// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdpch.h" // #include "player_trade.h" #include "interface_manager.h" #include "dbctrl_sheet.h" #include "dbgroup_list_sheet.h" #include "action_handler.h" #include "inventory_manager.h" // #include "game_share/inventories.h" // #include "../sheet_manager.h" #include "../client_sheets/item_sheet.h" using namespace std; using namespace NLMISC; ///////////// // GLOBALS // ///////////// CPlayerTrade PlayerTrade; // Context help extern void contextHelp (const std::string &help); ////////////////////// // MEMBER FUNCTIONS // ////////////////////// void CPlayerTrade::putItemInExchange(CDBCtrlSheet *src, CDBCtrlSheet *dest, uint quantityMove) { if (dest && src) { restoreItem(dest); src->copyAspect(dest); // Partial copy? sint quantitySrc= src->getQuantity(); if((sint)quantityMovesetQuantity(quantityMove); src->setQuantity(quantitySrc-quantityMove); } // no more item in inventaire else { src->setSheetId(0); } } } void CPlayerTrade::restoreItem(CDBCtrlSheet *exchangeSlot) { if (!exchangeSlot) return; if (exchangeSlot->getSheetId() == 0) return; // not used CInventoryManager &im = getInventory(); // *** If not an AMMO, try to 'auto-stack', as server does bool canAutoStack= false; uint32 autoStackSheetId = 0; sint32 autoStackQuality = 0; sint32 autoStackMaxQuantity = 0; const CItemSheet *itemSheet= exchangeSlot->asItemSheet(); // NB: cannot auto stack ammo because their full props (dammage etc...) are not sent to client if(itemSheet) { canAutoStack= itemSheet->Stackable>1 && itemSheet->Family!=ITEMFAMILY::AMMO; autoStackSheetId= itemSheet->Id.asInt(); autoStackQuality= exchangeSlot->getQuality(); autoStackMaxQuantity= itemSheet->Stackable; } // *** find an empty place in the inventory, or if autoStack, distribute over existing slot sint32 emptySlot= -1; sint32 quantityLeft= exchangeSlot->getQuantity(); for(uint k = 0; k < MAX_BAGINV_ENTRIES; ++k) { if (im.getBagItem(k).getSheetID() == 0) { emptySlot= k; // if cannot auto stack, don't need to go further if(!canAutoStack) break; } // can auto stack on this slot? else if(canAutoStack) { sint32 dstQuantity= im.getBagItem(k).getQuantity(); // if same sheet/quality, and if can put some stack in this slot if( im.getBagItem(k).getSheetID()==autoStackSheetId && im.getBagItem(k).getQuality()==autoStackQuality && dstQuantity=quantityLeft) { im.getBagItem(k).setQuantity((uint16)(dstQuantity+quantityLeft)); quantityLeft= 0; break; } else { im.getBagItem(k).setQuantity((uint16)autoStackMaxQuantity); quantityLeft-= autoStackMaxQuantity-dstQuantity; } } } } // if some quantity not distributed, Move all the remaining exchange slot to the empty slot detected (if any) if(quantityLeft && emptySlot>=0) { im.getBagItem(emptySlot).setSheetID(exchangeSlot->getSheetId()); im.getBagItem(emptySlot).setQuality((uint16) exchangeSlot->getQuality()); im.getBagItem(emptySlot).setQuantity((uint16) quantityLeft); im.getBagItem(emptySlot).setUserColor((uint8) exchangeSlot->getItemColor()); im.getBagItem(emptySlot).setWeight((uint32) exchangeSlot->getItemWeight()); im.getBagItem(emptySlot).setNameId(exchangeSlot->getItemNameId()); im.getBagItem(emptySlot).setInfoVersion(exchangeSlot->getItemInfoVersion()); im.getBagItem(emptySlot).setResaleFlag(exchangeSlot->getItemResaleFlag()); } // clear item from exchange exchangeSlot->setSheetId(0); exchangeSlot->setQuality(0); exchangeSlot->setQuantity(0); } CDBCtrlSheet *CPlayerTrade::getExchangeItem(uint index) { CInterfaceManager *im = CInterfaceManager::getInstance(); return dynamic_cast(CWidgetManager::getInstance()->getElementFromId(NLMISC::toString("ui:interface:player_trade:header_opened:give:given_items:slot%d", (int) index))); } void CPlayerTrade::restoreAllItems() { for(uint k = 0; k < NumTradeSlot; ++k) { restoreItem(getExchangeItem(k)); } } ///////////////////// // ACTION HANDLERS // ///////////////////// class CPlayerTradeStartHandler : public IActionHandler { virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */) { CInterfaceManager *im = CInterfaceManager::getInstance(); if (NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:EXCHANGE:BEGUN")->getValue8() != 0) { //PlayerTrade.reset(); // Context help contextHelp ("inventory"); } } }; REGISTER_ACTION_HANDLER(CPlayerTradeStartHandler, "player_trade_start"); class CPlayerTradeLeftClickOnSlotHandler : public IActionHandler { virtual void execute (CCtrlBase *pCaller, const string &/* Params */) { CDBCtrlSheet *sheet = dynamic_cast(pCaller); if (!sheet) return; if (sheet->getSheetId() == 0) { CInventoryManager *pInv = CInventoryManager::getInstance(); // is there's no item that is not worn, can't choose any item) bool isThereObjectNotWorn = false; for(uint k = 0; k < MAX_BAGINV_ENTRIES; ++k) { uint32 sheetid = pInv->getBagItem(k).getSheetID(); if (sheetid != 0) { if (!pInv->isBagItemWeared(k)) { CEntitySheet *pES = SheetMngr.get(CSheetId(sheetid)); if (pES && pES->type()== CEntitySheet::ITEM) { CItemSheet *pIS = (CItemSheet*)pES; if (pIS->canExchangeOrGive(PlayerTrade.BotChatGiftContext)) { isThereObjectNotWorn = true; break; } } } } } if (!isThereObjectNotWorn) { // every object are worn, so there's no use to display an empty list -> no-op return; } } CInterfaceManager *im = CInterfaceManager::getInstance(); CWidgetManager::getInstance()->pushModalWindow(pCaller, "ui:interface:exchange_choose_in_bag"); } }; REGISTER_ACTION_HANDLER(CPlayerTradeLeftClickOnSlotHandler, "exchange_left_click_on_slot");