eqemu-server/zone/global_loot_manager.cpp
Knightly 7ab909ee47 Standardize Licensing
- 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)
2026-04-01 17:09:57 -07:00

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;
}