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Implement global loot system Fixes #619
This should allow us to emulate lives global tables The options available to filter tables are min_level, max_level, race, rare, raid, race, class, bodytype, and zone. race, class, bodytype, and zone are a pipe | separated list of IDs
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@@ -28,6 +28,7 @@
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#include "spawn2.h"
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#include "spawngroup.h"
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#include "aa_ability.h"
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#include "global_loot_manager.h"
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struct ZonePoint
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{
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@@ -269,6 +270,11 @@ public:
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void UpdateHotzone();
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std::unordered_map<int, item_tick_struct> tick_items;
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inline std::vector<int> GetGlobalLootTables(NPC *mob) const { return m_global_loot.GetGlobalLootTables(mob); }
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inline void AddGlobalLootEntry(GlobalLootEntry &in) { return m_global_loot.AddEntry(in); }
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inline void ShowZoneGlobalLoot(Client *to) { m_global_loot.ShowZoneGlobalLoot(to); }
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inline void ShowNPCGlobalLoot(Client *to, NPC *who) { m_global_loot.ShowNPCGlobalLoot(to, who); }
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// random object that provides random values for the zone
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EQEmu::Random random;
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@@ -347,6 +353,8 @@ private:
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QGlobalCache *qGlobals;
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Timer hotzone_timer;
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GlobalLootManager m_global_loot;
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};
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#endif
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