[2] | 1 | /* |
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[102] | 2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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| 3 | * |
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[44] | 4 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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[2] | 5 | * |
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| 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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[44] | 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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[2] | 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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[44] | 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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[2] | 19 | */ |
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| 20 | |
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| 21 | #include "LootMgr.h" |
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| 22 | #include "Log.h" |
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| 23 | #include "ObjectMgr.h" |
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| 24 | #include "ProgressBar.h" |
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| 25 | #include "World.h" |
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| 26 | #include "Util.h" |
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| 27 | #include "SharedDefines.h" |
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| 28 | |
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| 29 | static Rates const qualityToRate[MAX_ITEM_QUALITY] = { |
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| 30 | RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR |
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| 31 | RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL |
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| 32 | RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON |
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| 33 | RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE |
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| 34 | RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC |
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| 35 | RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY |
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| 36 | RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT |
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| 37 | }; |
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| 38 | |
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| 39 | LootStore LootTemplates_Creature( "creature_loot_template", "creature entry"); |
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| 40 | LootStore LootTemplates_Disenchant( "disenchant_loot_template", "item disenchant id"); |
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| 41 | LootStore LootTemplates_Fishing( "fishing_loot_template", "area id"); |
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| 42 | LootStore LootTemplates_Gameobject( "gameobject_loot_template", "gameobject entry"); |
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| 43 | LootStore LootTemplates_Item( "item_loot_template", "item entry"); |
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| 44 | LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template","creature pickpocket lootid"); |
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| 45 | LootStore LootTemplates_Prospecting( "prospecting_loot_template", "item entry"); |
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| 46 | LootStore LootTemplates_QuestMail( "quest_mail_loot_template", "quest id"); |
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| 47 | LootStore LootTemplates_Reference( "reference_loot_template", "reference id"); |
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| 48 | LootStore LootTemplates_Skinning( "skinning_loot_template", "creature skinning id"); |
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| 49 | |
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| 50 | |
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| 51 | class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed) |
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| 52 | { |
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| 53 | public: |
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| 54 | void AddEntry(LootStoreItem& item); // Adds an entry to the group (at loading stage) |
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| 55 | bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry |
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| 56 | bool HasQuestDropForPlayer(Player const * player) const; |
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| 57 | // The same for active quests of the player |
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| 58 | void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot |
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| 59 | float RawTotalChance() const; // Overall chance for the group (without equal chanced items) |
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| 60 | float TotalChance() const; // Overall chance for the group |
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| 61 | |
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| 62 | void Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const; |
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| 63 | void CollectLootIds(LootIdSet& set) const; |
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| 64 | void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; |
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| 65 | private: |
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| 66 | LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB |
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| 67 | LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance |
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| 68 | |
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| 69 | LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances |
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| 70 | }; |
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| 71 | |
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| 72 | //Remove all data and free all memory |
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| 73 | void LootStore::Clear() |
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| 74 | { |
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| 75 | for (LootTemplateMap::const_iterator itr=m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr) |
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| 76 | delete itr->second; |
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| 77 | m_LootTemplates.clear(); |
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| 78 | } |
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| 79 | |
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| 80 | // Checks validity of the loot store |
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| 81 | // Actual checks are done within LootTemplate::Verify() which is called for every template |
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| 82 | void LootStore::Verify() const |
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| 83 | { |
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| 84 | for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i ) |
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| 85 | i->second->Verify(*this, i->first); |
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| 86 | } |
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| 87 | |
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| 88 | // Loads a *_loot_template DB table into loot store |
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| 89 | // All checks of the loaded template are called from here, no error reports at loot generation required |
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| 90 | void LootStore::LoadLootTable() |
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| 91 | { |
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| 92 | LootTemplateMap::iterator tab; |
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| 93 | uint32 count = 0; |
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| 94 | |
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| 95 | // Clearing store (for reloading case) |
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| 96 | Clear(); |
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| 97 | |
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| 98 | sLog.outString( "%s :", GetName()); |
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| 99 | |
