eqemu-server/zone/global_loot_manager.h
Michael Cook (mackal) c5e4bb08f4 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
2018-02-10 22:15:21 -05:00

62 lines
1.5 KiB
C++

#ifndef GLOBAL_LOOT_MANAGER_H
#define GLOBAL_LOOT_MANAGER_H
#include <vector>
#include <string>
class NPC;
class Client;
namespace GlobalLoot {
enum class RuleTypes {
LevelMin = 0,
LevelMax = 1,
Race = 2,
Class = 3,
BodyType = 4,
Rare = 5,
Raid = 6,
Max
};
struct Rule {
RuleTypes type;
int value;
Rule(RuleTypes t, int v) : type(t), value(v) { }
};
};
class GlobalLootEntry {
int m_id;
int m_loottable_id;
std::string m_description;
std::vector<GlobalLoot::Rule> m_rules;
public:
GlobalLootEntry(int id, int loottable, std::string des)
: m_id(id), m_loottable_id(loottable), m_description(std::move(des))
{ }
bool PassesRules(NPC *mob) const;
inline int GetLootTableID() const { return m_loottable_id; }
inline int GetID() const { return m_id; }
inline const std::string &GetDescription() const { return m_description; }
inline void SetLootTableID(int in) { m_loottable_id = in; }
inline void SetID(int in) { m_id = in; }
inline void SetDescription(const std::string &in) { m_description = in; }
inline void AddRule(GlobalLoot::RuleTypes rule, int value) { m_rules.emplace_back(rule, value); }
};
class GlobalLootManager {
std::vector<GlobalLootEntry> m_entries;
public:
std::vector<int> GetGlobalLootTables(NPC *mob) const;
inline void Clear() { m_entries.clear(); }
inline void AddEntry(GlobalLootEntry &in) { m_entries.push_back(in); }
void ShowZoneGlobalLoot(Client *to) const;
void ShowNPCGlobalLoot(Client *to, NPC *who) const;
};
#endif /* !GLOBAL_LOOT_MANAGER_H */