802 lines
29 KiB
C++
802 lines
29 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_INVENTORY_MANAGER_H
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#define RY_INVENTORY_MANAGER_H
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#include "../cdb_leaf.h"
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#include "dbgroup_list_sheet_text.h"
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#include "dbgroup_list_sheet.h"
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#include "game_share/item_infos.h"
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#include "game_share/temp_inventory_mode.h"
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#include "game_share/inventories.h"
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class CCDBNodeBranch;
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class CDBCtrlSheet;
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const uint MAX_TEMPINV_ENTRIES = INVENTORIES::NbTempInvSlots;
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const uint MAX_BAGINV_ENTRIES = INVENTORIES::NbBagSlots;
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const uint MAX_HANDINV_ENTRIES = 2;
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const uint MAX_EQUIPINV_ENTRIES = 19;
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const uint MAX_ANIMALINV_ENTRIES = INVENTORIES::NbPackerSlots;
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const uint MAX_GUILDINV_ENTRIES = INVENTORIES::NbGuildSlots;
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const uint MAX_ROOMINV_ENTRIES = INVENTORIES::NbRoomSlots;
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// This is the personal player inventory max (bag and animal)
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const uint MAX_PLAYER_INV_ENTRIES = std::max(MAX_BAGINV_ENTRIES, MAX_ANIMALINV_ENTRIES);
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// db path for the local inventory
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#define LOCAL_INVENTORY "LOCAL:INVENTORY"
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#define SERVER_INVENTORY "SERVER:INVENTORY"
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// ***************************************************************************
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/** Image of an item in the database
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* Unavailable fields are set to NULL
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date September 2003
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*/
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class CItemImage
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{
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public:
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CCDBNodeLeaf *Sheet;
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CCDBNodeLeaf *Quality;
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CCDBNodeLeaf *Quantity;
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CCDBNodeLeaf *UserColor;
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CCDBNodeLeaf *Price;
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CCDBNodeLeaf *Weight;
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CCDBNodeLeaf *NameId;
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CCDBNodeLeaf *InfoVersion;
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public:
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// ctor
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CItemImage();
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// build from a branch
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void build(CCDBNodeBranch *branch);
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// shortcuts to avoid NULL pointer tests
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uint32 getSheetID() const { return (uint32) (Sheet ? Sheet->getValue32() : 0); }
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uint16 getQuality() const { return (uint16) (Quality ? Quality->getValue16() : 0); }
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uint16 getQuantity() const { return (uint16) (Quantity ? Quantity->getValue16() : 0); }
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uint8 getUserColor() const { return (uint8) (UserColor ? UserColor->getValue16() : 0); }
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uint32 getPrice() const { return (uint32) (Price ? Price->getValue32() : 0); }
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uint32 getWeight() const { return (uint32) (Weight ? Weight->getValue32() : 0); }
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uint32 getNameId() const { return (uint32) (NameId ? NameId->getValue32() : 0); }
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uint8 getInfoVersion() const { return (uint8) (InfoVersion ? (uint8) InfoVersion->getValue8() : 0); }
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//
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void setSheetID(uint32 si) { if (Sheet) Sheet->setValue32((sint32) si); }
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void setQuality(uint16 quality) { if (Quality) Quality->setValue16((sint16) quality); }
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void setQuantity(uint16 quantity) { if (Quantity) Quantity->setValue16((sint16) quantity); }
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void setUserColor(uint8 uc) { if (UserColor) UserColor->setValue8((sint8) uc); }
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void setPrice(uint32 price) { if (Price) Price->setValue32((sint32) price); }
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void setWeight(uint32 wgt) { if (Weight) Weight->setValue32((sint32) wgt); }
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void setNameId(uint32 nid) { if (NameId) NameId->setValue32((sint32) nid); }
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void setInfoVersion(uint8 iv) { if (InfoVersion) InfoVersion->setValue8((sint8) iv); }
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};
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// ***************************************************************************
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/** Extra Item Info retrieved via ItemInfo system
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*/
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class CClientItemInfo : public CItemInfos
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{
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public:
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// System
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uint16 InfoVersionFromMsg;
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uint16 InfoVersionFromSlot;
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// This is the InfoVersionFromSlot when last request was sent to server
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uint16 InfoVersionSlotServerWaiting;
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CClientItemInfo()
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{
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InfoVersionFromMsg= 0;
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InfoVersionFromSlot= 0;
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InfoVersionSlotServerWaiting= 0;
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}
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/// Set InfoVersion from Info message (info requested by the player)
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void readFromImpulse(const CItemInfos &itemInfo);
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/// Set InfoVersion from a refresh message (to prevent missing a change when InfoVersion in the database has reached a complete cycle)
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void refreshInfoVersion(uint8 infoVersion) { InfoVersionFromMsg= infoVersion; }
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};
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class IItemInfoWaiter
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{
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public:
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IItemInfoWaiter() {ItemSlotId= 0; ItemSheet= 0;}
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virtual ~IItemInfoWaiter() {}
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// The item SheetId. If differ from current sheet in the SlotId, the infos are not updated / requested
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uint ItemSheet;
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// The item SlotId to retrieve info.
