DarkflameServer/dGame/dComponents/VendorComponent.cpp

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#include "VendorComponent.h"
#include <BitStream.h>
#include "Game.h"
#include "dServer.h"
#include "CDComponentsRegistryTable.h"
#include "CDVendorComponentTable.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
VendorComponent::VendorComponent(Entity* parent) : Component(parent) {
SetupConstants();
RefreshInventory(true);
}
VendorComponent::~VendorComponent() = default;
void VendorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write1();
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outBitStream->Write1(); // Has standard items (Required for vendors with missions.)
outBitStream->Write(HasCraftingStation()); // Has multi use items
}
void VendorComponent::OnUse(Entity* originator) {
GameMessages::SendVendorOpenWindow(m_Parent, originator->GetSystemAddress());
GameMessages::SendVendorStatusUpdate(m_Parent, originator->GetSystemAddress());
}
float VendorComponent::GetBuyScalar() const {
return m_BuyScalar;
}
float VendorComponent::GetSellScalar() const {
return m_SellScalar;
}
void VendorComponent::SetBuyScalar(float value) {
m_BuyScalar = value;
}
void VendorComponent::SetSellScalar(float value) {
m_SellScalar = value;
}
std::map<LOT, int>& VendorComponent::GetInventory() {
return m_Inventory;
}
bool VendorComponent::HasCraftingStation() {
// As far as we know, only Umami has a crafting station
return m_Parent->GetLOT() == 13800;
}
void VendorComponent::RefreshInventory(bool isCreation) {
//Custom code for Max vanity NPC
if (m_Parent->GetLOT() == 9749 && Game::server->GetZoneID() == 1201) {
if (!isCreation) return;
m_Inventory.insert({ 11909, 0 }); //Top hat w frog
m_Inventory.insert({ 7785, 0 }); //Flash bulb
m_Inventory.insert({ 12764, 0 }); //Big fountain soda
m_Inventory.insert({ 12241, 0 }); //Hot cocoa (from fb)
return;
}
m_Inventory.clear();
auto* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
std::vector<CDLootMatrix> lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == m_LootMatrixID); });
if (lootMatrices.empty()) return;
// Done with lootMatrix table
auto* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
for (const auto& lootMatrix : lootMatrices) {
int lootTableID = lootMatrix.LootTableIndex;
std::vector<CDLootTable> vendorItems = lootTableTable->Query([=](CDLootTable entry) { return (entry.LootTableIndex == lootTableID); });
if (lootMatrix.maxToDrop == 0 || lootMatrix.minToDrop == 0) {
for (CDLootTable item : vendorItems) {
m_Inventory.insert({ item.itemid, item.sortPriority });
}
} else {
auto randomCount = GeneralUtils::GenerateRandomNumber<int32_t>(lootMatrix.minToDrop, lootMatrix.maxToDrop);
for (size_t i = 0; i < randomCount; i++) {
if (vendorItems.empty()) break;
auto randomItemIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, vendorItems.size() - 1);
const auto& randomItem = vendorItems[randomItemIndex];
vendorItems.erase(vendorItems.begin() + randomItemIndex);
m_Inventory.insert({ randomItem.itemid, randomItem.sortPriority });
}
}
}
//Because I want a vendor to sell these cameras
if (m_Parent->GetLOT() == 13569) {
auto randomCamera = GeneralUtils::GenerateRandomNumber<int32_t>(0, 2);
switch (randomCamera) {
case 0:
m_Inventory.insert({ 16253, 0 }); //Grungagroid
break;
case 1:
m_Inventory.insert({ 16254, 0 }); //Hipstabrick
break;
case 2:
m_Inventory.insert({ 16204, 0 }); //Megabrixel snapshot
break;
default:
break;
}
}
// Callback timer to refresh this inventory.
m_Parent->AddCallbackTimer(m_RefreshTimeSeconds, [this]() {
RefreshInventory();
});
GameMessages::SendVendorStatusUpdate(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
}
void VendorComponent::SetupConstants() {
auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::VENDOR);
auto* vendorComponentTable = CDClientManager::Instance().GetTable<CDVendorComponentTable>();
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auto vendorCompData = vendorComponentTable->Query(componentID);
if (!vendorCompData) return;
m_BuyScalar = vendorCompData->buyScalar;
m_SellScalar = vendorCompData->sellScalar;
m_RefreshTimeSeconds = vendorCompData->refreshTimeSeconds;
m_LootMatrixID = vendorCompData->LootMatrixIndex;
}
bool VendorComponent::SellsItem(const LOT item) const {
return m_Inventory.find(item) != m_Inventory.end();
}