mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Updated vendor component
Fixed a few issues in VendorComponent. - Corrected serialization to only happen on construction. - Added functionality to refresh the vendor based on info from the vendor component table - some whitespaceing inconsistencies. - Sorted includes. Tested the vendor in Nimbus Station and when the player re-enters the world, the vendor inventory refreshes, as opposed to previously where the world would need to reset in order to refresh the inventory.
This commit is contained in:
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aca2bb1090
commit
5afeb265cd
@ -1,87 +1,25 @@
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#include "VendorComponent.h"
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#include "VendorComponent.h"
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#include "Game.h"
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#include "dServer.h"
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#include <BitStream.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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VendorComponent::VendorComponent(Entity* parent) : Component(parent) {
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VendorComponent::VendorComponent(Entity* parent) : Component(parent) {
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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SetupConstants();
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auto* vendorComponentTable = CDClientManager::Instance()->GetTable<CDVendorComponentTable>("VendorComponent");
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RefreshInventory(true);
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auto* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
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auto* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
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int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), COMPONENT_TYPE_VENDOR);
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std::vector<CDVendorComponent> vendorComps = vendorComponentTable->Query([=](CDVendorComponent entry) { return (entry.id == componentID); });
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if (vendorComps.empty()) {
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return;
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}
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m_BuyScalar = vendorComps[0].buyScalar;
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m_SellScalar = vendorComps[0].sellScalar;
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int lootMatrixID = vendorComps[0].LootMatrixIndex;
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std::vector<CDLootMatrix> lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
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if (lootMatrices.empty()) {
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return;
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}
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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()) {
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break;
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}
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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 (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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//Custom code for Max vanity NPC
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if (parent->GetLOT() == 9749 && Game::server->GetZoneID() == 1201) {
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m_Inventory.clear();
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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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}
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}
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}
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VendorComponent::~VendorComponent() = default;
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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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void VendorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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// Only serialize this entity on construction.
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// [bool] hasVendorInfo
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// [bool] hasStandardItems (always true?)
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// [bool] hasMulticostItems (only true for umami with their cooking for now.)
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if (!bIsInitialUpdate) return;
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outBitStream->Write1();
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outBitStream->Write1();
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outBitStream->Write1();
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outBitStream->Write1(); // this bit is REQUIRED for vendor + mission multiinteract
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outBitStream->Write(HasCraftingStation());
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outBitStream->Write(HasCraftingStation());
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}
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}
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@ -114,3 +52,84 @@ bool VendorComponent::HasCraftingStation() {
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// As far as we know, only Umami has a crafting station
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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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return m_Parent->GetLOT() == 13800;
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}
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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>("LootMatrix");
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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>("LootTable");
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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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}
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void VendorComponent::SetupConstants() {
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), COMPONENT_TYPE_VENDOR);
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auto* vendorComponentTable = CDClientManager::Instance()->GetTable<CDVendorComponentTable>("VendorComponent");
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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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@ -1,11 +1,12 @@
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#pragma once
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#ifndef VENDORCOMPONENT_H
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#ifndef VENDORCOMPONENT_H
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#define VENDORCOMPONENT_H
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#define VENDORCOMPONENT_H
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "CDClientManager.h"
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#include "CDClientManager.h"
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#include "Component.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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/**
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* A component for vendor NPCs. A vendor sells items to the player.
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* A component for vendor NPCs. A vendor sells items to the player.
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@ -56,17 +57,36 @@ public:
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*/
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*/
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std::map<LOT, int>& GetInventory();
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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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private:
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/**
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/**
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* The buy scaler.
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* The buy scalar.
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*/
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*/
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float m_BuyScalar;
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float m_BuyScalar;
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/**
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/**
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* The sell scaler.
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* The sell scalar.
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*/
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*/
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float m_SellScalar;
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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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/**
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* The list of items the vendor sells.
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* The list of items the vendor sells.
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*/
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*/
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@ -1252,8 +1252,7 @@ void GameMessages::SendVendorOpenWindow(Entity* entity, const SystemAddress& sys
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SEND_PACKET
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SEND_PACKET
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}
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}
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// ah yes, impl code in a send function, beautiful!
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void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& sysAddr, bool bUpdateOnly) {
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void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& sysAddr) {
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CBITSTREAM
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CBITSTREAM
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CMSGHEADER
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CMSGHEADER
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@ -1265,7 +1264,7 @@ void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& s
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(GAME_MSG::GAME_MSG_VENDOR_STATUS_UPDATE);
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bitStream.Write(GAME_MSG::GAME_MSG_VENDOR_STATUS_UPDATE);
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bitStream.Write(false);
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bitStream.Write(bUpdateOnly);
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bitStream.Write(static_cast<uint32_t>(vendorItems.size()));
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bitStream.Write(static_cast<uint32_t>(vendorItems.size()));
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for (std::pair<LOT, int> item : vendorItems) {
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for (std::pair<LOT, int> item : vendorItems) {
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@ -1273,6 +1272,7 @@ void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& s
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bitStream.Write(static_cast<int>(item.second));
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bitStream.Write(static_cast<int>(item.second));
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}
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}
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
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SEND_PACKET
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SEND_PACKET
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}
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}
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@ -109,7 +109,7 @@ namespace GameMessages {
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void SendModularBuildEnd(Entity* entity);
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void SendModularBuildEnd(Entity* entity);
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void SendVendorOpenWindow(Entity* entity, const SystemAddress& sysAddr);
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void SendVendorOpenWindow(Entity* entity, const SystemAddress& sysAddr);
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void SendVendorStatusUpdate(Entity* entity, const SystemAddress& sysAddr);
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void SendVendorStatusUpdate(Entity* entity, const SystemAddress& sysAddr, bool bUpdateOnly = false);
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void SendVendorTransactionResult(Entity* entity, const SystemAddress& sysAddr);
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void SendVendorTransactionResult(Entity* entity, const SystemAddress& sysAddr);
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void SendRemoveItemFromInventory(Entity* entity, const SystemAddress& sysAddr, LWOOBJID iObjID, LOT templateID, int inventoryType, uint32_t stackCount, uint32_t stackRemaining);
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void SendRemoveItemFromInventory(Entity* entity, const SystemAddress& sysAddr, LWOOBJID iObjID, LOT templateID, int inventoryType, uint32_t stackCount, uint32_t stackRemaining);
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@ -324,6 +324,7 @@ enum GAME_MSG : unsigned short {
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GAME_MSG_ACTIVITY_STOP = 408,
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GAME_MSG_ACTIVITY_STOP = 408,
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GAME_MSG_SHOOTING_GALLERY_CLIENT_AIM_UPDATE = 409,
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GAME_MSG_SHOOTING_GALLERY_CLIENT_AIM_UPDATE = 409,
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GAME_MSG_SHOOTING_GALLERY_FIRE = 411,
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GAME_MSG_SHOOTING_GALLERY_FIRE = 411,
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GAME_MSG_REQUEST_VENDOR_STATUS_UPDATE = 416,
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GAME_MSG_VENDOR_STATUS_UPDATE = 417,
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GAME_MSG_VENDOR_STATUS_UPDATE = 417,
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GAME_MSG_NOTIFY_CLIENT_SHOOTING_GALLERY_SCORE = 425,
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GAME_MSG_NOTIFY_CLIENT_SHOOTING_GALLERY_SCORE = 425,
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GAME_MSG_CONSUME_CLIENT_ITEM = 427,
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GAME_MSG_CONSUME_CLIENT_ITEM = 427,
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Block a user