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uint ItemSlotId;
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// Called when the info is received for this slot.
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virtual void infoReceived() =0;
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};
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// ***************************************************************************
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/** This manager gives direct access to inventory slots (bag, temporary inventory, hands, and equip inventory)
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* This also give access to player money
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date September 2003
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*/
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class CInventoryManager
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{
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public:
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// db path for all the inventories (without the SERVER: prefix)
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static const std::string InventoryDBs[];
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static const uint InventoryIndexes[];
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static const uint NumInventories;
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public:
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// get the unique instance of that manager
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static CInventoryManager *getInstance();
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// release singleton
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static void releaseInstance();
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/** Init the manager. This should be done after the local database has been created,
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* because shortcuts pointers are made to the db leaf that represents the inventory.
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* Interface manager should also have been created
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*/
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void init();
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// LOCAL INVENTORY
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// get item of bag (local inventory)
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CItemImage &getBagItem(uint index);
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// get temporary item (local inventory)
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CItemImage &getTempItem(uint index);
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// get hand item (local inventory) can be NULL (nothing in the hand)
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CItemImage *getHandItem(uint index);
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// get equip item (local inventory)
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CItemImage *getEquipItem(uint index);
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// get hand item (local inventory)
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CDBCtrlSheet *getHandSheet(uint index);
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// get equip item (local inventory)
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CDBCtrlSheet *getEquipSheet(uint index);
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// get/set money
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uint64 getMoney() const;
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void setMoney(uint64 value);
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// get item of pack animal (local inventory). beastIndex ranges from 0 to MAX_INVENTORY_ANIMAL-1
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CItemImage &getPAItem(uint beastIndex, uint index);
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// get the item Image for the given inventory. assert if bad inventory
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CItemImage &getLocalItem(uint inv, uint index);
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// SERVER INVENTORY
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// get item of bag (local inventory)
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CItemImage &getServerBagItem(uint index);
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// get temporary item (local inventory)
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CItemImage &getServerTempItem(uint index);
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// get hand item (local inventory)
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CItemImage *getServerHandItem(uint index);
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// get equip item (local inventory)
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CItemImage *getServerEquipItem(uint index);
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// get/set server money
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uint64 getServerMoney() const;
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void setServerMoney(uint64 value);
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// get item of pack animal (server inventory). beastIndex ranges from 0 to MAX_INVENTORY_ANIMAL-1
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CItemImage &getServerPAItem(uint beastIndex, uint index);
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// get the item Image for the given inventory. assert if bad inventory
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CItemImage &getServerItem(uint inv, uint index);
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// Drag'n'Drop Management
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enum TFrom { Slot, TextList, IconList, Nowhere };
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void beginDrag(CDBCtrlSheet *pCS, TFrom eFromWhere);
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void endDrag();
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bool isDragging() { return DNDCurrentItem != NULL; }
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// Is the dragged sheet comes from inventory list
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bool isDraggingFromTextList() { return DNDFrom == TextList; }
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bool isDraggingFromIconList() { return DNDFrom == IconList; }
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bool isDraggingFromSlot() { return DNDFrom == Slot; }
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CDBCtrlSheet *getDraggedItem() { return DNDCurrentItem; }
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// Get from an interface object the corresponding database entry (ie: LOCAL:INVENTORY:EQUIP:4)
