgType::BY_PLAYER);
}
}
void BuySellHandler::requestBuyList(const std::string &nick) const
{
if (nick.empty() || !shopWindow)
return;
const std::string data("!buylist " + toString(tick_time));
shopWindow->setAcceptPlayer(nick);
if (config.getBoolValue("hideShopMessages"))
{
chatHandler->privateMessage(nick, data);
}
else
{
if (chatWindow)
chatWindow->addWhisper(nick, data, ChatMsgType::BY_PLAYER);
}
}
void BuySellHandler::sendBuyRequest(const std::string &nick,
const ShopItem *const item,
const int amount) const
{
if (!chatWindow || nick.empty() || !item ||
amount < 1 || amount > item->getQuantity())
{
return;
}
const std::string data = strprintf("!buyitem %d %d %d",
item->getId(), item->getPrice(), amount);
if (config.getBoolValue("hideShopMessages"))
chatHandler->privateMessage(nick, data);
else
chatWindow->addWhisper(nick, data, ChatMsgType::BY_PLAYER);
}
void BuySellHandler::sendSellRequest(const std::string &nick,
const ShopItem *const item,
const int amount) const
{
if (!chatWindow || nick.empty() || !item ||
amount < 1 || amount > item->getQuantity())
{
return;
}
const std::string data = strprintf("!sellitem %d %d %d",
item->getId(), item->getPrice(), amount);
if (config.getBoolValue("hideShopMessages"))
chatHandler->privateMessage(nick, data);
else
chatWindow->addWhisper(nick, data, ChatMsgType::BY_PLAYER);
}
void BuySellHandler::processNpcBuySellChoice(Net::MessageIn &msg)
{
if (!BuySellDialog::isActive())
{
mNpcId = msg.readInt32("npc id");
new BuySellDialog(mNpcId);
}
}
void BuySellHandler::processNpcSell(Net::MessageIn &msg) const
{
msg.readInt16("len");
const int n_items = (msg.getLength() - 4) / 10;
if (n_items > 0)
{
SellDialog *const dialog = new NpcSellDialog(mNpcId);
dialog->postInit();
dialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
for (int k = 0; k < n_items; k++)
{
const int index = msg.readInt16("index") - INVENTORY_OFFSET;
const int value = msg.readInt32("value");
msg.readInt32("value?");
const Item *const item = PlayerInfo::getInventory()
->getItem(index);
if (item && !(item->isEquipped()))
dialog->addItem(item, value);
}
}
else
{
NotifyManager::notify(NotifyTypes::SELL_LIST_EMPTY);
}
}
void BuySellHandler::processNpcBuyResponse(Net::MessageIn &msg) const
{
if (msg.readUInt8("response") == 0U)
{
NotifyManager::notify(NotifyTypes::BUY_DONE);
}
else
{
// Reset player money since buy dialog already assumed purchase
// would go fine
if (mBuyDialog)
mBuyDialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
NotifyManager::notify(NotifyTypes::BUY_FAILED);
}
}
} // namespace Ea