/* * 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 "spellmanager.h" #include "being/playerinfo.h" #include "const/spells.h" #include "const/resources/skill.h" #include "gui/windows/skilldialog.h" #include "resources/inventory/inventory.h" #include "resources/item/item.h" #include "debug.h" ItemShortcut *itemShortcut[SHORTCUT_TABS]; ItemShortcut::ItemShortcut(const int number) : mItems(), mItemColors(), mItemData(), mItemSelected(-1), mItemColorSelected(ItemColor_one), mNumber(number) { load(); } ItemShortcut::~ItemShortcut() { logger->log1("ItemShortcut::~ItemShortcut"); } void ItemShortcut::load() { std::string name; std::string color; std::string data; const Configuration *cfg = &serverConfig; if (mNumber) { name = std::string("shortcut").append(toString(mNumber)).append("_"); color = std::string("shortcutColor").append( toString(mNumber)).append("_"); data = std::string("shortcutData").append( toString(mNumber)).append("_"); } else { name = "shortcut"; color = "shortcutColor"; data = "shortcutData"; } 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; mItemData[i] = cfg->getValue(data + toString(i), std::string()); } } void ItemShortcut::save() const { std::string name; std::string color; std::string data; if (mNumber) { name = std::string("shortcut").append(toString(mNumber)).append("_"); color = std::string("shortcutColor").append( toString(mNumber)).append("_"); data = std::string("shortcutData").append( toString(mNumber)).append("_"); } else { name = "shortcut"; color = "shortcutColor"; data = "shortcutData"; } for (unsigned int i = 0; i < SHORTCUT_ITEMS; i++) { const int itemId = mItems[i] ? mItems[i] : -1; const int itemColor = toInt(mItemColors[i], int); const std::string itemData = mItemData[i]; if (itemId != -1) { serverConfig.setValue(name + toString(i), itemId); serverConfig.setValue(color + toString(i), itemColor); serverConfig.setValue(data + toString(i), itemData); } else { serverConfig.deleteKey(name + toString(i)); serverConfig.deleteKey(color + toString(i)); serverConfig.deleteKey(data + 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), mItemData[index]); } } } 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 || CAST_U32(index1) >= SHORTCUT_ITEMS || CAST_U32(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; const std::string tmpData = mItemData[index1]; mItemData[index1] = mItemData[index2]; mItemData[index2] = tmpData; save(); }