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std::string getDBIndexPath(CDBCtrlSheet *);
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// Check if an item is a 2 hand item
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bool is2HandItem(uint32 sheetID);
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// Check if an item is a melee weapon item
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bool isMeleeWeaponItem(uint32 sheetID);
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// Check if an item is a range weapon item
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bool isRangeWeaponItem(uint32 sheetID);
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bool isDagger(uint32 sheetID);
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bool isSword(uint32 sheetID);
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// Check if an item is a forage tool
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bool isForageToolItem(uint32 sheetID);
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// Get the Hand item sheet
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uint32 getRightHandItemSheet() const { return getHandItemSheet(true); }
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uint32 getLeftHandItemSheet() const { return getHandItemSheet(false); }
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bool isLeftHandItemCompatibleWithRightHandItem(uint32 leftHandSheet, uint32 rightHandSheet, uint32 lastRightHandSheet);
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// Bag wearing
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// lock an item in the bag because it is weared (done on interface elements of the 2 lists (text and icons))
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void wearBagItem(sint32 bagEntryIndex);
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// unlock an item in the bag because it is unweared
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void unwearBagItem(sint32 bagEntryIndex);
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// check if an item in the bag is weared or not
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bool isBagItemWeared(sint32 bagEntryIndex);
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// Equip a part of the player with a bag entry (the params are path in the database)
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// ie : bagPath = LOCAL:INVENTORY:BAG:0 and invPath = LOCAL:INVENTORY:HAND:0
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void equip(const std::string &bagPath, const std::string &invPath);
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// UnEquip a part of the player (same format as equip method)
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void unequip(const std::string &invPath);
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// auto equip an item (given by index) from the bag (return true if equiped)
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bool autoEquip(sint bagEntryIndex, bool allowReplace);
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void dropOrDestroyItem(CDBCtrlSheet *item, NLMISC::CBitMemStream &out, uint16 quantity);
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// check all equipement slot and reset if they point to an invalid bag index
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void checkIndexInBagIntegrity();
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// Get the current bag bulk
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static double getBranchBulk(const std::string &basePath, uint16 startItemIndex, uint16 numItems);
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// Get the number of used and max slots
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static void getBranchSlotCounts(const std::string &basePath, uint& nbUsedSlots, uint& nbMaxSlots );
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// 0 bag, 1 - 6 pack animal 1 to 5, 7 temp inv
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double getBagBulk(uint32 inventoryIndex);
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double getMaxBagBulk(uint32 inventoryIndex);
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double getItemBulk(uint32 sheetID);
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// item should have :SHEET and :QUANTITY
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bool isSpaceInAllBagsForItem(CDBCtrlSheet *item);
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bool isSpaceInBagForItem(CDBCtrlSheet *item, uint32 quantity, uint32 bagId);
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// ItemExtraInfo management. From each slot is a unique uint16
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uint16 getItemSlotId(CDBCtrlSheet *ctrl);
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uint16 getItemSlotId(const std::string &itemDb, uint slotIndex);
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const CClientItemInfo &getItemInfo(uint slotId) const;
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uint getItemSheetForSlotId(uint slotId) const;
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// Returns true if the item info version already matches
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bool isItemInfoUpToDate(uint slotId);
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// 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)
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void addItemInfoWaiter(IItemInfoWaiter *waiter);
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// remove a Waiter on ItemInfo (ItemHelp closing). no-op if not here. NB: no delete
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void removeItemInfoWaiter(IItemInfoWaiter *waiter);
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// Called on impulse
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void onReceiveItemInfo(const CItemInfos &itemInfo);
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void onRefreshItemInfoVersion(uint16 slotId, uint8 infoVersion);
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// Log for debug
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void debugItemInfoWaiters();
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void sortBag();
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// Animal Inventories
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// Is the inventory present? if true, it may still not be available for modification (eg: animal too far)
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bool isInventoryPresent(INVENTORIES::TInventory invId);
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// Is the inventory present and available for modification?
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bool isInventoryAvailable(INVENTORIES::TInventory invId);
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// Is the inventory empty or not present?
