DarkflameServer/dGame/dUtilities/Loot.h

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#pragma once
#include "dCommonVars.h"
#include <unordered_map>
#include "Singleton.h"
#include <vector>
class Entity;
struct RarityTableEntry {
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uint32_t rarity;
float randMax;
};
typedef std::vector<RarityTableEntry> RarityTable;
struct LootMatrixEntry {
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uint32_t lootTableIndex;
uint32_t rarityTableIndex;
float percent;
uint32_t minDrop;
uint32_t maxDrop;
};
typedef std::vector<LootMatrixEntry> LootMatrix;
struct LootTableEntry {
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LOT itemID;
bool isMissionDrop;
};
typedef std::vector<LootTableEntry> LootTable;
// used for glue code with Entity and Player classes
namespace Loot {
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struct Info {
LWOOBJID id;
LOT lot;
uint32_t count;
};
}
class LootGenerator : public Singleton<LootGenerator> {
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public:
LootGenerator();
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
private:
std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
std::unordered_map<uint32_t, RarityTable> m_RarityTables;
std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
std::unordered_map<uint32_t, LootTable> m_LootTables;
};