/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include "buysellhandler.h" #include "messagein.h" #include "protocol.h" #include "../beingmanager.h" #include "../inventory.h" #include "../item.h" #include "../localplayer.h" #include "../npc.h" #include "../gui/buy.h" #include "../gui/chat.h" #include "../gui/sell.h" extern BuyDialog *buyDialog; extern Window *buySellDialog; extern SellDialog *sellDialog; BuySellHandler::BuySellHandler() { static const Uint16 _messages[] = { SMSG_NPC_BUY_SELL_CHOICE, SMSG_NPC_BUY, SMSG_NPC_SELL, SMSG_NPC_BUY_RESPONSE, SMSG_NPC_SELL_RESPONSE, 0 }; handledMessages = _messages; } void BuySellHandler::handleMessage(MessageIn *msg) { int n_items; switch (msg->getId()) { case SMSG_NPC_BUY_SELL_CHOICE: buyDialog->setVisible(false); buyDialog->reset(); sellDialog->setVisible(false); sellDialog->reset(); buySellDialog->setVisible(true); current_npc = dynamic_cast(beingManager->findBeing(msg->readInt32())); break; case SMSG_NPC_BUY: msg->readInt16(); // length n_items = (msg->getLength() - 4) / 11; buyDialog->reset(); buyDialog->setMoney(player_node->mGp); buyDialog->setVisible(true); for (int k = 0; k < n_items; k++) { Sint32 value = msg->readInt32(); msg->readInt32(); // DCvalue msg->readInt8(); // type Sint16 itemId = msg->readInt16(); buyDialog->addItem(itemId, value); } break; case SMSG_NPC_SELL: msg->readInt16(); // length n_items = (msg->getLength() - 4) / 10; if (n_items > 0) { sellDialog->setMoney(player_node->mGp); sellDialog->reset(); sellDialog->setVisible(true); for (int k = 0; k < n_items; k++) { Sint16 index = msg->readInt16(); Sint32 value = msg->readInt32(); msg->readInt32(); // OCvalue Item *item = player_node->getInventory()->getItem(index); if (item && !(item->isEquipped())) { sellDialog->addItem(item, value); } } } else { chatWindow->chatLog("Nothing to sell", BY_SERVER); current_npc = 0; } break; case SMSG_NPC_BUY_RESPONSE: if (msg->readInt8() == 0) { chatWindow->chatLog("Thanks for buying", BY_SERVER); } else { // Reset player money since buy dialog already assumed purchase // would go fine buyDialog->setMoney(player_node->mGp); chatWindow->chatLog("Unable to buy", BY_SERVER); } break; case SMSG_NPC_SELL_RESPONSE: if (msg->readInt8() == 0) { chatWindow->chatLog("Thanks for selling", BY_SERVER); } else { chatWindow->chatLog("Unable to sell", BY_SERVER); } break; } }