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bool isInventoryEmpty (INVENTORIES::TInventory invId);
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enum TInvType { InvBag, InvPA0, InvPA1, InvPA2, InvPA3, InvGuild, InvRoom, InvUnknown };
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static TInvType invTypeFromString(const std::string &str);
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private:
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// LOCAL INVENTORY
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CItemImage Bag[MAX_BAGINV_ENTRIES];
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CItemImage TempInv[MAX_TEMPINV_ENTRIES];
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sint32 Hands[MAX_HANDINV_ENTRIES];
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CDBCtrlSheet *UIHands[MAX_HANDINV_ENTRIES];
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sint32 Equip[MAX_EQUIPINV_ENTRIES];
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CDBCtrlSheet *UIEquip[MAX_EQUIPINV_ENTRIES];
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CDBCtrlSheet *UIEquip2[MAX_EQUIPINV_ENTRIES];
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CCDBNodeLeaf *Money;
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CItemImage PAInv[MAX_INVENTORY_ANIMAL][MAX_ANIMALINV_ENTRIES];
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// SERVER INVENTORY
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CItemImage ServerBag[MAX_BAGINV_ENTRIES];
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CItemImage ServerTempInv[MAX_TEMPINV_ENTRIES];
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sint32 ServerHands[MAX_HANDINV_ENTRIES];
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sint32 ServerEquip[MAX_EQUIPINV_ENTRIES];
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CCDBNodeLeaf *ServerMoney;
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CItemImage ServerPAInv[MAX_INVENTORY_ANIMAL][MAX_ANIMALINV_ENTRIES];
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// Drag'n'Drop
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TFrom DNDFrom;
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CDBCtrlSheet *DNDCurrentItem;
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// ItemExtraInfo management.
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typedef std::map<uint, CClientItemInfo> TItemInfoMap;
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TItemInfoMap _ItemInfoMap;
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typedef std::list<IItemInfoWaiter*> TItemInfoWaiters;
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TItemInfoWaiters _ItemInfoWaiters;
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// Cache to know if bag is locked or not, because of item worn
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bool BagItemEquipped[MAX_BAGINV_ENTRIES];
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private:
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/// Singleton's instance
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static CInventoryManager *_Instance;
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// ctor
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CInventoryManager();
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// dtor
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~CInventoryManager();
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// init an array of items from a db branch
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void initItemArray(const std::string &dbBranchName, CItemImage *dest, uint numItems);
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// init array of int that represents indirection to the bag
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void initIndirection(const std::string &dbbranch, sint32 *indices, sint32 nbIndex, bool putObs = false);
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// Get the Hand item sheet
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uint32 getHandItemSheet( bool rightHand ) const;
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// ItemExtraInfo management.
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void onTradeChangeSession();
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void onReceiveItemSheet(ICDBNode* node);
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void onReceiveItemInfoSlotVersion(ICDBNode* node);
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void updateItemInfoQueue();
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void updateItemInfoWaiters(uint slotId);
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class CItemInfoSlotVersionObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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class CItemSheetObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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class CItemInfoTradeObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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CItemInfoTradeObs _DBTradeInfoObs;
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CItemInfoSlotVersionObs _DBInfoSlotVersionObs;
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CItemSheetObs _DBItemSheetObs;
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friend class CItemInfoTradeObs;
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friend class CItemInfoSlotVersionObs;
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friend class CItemSheetObs;
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// Equipment observer
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class CDBEquipObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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CDBEquipObs _DBEquipObs;
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friend class CDBEquipObs;
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// Bag observer for auto equipment (put only on the sheet leaf)
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class CDBBagObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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CDBBagObs _DBBagObs;
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};
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// shortcut to access the inventory
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inline CInventoryManager &getInventory() { return *CInventoryManager::getInstance(); }
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// ***************************************************************************
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/**
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* class used to manage the temporary inventory
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* \author Matthieu 'TrapII' Besson
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* \author Nevrax France
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* \date August 2003
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*/
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class CTempInvManager
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{
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public:
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/// The singleton 's instance
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static CTempInvManager* getInstance()
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{
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if (!_Instance)
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_Instance = new CTempInvManager;
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return _Instance;
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}
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/// Destructor
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virtual ~CTempInvManager();
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// release singleton
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static void releaseInstance();
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// Called internally by the observer on the DB
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void update();
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// Called internally by the type observer on the DB
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void updateType();
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// Called internally by the forage observer on the DB
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void updateForageQQ( uint whichOne );
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// Launch temp_inv waiting for some incoming sheet (reset local DB)
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void open(TEMP_INV_MODE::TInventoryMode m);
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// Close temporary inventory (reset local DB)
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void close();
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bool isOpened();
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TEMP_INV_MODE::TInventoryMode getMode() { return _Mode; }
