[2] | 1 | /* |
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| 2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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| 3 | * |
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| 4 | * This program is free software; you can redistribute it and/or modify |
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| 5 | * it under the terms of the GNU General Public License as published by |
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| 6 | * the Free Software Foundation; either version 2 of the License, or |
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| 7 | * (at your option) any later version. |
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| 8 | * |
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| 9 | * This program is distributed in the hope that it will be useful, |
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| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 12 | * GNU General Public License for more details. |
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| 13 | * |
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| 14 | * You should have received a copy of the GNU General Public License |
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| 15 | * along with this program; if not, write to the Free Software |
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| 16 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 17 | */ |
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| 18 | |
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| 19 | #include "LootMgr.h" |
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| 20 | #include "Log.h" |
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| 21 | #include "ObjectMgr.h" |
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| 22 | #include "ProgressBar.h" |
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| 23 | #include "World.h" |
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| 24 | #include "Util.h" |
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| 25 | #include "SharedDefines.h" |
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| 26 | |
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| 27 | static Rates const qualityToRate[MAX_ITEM_QUALITY] = { |
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| 28 | RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR |
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| 29 | RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL |
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| 30 | RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON |
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| 31 | RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE |
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| 32 | RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC |
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| 33 | RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY |
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| 34 | RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT |
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| 35 | }; |
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| 36 | |
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| 37 | LootStore LootTemplates_Creature( "creature_loot_template", "creature entry"); |
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| 38 | LootStore LootTemplates_Disenchant( "disenchant_loot_template", "item disenchant id"); |
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| 39 | LootStore LootTemplates_Fishing( "fishing_loot_template", "area id"); |
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| 40 | LootStore LootTemplates_Gameobject( "gameobject_loot_template", "gameobject entry"); |
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| 41 | LootStore LootTemplates_Item( "item_loot_template", "item entry"); |
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| 42 | LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template","creature pickpocket lootid"); |
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| 43 | LootStore LootTemplates_Prospecting( "prospecting_loot_template", "item entry"); |
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| 44 | LootStore LootTemplates_QuestMail( "quest_mail_loot_template", "quest id"); |
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| 45 | LootStore LootTemplates_Reference( "reference_loot_template", "reference id"); |
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| 46 | LootStore LootTemplates_Skinning( "skinning_loot_template", "creature skinning id"); |
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| 47 | |
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| 48 | |
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| 49 | class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed) |
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| 50 | { |
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| 51 | public: |
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| 52 | void AddEntry(LootStoreItem& item); // Adds an entry to the group (at loading stage) |
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| 53 | bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry |
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| 54 | bool HasQuestDropForPlayer(Player const * player) const; |
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| 55 | // The same for active quests of the player |
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| 56 | void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot |
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| 57 | float RawTotalChance() const; // Overall chance for the group (without equal chanced items) |
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| 58 | float TotalChance() const; // Overall chance for the group |
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| 59 | |
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| 60 | void Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const; |
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| 61 | void CollectLootIds(LootIdSet& set) const; |
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| 62 | void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; |
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| 63 | private: |
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| 64 | LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB |
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| 65 | LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance |
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| 66 | |
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| 67 | LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances |
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| 68 | }; |
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| 69 | |
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| 70 | //Remove all data and free all memory |
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| 71 | void LootStore::Clear() |
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| 72 | { |
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| 73 | for (LootTemplateMap::const_iterator itr=m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr) |
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| 74 | delete itr->second; |
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| 75 | m_LootTemplates.clear(); |
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| 76 | } |
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| 77 | |
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| 78 | // Checks validity of the loot store |
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| 79 | // Actual checks are done within LootTemplate::Verify() which is called for every template |
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| 80 | void LootStore::Verify() const |
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| 81 | { |
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| 82 | for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i ) |
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| 83 | i->second->Verify(*this, i->first); |
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| 84 | } |
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| 85 | |
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| 86 | // Loads a *_loot_template DB table into loot store |
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| 87 | // All checks of the loaded template are called from here, no error reports at loot generation required |
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| 88 | void LootStore::LoadLootTable() |
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| 89 | { |
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| 90 | LootTemplateMap::iterator tab; |
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| 91 | uint32 count = 0; |
