/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "LootMgr.h" #include "Log.h" #include "ObjectMgr.h" #include "ProgressBar.h" #include "World.h" #include "Util.h" #include "SharedDefines.h" static Rates const qualityToRate[MAX_ITEM_QUALITY] = { RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT }; LootStore LootTemplates_Creature( "creature_loot_template", "creature entry"); LootStore LootTemplates_Disenchant( "disenchant_loot_template", "item disenchant id"); LootStore LootTemplates_Fishing( "fishing_loot_template", "area id"); LootStore LootTemplates_Gameobject( "gameobject_loot_template", "gameobject entry"); LootStore LootTemplates_Item( "item_loot_template", "item entry"); LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template","creature pickpocket lootid"); LootStore LootTemplates_Prospecting( "prospecting_loot_template", "item entry"); LootStore LootTemplates_QuestMail( "quest_mail_loot_template", "quest id"); LootStore LootTemplates_Reference( "reference_loot_template", "reference id"); LootStore LootTemplates_Skinning( "skinning_loot_template", "creature skinning id"); class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed) { public: void AddEntry(LootStoreItem& item); // Adds an entry to the group (at loading stage) bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry bool HasQuestDropForPlayer(Player const * player) const; // The same for active quests of the player void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot float RawTotalChance() const; // Overall chance for the group (without equal chanced items) float TotalChance() const; // Overall chance for the group void Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const; void CollectLootIds(LootIdSet& set) const; void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; private: LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances }; //Remove all data and free all memory void LootStore::Clear() { for (LootTemplateMap::const_iterator itr=m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr) delete itr->second; m_LootTemplates.clear(); } // Checks validity of the loot store // Actual checks are done within LootTemplate::Verify() which is called for every template void LootStore::Verify() const { for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i ) i->second->Verify(*this, i->first); } // Loads a *_loot_template DB table into loot store // All checks of the loaded template are called from here, no error reports at loot generation required void LootStore::LoadLootTable() { LootTemplateMap::iterator tab; uint32 count = 0; // Clearing store (for reloading case) Clear(); sLog.outString( "%s :", GetName()); // 0 1 2 3 4 5 6 7 8 QueryResult *result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, groupid, mincountOrRef, maxcount, lootcondition, condition_value1, condition_value2 FROM %s",GetName()); if (result) { barGoLink bar(result->GetRowCount()); do { Field *fields = result->Fetch(); bar.step(); uint32 entry = fields[0].GetUInt32(); uint32 item = fields[1].GetUInt32(); float chanceOrQuestChance = fields[2].GetFloat(); uint8 group = fields[3].GetUInt8(); int32 mincountOrRef = fields[4].GetInt32(); uint8 maxcount = fields[5].GetUInt8(); ConditionType condition = (ConditionType)fields[6].GetUInt8(); uint32 cond_value1 = fields[7].GetUInt32(); uint32 cond_value2 = fields[8].GetUInt32(); if(!PlayerCondition::IsValid(condition,cond_value1, cond_value2)) { sLog.outErrorDb("... in table '%s' entry %u item %u", GetName(), entry, item); continue; // error already printed to log/console. } // (condition + cond_value1/2) are converted into single conditionId uint16 conditionId = objmgr.GetConditionId(condition, cond_value1, cond_value2); LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, group, conditionId, mincountOrRef, maxcount); if (!storeitem.IsValid(*this,entry)) // Validity checks continue; // Looking for the template of the entry // often entries are put together if (m_LootTemplates.empty() || tab->first != entry) { // Searching the template (in case template Id changed) tab = m_LootTemplates.find(entry); if ( tab == m_LootTemplates.end() ) { std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate)); tab = pr.first; } } // else is empty - template Id and iter are the same // finally iter refers to already existed or just created // Adds current row to the template tab->second->AddEntry(storeitem); ++count; } while (result->NextRow()); delete result; Verify(); // Checks validity of the loot store sLog.outString(); sLog.outString( ">> Loaded %u loot definitions (%d templates)", count, m_LootTemplates.size()); } else { sLog.outString(); sLog.outErrorDb( ">> Loaded 0 loot definitions. DB table `%s` is empty.",GetName() ); } } bool LootStore::HaveQuestLootFor(uint32 loot_id) const { LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id); if(itr == m_LootTemplates.end()) return false; // scan loot for quest items return itr->second->HasQuestDrop(m_LootTemplates); } bool LootStore::HaveQuestLootForPlayer(uint32 loot_id,Player* player) const { LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); if (tab != m_LootTemplates.end()) if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player)) return true; return false; } LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const { LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); if (tab == m_LootTemplates.end()) return NULL; return tab->second; } void LootStore::LoadAndCollectLootIds(LootIdSet& ids_set) { LoadLootTable(); for(LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab) ids_set.insert(tab->first); } void LootStore::CheckLootRefs(LootIdSet* ref_set) const { for(LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr) ltItr->second->CheckLootRefs(m_LootTemplates,ref_set); } void LootStore::ReportUnusedIds(LootIdSet const& ids_set) const { // all still listed ids isn't referenced for(LootIdSet::const_iterator itr = ids_set.begin(); itr != ids_set.end(); ++itr) sLog.outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr,GetEntryName()); } void LootStore::ReportNotExistedId(uint32 id) const { sLog.outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id,GetEntryName()); } // // --------- LootStoreItem --------- // // Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation) // RATE_DROP_ITEMS is no longer used for all types of entries bool LootStoreItem::Roll() const { if(chance>=100.f) return true; if(mincountOrRef < 0) // reference case return roll_chance_f(chance*sWorld.getRate(RATE_DROP_ITEM_REFERENCED)); ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); float qualityModifier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; return roll_chance_f(chance*qualityModifier); } // Checks correctness of values bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const { if (mincountOrRef == 0) { sLog.outErrorDb("Table '%s' entry %d item %d: wrong mincountOrRef (%d) - skipped", store.GetName(), entry, itemid, mincountOrRef); return false; } if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped { ItemPrototype const *proto = objmgr.GetItemPrototype(itemid); if(!proto) { sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); return false; } if( chance == 0 && group == 0) // Zero chance is allowed for grouped entries only { sLog.outErrorDb("Table '%s' entry %d item %d: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid); return false; } if( chance != 0 && chance < 0.000001f ) // loot with low chance { sLog.outErrorDb("Table '%s' entry %d item %d: low chance (%d) - skipped", store.GetName(), entry, itemid, chance); return false; } } else // mincountOrRef < 0 { if (needs_quest) sLog.outErrorDb("Table '%s' entry %d item %d: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid); else if( chance == 0 ) // no chance for the reference { sLog.outErrorDb("Table '%s' entry %d item %d: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid); return false; } } return true; // Referenced template existence is checked at whole store level } // // --------- LootItem --------- // // Constructor, copies most fields from LootStoreItem and generates random count LootItem::LootItem(LootStoreItem const& li) { itemid = li.itemid; conditionId = li.conditionId; ItemPrototype const* proto = objmgr.GetItemPrototype(itemid); freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT); needs_quest = li.needs_quest; count = urand(li.mincountOrRef, li.maxcount); // constructor called for mincountOrRef > 0 only randomSuffix = GenerateEnchSuffixFactor(itemid); randomPropertyId = Item::GenerateItemRandomPropertyId(itemid); is_looted = 0; is_blocked = 0; is_underthreshold = 0; is_counted = 0; } // Basic checks for player/item compatibility - if false no chance to see the item in the loot bool LootItem::AllowedForPlayer(Player const * player) const { // DB