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https://github.com/mod-playerbots/azerothcore-wotlk.git
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440 lines
17 KiB
C++
440 lines
17 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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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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#ifndef ACORE_LOOTMGR_H
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#define ACORE_LOOTMGR_H
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#include "ByteBuffer.h"
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#include "ConditionMgr.h"
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#include "ItemEnchantmentMgr.h"
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#include "RefManager.h"
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#include "SharedDefines.h"
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#include <list>
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#include <map>
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#include <vector>
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enum RollType
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{
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ROLL_PASS = 0,
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ROLL_NEED = 1,
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ROLL_GREED = 2,
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ROLL_DISENCHANT = 3,
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MAX_ROLL_TYPE = 4
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};
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enum RollMask
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{
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ROLL_FLAG_TYPE_PASS = 0x01,
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ROLL_FLAG_TYPE_NEED = 0x02,
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ROLL_FLAG_TYPE_GREED = 0x04,
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ROLL_FLAG_TYPE_DISENCHANT = 0x08,
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ROLL_ALL_TYPE_NO_DISENCHANT = 0x07,
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ROLL_ALL_TYPE_MASK = 0x0F
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};
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#define MAX_NR_LOOT_ITEMS 18
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// note: the client cannot show more than 18 items in the loot window on 3.3.5a
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#define MAX_NR_QUEST_ITEMS 32
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// unrelated to the number of quest items shown, just for reserve
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enum LootMethod
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{
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FREE_FOR_ALL = 0,
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ROUND_ROBIN = 1,
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MASTER_LOOT = 2,
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GROUP_LOOT = 3,
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NEED_BEFORE_GREED = 4
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};
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enum PermissionTypes
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{
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ALL_PERMISSION = 0,
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GROUP_PERMISSION = 1,
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MASTER_PERMISSION = 2,
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RESTRICTED_PERMISSION = 3,
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ROUND_ROBIN_PERMISSION = 4,
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OWNER_PERMISSION = 5,
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NONE_PERMISSION = 6
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};
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enum LootType
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{
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LOOT_NONE = 0,
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LOOT_CORPSE = 1,
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LOOT_PICKPOCKETING = 2,
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LOOT_FISHING = 3,
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LOOT_DISENCHANTING = 4,
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// ignored always by client
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LOOT_SKINNING = 6,
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LOOT_PROSPECTING = 7,
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LOOT_MILLING = 8,
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LOOT_FISHINGHOLE = 20, // unsupported by client, sending LOOT_FISHING instead
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LOOT_INSIGNIA = 21, // unsupported by client, sending LOOT_CORPSE instead
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LOOT_FISHING_JUNK = 22 // unsupported by client, sending LOOT_FISHING instead
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};
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enum LootError
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{
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LOOT_ERROR_DIDNT_KILL = 0, // You don't have permission to loot that corpse.
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LOOT_ERROR_TOO_FAR = 4, // You are too far away to loot that corpse.
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LOOT_ERROR_BAD_FACING = 5, // You must be facing the corpse to loot it.
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LOOT_ERROR_LOCKED = 6, // Someone is already looting that corpse.
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LOOT_ERROR_NOTSTANDING = 8, // You need to be standing up to loot something!
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LOOT_ERROR_STUNNED = 9, // You can't loot anything while stunned!
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LOOT_ERROR_PLAYER_NOT_FOUND = 10, // Player not found
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LOOT_ERROR_PLAY_TIME_EXCEEDED = 11, // Maximum play time exceeded
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LOOT_ERROR_MASTER_INV_FULL = 12, // That player's inventory is full
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LOOT_ERROR_MASTER_UNIQUE_ITEM = 13, // Player has too many of that item already
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LOOT_ERROR_MASTER_OTHER = 14, // Can't assign item to that player
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LOOT_ERROR_ALREADY_PICKPOCKETED = 15, // Your target has already had its pockets picked
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LOOT_ERROR_NOT_WHILE_SHAPESHIFTED = 16 // You can't do that while shapeshifted.