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| 92 | |
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| 93 | // Clearing store (for reloading case) |
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| 94 | Clear(); |
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| 95 | |
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| 96 | sLog.outString( "%s :", GetName()); |
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| 97 | |
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| 98 | // 0 1 2 3 4 5 6 7 8 |
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| 99 | QueryResult *result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, groupid, mincountOrRef, maxcount, lootcondition, condition_value1, condition_value2 FROM %s",GetName()); |
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| 100 | |
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| 101 | if (result) |
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| 102 | { |
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| 103 | barGoLink bar(result->GetRowCount()); |
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| 104 | |
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| 105 | do |
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| 106 | { |
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| 107 | Field *fields = result->Fetch(); |
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| 108 | bar.step(); |
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| 109 | |
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| 110 | uint32 entry = fields[0].GetUInt32(); |
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| 111 | uint32 item = fields[1].GetUInt32(); |
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| 112 | float chanceOrQuestChance = fields[2].GetFloat(); |
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| 113 | uint8 group = fields[3].GetUInt8(); |
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| 114 | int32 mincountOrRef = fields[4].GetInt32(); |
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| 115 | uint8 maxcount = fields[5].GetUInt8(); |
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| 116 | ConditionType condition = (ConditionType)fields[6].GetUInt8(); |
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| 117 | uint32 cond_value1 = fields[7].GetUInt32(); |
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| 118 | uint32 cond_value2 = fields[8].GetUInt32(); |
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| 119 | |
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| 120 | if(!PlayerCondition::IsValid(condition,cond_value1, cond_value2)) |
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| 121 | { |
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| 122 | sLog.outErrorDb("... in table '%s' entry %u item %u", GetName(), entry, item); |
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| 123 | continue; // error already printed to log/console. |
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| 124 | } |
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| 125 | |
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| 126 | // (condition + cond_value1/2) are converted into single conditionId |
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| 127 | uint16 conditionId = objmgr.GetConditionId(condition, cond_value1, cond_value2); |
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| 128 | |
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| 129 | LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, group, conditionId, mincountOrRef, maxcount); |
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| 130 | |
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| 131 | if (!storeitem.IsValid(*this,entry)) // Validity checks |
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| 132 | continue; |
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| 133 | |
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| 134 | // Looking for the template of the entry |
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| 135 | // often entries are put together |
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| 136 | if (m_LootTemplates.empty() || tab->first != entry) |
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| 137 | { |
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| 138 | // Searching the template (in case template Id changed) |
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| 139 | tab = m_LootTemplates.find(entry); |
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| 140 | if ( tab == m_LootTemplates.end() ) |
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| 141 | { |
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| 142 | std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate)); |
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| 143 | tab = pr.first; |
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| 144 | } |
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| 145 | } |
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| 146 | // else is empty - template Id and iter are the same |
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| 147 | // finally iter refers to already existed or just created <entry, LootTemplate> |
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| 148 | |
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| 149 | // Adds current row to the template |
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| 150 | tab->second->AddEntry(storeitem); |
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| 151 | ++count; |
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| 152 | |
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| 153 | } while (result->NextRow()); |
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| 154 | |
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| 155 | delete result; |
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| 156 | |
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| 157 | Verify(); // Checks validity of the loot store |
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| 158 | |
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| 159 | sLog.outString(); |
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| 160 | sLog.outString( ">> Loaded %u loot definitions (%d templates)", count, m_LootTemplates.size()); |
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| 161 | } |
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| 162 | else |
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| 163 | { |
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| 164 | sLog.outString(); |
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| 165 | sLog.outErrorDb( ">> Loaded 0 loot definitions. DB table `%s` is empty.",GetName() ); |
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| 166 | } |
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| 167 | } |
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| 168 | |
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| 169 | bool LootStore::HaveQuestLootFor(uint32 loot_id) const |
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| 170 | { |
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| 171 | LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id); |
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| 172 | if(itr == m_LootTemplates.end()) |
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| 173 | return false; |
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| 174 | |
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| 175 | // scan loot for quest items |
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| 176 | return itr->second->HasQuestDrop(m_LootTemplates); |
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| 177 | } |
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| 178 | |
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| 179 | bool LootStore::HaveQuestLootForPlayer(uint32 loot_id,Player* player) const |
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| 180 | { |
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| 181 | LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); |
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| 182 | if (tab != m_LootTemplates.end()) |
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| 183 | if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player)) |
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| 184 | return true; |
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| 185 | |
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| 186 | return false; |
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| 187 | } |
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| 188 | |
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| 189 | LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const |
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| 190 | { |
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| 191 | LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); |
