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/*
* 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_MANASERV_INVENTORYHANDLER_H
#define NET_MANASERV_INVENTORYHANDLER_H
#include "equipment.h"
#include "eventlistener.h"
#include "net/inventoryhandler.h"
#include "net/manaserv/messagehandler.h"
#include <vector>
namespace ManaServ {
class EquipBackend : public Equipment::Backend, public EventListener
{
public:
EquipBackend();
Item *getEquipment(int slotIndex) const;
std::string getSlotName(int slotIndex) const;
void clear();
void equip(int itemId, int slotTypeId, int amountUsed = 1,
int itemInstance = 0);
void unequip(int slotTypeId);
void event(Event::Channel channel, const Event &event);
int getSlotNumber() const
{ return mSlots.size(); }
unsigned int getVisibleSlotsNumber() const
{ return mVisibleSlots; }
void triggerUnequip(int slotIndex) const;
bool isWeaponSlot(int slotTypeId) const;
bool isAmmoSlot(int slotTypeId) const;
private:
void readEquipFile();
struct Slot {
Slot():
item(0),
slotTypeId(0),
subId(0),
itemInstance(0),
weaponSlot(false),
ammoSlot(false)
{}
// Generic info
std::string name;
// The Item reference, used for graphical representation
// and info.
Item *item;
// Manaserv specific info
// Used to know which (server-side) slot id it is.
unsigned int slotTypeId;
// Static part
// The sub id is used to know in which order the slots are
// when the slotType has more than one slot capacity:
// I.e.: capacity = 6, subId will be between 1 and 6
// for each slots in the map.
// This is used to sort the multimap along with the slot id.
unsigned int subId;
// This is the (per character) unique item Id, used especially when
// equipping the same item multiple times on the same slot type.
unsigned int itemInstance;
// Tell whether the slot is a weapon slot
bool weaponSlot;
// Tell whether the slot is an ammo slot
bool ammoSlot;
};
unsigned int mVisibleSlots;
// slot client index, slot info
typedef std::map<unsigned int, Slot> Slots;
Slots mSlots;
};
class InventoryHandler : public MessageHandler, Net::InventoryHandler,
public EventListener
{
public:
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;
bool isWeaponSlot(unsigned int slotTypeId) const
{ return mEquipBackend.isWeaponSlot(slotTypeId); }
bool isAmmoSlot(unsigned int slotTypeId) const
{ return mEquipBackend.isAmmoSlot(slotTypeId); }
unsigned int getVisibleSlotsNumber() const
{ return mEquipBackend.getVisibleSlotsNumber(); }
private:
EquipBackend mEquipBackend;
};
} // namespace ManaServ
#endif // NET_MANASERV_INVENTORYHANDLER_H
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