eqemu-server/zone/global_loot_manager.cpp
2022-05-06 19:50:03 -04:00

152 lines
3.3 KiB
C++

#include "global_loot_manager.h"
#include "npc.h"
#include "client.h"
#include "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 *to) const
{
int table_number = 1;
for (auto &e : m_entries) {
to->Message(
Chat::White,
fmt::format(
"Table {} | Name: {}",
table_number,
e.GetDescription()
).c_str()
);
to->Message(
Chat::White,
fmt::format(
"Table {} | Global Table ID: {} Loot Table ID: {}",
table_number,
e.GetID(),
e.GetLootTableID()
).c_str()
);
table_number++;
}
}
void GlobalLootManager::ShowNPCGlobalLoot(Client *to, NPC *who) const
{
int table_number = 1;
for (auto &e : m_entries) {
if (e.PassesRules(who)) {
to->Message(
Chat::White,
fmt::format(
"Table {} | Name: {}",
table_number,
e.GetDescription()
).c_str()
);
to->Message(
Chat::White,
fmt::format(
"Table {} | Global Table ID: {} Loot Table ID: {}",
table_number,
e.GetID(),
e.GetLootTableID()
).c_str()
);
table_number++;
}
}
}
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;
}