1.5 KiB
1.5 KiB
File: ChestTrap.h
Classes
ChestTrap
ChestTrapInfo
ChestTrapList
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