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authorJared Adams <jaxad0127@gmail.com>2010-02-13 15:04:58 -0700
committerJared Adams <jaxad0127@gmail.com>2010-02-13 15:08:54 -0700
commit8bc425ff48b7a874ca0fb9d2285044c75f3010ab (patch)
tree5904c7f53cde9ffbe7df2a63f088561141e06b66 /src/net/ea/buysellhandler.cpp
parent28c9cec5d39c9a1b98694eba9a28281cf111e34a (diff)
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Make NPC dialogs instance instead of global
This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
Diffstat (limited to 'src/net/ea/buysellhandler.cpp')
-rw-r--r--src/net/ea/buysellhandler.cpp30
1 files changed, 14 insertions, 16 deletions
diff --git a/src/net/ea/buysellhandler.cpp b/src/net/ea/buysellhandler.cpp
index 9d1aac78..db282e61 100644
--- a/src/net/ea/buysellhandler.cpp
+++ b/src/net/ea/buysellhandler.cpp
@@ -51,29 +51,29 @@ BuySellHandler::BuySellHandler()
SMSG_NPC_SELL_RESPONSE,
0
};
+ mNpcId = 0;
handledMessages = _messages;
}
void BuySellHandler::handleMessage(Net::MessageIn &msg)
{
int n_items;
+
switch (msg.getId())
{
case SMSG_NPC_BUY_SELL_CHOICE:
- buyDialog->setVisible(false);
- buyDialog->reset();
- sellDialog->setVisible(false);
- sellDialog->reset();
- current_npc = msg.readInt32();
- buySellDialog->setVisible(true);
+ if (!BuySellDialog::isActive())
+ {
+ mNpcId = msg.readInt32();
+ new BuySellDialog(mNpcId);
+ }
break;
case SMSG_NPC_BUY:
msg.readInt16(); // length
n_items = (msg.getLength() - 4) / 11;
- buyDialog->reset();
- buyDialog->setMoney(player_node->getMoney());
- buyDialog->setVisible(true);
+ mBuyDialog = new BuyDialog(mNpcId);
+ mBuyDialog->setMoney(player_node->getMoney());
for (int k = 0; k < n_items; k++)
{
@@ -81,7 +81,7 @@ void BuySellHandler::handleMessage(Net::MessageIn &msg)
msg.readInt32(); // DCvalue
msg.readInt8(); // type
int itemId = msg.readInt16();
- buyDialog->addItem(itemId, 0, value);
+ mBuyDialog->addItem(itemId, 0, value);
}
break;
@@ -90,9 +90,8 @@ void BuySellHandler::handleMessage(Net::MessageIn &msg)
n_items = (msg.getLength() - 4) / 10;
if (n_items > 0)
{
- sellDialog->setMoney(player_node->getMoney());
- sellDialog->reset();
- sellDialog->setVisible(true);
+ SellDialog *dialog = new SellDialog(mNpcId);
+ dialog->setMoney(player_node->getMoney());
for (int k = 0; k < n_items; k++)
{
@@ -103,13 +102,12 @@ void BuySellHandler::handleMessage(Net::MessageIn &msg)
Item *item = player_node->getInventory()->getItem(index);
if (item && !(item->isEquipped()))
- sellDialog->addItem(item, value);
+ dialog->addItem(item, value);
}
}
else
{
localChatTab->chatLog(_("Nothing to sell."), BY_SERVER);
- current_npc = 0;
}
break;
@@ -122,7 +120,7 @@ void BuySellHandler::handleMessage(Net::MessageIn &msg)
{
// Reset player money since buy dialog already assumed purchase
// would go fine
- buyDialog->setMoney(player_node->getMoney());
+ mBuyDialog->setMoney(player_node->getMoney());
localChatTab->chatLog(_("Unable to buy."), BY_SERVER);
}
break;