/* * The Mana World Server * Copyright 2007 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 * * $Id$ */ #ifndef _TMWSERV_GAMESERVER_TRADE_HPP_ #define _TMWSERV_GAMESERVER_TRADE_HPP_ #include class Character; class Inventory; class Trade { public: /** * Sets up a trade between two characters. * Asks for an acknowledgment from the second one. */ Trade(Character *, Character *); /** * Cancels a trade by a given character (optional). * Warns the other character the trade is cancelled. * Takes care of cleaning afterwards. */ void cancel(Character *); /** * Requests a trade to start with given public ID. * Continues the current trade if the ID is correct, cancels it * otherwise. * @return true if the current trade keeps going. */ bool request(Character *, int); /** * Agrees to complete the trade. */ void accept(Character *); /** * Adds some items to the trade. */ void addItem(Character *, int slot, int amount); /** * Adds some money to the trade. */ void setMoney(Character *, int amount); private: ~Trade(); struct TradedItem { unsigned short id; unsigned char slot, amount; }; typedef std::vector< TradedItem > TradedItems; enum TradeState { TRADE_INIT = 0, /**< Waiting for an ack from player 2. */ TRADE_RUN, /**< Currently trading. */ TRADE_EXIT /**< Waiting for an ack from player 2. */ }; static bool perform(TradedItems items, Inventory &inv1, Inventory &inv2); Character *mChar1, *mChar2; /**< Characters involved. */ TradedItems mItems1, mItems2; /**< Traded items. */ int mMoney1, mMoney2; /**< Traded money. */ TradeState mState; /**< State of transaction. */ }; #endif