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/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World 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.
 *
 *  The Mana World 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 The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#include "../graphics.h"
#include "inventory.h"
#include "../resources/resourcemanager.h"
#include "../resources/image.h"
#include "button.h"
#include "../being.h"
#include "../engine.h"
#include "item_amount.h"
#include <sstream>

InventoryWindow::InventoryWindow():
    Window("Inventory")
{
    setContentSize(322, 100);
    useButton = new Button("Use");
    useButton->setPosition(20, 50);
    dropButton = new Button("Drop");
    dropButton->setPosition(60, 50);
    
    useButton->setEventId("use");
    dropButton->setEventId("drop");
    useButton->addActionListener(this);
    dropButton->addActionListener(this);
    
    add(useButton);
    add(dropButton);
    
    items = new ItemContainer();
    items->setSize(318, 40);
    items->setPosition(2, 2);
    add(items);    
}

InventoryWindow::~InventoryWindow()
{
    delete useButton;
    delete dropButton;
}

void InventoryWindow::draw(gcn::Graphics *graphics)
{
    // Draw window graphics
    Window::draw(graphics);
}


int InventoryWindow::addItem(int index, int id, int quantity, bool equipment) {
    items->addItem(index, id, quantity, equipment);
    return 0;
}

int InventoryWindow::removeItem(int id) {
    items->removeItem(id);
    return 0;
}

int InventoryWindow::changeQuantity(int index, int quantity) {
    //items[index].quantity = quantity;
    items->changeQuantity(index, quantity);
    return 0;
}

int InventoryWindow::increaseQuantity(int index, int quantity) {
    //items[index].quantity += quantity;
    items->increaseQuantity(index, quantity);
    return 0;
}

int InventoryWindow::useItem(int index, int id) {
    WFIFOW(0) = net_w_value(0x00a7);
    WFIFOW(2) = net_w_value(index);
    WFIFOL(4) = net_l_value(id);
    // Note: id is dest of item, usually player_node->account_ID ??
    WFIFOSET(8);
    while ((out_size > 0)) flush();
    return 0;
}

int InventoryWindow::dropItem(int index, int quantity) {
    // TODO: Fix wrong coordinates of drops, serverside?
    WFIFOW(0) = net_w_value(0x00a2);
    WFIFOW(2) = net_w_value(index);
    WFIFOW(4) = net_w_value(quantity);
    WFIFOSET(6);
    while ((out_size > 0)) flush();
    return 0;
}

void InventoryWindow::equipItem(int index) {
    WFIFOW(0) = net_w_value(0x00a9);
    WFIFOW(2) = net_w_value(index);
    WFIFOW(4) = net_w_value(0);
    WFIFOSET(6);
    while ((out_size > 0)) flush();
}

void InventoryWindow::unequipItem(int index) {
    WFIFOW(0) = net_w_value(0x00ab);
    WFIFOW(2) = net_w_value(index);
    WFIFOSET(4);
    while ((out_size > 0)) flush();
}

void InventoryWindow::action(const std::string &eventId)
{
    //if(selectedItem >= 0 && selectedItem <= INVENTORY_SIZE) {
    if (items->getIndex() != -1) {
        if (eventId == "use") {
            if(items->isEquipment(items->getIndex())) {
                if(items->isEquipped(items->getIndex())) {
                    unequipItem(items->getIndex());
                }
                else {
                    equipItem(items->getIndex());
                }
            }
            else {
                useItem(items->getIndex(), items->getId());
            }                
        }
        else if (eventId == "drop") {
            itemAmountWindow->resetAmount();
            itemAmountWindow->setVisible(true);
        }       
    }
}