[Quest API] Add EVENT_LOOT_ADDED to Perl/Lua (#3739)

* [Quest API] Add EVENT_ADDED_LOOT to Perl/Lua

# Perl
- Add `EVENT_ADDED_LOOT`.
- Exports `$item`, `$item_id`, `$item_name`, `$item_charges`, `$augment_one`, `$augment_two`, `$augment_three`, `$augment_four`, `$augment_five`, and `$augment_six`.

# Lua
- Add `event_added_loot`.
- Exports `e.item`, `e.item_id`, `e.item_name`, `e.item_charges`, `e.augment_one`, `e.augment_two`, `e.augment_three`, `e.augment_four`, `e.augment_five`, and `e.augment_six`.

# Notes
- Allows operators to perform events when loot is added to an NPC, such as removing the loot or keeping track of it.

* Update lua_parser_events.cpp

* Rename event.

* loot_added

* AddItem changese
This commit is contained in:
Alex King 2023-12-16 23:25:09 -05:00 committed by GitHub
parent 9c238cd08d
commit c1b07afae9
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 347 additions and 226 deletions

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@ -186,6 +186,7 @@ const char *QuestEventSubroutines[_LargestEventID] = {
"EVENT_UNMEMORIZE_SPELL",
"EVENT_SCRIBE_SPELL",
"EVENT_UNSCRIBE_SPELL",
"EVENT_LOOT_ADDED",
// Add new events before these or Lua crashes
"EVENT_SPELL_EFFECT_BOT",
"EVENT_SPELL_EFFECT_BUFF_TIC_BOT"
@ -2241,6 +2242,26 @@ void PerlembParser::ExportEventVariables(
break;
}
case EVENT_LOOT_ADDED: {
if (extra_pointers && extra_pointers->size() == 1) {
auto *inst = std::any_cast<EQ::ItemInstance *>(extra_pointers->at(0));
if (inst) {
ExportVar(package_name.c_str(), "item", "QuestItem", inst);
ExportVar(package_name.c_str(), "item_id", inst->GetID());
ExportVar(package_name.c_str(), "item_name", inst->GetItem()->Name);
ExportVar(package_name.c_str(), "item_charges", inst->GetCharges());
ExportVar(package_name.c_str(), "augment_one", inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN));
ExportVar(package_name.c_str(), "augment_two", inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 1));
ExportVar(package_name.c_str(), "augment_three", inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 2));
ExportVar(package_name.c_str(), "augment_four", inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 3));
ExportVar(package_name.c_str(), "augment_five", inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 4));
ExportVar(package_name.c_str(), "augment_six", inst->GetAugmentItemID(EQ::invaug::SOCKET_END));
}
}
break;
}
default: {
break;
}

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@ -128,6 +128,7 @@ typedef enum {
EVENT_UNMEMORIZE_SPELL,
EVENT_SCRIBE_SPELL,
EVENT_UNSCRIBE_SPELL,
EVENT_LOOT_ADDED,
// Add new events before these or Lua crashes
EVENT_SPELL_EFFECT_BOT,
EVENT_SPELL_EFFECT_BUFF_TIC_BOT,

