Add an easy way to pull item saylinks

This commit is contained in:
Akkadius 2020-08-15 17:25:09 -05:00
parent 94d87584aa
commit 0e31302a7d
3 changed files with 29 additions and 5 deletions

View File

@ -29,6 +29,7 @@
#include "base_data.h"
#include "fixed_memory_hash_set.h"
#include "fixed_memory_variable_hash_set.h"
#include "say_link.h"
#include <list>
#include <map>
@ -189,6 +190,14 @@ public:
void LoadBaseData(void *data, int max_level);
const BaseDataStruct *GetBaseData(int lvl, int cl);
std::string CreateItemLink(uint32 item_id) {
EQ::SayLinkEngine linker;
linker.SetLinkType(EQ::saylink::SayLinkItemData);
const EQ::ItemData *item = GetItem(item_id);
linker.SetItemData(item);
return linker.GenerateLink();
}
protected:
std::unique_ptr<EQ::MemoryMappedFile> skill_caps_mmf;

View File

@ -132,7 +132,8 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
for (uint32 i = 0; i < loot_drop->NumEntries; ++i) {
int charges = loot_drop->Entries[i].multiplier;
for (int j = 0; j < charges; ++j) {
if (zone->random.Real(0.0, 100.0) <= loot_drop->Entries[i].chance && npc->MeetsLevelRequirements(loot_drop->Entries[i])) {
if (zone->random.Real(0.0, 100.0) <= loot_drop->Entries[i].chance &&
npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i])) {
const EQ::ItemData *database_item = GetItem(loot_drop->Entries[i].item_id);
npc->AddLootDrop(
database_item,
@ -176,7 +177,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
if (db_item) {
if (roll < loot_drop->Entries[j].chance && npc->MeetsLevelRequirements(loot_drop->Entries[j])) {
if (roll < loot_drop->Entries[j].chance && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
npc->AddLootDrop(
db_item,
item_list,
@ -212,7 +213,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
if (db_item) {
if (roll < loot_drop->Entries[j].chance && npc->MeetsLevelRequirements(loot_drop->Entries[j])) {
if (roll < loot_drop->Entries[j].chance && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
npc->AddLootDrop(
db_item,
item_list,
@ -249,13 +250,27 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
// npc->SendAppearancePacket(AT_Light, npc->GetActiveLightValue());
}
bool NPC::MeetsLevelRequirements(LootDropEntries_Struct loot_drop)
bool NPC::MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop)
{
if (loot_drop.npc_min_level > 0 && GetLevel() < loot_drop.npc_min_level) {
LogLootDetail(
"NPC [{}] does not meet loot_drop level requirements (min_level) level [{}] current [{}] for item [{}]",
GetCleanName(),
loot_drop.npc_min_level,
GetLevel(),
database.CreateItemLink(loot_drop.item_id)
);
return false;
}
if (loot_drop.npc_max_level > 0 && GetLevel() > loot_drop.npc_max_level) {
LogLootDetail(
"NPC [{}] does not meet loot_drop level requirements (max_level) level [{}] current [{}] for item [{}]",
GetCleanName(),
loot_drop.npc_max_level,
GetLevel(),
database.CreateItemLink(loot_drop.item_id)
);
return false;
}

View File

@ -306,7 +306,7 @@ public:
uint32 aug6 = 0
);
bool MeetsLevelRequirements(LootDropEntries_Struct loot_drop);
bool MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop);
virtual void DoClassAttacks(Mob *target);
void CheckSignal();