#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL #ifndef GAMESHOP_EVENTPROCESSOR_H_ #define GAMESHOP_EVENTPROCESSOR_H_ #if _MSC_VER > 1000 #pragma once #endif //#include "GameShopHeader.h" #include "GameShop.h" //#include namespace GameShop { class System; class EventProcessor { public: EventProcessor(USERGUID user_guid, GameShop::System* shop_system); ~EventProcessor(void); static void SendFail_Open(Player* player, RC::eSHOP_RESULT result); static void SendFail_CashInfo(Player* player, RC::eSHOP_RESULT result); static void SendFail_BuyStorageList(Player* player, RC::eSHOP_RESULT result); static void SendFail_GiftStorageList(Player* player, RC::eSHOP_RESULT result); static void SendFail_BuyItem(Player* player, RC::eSHOP_RESULT result); static void SendFail_SendGift(Player* player, RC::eSHOP_RESULT result); static void SendFail_UseStorageItem(Player* player, RC::eSHOP_RESULT result); static void SendFail_CharacterNameCheck(Player* player, RC::eSHOP_RESULT result); void Link(bool link); bool ClearGarbage(uint delta_tick); void OpenShop(); void CloseShop(RC::eSHOP_RESULT error_code); void Request_CashInfo(); void Receive_CashInfo(int result_code, const CashInfo& cash_info); void Request_BuyStorageList(int page, int item_count_per_page); void Receive_BuyStorageList(int result_code, char storage_type, int page, int total_page, int total_count, int list_count, ShopProtocol::STStorage* storage_list); void Request_GiftStorageList(int page, int item_count_per_page); void Receive_GiftStorageList(int result_code, char storage_type, int page, int total_page, int total_count, int list_count, ShopProtocol::STStorage* storage_list); void Request_BuyItem(ShopItemInfo* shop_item, uint item_count); void Receive_BuyItem(int result_code); void Request_SendGift(ShopItemInfo* shop_item, uint item_count, char* receiver_name, char* gift_message); void Receive_SendGift(int result_code, USERGUID receiver_guid, double limited_cash ); void Request_UseStorageItem(UseStorageItem& IN use_storage_item); void Receive_UseStorageItem(int result_code, uint game_item_code, int storage_sequence, uchar property_count, ShopProtocol::STItemProperty* PropertyList, int cash_type); void Request_CharacterNameCheck(const char* character_name); void Receive_CharacterNameCheck(USERGUID receive_user_guid, USERGUID receive_character_guid, int character_class, int character_level, const char* character_name, const char* guild_name); void Request_ExistGiftList(); void Receive_ExistGiftList(bool exist); void Item_Serial_Update(const SCItemSlot& item_slot); void Receive_Item_RollBack(long result_code); private: RC::eSHOP_RESULT TransBuyItemResult(int result_code); RC::eSHOP_RESULT TransSendGiftResult(int result_code); private: USERGUID user_guid_; bool is_link_; GameShop::System* shop_system_; GameShop::Transaction transaction_; GameShop::ItemRelay item_relay_; GameShop::GiftReceiver gift_receiver_; UseStorageItem use_storage_item_; ItemSerial item_serial_; }; //------------------------------------------------------------------------ inline void EventProcessor::Link(bool link) { is_link_ = link; } }; //namespace GameShop #endif //GAMESHOP_EVENTPROCESSOR_H_ #endif //_NA_0_20110613_GAME_SHOP_RENEWAL