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| 100 | // 0 1 2 3 4 5 6 7 8 |
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| 101 | QueryResult *result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, groupid, mincountOrRef, maxcount, lootcondition, condition_value1, condition_value2 FROM %s",GetName()); |
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| 102 | |
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| 103 | if (result) |
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| 104 | { |
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| 105 | barGoLink bar(result->GetRowCount()); |
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| 106 | |
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| 107 | do |
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| 108 | { |
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| 109 | Field *fields = result->Fetch(); |
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| 110 | bar.step(); |
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| 111 | |
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| 112 | uint32 entry = fields[0].GetUInt32(); |
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| 113 | uint32 item = fields[1].GetUInt32(); |
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| 114 | float chanceOrQuestChance = fields[2].GetFloat(); |
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| 115 | uint8 group = fields[3].GetUInt8(); |
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| 116 | int32 mincountOrRef = fields[4].GetInt32(); |
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| 117 | uint8 maxcount = fields[5].GetUInt8(); |
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| 118 | ConditionType condition = (ConditionType)fields[6].GetUInt8(); |
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| 119 | uint32 cond_value1 = fields[7].GetUInt32(); |
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| 120 | uint32 cond_value2 = fields[8].GetUInt32(); |
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| 121 | |
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| 122 | if(!PlayerCondition::IsValid(condition,cond_value1, cond_value2)) |
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| 123 | { |
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| 124 | sLog.outErrorDb("... in table '%s' entry %u item %u", GetName(), entry, item); |
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| 125 | continue; // error already printed to log/console. |
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| 126 | } |
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| 127 | |
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| 128 | // (condition + cond_value1/2) are converted into single conditionId |
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| 129 | uint16 conditionId = objmgr.GetConditionId(condition, cond_value1, cond_value2); |
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| 130 | |
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| 131 | LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, group, conditionId, mincountOrRef, maxcount); |
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| 132 | |
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| 133 | if (!storeitem.IsValid(*this,entry)) // Validity checks |
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| 134 | continue; |
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| 135 | |
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| 136 | // Looking for the template of the entry |
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| 137 | // often entries are put together |
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| 138 | if (m_LootTemplates.empty() || tab->first != entry) |
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| 139 | { |
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| 140 | // Searching the template (in case template Id changed) |
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| 141 | tab = m_LootTemplates.find(entry); |
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| 142 | if ( tab == m_LootTemplates.end() ) |
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| 143 | { |
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| 144 | std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate)); |
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| 145 | tab = pr.first; |
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| 146 | } |
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| 147 | } |
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| 148 | // else is empty - template Id and iter are the same |
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| 149 | // finally iter refers to already existed or just created <entry, LootTemplate> |
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| 150 | |
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| 151 | // Adds current row to the template |
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| 152 | tab->second->AddEntry(storeitem); |
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| 153 | ++count; |
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| 154 | |
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| 155 | } while (result->NextRow()); |
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| 156 | |
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| 157 | delete result; |
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| 158 | |
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| 159 | Verify(); // Checks validity of the loot store |
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| 160 | |
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| 161 | sLog.outString(); |
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| 162 | sLog.outString( ">> Loaded %u loot definitions (%d templates)", count, m_LootTemplates.size()); |
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| 163 | } |
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| 164 | else |
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| 165 | { |
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| 166 | sLog.outString(); |
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| 167 | sLog.outErrorDb( ">> Loaded 0 loot definitions. DB table `%s` is empty.",GetName() ); |
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| 168 | } |
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| 169 | } |
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| 170 | |
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| 171 | bool LootStore::HaveQuestLootFor(uint32 loot_id) const |
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| 172 | { |
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| 173 | LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id); |
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| 174 | if(itr == m_LootTemplates.end()) |
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| 175 | return false; |
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| 176 | |
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| 177 | // scan loot for quest items |
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| 178 | return itr->second->HasQuestDrop(m_LootTemplates); |
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| 179 | } |
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| 180 | |
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| 181 | bool LootStore::HaveQuestLootForPlayer(uint32 loot_id,Player* player) const |
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| 182 | { |
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| 183 | LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); |
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| 184 | if (tab != m_LootTemplates.end()) |
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| 185 | if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player)) |
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| 186 | return true; |
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| 187 | |
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| 188 | return false; |
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| 189 | } |
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| 190 | |
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| 191 | LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const |
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| 192 | { |
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| 193 | LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); |
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| 194 | |
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| 195 | if (tab == m_LootTemplates.end()) |
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| 196 | return NULL; |
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| 197 | |
