// 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 . #ifndef RY_INVENTORY_MANAGER_H #define RY_INVENTORY_MANAGER_H #include "../cdb_leaf.h" #include "dbgroup_list_sheet_text.h" #include "dbgroup_list_sheet.h" #include "game_share/item_infos.h" #include "game_share/temp_inventory_mode.h" #include "game_share/inventories.h" class CCDBNodeBranch; class CDBCtrlSheet; const uint MAX_TEMPINV_ENTRIES = INVENTORIES::NbTempInvSlots; const uint MAX_BAGINV_ENTRIES = INVENTORIES::NbBagSlots; const uint MAX_HANDINV_ENTRIES = 2; const uint MAX_EQUIPINV_ENTRIES = 19; const uint MAX_ANIMALINV_ENTRIES = INVENTORIES::NbPackerSlots; const uint MAX_GUILDINV_ENTRIES = INVENTORIES::NbGuildSlots; const uint MAX_ROOMINV_ENTRIES = INVENTORIES::NbRoomSlots; // This is the personal player inventory max (bag and animal) const uint MAX_PLAYER_INV_ENTRIES = std::max(MAX_BAGINV_ENTRIES, MAX_ANIMALINV_ENTRIES); // db path for the local inventory #define LOCAL_INVENTORY "LOCAL:INVENTORY" #define SERVER_INVENTORY "SERVER:INVENTORY" // *************************************************************************** /** Image of an item in the database * Unavailable fields are set to NULL * \author Nicolas Vizerie * \author Nevrax France * \date September 2003 */ class CItemImage { public: CCDBNodeLeaf *Sheet; CCDBNodeLeaf *Quality; CCDBNodeLeaf *Quantity; CCDBNodeLeaf *UserColor; CCDBNodeLeaf *Price; CCDBNodeLeaf *Weight; CCDBNodeLeaf *NameId; CCDBNodeLeaf *InfoVersion; public: // ctor CItemImage(); // build from a branch void build(CCDBNodeBranch *branch); // shortcuts to avoid NULL pointer tests uint32 getSheetID() const { return (uint32) (Sheet ? Sheet->getValue32() : 0); } uint16 getQuality() const { return (uint16) (Quality ? Quality->getValue16() : 0); } uint16 getQuantity() const { return (uint16) (Quantity ? Quantity->getValue16() : 0); } uint8 getUserColor() const { return (uint8) (UserColor ? UserColor->getValue16() : 0); } uint32 getPrice() const { return (uint32) (Price ? Price->getValue32() : 0); } uint32 getWeight() const { return (uint32) (Weight ? Weight->getValue32() : 0); } uint32 getNameId() const { return (uint32) (NameId ? NameId->getValue32() : 0); } uint8 getInfoVersion() const { return (uint8) (InfoVersion ? (uint8) InfoVersion->getValue8() : 0); } // void setSheetID(uint32 si) { if (Sheet) Sheet->setValue32((sint32) si); } void setQuality(uint16 quality) { if (Quality) Quality->setValue16((sint16) quality); } void setQuantity(uint16 quantity) { if (Quantity) Quantity->setValue16((sint16) quantity); } void setUserColor(uint8 uc) { if (UserColor) UserColor->setValue8((sint8) uc); } void setPrice(uint32 price) { if (Price) Price->setValue32((sint32) price); } void setWeight(uint32 wgt) { if (Weight) Weight->setValue32((sint32) wgt); } void setNameId(uint32 nid) { if (NameId) NameId->setValue32((sint32) nid); } void setInfoVersion(uint8 iv) { if (InfoVersion) InfoVersion->setValue8((sint8) iv); } }; // *************************************************************************** /** Extra Item Info retrieved via ItemInfo system */ class CClientItemInfo : public CItemInfos { public: // System uint16 InfoVersionFromMsg; uint16 InfoVersionFromSlot; // This is the InfoVersionFromSlot when last request was sent to server uint16 InfoVersionSlotServerWaiting; CClientItemInfo() { InfoVersionFromMsg= 0; InfoVersionFromSlot= 0; InfoVersionSlotServerWaiting= 0; } /// Set InfoVersion from Info message (info requested by the player) void readFromImpulse(const CItemInfos &itemInfo); /// Set InfoVersion from a refresh message (to prevent missing a change when InfoVersion in the database has reached a complete cycle) void refreshInfoVersion(uint8 infoVersion) { InfoVersionFromMsg= infoVersion; } }; class