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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
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