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| 198 | return tab->second; |
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| 199 | } |
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| 200 | |
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| 201 | void LootStore::LoadAndCollectLootIds(LootIdSet& ids_set) |
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| 202 | { |
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| 203 | LoadLootTable(); |
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| 204 | |
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| 205 | for(LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab) |
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| 206 | ids_set.insert(tab->first); |
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| 207 | } |
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| 208 | |
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| 209 | void LootStore::CheckLootRefs(LootIdSet* ref_set) const |
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| 210 | { |
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| 211 | for(LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr) |
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| 212 | ltItr->second->CheckLootRefs(m_LootTemplates,ref_set); |
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| 213 | } |
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| 214 | |
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| 215 | void LootStore::ReportUnusedIds(LootIdSet const& ids_set) const |
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| 216 | { |
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| 217 | // all still listed ids isn't referenced |
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| 218 | for(LootIdSet::const_iterator itr = ids_set.begin(); itr != ids_set.end(); ++itr) |
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| 219 | sLog.outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr,GetEntryName()); |
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| 220 | } |
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| 221 | |
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| 222 | void LootStore::ReportNotExistedId(uint32 id) const |
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| 223 | { |
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| 224 | sLog.outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id,GetEntryName()); |
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| 225 | } |
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| 226 | |
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| 227 | // |
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| 228 | // --------- LootStoreItem --------- |
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| 229 | // |
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| 230 | |
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| 231 | // Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation) |
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| 232 | // RATE_DROP_ITEMS is no longer used for all types of entries |
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| 233 | bool LootStoreItem::Roll() const |
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| 234 | { |
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| 235 | if(chance>=100.f) |
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| 236 | return true; |
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| 237 | |
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| 238 | if(mincountOrRef < 0) // reference case |
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| 239 | return roll_chance_f(chance*sWorld.getRate(RATE_DROP_ITEM_REFERENCED)); |
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| 240 | |
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| 241 | ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); |
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| 242 | |
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| 243 | float qualityModifier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; |
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| 244 | |
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| 245 | return roll_chance_f(chance*qualityModifier); |
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| 246 | } |
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| 247 | |
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| 248 | // Checks correctness of values |
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| 249 | bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const |
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| 250 | { |
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| 251 | if (mincountOrRef == 0) |
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| 252 | { |
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| 253 | sLog.outErrorDb("Table '%s' entry %d item %d: wrong mincountOrRef (%d) - skipped", store.GetName(), entry, itemid, mincountOrRef); |
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| 254 | return false; |
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| 255 | } |
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| 256 | |
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| 257 | if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped |
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| 258 | { |
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| 259 | ItemPrototype const *proto = objmgr.GetItemPrototype(itemid); |
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| 260 | if(!proto) |
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| 261 | { |
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| 262 | sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); |
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| 263 | return false; |
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| 264 | } |
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| 265 | |
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| 266 | if( chance == 0 && group == 0) // Zero chance is allowed for grouped entries only |
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| 267 | { |
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| 268 | 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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| 269 | return false; |
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| 270 | } |
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| 271 | |
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| 272 | if( chance != 0 && chance < 0.000001f ) // loot with low chance |
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| 273 | { |
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[230] | 274 | sLog.outErrorDb("Table '%s' entry %d item %d: low chance (%f) - skipped", |
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| 275 | store.GetName(), entry, itemid, chance); |
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[2] | 276 | return false; |
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| 277 | } |
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| 278 | } |
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| 279 | else // mincountOrRef < 0 |
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| 280 | { |
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| 281 | if (needs_quest) |
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| 282 | 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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| 283 | else if( chance == 0 ) // no chance for the reference |
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| 284 | { |
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| 285 | sLog.outErrorDb("Table '%s' entry %d item %d: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid); |
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| 286 | return false; |
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| 287 | } |
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| 288 | } |
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| 289 | return true; // Referenced template existence is checked at whole store level |
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| 290 | } |
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| 291 | |
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| 292 | // |
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| 293 | // --------- LootItem --------- |
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| 294 | // |
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| 295 | |
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| 296 | // Constructor, copies most fields from LootStoreItem and generates random count |
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| 297 | LootItem::LootItem(LootStoreItem const& li) |