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};
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// type of Loot Item in Loot View
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enum LootSlotType
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{
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LOOT_SLOT_TYPE_ALLOW_LOOT = 0, // player can loot the item.
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LOOT_SLOT_TYPE_ROLL_ONGOING = 1, // roll is ongoing. player cannot loot.
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LOOT_SLOT_TYPE_MASTER = 2, // item can only be distributed by group loot master.
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LOOT_SLOT_TYPE_LOCKED = 3, // item is shown in red. player cannot loot.
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LOOT_SLOT_TYPE_OWNER = 4, // ignore binding confirmation and etc, for single player looting
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};
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class Player;
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class LootStore;
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class ConditionMgr;
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struct Loot;
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struct LootStoreItem
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{
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uint32 itemid; // id of the item
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uint32 reference; // referenced TemplateleId
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float chance; // chance to drop for both quest and non-quest items, chance to be used for refs
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bool needs_quest : 1; // quest drop (quest is required for item to drop)
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uint16 lootmode;
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uint8 groupid : 7;
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uint8 mincount; // mincount for drop items
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uint8 maxcount; // max drop count for the item mincount or Ref multiplicator
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ConditionList conditions; // additional loot condition
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// Constructor
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// displayid is filled in IsValid() which must be called after
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LootStoreItem(uint32 _itemid, uint32 _reference, float _chance, bool _needs_quest, uint16 _lootmode, uint8 _groupid, int32 _mincount, uint8 _maxcount)
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: itemid(_itemid), reference(_reference), chance(_chance), needs_quest(_needs_quest),
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lootmode(_lootmode), groupid(_groupid), mincount(_mincount), maxcount(_maxcount)
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{}
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bool Roll(bool rate, Player const* player, Loot& loot, LootStore const& store) const; // Checks if the entry takes it's chance (at loot generation)
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[[nodiscard]] bool IsValid(LootStore const& store, uint32 entry) const;
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// Checks correctness of values
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};
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typedef std::set<uint32> AllowedLooterSet;
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struct LootItem
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{
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uint32 itemid;
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uint32 randomSuffix;
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int32 randomPropertyId;
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ConditionList conditions; // additional loot condition
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AllowedLooterSet allowedGUIDs;
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uint64 rollWinnerGUID; // Stores the guid of person who won loot, if his bags are full only he can see the item in loot list!
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uint8 count : 8;
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bool is_looted : 1;
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bool is_blocked : 1;
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bool freeforall : 1; // free for all
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bool is_underthreshold : 1;
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bool is_counted : 1;
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bool needs_quest : 1; // quest drop
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bool follow_loot_rules : 1;
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// Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
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// Should be called for non-reference LootStoreItem entries only (reference = 0)
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explicit LootItem(LootStoreItem const& li);
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LootItem() = default;
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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 AllowedForPlayer(Player const* player) const;
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void AddAllowedLooter(Player const* player);
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[[nodiscard]] const AllowedLooterSet& GetAllowedLooters() const { return allowedGUIDs; }
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};
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struct QuestItem
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{
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uint8 index{0}; // position in quest_items;
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bool is_looted{false};
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QuestItem()
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{}
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QuestItem(uint8 _index, bool _islooted = false)
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: index(_index), is_looted(_islooted) {}
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};
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class LootTemplate;
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typedef std::vector<QuestItem> QuestItemList;
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typedef std::vector<LootItem> LootItemList;
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typedef std::map<uint32, QuestItemList*> QuestItemMap;
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typedef std::list<LootStoreItem*> LootStoreItemList;
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typedef std::unordered_map<uint32, LootTemplate*> LootTemplateMap;
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typedef std::set<uint32> LootIdSet;
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class LootStore
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{
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public:
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explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
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: m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) {}
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virtual ~LootStore() { Clear(); }
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uint32 LoadAndCollectLootIds(LootIdSet& ids_set);
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void ResetConditions();
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void Verify() const;
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void CheckLootRefs(LootIdSet* ref_set = nullptr) const; // check existence reference and remove it from ref_set
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void ReportUnusedIds(LootIdSet const& ids_set) const;
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void ReportNonExistingId(uint32 lootId) const;
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void ReportNonExistingId(uint32 lootId, const char* ownerType, uint32 ownerId) const;
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[[nodiscard]] bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
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[[nodiscard]] bool HaveQuestLootFor(uint32 loot_id) const;
