Files
CypherCore/Source/Game/Entities/Player/TradeData.cs
T
2021-03-20 22:48:48 -04:00

187 lines
5.7 KiB
C#

/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* 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 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Networking.Packets;
namespace Game.Entities
{
public class TradeData
{
public TradeData(Player player, Player trader)
{
m_player = player;
m_trader = trader;
m_clientStateIndex = 1;
m_serverStateIndex = 1;
}
public TradeData GetTraderData()
{
return m_trader.GetTradeData();
}
public Item GetItem(TradeSlots slot)
{
return !m_items[(int)slot].IsEmpty() ? m_player.GetItemByGuid(m_items[(int)slot]) : null;
}
public bool HasItem(ObjectGuid itemGuid)
{
for (byte i = 0; i < (byte)TradeSlots.Count; ++i)
if (m_items[i] == itemGuid)
return true;
return false;
}
public TradeSlots GetTradeSlotForItem(ObjectGuid itemGuid)
{
for (TradeSlots i = 0; i < TradeSlots.Count; ++i)
if (m_items[(int)i] == itemGuid)
return i;
return TradeSlots.Invalid;
}
public Item GetSpellCastItem()
{
return !m_spellCastItem.IsEmpty() ? m_player.GetItemByGuid(m_spellCastItem) : null;
}
public void SetItem(TradeSlots slot, Item item, bool update = false)
{
ObjectGuid itemGuid = item ? item.GetGUID() : ObjectGuid.Empty;
if (m_items[(int)slot] == itemGuid && !update)
return;
m_items[(int)slot] = itemGuid;
SetAccepted(false);
GetTraderData().SetAccepted(false);
UpdateServerStateIndex();
Update();
// need remove possible trader spell applied to changed item
if (slot == TradeSlots.NonTraded)
GetTraderData().SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
public uint GetSpell() { return m_spell; }
public void SetSpell(uint spell_id, Item castItem = null)
{
ObjectGuid itemGuid = castItem ? castItem.GetGUID() : ObjectGuid.Empty;
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData().SetAccepted(false);
UpdateServerStateIndex();
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
public void SetMoney(ulong money)
{
if (m_money == money)
return;
if (!m_player.HasEnoughMoney(money))
{
TradeStatusPkt info = new();
info.Status = TradeStatus.Failed;
info.BagResult = InventoryResult.NotEnoughMoney;
m_player.GetSession().SendTradeStatus(info);
return;
}
m_money = money;
SetAccepted(false);
GetTraderData().SetAccepted(false);
UpdateServerStateIndex();
Update(true);
}
void Update(bool forTarget = true)
{
if (forTarget)
m_trader.GetSession().SendUpdateTrade(true); // player state for trader
else
m_player.GetSession().SendUpdateTrade(false); // player state for player
}
public void SetAccepted(bool state, bool crosssend = false)
{
m_accepted = state;
if (!state)
{
TradeStatusPkt info = new();
info.Status = TradeStatus.Unaccepted;
if (crosssend)
m_trader.GetSession().SendTradeStatus(info);
else
m_player.GetSession().SendTradeStatus(info);
}
}
public Player GetTrader() { return m_trader; }
public bool HasSpellCastItem() { return !m_spellCastItem.IsEmpty(); }
public ulong GetMoney() { return m_money; }
public bool IsAccepted() { return m_accepted; }
public bool IsInAcceptProcess() { return m_acceptProccess; }
public void SetInAcceptProcess(bool state) { m_acceptProccess = state; }
public uint GetClientStateIndex() { return m_clientStateIndex; }
public void UpdateClientStateIndex() { ++m_clientStateIndex; }
public uint GetServerStateIndex() { return m_serverStateIndex; }
public void UpdateServerStateIndex() { m_serverStateIndex = RandomHelper.Rand32(); }
Player m_player;
Player m_trader;
bool m_accepted;
bool m_acceptProccess;
ulong m_money;
uint m_spell;
ObjectGuid m_spellCastItem;
ObjectGuid[] m_items = new ObjectGuid[(int)TradeSlots.Count];
uint m_clientStateIndex;
uint m_serverStateIndex;
}
}