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| 298 | { |
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| 299 | itemid = li.itemid; |
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| 300 | conditionId = li.conditionId; |
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| 301 | |
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| 302 | ItemPrototype const* proto = objmgr.GetItemPrototype(itemid); |
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| 303 | freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT); |
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| 304 | |
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| 305 | needs_quest = li.needs_quest; |
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| 306 | |
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| 307 | count = urand(li.mincountOrRef, li.maxcount); // constructor called for mincountOrRef > 0 only |
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| 308 | randomSuffix = GenerateEnchSuffixFactor(itemid); |
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| 309 | randomPropertyId = Item::GenerateItemRandomPropertyId(itemid); |
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| 310 | is_looted = 0; |
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| 311 | is_blocked = 0; |
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| 312 | is_underthreshold = 0; |
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| 313 | is_counted = 0; |
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| 314 | } |
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| 315 | |
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| 316 | // Basic checks for player/item compatibility - if false no chance to see the item in the loot |
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| 317 | bool LootItem::AllowedForPlayer(Player const * player) const |
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| 318 | { |
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| 319 | // DB conditions check |
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| 320 | if ( !objmgr.IsPlayerMeetToCondition(player,conditionId) ) |
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| 321 | return false; |
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| 322 | |
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| 323 | if ( needs_quest ) |
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| 324 | { |
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| 325 | // Checking quests for quest-only drop (check only quests requirements in this case) |
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| 326 | if( !player->HasQuestForItem(itemid) ) |
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| 327 | return false; |
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| 328 | } |
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| 329 | else |
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| 330 | { |
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| 331 | // Not quest only drop (check quest starting items for already accepted non-repeatable quests) |
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| 332 | ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); |
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| 333 | if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid)) |
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| 334 | return false; |
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| 335 | } |
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| 336 | |
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| 337 | return true; |
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| 338 | } |
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| 339 | |
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| 340 | // |
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| 341 | // --------- Loot --------- |
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| 342 | // |
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| 343 | |
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| 344 | // Inserts the item into the loot (called by LootTemplate processors) |
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| 345 | void Loot::AddItem(LootStoreItem const & item) |
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| 346 | { |
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| 347 | if (item.needs_quest) // Quest drop |
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| 348 | { |
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| 349 | if (quest_items.size() < MAX_NR_QUEST_ITEMS) |
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| 350 | quest_items.push_back(LootItem(item)); |
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| 351 | } |
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| 352 | else if (items.size() < MAX_NR_LOOT_ITEMS) // Non-quest drop |
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| 353 | { |
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| 354 | items.push_back(LootItem(item)); |
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| 355 | |
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| 356 | // non-conditional one-player only items are counted here, |
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| 357 | // free for all items are counted in FillFFALoot(), |
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| 358 | // non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot() |
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| 359 | if( !item.conditionId ) |
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| 360 | { |
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| 361 | ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid); |
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| 362 | if( !proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT)==0 ) |
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| 363 | ++unlootedCount; |
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| 364 | } |
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| 365 | } |
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| 366 | } |
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| 367 | |
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| 368 | // Calls processor of corresponding LootTemplate (which handles everything including references) |
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| 369 | void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner) |
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| 370 | { |
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| 371 | LootTemplate const* tab = store.GetLootFor(loot_id); |
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| 372 | |
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| 373 | if (!tab) |
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| 374 | { |
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| 375 | sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id); |
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| 376 | return; |
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| 377 | } |
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| 378 | |
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| 379 | items.reserve(MAX_NR_LOOT_ITEMS); |
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| 380 | quest_items.reserve(MAX_NR_QUEST_ITEMS); |
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| 381 | |
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| 382 | tab->Process(*this, store); // Processing is done there, callback via Loot::AddItem() |
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| 383 | |
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| 384 | // Setting access rights fow group-looting case |
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| 385 | if(!loot_owner) |
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| 386 | return; |
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| 387 | Group * pGroup=loot_owner->GetGroup(); |
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| 388 | if(!pGroup) |
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| 389 | return; |
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| 390 | for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) |
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| 391 | { |
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| 392 | //fill the quest item map for every player in the recipient's group |
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| 393 | Player* pl = itr->getSource(); |
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| 394 | if(!pl) |
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| 395 | continue; |
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| 396 | uint32 plguid = pl->GetGUIDLow(); |