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private:
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/// Constructor
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CTempInvManager();
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// Database management stuff
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class CDBObs : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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class CDBObsType : public ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(ICDBNode* node);
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};
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// Database management stuff, specialized for forage progress
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class CDBForageQQObs : public ICDBNode::IPropertyObserver
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{
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public:
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CDBForageQQObs() : ICDBNode::IPropertyObserver(), WhichOne(~0), FullValue(0.0f) {}
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virtual void update(ICDBNode *node);
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uint WhichOne;
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float FullValue;
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};
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CDBObs _DBObs;
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CDBObsType _DBObsType;
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CDBForageQQObs _DBForageQQObs [2];
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private:
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/// Singleton's instance
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static CTempInvManager* _Instance;
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TEMP_INV_MODE::TInventoryMode _Mode;
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};
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// ***************************************************************************
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/**
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* For Bag Management
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* \author Matthieu 'TrapII' Besson
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* \author Nevrax France
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* \date October 2003
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*/
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struct SSortStruct
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{
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CDBGroupListSheetText::CSheetChild *SheetText;
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CDBGroupListSheet::CSheetChild *SheetIcon;
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ucstring Pos;
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bool operator < (const SSortStruct &o) const { return Pos < o.Pos; }
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};
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// Helper to sort with only one way for bag and trade
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void initStructForItemSort(std::vector<SSortStruct>&vTemp, sint32 sheetId, sint32 quality, sint32 indexInList, sint32 indexInDB);
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// ***************************************************************************
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/**
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* For Bag Management (shared structure between 2 lists (text and icon))
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* \author Matthieu 'TrapII' Besson
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* \author Nevrax France
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* \date May 2004
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*/
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struct SBagOptions
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{
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CInventoryManager::TInvType InvType;
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CCDBNodeLeaf *DbFilterArmor;
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CCDBNodeLeaf *DbFilterWeapon;
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CCDBNodeLeaf *DbFilterTool;
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CCDBNodeLeaf *DbFilterMP;
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CCDBNodeLeaf *DbFilterMissMP;
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bool LastDbFilterArmor;
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bool LastDbFilterWeapon;
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bool LastDbFilterTool;
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bool LastDbFilterMP;
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bool LastDbFilterMissMP;
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// -----------------------
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SBagOptions()
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{
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InvType = CInventoryManager::InvUnknown;
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DbFilterArmor = DbFilterWeapon = DbFilterTool = DbFilterMP = DbFilterMissMP = NULL;
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LastDbFilterArmor = LastDbFilterWeapon = LastDbFilterTool = LastDbFilterMP = LastDbFilterMissMP = false;
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}
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bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
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bool isSomethingChanged(); // From last call ?
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bool getFilterArmor() const
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{
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if (DbFilterArmor == NULL) return true;
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return (DbFilterArmor->getValue8()!=0);
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}
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bool getFilterWeapon() const
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{
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if (DbFilterWeapon == NULL) return true;
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return (DbFilterWeapon->getValue8()!=0);
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}
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bool getFilterTool() const
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{
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if (DbFilterTool == NULL) return true;
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return (DbFilterTool->getValue8()!=0);
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}
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bool getFilterMP() const
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{
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if (DbFilterMP == NULL) return true;
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return (DbFilterMP->getValue8()!=0);
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}
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bool getFilterMissMP() const
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{
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if (DbFilterMissMP == NULL) return true;
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return (DbFilterMissMP->getValue8()!=0);
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}
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// Return true if the sheet can be displayed due to filters
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bool canDisplay(CDBCtrlSheet *pCS) const;
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};
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// ***************************************************************************
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/**
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* Special list for bag (Text list)
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* \author Matthieu 'TrapII' Besson
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* \author Nevrax France
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* \date September 2003
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*/
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class CDBGroupListSheetBag : public CDBGroupListSheetText
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{
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public:
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CDBGroupListSheetBag(const TCtorParam ¶m)
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: CDBGroupListSheetText(param)
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{
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}
