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📄 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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