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| 192 | |
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| 193 | if (tab == m_LootTemplates.end()) |
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| 194 | return NULL; |
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| 195 | |
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| 196 | return tab->second; |
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| 197 | } |
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| 198 | |
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| 199 | void LootStore::LoadAndCollectLootIds(LootIdSet& ids_set) |
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| 200 | { |
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| 201 | LoadLootTable(); |
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| 202 | |
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| 203 | for(LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab) |
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| 204 | ids_set.insert(tab->first); |
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| 205 | } |
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| 206 | |
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| 207 | void LootStore::CheckLootRefs(LootIdSet* ref_set) const |
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| 208 | { |
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| 209 | for(LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr) |
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| 210 | ltItr->second->CheckLootRefs(m_LootTemplates,ref_set); |
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| 211 | } |
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| 212 | |
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| 213 | void LootStore::ReportUnusedIds(LootIdSet const& ids_set) const |
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| 214 | { |
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| 215 | // all still listed ids isn't referenced |
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| 216 | for(LootIdSet::const_iterator itr = ids_set.begin(); itr != ids_set.end(); ++itr) |
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| 217 | sLog.outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr,GetEntryName()); |
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| 218 | } |
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| 219 | |
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| 220 | void LootStore::ReportNotExistedId(uint32 id) const |
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| 221 | { |
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| 222 | sLog.outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id,GetEntryName()); |
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| 223 | } |
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| 224 | |
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| 225 | // |
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| 226 | // --------- LootStoreItem --------- |
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| 227 | // |
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| 228 | |
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| 229 | // Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation) |
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| 230 | // RATE_DROP_ITEMS is no longer used for all types of entries |
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| 231 | bool LootStoreItem::Roll() const |
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| 232 | { |
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| 233 | if(chance>=100.f) |
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| 234 | return true; |
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| 235 | |
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| 236 | if(mincountOrRef < 0) // reference case |
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| 237 | return roll_chance_f(chance*sWorld.getRate(RATE_DROP_ITEM_REFERENCED)); |
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| 238 | |
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| 239 | ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); |
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| 240 | |
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| 241 | float qualityModifier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; |
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| 242 | |
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| 243 | return roll_chance_f(chance*qualityModifier); |
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| 244 | } |
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| 245 | |
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| 246 | // Checks correctness of values |
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| 247 | bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const |
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| 248 | { |
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| 249 | if (mincountOrRef == 0) |
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| 250 | { |
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| 251 | sLog.outErrorDb("Table '%s' entry %d item %d: wrong mincountOrRef (%d) - skipped", store.GetName(), entry, itemid, mincountOrRef); |
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| 252 | return false; |
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| 253 | } |
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| 254 | |
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| 255 | if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped |
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| 256 | { |
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| 257 | ItemPrototype const *proto = objmgr.GetItemPrototype(itemid); |
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| 258 | if(!proto) |
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| 259 | { |
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| 260 | sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); |
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| 261 | return false; |
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| 262 | } |
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| 263 | |
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| 264 | if( chance == 0 && group == 0) // Zero chance is allowed for grouped entries only |
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| 265 | { |
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| 266 | sLog.outErrorDb("Table '%s' entry %d item %d: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid); |
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| 267 | return false; |
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| 268 | } |
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| 269 | |
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| 270 | if( chance != 0 && chance < 0.000001f ) // loot with low chance |
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| 271 | { |
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| 272 | sLog.outErrorDb("Table '%s' entry %d item %d: low chance (%d) - skipped", store.GetName(), entry, itemid, chance); |
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| 273 | return false; |
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| 274 | } |
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| 275 | } |
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| 276 | else // mincountOrRef < 0 |
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| 277 | { |
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| 278 | if (needs_quest) |
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| 279 | sLog.outErrorDb("Table '%s' entry %d item %d: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid); |
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| 280 | else if( chance == 0 ) // no chance for the reference |
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| 281 | { |
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| 282 | sLog.outErrorDb("Table '%s' entry %d item %d: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid); |
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| 283 | return false; |
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| 284 | } |
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| 285 | } |
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| 286 | return true; // Referenced template existence is checked at whole store level |
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| 287 | } |
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| 288 | |
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| 289 | // |
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| 290 | // --------- LootItem --------- |
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| 291 | // |
