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d2aeebcd46
* Move CDClientManager to be a namespace Tested that worlds still load data as expected. Had no use being a singleton anyways. * Move cdclient data storage to tu local containers Allows some data from these containers to be saved on object by reference instead of always needing to copy. iteration 2 - move all unnamed namespace containers to a singular spot - use macro for template specialization and variable declaration - use templates to allow for as little copy paste of types and functions as possible * remember to use typename! compiler believes T::StorageType is accessing a member, not a type. * Update CDClientManager.cpp * move to cpp?
29 lines
1022 B
C++
29 lines
1022 B
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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struct CDLootMatrix {
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uint32_t LootTableIndex; //!< The Loot Table Index
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uint32_t RarityTableIndex; //!< The Rarity Table Index
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float percent; //!< The percent that this matrix is used?
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uint32_t minToDrop; //!< The minimum amount of loot from this matrix to drop
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uint32_t maxToDrop; //!< The maximum amount of loot from this matrix to drop
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uint32_t flagID; //!< ???
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UNUSED(std::string gate_version); //!< The Gate Version
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};
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typedef uint32_t LootMatrixIndex;
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typedef std::vector<CDLootMatrix> LootMatrixEntries;
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class CDLootMatrixTable : public CDTable<CDLootMatrixTable, std::unordered_map<LootMatrixIndex, LootMatrixEntries>> {
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public:
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void LoadValuesFromDatabase();
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// Gets a matrix by ID or inserts a blank one if none existed.
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const LootMatrixEntries& GetMatrix(uint32_t matrixId);
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private:
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CDLootMatrix ReadRow(CppSQLite3Query& tableData) const;
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};
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