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https://github.com/mod-playerbots/azerothcore-wotlk.git
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1920 lines
70 KiB
C++
1920 lines
70 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "LootMgr.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "World.h"
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#include "Util.h"
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#include "SharedDefines.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include "Group.h"
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#include "Player.h"
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#include "Containers.h"
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#include "ScriptMgr.h"
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static Rates const qualityToRate[MAX_ITEM_QUALITY] =
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{
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RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR
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RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL
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RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON
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RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE
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RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC
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RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY
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RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT
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};
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LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true);
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LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true);
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LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true);
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LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true);
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LootStore LootTemplates_Item("item_loot_template", "item entry", true);
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LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false);
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LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true);
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LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true);
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LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true);
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LootStore LootTemplates_Reference("reference_loot_template", "reference id", false);
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LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true);
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
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// Selects invalid loot items to be removed from group possible entries (before rolling)
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struct LootGroupInvalidSelector : public std::unary_function<LootStoreItem*, bool>
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{
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explicit LootGroupInvalidSelector(Loot const& loot, uint16 lootMode) : _loot(loot), _lootMode(lootMode) { }
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bool operator()(LootStoreItem* item) const
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{
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if (!(item->lootmode & _lootMode))
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return true;
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ItemTemplate const* _proto = sObjectMgr->GetItemTemplate(item->itemid);
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if (!_proto)
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return true;
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uint8 foundDuplicates = 0;
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for (std::vector<LootItem>::const_iterator itr = _loot.items.begin(); itr != _loot.items.end(); ++itr)
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if (itr->itemid == item->itemid)
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{
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++foundDuplicates;
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if (_proto->InventoryType == 0 && foundDuplicates == 3 && _proto->ItemId != 47242 /*Trophy of the Crusade*/) // Non-equippable items are limited to 3 drops
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return true;
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else if (_proto->InventoryType != 0 && foundDuplicates == 1) // Equippable item are limited to 1 drop
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return true;
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}
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return false;
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}
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private:
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Loot const& _loot;
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uint16 _lootMode;
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};
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class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
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{
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public:
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LootGroup() { }
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~LootGroup();
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void AddEntry(LootStoreItem* item); // Adds an entry to the group (at loading stage)
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bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
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bool HasQuestDropForPlayer(Player const* player) const;
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// The same for active quests of the player
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void Process(Loot& loot, Player const *player, LootStore const& lootstore, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
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float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
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float TotalChance() const; // Overall chance for the group
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void Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const;
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void CollectLootIds(LootIdSet& set) const;
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void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
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LootStoreItemList* GetExplicitlyChancedItemList() { return &ExplicitlyChanced; }
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LootStoreItemList* GetEqualChancedItemList() { return &EqualChanced; }
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void CopyConditions(ConditionList conditions);
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private:
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LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
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LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
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LootStoreItem const* Roll(Loot& loot, Player const *player, LootStore const& store, uint16 lootMode) const; // Rolls an item from the group, returns NULL if all miss their chances
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// This class must never be copied - storing pointers
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LootGroup(LootGroup const&);
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LootGroup& operator=(LootGroup const&);
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};
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//Remove all data and free all memory
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void LootStore::Clear()
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{
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for (LootTemplateMap::const_iterator itr=m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr)
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delete itr->second;
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m_LootTemplates.clear();
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}
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// Checks validity of the loot store
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// Actual checks are done within LootTemplate::Verify() which is called for every template
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void LootStore::Verify() const
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{
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for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i)
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i->second->Verify(*this, i->first);
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}
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// Loads a *_loot_template DB table into loot store
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// All checks of the loaded template are called from here, no error reports at loot generation required
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uint32 LootStore::LoadLootTable()
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{
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LootTemplateMap::const_iterator tab;
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// Clearing store (for reloading case)
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Clear();
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// 0 1 2 3 4 5 6
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QueryResult result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, lootmode, groupid, mincountOrRef, maxcount FROM %s", GetName());
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if (!result)
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return 0;
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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uint32 item = fields[1].GetUInt32();
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float chanceOrQuestChance = fields[2].GetFloat();
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uint16 lootmode = fields[3].GetUInt16();
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uint8 group = fields[4].GetUInt8();
