/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see .
*/
#include "game-server/buysell.h"
#include "game-server/being.h"
#include "game-server/charactercomponent.h"
#include "game-server/gamehandler.h"
#include "game-server/inventory.h"
#include "game-server/itemmanager.h"
#include "game-server/item.h"
#include "net/messageout.h"
#include "common/defines.h"
#include
BuySell::BuySell(Entity *c, bool sell)
: mCurrency(attributeManager->getAttributeInfo(ATTR_GP))
, mChar(c)
, mSell(sell)
{
c->getComponent()->setBuySell(this);
}
BuySell::~BuySell()
{
mChar->getComponent()->setBuySell(nullptr);
}
void BuySell::cancel()
{
delete this;
}
bool BuySell::registerItem(unsigned id, int amount, int cost)
{
if (mSell)
{
int nb = Inventory(mChar).count(id);
if (nb == 0)
return false;
if (!amount || nb < amount)
amount = nb;
}
TradedItem item;
item.itemId = id;
item.amount = amount;
item.cost = cost;
mItems.push_back(item);
return true;
}
int BuySell::registerPlayerItems()
{
if (!mSell)
return 0;
int nbItemsToSell = 0;
// We parse the player inventory and add all item
// in a sell list.
auto *component = mChar->getComponent();
const InventoryData &inventoryData =
component->getPossessions().getInventory();
for (const auto &it : inventoryData)
{
unsigned amount = it.second.amount;
if (!amount)
continue;
unsigned id = it.second.itemId;
int cost = -1;
if (itemManager->getItem(id))
{
cost = itemManager->getItem(id)->getCost();
}
else
{
LOG_WARN("registerPlayersItems(): The character Id: "
<< mChar->getComponent()->getPublicID()
<< " has unknown items (Id: " << id
<< "). They have been ignored.");
continue;
}
if (cost < 1)
continue;
// We check if the item Id has been already
// added. If so, we cumulate the amounts.
bool itemAlreadyAdded = false;
for (auto &item : mItems)
{
if (item.itemId == id)
{
itemAlreadyAdded = true;
item.amount += amount;
break;
}
}
if (!itemAlreadyAdded)
{
TradedItem tradeItem;
tradeItem.itemId = id;
tradeItem.amount = amount;
tradeItem.cost = cost;
mItems.push_back(tradeItem);
nbItemsToSell++;
}
}
return nbItemsToSell;
}
bool BuySell::start(Entity *actor)
{
if (mItems.empty())
{
cancel();
return false;
}
MessageOut msg(mSell ? GPMSG_NPC_SELL : GPMSG_NPC_BUY);
msg.writeInt16(actor->getComponent()->getPublicID());
for (auto item : mItems)
{
msg.writeInt16(item.itemId);
msg.writeInt16(item.amount);
msg.writeInt16(item.cost);
}
mChar->getComponent()->getClient()->send(msg);
return true;
}
void BuySell::perform(unsigned id, int amount)
{
MessageOut msg(GPMSG_NPC_BUYSELL_RESPONSE);
for (auto i = mItems.begin(),
i_end = mItems.end(); i != i_end; ++i)
{
if (i->itemId != id)
continue;
Inventory inv(mChar);
auto *beingComponent = mChar->getComponent();
const double currentMoney = beingComponent->getAttributeBase(mCurrency);
if (i->amount && i->amount <= amount)
amount = i->amount;
if (mSell)
{
amount -= inv.remove(id, amount);
beingComponent->setAttribute(*mChar, mCurrency,
currentMoney + amount * i->cost);
}
else
{
amount = std::min(amount, ((int)currentMoney) / i->cost);
amount -= inv.insert(id, amount);
beingComponent->setAttribute(*mChar, mCurrency,
currentMoney - amount * i->cost);
}
if (i->amount)
{
i->amount -= amount;
if (!i->amount)
{
mItems.erase(i);
}
}
msg.writeInt8(ERRMSG_OK);
msg.writeInt16(id);
msg.writeInt16(amount);
mChar->getComponent()->getClient()->send(msg);
return;
}
msg.writeInt8(ERRMSG_FAILURE);
mChar->getComponent()->getClient()->send(msg);
}