/* * 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/network.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) { writeWord(0, 0x00a7); writeWord(2, item->getInvIndex()); writeLong(4, item->getId()); // Note: id is dest of item, usually player_node->account_ID ?? writeSet(8); flush(); return 0; } int Inventory::dropItem(Item *item, int quantity) { // TODO: Fix wrong coordinates of drops, serverside? writeWord(0, 0x00a2); writeWord(2, item->getInvIndex()); writeWord(4, quantity); writeSet(6); flush(); return 0; } void Inventory::equipItem(Item *item) { writeWord(0, 0x00a9); writeWord(2, item->getInvIndex()); writeWord(4, 0); writeSet(6); flush(); } void Inventory::unequipItem(Item *item) { writeWord(0, 0x00ab); writeWord(2, item->getInvIndex()); writeSet(4); flush(); // 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; }