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int32 mincountOrRef = fields[5].GetInt32();
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int32 maxcount = fields[6].GetUInt8();
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if (maxcount > std::numeric_limits<uint8>::max())
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: maxcount value (%u) to large. must be less %u - skipped", GetName(), entry, item, maxcount, std::numeric_limits<uint8>::max());
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continue; // error already printed to log/console.
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}
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if (lootmode == 0)
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{
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sLog->outError("Table '%s' entry %d item %d: lootmode is equal to 0, item will never drop - setting mode 1", GetName(), entry, item);
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lootmode = 1;
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}
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LootStoreItem* storeitem = new LootStoreItem(item, chanceOrQuestChance, lootmode, group, mincountOrRef, maxcount);
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if (!storeitem->IsValid(*this, entry)) // Validity checks
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{
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delete storeitem;
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continue;
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}
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// Looking for the template of the entry
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// often entries are put together
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if (m_LootTemplates.empty() || tab->first != entry)
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{
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// Searching the template (in case template Id changed)
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tab = m_LootTemplates.find(entry);
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if (tab == m_LootTemplates.end())
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{
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std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate()));
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tab = pr.first;
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}
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}
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// else is empty - template Id and iter are the same
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// finally iter refers to already existed or just created <entry, LootTemplate>
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// Adds current row to the template
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tab->second->AddEntry(storeitem);
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++count;
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}
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while (result->NextRow());
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Verify(); // Checks validity of the loot store
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return count;
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}
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bool LootStore::HaveQuestLootFor(uint32 loot_id) const
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{
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LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id);
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if (itr == m_LootTemplates.end())
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return false;
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// scan loot for quest items
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return itr->second->HasQuestDrop(m_LootTemplates);
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}
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bool LootStore::HaveQuestLootForPlayer(uint32 loot_id, Player const* player) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab != m_LootTemplates.end())
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if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player))
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return true;
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return false;
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}
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void LootStore::ResetConditions()
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{
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for (LootTemplateMap::iterator itr = m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr)
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{
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ConditionList empty;
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itr->second->CopyConditions(empty);
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}
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}
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LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab == m_LootTemplates.end())
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return NULL;
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return tab->second;
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}
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LootTemplate* LootStore::GetLootForConditionFill(uint32 loot_id) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab == m_LootTemplates.end())
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return NULL;
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return tab->second;
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}
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uint32 LootStore::LoadAndCollectLootIds(LootIdSet& lootIdSet)
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{
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uint32 count = LoadLootTable();
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for (LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab)
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lootIdSet.insert(tab->first);
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return count;
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}
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void LootStore::CheckLootRefs(LootIdSet* ref_set) const
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{
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for (LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr)
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ltItr->second->CheckLootRefs(m_LootTemplates, ref_set);
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}
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void LootStore::ReportUnusedIds(LootIdSet const& lootIdSet) const
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{
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// all still listed ids isn't referenced
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for (LootIdSet::const_iterator itr = lootIdSet.begin(); itr != lootIdSet.end(); ++itr)
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sLog->outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr, GetEntryName());
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}
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void LootStore::ReportNotExistedId(uint32 id) const
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{
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sLog->outErrorDb("Table '%s' entry %d (%s) does not exist but used as loot id in DB.", GetName(), id, GetEntryName());
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}
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//
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// --------- LootStoreItem ---------
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//
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// Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation)
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// RATE_DROP_ITEMS is no longer used for all types of entries
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bool LootStoreItem::Roll(bool rate, Player const *player, Loot& loot, LootStore const& store) const
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{
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float _chance = chance;
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sScriptMgr->OnItemRoll(player, this, _chance, loot, store);
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if (_chance >= 100.0f)
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return true;
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if (mincountOrRef < 0) // reference case
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return roll_chance_f(_chance* (rate ? sWorld->getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
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float qualityModifier = pProto && rate ? sWorld->getRate(qualityToRate[pProto->Quality]) : 1.0f;
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return roll_chance_f(_chance*qualityModifier);
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}
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// Checks correctness of values
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bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
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{
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if (group >= 1 << 7) // it stored in 7 bit field
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: group (%u) must be less %u - skipped", store.GetName(), entry, itemid, group, 1 << 7);
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return false;
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}
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if (mincountOrRef == 0)
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: wrong mincountOrRef (%d) - skipped", store.GetName(), entry, itemid, mincountOrRef);
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return false;
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}
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if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
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if (!proto)
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid);
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return false;
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}
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if (chance == 0 && group == 0) // Zero chance is allowed for grouped entries only
