1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
|
/*
* 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_TA_INVENTORYHANDLER_H
#define NET_TA_INVENTORYHANDLER_H
#include "equipment.h"
#include "inventory.h"
#include "eventlistener.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 : public Equipment::Backend
{
public:
EquipBackend()
{
memset(mEquipment, -1, sizeof(mEquipment));
}
Item *getEquipment(int index) const
{
int invyIndex = mEquipment[index];
return PlayerInfo::getInventory()->getItem(invyIndex);
}
std::string getSlotName(int slotIndex) const
{
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()
{
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();
// Unequip existing item
if (Item *item = inventory->getItem(mEquipment[index]))
item->setEquipped(false);
mEquipment[index] = inventoryIndex;
if (Item *item = inventory->getItem(inventoryIndex))
item->setEquipped(true);
inventoryWindow->updateButtons();
}
void triggerUnequip(int slotIndex) const
{
Item *item = getEquipment(slotIndex);
if (item)
item->doEvent(Event::DoUnequip);
}
int getSlotNumber() const
{ 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;
}
};
typedef std::list<InventoryItem> InventoryItems;
class InventoryHandler : public MessageHandler, public Net::InventoryHandler,
public EventListener
{
public:
enum {
GUILD_STORAGE = Inventory::TYPE_END,
CART
};
InventoryHandler();
~InventoryHandler();
void handleMessage(Net::MessageIn &msg);
void event(Event::Channel channel, const Event &event);
bool canSplit(const Item *item);
size_t getSize(int type) const;
private:
EquipBackend mEquips;
InventoryItems mInventoryItems;
Inventory *mStorage;
InventoryWindow *mStorageWindow;
};
} // namespace TmwAthena
#endif // NET_TA_INVENTORYHANDLER_H
|