/*
* 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 (%f) - 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);
}