IItemInfoWaiter { public: IItemInfoWaiter() {ItemSlotId= 0; ItemSheet= 0;} virtual ~IItemInfoWaiter() {} // The item SheetId. If differ from current sheet in the SlotId, the infos are not updated / requested uint ItemSheet; // The item SlotId to retrieve info. uint ItemSlotId; // Called when the info is received for this slot. virtual void infoReceived() =0; }; // *************************************************************************** /** This manager gives direct access to inventory slots (bag, temporary inventory, hands, and equip inventory) * This also give access to player money * \author Nicolas Vizerie * \author Nevrax France * \date September 2003 */ class CInventoryManager { public: // db path for all the inventories (without the SERVER: prefix) static const std::string InventoryDBs[]; static const uint InventoryIndexes[]; static const uint NumInventories; public: // get the unique instance of that manager static CInventoryManager *getInstance(); // release singleton static void releaseInstance(); /** Init the manager. This should be done after the local database has been created, * because shortcuts pointers are made to the db leaf that represents the inventory. * Interface manager should also have been created */ void init(); // LOCAL INVENTORY // get item of bag (local inventory) CItemImage &getBagItem(uint index); // get temporary item (local inventory) CItemImage &getTempItem(uint index); // get hand item (local inventory) can be NULL (nothing in the hand) CItemImage *getHandItem(uint index); // get equip item (local inventory) CItemImage *getEquipItem(uint index); // get hand item (local inventory) CDBCtrlSheet *getHandSheet(uint index); // get equip item (local inventory) CDBCtrlSheet *getEquipSheet(uint index); // get/set money uint64 getMoney() const; void setMoney(uint64 value); // get item of pack animal (local inventory). beastIndex ranges from 0 to MAX_INVENTORY_ANIMAL-1 CItemImage &getPAItem(uint beastIndex, uint index); // get the item Image for the given inventory. assert if bad inventory CItemImage &getLocalItem(uint inv, uint index); // SERVER INVENTORY // get item of bag (local inventory) CItemImage &getServerBagItem(uint index); // get temporary item (local inventory) CItemImage &getServerTempItem(uint index); // get hand item (local inventory) CItemImage *getServerHandItem(uint index); // get equip item (local inventory) CItemImage *getServerEquipItem(uint index); // get/set server money uint64 getServerMoney() const; void setServerMoney(uint64 value); // get item of pack animal (server inventory). beastIndex ranges from 0 to MAX_INVENTORY_ANIMAL-1 CItemImage &getServerPAItem(uint beastIndex, uint index); // get the item Image for the given inventory. assert if bad inventory CItemImage &getServerItem(uint inv, uint index); // Drag'n'Drop Management enum TFrom { Slot, TextList, IconList, Nowhere }; void beginDrag(CDBCtrlSheet *pCS, TFrom eFromWhere); void endDrag(); bool isDragging() { return DNDCurrentItem != NULL; } // Is the dragged sheet comes from inventory list bool isDraggingFromTextList() { return DNDFrom == TextList; } bool isDraggingFromIconList() { return DNDFrom == IconList; } bool isDraggingFromSlot() { return DNDFrom == Slot; } CDBCtrlSheet *getDraggedItem() { return DNDCurrentItem; } // Get from an interface object the corresponding database entry (ie: LOCAL:INVENTORY:EQUIP:4) std::string getDBIndexPath(CDBCtrlSheet *); // Check if an item is a 2 hand item bool is2HandItem(uint32 sheetID); // Check if an item is a melee weapon item bool isMeleeWeaponItem(uint32 sheetID); // Check if an item is a range weapon item bool isRangeWeaponItem(uint32 sheetID); bool isDagger(uint32 sheetID); bool isSword(uint32 sheetID); // Check if an item is a