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| 397 | QuestItemMap::iterator qmapitr = PlayerQuestItems.find(plguid); |
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| 398 | if (qmapitr == PlayerQuestItems.end()) |
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| 399 | { |
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| 400 | FillQuestLoot(pl); |
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| 401 | } |
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| 402 | qmapitr = PlayerFFAItems.find(plguid); |
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| 403 | if (qmapitr == PlayerFFAItems.end()) |
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| 404 | { |
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| 405 | FillFFALoot(pl); |
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| 406 | } |
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| 407 | qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid); |
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| 408 | if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end()) |
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| 409 | { |
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| 410 | FillNonQuestNonFFAConditionalLoot(pl); |
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| 411 | } |
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| 412 | } |
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| 413 | } |
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| 414 | |
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| 415 | QuestItemList* Loot::FillFFALoot(Player* player) |
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| 416 | { |
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| 417 | QuestItemList *ql = new QuestItemList(); |
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| 418 | |
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| 419 | for(uint8 i = 0; i < items.size(); i++) |
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| 420 | { |
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| 421 | LootItem &item = items[i]; |
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| 422 | if(!item.is_looted && item.freeforall && item.AllowedForPlayer(player) ) |
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| 423 | { |
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| 424 | ql->push_back(QuestItem(i)); |
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| 425 | ++unlootedCount; |
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| 426 | } |
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| 427 | } |
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| 428 | if (ql->empty()) |
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| 429 | { |
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| 430 | delete ql; |
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| 431 | return NULL; |
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| 432 | } |
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| 433 | |
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| 434 | PlayerFFAItems[player->GetGUIDLow()] = ql; |
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| 435 | return ql; |
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| 436 | } |
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| 437 | |
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| 438 | QuestItemList* Loot::FillQuestLoot(Player* player) |
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| 439 | { |
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| 440 | if (items.size() == MAX_NR_LOOT_ITEMS) return NULL; |
---|
| 441 | QuestItemList *ql = new QuestItemList(); |
---|
| 442 | |
---|
| 443 | for(uint8 i = 0; i < quest_items.size(); i++) |
---|
| 444 | { |
---|
| 445 | LootItem &item = quest_items[i]; |
---|
| 446 | if(!item.is_looted && item.AllowedForPlayer(player) ) |
---|
| 447 | { |
---|
| 448 | ql->push_back(QuestItem(i)); |
---|
| 449 | |
---|
| 450 | // questitems get blocked when they first apper in a |
---|
| 451 | // player's quest vector |
---|
| 452 | // |
---|
| 453 | // increase once if one looter only, looter-times if free for all |
---|
| 454 | if (item.freeforall || !item.is_blocked) |
---|
| 455 | ++unlootedCount; |
---|
| 456 | |
---|
| 457 | item.is_blocked = true; |
---|
| 458 | |
---|
| 459 | if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS) |
---|
| 460 | break; |
---|
| 461 | } |
---|
| 462 | } |
---|
| 463 | if (ql->empty()) |
---|
| 464 | { |
---|
| 465 | delete ql; |
---|
| 466 | return NULL; |
---|
| 467 | } |
---|
| 468 | |
---|
| 469 | PlayerQuestItems[player->GetGUIDLow()] = ql; |
---|
| 470 | return ql; |
---|
| 471 | } |
---|
| 472 | |
---|
| 473 | QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player) |
---|
| 474 | { |
---|
| 475 | QuestItemList *ql = new QuestItemList(); |
---|
| 476 | |
---|
| 477 | for(uint8 i = 0; i < items.size(); ++i) |
---|
| 478 | { |
---|
| 479 | LootItem &item = items[i]; |
---|
| 480 | if(!item.is_looted && !item.freeforall && item.conditionId && item.AllowedForPlayer(player)) |
---|
| 481 | { |
---|
| 482 | ql->push_back(QuestItem(i)); |
---|
| 483 | if(!item.is_counted) |
---|
| 484 | { |
---|
| 485 | ++unlootedCount; |
---|
| 486 | item.is_counted=true; |
---|
| 487 | } |
---|
| 488 | } |
---|
| 489 | } |
---|
| 490 | if (ql->empty()) |
---|
| 491 | { |
---|
| 492 | delete ql; |
---|
| 493 | return NULL; |
---|
| 494 | } |
---|
| 495 | |
---|
| 496 | PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql; |
---|
| 497 | return ql; |
---|
| 498 | } |
---|
| 499 | |
---|
| 500 | //=================================================== |
---|
| 501 | |
---|
| 502 | void Loot::NotifyItemRemoved(uint8 lootIndex) |
---|
| 503 | { |
---|
| 504 | // notify all players that are looting this that the item was removed |
---|
| 505 | // convert the index to the slot the player sees |
---|
| 506 | std::set<uint64>::iterator i_next; |
---|
| 507 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 508 | { |
---|
| 509 | i_next = i; |
---|
| 510 | ++i_next; |
---|
| 511 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 512 | pl->SendNotifyLootItemRemoved(lootIndex); |
---|
| 513 | else |
---|
| 514 | PlayersLooting.erase(i); |
---|
| 515 | } |
---|
| 516 | } |
---|
| 517 | |
---|
| 518 | void Loot::NotifyMoneyRemoved() |
---|
| 519 | { |
---|
| 520 | // notify all players that are looting this that the money was removed |
---|
| 521 | std::set<uint64>::iterator i_next; |
---|
| 522 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 523 | { |
---|
| 524 | i_next = i; |
---|
| 525 | ++i_next; |
---|
| 526 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 527 | pl->SendNotifyLootMoneyRemoved(); |
---|
| 528 | else |
---|
| 529 | PlayersLooting.erase(i); |
---|
| 530 | } |
---|
| 531 | } |
---|
| 532 | |
---|
| 533 | void Loot::NotifyQuestItemRemoved(uint8 questIndex) |
---|
| 534 | { |
---|
| 535 | // when a free for all questitem is looted |
---|
| 536 | // all players will get notified of it being removed |
---|
| 537 | // (other questitems can be looted by each group member) |
---|
[229] | 538 | // bit inefficient but isn't called often |
---|
[2] | 539 | |
---|
| 540 | std::set<uint64>::iterator i_next; |
---|
| 541 | for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) |
---|
| 542 | { |
---|
| 543 | i_next = i; |
---|
| 544 | ++i_next; |
---|
| 545 | if(Player* pl = ObjectAccessor::FindPlayer(*i)) |
---|
| 546 | { |
---|
| 547 | QuestItemMap::iterator pq = PlayerQuestItems.find(pl->GetGUIDLow()); |
---|
| 548 | if (pq != PlayerQuestItems.end() && pq->second) |
---|
| 549 | { |
---|
| 550 | // find where/if the player has the given item in it's vector |
---|
| 551 | QuestItemList& pql = *pq->second; |
---|
| 552 | |
---|
| 553 | uint8 j; |
---|
| 554 | for (j = 0; j < pql.size(); ++j) |
---|
| 555 | if (pql[j].index == questIndex) |
---|
| 556 | break; |
---|
| 557 | |
---|
| 558 | if (j < pql.size()) |
---|
| 559 | pl->SendNotifyLootItemRemoved(items.size()+j); |
---|
| 560 | } |
---|
| 561 | } |
---|
| 562 | else |
---|
| 563 | PlayersLooting.erase(i); |
---|
| 564 | } |
---|
| 565 | } |
---|
| 566 | |
---|
| 567 | void Loot::generateMoneyLoot( uint32 minAmount, uint32 maxAmount ) |
---|
| 568 | { |
---|
| 569 | if (maxAmount > 0) |
---|
| 570 | { |
---|
| 571 | if (maxAmount <= minAmount) |
---|
| 572 | gold = uint32(maxAmount * sWorld.getRate(RATE_DROP_MONEY)); |
---|
| 573 | else if ((maxAmount - minAmount) < 32700) |
---|
| 574 | gold = uint32(urand(minAmount, maxAmount) * sWorld.getRate(RATE_DROP_MONEY)); |
---|
| 575 | else |
---|
| 576 | gold = uint32(urand(minAmount >> 8, maxAmount >> 8) * sWorld.getRate(RATE_DROP_MONEY)) << 8; |
---|
| 577 | } |
---|
| 578 | } |
---|
| 579 | |
---|
| 580 | LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qitem, QuestItem **ffaitem, QuestItem **conditem) |
---|
| 581 | { |
