mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
7671cc6865
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
#include "VendorComponent.h"
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#include <BitStream.h>
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#include "Game.h"
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#include "dServer.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDVendorComponentTable.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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VendorComponent::VendorComponent(Entity* parent) : Component(parent) {
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SetupConstants();
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RefreshInventory(true);
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}
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VendorComponent::~VendorComponent() = default;
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void VendorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write1();
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outBitStream->Write1(); // Has standard items (Required for vendors with missions.)
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outBitStream->Write(HasCraftingStation()); // Has multi use items
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}
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void VendorComponent::OnUse(Entity* originator) {
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GameMessages::SendVendorOpenWindow(m_Parent, originator->GetSystemAddress());
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GameMessages::SendVendorStatusUpdate(m_Parent, originator->GetSystemAddress());
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}
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float VendorComponent::GetBuyScalar() const {
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return m_BuyScalar;
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}
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float VendorComponent::GetSellScalar() const {
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return m_SellScalar;
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}
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void VendorComponent::SetBuyScalar(float value) {
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m_BuyScalar = value;
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}
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void VendorComponent::SetSellScalar(float value) {
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m_SellScalar = value;
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}
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std::map<LOT, int>& VendorComponent::GetInventory() {
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return m_Inventory;
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}
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bool VendorComponent::HasCraftingStation() {
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// As far as we know, only Umami has a crafting station
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return m_Parent->GetLOT() == 13800;
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}
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void VendorComponent::RefreshInventory(bool isCreation) {
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//Custom code for Max vanity NPC
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if (m_Parent->GetLOT() == 9749 && Game::server->GetZoneID() == 1201) {
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if (!isCreation) return;
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m_Inventory.insert({ 11909, 0 }); //Top hat w frog
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m_Inventory.insert({ 7785, 0 }); //Flash bulb
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m_Inventory.insert({ 12764, 0 }); //Big fountain soda
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m_Inventory.insert({ 12241, 0 }); //Hot cocoa (from fb)
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return;
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}
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m_Inventory.clear();
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auto* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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std::vector<CDLootMatrix> lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == m_LootMatrixID); });
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if (lootMatrices.empty()) return;
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// Done with lootMatrix table
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auto* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
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for (const auto& lootMatrix : lootMatrices) {
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int lootTableID = lootMatrix.LootTableIndex;
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std::vector<CDLootTable> vendorItems = lootTableTable->Query([=](CDLootTable entry) { return (entry.LootTableIndex == lootTableID); });
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if (lootMatrix.maxToDrop == 0 || lootMatrix.minToDrop == 0) {
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for (CDLootTable item : vendorItems) {
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m_Inventory.insert({ item.itemid, item.sortPriority });
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}
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} else {
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auto randomCount = GeneralUtils::GenerateRandomNumber<int32_t>(lootMatrix.minToDrop, lootMatrix.maxToDrop);
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for (size_t i = 0; i < randomCount; i++) {
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if (vendorItems.empty()) break;
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auto randomItemIndex = GeneralUtils::GenerateRandomNumber<int32_t>(0, vendorItems.size() - 1);
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const auto& randomItem = vendorItems[randomItemIndex];
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vendorItems.erase(vendorItems.begin() + randomItemIndex);
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m_Inventory.insert({ randomItem.itemid, randomItem.sortPriority });
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}
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}
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}
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//Because I want a vendor to sell these cameras
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if (m_Parent->GetLOT() == 13569) {
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auto randomCamera = GeneralUtils::GenerateRandomNumber<int32_t>(0, 2);
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switch (randomCamera) {
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case 0:
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m_Inventory.insert({ 16253, 0 }); //Grungagroid
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break;
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case 1:
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m_Inventory.insert({ 16254, 0 }); //Hipstabrick
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break;
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case 2:
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m_Inventory.insert({ 16204, 0 }); //Megabrixel snapshot
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break;
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default:
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break;
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}
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}
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// Callback timer to refresh this inventory.
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m_Parent->AddCallbackTimer(m_RefreshTimeSeconds, [this]() {
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RefreshInventory();
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});
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GameMessages::SendVendorStatusUpdate(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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}
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void VendorComponent::SetupConstants() {
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::VENDOR);
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auto* vendorComponentTable = CDClientManager::Instance().GetTable<CDVendorComponentTable>();
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std::vector<CDVendorComponent> vendorComps = vendorComponentTable->Query([=](CDVendorComponent entry) { return (entry.id == componentID); });
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if (vendorComps.empty()) return;
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m_BuyScalar = vendorComps[0].buyScalar;
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m_SellScalar = vendorComps[0].sellScalar;
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m_RefreshTimeSeconds = vendorComps[0].refreshTimeSeconds;
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m_LootMatrixID = vendorComps[0].LootMatrixIndex;
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}
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