/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 "localplayer.h"
#include "gui/storagewindow.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "net/ea/messagehandler.h"
#include <list>
namespace EAthena {
class EquipBackend : public Equipment::Backend {
public:
EquipBackend()
{
memset(mEquipment, -1, sizeof(mEquipment));
}
Item *getEquipment(int index) const
{
int invyIndex = mEquipment[index];
if (invyIndex == -1)
{
return NULL;
}
return player_node->getInventory()->getItem(invyIndex);
}
void clear()
{
for (int i = 0; i < EQUIPMENT_SIZE; i++)
{
if (mEquipment[i] != -1)
{
Item* item = player_node->getInventory()->getItem(i);
if (item)
{
item->setEquipped(false);
}
}
mEquipment[i] = -1;
}
}
void setEquipment(int index, int inventoryIndex)
{
// Unequip existing item
Item* item = player_node->getInventory()->getItem(mEquipment[index]);
if (item)
{
item->setEquipped(false);
}
mEquipment[index] = inventoryIndex;
item = player_node->getInventory()->getItem(inventoryIndex);
if (item)
{
item->setEquipped(true);
}
}
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;
bool equip;
InventoryItem(int slot, int id, int quantity, bool equip)
{
this->slot = slot;
this->id = id;
this->quantity = quantity;
this->equip = equip;
}
};
typedef std::list<InventoryItem> InventoryItems;
class InventoryHandler : public MessageHandler, public Net::InventoryHandler
{
public:
InventoryHandler();
~InventoryHandler();
void handleMessage(Net::MessageIn &msg);
void equipItem(const Item *item);
void unequipItem(const Item *item);
void useItem(const Item *item);
void dropItem(const Item *item, int amount);
bool canSplit(const Item *item);
void splitItem(const Item *item, int amount);
void moveItem(int oldIndex, int newIndex);
void openStorage(StorageType type);
void closeStorage(StorageType type);
void moveItem(StorageType source, int slot, int amount,
StorageType destination);
size_t getSize(StorageType type) const;
private:
EquipBackend mEquips;
InventoryItems mInventoryItems;
Inventory *mStorage;
StorageWindow *mStorageWindow;
};
} // namespace EAthena
#endif // NET_EA_INVENTORYHANDLER_H