/* * 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 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 } } }