conditions check if ( !objmgr.IsPlayerMeetToCondition(player,conditionId) ) return false; if ( needs_quest ) { // Checking quests for quest-only drop (check only quests requirements in this case) if( !player->HasQuestForItem(itemid) ) return false; } else { // Not quest only drop (check quest starting items for already accepted non-repeatable quests) ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid)) return false; } return true; } // // --------- Loot --------- // // Inserts the item into the loot (called by LootTemplate processors) void Loot::AddItem(LootStoreItem const & item) { if (item.needs_quest) // Quest drop { if (quest_items.size() < MAX_NR_QUEST_ITEMS) quest_items.push_back(LootItem(item)); } else if (items.size() < MAX_NR_LOOT_ITEMS) // Non-quest drop { items.push_back(LootItem(item)); // non-conditional one-player only items are counted here, // free for all items are counted in FillFFALoot(), // non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot() if( !item.conditionId ) { ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid); if( !proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT)==0 ) ++unlootedCount; } } } // Calls processor of corresponding LootTemplate (which handles everything including references) void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner) { LootTemplate const* tab = store.GetLootFor(loot_id); if (!tab) { sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id); return; } items.reserve(MAX_NR_LOOT_ITEMS); quest_items.reserve(MAX_NR_QUEST_ITEMS); tab->Process(*this, store); // Processing is done there, callback via Loot::AddItem() // Setting access rights fow group-looting case if(!loot_owner) return; Group * pGroup=loot_owner->GetGroup(); if(!pGroup) return; for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { //fill the quest item map for every player in the recipient's group Player* pl = itr->getSource(); if(!pl) continue; uint32 plguid = pl->GetGUIDLow(); QuestItemMap::iterator qmapitr = PlayerQuestItems.find(plguid); if (qmapitr == PlayerQuestItems.end()) { FillQuestLoot(pl); } qmapitr = PlayerFFAItems.find(plguid); if (qmapitr == PlayerFFAItems.end()) { FillFFALoot(pl); } qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid); if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end()) { FillNonQuestNonFFAConditionalLoot(pl); } } } QuestItemList* Loot::FillFFALoot(Player* player) { QuestItemList *ql = new QuestItemList(); for(uint8 i = 0; i < items.size(); i++) { LootItem &item = items[i]; if(!item.is_looted && item.freeforall && item.AllowedForPlayer(player) ) { ql->push_back(QuestItem(i)); ++unlootedCount; } } if (ql->empty()) { delete ql; return NULL; } PlayerFFAItems[player->GetGUIDLow()] = ql; return ql; } QuestItemList* Loot::FillQuestLoot(Player* player) { if (items.size() == MAX_NR_LOOT_ITEMS) return NULL; QuestItemList *ql = new QuestItemList(); for(uint8 i = 0; i < quest_items.size(); i++) { LootItem &item = quest_items[i]; if(!item.is_looted && item.AllowedForPlayer(player) ) { ql->push_back(QuestItem(i)); // questitems get blocked when they first apper in a // player's quest vector // // increase once if one looter only, looter-times if free for all if (item.freeforall || !item.is_blocked) ++unlootedCount; item.is_blocked = true; if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS) break; } } if (ql->empty()) { delete ql; return NULL; } PlayerQuestItems[player->GetGUIDLow()] = ql; return ql; } QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player) { QuestItemList *ql = new QuestItemList(); for(uint8 i = 0; i < items.size(); ++i) { LootItem &item = items[i]; if(!item.is_looted && !item.freeforall && item.conditionId && item.AllowedForPlayer(player)) { ql->push_back(QuestItem(i)); if(!item.is_counted) { ++unlootedCount; item.is_counted=true; } } } if (ql->empty()) { delete ql; return NULL; } PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql; return ql; } //=================================================== void Loot::NotifyItemRemoved(uint8 lootIndex) { // notify all players that are looting this that the item was removed // convert the index to the slot the player sees std::set::iterator i_next; for(std::set::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) { i_next = i; ++i_next; if(Player* pl = ObjectAccessor::FindPlayer(*i)) pl->SendNotifyLootItemRemoved(lootIndex); else PlayersLooting.erase(i); } } void