View File

@ -27,24 +27,37 @@
#include "zonedb.h"
#include "global_loot_manager.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
#include "quest_parser_collection.h"
#ifdef _WINDOWS
#define snprintf _snprintf
#endif
// Queries the loottable: adds item & coin to the npc
void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* itemlist, uint32* copper, uint32* silver, uint32* gold, uint32* plat) {
const LootTable_Struct* lts = nullptr;
// global loot passes nullptr for these
bool bGlobal = copper == nullptr && silver == nullptr && gold == nullptr && plat == nullptr;
if (!bGlobal) {
void ZoneDatabase::AddLootTableToNPC(
NPC *npc,
uint32 loottable_id,
ItemList *itemlist,
uint32 *copper,
uint32 *silver,
uint32 *gold,
uint32 *plat
)
{
const bool is_global = (
copper == nullptr &&
silver == nullptr &&
gold == nullptr &&
plat == nullptr
);
if (!is_global) {
*copper = 0;
*silver = 0;
*gold = 0;
*plat = 0;
}
lts = database.GetLootTable(loottable_id);
const auto *lts = database.GetLootTable(loottable_id);
if (!lts) {
return;
}
@ -55,19 +68,23 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* it
uint32 min_cash = lts->mincash;
uint32 max_cash = lts->maxcash;
if(min_cash > max_cash) {
uint32 t = min_cash;
if (min_cash > max_cash) {
const uint32 t = min_cash;
min_cash = max_cash;
max_cash = t;
}
uint32 cash = 0;
if (!bGlobal) {
if(max_cash > 0 && lts->avgcoin > 0 && EQ::ValueWithin(lts->avgcoin, min_cash, max_cash)) {
float upper_chance = (float)(lts->avgcoin - min_cash) / (float)(max_cash - min_cash);
float avg_cash_roll = (float)zone->random.Real(0.0, 1.0);
if (!is_global) {
if (
max_cash > 0 &&
lts->avgcoin > 0 &&
EQ::ValueWithin(lts->avgcoin, min_cash, max_cash)
) {
const float upper_chance = static_cast<float>(lts->avgcoin - min_cash) / static_cast<float>(max_cash - min_cash);
const float avg_cash_roll = static_cast<float>(zone->random.Real(0.0, 1.0));
if(avg_cash_roll < upper_chance) {
if (avg_cash_roll < upper_chance) {
cash = zone->random.Int(lts->avgcoin, max_cash);
} else {
cash = zone->random.Int(min_cash, lts->avgcoin);
@ -77,7 +94,7 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* it
}
}
if(cash != 0) {
if (cash != 0) {
*plat = cash / 1000;
cash -= *plat * 1000;
@ -90,25 +107,23 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* it
*copper = cash;
}
uint32 global_loot_multiplier = RuleI(Zone, GlobalLootMultiplier);
const uint32 global_loot_multiplier = RuleI(Zone, GlobalLootMultiplier);
// Do items
for (uint32 i=0; i<lts->NumEntries; i++) {
for (uint32 i = 0; i < lts->NumEntries; i++) {
for (uint32 k = 1; k <= (lts->Entries[i].multiplier * global_loot_multiplier); k++) {
uint8 droplimit = lts->Entries[i].droplimit;
uint8 mindrop = lts->Entries[i].mindrop;
const uint8 drop_limit = lts->Entries[i].droplimit;
const uint8 minimum_drop = lts->Entries[i].mindrop;
//LootTable Entry probability
float ltchance = 0.0f;
ltchance = lts->Entries[i].probability;
const float probability = lts->Entries[i].probability;
float drop_chance = 0.0f;
if(ltchance > 0.0 && ltchance < 100.0) {
drop_chance = (float)zone->random.Real(0.0, 100.0);
if (EQ::ValueWithin(probability, 0.0f, 100.0f)) {
drop_chance = static_cast<float>(zone->random.Real(0.0, 100.0));
}
if (ltchance != 0.0 && (ltchance == 100.0 || drop_chance <= ltchance)) {
AddLootDropToNPC(npc, lts->Entries[i].lootdrop_id, itemlist, droplimit, mindrop);
if (probability != 0.0 && (probability == 100.0 || drop_chance <= probability)) {
AddLootDropToNPC(npc, lts->Entries[i].lootdrop_id, itemlist, drop_limit, minimum_drop);
}
}
}
@ -118,31 +133,29 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* it
// maxdrops = size of the array npcd
void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item_list, uint8 droplimit, uint8 mindrop)
{
const LootDrop_Struct *loot_drop = GetLootDrop(lootdrop_id);
if (!loot_drop) {
return;
}
if (loot_drop->NumEntries == 0) {
return;
}
if (!content_service.DoesPassContentFiltering(loot_drop->content_flags)) {
const auto *lds = GetLootDrop(lootdrop_id);
if (
!lds ||
lds->NumEntries == 0 ||
!content_service.DoesPassContentFiltering(lds->content_flags)
) {
return;
}
// if this lootdrop is droplimit=0 and mindrop 0, scan list once and return
if (droplimit == 0 && mindrop == 0) {
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->MeetsLootDropLevelRequirements(loot_drop->Entries[i], true)) {
