/*
* 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 "../graphic/graphic.h"
#include "inventory.h"
#include "../resources/resourcemanager.h"
#include "../resources/image.h"
#include "button.h"
#include "../being.h"
#include <sstream>
InventoryWindow::InventoryWindow():
Window("Inventory")
{
setSize(322, 80);
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[index].id = id;
items[index].quantity += quantity;*/
items->addItem(index, id, quantity, equipment);
return 0;
}
int InventoryWindow::removeItem(int id) {
/*for (int i = 0; i < INVENTORY_SIZE; i++) {
if (items[i].id == id) {
items[i].id = -1;
items[i].quantity = 0;
}
}*/
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) {
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::action(const std::string &eventId)
{
//if(selectedItem >= 0 && selectedItem <= INVENTORY_SIZE) {
if (items->getIndex() != -1) {
if (eventId == "use") {
if(items->isEquipment(items->getIndex())) {
equipItem(items->getIndex());
}
else {
useItem(items->getIndex(), items->getId());
}
}
else if (eventId == "drop") {
dropItem(items->getIndex(), items->getQuantity());
// Temp: drop all the items, you should choose quantity instead
}
}
}