Loot::NotifyMoneyRemoved() { // notify all players that are looting this that the money was removed std::set::iterator i_next; for(std::set::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) { i_next = i; ++i_next; if(Player* pl = ObjectAccessor::FindPlayer(*i)) pl->SendNotifyLootMoneyRemoved(); else PlayersLooting.erase(i); } } void Loot::NotifyQuestItemRemoved(uint8 questIndex) { // when a free for all questitem is looted // all players will get notified of it being removed // (other questitems can be looted by each group member) // bit inefficient but isn't called often std::set::iterator i_next; for(std::set::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) { i_next = i; ++i_next; if(Player* pl = ObjectAccessor::FindPlayer(*i)) { QuestItemMap::iterator pq = PlayerQuestItems.find(pl->GetGUIDLow()); if (pq != PlayerQuestItems.end() && pq->second) { // find where/if the player has the given item in it's vector QuestItemList& pql = *pq->second; uint8 j; for (j = 0; j < pql.size(); ++j) if (pql[j].index == questIndex) break; if (j < pql.size()) pl->SendNotifyLootItemRemoved(items.size()+j); } } else PlayersLooting.erase(i); } } void Loot::generateMoneyLoot( uint32 minAmount, uint32 maxAmount ) { if (maxAmount > 0) { if (maxAmount <= minAmount) gold = uint32(maxAmount * sWorld.getRate(RATE_DROP_MONEY)); else if ((maxAmount - minAmount) < 32700) gold = uint32(urand(minAmount, maxAmount) * sWorld.getRate(RATE_DROP_MONEY)); else gold = uint32(urand(minAmount >> 8, maxAmount >> 8) * sWorld.getRate(RATE_DROP_MONEY)) << 8; } } LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qitem, QuestItem **ffaitem, QuestItem **conditem) { LootItem* item = NULL; bool is_looted = true; if (lootSlot >= items.size()) { uint32 questSlot = lootSlot - items.size(); QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow()); if (itr != PlayerQuestItems.end() && questSlot < itr->second->size()) { QuestItem *qitem2 = &itr->second->at(questSlot); if(qitem) *qitem = qitem2; item = &quest_items[qitem2->index]; is_looted = qitem2->is_looted; } } else { item = &items[lootSlot]; is_looted = item->is_looted; if(item->freeforall) { QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow()); if (itr != PlayerFFAItems.end()) { for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) if(iter->index==lootSlot) { QuestItem *ffaitem2 = (QuestItem*)&(*iter); if(ffaitem) *ffaitem = ffaitem2; is_looted = ffaitem2->is_looted; break; } } } else if(item->conditionId) { QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow()); if (itr != PlayerNonQuestNonFFAConditionalItems.end()) { for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) { if(iter->index==lootSlot) { QuestItem *conditem2 = (QuestItem*)&(*iter); if(conditem) *conditem = conditem2; is_looted = conditem2->is_looted; break; } } } } } if(is_looted) return NULL; return item; } ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li) { b << uint32(li.itemid); b << uint32(li.count); // nr of items of this type b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID); b << uint32(li.randomSuffix); b << uint32(li.randomPropertyId); //b << uint8(0); // slot type - will send after this function call return b; } ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) { Loot &l = lv.loot; uint8 itemsShown = 0; //gold b << uint32(lv.permission!=NONE_PERMISSION ? l.gold : 0); size_t count_pos = b.wpos(); // pos of item count byte b << uint8(0); // item count placeholder switch (lv.permission) { case GROUP_PERMISSION: { // You are not the items proprietary, so you can only see // blocked rolled items and quest items, and !ffa items for (uint8 i = 0; i < l.items.size(); ++i) { if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) { uint8 slot_type = (l.items[i].is_blocked || l.items[i].is_underthreshold) ? 0 : 1; 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 b << uint8(slot_type); // 0 - get 1 - look only ++itemsShown; } } break; } case ALL_PERMISSION: case MASTER_PERMISSION: { uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? 