const EQ::ItemData *database_item = GetItem(loot_drop->Entries[i].item_id);
for (uint32 i = 0; i < lds->NumEntries; ++i) {
const uint8 charges = lds->Entries[i].multiplier;
for (int j = 0; j < charges; ++j) {
if (
zone->random.Real(0.0, 100.0) <= lds->Entries[i].chance &&
npc->MeetsLootDropLevelRequirements(lds->Entries[i], true)
) {
const EQ::ItemData *database_item = GetItem(lds->Entries[i].item_id);
npc->AddLootDrop(
database_item,
item_list,
loot_drop->Entries[i]
lds->Entries[i]
);
}
}
@ -150,7 +163,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
return;
}
if (loot_drop->NumEntries > 100 && droplimit == 0) {
if (lds->NumEntries > 100 && droplimit == 0) {
droplimit = 10;
}
@ -163,16 +176,17 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
bool roll_table_chance_bypass = false;
bool active_item_list = false;
for (uint32 i = 0; i < loot_drop->NumEntries; ++i) {
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[i].item_id);
if (db_item && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i])) {
roll_t += loot_drop->Entries[i].chance;
if (loot_drop->Entries[i].chance >= 100) {
for (uint32 i = 0; i < lds->NumEntries; ++i) {
const EQ::ItemData *db_item = GetItem(lds->Entries[i].item_id);
if (db_item && npc->MeetsLootDropLevelRequirements(lds->Entries[i])) {
roll_t += lds->Entries[i].chance;
if (lds->Entries[i].chance >= 100) {
roll_table_chance_bypass = true;
} else {
no_loot_prob *= (100 - lds->Entries[i].chance) / 100.0f;
}
else {
no_loot_prob *= (100 - loot_drop->Entries[i].chance) / 100.0f;
}
active_item_list = true;
}
}
@ -191,41 +205,40 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
for (int i = 0; i < droplimit; ++i) {
if (drops < mindrop || roll_table_chance_bypass || (float) zone->random.Real(0.0, 1.0) >= no_loot_prob) {
float roll = (float) zone->random.Real(0.0, roll_t);
for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
for (uint32 j = 0; j < lds->NumEntries; ++j) {
const auto *db_item = GetItem(lds->Entries[j].item_id);
if (db_item) {
// if it doesn't meet the requirements do nothing
if (!npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
if (!npc->MeetsLootDropLevelRequirements(lds->Entries[j])) {
continue;
}
if (roll < loot_drop->Entries[j].chance) {
if (roll < lds->Entries[j].chance) {
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[j]
lds->Entries[j]
);
drops++;
int charges = (int) loot_drop->Entries[i].multiplier;
charges = EQ::ClampLower(charges, 1);
uint8 charges = lds->Entries[i].multiplier;
charges = EQ::ClampLower(charges, static_cast<uint8>(1));
for (int k = 1; k < charges; ++k) {
float c_roll = (float) zone->random.Real(0.0, 100.0);
if (c_roll <= loot_drop->Entries[i].chance) {
float c_roll = static_cast<float>(zone->random.Real(0.0, 100.0));
if (c_roll <= lds->Entries[i].chance) {
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[i]
lds->Entries[i]
);
}
}
j = loot_drop->NumEntries;
j = lds->NumEntries;
break;
}
else {
roll -= loot_drop->Entries[j].chance;
} else {
roll -= lds->Entries[j].chance;
}
}
}
@ -291,19 +304,18 @@ void NPC::AddLootDrop(
ItemList *itemlist,
LootDropEntries_Struct loot_drop,
bool wear_change,
uint32 aug1,
uint32 aug2,
uint32 aug3,
uint32 aug4,
uint32 aug5,
uint32 aug6
uint32 augment_one,
uint32 augment_two,
uint32 augment_three,
uint32 augment_four,
uint32 augment_five,
uint32 augment_six
)
{
if (!item2) {
return;
}
//make sure we are doing something...
if (!itemlist && !wear_change) {
return;
}
@ -340,18 +352,17 @@ void NPC::AddLootDrop(
item->item_id = item2->ID;
item->charges = loot_drop.item_charges;
item->aug_1 = aug1;
item->aug_2 = aug2;
item->aug_3 = aug3;
item->aug_4 = aug4;
item->aug_5 = aug5;
item->aug_6 = aug6;
item->attuned = 0;
item->aug_1 = augment_one;
item->aug_2 = augment_two;
item->aug_3 = augment_three;
item->aug_4 = augment_four;
item->aug_5 = augment_five;
item->aug_6 = augment_six;
item->attuned = false;
item->trivial_min_level = loot_drop.trivial_min_level;
item->trivial_max_level = loot_drop.trivial_max_level;
item->equip_slot = EQ::invslot::SLOT_INVALID;
// unsure if required to equip, YOLO for now
if (item2->ItemType == EQ::item::ItemTypeBow) {
SetBowEquipped(true);
@ -363,17 +374,17 @@ void NPC::AddLootDrop(
bool found = false; // track if we found an empty slot we fit into