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bool HaveQuestLootForPlayer(uint32 loot_id, Player const* player) const;
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[[nodiscard]] LootTemplate const* GetLootFor(uint32 loot_id) const;
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[[nodiscard]] LootTemplate* GetLootForConditionFill(uint32 loot_id) const;
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[[nodiscard]] char const* GetName() const { return m_name; }
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[[nodiscard]] char const* GetEntryName() const { return m_entryName; }
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[[nodiscard]] bool IsRatesAllowed() const { return m_ratesAllowed; }
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protected:
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uint32 LoadLootTable();
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void Clear();
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private:
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LootTemplateMap m_LootTemplates;
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char const* m_name;
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char const* m_entryName;
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bool m_ratesAllowed;
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};
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class LootTemplate
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{
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class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
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typedef std::vector<LootGroup*> LootGroups;
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public:
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LootTemplate() = default;
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~LootTemplate();
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// Adds an entry to the group (at loading stage)
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void AddEntry(LootStoreItem* item);
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// Rolls for every item in the template and adds the rolled items the the loot
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void Process(Loot& loot, LootStore const& store, uint16 lootMode, Player const* player, uint8 groupId = 0) const;
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void CopyConditions(ConditionList conditions);
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void CopyConditions(LootItem* li) const;
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// True if template includes at least 1 quest drop entry
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[[nodiscard]] bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const;
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// True if template includes at least 1 quest drop for an active quest of the player
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bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId = 0) const;
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// Checks integrity of the template
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void Verify(LootStore const& store, uint32 Id) const;
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void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
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bool addConditionItem(Condition* cond);
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[[nodiscard]] bool isReference(uint32 id) const;
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private:
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LootStoreItemList Entries; // not grouped only
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LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
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// Objects of this class must never be copied, we are storing pointers in container
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LootTemplate(LootTemplate const&);
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LootTemplate& operator=(LootTemplate const&);
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};
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//=====================================================
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class LootValidatorRef : public Reference<Loot, LootValidatorRef>
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{
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public:
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LootValidatorRef() = default;
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void targetObjectDestroyLink() override {}
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void sourceObjectDestroyLink() override {}
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};
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//=====================================================
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class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
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{
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public:
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typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
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LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
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LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
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iterator begin() { return iterator(getFirst()); }
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iterator end() { return iterator(nullptr); }
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iterator rbegin() { return iterator(getLast()); }
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iterator rend() { return iterator(nullptr); }
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};
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//=====================================================
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struct LootView;
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ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
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ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
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struct Loot
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{
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friend ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
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[[nodiscard]] QuestItemMap const& GetPlayerQuestItems() const { return PlayerQuestItems; }
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[[nodiscard]] QuestItemMap const& GetPlayerFFAItems() const { return PlayerFFAItems; }
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[[nodiscard]] QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
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std::vector<LootItem> items;
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std::vector<LootItem> quest_items;
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uint32 gold;
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uint8 unlootedCount{0};
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uint64 roundRobinPlayer{0}; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
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LootType loot_type{LOOT_NONE}; // required for achievement system
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// GUIDLow of container that holds this loot (item_instance.entry), set for items that can be looted
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uint32 containerId{0};
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Loot(uint32 _gold = 0) : gold(_gold) { }
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~Loot() { clear(); }
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// if loot becomes invalid this reference is used to inform the listener
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void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
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{
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i_LootValidatorRefManager.insertFirst(pLootValidatorRef);
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}
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// void clear();
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void clear()
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{
