Example #1
0
        /// <summary>
        /// Blacksmith constructor
        /// </summary>
        /// <param name="shoppeKeeperDialogueReference"></param>
        /// <param name="inventory"></param>
        /// <param name="theShoppeKeeperReferences"></param>
        /// <param name="dataOvlReference"></param>
        public BlackSmith(ShoppeKeeperDialogueReference shoppeKeeperDialogueReference, Inventory inventory,
                          ShoppeKeeperReference theShoppeKeeperReferences, DataOvlReference dataOvlReference) : base(shoppeKeeperDialogueReference, theShoppeKeeperReferences, dataOvlReference)
        {
            _inventory = inventory;
            // go through each of the pieces of equipment in order to build a map of equipment index
            // -> merchant string list
            int nEquipmentCounter = 0;

            foreach (DataOvlReference.Equipment equipment in Enum.GetValues((typeof(DataOvlReference.Equipment))))
            {
                // we only look at equipment up to SpikedCollars
                if ((int)equipment > (int)DataOvlReference.Equipment.SpikedCollar)
                {
                    continue;
                }

                const int nEquipmentOffset = 8;

                CombatItem item = inventory.GetItemFromEquipment(equipment);
                if (item.BasePrice <= 0)
                {
                    continue;
                }
                // add an equipment offset because equipment strings don't start at zero in the merchant strings
                _equipmentMapToMerchantStrings.Add((int)equipment, nEquipmentCounter + nEquipmentOffset);
                nEquipmentCounter++;
            }
        }
Example #2
0
        public ShoppeKeeperReferences(DataOvlReference dataOvlReference, NonPlayerCharacterReferences npcReferences)
        {
            _dataOvlReference = dataOvlReference;

            // we load a list of all shoppe keeper locations which we unfortunately had to map
            // ourselves because it appears most shoppe keeper data is in the code (OVL) files
            _shoppeKeepersByIndex = ShoppeKeeperReferences.LoadShoppeKeepersByIndex(_dataOvlReference);

            List <string> shoppeNames = dataOvlReference.GetDataChunk(DataOvlReference.DataChunkName.STORE_NAMES)
                                        .GetChunkAsStringList().Strs;
            List <string> shoppeKeeperNames = dataOvlReference
                                              .GetDataChunk(DataOvlReference.DataChunkName.SHOPPE_KEEPER_NAMES).GetChunkAsStringList().Strs;

            // Dammit Simplon, how the hell did you sneak into the Shoppe Keeper array!?!
            shoppeKeeperNames.Remove(@"Simplon");

            Debug.Assert(shoppeNames.Count == shoppeKeeperNames.Count, "Must be same number of shoppe keepers to shoppes");

            for (int i = 0; i < shoppeNames.Count; i++)
            {
                // create a new shoppe keeper object then add it to the list
                ShoppeKeeperReference shoppeKeeper = _shoppeKeepersByIndex[i];//new TheShoppeKeeperReference();
                string shoppeKeeperName            = shoppeKeeperNames[i];
                shoppeKeeper.ShoppeName       = shoppeNames[i];
                shoppeKeeper.ShoppeKeeperName = shoppeKeeperName;

                List <NonPlayerCharacterReference> npcRefs = npcReferences.GetNonPlayerCharacterByLocationAndNPCType(shoppeKeeper.ShoppeKeeperLocation, shoppeKeeper.TheShoppeKeeperType);
                Debug.Assert(npcRefs.Count == 1);

                shoppeKeeper.NpcRef = npcRefs[0];
                _shoppeKeepers.Add(shoppeKeeperName, shoppeKeeper);

                // we keep track of the location + type for easier world access to shoppe keeper reference
                if (!_shoppeKeepersByLocationAndType.ContainsKey(shoppeKeeper.ShoppeKeeperLocation))
                {
                    _shoppeKeepersByLocationAndType.Add(shoppeKeeper.ShoppeKeeperLocation, new Dictionary <NonPlayerCharacterReference.NPCDialogTypeEnum, ShoppeKeeperReference>());
                }

                _shoppeKeepersByLocationAndType[shoppeKeeper.ShoppeKeeperLocation]
                .Add(shoppeKeeper.TheShoppeKeeperType, shoppeKeeper);

                // if it's a blacksmith then we load their items for sale
                if (shoppeKeeper.NpcRef.NPCType == NonPlayerCharacterReference.NPCDialogTypeEnum.Blacksmith)
                {
                    shoppeKeeper.EquipmentForSaleList = GetEquipmentList(i);
                }
            }
        }
Example #3
0
 /// <summary>
 /// Construct a shoppe keeper
 /// </summary>
 /// <param name="shoppeKeeperDialogueReference"></param>
 /// <param name="theShoppeKeeperReference"></param>
 /// <param name="dataOvlReference"></param>
 protected ShoppeKeeper(ShoppeKeeperDialogueReference shoppeKeeperDialogueReference, ShoppeKeeperReference theShoppeKeeperReference, DataOvlReference dataOvlReference)
 {
     ShoppeKeeperDialogueReference = shoppeKeeperDialogueReference;
     DataOvlReference         = dataOvlReference;
     TheShoppeKeeperReference = theShoppeKeeperReference;
 }