/* * 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 . */ #include "gui/windows/npcselldialog.h" #include "being/playerinfo.h" #include "gui/windows/confirmdialog.h" #include "gui/models/shopitems.h" #include "gui/widgets/shoplistbox.h" #include "gui/widgets/slider.h" #include "net/buysellhandler.h" #include "net/npchandler.h" #include "resources/iteminfo.h" #include "utils/gettext.h" #include "utils/stringutils.h" #include "debug.h" NpcSellDialog::NpcSellDialog(const int npcId) : SellDialog(true), mNpcId(npcId) { } void NpcSellDialog::sellAction(const ActionEvent &event) { if (mAmountItems <= 0 || mAmountItems > mMaxItems) return; const std::string &eventId = event.getId(); const int selectedItem = mShopItemList->getSelected(); ShopItem *const item = mShopItems->at(selectedItem); if (!item || PlayerInfo::isItemProtected(item->getId())) return; if (eventId == "presell") { const ItemInfo &info = ItemDB::get(item->getId()); if (info.isProtected()) { ConfirmDialog *const dialog = new ConfirmDialog( // TRANSLATORS: sell confirmation header _("sell item"), // TRANSLATORS: sell confirmation message strprintf(_("Do you really want to sell %s?"), info.getName().c_str()), SOUND_REQUEST, false, true); dialog->postInit(); dialog->addActionListener(this); return; } } // Attempt sell mPlayerMoney += mAmountItems * mShopItems->at(selectedItem)->getPrice(); mMaxItems -= mAmountItems; while (mAmountItems > 0) { // This order is important, item->getCurrentInvIndex() would // return the inventory index of the next Duplicate otherwise. const int itemIndex = item->getCurrentInvIndex(); const int sellCount = item->sellCurrentDuplicate(mAmountItems); npcHandler->sellItem(mNpcId, itemIndex, sellCount); mAmountItems -= sellCount; } mPlayerMoney += mAmountItems * mShopItems->at(selectedItem)->getPrice(); mAmountItems = 1; mSlider->setValue(0); if (mMaxItems) { updateButtonsAndLabels(); } else { // All were sold mShopItemList->setSelected(-1); delete mShopItems->at(selectedItem); mShopItems->erase(selectedItem); Rect scroll; scroll.y = mShopItemList->getRowHeight() * (selectedItem + 1); scroll.height = mShopItemList->getRowHeight(); mShopItemList->showPart(scroll); } } void NpcSellDialog::close() { buySellHandler->close(); Window::close(); }