1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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/>.
*/
#ifndef NET_EA_INVENTORYHANDLER_H
#define NET_EA_INVENTORYHANDLER_H
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "localconsts.h"
#include "being/playerinfo.h"
#include "gui/windows/inventorywindow.h"
#include "net/inventoryhandler.h"
#include "net/messagein.h"
#include <vector>
#include <queue>
namespace Ea
{
class EquipBackend : public Equipment::Backend
{
public:
EquipBackend()
{
memset(mEquipment, -1, sizeof(mEquipment));
}
A_DELETE_COPY(EquipBackend)
Item *getEquipment(const int index) const override final 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<InventoryItem> InventoryItems;
class InventoryHandler : public Net::InventoryHandler
{
public:
enum
{
GUILD_STORAGE = Inventory::TYPE_END,
CART
};
A_DELETE_COPY(InventoryHandler)
virtual ~InventoryHandler();
void clear();
bool canSplit(const Item *const item) const
override final A_WARN_UNUSED;
void splitItem(const Item *const item,
const int amount) const override final;
void moveItem(const int oldIndex,
const int newIndex) const override final;
void openStorage(const int type) const override final;
size_t getSize(const int type) const override final A_WARN_UNUSED;
int convertFromServerSlot(const int serverSlot)
const override final 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);
void closeStorage() override final;
Inventory *getStorage() const
{ return mStorage; }
protected:
InventoryHandler();
EquipBackend mEquips;
InventoryItems mInventoryItems;
Inventory *mStorage;
InventoryWindow *mStorageWindow;
bool mDebugInventory;
typedef std::queue<int> PickupQueue;
PickupQueue mSentPickups;
};
} // namespace Ea
#endif // NET_EA_INVENTORYHANDLER_H
|