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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 The ManaPlus Developers
*
* This file is part of The ManaPlus 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/>.
*/
#include "gui/windows/npcselldialog.h"
#include "being/playerinfo.h"
#include "gui/windows/confirmdialog.h"
#include "gui/models/shopitems.h"
#include "gui/widgets/button.h"
#include "gui/widgets/createwidget.h"
#include "gui/widgets/shoplistbox.h"
#include "gui/widgets/slider.h"
#include "net/buysellhandler.h"
#include "net/npchandler.h"
#include "net/serverfeatures.h"
#include "resources/iteminfo.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "debug.h"
NpcSellDialog::NpcSellDialog(const BeingId npcId) :
SellDialog(IsSell_true,
serverFeatures ? serverFeatures->haveAdvancedBuySell() : false),
mNpcId(npcId)
{
}
void NpcSellDialog::sellAction(const ActionEvent &event)
{
const std::string &eventId = event.getId();
const int selectedItem = mShopItemList->getSelected();
ShopItem *const item = mShopItems->at(selectedItem);
if (!item || PlayerInfo::isItemProtected(item->getId()))
return;
if (eventId == "presell")
{
if (mAmountItems <= 0 || mAmountItems > mMaxItems)
return;
const ItemInfo &info = ItemDB::get(item->getId());
if (info.isProtected())
{
ConfirmDialog *const dialog = CREATEWIDGETR(ConfirmDialog,
// TRANSLATORS: sell confirmation header
_("sell item"),
// TRANSLATORS: sell confirmation message
strprintf(_("Do you really want to sell %s?"),
info.getName().c_str()),
SOUND_REQUEST,
false,
Modal_true);
dialog->addActionListener(this);
return;
}
}
if (mAdvanced)
sellManyItems(event.getId());
else
sellOneItem();
}
void NpcSellDialog::sellManyItems(const std::string &eventId)
{
if (eventId == "confirm")
{
npcHandler->sellItems(mShopItems->allItems());
close();
}
else
{
const int selectedItem = mShopItemList->getSelected();
ShopItem *const item = mShopItems->at(selectedItem);
item->increaseUsedQuantity(mAmountItems);
item->update();
if (mConfirmButton)
mConfirmButton->setEnabled(true);
}
}
void NpcSellDialog::sellOneItem()
{
if (mAmountItems <= 0 || mAmountItems > mMaxItems)
return;
const int selectedItem = mShopItemList->getSelected();
ShopItem *const item = mShopItems->at(selectedItem);
// Attempt sell
mPlayerMoney += mAmountItems * mShopItems->at(selectedItem)->getPrice();
mMaxItems -= mAmountItems;
while (mAmountItems > 0)
{
// This order is important, item->getCurrentInvIndex() would
// return the inventory index of the next Duplicate otherwise.
const int itemIndex = item->getCurrentInvIndex();
const int sellCount = item->sellCurrentDuplicate(mAmountItems);
npcHandler->sellItem(mNpcId, itemIndex, sellCount);
mAmountItems -= sellCount;
}
mPlayerMoney += mAmountItems * mShopItems->at(selectedItem)->getPrice();
mAmountItems = 1;
mSlider->setValue(0);
if (mMaxItems)
{
updateButtonsAndLabels();
}
else
{
// All were sold
mShopItemList->setSelected(-1);
mShopItems->del(selectedItem);
Rect scroll;
scroll.y = mShopItemList->getRowHeight() * (selectedItem + 1);
scroll.height = mShopItemList->getRowHeight();
mShopItemList->showPart(scroll);
}
}
void NpcSellDialog::close()
{
buySellHandler->close();
Window::close();
}
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