forage tool bool isForageToolItem(uint32 sheetID); // Get the Hand item sheet uint32 getRightHandItemSheet() const { return getHandItemSheet(true); } uint32 getLeftHandItemSheet() const { return getHandItemSheet(false); } bool isLeftHandItemCompatibleWithRightHandItem(uint32 leftHandSheet, uint32 rightHandSheet, uint32 lastRightHandSheet); // Bag wearing // lock an item in the bag because it is weared (done on interface elements of the 2 lists (text and icons)) void wearBagItem(sint32 bagEntryIndex); // unlock an item in the bag because it is unweared void unwearBagItem(sint32 bagEntryIndex); // check if an item in the bag is weared or not bool isBagItemWeared(sint32 bagEntryIndex); // Equip a part of the player with a bag entry (the params are path in the database) // ie : bagPath = LOCAL:INVENTORY:BAG:0 and invPath = LOCAL:INVENTORY:HAND:0 void equip(const std::string &bagPath, const std::string &invPath); // UnEquip a part of the player (same format as equip method) void unequip(const std::string &invPath); // auto equip an item (given by index) from the bag (return true if equiped) bool autoEquip(sint bagEntryIndex, bool allowReplace); void dropOrDestroyItem(CDBCtrlSheet *item, NLMISC::CBitMemStream &out, uint16 quantity); // check all equipement slot and reset if they point to an invalid bag index void checkIndexInBagIntegrity(); // Get the current bag bulk static double getBranchBulk(const std::string &basePath, uint16 startItemIndex, uint16 numItems); // Get the number of used and max slots static void getBranchSlotCounts(const std::string &basePath, uint& nbUsedSlots, uint& nbMaxSlots ); // 0 bag, 1 - 6 pack animal 1 to 5, 7 temp inv double getBagBulk(uint32 inventoryIndex); double getMaxBagBulk(uint32 inventoryIndex); double getItemBulk(uint32 sheetID); // item should have :SHEET and :QUANTITY bool isSpaceInAllBagsForItem(CDBCtrlSheet *item); bool isSpaceInBagForItem(CDBCtrlSheet *item, uint32 quantity, uint32 bagId); // ItemExtraInfo management. From each slot is a unique uint16 uint16 getItemSlotId(CDBCtrlSheet *ctrl); uint16 getItemSlotId(const std::string &itemDb, uint slotIndex); const CClientItemInfo &getItemInfo(uint slotId) const; uint getItemSheetForSlotId(uint slotId) const; // Returns true if the item info version already matches bool isItemInfoUpToDate(uint slotId); // Add a Waiter on ItemInfo (ItemHelp opening). no-op if here, but reorder (returns true if the version already matches or if waiter is NULL) void addItemInfoWaiter(IItemInfoWaiter *waiter); // remove a Waiter on ItemInfo (ItemHelp closing). no-op if not here. NB: no delete void removeItemInfoWaiter(IItemInfoWaiter *waiter); // Called on impulse void onReceiveItemInfo(const CItemInfos &itemInfo); void onRefreshItemInfoVersion(uint16 slotId, uint8 infoVersion); // Log for debug void debugItemInfoWaiters(); void sortBag(); // Animal Inventories // Is the inventory present? if true, it may still not be available for modification (eg: animal too far) bool isInventoryPresent(INVENTORIES::TInventory invId); // Is the inventory present and available for modification? bool isInventoryAvailable(INVENTORIES::TInventory invId); // Is the inventory empty or not present? bool isInventoryEmpty (INVENTORIES::TInventory invId); enum TInvType { InvBag, InvPA0, InvPA1, InvPA2, InvPA3, InvGuild, InvRoom, InvUnknown }; static TInvType invTypeFromString(const std::string &str); private: // LOCAL INVENTORY CItemImage Bag[MAX_BAGINV_ENTRIES]; CItemImage TempInv[MAX_TEMPINV_ENTRIES]; sint32 Hands[MAX_HANDINV_ENTRIES]; CDBCtrlSheet *UIHands[MAX_HANDINV_ENTRIES]; sint32 Equip[MAX_EQUIPINV_ENTRIES]; CDBCtrlSheet *UIEquip[MAX_EQUIPINV_ENTRIES]; CDBCtrlSheet *UIEquip2[MAX_EQUIPINV_ENTRIES]; CCDBNodeLeaf *Money; CItemImage