int foundslot = INVALID_INDEX; // for multi-slot items
int found_slot = INVALID_INDEX; // for multi-slot items
const auto* inst = database.CreateItem(
auto *inst = database.CreateItem(
item2->ID,
loot_drop.item_charges,
aug1,
aug2,
aug3,
aug4,
aug5,
aug6
augment_one,
augment_two,
augment_three,
augment_four,
augment_five,
augment_six
);
if (!inst) {
@ -381,9 +392,8 @@ void NPC::AddLootDrop(
}
if (loot_drop.equip_item > 0) {
uint8 eslot = 0xFF;
char newid[20];
const EQ::ItemData* compitem = nullptr;
uint8 equipment_slot = UINT8_MAX;
const EQ::ItemData *compitem = nullptr;
// Equip rules are as follows:
// If the item has the NoPet flag set it will not be equipped.
@ -395,141 +405,136 @@ void NPC::AddLootDrop(
// it is an improvement.
if (!item2->NoPet) {
for (int i = EQ::invslot::EQUIPMENT_BEGIN; !found && i <= EQ::invslot::EQUIPMENT_END; i++) {
uint32 slots = (1 << i);
for (
int i = EQ::invslot::EQUIPMENT_BEGIN;
!found && i <= EQ::invslot::EQUIPMENT_END;
i++
) {
const uint32 slots = (1 << i);
if (item2->Slots & slots) {
if(equipment[i])
{
if (equipment[i]) {
compitem = database.GetItem(equipment[i]);
if (item2->AC > compitem->AC ||
(item2->AC == compitem->AC && item2->HP > compitem->HP))
{
if (
item2->AC > compitem->AC ||
(item2->AC == compitem->AC && item2->HP > compitem->HP)
) {
// item would be an upgrade
// check if we're multi-slot, if yes then we have to keep
// looking in case any of the other slots we can fit into are empty.
if (item2->Slots != slots) {
foundslot = i;
}
else {
found_slot = i;
} else {
// Unequip old item
auto* olditem = GetItem(i);
auto *old_item = GetItem(i);
olditem->equip_slot = EQ::invslot::SLOT_INVALID;
old_item->equip_slot = EQ::invslot::SLOT_INVALID;
equipment[i] = item2->ID;
foundslot = i;
found = true;
found_slot = i;
found = true;
}
} // end if ac
}
else
{
}
} else {
equipment[i] = item2->ID;
foundslot = i;
found = true;
found_slot = i;
found = true;
}
} // end if (slots)
} // end for
} // end if NoPet
}
}
}
// Possible slot was found but not selected. Pick it now.
if (!found && foundslot >= 0) {
equipment[foundslot] = item2->ID;
if (!found && found_slot >= 0) {
equipment[found_slot] = item2->ID;
found = true;
}
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| (item2->Slots & ((1 << EQ::invslot::slotPrimary) | (1 << EQ::invslot::slotSecondary)))) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
strn0cpy(newid, &item2->IDFile[i],6);
i=8;
uint32 equipment_material;
if (
item2->Material <= 0 ||
(
item2->Slots & (
(1 << EQ::invslot::slotPrimary) |
(1 << EQ::invslot::slotSecondary)
)
)
) {
equipment_material = Strings::ToUnsignedInt(&item2->IDFile[2]);
} else {
equipment_material = item2->Material;
}
if (found_slot == EQ::invslot::slotPrimary) {
equipment_slot = EQ::textures::weaponPrimary;
if (item2->Damage > 0) {
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
if (!RuleB(Combat, ClassicNPCBackstab)) {
SetFacestab(true);
}
}
emat = Strings::ToInt(newid);
} else {
emat = item2->Material;
}
if (foundslot == EQ::invslot::slotPrimary) {
eslot = EQ::textures::weaponPrimary;
if (item2->Damage > 0) {
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
if (!RuleB(Combat, ClassicNPCBackstab))
SetFacestab(true);
}
if (item2->IsType2HWeapon())
if (item2->IsType2HWeapon()) {
SetTwoHanderEquipped(true);
}
else if (foundslot == EQ::invslot::slotSecondary
&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
(item2->IsType1HWeapon() || item2->ItemType == EQ::item::ItemTypeShield || item2->ItemType == EQ::item::ItemTypeLight))
{
eslot = EQ::textures::weaponSecondary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == EQ::invslot::slotHead) {
eslot = EQ::textures::armorHead;
}
else if (foundslot == EQ::invslot::slotChest) {
eslot = EQ::textures::armorChest;
}
else if (foundslot == EQ::invslot::slotArms) {
eslot = EQ::textures::armorArms;
}
else if (foundslot == EQ::invslot::slotWrist1 || foundslot == EQ::invslot::slotWrist2) {
eslot = EQ::textures::armorWrist;
}
else if (foundslot == EQ::invslot::slotHands) {
eslot = EQ::textures::armorHands;
}
else if (foundslot == EQ::invslot::slotLegs) {
eslot = EQ::textures::armorLegs;
}
else if (foundslot == EQ::invslot::slotFeet) {
eslot = EQ::textures::armorFeet;
}
/*
what was this about???
if (((npc->GetRace()==127) && (npc->CastToMob()->GetOwnerID()!=0)) && (item2->Slots==24576) || (item2->Slots==8192) || (item2->Slots==16384)){
