/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 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 .
*/
#ifndef NET_EA_INVENTORYHANDLER_H
#define NET_EA_INVENTORYHANDLER_H
#include "equipment.h"
#include "inventory.h"
#include "item.h"
#include "localconsts.h"
#include "being/playerinfo.h"
#include "gui/windows/inventorywindow.h"
#include "net/inventoryhandler.h"
#include "net/messagein.h"
#include
#include
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];
};
/**
* Used to cache storage data until we get size data for it.
*/
class InventoryItem
{
public:
int slot;
int id;
int quantity;
int refine;
unsigned char color;
bool equip;
InventoryItem(const int slot0, const int id0, const int quantity0,
const int refine0, const unsigned char color0,
const bool equip0) :
slot(slot0),
id(id0),
quantity(quantity0),
refine(refine0),
color(color0),
equip(equip0)
{
}
};
typedef std::vector InventoryItems;
class InventoryHandler : public Net::InventoryHandler
{
public:
enum
{
GUILD_STORAGE = Inventory::TYPE_END,
CART
};
A_DELETE_COPY(InventoryHandler)
virtual ~InventoryHandler();
void clear();
bool canSplit(const Item *const item) const override final A_WARN_UNUSED;
void splitItem(const Item *const item,
const int amount) const override final;
void moveItem(const int oldIndex,
const int newIndex) const override final;
void openStorage(const int type) const override final;
size_t getSize(const int type) const override final A_WARN_UNUSED;
int convertFromServerSlot(const int serverSlot)
const override final A_WARN_UNUSED;
void pushPickup(const int floorId)
{ mSentPickups.push(floorId); }
int getSlot(const int eAthenaSlot) const A_WARN_UNUSED;
void processPlayerInventory(Net::MessageIn &msg,
const bool playerInvintory);
void processPlayerStorageEquip(Net::MessageIn &msg);
void processPlayerInventoryAdd(Net::MessageIn &msg);
void processPlayerInventoryRemove(Net::MessageIn &msg) const;
void processPlayerInventoryUse(Net::MessageIn &msg) const;
void processItemUseResponse(Net::MessageIn &msg) const;
void processPlayerStorageStatus(Net::MessageIn &msg);
void processPlayerStorageAdd(Net::MessageIn &msg);
void processPlayerStorageRemove(Net::MessageIn &msg);
void processPlayerStorageClose(Net::MessageIn &msg);
void processPlayerEquipment(Net::MessageIn &msg);
void processPlayerEquip(Net::MessageIn &msg);
void processPlayerUnEquip(Net::MessageIn &msg);
void processPlayerAttackRange(Net::MessageIn &msg) const;
void processPlayerArrowEquip(Net::MessageIn &msg);
Inventory *getStorage() const
{ return mStorage; }
protected:
InventoryHandler();
EquipBackend mEquips;
InventoryItems mInventoryItems;
Inventory *mStorage;
InventoryWindow *mStorageWindow;
bool mDebugInventory;
typedef std::queue PickupQueue;
PickupQueue mSentPickups;
};
} // namespace Ea
#endif // NET_EA_INVENTORYHANDLER_H