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| 292 | |
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| 293 | // Constructor, copies most fields from LootStoreItem and generates random count |
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| 294 | LootItem::LootItem(LootStoreItem const& li) |
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| 295 | { |
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| 296 | itemid = li.itemid; |
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| 297 | conditionId = li.conditionId; |
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| 298 | |
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| 299 | ItemPrototype const* proto = objmgr.GetItemPrototype(itemid); |
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| 300 | freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT); |
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| 301 | |
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| 302 | needs_quest = li.needs_quest; |
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| 303 | |
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| 304 | count = urand(li.mincountOrRef, li.maxcount); // constructor called for mincountOrRef > 0 only |
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| 305 | randomSuffix = GenerateEnchSuffixFactor(itemid); |
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| 306 | randomPropertyId = Item::GenerateItemRandomPropertyId(itemid); |
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| 307 | is_looted = 0; |
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| 308 | is_blocked = 0; |
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| 309 | is_underthreshold = 0; |
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| 310 | is_counted = 0; |
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| 311 | } |
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| 312 | |
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| 313 | // Basic checks for player/item compatibility - if false no chance to see the item in the loot |
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| 314 | bool LootItem::AllowedForPlayer(Player const * player) const |
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| 315 | { |
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| 316 | // DB conditions check |
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| 317 | if ( !objmgr.IsPlayerMeetToCondition(player,conditionId) ) |
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| 318 | return false; |
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| 319 | |
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| 320 | if ( needs_quest ) |
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| 321 | { |
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| 322 | // Checking quests for quest-only drop (check only quests requirements in this case) |
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| 323 | if( !player->HasQuestForItem(itemid) ) |
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| 324 | return false; |
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| 325 | } |
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| 326 | else |
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| 327 | { |
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| 328 | // Not quest only drop (check quest starting items for already accepted non-repeatable quests) |
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| 329 | ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); |
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| 330 | if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid)) |
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| 331 | return false; |
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| 332 | } |
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| 333 | |
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| 334 | return true; |
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| 335 | } |
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| 336 | |
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| 337 | // |
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| 338 | // --------- Loot --------- |
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| 339 | // |
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| 340 | |
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| 341 | // Inserts the item into the loot (called by LootTemplate processors) |
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| 342 | void Loot::AddItem(LootStoreItem const & item) |
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| 343 | { |
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| 344 | if (item.needs_quest) // Quest drop |
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| 345 | { |
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| 346 | if (quest_items.size() < MAX_NR_QUEST_ITEMS) |
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| 347 | quest_items.push_back(LootItem(item)); |
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| 348 | } |
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| 349 | else if (items.size() < MAX_NR_LOOT_ITEMS) // Non-quest drop |
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| 350 | { |
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| 351 | items.push_back(LootItem(item)); |
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| 352 | |
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| 353 | // non-conditional one-player only items are counted here, |
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| 354 | // free for all items are counted in FillFFALoot(), |
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| 355 | // non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot() |
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| 356 | if( !item.conditionId ) |
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| 357 | { |
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| 358 | ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid); |
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| 359 | if( !proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT)==0 ) |
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| 360 | ++unlootedCount; |
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| 361 | } |
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| 362 | } |
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| 363 | } |
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| 364 | |
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| 365 | // Calls processor of corresponding LootTemplate (which handles everything including references) |
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| 366 | void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner) |
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| 367 | { |
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| 368 | LootTemplate const* tab = store.GetLootFor(loot_id); |
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| 369 | |
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| 370 | if (!tab) |
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| 371 | { |
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| 372 | sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id); |
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| 373 | return; |
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| 374 | } |
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| 375 | |
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| 376 | items.reserve(MAX_NR_LOOT_ITEMS); |
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| 377 | quest_items.reserve(MAX_NR_QUEST_ITEMS); |
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| 378 | |
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| 379 | tab->Process(*this, store); // Processing is done there, callback via Loot::AddItem() |
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| 380 | |
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| 381 | // Setting access rights fow group-looting case |
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| 382 | if(!loot_owner) |
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| 383 | return; |
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| 384 | Group * pGroup=loot_owner->GetGroup(); |
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| 385 | if(!pGroup) |
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| 386 | return; |
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| 387 | for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) |
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| 388 | { |
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| 389 | //fill the quest item map for every player in the recipient's group |
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| 390 | Player* pl = itr->getSource(); |
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| 391 | if(!pl) |