npc->d_melee_texture2=Strings::ToInt(newid);
wc->wear_slot_id=8;
if (item2->Material >0)
wc->material=item2->Material;
else
wc->material=Strings::ToInt(newid);
npc->AC+=item2->AC;
npc->STR+=item2->STR;
npc->INT+=item2->INT;
}
*/
//if we found an open slot it goes in...
if(eslot != 0xFF) {
if(wear_change) {
p_wear_change_struct->wear_slot_id = eslot;
p_wear_change_struct->material = emat;
}
} else if (
found_slot == EQ::invslot::slotSecondary &&
(
GetOwner() ||
(CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) ||
item2->Damage == 0
) &&
(
item2->IsType1HWeapon() ||
item2->ItemType == EQ::item::ItemTypeShield ||
item2->ItemType == EQ::item::ItemTypeLight
)
) {
equipment_slot = EQ::textures::weaponSecondary;
if (item2->Damage > 0) {
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
} else if (found_slot == EQ::invslot::slotHead) {
equipment_slot = EQ::textures::armorHead;
} else if (found_slot == EQ::invslot::slotChest) {
equipment_slot = EQ::textures::armorChest;
} else if (found_slot == EQ::invslot::slotArms) {
equipment_slot = EQ::textures::armorArms;
} else if (EQ::ValueWithin(found_slot, EQ::invslot::slotWrist1, EQ::invslot::slotWrist2)) {
equipment_slot = EQ::textures::armorWrist;
} else if (found_slot == EQ::invslot::slotHands) {
equipment_slot = EQ::textures::armorHands;
} else if (found_slot == EQ::invslot::slotLegs) {
equipment_slot = EQ::textures::armorLegs;
} else if (found_slot == EQ::invslot::slotFeet) {
equipment_slot = EQ::textures::armorFeet;
}
if (equipment_slot != UINT8_MAX) {
if (wear_change) {
p_wear_change_struct->wear_slot_id = equipment_slot;
p_wear_change_struct->material = equipment_material;
}
}
if (found) {
item->equip_slot = foundslot;
item->equip_slot = found_slot;
}
}
if (itemlist) {
if (foundslot != INVALID_INDEX) {
GetInv().PutItem(foundslot, *inst);
if (found_slot != INVALID_INDEX) {
GetInv().PutItem(found_slot, *inst);
}
if (parse->HasQuestSub(GetNPCTypeID(), EVENT_LOOT_ADDED)) {
std::vector<std::any> args = { inst };
parse->EventNPC(EVENT_LOOT_ADDED, this, nullptr, "", 0, &args);
}
itemlist->push_back(item);
@ -551,55 +556,69 @@ void NPC::AddLootDrop(
}
UpdateEquipmentLight();
if (UpdateActiveLight()) {
SendAppearancePacket(AT_Light, GetActiveLightType());
}
}
void NPC::AddItem(const EQ::ItemData *item, uint16 charges, bool equipitem)
void NPC::AddItem(const EQ::ItemData *item, uint16 charges, bool equip_item)
{
//slot isnt needed, its determined from the item.
auto loot_drop_entry = NPC::NewLootDropEntry();
loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
loot_drop_entry.equip_item = static_cast<uint8>(equip_item ? 1 : 0);
loot_drop_entry.item_charges = charges;
AddLootDrop(item, &itemlist, loot_drop_entry, true);
}
void NPC::AddItem(
uint32 itemid,
uint32 item_id,
uint16 charges,
bool equipitem,
uint32 aug1,
uint32 aug2,
uint32 aug3,
uint32 aug4,
uint32 aug5,
uint32 aug6
bool equip_item,
uint32 augment_one,
uint32 augment_two,
uint32 augment_three,
uint32 augment_four,
uint32 augment_five,
uint32 augment_six
)
{
//slot isnt needed, its determined from the item.
const EQ::ItemData *i = database.GetItem(itemid);
if (i == nullptr) {
const auto *item = database.GetItem(item_id);
if (!item) {
return;
}
auto loot_drop_entry = NPC::NewLootDropEntry();
loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
loot_drop_entry.equip_item = static_cast<uint8>(equip_item ? 1 : 0);
loot_drop_entry.item_charges = charges;
AddLootDrop(i, &itemlist, loot_drop_entry, true, aug1, aug2, aug3, aug4, aug5, aug6);
AddLootDrop(
item,
&itemlist,
loot_drop_entry,
true,
augment_one,
augment_two,
augment_three,
augment_four,
augment_five,
augment_six
);
}
void NPC::AddLootTable() {
void NPC::AddLootTable()
{
if (npctype_id != 0) { // check if it's a GM spawn
database.AddLootTableToNPC(this,loottable_id, &itemlist, &copper, &silver, &gold, &platinum);
database.AddLootTableToNPC(this, loottable_id, &itemlist, &copper, &silver, &gold, &platinum);
}
}
void NPC::AddLootTable(uint32 ldid) {
void NPC::AddLootTable(uint32 loottable_id)
{
if (npctype_id != 0) { // check if it's a GM spawn
database.AddLootTableToNPC(this,ldid, &itemlist, &copper, &silver, &gold, &platinum);
database.AddLootTableToNPC(this, loottable_id, &itemlist, &copper, &silver, &gold, &platinum);
}
}

