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97 lines
1.8 KiB
C++
97 lines
1.8 KiB
C++
#pragma once
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#ifndef VENDORCOMPONENT_H
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#define VENDORCOMPONENT_H
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#include "CDClientManager.h"
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#include "Component.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "RakNetTypes.h"
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/**
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* A component for vendor NPCs. A vendor sells items to the player.
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*/
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class VendorComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_VENDOR;
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VendorComponent(Entity* parent);
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~VendorComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void OnUse(Entity* originator) override;
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/**
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* Gets the buy scaler
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* @return the buy scaler
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*/
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float GetBuyScalar() const;
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/**
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* Sets the buy scalar.
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* @param value the new value.
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*/
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void SetBuyScalar(float value);
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/**
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* Gets the buy scaler
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* @return the buy scaler
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*/
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float GetSellScalar() const;
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/**
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* Sets the sell scalar.
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* @param value the new value.
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*/
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void SetSellScalar(float value);
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/**
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* True if the NPC LOT is 13800, the only NPC with a crafting station.
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*/
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bool HasCraftingStation();
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/**
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* Gets the list if items the vendor sells.
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* @return the list of items.
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*/
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std::map<LOT, int>& GetInventory();
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/**
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* Refresh the inventory of this vendor.
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*/
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void RefreshInventory(bool isCreation = false);
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/**
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* Called on startup of vendor to setup the variables for the component.
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*/
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void SetupConstants();
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private:
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/**
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* The buy scalar.
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*/
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float m_BuyScalar;
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/**
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* The sell scalar.
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*/
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float m_SellScalar;
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/**
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* The refresh time of this vendors' inventory.
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*/
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float m_RefreshTimeSeconds;
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/**
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* Loot matrix id of this vendor.
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*/
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uint32_t m_LootMatrixID;
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/**
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* The list of items the vendor sells.
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*/
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std::map<LOT, int> m_Inventory;
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};
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#endif // VENDORCOMPONENT_H
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