#pragma once #include "CNShardServer.hpp" #include "Player.hpp" struct Item { bool tradeable, sellable; int buyPrice, sellPrice, stackSize, level; // TODO: implement more as needed }; struct VendorListing { int sort, type, iID; }; namespace ItemManager { enum class SlotType { EQUIP = 0, INVENTORY = 1, BANK = 3 }; // hopefully this is fine since it's never modified after load extern std::map, Item> ItemData; // -> data extern std::map> VendorTables; void init(); void itemMoveHandler(CNSocket* sock, CNPacketData* data); void itemDeleteHandler(CNSocket* sock, CNPacketData* data); void itemGMGiveHandler(CNSocket* sock, CNPacketData* data); // Bank void itemBankOpenHandler(CNSocket* sock, CNPacketData* data); void itemTradeOfferHandler(CNSocket* sock, CNPacketData* data); //void itemTradeOfferCancel(CNSocket* sock, CNPacketData* data); void itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data); void itemTradeOfferRefusalHandler(CNSocket* sock, CNPacketData* data); void itemTradeConfirmHandler(CNSocket* sock, CNPacketData* data); void itemTradeConfirmCancelHandler(CNSocket* sock, CNPacketData* data); void itemTradeRegisterItemHandler(CNSocket* sock, CNPacketData* data); void itemTradeUnregisterItemHandler(CNSocket* sock, CNPacketData* data); void itemTradeRegisterCashHandler(CNSocket* sock, CNPacketData* data); void itemTradeChatHandler(CNSocket* sock, CNPacketData* data); void chestOpenHandler(CNSocket* sock, CNPacketData* data); int findFreeSlot(Player *plr); bool isItemRegistered(int32_t id, int32_t type); Item getItemData(int32_t id, int32_t type); }