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https://github.com/OpenFusionProject/OpenFusion.git
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306a75f469
Was getting frustrated by the inconsistency in our include statements, which were causing me problems. As a result, I went through and manually re-organized every include statement in non-core files. I'm just gonna copy my rant from Discord: FOR HEADER FILES (.hpp): - everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp - you may NOT include ANYTHING ELSE FOR SOURCE FILES (.cpp): - you can #include whatever you want as long as the partner header is included first - anything that gets included by another include is fair game - redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean. the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
#pragma once
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#include "core/Core.hpp"
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#include "Player.hpp"
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#include "Rand.hpp"
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#include "MobAI.hpp"
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#include <vector>
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#include <map>
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struct CrocPotEntry {
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int multStats, multLooks;
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float base, rd0, rd1, rd2, rd3;
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};
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struct Crate {
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int itemSetId;
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int rarityWeightId;
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};
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struct CrateDropChance {
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int dropChance, dropChanceTotal;
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std::vector<int> crateTypeDropWeights;
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};
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struct MiscDropChance {
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int potionDropChance, potionDropChanceTotal;
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int boostDropChance, boostDropChanceTotal;
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int taroDropChance, taroDropChanceTotal;
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int fmDropChance, fmDropChanceTotal;
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};
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struct MiscDropType {
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int potionAmount;
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int boostAmount;
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int taroAmount;
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int fmAmount;
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};
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struct MobDrop {
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int crateDropChanceId;
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int crateDropTypeId;
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int miscDropChanceId;
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int miscDropTypeId;
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};
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struct ItemSet {
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// itemset-wise offswitch to rarity filtering, every crate drops every rarity (still based on rarity weights)
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bool ignoreRarity;
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// itemset-wise offswitch for gender filtering, every crate can now drop neutral/boys/girls items
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bool ignoreGender;
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// default weight of all items in the itemset
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int defaultItemWeight;
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// change the rarity class of items in the itemset here
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// rarity 0 bypasses the rarity filter for an individual item
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std::map<int, int> alterRarityMap;
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// change the gender class of items in the itemset here
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// gender 0 bypasses the gender filter for an individual item
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std::map<int, int> alterGenderMap;
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// change the item weghts items in the itemset here
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// only taken into account for chosen rarity, and if the item isn't filtered away due to gender
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std::map<int, int> alterItemWeightMap;
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std::vector<int> itemReferenceIds;
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};
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struct ItemReference {
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int itemId;
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int type;
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int rarity;
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int gender;
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};
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namespace Items {
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enum class SlotType {
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EQUIP = 0,
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INVENTORY = 1,
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BANK = 3
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};
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struct Item {
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bool tradeable, sellable;
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int buyPrice, sellPrice;
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int stackSize, level, rarity;
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int pointDamage, groupDamage, fireRate, defense, gender;
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int weaponType;
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// TODO: implement more as needed
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};
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struct DropRoll {
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int boosts, potions;
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int taros, fm;
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int crate, crateType;
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DropRoll() : boosts(Rand::rand()), potions(Rand::rand()), taros(Rand::rand()), fm(Rand::rand()), crate(Rand::rand()), crateType(Rand::rand()) { }
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};
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// hopefully this is fine since it's never modified after load
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extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data
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extern std::map<int32_t, CrocPotEntry> CrocPotTable; // level gap -> entry
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extern std::map<int32_t, std::vector<int32_t>> RarityWeights;
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extern std::map<int32_t, Crate> Crates;
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extern std::map<int32_t, ItemReference> ItemReferences;
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extern std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> CodeItems; // code -> vector of <id, type>
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// mob drops
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extern std::map<int32_t, CrateDropChance> CrateDropChances;
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extern std::map<int32_t, std::vector<int32_t>> CrateDropTypes;
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extern std::map<int32_t, MiscDropChance> MiscDropChances;
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extern std::map<int32_t, MiscDropType> MiscDropTypes;
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extern std::map<int32_t, MobDrop> MobDrops;
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extern std::map<int32_t, int32_t> EventToDropMap;
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extern std::map<int32_t, int32_t> MobToDropMap;
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extern std::map<int32_t, ItemSet> ItemSets;
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void init();
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// mob drops
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void giveMobDrop(CNSocket *sock, Mob *mob, const DropRoll& rolled, const DropRoll& eventRolled);
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int findFreeSlot(Player *plr);
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Item* getItemData(int32_t id, int32_t type);
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void checkItemExpire(CNSocket* sock, Player* player);
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void setItemStats(Player* plr);
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void updateEquips(CNSocket* sock, Player* plr);
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#ifdef ACADEMY
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extern std::map<int32_t, int32_t> NanoCapsules; // crate id -> nano id
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#endif
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}
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