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