PAInv[MAX_INVENTORY_ANIMAL][MAX_ANIMALINV_ENTRIES]; // SERVER INVENTORY CItemImage ServerBag[MAX_BAGINV_ENTRIES]; CItemImage ServerTempInv[MAX_TEMPINV_ENTRIES]; sint32 ServerHands[MAX_HANDINV_ENTRIES]; sint32 ServerEquip[MAX_EQUIPINV_ENTRIES]; CCDBNodeLeaf *ServerMoney; CItemImage ServerPAInv[MAX_INVENTORY_ANIMAL][MAX_ANIMALINV_ENTRIES]; // Drag'n'Drop TFrom DNDFrom; CDBCtrlSheet *DNDCurrentItem; // ItemExtraInfo management. typedef std::map TItemInfoMap; TItemInfoMap _ItemInfoMap; typedef std::list TItemInfoWaiters; TItemInfoWaiters _ItemInfoWaiters; // Cache to know if bag is locked or not, because of item worn bool BagItemEquipped[MAX_BAGINV_ENTRIES]; private: /// Singleton's instance static CInventoryManager *_Instance; // ctor CInventoryManager(); // dtor ~CInventoryManager(); // init an array of items from a db branch void initItemArray(const std::string &dbBranchName, CItemImage *dest, uint numItems); // init array of int that represents indirection to the bag void initIndirection(const std::string &dbbranch, sint32 *indices, sint32 nbIndex, bool putObs = false); // Get the Hand item sheet uint32 getHandItemSheet( bool rightHand ) const; // ItemExtraInfo management. void onTradeChangeSession(); void onReceiveItemSheet(ICDBNode* node); void onReceiveItemInfoSlotVersion(ICDBNode* node); void updateItemInfoQueue(); void updateItemInfoWaiters(uint slotId); class CItemInfoSlotVersionObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; class CItemSheetObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; class CItemInfoTradeObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; CItemInfoTradeObs _DBTradeInfoObs; CItemInfoSlotVersionObs _DBInfoSlotVersionObs; CItemSheetObs _DBItemSheetObs; friend class CItemInfoTradeObs; friend class CItemInfoSlotVersionObs; friend class CItemSheetObs; // Equipment observer class CDBEquipObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; CDBEquipObs _DBEquipObs; friend class CDBEquipObs; // Bag observer for auto equipment (put only on the sheet leaf) class CDBBagObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; CDBBagObs _DBBagObs; }; // shortcut to access the inventory inline CInventoryManager &getInventory() { return *CInventoryManager::getInstance(); } // *************************************************************************** /** * class used to manage the temporary inventory * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date August 2003 */ class CTempInvManager { public: /// The singleton 's instance static CTempInvManager* getInstance() { if (!_Instance) _Instance = new CTempInvManager; return _Instance; } /// Destructor virtual ~CTempInvManager(); // release singleton static void releaseInstance(); // Called internally by the observer on the DB void update(); // Called internally by the type observer on the DB void updateType(); // Called internally by the forage observer on the DB void updateForageQQ( uint whichOne ); // Launch temp_inv waiting for some incoming sheet (reset local DB) void open(TEMP_INV_MODE::TInventoryMode m); // Close temporary inventory (reset local DB) void close(); bool isOpened(); TEMP_INV_MODE::TInventoryMode getMode() { return _Mode; } private: /// Constructor CTempInvManager(); // Database management stuff class CDBObs : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; class CDBObsType : public ICDBNode::IPropertyObserver { public: virtual void update(ICDBNode* node); }; // Database management stuff, specialized for forage progress class CDBForageQQObs : public ICDBNode::IPropertyObserver { public: CDBForageQQObs() : ICDBNode::IPropertyObserver(), WhichOne(~0), FullValue(0.0f) {} virtual void update(ICDBNode *node); uint WhichOne; float FullValue; }; CDBObs _DBObs; CDBObsType _DBObsType; CDBForageQQObs _DBForageQQObs [2]; private: /// Singleton's instance static CTempInvManager* _Instance; TEMP_INV_MODE::TInventoryMode _Mode; }; // *************************************************************************** /** * For Bag Management * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date October 2003 */ struct SSortStruct { CDBGroupListSheetText::CSheetChild *SheetText; CDBGroupListSheet::CSheetChild *SheetIcon; ucstring Pos; bool operator < (const SSortStruct &o) const { return Pos < o.Pos; } }; // Helper to sort with only one way for bag and trade void initStructForItemSort(std::vector&vTemp, sint32 sheetId, sint32 quality, sint32 indexInList, sint32 indexInDB); // *************************************************************************** /** * For Bag Management (shared structure between 2 lists (text and icon)) * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date May 2004 */ struct SBagOptions { CInventoryManager::TInvType InvType; CCDBNodeLeaf *DbFilterArmor; CCDBNodeLeaf *DbFilterWeapon; CCDBNodeLeaf *DbFilterTool; CCDBNodeLeaf *DbFilterMP; CCDBNodeLeaf *DbFilterMissMP; bool LastDbFilterArmor; bool LastDbFilterWeapon; bool LastDbFilterTool; bool LastDbFilterMP; bool LastDbFilterMissMP; // ----------------------- SBagOptions() { InvType = CInventoryManager::InvUnknown; DbFilterArmor = DbFilterWeapon = DbFilterTool = DbFilterMP = DbFilterMissMP = NULL; LastDbFilterArmor = LastDbFilterWeapon = LastDbFilterTool = LastDbFilterMP = LastDbFilterMissMP = false; } bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup); bool isSomethingChanged(); // From last call ? bool getFilterArmor() const { if (DbFilterArmor == NULL) return true; return (DbFilterArmor->getValue8()!=0); } bool getFilterWeapon() const { if (DbFilterWeapon == NULL) return true; return (DbFilterWeapon->getValue8()!=0); } bool getFilterTool() const { if (DbFilterTool == NULL) return true; return (DbFilterTool->getValue8()!=0); } bool getFilterMP() const { if (DbFilterMP == NULL) return true; return (DbFilterMP->getValue8()!=0); } bool getFilterMissMP() const { if (DbFilterMissMP == NULL) return true; return (DbFilterMissMP->getValue8()!=0); } // Return true if the sheet can be displayed due to filters bool canDisplay(CDBCtrlSheet *pCS) const; }; // *************************************************************************** /** * Special list for bag (Text list) * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date September 2003 */ class CDBGroupListSheetBag : public CDBGroupListSheetText { public: CDBGroupListSheetBag(const TCtorParam ¶m) : CDBGroupListSheetText(param) { } virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup); virtual void checkCoords (); ////////////////////////////////////////////////////////////////////////// // A child node struct CSheetChildBag : public CDBGroupListSheetText::CSheetChild { // quality is important for ItemRequirement color sint32 LastQuality; CInterfaceProperty CurrentQuality; virtual void updateViewText(CDBGroupListSheetText *pFather); virtual bool isSheetValid(CDBGroupListSheetText *pFather); // To filter virtual void init(CDBGroupListSheetText *pFather, uint index); virtual bool isInvalidated(CDBGroupListSheetText *pFather); virtual void update(CDBGroupListSheetText *pFather); CSheetChildBag() : CSheetChild() { LastQuality = -1; } }; virtual CSheetChild *createSheetChild() { return new CSheetChildBag; } virtual bool swapable () const {return true;} virtual void onSwap (sint nDraggedSheet, sint nDroppedSheet); virtual void sort(); CInventoryManager::TInvType getInvType() const { return _BO.InvType; } // Return true if the sheet can be displayed due to filters bool canDisplay(CDBCtrlSheet *pCS) { return _BO.canDisplay(pCS); } private: