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  #7  
Old 01-14-2020, 08:51 PM
Fridgecritter
Hill Giant
 
Join Date: Feb 2008
Posts: 188
Default

I see in the code some cool Dev decided someone might want to know how to pass arguments to this. Looking at the code you can tell what it wants. Very cool. Thanks joligario.

Code:
@@ -0,0 +1,98 @@
#include "global_loot_manager.h"
#include "npc.h"
#include "client.h"

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
{
	for (auto &e : m_entries)
		to->Message(0, " %s : %d table %d", e.GetDescription().c_str(), e.GetID(), e.GetLootTableID());
}

void GlobalLootManager::ShowNPCGlobalLoot(Client *to, NPC *who) const
{
	for (auto &e : m_entries) {
		if (e.PassesRules(who))
			to->Message(0, " %s : %d table %d", e.GetDescription().c_str(), e.GetID(), e.GetLootTableID());
	}
}

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;
		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;
}
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