mirror of
https://github.com/EQEmu/Server.git
synced 2026-04-02 20:42:28 +00:00
- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
186 lines
4.8 KiB
C++
186 lines
4.8 KiB
C++
/* EQEmu: EQEmulator
|
|
|
|
Copyright (C) 2001-2026 EQEmu Development Team
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#include "global_loot_manager.h"
|
|
|
|
#include "zone/client.h"
|
|
#include "zone/dialogue_window.h"
|
|
#include "zone/npc.h"
|
|
#include "zone/zone.h"
|
|
|
|
extern Zone *zone;
|
|
|
|
std::vector<int> GlobalLootManager::GetGlobalLootTables(NPC *mob) const
|
|
{
|
|
// we may be able to add a cache here if performance is an issue, but for now
|
|
// just return NRVO'd vector
|
|
// The cache would have to be keyed by NPCType and level (for NPCs with Max Level set)
|
|
std::vector<int> tables;
|
|
|
|
for (auto &e : m_entries) {
|
|
if (e.PassesRules(mob)) {
|
|
tables.push_back(e.GetLootTableID());
|
|
}
|
|
}
|
|
|
|
return tables;
|
|
}
|
|
|
|
void GlobalLootManager::ShowZoneGlobalLoot(Client *c) const
|
|
{
|
|
std::string global_loot_table;
|
|
|
|
global_loot_table += DialogueWindow::TableRow(
|
|
fmt::format(
|
|
"{}{}{}",
|
|
DialogueWindow::TableCell("ID"),
|
|
DialogueWindow::TableCell("Table Name"),
|
|
DialogueWindow::TableCell("Loottable ID")
|
|
)
|
|
);
|
|
|
|
for (auto &e : m_entries) {
|
|
global_loot_table += DialogueWindow::TableRow(
|
|
fmt::format(
|
|
"{}{}{}",
|
|
DialogueWindow::TableCell(std::to_string(e.GetID())),
|
|
DialogueWindow::TableCell(e.GetDescription()),
|
|
DialogueWindow::TableCell(std::to_string(e.GetLootTableID()))
|
|
)
|
|
);
|
|
}
|
|
|
|
global_loot_table = DialogueWindow::Table(global_loot_table);
|
|
|
|
c->SendPopupToClient(
|
|
fmt::format(
|
|
"Global Loot for {} ({})",
|
|
zone->GetLongName(),
|
|
zone->GetZoneID()
|
|
).c_str(),
|
|
global_loot_table.c_str()
|
|
);
|
|
}
|
|
|
|
void GlobalLootManager::ShowNPCGlobalLoot(Client *c, NPC *t) const
|
|
{
|
|
std::string global_loot_table;
|
|
|
|
global_loot_table += DialogueWindow::TableRow(
|
|
fmt::format(
|
|
"{}{}{}",
|
|
DialogueWindow::TableCell("ID"),
|
|
DialogueWindow::TableCell("Table Name"),
|
|
DialogueWindow::TableCell("Loottable ID")
|
|
)
|
|
);
|
|
|
|
for (auto &e : m_entries) {
|
|
if (e.PassesRules(t)) {
|
|
global_loot_table += DialogueWindow::TableRow(
|
|
fmt::format(
|
|
"{}{}{}",
|
|
DialogueWindow::TableCell(std::to_string(e.GetID())),
|
|
DialogueWindow::TableCell(e.GetDescription()),
|
|
DialogueWindow::TableCell(std::to_string(e.GetLootTableID()))
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
global_loot_table = DialogueWindow::Table(global_loot_table);
|
|
|
|
c->SendPopupToClient(
|
|
fmt::format(
|
|
"Global Loot for {}",
|
|
c->GetTargetDescription(t)
|
|
).c_str(),
|
|
global_loot_table.c_str()
|
|
);
|
|
}
|
|
|
|
bool GlobalLootEntry::PassesRules(NPC *mob) const
|
|
{
|
|
bool bRace = false;
|
|
bool bPassesRace = false;
|
|
bool bBodyType = false;
|
|
bool bPassesBodyType = false;
|
|
bool bClass = false;
|
|
bool bPassesClass = false;
|
|
|
|
for (auto &r : m_rules) {
|
|
switch (r.type) {
|
|
case GlobalLoot::RuleTypes::LevelMin:
|
|
if (mob->GetLevel() < r.value)
|
|
return false;
|
|
break;
|
|
case GlobalLoot::RuleTypes::LevelMax:
|
|
if (mob->GetLevel() > r.value)
|
|
return false;
|
|
break;
|
|
case GlobalLoot::RuleTypes::Raid: // value == 0 must not be raid, value != 0 must be raid
|
|
if (mob->IsRaidTarget() && !r.value)
|
|
return false;
|
|
if (!mob->IsRaidTarget() && r.value)
|
|
return false;
|
|
break;
|
|
case GlobalLoot::RuleTypes::Rare:
|
|
if (mob->IsRareSpawn() && !r.value)
|
|
return false;
|
|
if (!mob->IsRareSpawn() && r.value)
|
|
return false;
|
|
break;
|
|
case GlobalLoot::RuleTypes::Race: // can have multiple races per rule set
|
|
bRace = true; // we must pass race
|
|
if (mob->GetRace() == r.value)
|
|
bPassesRace = true;
|
|
break;
|
|
case GlobalLoot::RuleTypes::Class: // can have multiple classes per rule set
|
|
bClass = true; // we must pass class
|
|
if (mob->GetClass() == r.value)
|
|
bPassesClass = true;
|
|
break;
|
|
case GlobalLoot::RuleTypes::BodyType: // can have multiple bodytypes per rule set
|
|
bBodyType = true; // we must pass BodyType
|
|
if (mob->GetBodyType() == r.value)
|
|
bPassesBodyType = true;
|
|
break;
|
|
case GlobalLoot::RuleTypes::HotZone: // value == 0 must not be hot_zone, value != must be hot_zone
|
|
if (zone->IsHotzone() && !r.value)
|
|
return false;
|
|
if (!zone->IsHotzone() && r.value)
|
|
return false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bRace && !bPassesRace)
|
|
return false;
|
|
|
|
if (bClass && !bPassesClass)
|
|
return false;
|
|
|
|
if (bBodyType && !bPassesBodyType)
|
|
return false;
|
|
|
|
// we abort as early as possible if we fail a rule, so if we get here, we passed
|
|
return true;
|
|
}
|
|
|