/*
* The ManaPlus Client
* Copyright (C) 2007-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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 .
*/
#include "gui/shortcut/itemshortcut.h"
#include "configuration.h"
#include "inventory.h"
#include "spellmanager.h"
#include "being/playerinfo.h"
#include "const/spells.h"
#include "const/resources/skill.h"
#include "gui/windows/skilldialog.h"
#include "resources/item/item.h"
#include "debug.h"
ItemShortcut *itemShortcut[SHORTCUT_TABS];
ItemShortcut::ItemShortcut(const int number) :
mItemSelected(-1),
mItemColorSelected(ItemColor_one),
mNumber(number)
{
load();
}
ItemShortcut::~ItemShortcut()
{
logger->log1("ItemShortcut::~ItemShortcut");
}
void ItemShortcut::load(const bool oldConfig)
{
std::string name;
std::string color;
const Configuration *cfg;
if (oldConfig)
cfg = &config;
else
cfg = &serverConfig;
if (mNumber)
{
name = std::string("shortcut").append(toString(mNumber)).append("_");
color = std::string("shortcutColor").append(
toString(mNumber)).append("_");
}
else
{
name = "shortcut";
color = "shortcutColor";
}
for (unsigned int i = 0; i < SHORTCUT_ITEMS; i++)
{
const int itemId = cfg->getValue(name + toString(i), -1);
const ItemColor itemColor = fromInt(
cfg->getValue(color + toString(i), 1),
ItemColor);
mItems[i] = itemId;
mItemColors[i] = itemColor;
}
}
void ItemShortcut::save() const
{
std::string name;
std::string color;
if (mNumber)
{
name = std::string("shortcut").append(toString(mNumber)).append("_");
color = std::string("shortcutColor").append(
toString(mNumber)).append("_");
}
else
{
name = "shortcut";
color = "shortcutColor";
}
logger->log("save %s", name.c_str());
for (unsigned int i = 0; i < SHORTCUT_ITEMS; i++)
{
const int itemId = mItems[i] ? mItems[i] : -1;
const int itemColor = (mItemColors[i] != ItemColor_zero) ?
toInt(mItemColors[i], int) : 1;
if (itemId != -1)
{
serverConfig.setValue(name + toString(i), itemId);
serverConfig.setValue(color + toString(i), itemColor);
}
else
{
serverConfig.deleteKey(name + toString(i));
serverConfig.deleteKey(color + toString(i));
}
}
}
void ItemShortcut::useItem(const int index) const
{
const Inventory *const inv = PlayerInfo::getInventory();
if (!inv)
return;
const int itemId = mItems[index];
const ItemColor itemColor = mItemColors[index];
if (itemId >= 0)
{
if (itemId < SPELL_MIN_ID)
{
const Item *const item = inv->findItem(itemId, itemColor);
if (item && item->getQuantity())
PlayerInfo::useEquipItem(item, Sfx_true);
}
else if (itemId < SKILL_MIN_ID && spellManager)
{
spellManager->useItem(itemId);
}
else if (skillDialog)
{
skillDialog->useItem(itemId,
fromBool(config.getBoolValue("skillAutotarget"), AutoTarget),
toInt(itemColor, int));
}
}
}
void ItemShortcut::equipItem(const int index) const
{
const Inventory *const inv = PlayerInfo::getInventory();
if (!inv)
return;
const int itemId = mItems[index];
if (itemId)
{
const Item *const item = inv->findItem(itemId, mItemColors[index]);
if (item && item->getQuantity())
{
if (item->isEquipment() == Equipm_true)
{
if (item->isEquipped() == Equipped_false)
PlayerInfo::equipItem(item, Sfx_true);
}
}
}
}
void ItemShortcut::unequipItem(const int index) const
{
const Inventory *const inv = PlayerInfo::getInventory();
if (!inv)
return;
const int itemId = mItems[index];
if (itemId)
{
const Item *const item = inv->findItem(itemId, mItemColors[index]);
if (item && item->getQuantity())
{
if (item->isEquipment() == Equipm_true)
{
if (item->isEquipped() == Equipped_true)
PlayerInfo::unequipItem(item, Sfx_true);
}
}
}
}
void ItemShortcut::setItemSelected(const Item *const item)
{
if (item)
{
mItemSelected = item->getId();
mItemColorSelected = item->getColor();
}
else
{
mItemSelected = -1;
mItemColorSelected = ItemColor_one;
}
}
void ItemShortcut::setItem(const int index)
{
mItems[index] = mItemSelected;
mItemColors[index] = mItemColorSelected;
save();
}
void ItemShortcut::setItem(const int index,
const int item,
const ItemColor color)
{
mItems[index] = item;
mItemColors[index] = color;
save();
}
void ItemShortcut::swap(const int index1, const int index2)
{
if (index1 < 0 || index2 < 0
|| static_cast(index1) >= SHORTCUT_ITEMS
|| static_cast(index2) >= SHORTCUT_ITEMS)
{
return;
}
const int tmpItem = mItems[index1];
mItems[index1] = mItems[index2];
mItems[index2] = tmpItem;
const ItemColor tmpColor = mItemColors[index1];
mItemColors[index1] = mItemColors[index2];
mItemColors[index2] = tmpColor;
save();
}