mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
e729c7f846
* Groundwork * movie buying logic out of gm handler make transaction result more useful * Full implementation Cleanup and fix some calls in gamemessages * Load the component in the entity Patch Auth * new line at eof * cache lookups * remove sort * fix includes
24 lines
660 B
C++
24 lines
660 B
C++
#ifndef __ACHIEVEMENTVENDORCOMPONENT__H__
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#define __ACHIEVEMENTVENDORCOMPONENT__H__
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#include "VendorComponent.h"
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#include "eReplicaComponentType.h"
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#include <set>
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#include <map>
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class Entity;
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class AchievementVendorComponent final : public VendorComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ACHIEVEMENT_VENDOR;
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AchievementVendorComponent(Entity* parent) : VendorComponent(parent) {};
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bool SellsItem(Entity* buyer, const LOT lot);
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void Buy(Entity* buyer, LOT lot, uint32_t count);
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private:
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std::map<LWOOBJID,std::set<LOT>> m_PlayerPurchasableItems;
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};
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#endif //!__ACHIEVEMENTVENDORCOMPONENT__H__
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