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| 392 | continue; |
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| 393 | uint32 plguid = pl->GetGUIDLow(); |
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| 394 | QuestItemMap::iterator qmapitr = PlayerQuestItems.find(plguid); |
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| 395 | if (qmapitr == PlayerQuestItems.end()) |
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| 396 | { |
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| 397 | FillQuestLoot(pl); |
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| 398 | } |
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| 399 | qmapitr = PlayerFFAItems.find(plguid); |
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| 400 | if (qmapitr == PlayerFFAItems.end()) |
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| 401 | { |
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| 402 | FillFFALoot(pl); |
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| 403 | } |
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| 404 | qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid); |
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| 405 | if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end()) |
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| 406 | { |
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| 407 | FillNonQuestNonFFAConditionalLoot(pl); |
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| 408 | } |
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| 409 | } |
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| 410 | } |
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| 411 | |
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| 412 | QuestItemList* Loot::FillFFALoot(Player* player) |
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| 413 | { |
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| 414 | QuestItemList *ql = new QuestItemList(); |
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| 415 | |
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| 416 | for(uint8 i = 0; i < items.size(); i++) |
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| 417 | { |
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| 418 | LootItem &item = items[i]; |
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| 419 | if(!item.is_looted && item.freeforall && item.AllowedForPlayer(player) ) |
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| 420 | { |
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| 421 | ql->push_back(QuestItem(i)); |
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| 422 | ++unlootedCount; |
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| 423 | } |
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| 424 | } |
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| 425 | if (ql->empty()) |
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| 426 | { |
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| 427 | delete ql; |
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| 428 | return NULL; |
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| 429 | } |
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| 430 | |
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| 431 | PlayerFFAItems[player->GetGUIDLow()] = ql; |
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| 432 | return ql; |
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| 433 | } |
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| 434 | |
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| 435 | QuestItemList* Loot::FillQuestLoot(Player* player) |
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| 436 | { |
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| 437 | if (items.size() == MAX_NR_LOOT_ITEMS) return NULL; |
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| 438 | QuestItemList *ql = new QuestItemList(); |
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| 439 | |
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| 440 | for(uint8 i = 0; i < quest_items.size(); i++) |
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| 441 | { |
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| 442 | LootItem &item = quest_items[i]; |
---|
| 443 | if(!item.is_looted && item.AllowedForPlayer(player) ) |
---|
| 444 | { |
---|
| 445 | ql->push_back(QuestItem(i)); |
---|
| 446 | |
---|
| 447 | // questitems get blocked when they first apper in a |
---|
| 448 | // player's quest vector |
---|
| 449 | // |
---|
| 450 | // increase once if one looter only, looter-times if free for all |
---|
| 451 | if (item.freeforall || !item.is_blocked) |
---|
| 452 | ++unlootedCount; |
---|
| 453 | |
---|
| 454 | item.is_blocked = true; |
---|
| 455 | |
---|
| 456 | if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS) |
---|
| 457 | break; |
---|
| 458 | } |
---|
| 459 | } |
---|
| 460 | if (ql->empty()) |
---|
| 461 | { |
---|
| 462 | delete ql; |
---|
| 463 | return NULL; |
---|
| 464 | } |
---|
| 465 | |
---|
| 466 | PlayerQuestItems[player->GetGUIDLow()] = ql; |
---|
| 467 | return ql; |
---|
| 468 | } |
---|
| 469 | |
---|
| 470 | QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player) |
---|
| 471 | { |
---|
| 472 | QuestItemList *ql = new QuestItemList(); |
---|
| 473 | |
---|
| 474 | for(uint8 i = 0; i < items.size(); ++i) |
---|
| 475 | { |
---|
| 476 | LootItem &item = items[i]; |
---|
| 477 | if(!item.is_looted && !item.freeforall && item.conditionId && item.AllowedForPlayer(player)) |
---|
| 478 | { |
---|
| 479 | ql->push_back(QuestItem(i)); |
---|
| 480 | if(!item.is_counted) |
---|
| 481 | { |
---|
| 482 | ++unlootedCount; |
---|
| 483 | item.is_counted=true; |
---|
| 484 | } |
---|
| 485 | } |
---|
| 486 | } |
---|
| 487 | if (ql->empty()) |
---|
| 488 | { |
---|
| 489 | delete ql; |
---|
| 490 | return NULL; |
---|
| 491 | } |
---|
| 492 | |
---|
| 493 | PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql; |
---|
| 494 | return ql; |
---|
| 495 | } |
---|
| 496 | |
---|
| 497 | //=================================================== |
---|
| 498 | |
---|
| 499 | void Loot::NotifyItemRemoved(uint8 lootIndex) |
---|
| 500 | { |
---|
| 501 | // notify all players that are looting this that the item was removed |
---|
| 502 | // convert the index to the slot the player sees |
---|
| 503 | std::set<uint64>::iterator i_next; |
---|
| 504 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 505 | { |
---|
| 506 | i_next = i; |
---|
| 507 | ++i_next; |
---|
| 508 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 509 | pl->SendNotifyLootItemRemoved(lootIndex); |
---|
| 510 | else |
---|
| 511 | PlayersLooting.erase(i); |
---|
| 512 | } |
---|
| 513 | } |
---|
| 514 | |
---|
| 515 | void Loot::NotifyMoneyRemoved() |
---|
| 516 | { |
---|
| 517 | // notify all players that are looting this that the money was removed |
---|
| 518 | std::set<uint64>::iterator i_next; |
---|
| 519 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 520 | { |
---|
| 521 | i_next = i; |
---|
| 522 | ++i_next; |
---|
| 523 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 524 | pl->SendNotifyLootMoneyRemoved(); |
---|
| 525 | else |
---|
| 526 | PlayersLooting.erase(i); |
---|
| 527 | } |
---|
| 528 | } |
---|
| 529 | |
---|
| 530 | void Loot::NotifyQuestItemRemoved(uint8 questIndex) |
---|
| 531 | { |
---|
| 532 | // when a free for all questitem is looted |
---|
| 533 | // all players will get notified of it being removed |
---|
| 534 | // (other questitems can be looted by each group member) |
---|
| 535 | // bit inefficient but isnt called often |
---|
| 536 | |
---|
| 537 | std::set<uint64>::iterator i_next; |
---|
| 538 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 539 | { |
---|
| 540 | i_next = i; |
---|
| 541 | ++i_next; |
---|
| 542 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 543 | { |
---|
| 544 | QuestItemMap::iterator pq = PlayerQuestItems.find(pl->GetGUIDLow()); |
---|
| 545 | if (pq != PlayerQuestItems.end() && pq->second) |
---|
| 546 | { |
---|
| 547 | // find where/if the player has the given item in it's vector |
---|
| 548 | QuestItemList& pql = *pq->second; |
---|
| 549 | |
---|
| 550 | uint8 j; |
---|
| 551 | for (j = 0; j < pql.size(); ++j) |
---|
| 552 | if (pql[j].index == questIndex) |
---|
| 553 | break; |
---|
| 554 | |
---|
| 555 | if (j < pql.size()) |
---|
| 556 | pl->SendNotifyLootItemRemoved(items.size()+j); |
---|
| 557 | } |
---|
| 558 | } |
---|
| 559 | else |
---|
| 560 | PlayersLooting.erase(i); |
---|
| 561 | } |
---|
| 562 | } |
---|
| 563 | |
---|
| 564 | void Loot::generateMoneyLoot( uint32 minAmount, uint32 maxAmount ) |
---|
| 565 | { |
---|
| 566 | if (maxAmount > 0) |
---|
| 567 | { |
---|
| 568 | if (maxAmount <= minAmount) |
---|
| 569 | gold = uint32(maxAmount * sWorld.getRate(RATE_DROP_MONEY)); |
---|
| 570 | else if ((maxAmount - minAmount) < 32700) |
---|
| 571 | gold = uint32(urand(minAmount, maxAmount) * sWorld.getRate(RATE_DROP_MONEY)); |
---|
| 572 | else |
---|