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{
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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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return false;
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}
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if (chance != 0 && chance < 0.000001f) // loot with low chance
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: low chance (%f) - skipped",
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store.GetName(), entry, itemid, chance);
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return false;
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}
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if (maxcount < mincountOrRef) // wrong max count
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: max count (%u) less that min count (%i) - skipped", store.GetName(), entry, itemid, int32(maxcount), mincountOrRef);
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return false;
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}
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}
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else // mincountOrRef < 0
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{
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if (needs_quest)
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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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else if (chance == 0) // no chance for the reference
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid);
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return false;
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}
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}
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return true; // Referenced template existence is checked at whole store level
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}
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//
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// --------- LootItem ---------
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//
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// Constructor, copies most fields from LootStoreItem and generates random count
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LootItem::LootItem(LootStoreItem const& li)
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{
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itemid = li.itemid;
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conditions = li.conditions;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
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freeforall = proto && (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT);
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follow_loot_rules = proto && (proto->FlagsCu & ITEM_FLAGS_CU_FOLLOW_LOOT_RULES);
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needs_quest = li.needs_quest;
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randomSuffix = GenerateEnchSuffixFactor(itemid);
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randomPropertyId = Item::GenerateItemRandomPropertyId(itemid);
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count = 0;
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is_looted = 0;
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is_blocked = 0;
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is_underthreshold = 0;
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is_counted = 0;
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rollWinnerGUID = 0;
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}
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool LootItem::AllowedForPlayer(Player const* player) const
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{
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// DB conditions check
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if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
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return false;
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
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if (!pProto)
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return false;
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// not show loot for players without profession or those who already know the recipe
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if ((pProto->Flags & ITEM_PROTO_FLAG_SMART_LOOT) && (!player->HasSkill(pProto->RequiredSkill) || player->HasSpell(pProto->Spells[1].SpellId)))
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return false;
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// not show loot for not own team
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if ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY) && player->GetTeamId(true) != TEAM_HORDE)
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return false;
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if ((pProto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY) && player->GetTeamId(true) != TEAM_ALLIANCE)
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return false;
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// check quest requirements
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if (!(pProto->FlagsCu & ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid)))
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return false;
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return true;
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}
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void LootItem::AddAllowedLooter(const Player* player)
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{
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allowedGUIDs.insert(player->GetGUIDLow());
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}
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//
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// --------- Loot ---------
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//
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// Inserts the item into the loot (called by LootTemplate processors)
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// Inserts the item into the loot (called by LootTemplate processors)
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void Loot::AddItem(LootStoreItem const& item)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item.itemid);
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if (!proto)
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return;
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uint32 count = urand(item.mincountOrRef, item.maxcount);
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uint32 stacks = count / proto->GetMaxStackSize() + (count % proto->GetMaxStackSize() ? 1 : 0);
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std::vector<LootItem>& lootItems = item.needs_quest ? quest_items : items;
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uint32 limit = item.needs_quest ? MAX_NR_QUEST_ITEMS : MAX_NR_LOOT_ITEMS;
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for (uint32 i = 0; i < stacks && lootItems.size() < limit; ++i)
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{
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LootItem generatedLoot(item);
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generatedLoot.count = std::min(count, proto->GetMaxStackSize());
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lootItems.push_back(generatedLoot);
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count -= proto->GetMaxStackSize();
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// non-conditional one-player only items are counted here,
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// free for all items are counted in FillFFALoot(),
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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if (!item.needs_quest && item.conditions.empty() && !(proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT))
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++unlootedCount;
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}
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}
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// Calls processor of corresponding LootTemplate (which handles everything including references)
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bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError, uint16 lootMode /*= LOOT_MODE_DEFAULT*/)
|
|
{
|
|
// Must be provided
|
|
if (!lootOwner)
|
|
return false;
|
|
|
|
LootTemplate const* tab = store.GetLootFor(lootId);
|
|
|
|
if (!tab)
|
|
{
|
|
if (!noEmptyError)
|
|
sLog->outErrorDb("Table '%s' loot id #%u used but it doesn't have records.", store.GetName(), lootId);
|
|
return false;
|
|
}
|
|
|
|
items.reserve(MAX_NR_LOOT_ITEMS);
|
|
quest_items.reserve(MAX_NR_QUEST_ITEMS);
|
|
|
|
tab->Process(*this, store, lootMode, lootOwner); // Processing is done there, callback via Loot::AddItem()
|
|
|
|
// Setting access rights for group loot case
|
|
Group* group = lootOwner->GetGroup();
|
|
if (!personal && group)
|
|
{
|
|
roundRobinPlayer = lootOwner->GetGUID();
|
|
|
|
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
|
|
if (Player* player = itr->GetSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
|
|
if (player->IsInMap(lootOwner)) // pussywizard: multithreading crashfix
|
|
FillNotNormalLootFor(player, player->IsAtGroupRewardDistance(lootOwner));
|
|
|
|
for (uint8 i = 0; i < items.size(); ++i)
|
|
{
|
|
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid))
|
|
if (proto->Quality < uint32(group->GetLootThreshold()))
|
|
items[i].is_underthreshold = true;
|
|
}
|
|
}
|
|
// ... for personal loot
|
|
else
|
|
FillNotNormalLootFor(lootOwner, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Loot::FillNotNormalLootFor(Player* player, bool presentAtLooting)
|
|
{
|
|
uint32 plguid = player->GetGUIDLow();
|
|
|
|
QuestItemMap::const_iterator qmapitr = PlayerQuestItems.find(plguid);
|
|
if (qmapitr == PlayerQuestItems.end())
|
|
FillQuestLoot(player);
|
|
|
|
qmapitr = PlayerFFAItems.find(plguid);
|
|
if (qmapitr == PlayerFFAItems.end())
|
|
FillFFALoot(player);
|
|
|
|
qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid);
|
|
if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end())
|
|
FillNonQuestNonFFAConditionalLoot(player, presentAtLooting);
|
|
|
|
// if not auto-processed player will have to come and pick it up manually
|
|
if (!presentAtLooting)
|
|
return;
|
|
|
|
// Process currency items
|
|
uint32 max_slot = GetMaxSlotInLootFor(player);
|
|
LootItem const* item = NULL;
|
|
uint32 itemsSize = uint32(items.size());
|
|
for (uint32 i = 0; i < max_slot; ++i)
|
|
{
|
|
if (i < items.size())
|