---|
| 582 | LootItem* item = NULL; |
---|
| 583 | bool is_looted = true; |
---|
| 584 | if (lootSlot >= items.size()) |
---|
| 585 | { |
---|
| 586 | uint32 questSlot = lootSlot - items.size(); |
---|
| 587 | QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow()); |
---|
| 588 | if (itr != PlayerQuestItems.end() && questSlot < itr->second->size()) |
---|
| 589 | { |
---|
| 590 | QuestItem *qitem2 = &itr->second->at(questSlot); |
---|
| 591 | if(qitem) |
---|
| 592 | *qitem = qitem2; |
---|
| 593 | item = &quest_items[qitem2->index]; |
---|
| 594 | is_looted = qitem2->is_looted; |
---|
| 595 | } |
---|
| 596 | } |
---|
| 597 | else |
---|
| 598 | { |
---|
| 599 | item = &items[lootSlot]; |
---|
| 600 | is_looted = item->is_looted; |
---|
| 601 | if(item->freeforall) |
---|
| 602 | { |
---|
| 603 | QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow()); |
---|
| 604 | if (itr != PlayerFFAItems.end()) |
---|
| 605 | { |
---|
| 606 | for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) |
---|
| 607 | if(iter->index==lootSlot) |
---|
| 608 | { |
---|
| 609 | QuestItem *ffaitem2 = (QuestItem*)&(*iter); |
---|
| 610 | if(ffaitem) |
---|
| 611 | *ffaitem = ffaitem2; |
---|
| 612 | is_looted = ffaitem2->is_looted; |
---|
| 613 | break; |
---|
| 614 | } |
---|
| 615 | } |
---|
| 616 | } |
---|
| 617 | else if(item->conditionId) |
---|
| 618 | { |
---|
| 619 | QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow()); |
---|
| 620 | if (itr != PlayerNonQuestNonFFAConditionalItems.end()) |
---|
| 621 | { |
---|
| 622 | for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) |
---|
| 623 | { |
---|
| 624 | if(iter->index==lootSlot) |
---|
| 625 | { |
---|
| 626 | QuestItem *conditem2 = (QuestItem*)&(*iter); |
---|
| 627 | if(conditem) |
---|
| 628 | *conditem = conditem2; |
---|
| 629 | is_looted = conditem2->is_looted; |
---|
| 630 | break; |
---|
| 631 | } |
---|
| 632 | } |
---|
| 633 | } |
---|
| 634 | } |
---|
| 635 | } |
---|
| 636 | |
---|
| 637 | if(is_looted) |
---|
| 638 | return NULL; |
---|
| 639 | |
---|
| 640 | return item; |
---|
| 641 | } |
---|
| 642 | |
---|
| 643 | ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li) |
---|
| 644 | { |
---|
| 645 | b << uint32(li.itemid); |
---|
| 646 | b << uint32(li.count); // nr of items of this type |
---|
| 647 | b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID); |
---|
| 648 | b << uint32(li.randomSuffix); |
---|
| 649 | b << uint32(li.randomPropertyId); |
---|
| 650 | //b << uint8(0); // slot type - will send after this function call |
---|
| 651 | return b; |
---|
| 652 | } |
---|
| 653 | |
---|
| 654 | ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) |
---|
| 655 | { |
---|
| 656 | Loot &l = lv.loot; |
---|
| 657 | |
---|
| 658 | uint8 itemsShown = 0; |
---|
| 659 | |
---|
| 660 | //gold |
---|
| 661 | b << uint32(lv.permission!=NONE_PERMISSION ? l.gold : 0); |
---|
| 662 | |
---|
| 663 | size_t count_pos = b.wpos(); // pos of item count byte |
---|
| 664 | b << uint8(0); // item count placeholder |
---|
| 665 | |
---|
| 666 | switch (lv.permission) |
---|
| 667 | { |
---|
| 668 | case GROUP_PERMISSION: |
---|
| 669 | { |
---|
| 670 | // You are not the items proprietary, so you can only see |
---|
| 671 | // blocked rolled items and quest items, and !ffa items |
---|
| 672 | for (uint8 i = 0; i < l.items.size(); ++i) |
---|
| 673 | { |
---|
| 674 | if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) |
---|
| 675 | { |
---|
| 676 | uint8 slot_type = (l.items[i].is_blocked || l.items[i].is_underthreshold) ? 0 : 1; |
---|
| 677 | |
---|
| 678 | 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 |
---|
| 679 | b << uint8(slot_type); // 0 - get 1 - look only |
---|
| 680 | ++itemsShown; |
---|
| 681 | } |
---|
| 682 | } |
---|
| 683 | break; |
---|
| 684 | } |
---|
| 685 | case ALL_PERMISSION: |
---|
| 686 | case MASTER_PERMISSION: |
---|
| 687 | { |
---|
| 688 | uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? 2 : 0; |
---|
| 689 | for (uint8 i = 0; i < l.items.size(); ++i) |
---|
| 690 | { |
---|
| 691 | if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) |
---|
| 692 | { |
---|
| 693 | b << uint8(i) << l.items[i]; //only send one-player loot items now, free for all will be sent later |
---|
| 694 | b << uint8(slot_type); // 0 - get 2 - master selection |
---|
| 695 | ++itemsShown; |
---|
| 696 | } |
---|
| 697 | } |
---|
| 698 | break; |
---|
| 699 | } |
---|
| 700 | case NONE_PERMISSION: |
---|
| 701 | default: |
---|
| 702 | return b; // nothing output more |
---|
| 703 | } |
---|
| 704 | |
---|
| 705 | if (lv.qlist) |
---|
| 706 | { |
---|
| 707 | for (QuestItemList::iterator qi = lv.qlist->begin() ; qi != lv.qlist->end(); ++qi) |
---|
| 708 | { |
---|
| 709 | LootItem &item = l.quest_items[qi->index]; |
---|
| 710 | if (!qi->is_looted && !item.is_looted) |
---|
| 711 | { |
---|
| 712 | b << uint8(l.items.size() + (qi - lv.qlist->begin())); |
---|
| 713 | b << item; |
---|
| 714 | b << uint8(0); // allow loot |
---|
| 715 | ++itemsShown; |
---|
| 716 | } |
---|
| 717 | } |
---|
| 718 | } |
---|
| 719 | |
---|
| 720 | if (lv.ffalist) |
---|
| 721 | { |
---|
| 722 | for (QuestItemList::iterator fi = lv.ffalist->begin() ; fi != lv.ffalist->end(); ++fi) |
---|
| 723 | { |
---|
| 724 | LootItem &item = l.items[fi->index]; |
---|
| 725 | if (!fi->is_looted && !item.is_looted) |
---|
| 726 | { |
---|
| 727 | b << uint8(fi->index) << item; |
---|
| 728 | b << uint8(0); // allow loot |
---|
| 729 | ++itemsShown; |
---|
| 730 | } |
---|
| 731 | } |
---|
| 732 | } |
---|
| 733 | |
---|
| 734 | if (lv.conditionallist) |
---|
| 735 | { |
---|
| 736 | for (QuestItemList::iterator ci = lv.conditionallist->begin() ; ci != lv.conditionallist->end(); ++ci) |
---|
| 737 | { |
---|
| 738 | LootItem &item = l.items[ci->index]; |
---|
| 739 | if (!ci->is_looted && !item.is_looted) |
---|
| 740 | { |
---|
| 741 | b << uint8(ci->index) << item; |
---|
| 742 | b << uint8(0); // allow loot |
---|
| 743 | ++itemsShown; |
---|
| 744 | } |
---|
| 745 | } |
---|
| 746 | } |
---|
| 747 | |
---|
| 748 | //update number of items shown |
---|
| 749 | b.put<uint8>(count_pos,itemsShown); |
---|
| 750 | |
---|
| 751 | return b; |
---|
| 752 | } |
---|
| 753 | |
---|
| 754 | // |
---|
| 755 | // --------- LootTemplate::LootGroup --------- |
---|
| 756 | // |
---|
| 757 | |
---|
| 758 | // Adds an entry to the group (at loading stage) |
---|
| 759 | void LootTemplate::LootGroup::AddEntry(LootStoreItem& item) |
---|
| 760 | { |
---|
| 761 | if (item.chance != 0) |
---|
| 762 | ExplicitlyChanced.push_back(item); |
---|
| 763 | else |
---|
| 764 | EqualChanced.push_back(item); |
---|
| 765 | } |
---|
| 766 | |
---|
| 767 | // Rolls an item from the group, returns NULL if all miss their chances |
---|
| 768 | LootStoreItem const * LootTemplate::LootGroup::Roll() const |
---|
| 769 | { |
---|
| 770 | if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked |
---|
| 771 | { |
---|
| 772 | float Roll = rand_chance(); |
---|
| 773 | |
---|
| 774 | for (uint32 i=0; i<ExplicitlyChanced.size(); ++i) //check each explicitly chanced entry in the template and modify its chance based on quality. |
---|
| 775 | { |
---|
| 776 | if(ExplicitlyChanced[i].chance>=100.f) |
---|
| 777 | return &ExplicitlyChanced[i]; |
---|
| 778 | |
---|
| 779 | ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid); |
---|
| 780 | float qualityMultiplier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; |
---|
| 781 | Roll -= ExplicitlyChanced[i].chance * qualityMultiplier; |
---|
| 782 | if (Roll < 0) |
---|
| 783 | return &ExplicitlyChanced[i]; |
---|
| 784 | } |
---|
| 785 | } |
---|
| 786 | if (!EqualChanced.empty()) // If nothing selected yet - an item is taken from equal-chanced part |
---|
| 787 | return &EqualChanced[irand(0, EqualChanced.size()-1)]; |
---|
| 788 | |
---|
| 789 | return NULL; // Empty drop from the group |
---|
| 790 | } |
---|
| 791 | |
---|
| 792 | // True if group includes at least 1 quest drop entry |
---|
| 793 | bool LootTemplate::LootGroup::HasQuestDrop() const |
---|
| 794 | { |
---|
| 795 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 796 | if (i->needs_quest) |
---|
| 797 | return true; |
---|
| 798 | for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) |
---|
| 799 | if (i->needs_quest) |
---|
| 800 | return true; |
---|
| 801 | return false; |
---|
| 802 | } |
---|
| 803 | |
---|
| 804 | // True if group includes at least 1 quest drop entry for active quests of the player |
---|
| 805 | bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const |
---|
| 806 | { |
---|
| 807 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 808 | if (player->HasQuestForItem(i->itemid)) |
---|
| 809 | return true; |
---|
| 810 | for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) |
---|
| 811 | if (player->HasQuestForItem(i->itemid)) |
---|
| 812 | return true; |
---|
| 813 | return false; |
