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- 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)
77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <vector>
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#include <string>
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class NPC;
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class Client;
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namespace GlobalLoot {
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enum class RuleTypes {
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LevelMin = 0,
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LevelMax = 1,
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Race = 2,
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Class = 3,
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BodyType = 4,
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Rare = 5,
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Raid = 6,
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HotZone = 7,
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Max
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};
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struct Rule {
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RuleTypes type;
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int value;
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Rule(RuleTypes t, int v) : type(t), value(v) { }
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};
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};
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class GlobalLootEntry {
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int m_id;
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int m_loottable_id;
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std::string m_description;
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std::vector<GlobalLoot::Rule> m_rules;
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public:
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GlobalLootEntry(int id, int loottable, std::string des)
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: m_id(id), m_loottable_id(loottable), m_description(std::move(des))
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{ }
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bool PassesRules(NPC *mob) const;
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inline int GetLootTableID() const { return m_loottable_id; }
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inline int GetID() const { return m_id; }
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inline const std::string &GetDescription() const { return m_description; }
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inline void SetLootTableID(int in) { m_loottable_id = in; }
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inline void SetID(int in) { m_id = in; }
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inline void SetDescription(const std::string &in) { m_description = in; }
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inline void AddRule(GlobalLoot::RuleTypes rule, int value) { m_rules.emplace_back(rule, value); }
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};
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class GlobalLootManager {
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std::vector<GlobalLootEntry> m_entries;
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public:
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std::vector<int> GetGlobalLootTables(NPC *mob) const;
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inline void Clear() { m_entries.clear(); }
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inline void AddEntry(GlobalLootEntry &in) { m_entries.push_back(in); }
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void ShowZoneGlobalLoot(Client *to) const;
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void ShowNPCGlobalLoot(Client *to, NPC *who) const;
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};
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