2 : 0; for (uint8 i = 0; i < l.items.size(); ++i) { if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer)) { b << uint8(i) << l.items[i]; //only send one-player loot items now, free for all will be sent later b << uint8(slot_type); // 0 - get 2 - master selection ++itemsShown; } } break; } case NONE_PERMISSION: default: return b; // nothing output more } if (lv.qlist) { for (QuestItemList::iterator qi = lv.qlist->begin() ; qi != lv.qlist->end(); ++qi) { LootItem &item = l.quest_items[qi->index]; if (!qi->is_looted && !item.is_looted) { b << uint8(l.items.size() + (qi - lv.qlist->begin())); b << item; b << uint8(0); // allow loot ++itemsShown; } } } if (lv.ffalist) { for (QuestItemList::iterator fi = lv.ffalist->begin() ; fi != lv.ffalist->end(); ++fi) { LootItem &item = l.items[fi->index]; if (!fi->is_looted && !item.is_looted) { b << uint8(fi->index) << item; b << uint8(0); // allow loot ++itemsShown; } } } if (lv.conditionallist) { for (QuestItemList::iterator ci = lv.conditionallist->begin() ; ci != lv.conditionallist->end(); ++ci) { LootItem &item = l.items[ci->index]; if (!ci->is_looted && !item.is_looted) { b << uint8(ci->index) << item; b << uint8(0); // allow loot ++itemsShown; } } } //update number of items shown b.put(count_pos,itemsShown); return b; } // // --------- LootTemplate::LootGroup --------- // // Adds an entry to the group (at loading stage) void LootTemplate::LootGroup::AddEntry(LootStoreItem& item) { if (item.chance != 0) ExplicitlyChanced.push_back(item); else EqualChanced.push_back(item); } // Rolls an item from the group, returns NULL if all miss their chances LootStoreItem const * LootTemplate::LootGroup::Roll() const { if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked { float Roll = rand_chance(); for (uint32 i=0; i=100.f) return &ExplicitlyChanced[i]; ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid); float qualityMultiplier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; Roll -= ExplicitlyChanced[i].chance * qualityMultiplier; if (Roll < 0) return &ExplicitlyChanced[i]; } } if (!EqualChanced.empty()) // If nothing selected yet - an item is taken from equal-chanced part return &EqualChanced[irand(0, EqualChanced.size()-1)]; return NULL; // Empty drop from the group } // True if group includes at least 1 quest drop entry bool LootTemplate::LootGroup::HasQuestDrop() const { for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) if (i->needs_quest) return true; for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) if (i->needs_quest) return true; return false; } // True if group includes at least 1 quest drop entry for active quests of the player bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const { for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) if (player->HasQuestForItem(i->itemid)) return true; for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i) if (player->HasQuestForItem(i->itemid)) return true; return false; } // Rolls an item from the group (if any takes its chance) and adds the item to the loot void LootTemplate::LootGroup::Process(Loot& loot) const { LootStoreItem const * item = Roll(); if (item != NULL) loot.AddItem(*item); } // Overall chance for the group without equal chanced items float LootTemplate::LootGroup::RawTotalChance() const { float result = 0; for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) if ( !i->needs_quest ) result += i->chance; return result; } // Overall chance for the group float LootTemplate::LootGroup::TotalChance() const { float result = RawTotalChance(); if (!EqualChanced.empty() && result < 100.0f) return 100.0f; return result; } void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const { float chance = RawTotalChance(); if (chance > 101.0f) // TODO: replace with 100% when DBs will be ready { sLog.outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); } if(chance >= 100.0f && !EqualChanced.empty()) { 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); } } void LootTemplate::LootGroup::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const { for (LootStoreItemList::const_iterator ieItr=ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr) { if(ieItr->mincountOrRef < 0) { if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); else if(ref_set) ref_set->erase(-ieItr->mincountOrRef); } } for (LootStoreItemList::const_iterator ieItr=EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) { if(ieItr->mincountOrRef < 0) { if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); else if(ref_set) ref_set->erase(-ieItr->mincountOrRef); } } } // // --------- LootTemplate --------- // // Adds an entry to the group (at loading stage) void LootTemplate::AddEntry(LootStoreItem& item) { if (item.group > 0 && item.mincountOrRef > 0) // Group { if (item.group >= Groups.size()) Groups.resize(item.group); // Adds new group the the loot template if needed Groups[item.group-1].AddEntry(item); // Adds new entry to the group } else // Non-grouped entries and references are stored together Entries.push_back(item); } // Rolls for every item in the template and adds the rolled items the the loot void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) const { if (groupId) // Group reference uses own processing of the group { if (groupId > Groups.size()) return; // Error message already printed at loading stage Groups[groupId-1].Process(loot); return; } // Rolling non-grouped items for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) { if ( !i->Roll() ) continue; // Bad luck for the entry if (i->mincountOrRef < 0) // References processing { LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-i->mincountOrRef); if(!Referenced) continue; // Error message already printed at loading stage for (uint32 loop=0; loop < i->maxcount; ++loop )// Ref multiplicator Referenced->Process(loot, store, i->group); // Ref processing } else // Plain entries (not a reference, not grouped) loot.AddItem(*i); // Chance is already checked, just add } // Now processing groups for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; i++ ) i->Process(loot); } // True if template includes at least 1 quest drop entry bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const { if (groupId) // Group reference { if (groupId > Groups.size()) return false; // Error message [should be] already printed at loading stage return Groups[groupId-1].HasQuestDrop(); } for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i ) { if (i->mincountOrRef < 0) // References { LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); if( Referenced ==store.end() ) continue; // Error message [should be] already printed at loading stage if (Referenced->second->HasQuestDrop(store, i->group) ) return true; } else if ( i->needs_quest ) return true; // quest drop found } // Now processing groups for (LootGroups::const_iterator i = Groups.begin() ; i != Groups.end() ; i++ ) if (i->HasQuestDrop()) return true; return false; } // True if template includes at least 1 quest drop for an active quest of the player bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const { if (groupId) // Group reference { if (groupId > Groups.size()) return false; // Error message already printed at loading stage return Groups[groupId-1].HasQuestDropForPlayer(player); } // Checking non-grouped entries for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; i++ ) { if (i->mincountOrRef < 0) // References processing { LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); if (Referenced == store.end() ) continue; // Error message already printed at loading stage if (Referenced->second->HasQuestDropForPlayer(store, player, i->group) ) return true; } else if ( player->HasQuestForItem(i->itemid) ) return true; // active quest drop found } // Now checking groups for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i ) if (i->HasQuestDrop()) return true; return false; } // Checks integrity of the template void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const { // Checking group chances for (uint32 i=0; i < Groups.size(); ++i) Groups[i].Verify(lootstore,id,i+1); // TODO: References validity checks } void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const { for(LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr) { if(ieItr->mincountOrRef < 0) { if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); else if(ref_set) ref_set->erase(-ieItr->mincountOrRef); } } for(LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr) grItr->CheckLootRefs(store,ref_set); } void LoadLootTemplates_Creature() { LootIdSet ids_set, ids_setUsed; LootTemplates_Creature.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) { if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(i)) { if(uint32 lootid = cInfo->lootid) { if(!ids_set.count(lootid)) LootTemplates_Creature.ReportNotExistedId(lootid); else ids_setUsed.insert(lootid); } } } for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) ids_set.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Creature.ReportUnusedIds(ids_set); } void LoadLootTemplates_Disenchant() { LootIdSet ids_set, ids_setUsed; LootTemplates_Disenchant.