| 573 | gold = uint32(urand(minAmount >> 8, maxAmount >> 8) * sWorld.getRate(RATE_DROP_MONEY)) << 8; |
---|
| 574 | } |
---|
| 575 | } |
---|
| 576 | |
---|
| 577 | LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qitem, QuestItem **ffaitem, QuestItem **conditem) |
---|
| 578 | { |
---|
| 579 | LootItem* item = NULL; |
---|
| 580 | bool is_looted = true; |
---|
| 581 | if (lootSlot >= items.size()) |
---|
| 582 | { |
---|
| 583 | uint32 questSlot = lootSlot - items.size(); |
---|
| 584 | QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow()); |
---|
| 585 | if (itr != PlayerQuestItems.end() && questSlot < itr->second->size()) |
---|
| 586 | { |
---|
| 587 | QuestItem *qitem2 = &itr->second->at(questSlot); |
---|
| 588 | if(qitem) |
---|
| 589 | *qitem = qitem2; |
---|
| 590 | item = &quest_items[qitem2->index]; |
---|
| 591 | is_looted = qitem2->is_looted; |
---|
| 592 | } |
---|
| 593 | } |
---|
| 594 | else |
---|
| 595 | { |
---|
| 596 | item = &items[lootSlot]; |
---|
| 597 | is_looted = item->is_looted; |
---|
| 598 | if(item->freeforall) |
---|
| 599 | { |
---|
| 600 | QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow()); |
---|
| 601 | if (itr != PlayerFFAItems.end()) |
---|
| 602 | { |
---|
| 603 | for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) |
---|
| 604 | if(iter->index==lootSlot) |
---|
| 605 | { |
---|
| 606 | QuestItem *ffaitem2 = (QuestItem*)&(*iter); |
---|
| 607 | if(ffaitem) |
---|
| 608 | *ffaitem = ffaitem2; |
---|
| 609 | is_looted = ffaitem2->is_looted; |
---|
| 610 | break; |
---|
| 611 | } |
---|
| 612 | } |
---|
| 613 | } |
---|
| 614 | else if(item->conditionId) |
---|
| 615 | { |
---|
| 616 | QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow()); |
---|
| 617 | if (itr != PlayerNonQuestNonFFAConditionalItems.end()) |
---|
| 618 | { |
---|
| 619 | for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) |
---|
| 620 | { |
---|
| 621 | if(iter->index==lootSlot) |
---|
| 622 | { |
---|
| 623 | QuestItem *conditem2 = (QuestItem*)&(*iter); |
---|
| 624 | if(conditem) |
---|
| 625 | *conditem = conditem2; |
---|
| 626 | is_looted = conditem2->is_looted; |
---|
| 627 | break; |
---|
| 628 | } |
---|
| 629 | } |
---|
| 630 | } |
---|
| 631 | } |
---|
| 632 | } |
---|
| 633 | |
---|
| 634 | if(is_looted) |
---|
| 635 | return NULL; |
---|
| 636 | |
---|
| 637 | return item; |
---|
| 638 | } |
---|
| 639 | |
---|
| 640 | ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li) |
---|
| 641 | { |
---|
| 642 | b << uint32(li.itemid); |
---|
| 643 | b << uint32(li.count); // nr of items of this type |
---|
| 644 | b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID); |
---|
| 645 | b << uint32(li.randomSuffix); |
---|
| 646 | b << uint32(li.randomPropertyId); |
---|
| 647 | //b << uint8(0); // slot type - will send after this function call |
---|
| 648 | return b; |
---|
| 649 | } |
---|
| 650 | |
---|
| 651 | ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) |
---|
| 652 | { |
---|
| 653 | Loot &l = lv.loot; |
---|
| 654 | |
---|
| 655 | uint8 itemsShown = 0; |
---|
| 656 | |
---|
| 657 | //gold |
---|
| 658 | b << uint32(lv.permission!=NONE_PERMISSION ? l.gold : 0); |
---|
| 659 | |
---|
| 660 | size_t count_pos = b.wpos(); // pos of item count byte |
---|
| 661 | b << uint8(0); // item count placeholder |
---|
| 662 | |
---|
| 663 | switch (lv.permission) |
---|
| 664 | { |
---|
| 665 | case GROUP_PERMISSION: |
---|
| 666 | { |
---|
| 667 | // You are not the items proprietary, so you can only see |
---|
| 668 | // blocked rolled items and quest items, and !ffa items |
---|
| 669 | for (uint8 i = 0; i < l.items.size(); ++i) |
---|
| 670 | { |
---|
| 671 | if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) |
---|
| 672 | { |
---|
| 673 | uint8 slot_type = (l.items[i].is_blocked || l.items[i].is_underthreshold) ? 0 : 1; |
---|
| 674 | |
---|
| 675 | b << uint8(i) << l.items[i]; //send the index and the item if it's not looted, and blocked or under threshold, free for all items will be sent later, only one-player loots here |
---|
| 676 | b << uint8(slot_type); // 0 - get 1 - look only |
---|
| 677 | ++itemsShown; |
---|
| 678 | } |
---|
| 679 | } |
---|
| 680 | break; |
---|
| 681 | } |
---|
| 682 | case ALL_PERMISSION: |
---|
| 683 | case MASTER_PERMISSION: |
---|
| 684 | { |
---|
| 685 | uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? 2 : 0; |
---|
| 686 | for (uint8 i = 0; i < l.items.size(); ++i) |
---|
| 687 | { |
---|
| 688 | if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) |
---|
| 689 | { |
---|
| 690 | b << uint8(i) << l.items[i]; //only send one-player loot items now, free for all will be sent later |
---|
| 691 | b << uint8(slot_type); // 0 - get 2 - master selection |
---|
| 692 | ++itemsShown; |
---|
| 693 | } |
---|
| 694 | } |
---|
| 695 | break; |
---|
| 696 | } |
---|
| 697 | case NONE_PERMISSION: |
---|
| 698 | default: |
---|
| 699 | return b; // nothing output more |
---|
| 700 | } |
---|
| 701 | |
---|
| 702 | if (lv.qlist) |
---|
| 703 | { |
---|
| 704 | for (QuestItemList::iterator qi = lv.qlist->begin() ; qi != lv.qlist->end(); ++qi) |
---|
| 705 | { |
---|
| 706 | LootItem &item = l.quest_items[qi->index]; |
---|
| 707 | if (!qi->is_looted && !item.is_looted) |
---|
| 708 | { |
---|
| 709 | b << uint8(l.items.size() + (qi - lv.qlist->begin())); |
---|
| 710 | b << item; |
---|
| 711 | b << uint8(0); // allow loot |
---|
| 712 | ++itemsShown; |
---|
| 713 | } |
---|
| 714 | } |
---|
| 715 | } |
---|
| 716 | |
---|
| 717 | if (lv.ffalist) |
---|
| 718 | { |
---|
| 719 | for (QuestItemList::iterator fi = lv.ffalist->begin() ; fi != lv.ffalist->end(); ++fi) |
---|
| 720 | { |
---|
| 721 | LootItem &item = l.items[fi->index]; |
---|
| 722 | if (!fi->is_looted && !item.is_looted) |
---|
| 723 | { |
---|
| 724 | b << uint8(fi->index) << item; |
---|
| 725 | b << uint8(0); // allow loot |
---|
| 726 | ++itemsShown; |
---|
| 727 | } |
---|
| 728 | } |
---|
| 729 | } |
---|
| 730 | |
---|
| 731 | if (lv.conditionallist) |
---|
| 732 | { |
---|
| 733 | for (QuestItemList::iterator ci = lv.conditionallist->begin() ; ci != lv.conditionallist->end(); ++ci) |
---|
| 734 | { |
---|
| 735 | LootItem &item = l.items[ci->index]; |
---|
| 736 | if (!ci->is_looted && !item.is_looted) |
---|
| 737 | { |
---|
| 738 | b << uint8(ci->index) << item; |
---|
| 739 | b << uint8(0); // allow loot |
---|
| 740 | ++itemsShown; |
---|
| 741 | } |
---|
| 742 | } |
---|
| 743 | } |
---|
| 744 | |
---|
| 745 | //update number of items shown |
---|
| 746 | b.put<uint8>(count_pos,itemsShown); |
---|
| 747 | |
---|
| 748 | return b; |
---|
| 749 | } |
---|
| 750 | |
---|
| 751 | // |
---|
| 752 | // --------- LootTemplate::LootGroup --------- |
---|
| 753 | // |
---|
| 754 | |
---|
| 755 | // Adds an entry to the group (at loading stage) |
---|
| 756 | void LootTemplate::LootGroup::AddEntry(LootStoreItem& item) |
---|
| 757 | { |
---|
| 758 | if (item.chance != 0) |
---|
| 759 | ExplicitlyChanced.push_back(item); |
---|
| 760 | else |
---|
| 761 | EqualChanced.push_back(item); |
---|
| 762 | } |
---|
| 763 | |
---|
| 764 | // Rolls an item from the group, returns NULL if all miss their chances |
---|
| 765 | LootStoreItem const * LootTemplate::LootGroup::Roll() const |
---|
| 766 | { |
---|
| 767 | if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked |
---|
| 768 | { |
---|
| 769 | float Roll = rand_chance(); |
---|
| 770 | |
---|
| 771 | for (uint32 i=0; i<ExplicitlyChanced.size(); ++i) //check each explicitly chanced entry in the template and modify its chance based on quality. |
---|
| 772 | { |
---|
| 773 | if(ExplicitlyChanced[i].chance>=100.f) |
---|
| 774 | return &ExplicitlyChanced[i]; |
---|
| 775 | |
---|
| 776 | ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid); |
---|
| 777 | float qualityMultiplier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; |
---|
| 778 | Roll -= ExplicitlyChanced[i].chance * qualityMultiplier; |
---|
| 779 | if (Roll < 0) |
---|
| 780 | return &ExplicitlyChanced[i]; |
---|
| 781 | } |
---|
| 782 | } |
---|
| 783 | if (!EqualChanced.empty()) // If nothing selected yet - an item is taken from equal-chanced part |
---|
| 784 | return &EqualChanced[irand(0, EqualChanced.size()-1)]; |
---|
| 785 | |
---|
| 786 | return NULL; // Empty drop from the group |
---|
| 787 | } |
---|
| 788 | |
---|
| 789 | // True if group includes at least 1 quest drop entry |
---|
| 790 | bool LootTemplate::LootGroup::HasQuestDrop() const |
---|
| 791 | { |
---|
| 792 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 793 | if (i->needs_quest) |
---|
| 794 | return true; |
---|
| 795 | for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) |
---|
| 796 | if (i->needs_quest) |
---|
| 797 | return true; |
---|
| 798 | return false; |
---|
| 799 | } |
---|
| 800 | |
---|
| 801 | // True if group includes at least 1 quest drop entry for active quests of the player |
---|
| 802 | bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const |
---|
| 803 | { |
---|