|
item = &items[i];
|
|
else
|
|
item = &quest_items[i-itemsSize];
|
|
|
|
if (!item->is_looted && item->freeforall && item->AllowedForPlayer(player))
|
|
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item->itemid))
|
|
if (proto->IsCurrencyToken())
|
|
player->StoreLootItem(i, this);
|
|
}
|
|
}
|
|
|
|
QuestItemList* Loot::FillFFALoot(Player* player)
|
|
{
|
|
QuestItemList* ql = new QuestItemList();
|
|
|
|
for (uint8 i = 0; i < items.size(); ++i)
|
|
{
|
|
LootItem &item = items[i];
|
|
if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
|
|
{
|
|
ql->push_back(QuestItem(i));
|
|
++unlootedCount;
|
|
}
|
|
}
|
|
if (ql->empty())
|
|
{
|
|
delete ql;
|
|
return NULL;
|
|
}
|
|
|
|
PlayerFFAItems[player->GetGUIDLow()] = ql;
|
|
return ql;
|
|
}
|
|
|
|
QuestItemList* Loot::FillQuestLoot(Player* player)
|
|
{
|
|
if (items.size() == MAX_NR_LOOT_ITEMS)
|
|
return NULL;
|
|
|
|
QuestItemList* ql = new QuestItemList();
|
|
|
|
for (uint8 i = 0; i < quest_items.size(); ++i)
|
|
{
|
|
LootItem &item = quest_items[i];
|
|
|
|
if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT ))))
|
|
{
|
|
ql->push_back(QuestItem(i));
|
|
|
|
// quest items get blocked when they first appear in a
|
|
// player's quest vector
|
|
//
|
|
// increase once if one looter only, looter-times if free for all
|
|
if (item.freeforall || !item.is_blocked)
|
|
++unlootedCount;
|
|
if (!player->GetGroup() || (player->GetGroup()->GetLootMethod() != GROUP_LOOT && player->GetGroup()->GetLootMethod() != ROUND_ROBIN))
|
|
item.is_blocked = true;
|
|
|
|
if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
|
|
break;
|
|
}
|
|
}
|
|
if (ql->empty())
|
|
{
|
|
delete ql;
|
|
return NULL;
|
|
}
|
|
|
|
PlayerQuestItems[player->GetGUIDLow()] = ql;
|
|
return ql;
|
|
}
|
|
|
|
QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player, bool presentAtLooting)
|
|
{
|
|
QuestItemList* ql = new QuestItemList();
|
|
|
|
for (uint8 i = 0; i < items.size(); ++i)
|
|
{
|
|
LootItem &item = items[i];
|
|
if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT ))))
|
|
{
|
|
if (presentAtLooting)
|
|
item.AddAllowedLooter(player);
|
|
if (!item.conditions.empty())
|
|
{
|
|
ql->push_back(QuestItem(i));
|
|
if (!item.is_counted)
|
|
{
|
|
++unlootedCount;
|
|
item.is_counted = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ql->empty())
|
|
{
|
|
delete ql;
|
|
return NULL;
|
|
}
|
|
|
|
PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql;
|
|
return ql;
|
|
}
|
|
|
|
//===================================================
|
|
|
|
void Loot::NotifyItemRemoved(uint8 lootIndex)
|
|
{
|
|
// notify all players that are looting this that the item was removed
|
|
// convert the index to the slot the player sees
|
|
PlayersLootingSet::iterator i_next;
|
|
for (PlayersLootingSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if (Player* player = ObjectAccessor::FindPlayer(*i))
|
|
player->SendNotifyLootItemRemoved(lootIndex);
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::NotifyMoneyRemoved()
|
|
{
|
|
// notify all players that are looting this that the money was removed
|
|
PlayersLootingSet::iterator i_next;
|
|
for (PlayersLootingSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if (Player* player = ObjectAccessor::FindPlayer(*i))
|
|
player->SendNotifyLootMoneyRemoved();
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::NotifyQuestItemRemoved(uint8 questIndex)
|
|
{
|
|
// when a free for all questitem is looted
|
|
// all players will get notified of it being removed
|
|
// (other questitems can be looted by each group member)
|
|
// bit inefficient but isn't called often
|
|
|
|
PlayersLootingSet::iterator i_next;
|
|
for (PlayersLootingSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if (Player* player = ObjectAccessor::FindPlayer(*i))
|
|
{
|
|
QuestItemMap::const_iterator pq = PlayerQuestItems.find(player->GetGUIDLow());
|
|
if (pq != PlayerQuestItems.end() && pq->second)
|
|
{
|
|
// find where/if the player has the given item in it's vector
|
|
QuestItemList& pql = *pq->second;
|
|
|
|
uint8 j;
|
|
for (j = 0; j < pql.size(); ++j)
|
|
if (pql[j].index == questIndex)
|
|
break;
|
|
|
|
if (j < pql.size())
|
|
player->SendNotifyLootItemRemoved(items.size()+j);
|
|
}
|
|
}
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::generateMoneyLoot(uint32 minAmount, uint32 maxAmount)
|
|
{
|
|
if (maxAmount > 0)
|
|
{
|
|
if (maxAmount <= minAmount)
|
|
gold = uint32(maxAmount * sWorld->getRate(RATE_DROP_MONEY));
|
|
else if ((maxAmount - minAmount) < 32700)
|
|
gold = uint32(urand(minAmount, maxAmount) * sWorld->getRate(RATE_DROP_MONEY));
|
|
else
|
|
gold = uint32(urand(minAmount >> 8, maxAmount >> 8) * sWorld->getRate(RATE_DROP_MONEY)) << 8;
|
|
}
|
|
}
|
|
|
|
LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem* *qitem, QuestItem* *ffaitem, QuestItem* *conditem)
|
|
{
|
|
LootItem* item = NULL;
|
|
bool is_looted = true;
|
|
if (lootSlot >= items.size())
|
|
{
|
|
uint32 questSlot = lootSlot - items.size();
|
|
QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow());
|
|
if (itr != PlayerQuestItems.end() && questSlot < itr->second->size())
|
|
{
|
|
QuestItem* qitem2 = &itr->second->at(questSlot);
|
|
if (qitem)
|
|
*qitem = qitem2;
|
|
item = &quest_items[qitem2->index];
|
|
if (item->follow_loot_rules && !item->AllowedForPlayer(player)) // pussywizard: such items (follow_loot_rules) are added to every player, but not everyone is allowed, check it here
|
|
return NULL;
|
|
is_looted = qitem2->is_looted;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item = &items[lootSlot];
|
|
is_looted = item->is_looted;
|
|
if (item->freeforall)
|
|
{
|
|
QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow());
|
|
if (itr != PlayerFFAItems.end())
|
|
{
|
|
for (QuestItemList::const_iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
|
|
if (iter->index == lootSlot)
|
|
{
|
|
QuestItem* ffaitem2 = (QuestItem*)&(*iter);
|
|
if (ffaitem)
|
|
*ffaitem = ffaitem2;
|
|
is_looted = ffaitem2->is_looted;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (!item->conditions.empty())
|
|
{
|
|
QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow());
|
|
if (itr != PlayerNonQuestNonFFAConditionalItems.end())
|
|
{
|
|
for (QuestItemList::const_iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
|
|
{
|
|
if (iter->index == lootSlot)
|
|
{
|
|
QuestItem* conditem2 = (QuestItem*)&(*iter);
|
|
if (conditem)
|
|
*conditem = conditem2;
|
|
is_looted = conditem2->is_looted;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (is_looted)
|
|
return NULL;
|
|
|
|
return item;
|
|
}
|
|
|
|
uint32 Loot::GetMaxSlotInLootFor(Player* player) const
|
|
{
|
|
QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow());
|
|
return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0);
|
|
}
|
|
|
|
// return true if there is any FFA, quest or conditional item for the player.
|
|
bool Loot::hasItemFor(Player* player) const
|
|
{
|
|
QuestItemMap const& lootPlayerQuestItems = GetPlayerQuestItems();
|
|
QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(player->GetGUIDLow());
|
|
if (q_itr != lootPlayerQuestItems.end())
|
|
{
|
|
QuestItemList* q_list = q_itr->second;
|
|
for (QuestItemList::const_iterator qi = q_list->begin(); qi != q_list->end(); ++qi)
|
|
{
|
|
const LootItem &item = quest_items[qi->index];
|
|
if (!qi->is_looted && !item.is_looted)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
QuestItemMap const& lootPlayerFFAItems = GetPlayerFFAItems();
|
|
QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(player->GetGUIDLow());
|
|
if (ffa_itr != lootPlayerFFAItems.end())
|
|
{
|
|
QuestItemList* ffa_list = ffa_itr->second;
|
|
for (QuestItemList::const_iterator fi = ffa_list->begin(); fi != ffa_list->end(); ++fi)
|
|
{
|
|
const LootItem &item = items[fi->index];
|
|
if (!fi->is_looted && !item.is_looted)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
|
|
QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow());
|
|
if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end())
|
|
{
|
|
QuestItemList* conditional_list = nn_itr->second;
|
|
for (QuestItemList::const_iterator ci = conditional_list->begin(); ci != conditional_list->end(); ++ci)
|
|
{
|
|
const LootItem &item = items[ci->index];
|
|
if (!ci->is_looted && !item.is_looted)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// return true if there is any item over the group threshold (i.e. not underthreshold).
|
|
bool Loot::hasOverThresholdItem() const
|
|
{
|
|
for (uint8 i = 0; i < items.size(); ++i)
|
|
{
|
|
if (!items[i].is_looted && !items[i].is_underthreshold && !items[i].freeforall)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
|
|
{
|
|
b << uint32(li.itemid);
|
|
b << uint32(li.count); // nr of items of this type
|
|
b << uint32(sObjectMgr->GetItemTemplate(li.itemid)->DisplayInfoID);
|
|
b << uint32(li.randomSuffix);
|
|
b << uint32(li.randomPropertyId);
|
|
//b << uint8(0); // slot type - will send after this function call
|
|
return b;
|
|
}
|
|
|
|
ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
|
|
{
|
|
if (lv.permission == NONE_PERMISSION)
|
|
{
|
|
b << uint32(0); //gold
|
|
b << uint8(0); // item count
|
|
return b; // nothing output more
|
|
}
|
|
|
|
Loot &l = lv.loot;
|
|
|
|
uint8 itemsShown = 0;
|
|
|
|
b << uint32(l.gold); //gold
|
|
|
|
size_t count_pos = b.wpos(); // pos of item count byte
|
|
b << uint8(0); // item count placeholder
|
|
|
|
switch (lv.permission)
|
|
{
|
|
case GROUP_PERMISSION:
|
|
case MASTER_PERMISSION:
|
|
case RESTRICTED_PERMISSION:
|
|
{
|
|
// if you are not the round-robin group looter, you can only see
|
|
// blocked rolled items and quest items, and !ffa items
|
|
for (uint8 i = 0; i < l.items.size(); ++i)
|
|
{
|
|
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
|
|
{
|
|
uint8 slot_type = 0;
|
|
|
|
if (l.items[i].is_blocked) // for ML & restricted is_blocked = !is_underthreshold
|
|
{
|
|
switch (lv.permission)
|
|
{
|
|
case GROUP_PERMISSION:
|
|
slot_type = LOOT_SLOT_TYPE_ROLL_ONGOING;
|
|
break;
|
|
case MASTER_PERMISSION:
|
|
{
|
|
if (lv.viewer->GetGroup())
|
|
{
|
|
if (lv.viewer->GetGroup()->GetMasterLooterGuid() == lv.viewer->GetGUID())
|
|
slot_type = LOOT_SLOT_TYPE_MASTER;
|
|
else
|
|
slot_type = LOOT_SLOT_TYPE_LOCKED;
|
|
}
|
|
break;
|
|
}
|
|
case RESTRICTED_PERMISSION:
|
|
slot_type = LOOT_SLOT_TYPE_LOCKED;
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
else if (l.items[i].rollWinnerGUID)
|
|
{
|
|
if (l.items[i].rollWinnerGUID == lv.viewer->GetGUID())
|
|
slot_type = LOOT_SLOT_TYPE_OWNER;
|
|
else
|
|
continue;
|
|
}
|
|
else if (l.roundRobinPlayer == 0 || lv.viewer->GetGUID() == l.roundRobinPlayer || !l.items[i].is_underthreshold)
|
|
{
|
|
// no round robin owner or he has released the loot
|
|
// or it IS the round robin group owner
|
|
// => item is lootable
|
|
slot_type = LOOT_SLOT_TYPE_ALLOW_LOOT;
|
|
}
|
|
else
|
|
// item shall not be displayed.