SBagOptions _BO; }; // *************************************************************************** /** * Special list for bag (The icon list) * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date September 2003 */ class CDBGroupIconListBag : public CDBGroupListSheet { public: CDBGroupIconListBag(const TCtorParam ¶m) : CDBGroupListSheet(param) { } virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup); virtual void checkCoords (); virtual CSheetChild *createSheetChild() { return new CSheetChildBag; } virtual void sort(); CInventoryManager::TInvType getInvType() const { return _BO.InvType; } // Return true if the sheet can be displayed due to filters bool canDisplay(CDBCtrlSheet *pCS) const { return _BO.canDisplay(pCS); } ////////////////////////////////////////////////////////////////////////// // A child node struct CSheetChildBag : public CDBGroupListSheet::CSheetChild { virtual bool isSheetValid(CDBGroupListSheet *pFather); }; private: SBagOptions _BO; }; // *************************************************************************** /** * Special list for filtering items according to the CLM (control launching modal) * \author Lionel Berenguier */ class CDBGroupListSheetFilterCLMSlot : public CDBGroupListSheet { public: CDBGroupListSheetFilterCLMSlot (const TCtorParam ¶m) : CDBGroupListSheet(param) {} virtual CSheetChild *createSheetChild() { return new CSheetChildFilter; } // A child node struct CSheetChildFilter : public CDBGroupListSheet::CSheetChild { virtual bool isSheetValid(CDBGroupListSheet *pFather); }; }; // *************************************************************************** /** * Special list for filtering items which are exchangeable only * \author Lionel Berenguier */ class CDBGroupListSheetFilterExchangeable : public CDBGroupListSheet { public: CDBGroupListSheetFilterExchangeable (const TCtorParam ¶m) : CDBGroupListSheet(param) {} virtual CSheetChild *createSheetChild() { return new CSheetChildFilter; } // A child node struct CSheetChildFilter : public CDBGroupListSheet::CSheetChild { virtual bool isSheetValid(CDBGroupListSheet *pFather); }; }; // *************************************************************************** // Interface Part // *************************************************************************** #define WIN_TEMPINV "ui:interface:temp_inventory" #define VIEW_TEMPINV_TITLE "ui:interface:temp_inventory:title" #define WIN_TEMPINV_TITLE_LOOT "uiTILoot" #define WIN_TEMPINV_TITLE_QUARTERING "uiTIQuartering" #define WIN_TEMPINV_TITLE_FORAGING "uiTIForaging" #define WIN_TEMPINV_TITLE_FORAGE_RESULT "uiTIForageResult" #define WIN_TEMPINV_TITLE_BAGFULL "uiTIBagFull" #define WIN_TEMPINV_TITLE_CRAFT "uiTICraft" #define WIN_TEMPINV_TITLE_MISSIONREWARD "uiTIMissionItem" // in fact not only for rewards #define WIN_TEMPINV_TITLE_CRYSTALLIZE "uiTICrystallize" #define WIN_TEMPINV_TITLE_ERROR "uiTIError" #define WIN_TEMPINV_TITLE_WAIT_LOOT "uiTIWaitLoot" #define WIN_TEMPINV_TITLE_WAIT_QUARTERING "uiTIWaitQuartering" #define WIN_TEMPINV_TITLE_WAIT_FORAGING "uiTIWaitForaging" #define WIN_TEMPINV_TITLE_WAIT_BAGFULL "uiTIWaitBagFull" #define WIN_TEMPINV_TITLE_WAIT_CRAFT "uiTIWaitCraft" #define WIN_TEMPINV_TITLE_WAIT_MISSIONREWARD "uiTIWaitMissionItem" #define WIN_TEMPINV_TITLE_WAIT_CRYSTALLIZE "uiTIWaitCrystallize" #define WIN_TEMPINV_TITLE_WAIT_ERROR "uiTIError" #define LIST_BAG_TEXT "ui:interface:inventory:content:bag:iil:bag_list" #define LIST_BAG_ICONS "ui:interface:inventory:content:bag:iil:bag_icons" #define LIST_ROOM_TEXT "ui:interface:inv_room:content:iil:bag_list" #define LIST_ROOM_ICONS "ui:interface:inv_room:content:iil:bag_icons" #define LIST_GUILD_TEXT "ui:interface:inv_guild:content:iil:bag_list" #define LIST_GUILD_ICONS "ui:interface:inv_guild:content:iil:bag_icons" #define LIST_PA0_TEXT "ui:interface:inv_pa0:content:iil:bag_list" #define LIST_PA0_ICONS "ui:interface:inv_pa0:content:iil:bag_icons" #define LIST_PA1_TEXT "ui:interface:inv_pa1:content:iil:bag_list" #define LIST_PA1_ICONS "ui:interface:inv_pa1:content:iil:bag_icons" #define LIST_PA2_TEXT "ui:interface:inv_pa2:content:iil:bag_list" #define LIST_PA2_ICONS "ui:interface:inv_pa2:content:iil:bag_icons" #define LIST_PA3_TEXT "ui:interface:inv_pa3:content:iil:bag_list" #define LIST_PA3_ICONS "ui:interface:inv_pa3:content:iil:bag_icons" // Theorically never used #define LIST_BAG2_TEXT "ui:interface:inv_bag:content:iil:bag_list" #define LIST_BAG2_ICONS "ui:interface:inv_bag:content:iil:bag_icons" #define MENU_BAG_ITEM "ui:interface:item_menu_in_bag" #define CTRL_HAND_RIGHT "ui:interface:gestionsets:hands:handr" #define CTRL_HAND_LEFT "ui:interface:gestionsets:hands:handl" #define CTRL_HAND_LEFT_2HAND "ui:interface:gestionsets:hands:handl_2h" #define CTRL_HAND_LEFT_AMMO "ui:interface:gestionsets:hands:handl_ammo" #define CTRL_JEWEL_EARING_LEFT "ui:interface:inv_equip:content:equip:jewelry:earing_l" #define CTRL_JEWEL_BRACELET_LEFT "ui:interface:inv_equip:content:equip:jewelry:bracelet_l" #define CTRL_JEWEL_RING_LEFT "ui:interface:inv_equip:content:equip:jewelry:ring_l" #define CTRL_JEWEL_ANKLET_LEFT "ui:interface:inv_equip:content:equip:jewelry:anklet_l" #define CTRL_JEWEL_EARING_RIGHT "ui:interface:inv_equip:content:equip:jewelry:earing_r" #define CTRL_JEWEL_BRACELET_RIGHT "ui:interface:inv_equip:content:equip:jewelry:bracelet_r" #define CTRL_JEWEL_RING_RIGHT "ui:interface:inv_equip:content:equip:jewelry:ring_r" #define CTRL_JEWEL_ANKLET_RIGHT "ui:interface:inv_equip:content:equip:jewelry:anklet_r" #define CTRL_JEWEL_HEADDRESS "ui:interface:inv_equip:content:equip:jewelry:headdress" #define CTRL_JEWEL_NECK "ui:interface:inv_equip:content:equip:jewelry:neck" #define CTRL_ARMOR_HEAD "ui:interface:inv_equip:content:equip:armors:head" #define CTRL_ARMOR_CHEST "ui:interface:inv_equip:content:equip:armors:chest" #define CTRL_ARMOR_LEGS "ui:interface:inv_equip:content:equip:armors:legs" #define CTRL_ARMOR_FEET "ui:interface:inv_equip:content:equip:armors:feet" #define CTRL_ARMOR_ARMS "ui:interface:inv_equip:content:equip:armors:arms" #define CTRL_ARMOR_HANDS "ui:interface:inv_equip:content:equip:armors:hands" #define CTRL_JEWL2_EARING_LEFT "ui:interface:inventory:content:equip:jewelry:earing_l" #define CTRL_JEWL2_BRACELET_LEFT "ui:interface:inventory:content:equip:jewelry:bracelet_l" #define CTRL_JEWL2_RING_LEFT "ui:interface:inventory:content:equip:jewelry:ring_l" #define CTRL_JEWL2_ANKLET_LEFT "ui:interface:inventory:content:equip:jewelry:anklet_l" #define CTRL_JEWL2_EARING_RIGHT "ui:interface:inventory:content:equip:jewelry:earing_r" #define CTRL_JEWL2_BRACELET_RIGHT "ui:interface:inventory:content:equip:jewelry:bracelet_r" #define CTRL_JEWL2_RING_RIGHT "ui:interface:inventory:content:equip:jewelry:ring_r" #define CTRL_JEWL2_ANKLET_RIGHT "ui:interface:inventory:content:equip:jewelry:anklet_r" #define CTRL_JEWL2_HEADDRESS "ui:interface:inventory:content:equip:jewelry:headdress" #define CTRL_JEWL2_NECK "ui:interface:inventory:content:equip:jewelry:neck" #define CTRL_ARMR2_HEAD "ui:interface:inventory:content:equip:armors:head" #define CTRL_ARMR2_CHEST "ui:interface:inventory:content:equip:armors:chest" #define CTRL_ARMR2_LEGS "ui:interface:inventory:content:equip:armors:legs" #define CTRL_ARMR2_FEET "ui:interface:inventory:content:equip:armors:feet" #define CTRL_ARMR2_ARMS "ui:interface:inventory:content:equip:armors:arms" #define CTRL_ARMR2_HANDS "ui:interface:inventory:content:equip:armors:hands" #endif // RY_INVENTORY_MANAGER_H /* End of inventory_manager.h */