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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/buysellrecv.h"
+
+#include "inventory.h"
+#include "notifymanager.h"
+
+#include "being/playerinfo.h"
+
+#include "enums/resources/notifytypes.h"
+
+#include "gui/windows/buydialog.h"
+#include "gui/windows/buyselldialog.h"
+#include "gui/windows/npcselldialog.h"
+
+#include "gui/widgets/createwidget.h"
+
+#include "net/ea/eaprotocol.h"
+
+#include "debug.h"
+
+namespace Ea
+{
+
+namespace BuySellRecv
+{
+ BeingId mNpcId = BeingId_zero;
+ BuyDialog *mBuyDialog = nullptr;
+}
+
+void BuySellRecv::processNpcBuySellChoice(Net::MessageIn &msg)
+{
+ if (!BuySellDialog::isActive())
+ {
+ mNpcId = msg.readBeingId("npc id");
+ CREATEWIDGET(BuySellDialog, mNpcId);
+ }
+}
+
+void BuySellRecv::processNpcSell(Net::MessageIn &msg)
+{
+ msg.readInt16("len");
+ const int n_items = (msg.getLength() - 4) / 10;
+ if (n_items > 0)
+ {
+ SellDialog *const dialog = CREATEWIDGETR(NpcSellDialog, mNpcId);
+ 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 BuySellRecv::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 (Ea::BuySellRecv::mBuyDialog)
+ {
+ Ea::BuySellRecv::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