/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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 . */ #ifndef NET_EA_INVENTORYHANDLER_H #define NET_EA_INVENTORYHANDLER_H #include "equipment.h" #include "inventory.h" #include "localconsts.h" #include "playerinfo.h" #include "gui/inventorywindow.h" #include "net/messagein.h" #include #include namespace Ea { class EquipBackend : public Equipment::Backend { public: EquipBackend() { memset(mEquipment, -1, sizeof(mEquipment)); } A_DELETE_COPY(EquipBackend) Item *getEquipment(const int index) const A_WARN_UNUSED { int invyIndex = mEquipment[index]; if (invyIndex == -1) return nullptr; const Inventory *const inv = PlayerInfo::getInventory(); if (inv) return inv->getItem(invyIndex); else return nullptr; } void clear() { Inventory *const inv = PlayerInfo::getInventory(); if (!inv) return; for (int i = 0; i < EQUIPMENT_SIZE; i++) { if (mEquipment[i] != -1) { Item* item = inv->getItem(i); if (item) item->setEquipped(false); } mEquipment[i] = -1; } } void setEquipment(const int index, const int inventoryIndex) { Inventory *const inv = PlayerInfo::getInventory(); if (!inv) return; // Unequip existing item Item *item = inv->getItem(mEquipment[index]); if (item) item->setEquipped(false); // not checking index because it must be safe mEquipment[index] = inventoryIndex; item = inv->getItem(inventoryIndex); if (item) item->setEquipped(true); if (inventoryWindow) inventoryWindow->updateButtons(); } private: int mEquipment[EQUIPMENT_SIZE]; }; /** * Used to cache storage data until we get size data for it. */ class InventoryItem { public: int slot; int id; int quantity; int refine; unsigned char color; bool equip; InventoryItem(const int slot0, const int id0, const int quantity0, const int refine0, const unsigned char color0, const bool equip0) : slot(slot0), id(id0), quantity(quantity0), refine(refine0), color(color0), equip(equip0) { } }; typedef std::vector InventoryItems; class InventoryHandler : public Net::InventoryHandler { public: enum { GUILD_STORAGE = Inventory::TYPE_END, CART }; InventoryHandler(); A_DELETE_COPY(InventoryHandler) ~InventoryHandler(); bool canSplit(const Item *const item) const override A_WARN_UNUSED; void splitItem(const Item *const item, const int amount) const override; void moveItem(const int oldIndex, const int newIndex) const override; void openStorage(const int type) const override; size_t getSize(const int type) const override A_WARN_UNUSED; int convertFromServerSlot(const int serverSlot) const override A_WARN_UNUSED; void pushPickup(const int floorId) { mSentPickups.push(floorId); } int getSlot(const int eAthenaSlot) const A_WARN_UNUSED; void processPlayerInventory(Net::MessageIn &msg, const bool playerInvintory); void processPlayerStorageEquip(Net::MessageIn &msg); void processPlayerInventoryAdd(Net::MessageIn &msg); void processPlayerInventoryRemove(Net::MessageIn &msg) const; void processPlayerInventoryUse(Net::MessageIn &msg) const; void processItemUseResponse(Net::MessageIn &msg) const; void processPlayerStorageStatus(Net::MessageIn &msg); void processPlayerStorageAdd(Net::MessageIn &msg); void processPlayerStorageRemove(Net::MessageIn &msg); void processPlayerStorageClose(Net::MessageIn &msg); void processPlayerEquipment(Net::MessageIn &msg); void processPlayerEquip(Net::MessageIn &msg); void processPlayerUnEquip(Net::MessageIn &msg); void processPlayerAttackRange(Net::MessageIn &msg) const; void processPlayerArrowEquip(Net::MessageIn &msg); protected: EquipBackend mEquips; InventoryItems mInventoryItems; Inventory *mStorage; InventoryWindow *mStorageWindow; bool mDebugInventory; typedef std::queue PickupQueue; PickupQueue mSentPickups; }; } // namespace Ea #endif // NET_EA_INVENTORYHANDLER_H