|
|
continue;
|
|
|
|
b << uint8(i) << l.items[i];
|
|
b << uint8(slot_type);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case ROUND_ROBIN_PERMISSION:
|
|
{
|
|
for (uint8 i = 0; i < l.items.size(); ++i)
|
|
{
|
|
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
|
|
{
|
|
if (l.roundRobinPlayer != 0 && lv.viewer->GetGUID() != l.roundRobinPlayer)
|
|
// item shall not be displayed.
|
|
continue;
|
|
|
|
b << uint8(i) << l.items[i];
|
|
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case ALL_PERMISSION:
|
|
case OWNER_PERMISSION:
|
|
{
|
|
uint8 slot_type = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
|
|
for (uint8 i = 0; i < l.items.size(); ++i)
|
|
{
|
|
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
|
|
{
|
|
b << uint8(i) << l.items[i];
|
|
b << uint8(slot_type);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
return b;
|
|
}
|
|
|
|
LootSlotType slotType = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
|
|
|
|
// Xinef: items that do not follow loot rules need this
|
|
LootSlotType partySlotType = lv.permission == MASTER_PERMISSION ? LOOT_SLOT_TYPE_MASTER : slotType;
|
|
|
|
QuestItemMap const& lootPlayerQuestItems = l.GetPlayerQuestItems();
|
|
QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(lv.viewer->GetGUIDLow());
|
|
if (q_itr != lootPlayerQuestItems.end())
|
|
{
|
|
QuestItemList* q_list = q_itr->second;
|
|
for (QuestItemList::const_iterator qi = q_list->begin(); qi != q_list->end(); ++qi)
|
|
{
|
|
LootItem &item = l.quest_items[qi->index];
|
|
if (!qi->is_looted && !item.is_looted)
|
|
{
|
|
b << uint8(l.items.size() + (qi - q_list->begin()));
|
|
b << item;
|
|
if (item.follow_loot_rules)
|
|
{
|
|
switch (lv.permission)
|
|
{
|
|
case MASTER_PERMISSION:
|
|
b << uint8(LOOT_SLOT_TYPE_MASTER);
|
|
break;
|
|
case RESTRICTED_PERMISSION:
|
|
b << (item.is_blocked ? uint8(LOOT_SLOT_TYPE_LOCKED) : uint8(slotType));
|
|
break;
|
|
case GROUP_PERMISSION:
|
|
case ROUND_ROBIN_PERMISSION:
|
|
if (!item.is_blocked)
|
|
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
|
|
else
|
|
b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING);
|
|
break;
|
|
default:
|
|
b << uint8(slotType);
|
|
break;
|
|
}
|
|
}
|
|
else if (!item.freeforall)
|
|
b << uint8(partySlotType);
|
|
else
|
|
b << uint8(slotType);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
}
|
|
|
|
QuestItemMap const& lootPlayerFFAItems = l.GetPlayerFFAItems();
|
|
QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(lv.viewer->GetGUIDLow());
|
|
if (ffa_itr != lootPlayerFFAItems.end())
|
|
{
|
|
QuestItemList* ffa_list = ffa_itr->second;
|
|
for (QuestItemList::const_iterator fi = ffa_list->begin(); fi != ffa_list->end(); ++fi)
|
|
{
|
|
LootItem &item = l.items[fi->index];
|
|
if (!fi->is_looted && !item.is_looted)
|
|
{
|
|
b << uint8(fi->index);
|
|
b << item;
|
|
// Xinef: Here are FFA items, so dont use owner permision
|
|
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT /*slotType*/);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
}
|
|
|
|
QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = l.GetPlayerNonQuestNonFFAConditionalItems();
|
|
QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(lv.viewer->GetGUIDLow());
|
|
if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end())
|
|
{
|
|
QuestItemList* conditional_list = nn_itr->second;
|
|
for (QuestItemList::const_iterator ci = conditional_list->begin(); ci != conditional_list->end(); ++ci)
|
|
{
|
|
LootItem &item = l.items[ci->index];
|
|
if (!ci->is_looted && !item.is_looted)
|
|
{
|
|
b << uint8(ci->index);
|
|
b << item;
|
|
if (item.follow_loot_rules)
|
|
{
|
|
switch (lv.permission)
|
|
{
|
|
case MASTER_PERMISSION:
|
|
b << uint8(LOOT_SLOT_TYPE_MASTER);
|
|
break;
|
|
case RESTRICTED_PERMISSION:
|
|
b << (item.is_blocked ? uint8(LOOT_SLOT_TYPE_LOCKED) : uint8(slotType));
|
|
break;
|
|
case GROUP_PERMISSION:
|
|
case ROUND_ROBIN_PERMISSION:
|
|
if (!item.is_blocked)
|
|
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
|
|
else
|
|
b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING);
|
|
break;
|
|
default:
|
|
b << uint8(slotType);
|
|
break;
|
|
}
|
|
}
|
|
else if (!item.freeforall)
|
|
b << uint8(partySlotType);
|
|
else
|
|
b << uint8(slotType);
|
|
++itemsShown;
|
|
}
|
|
}
|
|
}
|
|
|
|
//update number of items shown
|
|
b.put<uint8>(count_pos, itemsShown);
|
|
|
|
return b;
|
|
}
|
|
|
|
//
|
|
// --------- LootTemplate::LootGroup ---------
|
|
//
|
|
|
|
LootTemplate::LootGroup::~LootGroup()
|
|
{
|
|
while (!ExplicitlyChanced.empty())
|
|
{
|
|
delete ExplicitlyChanced.back();
|
|
ExplicitlyChanced.pop_back();
|
|
}
|
|
|
|
while (!EqualChanced.empty())
|
|
{
|
|
delete EqualChanced.back();
|
|
EqualChanced.pop_back();
|
|
}
|
|
}
|
|
|
|
// Adds an entry to the group (at loading stage)
|
|
void LootTemplate::LootGroup::AddEntry(LootStoreItem* item)
|
|
{
|
|
if (item->chance != 0)
|
|
ExplicitlyChanced.push_back(item);
|
|
else
|
|
EqualChanced.push_back(item);
|
|
}
|
|
|
|
// Rolls an item from the group, returns NULL if all miss their chances
|
|
LootStoreItem const* LootTemplate::LootGroup::Roll(Loot& loot, Player const *player, LootStore const& store, uint16 lootMode) const
|
|
{
|
|
LootStoreItemList possibleLoot = ExplicitlyChanced;
|
|
possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
|
|
|
|
if (!possibleLoot.empty()) // First explicitly chanced entries are checked
|
|
{
|
|
float roll = (float)rand_chance();
|
|
|
|
for (LootStoreItemList::const_iterator itr = possibleLoot.begin(); itr != possibleLoot.end(); ++itr) // check each explicitly chanced entry in the template and modify its chance based on quality.
