#include "stdafx.h" #include "./ItemManager.h" #include "InventorySlotContainer.h" //================================================================================================== // ¼Ò¸ð¼º ±æµå ¾ÆÀÌÅÛÀÏ °æ¿ì(±æµå ¸¶Å©)- ȤÀº µý°ÅÀϼöµµ // DB¿Í ±æµå¼­¹ö¿¡¼­ÀÇ °á°ú°ªÀ» ¹ÞÀº ÈÄ // °á°ú°ªÀ» ¹ÞÀº ÈÄ¿¡ »èÁ¦¸¦ ÇØ¾ß ÇÑ´Ù. RC::eITEM_RESULT ItemManager::IsValidItem(SLOTIDX atIndex, POSTYPE atPos, eITEMTYPE Itemtype) { if(!ValidPos( atIndex, atPos, TRUE )) return RC::RC_ITEM_INVALIDPOS; SCSlotContainer* pAtContainer = GetItemSlotContainer(atIndex); SCItemSlot & rAtSlot = (SCItemSlot &)pAtContainer->GetSlot(atPos); RC::eITEM_RESULT rcResult = player_->CanUseItem(rAtSlot.GetItemInfo()); if( rcResult != RC::RC_ITEM_SUCCESS ) return rcResult; SLOTCODE ItemCode = rAtSlot.GetItemCode(); const BASE_ITEMINFO* const pInfo = rAtSlot.GetItemInfo(); if(pInfo->m_wType != Itemtype) return RC::RC_ITEM_FAILED; if(!ValidState()) return RC::RC_ITEM_INVALIDSTATE; return RC::RC_ITEM_SUCCESS; }