#include "d2item.h" #define readBits(start,size) ((*((unsigned long *) &data[(start) / 8]) >> ((start) & 7)) & ((1 << (size)) - 1)) // This function translates the item identifiers (the 4 // character item ID used by the game, to an internal, // sequential ID used for more efficient lookups instead // of looping to find a match) unsigned int _getItemIDIndex(D2S_ITEMDATA_IDENTIFIER itemID) { // TODO (LONG!) } unsigned int _getRunewordIDIndex(D2S_ITEMDATA_RUNEWORD_IDENTIFIER runewordID) { // TODO (LONG!) } unsigned int _getPrefixIDIndex(D2S_ITEMDATA_PREFIX_IDENTIFIER prefixID) { // TODO (LONG!) } unsigned int _getSuffixIDIndex(D2S_ITEMDATA_SUFFIX_IDENTIFIER suffixID) { // TODO (LONG!) } unsigned int _getMagicAttrIDIndex(D2S_ITEMDATA_MAGIC_ATTRIBUTE attrID) { // TODO (LONG!) } void* _exportItemData(D2Item* item) { // TODO } void* _findInventoryClassOffset(D2S_INVENTORYCLASS inv, void* charData, size_t dataLen) { // TODO } D2Item* getItem(D2S_INVENTORYCLASS inv, unsigned int offset, void* charData, size_t dataLen) { // TODO } void freeItem(D2Item* item) { // TODO } int setItem(D2S_INVENTORYCLASS inv, unsigned int offset, D2Item* item, void* charData, size_t dataLen) { // TODO } int exportItem(D2Item* item, const char* filename) { // TODO } D2Item* importItem(const char* filename) { // TODO } void printItem(D2Item* item) { // TODO }