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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/buysellhandler.h"

#include "inventory.h"
#include "notifymanager.h"

#include "being/playerinfo.h"

#include "enums/being/attributes.h"

#include "gui/windows/buydialog.h"
#include "gui/windows/buyselldialog.h"
#include "gui/windows/npcselldialog.h"

#include "net/ea/eaprotocol.h"

#include "resources/notifytypes.h"

#include "debug.h"

namespace Ea
{

BeingId BuySellHandler::mNpcId = BeingId_zero;
BuyDialog *BuySellHandler::mBuyDialog = nullptr;

BuySellHandler::BuySellHandler()
{
    mNpcId = BeingId_zero;
    mBuyDialog = nullptr;
}

void BuySellHandler::processNpcBuySellChoice(Net::MessageIn &msg)
{
    if (!BuySellDialog::isActive())
    {
        mNpcId = msg.readBeingId("npc id");
        BuySellDialog *const dialog = new BuySellDialog(mNpcId);
        dialog->postInit();
    }
}

void BuySellHandler::processNpcSell(Net::MessageIn &msg)
{
    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() == Equipped_false)
                dialog->addItem(item, value);
        }
    }
    else
    {
        NotifyManager::notify(NotifyTypes::SELL_LIST_EMPTY);
    }
}

void BuySellHandler::processNpcBuyResponse(Net::MessageIn &msg)
{
    const uint8_t response = msg.readUInt8("response");
    if (response == 0U)
    {
        NotifyManager::notify(NotifyTypes::BUY_DONE);
        return;
    }
    // Reset player money since buy dialog already assumed purchase
    // would go fine
    if (mBuyDialog)
        mBuyDialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
    switch (response)
    {
        case 1:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_NO_MONEY);
            break;

        case 2:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_OVERWEIGHT);
            break;

        case 3:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_TOO_MANY_ITEMS);
            break;

        default:
            NotifyManager::notify(NotifyTypes::BUY_FAILED);
            break;
    };
}

}  // namespace Ea