📄 eventinventoryslotcontainer.h
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//=======================================================================================================================
/// EventInventorySlotContainer
/**
@author
Kim Min Wook < taiyo@webzen.com >
@since
2006. 1. 19
@remark
- 捞亥飘 酒捞袍阑 啊廉 坷扁 困茄 牢亥配府甫 唱鸥辰促.
@implement
- 牢亥配府俊辑 捞亥飘 牢亥配府 滚瓢阑 穿福搁, Open() 窃荐甫 龋免窍咯 DB肺何磐 捞亥飘 酒捞袍阑 孽府茄促.
捞亥飘 酒捞袍胶飘覆 努矾胶磐甫 罐绊 唱辑(捞侩且荐乐绰惑怕肺函版) 促弗 飘罚璃记阑 荐青且荐乐促.
@todo
- 牢亥飘酒捞袍内靛甫 角力酒捞袍 内靛肺 函版窍绰 累诀阑 磊悼利栏肺 贸府窍霸!
- 努扼捞攫飘客 鞍捞 荤侩且 荐 乐霸
@history
-
*/
//=======================================================================================================================
#pragma once
#include <scitemslotcontainer.h>
enum eEVENT_INVENTORY_STATE
{
EVENT_INVEN_STATE_UNAVAILABLE,
EVENT_INVEN_STATE_AVAILABLE,
};
enum eEVENT_INVENTORY_TRANSACTION
{
EVENT_INVEN_TRANS_END = (1<<0),
EVENT_INVEN_TRANS_BEGIN = (1<<1),
EVENT_INVEN_TRANS_BEGIN_SELECT = ( EVENT_INVEN_TRANS_BEGIN | (1<<2) ),
EVENT_INVEN_TRANS_BEGIN_MOVE_TO_INVEN = ( EVENT_INVEN_TRANS_BEGIN | (1<<3) ),
};
class EventInventorySlotContainer :
public SCItemSlotContainer
{
public:
EventInventorySlotContainer(void);
virtual ~EventInventorySlotContainer(void);
virtual VOID Init( POSTYPE MaxSlotSize, SLOTIDX SlotIdx );
/*virtual BOOL InsertSlot( POSTYPE AtPos, SCSlot & IN rSlot );
virtual VOID DeleteSlot( POSTYPE AtPos, SCSlot * pSlotOut );*/
virtual VOID ClearAll();
// custom
VOID InsertSlot( POSTYPE AtPos, EVENTSLOTEX & IN rSlotInfo );
public:
// 捞亥飘 牢亥配府甫 凯锭
RC::eEVENT_RESULT Open();
VOID Serialize( EVENT_ITEM_TOTAL_INFO & rTotalInfo, eSERIALIZE se );
private:
VOID Close();
inline BOOL IsEventTransaction() { return (EVENT_INVEN_TRANS_BEGIN & m_eEventIvenTransaction); }
inline VOID SetEventTransaction(eEVENT_INVENTORY_TRANSACTION stat) { m_eEventIvenTransaction=stat; }
public:
// 捞亥飘 牢亥配府俊辑 货肺绊魔阑 穿甫锭
RC::eEVENT_RESULT Select();
VOID OnSelect( BOOL bSuccess, EVENT_ITEM_TOTAL_INFO_EX * IN pTotalInfo );
// 捞亥飘 酒捞袍阑 牢亥配府肺 啊廉棵 锭
RC::eEVENT_RESULT MoveItemToInventory( POSTYPE AtPos, DWORD & OUT ItemSeq );
VOID OnMoveItemToInventory( BOOL bSuccess, POSTYPE atPos, INVENTORY_TOTAL_INFO * OUT pTotalInfoOut );
inline VOID SetPlayer( Player * pPlayer ) { m_pPlayer = pPlayer; }
protected:
Player * m_pPlayer;
private:
eEVENT_INVENTORY_STATE m_eEventIvenState;
eEVENT_INVENTORY_TRANSACTION m_eEventIvenTransaction;
};
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