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) { if(ItemPrototype const* proto = sItemStorage.LookupEntry(i)) { if(uint32 lootid = proto->DisenchantID) { if(!ids_set.count(lootid)) LootTemplates_Disenchant.ReportNotExistedId(lootid); else ids_setUsed.insert(lootid); } } } for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) ids_set.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Disenchant.ReportUnusedIds(ids_set); } void LoadLootTemplates_Fishing() { LootIdSet ids_set; LootTemplates_Fishing.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sAreaStore.GetNumRows(); ++i ) { if(AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i)) if(ids_set.count(areaEntry->ID)) ids_set.erase(areaEntry->ID); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Fishing.ReportUnusedIds(ids_set); } void LoadLootTemplates_Gameobject() { LootIdSet ids_set, ids_setUsed; LootTemplates_Gameobject.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sGOStorage.MaxEntry; ++i ) { if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry(i)) { if(uint32 lootid = GameObject::GetLootId(gInfo)) { if(!ids_set.count(lootid)) LootTemplates_Gameobject.ReportNotExistedId(lootid); else ids_setUsed.insert(lootid); } } } for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) ids_set.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Gameobject.ReportUnusedIds(ids_set); } void LoadLootTemplates_Item() { LootIdSet ids_set; LootTemplates_Item.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) if(ItemPrototype const* proto = sItemStorage.LookupEntry(i)) if(ids_set.count(proto->ItemId)) ids_set.erase(proto->ItemId); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Item.ReportUnusedIds(ids_set); } void LoadLootTemplates_Pickpocketing() { LootIdSet ids_set, ids_setUsed; LootTemplates_Pickpocketing.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) { if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(i)) { if(uint32 lootid = cInfo->pickpocketLootId) { if(!ids_set.count(lootid)) LootTemplates_Pickpocketing.ReportNotExistedId(lootid); else ids_setUsed.insert(lootid); } } } for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) ids_set.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Pickpocketing.ReportUnusedIds(ids_set); } void LoadLootTemplates_Prospecting() { LootIdSet ids_set; LootTemplates_Prospecting.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i ) if(ItemPrototype const* proto = sItemStorage.LookupEntry(i)) if(ids_set.count(proto->ItemId)) ids_set.erase(proto->ItemId); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Prospecting.ReportUnusedIds(ids_set); } void LoadLootTemplates_QuestMail() { LootIdSet ids_set; LootTemplates_QuestMail.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot ObjectMgr::QuestMap const& questMap = objmgr.GetQuestTemplates(); for(ObjectMgr::QuestMap::const_iterator itr = questMap.begin(); itr != questMap.end(); ++itr ) if(ids_set.count(itr->first)) ids_set.erase(itr->first); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_QuestMail.ReportUnusedIds(ids_set); } void LoadLootTemplates_Skinning() { LootIdSet ids_set, ids_setUsed; LootTemplates_Skinning.LoadAndCollectLootIds(ids_set); // remove real entries and check existence loot for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i ) { if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(i)) { if(uint32 lootid = cInfo->SkinLootId) { if(!ids_set.count(lootid)) LootTemplates_Skinning.ReportNotExistedId(lootid); else ids_setUsed.insert(lootid); } } } for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) ids_set.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Skinning.ReportUnusedIds(ids_set); } void LoadLootTemplates_Reference() { LootIdSet ids_set; LootTemplates_Reference.LoadAndCollectLootIds(ids_set); // check references and remove used LootTemplates_Creature.CheckLootRefs(&ids_set); LootTemplates_Fishing.CheckLootRefs(&ids_set); LootTemplates_Gameobject.CheckLootRefs(&ids_set); LootTemplates_Item.CheckLootRefs(&ids_set); LootTemplates_Pickpocketing.CheckLootRefs(&ids_set); LootTemplates_Skinning.CheckLootRefs(&ids_set); LootTemplates_Disenchant.CheckLootRefs(&ids_set); LootTemplates_Prospecting.CheckLootRefs(&ids_set); LootTemplates_QuestMail.CheckLootRefs(&ids_set); LootTemplates_Reference.CheckLootRefs(&ids_set); // output error for any still listed ids (not referenced from any loot table) LootTemplates_Reference.ReportUnusedIds(ids_set); }