[Quest API] Adds new methods to NPCs and Corpses (#1510)

- Add $npc->HasItem(item_id) to Perl.
- Add $npc->CountItem(item_id) to Perl.
- Add $npc->GetItemIDBySlot(loot_slot) to Perl.
- Add $npc->GetFirstSlotByItemID(item_id) to Perl.
- Add $corpse->HasItem(item_id) to Perl.
- Add $corpse->CountItem(item_id) to Perl.
- Add $corpse->GetItemIDBySlot(loot_slot) to Perl.
- Add $corpse->GetFirstSlotByItemID(item_id) to Perl.
- Add npc:HasItem(item_id) to Lua.
- Add npc:CountItem(item_id) to Lua.
- Add npc:GetItemIDBySlot(loot_slot) to Lua.
- Add npc:GetFirstSlotByItemID(item_id) to Lua.
- Add corpse:HasItem(item_id) to Lua.
- Add corpse:CountItem(item_id) to Lua.
- Add corpse:GetItemIDBySlot(loot_slot) to Lua.
- Add corpse:GetFirstSlotByItemID(item_id) to Lua.

These methods will allow server operators to view the loot a current has in a slot, the first slot found by item ID, count the item by ID, and see if the NPC has the item.

With that functionality you could build a custom loot system and modify loot more dynamically.
This commit is contained in:
Kinglykrab
2021-08-31 01:42:08 -04:00
committed by GitHub
parent 642cbfcadc
commit 26299354b6
10 changed files with 358 additions and 2 deletions
+69
View File
@@ -674,6 +674,75 @@ void NPC::QueryLoot(Client* to)
to->Message(Chat::White, "| %i Platinum %i Gold %i Silver %i Copper", platinum, gold, silver, copper);
}
bool NPC::HasItem(uint32 item_id) {
if (!database.GetItem(item_id)) {
return false;
}
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
ServerLootItem_Struct* loot_item = *current_item;
if (!loot_item) {
LogError("NPC::CountItem() - ItemList error, null item");
continue;
}
if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) {
LogError("NPC::CountItem() - Database error, invalid item");
continue;
}
if (loot_item->item_id == item_id) {
return true;
}
}
return false;
}
uint16 NPC::CountItem(uint32 item_id) {
uint16 item_count = 0;
if (!database.GetItem(item_id)) {
return item_count;
}
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
ServerLootItem_Struct* loot_item = *current_item;
if (!loot_item) {
LogError("NPC::CountItem() - ItemList error, null item");
continue;
}
if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) {
LogError("NPC::CountItem() - Database error, invalid item");
continue;
}
if (loot_item->item_id == item_id) {
item_count += loot_item->charges;
}
}
return item_count;
}
uint32 NPC::GetItemIDBySlot(uint16 loot_slot) {
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
ServerLootItem_Struct* loot_item = *current_item;
if (loot_item->lootslot == loot_slot) {
return loot_item->item_id;
}
}
return 0;
}
uint16 NPC::GetFirstSlotByItemID(uint32 item_id) {
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
ServerLootItem_Struct* loot_item = *current_item;
if (loot_item->item_id == item_id) {
return loot_item->lootslot;
}
}
return 0;
}
void NPC::AddCash(uint16 in_copper, uint16 in_silver, uint16 in_gold, uint16 in_platinum) {
if(in_copper >= 0)
copper = in_copper;