|
|
{
|
|
LootStoreItem* item = *itr;
|
|
float chance = item->chance;
|
|
|
|
sScriptMgr->OnItemRoll(player, item, chance, loot, store);
|
|
|
|
if (chance >= 100.0f)
|
|
return item;
|
|
|
|
roll -= chance;
|
|
if (roll < 0)
|
|
return item;
|
|
}
|
|
}
|
|
|
|
possibleLoot = EqualChanced;
|
|
possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
|
|
if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
|
|
return Trinity::Containers::SelectRandomContainerElement(possibleLoot);
|
|
|
|
return NULL; // Empty drop from the group
|
|
}
|
|
|
|
// True if group includes at least 1 quest drop entry
|
|
bool LootTemplate::LootGroup::HasQuestDrop() const
|
|
{
|
|
for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if ((*i)->needs_quest)
|
|
return true;
|
|
|
|
for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
|
|
if ((*i)->needs_quest)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// True if group includes at least 1 quest drop entry for active quests of the player
|
|
bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const* player) const
|
|
{
|
|
for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if (player->HasQuestForItem((*i)->itemid))
|
|
return true;
|
|
|
|
for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
|
|
if (player->HasQuestForItem((*i)->itemid))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void LootTemplate::LootGroup::CopyConditions(ConditionList /*conditions*/)
|
|
{
|
|
for (LootStoreItemList::iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
(*i)->conditions.clear();
|
|
|
|
for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
|
|
(*i)->conditions.clear();
|
|
}
|
|
|
|
// Rolls an item from the group (if any takes its chance) and adds the item to the loot
|
|
void LootTemplate::LootGroup::Process(Loot& loot, Player const *player, LootStore const& store, uint16 lootMode) const
|
|
{
|
|
if (LootStoreItem const* item = Roll(loot, player, store, lootMode))
|
|
loot.AddItem(*item);
|
|
}
|
|
|
|
// Overall chance for the group without equal chanced items
|
|
float LootTemplate::LootGroup::RawTotalChance() const
|
|
{
|
|
float result = 0;
|
|
|
|
for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if (!(*i)->needs_quest)
|
|
result += (*i)->chance;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Overall chance for the group
|
|
float LootTemplate::LootGroup::TotalChance() const
|
|
{
|
|
float result = RawTotalChance();
|
|
|
|
if (!EqualChanced.empty() && result < 100.0f)
|
|
return 100.0f;
|
|
|
|
return result;
|
|
}
|
|
|
|
void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const
|
|
{
|
|
float chance = RawTotalChance();
|
|
if (chance > 101.0f) // TODO: replace with 100% when DBs will be ready
|
|
{
|
|
sLog->outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance);
|
|
}
|
|
|
|
if (chance >= 100.0f && !EqualChanced.empty())
|
|
{
|
|
sLog->outErrorDb("Table '%s' entry %u group %d has items with chance=0%% but group total chance >= 100%% (%f)", lootstore.GetName(), id, group_id, chance);
|
|
}
|
|
}
|
|
|
|
void LootTemplate::LootGroup::CheckLootRefs(LootTemplateMap const& /*store*/, LootIdSet* ref_set) const
|
|
{
|
|
for (LootStoreItemList::const_iterator ieItr = ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr)
|
|
{
|
|
LootStoreItem* item = *ieItr;
|
|
if (item->mincountOrRef < 0)
|
|
{
|
|
if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef);
|
|
else if (ref_set)
|
|
ref_set->erase(-item->mincountOrRef);
|
|
}
|
|
}
|
|
|
|
for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr)
|
|
{
|
|
LootStoreItem* item = *ieItr;
|
|
if (item->mincountOrRef < 0)
|
|
{
|
|
if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef);
|
|
else if (ref_set)
|
|
ref_set->erase(-item->mincountOrRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// --------- LootTemplate ---------
|
|
//
|
|
|
|
LootTemplate::~LootTemplate()
|
|
{
|
|
while (!Entries.empty())
|
|
{
|
|
delete Entries.back();
|
|
Entries.pop_back();
|
|
}
|
|
|
|
for (size_t i = 0; i < Groups.size(); ++i)
|
|
delete Groups[i];
|
|
Groups.clear();
|
|
}
|
|
|
|
// Adds an entry to the group (at loading stage)
|
|
void LootTemplate::AddEntry(LootStoreItem* item)
|
|
{
|
|
if (item->group > 0 && item->mincountOrRef > 0) // Group
|
|
{
|
|
if (item->group >= Groups.size())
|
|
Groups.resize(item->group, NULL); // Adds new group the the loot template if needed
|
|
if (!Groups[item->group - 1])
|
|
Groups[item->group - 1] = new LootGroup();
|
|
|
|
Groups[item->group-1]->AddEntry(item); // Adds new entry to the group
|
|
}
|
|
else // Non-grouped entries and references are stored together
|
|
Entries.push_back(item);
|
|
}
|
|
|
|
void LootTemplate::CopyConditions(ConditionList conditions)
|
|
{
|
|
for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i)
|
|
(*i)->conditions.clear();
|
|
|
|
for (LootGroups::iterator i = Groups.begin(); i != Groups.end(); ++i)
|
|
if (LootGroup* group = *i)
|
|
group->CopyConditions(conditions);
|
|
}
|
|
|
|
void LootTemplate::CopyConditions(LootItem* li) const
|
|
{
|
|
// Copies the conditions list from a template item to a LootItem
|
|
for (LootStoreItemList::const_iterator _iter = Entries.begin(); _iter != Entries.end(); ++_iter)
|
|
{
|
|
LootStoreItem* item = *_iter;
|
|
if (item->itemid != li->itemid)
|
|
continue;
|
|
|
|
li->conditions = item->conditions;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Rolls for every item in the template and adds the rolled items the the loot
|
|
void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode, Player const* player, uint8 groupId) const
|
|
{
|
|
bool rate = store.IsRatesAllowed();
|
|
|
|
if (groupId) // Group reference uses own processing of the group
|
|
{
|
|
if (groupId > Groups.size())
|
|
return; // Error message already printed at loading stage
|
|
|
|
if (!Groups[groupId - 1])
|
|
return;
|
|
|
|
Groups[groupId-1]->Process(loot, player, store, lootMode);
|
|
return;
|
|
}
|
|
|
|
// Rolling non-grouped items
|
|
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
|
|
{
|
|
LootStoreItem* item = *i;
|
|
if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
|
|
continue;
|
|
|
|
if (!item->Roll(rate, player, loot, store))
|
|
continue; // Bad luck for the entry
|
|
|
|
if (item->mincountOrRef < 0) // References processing
|
|
{
|
|
LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-item->mincountOrRef);
|
|
if (!Referenced)
|
|
continue; // Error message already printed at loading stage
|
|
|
|
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
|
|
sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, item, maxcount, store);
|
|
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
|
|
Referenced->Process(loot, store, lootMode, player, item->group);
|
|
} else {
|
|
// Plain entries (not a reference, not grouped)
|
|
sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, item, store);
|
|
loot.AddItem(*item); // Chance is already checked, just add
|
|
}
|
|
}
|
|
|
|
// Now processing groups
|
|
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
|
|
if (LootGroup* group = *i)
|
|
group->Process(loot, player, store, lootMode);
|
|
}
|
|
|
|
// True if template includes at least 1 quest drop entry
|
|
bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const
|
|
{
|
|
if (groupId) // Group reference
|
|
{
|
|
if (groupId > Groups.size())
|
|
return false; // Error message [should be] already printed at loading stage
|
|
|
|
if (!Groups[groupId - 1])
|
|
return false;
|
|
|
|
return Groups[groupId-1]->HasQuestDrop();
