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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (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/>.
*/
#ifndef TradeData_h__
#define TradeData_h__
#include "ObjectGuid.h"
enum TradeSlots
{
TRADE_SLOT_COUNT = 7,
TRADE_SLOT_TRADED_COUNT = 6,
TRADE_SLOT_NONTRADED = 6,
TRADE_SLOT_INVALID = -1
};
class Item;
class Player;
class TC_GAME_API TradeData
{
public:
TradeData(Player* player, Player* trader) :
_player(player), _trader(trader), _accepted(false), _acceptProccess(false),
_money(0), _spell(0), _spellCastItem(), _clientStateIndex(1), _serverStateIndex(1) { }
Player* GetTrader() const { return _trader; }
TradeData* GetTraderData() const;
Item* GetItem(TradeSlots slot) const;
bool HasItem(ObjectGuid itemGuid) const;
TradeSlots GetTradeSlotForItem(ObjectGuid itemGuid) const;
void SetItem(TradeSlots slot, Item* item, bool update = false);
uint32 GetSpell() const { return _spell; }
void SetSpell(uint32 spell_id, Item* castItem = nullptr);
Item* GetSpellCastItem() const;
bool HasSpellCastItem() const { return !_spellCastItem.IsEmpty(); }
uint64 GetMoney() const { return _money; }
void SetMoney(uint64 money);
bool IsAccepted() const { return _accepted; }
void SetAccepted(bool state, bool forTrader = false);
bool IsInAcceptProcess() const { return _acceptProccess; }
void SetInAcceptProcess(bool state) { _acceptProccess = state; }
uint32 GetClientStateIndex() const { return _clientStateIndex; }
void UpdateClientStateIndex() { ++_clientStateIndex; }
uint32 GetServerStateIndex() const { return _serverStateIndex; }
void UpdateServerStateIndex();
private:
void Update(bool for_trader = true) const;
Player* _player; // Player who own of this TradeData
Player* _trader; // Player who trade with _player
bool _accepted; // _player press accept for trade list
bool _acceptProccess; // one from player/trader press accept and this processed
uint64 _money; // _player place money to trade
uint32 _spell; // _player apply spell to non-traded slot item
ObjectGuid _spellCastItem; // applied spell cast by item use
ObjectGuid _items[TRADE_SLOT_COUNT]; // traded items from _player side including non-traded slot
uint32 _clientStateIndex;
uint32 _serverStateIndex;
};
#endif // TradeData_h__
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