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https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
1.5 KiB
1.5 KiB
File: ChestTrap.h
Classes
ChestTrapChestTrapInfoChestTrapList
Functions
int32 GetDBID() { return s_ChestTrapInfo.id; }sint32 GetApplicableZoneID() { return s_ChestTrapInfo.applicable_zone_id; }int32 GetMinChestDifficulty() { return s_ChestTrapInfo.min_chest_difficulty; }int32 GetMaxChestDifficulty() { return s_ChestTrapInfo.max_chest_difficulty; }int32 GetSpellID() { return s_ChestTrapInfo.spell_id; }int32 GetSpellTier() { return s_ChestTrapInfo.spell_tier; }int32 Size();void AddChestTrap(ChestTrap* trap);bool GetChestTrap(int32 id, ChestTrap::ChestTrapInfo* cti);bool GetNextTrap(int32 zoneid, int32 chest_difficulty, ChestTrap::ChestTrapInfo* cti);void Clear();bool GetNextChestTrap(ChestTrap::ChestTrapInfo* cti);bool IsListLoaded();void SetListLoaded(bool val);void AddChestTrapList(ChestTrapList* trap, int32 id);void SetCycleIterator(map<int32, ChestTrap*>::iterator itr);void ClearTraps();void ClearTrapList();void SetupMutexes();void InstantiateLists(bool parent);void shuffleMap(ChestTrapList* list);
Notable Comments
- //Constructors must always set all ChestTrapInfo as we don't memset so a data value will be wack if not set!
- // instantiate the parent lists for zone/difficulty/etc, later on we will do the inverse of each map, zone->difficulty and difficulty->zone
- // not to be called externally from ChestTrapList/ChestTrap
- // randomized maps so we just iterate the map for our next 'random' result