/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 . */ #ifndef NET_TA_INVENTORYHANDLER_H #define NET_TA_INVENTORYHANDLER_H #include "equipment.h" #include "eventlistener.h" #include "inventory.h" #include "log.h" #include "playerinfo.h" #include "gui/inventorywindow.h" #include "net/inventoryhandler.h" #include "net/net.h" #include "net/tmwa/messagehandler.h" #include "resources/iteminfo.h" #include "utils/gettext.h" #include namespace TmwAthena { class EquipBackend : public Equipment::Backend { public: EquipBackend() { memset(mEquipment, -1, sizeof(mEquipment)); } Item *getEquipment(int index) const { int invyIndex = mEquipment[index]; return PlayerInfo::getInventory()->getItem(invyIndex); } std::string getSlotName(int slotIndex) const { switch (slotIndex) { case EQUIP_TORSO_SLOT: return std::string(_("Torso")); case EQUIP_ARMS_SLOT: return std::string(_("Arms")); case EQUIP_HEAD_SLOT: return std::string(_("Head")); case EQUIP_LEGS_SLOT: return std::string(_("Legs")); case EQUIP_FEET_SLOT: return std::string(_("Feet")); case EQUIP_RING1_SLOT: return std::string(_("Ring 1/2")); case EQUIP_RING2_SLOT: return std::string(_("Ring 2/2")); case EQUIP_NECKLACE_SLOT: return std::string(_("Necklace")); case EQUIP_FIGHT1_SLOT: return std::string(_("Hand 1/2")); case EQUIP_FIGHT2_SLOT: return std::string(_("Hand 2/2")); case EQUIP_PROJECTILE_SLOT: return std::string(_("Ammo")); default: return std::string(); } } void clear() { for (int i = 0; i < EQUIP_VECTOR_END; i++) { if (mEquipment[i] != -1) { if (Item *item = PlayerInfo::getInventory()->getItem(i)) item->setEquipped(false); } mEquipment[i] = -1; } } void setEquipment(int index, int inventoryIndex) { Inventory *inventory = PlayerInfo::getInventory(); Item *newItem = inventory->getItem(inventoryIndex); if (!newItem && inventoryIndex >= 0) { logger->log("EquipBackend: Warning, trying to equip " "non-existing item from inventory index %i at " "equipment slot %i.", inventoryIndex, index); return; } // Unequip existing item if (Item *oldItem = inventory->getItem(mEquipment[index])) oldItem->setEquipped(false); if (newItem) newItem->setEquipped(true); mEquipment[index] = inventoryIndex; inventoryWindow->updateButtons(); } void triggerUnequip(int slotIndex) const { Item *item = getEquipment(slotIndex); if (item) item->doEvent(Event::DoUnequip); } int getSlotNumber() const { return EQUIP_VECTOR_END; } // Note the slot type id is equal to the slot Index for tA. bool isWeaponSlot(unsigned int slotTypeId) const { return (slotTypeId == EQUIP_FIGHT1_SLOT || slotTypeId == EQUIP_FIGHT1_SLOT); } bool isAmmoSlot(unsigned int slotTypeId) const { return (slotTypeId == EQUIP_PROJECTILE_SLOT); } private: int mEquipment[EQUIP_VECTOR_END]; }; /** * Used to cache storage data until we get size data for it. */ class InventoryItem { public: int slot; int id; int quantity; bool equip; InventoryItem(int slot, int id, int quantity, bool equip) { this->slot = slot; this->id = id; this->quantity = quantity; this->equip = equip; } }; typedef std::list InventoryItems; class InventoryHandler : public MessageHandler, public Net::InventoryHandler, public EventListener { public: enum { GUILD_STORAGE = Inventory::TYPE_END, CART }; InventoryHandler(); ~InventoryHandler(); void handleMessage(MessageIn &msg); void event(Event::Channel channel, const Event &event); bool canSplit(const Item *item); size_t getSize(int type) const; bool isWeaponSlot(unsigned int slotTypeId) const { return mEquips.isWeaponSlot(slotTypeId); } bool isAmmoSlot(unsigned int slotTypeId) const { return mEquips.isAmmoSlot(slotTypeId); } private: EquipBackend mEquips; InventoryItems mInventoryItems; Inventory *mStorage; InventoryWindow *mStorageWindow; }; } // namespace TmwAthena #endif // NET_TA_INVENTORYHANDLER_H