Files
DarkflameServer/dGame/dComponents/Vendor/VendorComponent.h
Aaron Kimbrell 9a464ac35f refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:37:45 -05:00

89 lines
3.1 KiB
C++

#pragma once
#ifndef VENDORCOMPONENT_H
#define VENDORCOMPONENT_H
#include "CDClientManager.h"
#include "Component.h"
#include "Entity.h"
#include "GameMessages.h"
#include "RakNetTypes.h"
#include "eReplicaComponentType.h"
enum class eVendorTransactionResult : uint32_t;
class InventoryComponent;
class Item;
struct SoldItem {
SoldItem(const LOT lot, const int32_t sortPriority) {
this->lot = lot;
this->sortPriority = sortPriority;
};
LOT lot = 0;
int32_t sortPriority = 0;
};
class VendorComponent : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
VendorComponent(Entity* parent, const int32_t componentID);
void LoadDataFromTemplate() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
bool OnRequestUse(GameMessages::RequestUseEvent& event);
virtual void RefreshInventory(bool isCreation = false);
void SetupConstants();
bool SellsItem(const LOT item) const;
float GetBuyScalar() const { return m_BuyScalar; }
float GetSellScalar() const { return m_SellScalar; }
void SetBuyScalar(const float value) { m_BuyScalar = value; }
void SetSellScalar(const float value) { m_SellScalar = value; }
const std::vector<SoldItem>& GetInventory() { return m_Inventory; }
void SetHasMultiCostItems(const bool hasMultiCostItems) {
if (m_HasMultiCostItems == hasMultiCostItems) return;
m_HasMultiCostItems = hasMultiCostItems;
m_DirtyVendor = true;
}
void SetHasStandardCostItems(const bool hasStandardCostItems) {
if (m_HasStandardCostItems == hasStandardCostItems) return;
m_HasStandardCostItems = hasStandardCostItems;
m_DirtyVendor = true;
}
void Buy(Entity* buyer, LOT lot, uint32_t count);
// SellToVendor / BuybackFromVendor from player (sent from sysAddr), for the item with object ID itemObjID.
void SellToVendor(Entity& player, const SystemAddress& sysAddr, LWOOBJID itemObjID, int32_t count);
void BuybackFromVendor(Entity& player, const SystemAddress& sysAddr, LWOOBJID itemObjID, int32_t count);
// Sends this vendor's stock (VendorStatusUpdate) to sysAddr; UNASSIGNED_SYSTEM_ADDRESS broadcasts.
void SendStatusUpdate(const SystemAddress& sysAddr, bool bUpdateOnly = false);
// Sends a VendorTransactionResult targeting target to sysAddr only.
static void SendTransactionResult(LWOOBJID target, const SystemAddress& sysAddr, eVendorTransactionResult result);
// How many items the buyback inventory keeps (the vendor window's buyback page)
static constexpr size_t BUYBACK_SIZE = 27;
// Before count of sold go to the buyback inventory: drops the oldest buyback items while it is full and they need
// a slot of their own.
static void MakeRoomInBuyback(InventoryComponent& inventory, const Item& sold, uint32_t count);
private:
void HandleMrReeCameras();
bool SetupItem(LOT item);
float m_BuyScalar = 0.0f;
float m_SellScalar = 0.0f;
float m_RefreshTimeSeconds = 0.0f;
uint32_t m_LootMatrixID = 0;
std::vector<SoldItem> m_Inventory;
bool m_DirtyVendor = false;
bool m_HasStandardCostItems = false;
bool m_HasMultiCostItems = false;
};
#endif // VENDORCOMPONENT_H