load maps on all versions
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+3
-9
@@ -29,19 +29,15 @@ public:
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~ItemCreator() = default;
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void set_random_state(uint32_t seed, uint32_t absolute_offset);
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void clear_destroyed_entities();
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struct DropResult {
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ItemData item;
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bool is_from_rare_table = false;
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};
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DropResult on_monster_item_drop(uint16_t entity_id, uint32_t enemy_type, uint8_t area);
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DropResult on_box_item_drop(uint16_t entity_id, uint8_t area);
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DropResult on_specialized_box_item_drop(uint16_t entity_id, uint8_t area, float def_z, uint32_t def0, uint32_t def1, uint32_t def2);
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void set_monster_destroyed(uint16_t entity_id);
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void set_box_destroyed(uint16_t entity_id);
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DropResult on_monster_item_drop(uint32_t enemy_type, uint8_t area);
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DropResult on_box_item_drop(uint8_t area);
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DropResult on_specialized_box_item_drop(uint8_t area, float def_z, uint32_t def0, uint32_t def1, uint32_t def2);
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ItemData base_item_for_specialized_box(uint32_t def0, uint32_t def1, uint32_t def2) const;
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@@ -82,8 +78,6 @@ private:
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// Note: The original implementation uses 17 different random states for some
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// reason. We forego that and use only one for simplicity.
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PSOV2Encryption random_crypt;
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std::unordered_set<uint16_t> destroyed_monsters;
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std::unordered_set<uint16_t> destroyed_boxes;
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inline bool is_v3() const {
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return !is_v1_or_v2(this->version);
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