DarkflameServer/dScripts/NPCAddRemoveItem.cpp
David Markowitz fc75d6048f
dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00

32 lines
1.2 KiB
C++

#include "NPCAddRemoveItem.h"
#include "InventoryComponent.h"
#include "MissionState.h"
void NPCAddRemoveItem::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
auto* inventory = target->GetComponent<InventoryComponent>();
if (inventory == nullptr)
return;
for (const auto& missionSetting : m_MissionItemSettings) {
if (missionSetting.first == missionID) {
for (const auto& itemSetting : missionSetting.second) {
for (const auto& lot : itemSetting.items) {
if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_NONE);
} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
inventory->RemoveItem(lot, 1);
}
}
}
}
}
}
std::map<uint32_t, std::vector<ItemSetting>> NPCAddRemoveItem::GetSettings() {
return std::map<uint32_t, std::vector<ItemSetting>>();
}
void NPCAddRemoveItem::OnStartup(Entity* self) {
m_MissionItemSettings = GetSettings();
}