---|
| 814 | } |
---|
| 815 | |
---|
| 816 | // Rolls an item from the group (if any takes its chance) and adds the item to the loot |
---|
| 817 | void LootTemplate::LootGroup::Process(Loot& loot) const |
---|
| 818 | { |
---|
| 819 | LootStoreItem const * item = Roll(); |
---|
| 820 | if (item != NULL) |
---|
| 821 | loot.AddItem(*item); |
---|
| 822 | } |
---|
| 823 | |
---|
| 824 | // Overall chance for the group without equal chanced items |
---|
| 825 | float LootTemplate::LootGroup::RawTotalChance() const |
---|
| 826 | { |
---|
| 827 | float result = 0; |
---|
| 828 | |
---|
| 829 | for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) |
---|
| 830 | if ( !i->needs_quest ) |
---|
| 831 | result += i->chance; |
---|
| 832 | |
---|
| 833 | return result; |
---|
| 834 | } |
---|
| 835 | |
---|
| 836 | // Overall chance for the group |
---|
| 837 | float LootTemplate::LootGroup::TotalChance() const |
---|
| 838 | { |
---|
| 839 | float result = RawTotalChance(); |
---|
| 840 | |
---|
| 841 | if (!EqualChanced.empty() && result < 100.0f) |
---|
| 842 | return 100.0f; |
---|
| 843 | |
---|
| 844 | return result; |
---|
| 845 | } |
---|
| 846 | |
---|
| 847 | void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const |
---|
| 848 | { |
---|
| 849 | float chance = RawTotalChance(); |
---|
| 850 | if (chance > 101.0f) // TODO: replace with 100% when DBs will be ready |
---|
| 851 | { |
---|
| 852 | sLog.outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); |
---|
| 853 | } |
---|
| 854 | |
---|
| 855 | if(chance >= 100.0f && !EqualChanced.empty()) |
---|
| 856 | { |
---|
| 857 | 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); |
---|
| 858 | } |
---|
| 859 | } |
---|
| 860 | |
---|
| 861 | void LootTemplate::LootGroup::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const |
---|
| 862 | { |
---|
| 863 | for (LootStoreItemList::const_iterator ieItr=ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr) |
---|
| 864 | { |
---|
| 865 | if(ieItr->mincountOrRef < 0) |
---|
| 866 | { |
---|
| 867 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 868 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 869 | else if(ref_set) |
---|
| 870 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 871 | } |
---|
| 872 | } |
---|
| 873 | |
---|
| 874 | for (LootStoreItemList::const_iterator ieItr=EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) |
---|
| 875 | { |
---|
| 876 | if(ieItr->mincountOrRef < 0) |
---|
| 877 | { |
---|
| 878 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 879 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 880 | else if(ref_set) |
---|
| 881 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 882 | } |
---|
| 883 | } |
---|
| 884 | } |
---|
| 885 | |
---|
| 886 | // |
---|
| 887 | // --------- LootTemplate --------- |
---|
| 888 | // |
---|
| 889 | |
---|
| 890 | // Adds an entry to the group (at loading stage) |
---|
| 891 | void LootTemplate::AddEntry(LootStoreItem& item) |
---|
| 892 | { |
---|
| 893 | if (item.group > 0 && item.mincountOrRef > 0) // Group |
---|
| 894 | { |
---|
| 895 | if (item.group >= Groups.size()) |
---|
| 896 | Groups.resize(item.group); // Adds new group the the loot template if needed |
---|
| 897 | Groups[item.group-1].AddEntry(item); // Adds new entry to the group |
---|
| 898 | } |
---|
| 899 | else // Non-grouped entries and references are stored together |
---|
| 900 | Entries.push_back(item); |
---|
| 901 | } |
---|
| 902 | |
---|
| 903 | // Rolls for every item in the template and adds the rolled items the the loot |
---|
| 904 | void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) const |
---|
| 905 | { |
---|
| 906 | if (groupId) // Group reference uses own processing of the group |
---|
| 907 | { |
---|
| 908 | if (groupId > Groups.size()) |
---|
| 909 | return; // Error message already printed at loading stage |
---|
| 910 | |
---|
| 911 | Groups[groupId-1].Process(loot); |
---|
| 912 | return; |
---|
| 913 | } |
---|
| 914 | |
---|
| 915 | // Rolling non-grouped items |
---|
| 916 | for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) |
---|
| 917 | { |
---|
| 918 | if ( !i->Roll() ) |
---|
| 919 | continue; // Bad luck for the entry |
---|
| 920 | |
---|
| 921 | if (i->mincountOrRef < 0) // References processing |
---|
| 922 | { |
---|
| 923 | LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-i->mincountOrRef); |
---|
| 924 | |
---|
| 925 | if(!Referenced) |
---|
| 926 | continue; // Error message already printed at loading stage |
---|
| 927 | |
---|
| 928 | for (uint32 loop=0; loop < i->maxcount; ++loop )// Ref multiplicator |
---|
| 929 | Referenced->Process(loot, store, i->group); // Ref processing |
---|
| 930 | } |
---|
| 931 | else // Plain entries (not a reference, not grouped) |
---|
| 932 | loot.AddItem(*i); // Chance is already checked, just add |
---|
| 933 | } |
---|
| 934 | |
---|
| 935 | // Now processing groups |
---|
| 936 | for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; i++ ) |
---|
| 937 | i->Process(loot); |
---|
| 938 | } |
---|
| 939 | |
---|
| 940 | // True if template includes at least 1 quest drop entry |
---|
| 941 | bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const |
---|
| 942 | { |
---|
| 943 | if (groupId) // Group reference |
---|
| 944 | { |
---|
| 945 | if (groupId > Groups.size()) |
---|
| 946 | return false; // Error message [should be] already printed at loading stage |
---|
| 947 | return Groups[groupId-1].HasQuestDrop(); |
---|
| 948 | } |
---|
| 949 | |
---|
| 950 | for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i ) |
---|
| 951 | { |
---|
| 952 | if (i->mincountOrRef < 0) // References |
---|
| 953 | { |
---|
| 954 | LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); |
---|
| 955 | if( Referenced ==store.end() ) |
---|
| 956 | continue; // Error message [should be] already printed at loading stage |
---|
| 957 | if (Referenced->second->HasQuestDrop(store, i->group) ) |
---|
| 958 | return true; |
---|
| 959 | } |
---|
| 960 | else if ( i->needs_quest ) |
---|
| 961 | return true; // quest drop found |
---|
| 962 | } |
---|
| 963 | |
---|
| 964 | // Now processing groups |
---|
| 965 | for (LootGroups::const_iterator i = Groups.begin() ; i != Groups.end() ; i++ ) |
---|
| 966 | if (i->HasQuestDrop()) |
---|
| 967 | return true; |
---|
| 968 | |
---|
| 969 | return false; |
---|
| 970 | } |
---|
| 971 | |
---|
| 972 | // True if template includes at least 1 quest drop for an active quest of the player |
---|
| 973 | bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const |
---|
| 974 | { |
---|
| 975 | if (groupId) // Group reference |
---|
| 976 | { |
---|
| 977 | if (groupId > Groups.size()) |
---|
| 978 | return false; // Error message already printed at loading stage |
---|
| 979 | return Groups[groupId-1].HasQuestDropForPlayer(player); |
---|
| 980 | } |
---|
| 981 | |
---|
| 982 | // Checking non-grouped entries |
---|
| 983 | for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) |
---|
| 984 | { |
---|
| 985 | if (i->mincountOrRef < 0) // References processing |
---|
| 986 | { |
---|
| 987 | LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); |
---|
| 988 | if (Referenced == store.end() ) |
---|
| 989 | continue; // Error message already printed at loading stage |
---|
| 990 | if (Referenced->second->HasQuestDropForPlayer(store, player, i->group) ) |
---|
| 991 | return true; |
---|
| 992 | } |
---|
| 993 | else if ( player->HasQuestForItem(i->itemid) ) |
---|
| 994 | return true; // active quest drop found |
---|
| 995 | } |
---|
| 996 | |
---|
| 997 | // Now checking groups |
---|
| 998 | for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i ) |
---|
| 999 | if (i->HasQuestDrop()) |
---|
| 1000 | return true; |
---|
| 1001 | |
---|
| 1002 | return false; |
---|
| 1003 | } |
---|
| 1004 | |
---|
| 1005 | // Checks integrity of the template |
---|
| 1006 | void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const |
---|
| 1007 | { |
---|
| 1008 | // Checking group chances |
---|
| 1009 | for (uint32 i=0; i < Groups.size(); ++i) |
---|
| 1010 | Groups[i].Verify(lootstore,id,i+1); |
---|
| 1011 | |
---|
| 1012 | // TODO: References validity checks |
---|
| 1013 | } |
---|
| 1014 | |
---|
| 1015 | void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const |
---|
| 1016 | { |
---|
| 1017 | for(LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr) |
---|
| 1018 | { |
---|
| 1019 | if(ieItr->mincountOrRef < 0) |
---|
| 1020 | { |
---|
| 1021 | if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) |
---|
| 1022 | LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); |
---|
| 1023 | else if(ref_set) |
---|
| 1024 | ref_set->erase(-ieItr->mincountOrRef); |
---|
| 1025 | } |
---|
| 1026 | } |
---|
| 1027 | |
---|
| 1028 | for(LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr) |
---|
| 1029 | grItr->CheckLootRefs(store,ref_set); |
