/*
* 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 "inventory.h"
#include "equipment.h"
#include "item.h"
#include "net/messageout.h"
#include "net/protocol.h"
Inventory::Inventory()
{
items = new Item[INVENTORY_SIZE];
for (int i = 0; i < INVENTORY_SIZE; i++) {
items[i].setInvIndex(i);
}
}
Inventory::~Inventory()
{
delete [] items;
}
Item* Inventory::getItem(int index)
{
return &items[index];
}
void Inventory::addItem(int id, int quantity, bool equipment)
{
addItem(getFreeSlot(), id, quantity, equipment);
}
void Inventory::addItem(int index, int id, int quantity, bool equipment)
{
items[index].setId(id);
items[index].increaseQuantity(quantity);
items[index].setEquipment(equipment);
}
void Inventory::resetItems()
{
for (int i = 0; i < INVENTORY_SIZE; i++) {
items[i].setId(-1);
items[i].setQuantity(0);
items[i].setEquipped(false);
}
}
void Inventory::removeItem(int id)
{
for (int i = 0; i < INVENTORY_SIZE; i++) {
if (items[i].getId() == id) {
items[i].setId(-1);
items[i].setQuantity(0);
}
}
}
bool Inventory::contains(Item *item)
{
for (int i = 0; i < INVENTORY_SIZE; i++) {
if (items[i].getId() == item->getId()) {
return true;
}
}
return false;
}
int Inventory::useItem(Item *item)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeShort(item->getInvIndex());
outMsg.writeLong(item->getId());
// Note: id is dest of item, usually player_node->account_ID ??
return 0;
}
int Inventory::dropItem(Item *item, int quantity)
{
// TODO: Fix wrong coordinates of drops, serverside?
MessageOut outMsg;
outMsg.writeShort(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeShort(item->getInvIndex());
outMsg.writeShort(quantity);
return 0;
}
void Inventory::equipItem(Item *item)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_PLAYER_EQUIP);
outMsg.writeShort(item->getInvIndex());
outMsg.writeShort(0);
}
void Inventory::unequipItem(Item *item)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_PLAYER_UNEQUIP);
outMsg.writeShort(item->getInvIndex());
// Tidy equipment directly to avoid weapon still shown bug, by instance
Equipment::getInstance()->removeEquipment(item);
}
int Inventory::getFreeSlot()
{
for (int i = 2; i < INVENTORY_SIZE; i++) {
if (items[i].getId() == -1) {
return i;
}
}
return -1;
}
int Inventory::getNumberOfSlotsUsed()
{
int NumberOfFilledSlot = 0;
for (int i = 0; i < INVENTORY_SIZE; i++)
{
if (items[i].getId() > -1 || items[i].getQuantity() > 0)
{
NumberOfFilledSlot++;
}
}
return NumberOfFilledSlot;
}
int Inventory::getLastUsedSlot()
{
int i;
for (i = INVENTORY_SIZE - 1; i >= 0; i--) {
if ((items[i].getId() != -1) && (items[i].getQuantity() > 0)) {
break;
}
}
return --i;
}