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for (QuestItemMap::const_iterator itr = PlayerQuestItems.begin(); itr != PlayerQuestItems.end(); ++itr)
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delete itr->second;
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PlayerQuestItems.clear();
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for (QuestItemMap::const_iterator itr = PlayerFFAItems.begin(); itr != PlayerFFAItems.end(); ++itr)
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delete itr->second;
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PlayerFFAItems.clear();
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for (QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.begin(); itr != PlayerNonQuestNonFFAConditionalItems.end(); ++itr)
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delete itr->second;
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PlayerNonQuestNonFFAConditionalItems.clear();
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PlayersLooting.clear();
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items.clear();
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quest_items.clear();
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gold = 0;
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unlootedCount = 0;
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roundRobinPlayer = 0;
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i_LootValidatorRefManager.clearReferences();
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loot_type = LOOT_NONE;
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}
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[[nodiscard]] bool empty() const { return items.empty() && gold == 0; }
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[[nodiscard]] bool isLooted() const { return gold == 0 && unlootedCount == 0; }
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void NotifyItemRemoved(uint8 lootIndex);
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void NotifyQuestItemRemoved(uint8 questIndex);
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void NotifyMoneyRemoved();
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void AddLooter(uint64 GUID) { PlayersLooting.insert(GUID); }
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void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
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void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
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bool FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT);
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// Inserts the item into the loot (called by LootTemplate processors)
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void AddItem(LootStoreItem const& item);
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LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = nullptr, QuestItem** ffaitem = nullptr, QuestItem** conditem = nullptr);
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uint32 GetMaxSlotInLootFor(Player* player) const;
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bool hasItemForAll() const;
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bool hasItemFor(Player* player) const;
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[[nodiscard]] bool hasOverThresholdItem() const;
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private:
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void FillNotNormalLootFor(Player* player, bool presentAtLooting);
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QuestItemList* FillFFALoot(Player* player);
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QuestItemList* FillQuestLoot(Player* player);
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QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player, bool presentAtLooting);
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typedef std::set<uint64> PlayersLootingSet;
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PlayersLootingSet PlayersLooting;
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QuestItemMap PlayerQuestItems;
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QuestItemMap PlayerFFAItems;
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QuestItemMap PlayerNonQuestNonFFAConditionalItems;
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// All rolls are registered here. They need to know, when the loot is not valid anymore
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LootValidatorRefManager i_LootValidatorRefManager;
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};
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struct LootView
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{
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Loot& loot;
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Player* viewer;
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PermissionTypes permission;
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LootView(Loot& _loot, Player* _viewer, PermissionTypes _permission = ALL_PERMISSION)
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: loot(_loot), viewer(_viewer), permission(_permission) {}
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};
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extern LootStore LootTemplates_Creature;
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extern LootStore LootTemplates_Fishing;
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extern LootStore LootTemplates_Gameobject;
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extern LootStore LootTemplates_Item;
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extern LootStore LootTemplates_Mail;
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extern LootStore LootTemplates_Milling;
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extern LootStore LootTemplates_Pickpocketing;
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extern LootStore LootTemplates_Reference;
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extern LootStore LootTemplates_Skinning;
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extern LootStore LootTemplates_Disenchant;
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extern LootStore LootTemplates_Prospecting;
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extern LootStore LootTemplates_Spell;
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void LoadLootTemplates_Creature();
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void LoadLootTemplates_Fishing();
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void LoadLootTemplates_Gameobject();
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void LoadLootTemplates_Item();
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void LoadLootTemplates_Mail();
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void LoadLootTemplates_Milling();
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void LoadLootTemplates_Pickpocketing();
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void LoadLootTemplates_Skinning();
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void LoadLootTemplates_Disenchant();
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void LoadLootTemplates_Prospecting();
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void LoadLootTemplates_Spell();
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void LoadLootTemplates_Reference();
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inline void LoadLootTables()
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{
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LoadLootTemplates_Creature();
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LoadLootTemplates_Fishing();
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LoadLootTemplates_Gameobject();
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LoadLootTemplates_Item();
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LoadLootTemplates_Mail();
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LoadLootTemplates_Milling();
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LoadLootTemplates_Pickpocketing();
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LoadLootTemplates_Skinning();
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LoadLootTemplates_Disenchant();
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LoadLootTemplates_Prospecting();
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LoadLootTemplates_Spell();
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LoadLootTemplates_Reference();
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}
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#endif
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