khanat-opennel-code/code/ryzom/client/src/interface_v3/inventory_manager.h

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2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#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<uint, CClientItemInfo> TItemInfoMap;
TItemInfoMap _ItemInfoMap;
typedef std::list<IItemInfoWaiter*> 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() : WhichOne(~0), FullValue(0.0f), ICDBNode::IPropertyObserver() {}
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<SSortStruct>&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 &param)
: 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 &param)
: 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 &param)
: 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 &param)
: 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 */