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@ -6609,7 +6609,8 @@ luabind::scope lua_register_events() {
luabind::value("memorize_spell", static_cast<int>(EVENT_MEMORIZE_SPELL)),
luabind::value("unmemorize_spell", static_cast<int>(EVENT_UNMEMORIZE_SPELL)),
luabind::value("scribe_spell", static_cast<int>(EVENT_SCRIBE_SPELL)),
luabind::value("unscribe_spell", static_cast<int>(EVENT_UNSCRIBE_SPELL))
luabind::value("unscribe_spell", static_cast<int>(EVENT_UNSCRIBE_SPELL)),
luabind::value("loot_added", static_cast<int>(EVENT_LOOT_ADDED))
)];
}

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@ -168,7 +168,8 @@ const char *LuaEvents[_LargestEventID] = {
"event_memorize_spell",
"event_unmemorize_spell",
"event_scribe_spell",
"event_unscribe_spell"
"event_unscribe_spell",
"event_loot_added"
};
extern Zone *zone;
@ -226,6 +227,7 @@ LuaParser::LuaParser() {
NPCArgumentDispatch[EVENT_DESPAWN_ZONE] = handle_npc_despawn_zone;
NPCArgumentDispatch[EVENT_DAMAGE_GIVEN] = handle_npc_damage;
NPCArgumentDispatch[EVENT_DAMAGE_TAKEN] = handle_npc_damage;
NPCArgumentDispatch[EVENT_LOOT_ADDED] = handle_npc_loot_added;
PlayerArgumentDispatch[EVENT_SAY] = handle_player_say;
PlayerArgumentDispatch[EVENT_ENVIRONMENTAL_DAMAGE] = handle_player_environmental_damage;

