📄 vendormanager.h
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#pragma once
#include <MemoryPoolFactory.h>
#include "VendorSlotContainer.h"
struct VENDOR_ITEMSLOTEX;
class VendorManager
{
public:
VendorManager(void);
~VendorManager(void);
// 俺汲磊 皋辑靛
RC::eVENDOR_RESULT StartVendor( Player * pEstablishedPlayer, TCHAR * pTitle, ESTABLISHER_VENDOR_TOTAL_INFO & IN TotalInfo );
RC::eVENDOR_RESULT EndVendor( Player * pEstablishedPlayer );
RC::eVENDOR_RESULT ModifyRequest( Player * pEstablishedPlayer, POSTYPE VendorPos );
RC::eVENDOR_RESULT ModifyCancel( Player * pEstablishedPlayer, POSTYPE VendorPos );
RC::eVENDOR_RESULT Modify( Player * pEstablishedPlayer, VENDOR_ITEMSLOT & IN SlotInfo, VENDOR_ITEMSLOTEX & OUT ModifiedSlotInfo );
RC::eVENDOR_RESULT Insert( Player * pEstablishedPlayer, VENDOR_ITEMSLOT & IN SlotInfo, VENDOR_ITEMSLOTEX & OUT ModifiedSlotInfo );
RC::eVENDOR_RESULT Delete( Player * pEstablishedPlayer, POSTYPE VendorPos );
// 包蔓磊 皋辑靛
RC::eVENDOR_RESULT StartViewVendor( Player * pEstablisher, Player * pObserver, TCHAR * OUT tszVenderTitle, VENDOR_TOTAL_INFO & OUT VendorTotalInfo );
RC::eVENDOR_RESULT EndViewVendor( Player * pObserver );
RC::eVENDOR_RESULT Buy( Player * pObserver, POSTYPE VendorPos, INVENTORY_TOTAL_INFO & OUT TotalInfo );
BOOL ValidEstablisherState( Player * pPlayer );
BOOL ValidObserverState( Player * pPlayer );
private:
VendorSlotContainer * _Alloc() { return m_pVendorPool.Alloc(); }
VOID _Free( VendorSlotContainer * po ) { m_pVendorPool.Free(po); }
private:
util::CMemoryPoolFactory<VendorSlotContainer> m_pVendorPool;
};
extern VendorManager g_VendorManager;
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