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/*
 *  The Mana Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2012  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_TA_INVENTORYHANDLER_H
#define NET_TA_INVENTORYHANDLER_H

#include "equipment.h"
#include "eventlistener.h"
#include "inventory.h"
#include "log.h"
#include "playerinfo.h"

#include "gui/inventorywindow.h"

#include "net/inventoryhandler.h"
#include "net/net.h"

#include "net/tmwa/messagehandler.h"

#include "resources/iteminfo.h"

#include "utils/gettext.h"

#include <list>

namespace TmwAthena {

class EquipBackend final : public Equipment::Backend
{
    public:
        EquipBackend()
        {
            memset(mEquipment, -1, sizeof(mEquipment));
        }

        Item *getEquipment(int index) const override
        {
            int invyIndex = mEquipment[index];
            return PlayerInfo::getInventory()->getItem(invyIndex);
        }

        std::string getSlotName(int slotIndex) const override
        {
            switch (slotIndex)
            {
                case EQUIP_TORSO_SLOT:
                    return std::string(_("Torso"));
                case EQUIP_ARMS_SLOT:
                    return std::string(_("Arms"));
                case EQUIP_HEAD_SLOT:
                    return std::string(_("Head"));
                case EQUIP_LEGS_SLOT:
                    return std::string(_("Legs"));
                case EQUIP_FEET_SLOT:
                    return std::string(_("Feet"));
                case EQUIP_RING1_SLOT:
                    return std::string(_("Ring 1/2"));
                case EQUIP_RING2_SLOT:
                    return std::string(_("Ring 2/2"));
                case EQUIP_NECKLACE_SLOT:
                    return std::string(_("Necklace"));
                case EQUIP_FIGHT1_SLOT:
                    return std::string(_("Hand 1/2"));
                case EQUIP_FIGHT2_SLOT:
                    return std::string(_("Hand 2/2"));
                case EQUIP_PROJECTILE_SLOT:
                    return std::string(_("Ammo"));
                default:
                    return std::string();
            }
        }

        void clear() override
        {
            for (int i = 0; i < EQUIP_VECTOR_END; i++)
            {
                if (mEquipment[i] != -1)
                {
                    if (Item *item = PlayerInfo::getInventory()->getItem(i))
                        item->setEquipped(false);
                }

                mEquipment[i] = -1;
            }
        }

        void setEquipment(int index, int inventoryIndex)
        {
            Inventory *inventory = PlayerInfo::getInventory();
            Item *newItem = inventory->getItem(inventoryIndex);

            if (!newItem && inventoryIndex >= 0)
            {
                logger->log("EquipBackend: Warning, trying to equip "
                            "non-existing item from inventory index %i at "
                            "equipment slot %i.", inventoryIndex, index);
                return;
            }

            // Unequip existing item
            if (Item *oldItem = inventory->getItem(mEquipment[index]))
                oldItem->setEquipped(false);

            if (newItem)
                newItem->setEquipped(true);

            mEquipment[index] = inventoryIndex;
            inventoryWindow->updateButtons();
        }

        void triggerUnequip(int slotIndex) const override
        {
            Item *item = getEquipment(slotIndex);
            if (item)
                item->doEvent(Event::DoUnequip);
        }

        int getSlotNumber() const override
        { return EQUIP_VECTOR_END; }

    private:
        int mEquipment[EQUIP_VECTOR_END];
};

/**
 * 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;
        }
};

class InventoryHandler final : public MessageHandler, public Net::InventoryHandler,
        public EventListener
{
    public:
        enum {
            GUILD_STORAGE = Inventory::TYPE_END,
            CART
        };

        InventoryHandler();

        ~InventoryHandler() override;

        void handleMessage(MessageIn &msg) override;

        void event(Event::Channel channel, const Event &event) override;

        bool canSplit(const Item *item) override;

        size_t getSize(int type) const override;

        // Note the slot type id is equal to the slot Index for tA.
        bool isWeaponSlot(unsigned int slotTypeId) const override
        {
            return (slotTypeId == EQUIP_FIGHT1_SLOT
                    || slotTypeId == EQUIP_FIGHT1_SLOT);
        }

        bool isAmmoSlot(unsigned int slotTypeId) const override
        {
            return (slotTypeId == EQUIP_PROJECTILE_SLOT);
        }

    private:
        EquipBackend mEquips;
        std::list<InventoryItem> mInventoryItems;
        Inventory *mStorage;
        InventoryWindow *mStorageWindow;
};

} // namespace TmwAthena

#endif // NET_TA_INVENTORYHANDLER_H