mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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124 lines
3.8 KiB
C++
124 lines
3.8 KiB
C++
#pragma once
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#include "servers/CNShardServer.hpp"
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#include "Player.hpp"
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#include "MobAI.hpp"
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#include "Rand.hpp"
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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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