/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see .
*/
#include
#include
#include "game-server/trade.h"
#include "game-server/character.h"
#include "game-server/gamehandler.h"
#include "game-server/inventory.h"
#include "net/messageout.h"
/*
* States :
* TRADE_INIT : A player has ask to make a trade, waiting for accept
* TRADE_RUN : Both player are now trading and can add objects and GP (1)
* TRADE_CONFIRM_WAIT : One player has confirm, waiting for the other one
* TRADE_CONFIRMED : Both player has confirmed and agree button is unlock (2)
* TRADE_AGREE_WAIT : One player has agreed, waiting for the other one
*/
Trade::Trade(Character *c1, Character *c2):
mChar1(c1), mChar2(c2), mMoney1(0), mMoney2(0), mState(TRADE_INIT), mCurrencyId(ATTR_GP)
{
MessageOut msg(GPMSG_TRADE_REQUEST);
msg.writeInt16(c1->getPublicID());
c2->getClient()->send(msg);
c1->setTrading(this);
c2->setTrading(this);
}
Trade::~Trade()
{
mChar1->setTrading(NULL);
mChar2->setTrading(NULL);
}
void Trade::cancel()
{
MessageOut msg(GPMSG_TRADE_CANCEL);
mChar1->getClient()->send(msg);
mChar2->getClient()->send(msg);
delete this;
}
bool Trade::request(Character *c, int id)
{
//The trade isn't confirmed, the player which is request is the same.
if (mState != TRADE_INIT || c != mChar2 || mChar1->getPublicID() != id)
{
/* This is not an ack for the current transaction. So assume
a new one is about to start and cancel the current one. */
cancel();
return false;
}
//Second player confirmed.
//Starts trading.
mState = TRADE_RUN;
//Telling both player that the trade has started
MessageOut msg(GPMSG_TRADE_START);
mChar1->getClient()->send(msg);
mChar2->getClient()->send(msg);
return true;
}
bool Trade::perform(TradedItems items, Inventory &inv1, Inventory &inv2)
{
for (TradedItems::const_iterator i = items.begin(),
i_end = items.end(); i != i_end; ++i)
{
if (i->id != inv1.getItem(i->slot) ||
inv1.removeFromSlot(i->slot, i->amount) != 0 ||
inv2.insert(i->id, i->amount) != 0)
{
return false;
}
}
return true;
}
void Trade::agree(Character *c)
{
// No player agreed
if (mState == TRADE_CONFIRMED)
{
// One player agreed, if it's the player 2, make it player 1
if (c == mChar2)
{
std::swap(mChar1, mChar2);
std::swap(mItems1, mItems2);
std::swap(mMoney1, mMoney2);
}
// First player agrees.
mState = TRADE_CONFIRM_WAIT;
// Send the other player that the first player has confirmed
MessageOut msg(GPMSG_TRADE_AGREED);
mChar2->getClient()->send(msg);
return;
}
if (mState == TRADE_AGREE_WAIT && c == mChar1)
{
// We don't care about the first player, he already agreed
return;
}
// The second player has agreed
// Check if both player has the objects in their inventories
// and enouth money, then swap them.
Inventory v1(mChar1), v2(mChar2);
if (mChar1->getAttribute(mCurrencyId) >= mMoney1 - mMoney2 &&
mChar2->getAttribute(mCurrencyId) >= mMoney2 - mMoney1 &&
perform(mItems1, v1, v2) &&
perform(mItems2, v2, v1))
{
mChar1->setAttribute(mCurrencyId, mChar1->getAttribute(mCurrencyId)
- mMoney1 + mMoney2);
mChar2->setAttribute(mCurrencyId, mChar2->getAttribute(mCurrencyId)
- mMoney2 + mMoney1);
}
else
{
cancel();
return;
}
MessageOut msg(GPMSG_TRADE_COMPLETE);
mChar1->getClient()->send(msg);
mChar2->getClient()->send(msg);
delete this;
}
void Trade::confirm(Character *c)
{
if (mState == TRADE_CONFIRMED || mState == TRADE_AGREE_WAIT)
return;
if (mState == TRADE_RUN) //No player has confirmed
{
//One player confirms, if it's the player 2, make it player 1
if (c == mChar2)
{
std::swap(mChar1, mChar2);
std::swap(mItems1, mItems2);
std::swap(mMoney1, mMoney2);
}
assert(c == mChar1);
// First player agrees.
mState = TRADE_CONFIRM_WAIT;
//Send the other player that the first player has confirmed
MessageOut msg(GPMSG_TRADE_CONFIRM);
mChar2->getClient()->send(msg);
return;
}
if (mState != TRADE_CONFIRM_WAIT || c != mChar2)
{
// First player has already agreed. We only care about the second one.
return;
}
mState = TRADE_CONFIRMED;
MessageOut msg(GPMSG_TRADE_BOTH_CONFIRM);
mChar1->getClient()->send(msg);
mChar2->getClient()->send(msg);
}
void Trade::setMoney(Character *c, int amount)
{
//If the player has already confirmed, exit.
if ((mState != TRADE_RUN && (mState != TRADE_CONFIRM_WAIT || c != mChar1))
|| amount < 0) return;
/* Checking now if there is enough money is useless as it can change
later on. At worst, the transaction will be canceled at the end if
the client lied. */
MessageOut msg(GPMSG_TRADE_SET_MONEY);
msg.writeInt32(amount);
if (c == mChar1)
{
mMoney1 = amount;
mChar2->getClient()->send(msg);
}
else
{
assert(c == mChar2);
mMoney2 = amount;
mChar1->getClient()->send(msg);
}
// Go back to normal run.
mState = TRADE_RUN;
}
void Trade::addItem(Character *c, int slot, int amount)
{
//If the player has already confirmed, exit.
if ((mState != TRADE_RUN && (mState != TRADE_CONFIRM_WAIT || c != mChar1))
|| amount < 0) return;
Character *other;
TradedItems *items;
if (c == mChar1)
{
other = mChar2;
items = &mItems1;
}
else
{
assert(c == mChar2);
other = mChar1;
items = &mItems2;
}
// Arbitrary limit to prevent a client from DOSing the server.
if (items->size() >= 50) return;
Inventory inv(c);
int id = inv.getItem(slot);
if (id == 0) return;
/* Checking now if there is enough items is useless as it can change
later on. At worst, the transaction will be canceled at the end if
the client lied. */
TradedItem ti = { id, slot, amount };
items->push_back(ti);
MessageOut msg(GPMSG_TRADE_ADD_ITEM);
msg.writeInt16(id);
msg.writeInt8(amount);
other->getClient()->send(msg);
}