| 804 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 805 | if (player->HasQuestForItem(i->itemid)) |
---|
| 806 | return true; |
---|
| 807 | for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) |
---|
| 808 | if (player->HasQuestForItem(i->itemid)) |
---|
| 809 | return true; |
---|
| 810 | return false; |
---|
| 811 | } |
---|
| 812 | |
---|
| 813 | // Rolls an item from the group (if any takes its chance) and adds the item to the loot |
---|
| 814 | void LootTemplate::LootGroup::Process(Loot& loot) const |
---|
| 815 | { |
---|
| 816 | LootStoreItem const * item = Roll(); |
---|
| 817 | if (item != NULL) |
---|
| 818 | loot.AddItem(*item); |
---|
| 819 | } |
---|
| 820 | |
---|
| 821 | // Overall chance for the group without equal chanced items |
---|
| 822 | float LootTemplate::LootGroup::RawTotalChance() const |
---|
| 823 | { |
---|
| 824 | float result = 0; |
---|
| 825 | |
---|
| 826 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 827 | if ( !i->needs_quest ) |
---|
| 828 | result += i->chance; |
---|
| 829 | |
---|
| 830 | return result; |
---|
| 831 | } |
---|
| 832 | |
---|
| 833 | // Overall chance for the group |
---|
| 834 | float LootTemplate::LootGroup::TotalChance() const |
---|
| 835 | { |
---|
| 836 | float result = RawTotalChance(); |
---|
| 837 | |
---|
| 838 | if (!EqualChanced.empty() && result < 100.0f) |
---|
| 839 | return 100.0f; |
---|
| 840 | |
---|
| 841 | return result; |
---|
| 842 | } |
---|
| 843 | |
---|
| 844 | void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const |
---|
| 845 | { |
---|
| 846 | float chance = RawTotalChance(); |
---|
| 847 | if (chance > 101.0f) // TODO: replace with 100% when DBs will be ready |
---|
| 848 | { |
---|
| 849 | sLog.outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); |
---|
| 850 | } |
---|
| 851 | |
---|
| 852 | if(chance >= 100.0f && !EqualChanced.empty()) |
---|
| 853 | { |
---|
| 854 | sLog.outErrorDb("Table '%s' entry %u group %d has items with chance=0%% but group total chance >= 100%% (%f)", lootstore.GetName(), id, group_id, chance); |
---|
| 855 | } |
---|
| 856 | } |
---|
| 857 | |
---|
| 858 | void LootTemplate::LootGroup::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const |
---|
| 859 | { |
---|
| 860 | for (LootStoreItemList::const_iterator ieItr=ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr) |
---|
| 861 | { |
---|
| 862 | if(ieItr->mincountOrRef < 0) |
---|
| 863 | { |
---|
| 864 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 865 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 866 | else if(ref_set) |
---|
| 867 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 868 | } |
---|
| 869 | } |
---|
| 870 | |
---|
| 871 | for (LootStoreItemList::const_iterator ieItr=EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) |
---|
| 872 | { |
---|
| 873 | if(ieItr->mincountOrRef < 0) |
---|
| 874 | { |
---|
| 875 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 876 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 877 | else if(ref_set) |
---|
| 878 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 879 | } |
---|
| 880 | } |
---|
| 881 | } |
---|
| 882 | |
---|
| 883 | // |
---|
| 884 | // --------- LootTemplate --------- |
---|
| 885 | // |
---|
| 886 | |
---|
| 887 | // Adds an entry to the group (at loading stage) |
---|
| 888 | void LootTemplate::AddEntry(LootStoreItem& item) |
---|
| 889 | { |
---|
| 890 | if (item.group > 0 && item.mincountOrRef > 0) // Group |
---|
| 891 | { |
---|
| 892 | if (item.group >= Groups.size()) |
---|
| 893 | Groups.resize(item.group); // Adds new group the the loot template if needed |
---|
| 894 | Groups[item.group-1].AddEntry(item); // Adds new entry to the group |
---|
| 895 | } |
---|
| 896 | else // Non-grouped entries and references are stored together |
---|
| 897 | Entries.push_back(item); |
---|
| 898 | } |
---|
| 899 | |
---|
| 900 | // Rolls for every item in the template and adds the rolled items the the loot |
---|
| 901 | void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) const |
---|
| 902 | { |
---|
| 903 | if (groupId) // Group reference uses own processing of the group |
---|
| 904 | { |
---|
| 905 | if (groupId > Groups.size()) |
---|
| 906 | return; // Error message already printed at loading stage |
---|
| 907 | |
---|
| 908 | Groups[groupId-1].Process(loot); |
---|
| 909 | return; |
---|
| 910 | } |
---|
| 911 | |
---|
| 912 | // Rolling non-grouped items |
---|
| 913 | for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) |
---|
| 914 | { |
---|
| 915 | if ( !i->Roll() ) |
---|
| 916 | continue; // Bad luck for the entry |
---|
| 917 | |
---|
| 918 | if (i->mincountOrRef < 0) // References processing |
---|
| 919 | { |
---|
| 920 | LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-i->mincountOrRef); |
---|
| 921 | |
---|
| 922 | if(!Referenced) |
---|
| 923 | continue; // Error message already printed at loading stage |
---|
| 924 | |
---|
| 925 | for (uint32 loop=0; loop < i->maxcount; ++loop )// Ref multiplicator |
---|
| 926 | Referenced->Process(loot, store, i->group); // Ref processing |
---|
| 927 | } |
---|
| 928 | else // Plain entries (not a reference, not grouped) |
---|
| 929 | loot.AddItem(*i); // Chance is already checked, just add |
---|
| 930 | } |
---|
| 931 | |
---|
| 932 | // Now processing groups |
---|
| 933 | for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; i++ ) |
---|
| 934 | i->Process(loot); |
---|
| 935 | } |
---|
| 936 | |
---|
| 937 | // True if template includes at least 1 quest drop entry |
---|
| 938 | bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const |
---|
| 939 | { |
---|
| 940 | if (groupId) // Group reference |
---|
| 941 | { |
---|
| 942 | if (groupId > Groups.size()) |
---|
| 943 | return false; // Error message [should be] already printed at loading stage |
---|
| 944 | return Groups[groupId-1].HasQuestDrop(); |
---|
| 945 | } |
---|
| 946 | |
---|
| 947 | for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i ) |
---|
| 948 | { |
---|
| 949 | if (i->mincountOrRef < 0) // References |
---|
| 950 | { |
---|
| 951 | LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); |
---|
| 952 | if( Referenced ==store.end() ) |
---|
| 953 | continue; // Error message [should be] already printed at loading stage |
---|
| 954 | if (Referenced->second->HasQuestDrop(store, i->group) ) |
---|
| 955 | return true; |
---|
| 956 | } |
---|
| 957 | else if ( i->needs_quest ) |
---|
| 958 | return true; // quest drop found |
---|
| 959 | } |
---|
| 960 | |
---|
| 961 | // Now processing groups |
---|
| 962 | for (LootGroups::const_iterator i = Groups.begin() ; i != Groups.end() ; i++ ) |
---|
| 963 | if (i->HasQuestDrop()) |
---|
| 964 | return true; |
---|
| 965 | |
---|
| 966 | return false; |
---|
| 967 | } |
---|
| 968 | |
---|
| 969 | // True if template includes at least 1 quest drop for an active quest of the player |
---|
| 970 | bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const |
---|
| 971 | { |
---|
| 972 | if (groupId) // Group reference |
---|
| 973 | { |
---|
| 974 | if (groupId > Groups.size()) |
---|
| 975 | return false; // Error message already printed at loading stage |
---|
| 976 | return Groups[groupId-1].HasQuestDropForPlayer(player); |
---|
| 977 | } |
---|
| 978 | |
---|
| 979 | // Checking non-grouped entries |
---|
| 980 | for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) |
---|
| 981 | { |
---|
| 982 | if (i->mincountOrRef < 0) // References processing |
---|
| 983 | { |
---|
| 984 | LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); |
---|
| 985 | if (Referenced == store.end() ) |
---|
| 986 | continue; // Error message already printed at loading stage |
---|
| 987 | if (Referenced->second->HasQuestDropForPlayer(store, player, i->group) ) |
---|
| 988 | return true; |
---|
| 989 | } |
---|
| 990 | else if ( player->HasQuestForItem(i->itemid) ) |
---|
| 991 | return true; // active quest drop found |
---|
| 992 | } |
---|
| 993 | |
---|
| 994 | // Now checking groups |
---|
| 995 | for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i ) |
---|
| 996 | if (i->HasQuestDrop()) |
---|
| 997 | return true; |
---|
| 998 | |
---|
| 999 | return false; |
---|
| 1000 | } |
---|
| 1001 | |
---|
| 1002 | // Checks integrity of the template |
---|
| 1003 | void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const |
---|
| 1004 | { |
---|
| 1005 | // Checking group chances |
---|
| 1006 | for (uint32 i=0; i < Groups.size(); ++i) |
---|
| 1007 | Groups[i].Verify(lootstore,id,i+1); |
---|
| 1008 | |
---|
| 1009 | // TODO: References validity checks |
---|
| 1010 | } |
---|
| 1011 | |
---|
| 1012 | void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const |
---|
| 1013 | { |
---|
| 1014 | for(LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr) |
---|
| 1015 | { |
---|
| 1016 | if(ieItr->mincountOrRef < 0) |
---|
| 1017 | { |
---|
| 1018 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 1019 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 1020 | else if(ref_set) |
---|