View File

@ -492,6 +492,63 @@ void handle_npc_damage(
lua_setfield(L, -2, "other");
}
void handle_npc_loot_added(
QuestInterface *parse,
lua_State* L,
NPC* npc,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
) {
if (extra_pointers && extra_pointers->size() == 1) {
auto *inst = std::any_cast<EQ::ItemInstance *>(extra_pointers->at(0));
auto *item = database.GetItem(inst->GetID());
if (item) {
Lua_Item l_item(item);
luabind::adl::object l_item_o = luabind::adl::object(L, l_item);
l_item_o.push(L);
lua_setfield(L, -2, "item");
} else {
Lua_Item l_item(nullptr);
luabind::adl::object l_item_o = luabind::adl::object(L, l_item);
l_item_o.push(L);
lua_setfield(L, -2, "item");
}
if (inst) {
lua_pushinteger(L, inst->GetID());
lua_setfield(L, -2, "item_id");
lua_pushstring(L, inst->GetItem()->Name);
lua_setfield(L, -2, "item_name");
lua_pushinteger(L, inst->GetCharges());
lua_setfield(L, -2, "item_charges");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN));
lua_setfield(L, -2, "augment_one");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 1));
lua_setfield(L, -2, "augment_two");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 2));
lua_setfield(L, -2, "augment_three");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 3));
lua_setfield(L, -2, "augment_four");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_BEGIN + 4));
lua_setfield(L, -2, "augment_five");
lua_pushinteger(L, inst->GetAugmentItemID(EQ::invaug::SOCKET_END));
lua_setfield(L, -2, "augment_six");
}
}
}
// Player
void handle_player_say(
QuestInterface *parse,

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@ -210,6 +210,16 @@ void handle_npc_damage(
std::vector<std::any> *extra_pointers
);
void handle_npc_loot_added(
QuestInterface *parse,
lua_State* L,
NPC* npc,
Mob *init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
// Player
void handle_player_say(
QuestInterface *parse,

View File

@ -192,10 +192,20 @@ public:
virtual void SpellProcess();
virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
void AddItem(const EQ::ItemData* item, uint16 charges, bool equipitem = true);
void AddItem(uint32 itemid, uint16 charges, bool equipitem = true, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
void AddItem(const EQ::ItemData *item, uint16 charges, bool equip_item = true);
void AddItem(
uint32 item_id,
uint16 charges,
bool equip_item = true,
uint32 augment_one = 0,
uint32 augment_two = 0,
uint32 augment_three = 0,
uint32 augment_four = 0,
uint32 augment_five = 0,
uint32 augment_six = 0
);
void AddLootTable();
void AddLootTable(uint32 ldid);
void AddLootTable(uint32 loottable_id);
void CheckGlobalLootTables();
void DescribeAggro(Client *to_who, Mob *mob, bool verbose);
void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
@ -314,12 +324,12 @@ public:
ItemList *itemlist,
LootDropEntries_Struct loot_drop,
bool wear_change = false,
uint32 aug1 = 0,
uint32 aug2 = 0,
uint32 aug3 = 0,
uint32 aug4 = 0,
uint32 aug5 = 0,
uint32 aug6 = 0
uint32 augment_one = 0,
uint32 augment_two = 0,
uint32 augment_three = 0,
uint32 augment_four = 0,
uint32 augment_five = 0,
uint32 augment_six = 0
);
bool MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop, bool verbose=false);