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