---|
| 1030 | } |
---|
| 1031 | |
---|
| 1032 | void LoadLootTemplates_Creature() |
---|
| 1033 | { |
---|
| 1034 | LootIdSet ids_set, ids_setUsed; |
---|
| 1035 | LootTemplates_Creature.LoadAndCollectLootIds(ids_set); |
---|
| 1036 | |
---|
| 1037 | // remove real entries and check existence loot |
---|
| 1038 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1039 | { |
---|
| 1040 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1041 | { |
---|
| 1042 | if(uint32 lootid = cInfo->lootid) |
---|
| 1043 | { |
---|
| 1044 | if(!ids_set.count(lootid)) |
---|
| 1045 | LootTemplates_Creature.ReportNotExistedId(lootid); |
---|
| 1046 | else |
---|
| 1047 | ids_setUsed.insert(lootid); |
---|
| 1048 | } |
---|
| 1049 | } |
---|
| 1050 | } |
---|
| 1051 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1052 | ids_set.erase(*itr); |
---|
| 1053 | |
---|
| 1054 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1055 | LootTemplates_Creature.ReportUnusedIds(ids_set); |
---|
| 1056 | } |
---|
| 1057 | |
---|
| 1058 | void LoadLootTemplates_Disenchant() |
---|
| 1059 | { |
---|
| 1060 | LootIdSet ids_set, ids_setUsed; |
---|
| 1061 | LootTemplates_Disenchant.LoadAndCollectLootIds(ids_set); |
---|
| 1062 | |
---|
| 1063 | // remove real entries and check existence loot |
---|
| 1064 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1065 | { |
---|
| 1066 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1067 | { |
---|
| 1068 | if(uint32 lootid = proto->DisenchantID) |
---|
| 1069 | { |
---|
| 1070 | if(!ids_set.count(lootid)) |
---|
| 1071 | LootTemplates_Disenchant.ReportNotExistedId(lootid); |
---|
| 1072 | else |
---|
| 1073 | ids_setUsed.insert(lootid); |
---|
| 1074 | } |
---|
| 1075 | } |
---|
| 1076 | } |
---|
| 1077 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1078 | ids_set.erase(*itr); |
---|
| 1079 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1080 | LootTemplates_Disenchant.ReportUnusedIds(ids_set); |
---|
| 1081 | } |
---|
| 1082 | |
---|
| 1083 | void LoadLootTemplates_Fishing() |
---|
| 1084 | { |
---|
| 1085 | LootIdSet ids_set; |
---|
| 1086 | LootTemplates_Fishing.LoadAndCollectLootIds(ids_set); |
---|
| 1087 | |
---|
| 1088 | // remove real entries and check existence loot |
---|
| 1089 | for(uint32 i = 1; i < sAreaStore.GetNumRows(); ++i ) |
---|
| 1090 | { |
---|
| 1091 | if(AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i)) |
---|
| 1092 | if(ids_set.count(areaEntry->ID)) |
---|
| 1093 | ids_set.erase(areaEntry->ID); |
---|
| 1094 | } |
---|
| 1095 | |
---|
| 1096 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1097 | LootTemplates_Fishing.ReportUnusedIds(ids_set); |
---|
| 1098 | } |
---|
| 1099 | |
---|
| 1100 | void LoadLootTemplates_Gameobject() |
---|
| 1101 | { |
---|
| 1102 | LootIdSet ids_set, ids_setUsed; |
---|
| 1103 | LootTemplates_Gameobject.LoadAndCollectLootIds(ids_set); |
---|
| 1104 | |
---|
| 1105 | // remove real entries and check existence loot |
---|
| 1106 | for(uint32 i = 1; i < sGOStorage.MaxEntry; ++i ) |
---|
| 1107 | { |
---|
| 1108 | if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i)) |
---|
| 1109 | { |
---|
| 1110 | if(uint32 lootid = GameObject::GetLootId(gInfo)) |
---|
| 1111 | { |
---|
| 1112 | if(!ids_set.count(lootid)) |
---|
| 1113 | LootTemplates_Gameobject.ReportNotExistedId(lootid); |
---|
| 1114 | else |
---|
| 1115 | ids_setUsed.insert(lootid); |
---|
| 1116 | } |
---|
| 1117 | } |
---|
| 1118 | } |
---|
| 1119 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1120 | ids_set.erase(*itr); |
---|
| 1121 | |
---|
| 1122 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1123 | LootTemplates_Gameobject.ReportUnusedIds(ids_set); |
---|
| 1124 | } |
---|
| 1125 | |
---|
| 1126 | void LoadLootTemplates_Item() |
---|
| 1127 | { |
---|
| 1128 | LootIdSet ids_set; |
---|
| 1129 | LootTemplates_Item.LoadAndCollectLootIds(ids_set); |
---|
| 1130 | |
---|
| 1131 | // remove real entries and check existence loot |
---|
| 1132 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1133 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1134 | if(ids_set.count(proto->ItemId)) |
---|
| 1135 | ids_set.erase(proto->ItemId); |
---|
| 1136 | |
---|
| 1137 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1138 | LootTemplates_Item.ReportUnusedIds(ids_set); |
---|
| 1139 | } |
---|
| 1140 | |
---|
| 1141 | void LoadLootTemplates_Pickpocketing() |
---|
| 1142 | { |
---|
| 1143 | LootIdSet ids_set, ids_setUsed; |
---|
| 1144 | LootTemplates_Pickpocketing.LoadAndCollectLootIds(ids_set); |
---|
| 1145 | |
---|
| 1146 | // remove real entries and check existence loot |
---|
| 1147 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1148 | { |
---|
| 1149 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1150 | { |
---|
| 1151 | if(uint32 lootid = cInfo->pickpocketLootId) |
---|
| 1152 | { |
---|
| 1153 | if(!ids_set.count(lootid)) |
---|
| 1154 | LootTemplates_Pickpocketing.ReportNotExistedId(lootid); |
---|
| 1155 | else |
---|
| 1156 | ids_setUsed.insert(lootid); |
---|
| 1157 | } |
---|
| 1158 | } |
---|
| 1159 | } |
---|
| 1160 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1161 | ids_set.erase(*itr); |
---|
| 1162 | |
---|
| 1163 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1164 | LootTemplates_Pickpocketing.ReportUnusedIds(ids_set); |
---|
| 1165 | } |
---|
| 1166 | |
---|
| 1167 | void LoadLootTemplates_Prospecting() |
---|
| 1168 | { |
---|
| 1169 | LootIdSet ids_set; |
---|
| 1170 | LootTemplates_Prospecting.LoadAndCollectLootIds(ids_set); |
---|
| 1171 | |
---|
| 1172 | // remove real entries and check existence loot |
---|
| 1173 | for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) |
---|
| 1174 | if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i)) |
---|
| 1175 | if(ids_set.count(proto->ItemId)) |
---|
| 1176 | ids_set.erase(proto->ItemId); |
---|
| 1177 | |
---|
| 1178 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1179 | LootTemplates_Prospecting.ReportUnusedIds(ids_set); |
---|
| 1180 | } |
---|
| 1181 | |
---|
| 1182 | void LoadLootTemplates_QuestMail() |
---|
| 1183 | { |
---|
| 1184 | LootIdSet ids_set; |
---|
| 1185 | LootTemplates_QuestMail.LoadAndCollectLootIds(ids_set); |
---|
| 1186 | |
---|
| 1187 | // remove real entries and check existence loot |
---|
| 1188 | ObjectMgr::QuestMap const& questMap = objmgr.GetQuestTemplates(); |
---|
| 1189 | for(ObjectMgr::QuestMap::const_iterator itr = questMap.begin(); itr != questMap.end(); ++itr ) |
---|
| 1190 | if(ids_set.count(itr->first)) |
---|
| 1191 | ids_set.erase(itr->first); |
---|
| 1192 | |
---|
| 1193 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1194 | LootTemplates_QuestMail.ReportUnusedIds(ids_set); |
---|
| 1195 | } |
---|
| 1196 | |
---|
| 1197 | void LoadLootTemplates_Skinning() |
---|
| 1198 | { |
---|
| 1199 | LootIdSet ids_set, ids_setUsed; |
---|
| 1200 | LootTemplates_Skinning.LoadAndCollectLootIds(ids_set); |
---|
| 1201 | |
---|
| 1202 | // remove real entries and check existence loot |
---|
| 1203 | for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) |
---|
| 1204 | { |
---|
| 1205 | if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) |
---|
| 1206 | { |
---|
| 1207 | if(uint32 lootid = cInfo->SkinLootId) |
---|
| 1208 | { |
---|
| 1209 | if(!ids_set.count(lootid)) |
---|
| 1210 | LootTemplates_Skinning.ReportNotExistedId(lootid); |
---|
| 1211 | else |
---|
| 1212 | ids_setUsed.insert(lootid); |
---|
| 1213 | } |
---|
| 1214 | } |
---|
| 1215 | } |
---|
| 1216 | for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) |
---|
| 1217 | ids_set.erase(*itr); |
---|
| 1218 | |
---|
| 1219 | // output error for any still listed (not referenced from appropriate table) ids |
---|
| 1220 | LootTemplates_Skinning.ReportUnusedIds(ids_set); |
---|
| 1221 | } |
---|
| 1222 | |
---|
| 1223 | void LoadLootTemplates_Reference() |
---|
| 1224 | { |
---|
| 1225 | LootIdSet ids_set; |
---|
| 1226 | LootTemplates_Reference.LoadAndCollectLootIds(ids_set); |
---|
| 1227 | |
---|
| 1228 | // check references and remove used |
---|
| 1229 | LootTemplates_Creature.CheckLootRefs(&ids_set); |
---|
| 1230 | LootTemplates_Fishing.CheckLootRefs(&ids_set); |
---|
| 1231 | LootTemplates_Gameobject.CheckLootRefs(&ids_set); |
---|
| 1232 | LootTemplates_Item.CheckLootRefs(&ids_set); |
---|
| 1233 | LootTemplates_Pickpocketing.CheckLootRefs(&ids_set); |
---|
| 1234 | LootTemplates_Skinning.CheckLootRefs(&ids_set); |
---|
| 1235 | LootTemplates_Disenchant.CheckLootRefs(&ids_set); |
---|
| 1236 | LootTemplates_Prospecting.CheckLootRefs(&ids_set); |
---|
| 1237 | LootTemplates_QuestMail.CheckLootRefs(&ids_set); |
---|
| 1238 | LootTemplates_Reference.CheckLootRefs(&ids_set); |
---|
| 1239 | |
---|
| 1240 | // output error for any still listed ids (not referenced from any loot table) |
---|
| 1241 | LootTemplates_Reference.ReportUnusedIds(ids_set); |
---|
| 1242 | } |
---|