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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 <http://www.gnu.org/licenses/>.
*/
#ifndef NET_EA_EQUIPBACKEND_H
#define NET_EA_EQUIPBACKEND_H
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "being/playerinfo.h"
#include "gui/windows/inventorywindow.h"
namespace Ea
{
class EquipBackend : public Equipment::Backend
{
public:
EquipBackend()
{
memset(mEquipment, -1, sizeof(mEquipment));
}
A_DELETE_COPY(EquipBackend)
Item *getEquipment(const int index) const override final A_WARN_UNUSED
{
int invyIndex = mEquipment[index];
if (invyIndex == -1)
return nullptr;
const Inventory *const inv = PlayerInfo::getInventory();
if (inv)
return inv->getItem(invyIndex);
else
return nullptr;
}
void clear()
{
Inventory *const inv = PlayerInfo::getInventory();
if (!inv)
return;
for (int i = 0; i < EQUIPMENT_SIZE; i++)
{
if (mEquipment[i] != -1)
{
Item* item = inv->getItem(i);
if (item)
item->setEquipped(false);
}
mEquipment[i] = -1;
}
}
void setEquipment(const int index, const int inventoryIndex)
{
Inventory *const inv = PlayerInfo::getInventory();
if (!inv)
return;
// Unequip existing item
Item *item = inv->getItem(mEquipment[index]);
if (item)
item->setEquipped(false);
// not checking index because it must be safe
mEquipment[index] = inventoryIndex;
item = inv->getItem(inventoryIndex);
if (item)
item->setEquipped(true);
if (inventoryWindow)
inventoryWindow->updateButtons();
}
private:
int mEquipment[EQUIPMENT_SIZE];
};
} // namespace Ea
#endif // NET_EA_EQUIPBACKEND_H
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