|
|
}
|
|
|
|
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
|
|
{
|
|
LootStoreItem* item = *i;
|
|
if (item->mincountOrRef < 0) // References
|
|
{
|
|
LootTemplateMap::const_iterator Referenced = store.find(-item->mincountOrRef);
|
|
if (Referenced == store.end())
|
|
continue; // Error message [should be] already printed at loading stage
|
|
if (Referenced->second->HasQuestDrop(store, item->group))
|
|
return true;
|
|
}
|
|
else if (item->needs_quest)
|
|
return true; // quest drop found
|
|
}
|
|
|
|
// Now processing groups
|
|
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
|
|
if (LootGroup* group = *i)
|
|
if (group->HasQuestDrop())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// True if template includes at least 1 quest drop for an active quest of the player
|
|
bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const
|
|
{
|
|
if (groupId) // Group reference
|
|
{
|
|
if (groupId > Groups.size())
|
|
return false; // Error message already printed at loading stage
|
|
|
|
if (!Groups[groupId - 1])
|
|
return false;
|
|
|
|
return Groups[groupId-1]->HasQuestDropForPlayer(player);
|
|
}
|
|
|
|
// Checking non-grouped entries
|
|
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
|
|
{
|
|
LootStoreItem* item = *i;
|
|
if (item->mincountOrRef < 0) // References processing
|
|
{
|
|
LootTemplateMap::const_iterator Referenced = store.find(-item->mincountOrRef);
|
|
if (Referenced == store.end())
|
|
continue; // Error message already printed at loading stage
|
|
if (Referenced->second->HasQuestDropForPlayer(store, player, item->group))
|
|
return true;
|
|
}
|
|
else if (player->HasQuestForItem(item->itemid))
|
|
return true; // active quest drop found
|
|
}
|
|
|
|
// Now checking groups
|
|
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
|
|
if (LootGroup* group = *i)
|
|
if (group->HasQuestDropForPlayer(player))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Checks integrity of the template
|
|
void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const
|
|
{
|
|
// Checking group chances
|
|
for (uint32 i = 0; i < Groups.size(); ++i)
|
|
if (Groups[i])
|
|
Groups[i]->Verify(lootstore, id, i + 1);
|
|
|
|
// TODO: References validity checks
|
|
}
|
|
|
|
void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const
|
|
{
|
|
for (LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr)
|
|
{
|
|
LootStoreItem* item = *ieItr;
|
|
if (item->mincountOrRef < 0)
|
|
{
|
|
if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef);
|
|
else if (ref_set)
|
|
ref_set->erase(-item->mincountOrRef);
|
|
}
|
|
}
|
|
|
|
for (LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr)
|
|
if (LootGroup* group = *grItr)
|
|
group->CheckLootRefs(store, ref_set);
|
|
}
|
|
|
|
bool LootTemplate::addConditionItem(Condition* cond)
|
|
{
|
|
if (!cond || !cond->isLoaded())//should never happen, checked at loading
|
|
{
|
|
sLog->outError("LootTemplate::addConditionItem: condition is null");
|
|
return false;
|
|
}
|
|
|
|
if (!Entries.empty())
|
|
{
|
|
for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i)
|
|
{
|
|
if ((*i)->itemid == uint32(cond->SourceEntry))
|
|
{
|
|
(*i)->conditions.push_back(cond);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!Groups.empty())
|
|
{
|
|
for (LootGroups::iterator groupItr = Groups.begin(); groupItr != Groups.end(); ++groupItr)
|
|
{
|
|
LootGroup* group = *groupItr;
|
|
if (!group)
|
|
continue;
|
|
|
|
LootStoreItemList* itemList = group->GetExplicitlyChancedItemList();
|
|
if (!itemList->empty())
|
|
{
|
|
for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i)
|
|
{
|
|
if ((*i)->itemid == uint32(cond->SourceEntry))
|
|
{
|
|
(*i)->conditions.push_back(cond);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
itemList = group->GetEqualChancedItemList();
|
|
if (!itemList->empty())
|
|
{
|
|
for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i)
|
|
{
|
|
if ((*i)->itemid == uint32(cond->SourceEntry))
|
|
{
|
|
(*i)->conditions.push_back(cond);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool LootTemplate::isReference(uint32 id) const
|
|
{
|
|
for (LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr)
|
|
if ((*ieItr)->itemid == id && (*ieItr)->mincountOrRef < 0)
|
|
return true;
|
|
|
|
return false;//not found or not reference
|
|
}
|
|
|
|
void LoadLootTemplates_Creature()
|
|
{
|
|
sLog->outString("Loading creature loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet, lootIdSetUsed;
|
|
uint32 count = LootTemplates_Creature.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// Remove real entries and check loot existence
|
|
CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates();
|
|
for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr)
|
|
{
|
|
if (uint32 lootid = itr->second.lootid)
|
|
{
|
|
if (lootIdSet.find(lootid) == lootIdSet.end())
|
|
LootTemplates_Creature.ReportNotExistedId(lootid);
|
|
else
|
|
lootIdSetUsed.insert(lootid);
|
|
}
|
|
}
|
|
|
|
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
|
|
lootIdSet.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Creature.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u creature loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 creature loot templates. DB table `creature_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Disenchant()
|
|
{
|
|
sLog->outString("Loading disenchanting loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet, lootIdSetUsed;
|
|
uint32 count = LootTemplates_Disenchant.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore();
|
|
for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr)
|
|
{
|
|
if (uint32 lootid = itr->second.DisenchantID)
|
|
{
|
|
if (lootIdSet.find(lootid) == lootIdSet.end())
|
|
LootTemplates_Disenchant.ReportNotExistedId(lootid);
|
|
else
|
|
lootIdSetUsed.insert(lootid);
|
|
}
|
|
}
|
|
|
|
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
|
|
lootIdSet.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Disenchant.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u disenchanting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 disenchanting loot templates. DB table `disenchant_loot_template` is empty");
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Fishing()
|
|
{
|
|
sLog->outString("Loading fishing loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Fishing.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
for (uint32 i = 1; i < sAreaTableStore.GetNumRows(); ++i)
|
|
if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(i))
|
|
if (lootIdSet.find(areaEntry->ID) != lootIdSet.end())
|
|
lootIdSet.erase(areaEntry->ID);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Fishing.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u fishing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 fishing loot templates. DB table `fishing_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Gameobject()
|
|
{
|
|
sLog->outString("Loading gameobject loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet, lootIdSetUsed;
|
|
uint32 count = LootTemplates_Gameobject.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
GameObjectTemplateContainer const* gotc = sObjectMgr->GetGameObjectTemplates();
|
|
for (GameObjectTemplateContainer::const_iterator itr = gotc->begin(); itr != gotc->end(); ++itr)
|
|
{
|
|
if (uint32 lootid = itr->second.GetLootId())
|
|
{
|
|
if (lootIdSet.find(lootid) == lootIdSet.end())
|
|
LootTemplates_Gameobject.ReportNotExistedId(lootid);
|
|
else
|
|
