#ifndef H_USER_INVENTORY #define H_USER_INVENTORY #define USERINV_MAX_ITEMS 256 // =========================================== class UserInventoryItem { public: UserInventoryItem(): itemID(0), objectID(0), count(0) {} UserInventoryItem( unsigned int ItemID, unsigned int ObjectID, unsigned int Count ): itemID(ItemID), objectID(ObjectID), count(Count) {} public: unsigned int itemID; unsigned int objectID; unsigned long long int count; int isEquipped; }; // ============================================ class UserInventory { public: UserInventory(); ~UserInventory(); void clear(); public: //int addItem( unsigned int itemID, unsigned int objectID, unsigned long long int count ); int addItem( UserInventoryItem& it ); int delItem( unsigned int itemID, unsigned int objectID ); //int updateItem( unsigned int itemID, unsigned int objectID, unsigned long long int count ); int updateItem( UserInventoryItem& it ); public: int getItemInfoByItemId( unsigned int itemID, UserInventoryItem& it ); public: void parse_ItemList( void *l2_game_packet ); void parse_InventoryUpdate( void *l2_game_packet ); protected: int itemCount; UserInventoryItem item[USERINV_MAX_ITEMS]; }; #endif