| 1021 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 1022 | } |
---|
| 1023 | } |
---|
| 1024 | |
---|
| 1025 | for(LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr) |
---|
| 1026 | grItr->CheckLootRefs(store,ref_set); |
---|
| 1027 | } |
---|
| 1028 | |
---|
| 1029 | void LoadLootTemplates_Creature() |
---|
| 1030 | { |
---|
| 1031 | LootIdSet ids_set, ids_setUsed; |
---|
| 1032 | LootTemplates_Creature.LoadAndCollectLootIds(ids_set); |
---|
| 1033 | |
---|
| 1034 | // remove real entries and check existence loot |
---|
| 1035 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1036 | { |
---|
| 1037 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1038 | { |
---|
| 1039 | if(uint32 lootid = cInfo->lootid) |
---|
| 1040 | { |
---|
| 1041 | if(!ids_set.count(lootid)) |
---|
| 1042 | LootTemplates_Creature.ReportNotExistedId(lootid); |
---|
| 1043 | else |
---|
| 1044 | ids_setUsed.insert(lootid); |
---|
| 1045 | } |
---|
| 1046 | } |
---|
| 1047 | } |
---|
| 1048 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1049 | ids_set.erase(*itr); |
---|
| 1050 | |
---|
| 1051 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1052 | LootTemplates_Creature.ReportUnusedIds(ids_set); |
---|
| 1053 | } |
---|
| 1054 | |
---|
| 1055 | void LoadLootTemplates_Disenchant() |
---|
| 1056 | { |
---|
| 1057 | LootIdSet ids_set, ids_setUsed; |
---|
| 1058 | LootTemplates_Disenchant.LoadAndCollectLootIds(ids_set); |
---|
| 1059 | |
---|
| 1060 | // remove real entries and check existence loot |
---|
| 1061 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1062 | { |
---|
| 1063 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1064 | { |
---|
| 1065 | if(uint32 lootid = proto->DisenchantID) |
---|
| 1066 | { |
---|
| 1067 | if(!ids_set.count(lootid)) |
---|
| 1068 | LootTemplates_Disenchant.ReportNotExistedId(lootid); |
---|
| 1069 | else |
---|
| 1070 | ids_setUsed.insert(lootid); |
---|
| 1071 | } |
---|
| 1072 | } |
---|
| 1073 | } |
---|
| 1074 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1075 | ids_set.erase(*itr); |
---|
| 1076 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1077 | LootTemplates_Disenchant.ReportUnusedIds(ids_set); |
---|
| 1078 | } |
---|
| 1079 | |
---|
| 1080 | void LoadLootTemplates_Fishing() |
---|
| 1081 | { |
---|
| 1082 | LootIdSet ids_set; |
---|
| 1083 | LootTemplates_Fishing.LoadAndCollectLootIds(ids_set); |
---|
| 1084 | |
---|
| 1085 | // remove real entries and check existence loot |
---|
| 1086 | for(uint32 i = 1; i < sAreaStore.GetNumRows(); ++i ) |
---|
| 1087 | { |
---|
| 1088 | if(AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i)) |
---|
| 1089 | if(ids_set.count(areaEntry->ID)) |
---|
| 1090 | ids_set.erase(areaEntry->ID); |
---|
| 1091 | } |
---|
| 1092 | |
---|
| 1093 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1094 | LootTemplates_Fishing.ReportUnusedIds(ids_set); |
---|
| 1095 | } |
---|
| 1096 | |
---|
| 1097 | void LoadLootTemplates_Gameobject() |
---|
| 1098 | { |
---|
| 1099 | LootIdSet ids_set, ids_setUsed; |
---|
| 1100 | LootTemplates_Gameobject.LoadAndCollectLootIds(ids_set); |
---|
| 1101 | |
---|
| 1102 | // remove real entries and check existence loot |
---|
| 1103 | for(uint32 i = 1; i < sGOStorage.MaxEntry; ++i ) |
---|
| 1104 | { |
---|
| 1105 | if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i)) |
---|
| 1106 | { |
---|
| 1107 | if(uint32 lootid = GameObject::GetLootId(gInfo)) |
---|
| 1108 | { |
---|
| 1109 | if(!ids_set.count(lootid)) |
---|
| 1110 | LootTemplates_Gameobject.ReportNotExistedId(lootid); |
---|
| 1111 | else |
---|
| 1112 | ids_setUsed.insert(lootid); |
---|
| 1113 | } |
---|
| 1114 | } |
---|
| 1115 | } |
---|
| 1116 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1117 | ids_set.erase(*itr); |
---|
| 1118 | |
---|
| 1119 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1120 | LootTemplates_Gameobject.ReportUnusedIds(ids_set); |
---|
| 1121 | } |
---|
| 1122 | |
---|
| 1123 | void LoadLootTemplates_Item() |
---|
| 1124 | { |
---|
| 1125 | LootIdSet ids_set; |
---|
| 1126 | LootTemplates_Item.LoadAndCollectLootIds(ids_set); |
---|
| 1127 | |
---|
| 1128 | // remove real entries and check existence loot |
---|
| 1129 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1130 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1131 | if(ids_set.count(proto->ItemId)) |
---|
| 1132 | ids_set.erase(proto->ItemId); |
---|
| 1133 | |
---|
| 1134 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1135 | LootTemplates_Item.ReportUnusedIds(ids_set); |
---|
| 1136 | } |
---|
| 1137 | |
---|
| 1138 | void LoadLootTemplates_Pickpocketing() |
---|
| 1139 | { |
---|
| 1140 | LootIdSet ids_set, ids_setUsed; |
---|
| 1141 | LootTemplates_Pickpocketing.LoadAndCollectLootIds(ids_set); |
---|
| 1142 | |
---|
| 1143 | // remove real entries and check existence loot |
---|
| 1144 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1145 | { |
---|
| 1146 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1147 | { |
---|
| 1148 | if(uint32 lootid = cInfo->pickpocketLootId) |
---|
| 1149 | { |
---|
| 1150 | if(!ids_set.count(lootid)) |
---|
| 1151 | LootTemplates_Pickpocketing.ReportNotExistedId(lootid); |
---|
| 1152 | else |
---|
| 1153 | ids_setUsed.insert(lootid); |
---|
| 1154 | } |
---|
| 1155 | } |
---|
| 1156 | } |
---|
| 1157 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1158 | ids_set.erase(*itr); |
---|
| 1159 | |
---|
| 1160 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1161 | LootTemplates_Pickpocketing.ReportUnusedIds(ids_set); |
---|
| 1162 | } |
---|
| 1163 | |
---|
| 1164 | void LoadLootTemplates_Prospecting() |
---|
| 1165 | { |
---|
| 1166 | LootIdSet ids_set; |
---|
| 1167 | LootTemplates_Prospecting.LoadAndCollectLootIds(ids_set); |
---|
| 1168 | |
---|
| 1169 | // remove real entries and check existence loot |
---|
| 1170 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1171 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1172 | if(ids_set.count(proto->ItemId)) |
---|
| 1173 | ids_set.erase(proto->ItemId); |
---|
| 1174 | |
---|
| 1175 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1176 | LootTemplates_Prospecting.ReportUnusedIds(ids_set); |
---|
| 1177 | } |
---|
| 1178 | |
---|
| 1179 | void LoadLootTemplates_QuestMail() |
---|
| 1180 | { |
---|
| 1181 | LootIdSet ids_set; |
---|
| 1182 | LootTemplates_QuestMail.LoadAndCollectLootIds(ids_set); |
---|
| 1183 | |
---|
| 1184 | // remove real entries and check existence loot |
---|
| 1185 | ObjectMgr::QuestMap const& questMap = objmgr.GetQuestTemplates(); |
---|
| 1186 | for(ObjectMgr::QuestMap::const_iterator itr = questMap.begin(); itr != questMap.end(); ++itr ) |
---|
| 1187 | if(ids_set.count(itr->first)) |
---|
| 1188 | ids_set.erase(itr->first); |
---|
| 1189 | |
---|
| 1190 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1191 | LootTemplates_QuestMail.ReportUnusedIds(ids_set); |
---|
| 1192 | } |
---|
| 1193 | |
---|
| 1194 | void LoadLootTemplates_Skinning() |
---|
| 1195 | { |
---|
| 1196 | LootIdSet ids_set, ids_setUsed; |
---|
| 1197 | LootTemplates_Skinning.LoadAndCollectLootIds(ids_set); |
---|
| 1198 | |
---|
| 1199 | // remove real entries and check existence loot |
---|
| 1200 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1201 | { |
---|
| 1202 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1203 | { |
---|
| 1204 | if(uint32 lootid = cInfo->SkinLootId) |
---|
| 1205 | { |
---|
| 1206 | if(!ids_set.count(lootid)) |
---|
| 1207 | LootTemplates_Skinning.ReportNotExistedId(lootid); |
---|
| 1208 | else |
---|
| 1209 | ids_setUsed.insert(lootid); |
---|
| 1210 | } |
---|
| 1211 | } |
---|
| 1212 | } |
---|
| 1213 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1214 | ids_set.erase(*itr); |
---|
| 1215 | |
---|
| 1216 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1217 | LootTemplates_Skinning.ReportUnusedIds(ids_set); |
---|
| 1218 | } |
---|
| 1219 | |
---|
| 1220 | void LoadLootTemplates_Reference() |
---|
| 1221 | { |
---|
| 1222 | LootIdSet ids_set; |
---|
| 1223 | LootTemplates_Reference.LoadAndCollectLootIds(ids_set); |
---|
| 1224 | |
---|
| 1225 | // check references and remove used |
---|
| 1226 | LootTemplates_Creature.CheckLootRefs(&ids_set); |
---|
| 1227 | LootTemplates_Fishing.CheckLootRefs(&ids_set); |
---|
| 1228 | LootTemplates_Gameobject.CheckLootRefs(&ids_set); |
---|
| 1229 | LootTemplates_Item.CheckLootRefs(&ids_set); |
---|
| 1230 | LootTemplates_Pickpocketing.CheckLootRefs(&ids_set); |
---|
| 1231 | LootTemplates_Skinning.CheckLootRefs(&ids_set); |
---|
| 1232 | LootTemplates_Disenchant.CheckLootRefs(&ids_set); |
---|
| 1233 | LootTemplates_Prospecting.CheckLootRefs(&ids_set); |
---|
| 1234 | LootTemplates_QuestMail.CheckLootRefs(&ids_set); |
---|
| 1235 | LootTemplates_Reference.CheckLootRefs(&ids_set); |
---|
| 1236 | |
---|
| 1237 | // output error for any still listed ids (not referenced from any loot table) |
---|
| 1238 | LootTemplates_Reference.ReportUnusedIds(ids_set); |
---|
| 1239 | } |
---|