lootIdSetUsed.insert(lootid);
|
|
}
|
|
}
|
|
|
|
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
|
|
lootIdSet.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Gameobject.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u gameobject loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 gameobject loot templates. DB table `gameobject_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Item()
|
|
{
|
|
sLog->outString("Loading item loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Item.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore();
|
|
for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr)
|
|
if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end() && itr->second.Flags & ITEM_PROTO_FLAG_OPENABLE)
|
|
lootIdSet.erase(itr->second.ItemId);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Item.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u item loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 item loot templates. DB table `item_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Milling()
|
|
{
|
|
sLog->outString("Loading milling loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Milling.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore();
|
|
for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr)
|
|
{
|
|
if (!(itr->second.Flags & ITEM_PROTO_FLAG_MILLABLE))
|
|
continue;
|
|
|
|
if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end())
|
|
lootIdSet.erase(itr->second.ItemId);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Milling.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u milling loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 milling loot templates. DB table `milling_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Pickpocketing()
|
|
{
|
|
sLog->outString("Loading pickpocketing loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet, lootIdSetUsed;
|
|
uint32 count = LootTemplates_Pickpocketing.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// Remove real entries and check loot existence
|
|
CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates();
|
|
for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr)
|
|
{
|
|
if (uint32 lootid = itr->second.pickpocketLootId)
|
|
{
|
|
if (lootIdSet.find(lootid) == lootIdSet.end())
|
|
LootTemplates_Pickpocketing.ReportNotExistedId(lootid);
|
|
else
|
|
lootIdSetUsed.insert(lootid);
|
|
}
|
|
}
|
|
|
|
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
|
|
lootIdSet.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Pickpocketing.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u pickpocketing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 pickpocketing loot templates. DB table `pickpocketing_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Prospecting()
|
|
{
|
|
sLog->outString("Loading prospecting loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Prospecting.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore();
|
|
for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr)
|
|
{
|
|
if (!(itr->second.Flags & ITEM_PROTO_FLAG_PROSPECTABLE))
|
|
continue;
|
|
|
|
if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end())
|
|
lootIdSet.erase(itr->second.ItemId);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Prospecting.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u prospecting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 prospecting loot templates. DB table `prospecting_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Mail()
|
|
{
|
|
sLog->outString("Loading mail loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Mail.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
for (uint32 i = 1; i < sAreaTableStore.GetNumRows(); ++i)
|
|
if (sAreaTableStore.LookupEntry(i))
|
|
if (lootIdSet.find(i) != lootIdSet.end())
|
|
lootIdSet.erase(i);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Mail.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u mail loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 mail loot templates. DB table `mail_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Skinning()
|
|
{
|
|
sLog->outString("Loading skinning loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet, lootIdSetUsed;
|
|
uint32 count = LootTemplates_Skinning.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates();
|
|
for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr)
|
|
{
|
|
if (uint32 lootid = itr->second.SkinLootId)
|
|
{
|
|
if (lootIdSet.find(lootid) == lootIdSet.end())
|
|
LootTemplates_Skinning.ReportNotExistedId(lootid);
|
|
else
|
|
lootIdSetUsed.insert(lootid);
|
|
}
|
|
}
|
|
|
|
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
|
|
lootIdSet.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Skinning.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u skinning loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 skinning loot templates. DB table `skinning_loot_template` is empty");
|
|
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Spell()
|
|
{
|
|
sLog->outString("Loading spell loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
uint32 count = LootTemplates_Spell.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// remove real entries and check existence loot
|
|
for (uint32 spell_id = 1; spell_id < sSpellMgr->GetSpellInfoStoreSize(); ++spell_id)
|
|
{
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
|
|
if (!spellInfo)
|
|
continue;
|
|
|
|
// possible cases
|
|
if (!spellInfo->IsLootCrafting())
|
|
continue;
|
|
|
|
if (lootIdSet.find(spell_id) == lootIdSet.end())
|
|
{
|
|
// not report about not trainable spells (optionally supported by DB)
|
|
// ignore 61756 (Northrend Inscription Research (FAST QA VERSION) for example
|
|
if (!spellInfo->HasAttribute(SPELL_ATTR0_NOT_SHAPESHIFT) || spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL))
|
|
{
|
|
LootTemplates_Spell.ReportNotExistedId(spell_id);
|
|
}
|
|
}
|
|
else
|
|
lootIdSet.erase(spell_id);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Spell.ReportUnusedIds(lootIdSet);
|
|
|
|
if (count)
|
|
sLog->outString(">> Loaded %u spell loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
else
|
|
sLog->outErrorDb(">> Loaded 0 spell loot templates. DB table `spell_loot_template` is empty");
|
|
sLog->outString();
|
|
}
|
|
|
|
void LoadLootTemplates_Reference()
|
|
{
|
|
sLog->outString("Loading reference loot templates...");
|
|
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
LootIdSet lootIdSet;
|
|
LootTemplates_Reference.LoadAndCollectLootIds(lootIdSet);
|
|
|
|
// check references and remove used
|
|
LootTemplates_Creature.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Fishing.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Gameobject.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Item.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Milling.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Pickpocketing.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Skinning.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Disenchant.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Prospecting.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Mail.CheckLootRefs(&lootIdSet);
|
|
LootTemplates_Reference.CheckLootRefs(&lootIdSet);
|
|
|
|
// output error for any still listed ids (not referenced from any loot table)
|
|
LootTemplates_Reference.ReportUnusedIds(lootIdSet);
|
|
|
|
sLog->outString(">> Loaded refence loot templates in %u ms", GetMSTimeDiffToNow(oldMSTime));
|
|
sLog->outString();
|
|
}
|