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virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
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virtual void checkCoords ();
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//////////////////////////////////////////////////////////////////////////
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// A child node
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struct CSheetChildBag : public CDBGroupListSheetText::CSheetChild
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{
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// quality is important for ItemRequirement color
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sint32 LastQuality;
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CInterfaceProperty CurrentQuality;
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virtual void updateViewText(CDBGroupListSheetText *pFather);
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virtual bool isSheetValid(CDBGroupListSheetText *pFather); // To filter
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virtual void init(CDBGroupListSheetText *pFather, uint index);
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virtual bool isInvalidated(CDBGroupListSheetText *pFather);
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virtual void update(CDBGroupListSheetText *pFather);
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|
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CSheetChildBag() : CSheetChild()
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|
{
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LastQuality = -1;
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}
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};
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virtual CSheetChild *createSheetChild() { return new CSheetChildBag; }
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virtual bool swapable () const {return true;}
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virtual void onSwap (sint nDraggedSheet, sint nDroppedSheet);
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virtual void sort();
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CInventoryManager::TInvType getInvType() const { return _BO.InvType; }
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// Return true if the sheet can be displayed due to filters
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bool canDisplay(CDBCtrlSheet *pCS) { return _BO.canDisplay(pCS); }
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private:
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|
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SBagOptions _BO;
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};
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// ***************************************************************************
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/**
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* Special list for bag (The icon list)
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* \author Matthieu 'TrapII' Besson
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|
* \author Nevrax France
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|
* \date September 2003
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*/
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class CDBGroupIconListBag : public CDBGroupListSheet
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|
{
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|
public:
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CDBGroupIconListBag(const TCtorParam ¶m)
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: CDBGroupListSheet(param)
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|
{
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|
}
|
|
|
|
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
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|
virtual void checkCoords ();
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|
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virtual CSheetChild *createSheetChild() { return new CSheetChildBag; }
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virtual void sort();
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|
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CInventoryManager::TInvType getInvType() const { return _BO.InvType; }
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|
|
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// Return true if the sheet can be displayed due to filters
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bool canDisplay(CDBCtrlSheet *pCS) const { return _BO.canDisplay(pCS); }
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|
|
|
//////////////////////////////////////////////////////////////////////////
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|
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// A child node
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|
struct CSheetChildBag : public CDBGroupListSheet::CSheetChild
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|
{
|
|
virtual bool isSheetValid(CDBGroupListSheet *pFather);
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|
};
|
|
|
|
private:
|
|
|
|
SBagOptions _BO;
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|
};
|
|
|
|
|
|
// ***************************************************************************
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|
/**
|
|
* Special list for filtering items according to the CLM (control launching modal)
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|
* \author Lionel Berenguier
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|
*/
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|
class CDBGroupListSheetFilterCLMSlot : public CDBGroupListSheet
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|
{
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|
public:
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|
CDBGroupListSheetFilterCLMSlot (const TCtorParam ¶m)
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|
: CDBGroupListSheet(param)
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|
{}
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|
|
|
virtual CSheetChild *createSheetChild() { return new CSheetChildFilter; }
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|
|
|
// A child node
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|
struct CSheetChildFilter : public CDBGroupListSheet::CSheetChild
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|
{
|
|
virtual bool isSheetValid(CDBGroupListSheet *pFather);
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|
};
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|
};
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* Special list for filtering items which are exchangeable only
|
|
* \author Lionel Berenguier
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|
*/
|
|
class CDBGroupListSheetFilterExchangeable : public CDBGroupListSheet
|
|
{
|
|
public:
|
|
CDBGroupListSheetFilterExchangeable (const TCtorParam ¶m)
|
|
: CDBGroupListSheet(param)
|
|
{}
|
|
|
|
virtual CSheetChild *createSheetChild() { return new CSheetChildFilter; }
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|
|
|
// A child node
|
|
struct CSheetChildFilter : public CDBGroupListSheet::CSheetChild
|
|
{
|
|
virtual bool isSheetValid(CDBGroupListSheet *pFather);
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|
};
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|
|
|
void sort();
|
|
bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
|
|
|
|
private:
|
|
SBagOptions _BO;
|
|
};
|
|
|
|
|
|
// ***************************************************************************
|
|
// Interface Part
|
|
// ***************************************************************************
|
|
|
|
#define WIN_TEMPINV "ui:interface:temp_inventory"
|
|
#define VIEW_TEMPINV_TITLE "ui:interface:temp_inventory:title"
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|
|
|
#define WIN_TEMPINV_TITLE_LOOT "uiTILoot"
|
|
#define WIN_TEMPINV_TITLE_QUARTERING "uiTIQuartering"
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|
#define WIN_TEMPINV_TITLE_FORAGING "uiTIForaging"
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|
#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"
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|
|
|
#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"
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|
|
|
#define WIN_TEMPINV_TITLE_WAIT_ERROR "uiTIError"
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|
|
|
#define LIST_BAG_TEXT "ui:interface:inventory:content:bag:iil:bag_list"
|
|
#define LIST_BAG_ICONS "ui:interface:inventory:content:bag:iil:bag_icons"
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|
|
|
#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"
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|
|
|
#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 */
|