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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
*/
#include <SDL_types.h>
#include "buysellhandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../beingmanager.h"
#include "../inventory.h"
#include "../item.h"
#include "../localplayer.h"
#include "../npc.h"
#include "../gui/buy.h"
#include "../gui/chat.h"
#include "../gui/sell.h"
extern BuyDialog *buyDialog;
extern Window *buySellDialog;
extern SellDialog *sellDialog;
BuySellHandler::BuySellHandler()
{
static const Uint16 _messages[] = {
SMSG_NPC_BUY_SELL_CHOICE,
SMSG_NPC_BUY,
SMSG_NPC_SELL,
SMSG_NPC_BUY_RESPONSE,
SMSG_NPC_SELL_RESPONSE,
0
};
handledMessages = _messages;
}
void BuySellHandler::handleMessage(MessageIn *msg)
{
int n_items;
switch (msg->getId())
{
case SMSG_NPC_BUY_SELL_CHOICE:
buyDialog->setVisible(false);
buyDialog->reset();
sellDialog->setVisible(false);
sellDialog->reset();
buySellDialog->setVisible(true);
current_npc = dynamic_cast<NPC*>(beingManager->findBeing(msg->readInt32()));
break;
case SMSG_NPC_BUY:
msg->readInt16(); // length
n_items = (msg->getLength() - 4) / 11;
buyDialog->reset();
buyDialog->setMoney(player_node->mGp);
buyDialog->setVisible(true);
for (int k = 0; k < n_items; k++)
{
Sint32 value = msg->readInt32();
msg->readInt32(); // DCvalue
msg->readInt8(); // type
Sint16 itemId = msg->readInt16();
buyDialog->addItem(itemId, value);
}
break;
case SMSG_NPC_SELL:
msg->readInt16(); // length
n_items = (msg->getLength() - 4) / 10;
if (n_items > 0) {
sellDialog->setMoney(player_node->mGp);
sellDialog->reset();
sellDialog->setVisible(true);
for (int k = 0; k < n_items; k++)
{
Sint16 index = msg->readInt16();
Sint32 value = msg->readInt32();
msg->readInt32(); // OCvalue
Item *item = player_node->getInventory()->getItem(index);
if (item && !(item->isEquipped())) {
sellDialog->addItem(item, value);
}
}
}
else {
chatWindow->chatLog("Nothing to sell", BY_SERVER);
current_npc = 0;
}
break;
case SMSG_NPC_BUY_RESPONSE:
if (msg->readInt8() == 0) {
chatWindow->chatLog("Thanks for buying", BY_SERVER);
} else {
// Reset player money since buy dialog already assumed purchase
// would go fine
buyDialog->setMoney(player_node->mGp);
chatWindow->chatLog("Unable to buy", BY_SERVER);
}
break;
case SMSG_NPC_SELL_RESPONSE:
if (msg->readInt8() == 0) {
chatWindow->chatLog("Thanks for selling", BY_SERVER);
} else {
chatWindow->chatLog("Unable to sell", BY_SERVER);
}
break;
}
}
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