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