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1356 lines
49 KiB
C++
1356 lines
49 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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 "ProgressBar.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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static Rates const qualityToRate[MAX_ITEM_QUALITY] = {
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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_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_QuestMail( "quest_mail_loot_template", "quest id (with mail template)",false);
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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 (explicitly discovering ability)",false);
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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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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) 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, uint32 group_id) const;
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void CollectLootIds(LootIdSet& set) const;
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void CheckLootRefs(LootIdSet* ref_set) const;
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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() const; // Rolls an item from the group, returns NULL if all miss their chances
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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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void LootStore::LoadLootTable()
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{
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LootTemplateMap::const_iterator tab;
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uint32 count = 0;
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// Clearing store (for reloading case)
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Clear();
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sLog.outString( "%s :", GetName());
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// 0 1 2 3 4 5 6 7 8
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QueryResult *result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, groupid, mincountOrRef, maxcount, lootcondition, condition_value1, condition_value2 FROM %s",GetName());
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if (result)
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{
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barGoLink bar(result->GetRowCount());
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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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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uint8 group = fields[3].GetUInt8();
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int32 mincountOrRef = fields[4].GetInt32();
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uint32 maxcount = fields[5].GetUInt32();
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ConditionType condition = (ConditionType)fields[6].GetUInt8();
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uint32 cond_value1 = fields[7].GetUInt32();
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uint32 cond_value2 = fields[8].GetUInt32();
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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(!PlayerCondition::IsValid(condition,cond_value1, cond_value2))
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{
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sLog.outErrorDb("... in table '%s' entry %u item %u", GetName(), entry, item);
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continue; // error already printed to log/console.
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}
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// (condition + cond_value1/2) are converted into single conditionId
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uint16 conditionId = objmgr.GetConditionId(condition, cond_value1, cond_value2);
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LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, group, conditionId, mincountOrRef, maxcount);
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if (!storeitem.IsValid(*this,entry)) // Validity checks
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continue;
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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::const_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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} while (result->NextRow());
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delete result;
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Verify(); // Checks validity of the loot store
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sLog.outString();
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sLog.outString( ">> Loaded %u loot definitions (%lu templates)", count, (unsigned long)m_LootTemplates.size());
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}
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else
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{
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sLog.outString();
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sLog.outErrorDb( ">> Loaded 0 loot definitions. DB table `%s` is empty.",GetName() );
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}
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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* 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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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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void LootStore::LoadAndCollectLootIds(LootIdSet& ids_set)
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{
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LoadLootTable();
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for(LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab)
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ids_set.insert(tab->first);
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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(ref_set);
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}
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void LootStore::ReportUnusedIds(LootIdSet const& ids_set) 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 = ids_set.begin(); itr != ids_set.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) 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) const
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{
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if(chance>=100.f)
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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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ItemPrototype const *pProto = objmgr.GetItemPrototype(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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ItemPrototype const *proto = objmgr.GetItemPrototype(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, uint32(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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conditionId = li.conditionId;
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ItemPrototype const* proto = objmgr.GetItemPrototype(itemid);
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freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT);
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needs_quest = li.needs_quest;
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count = urand(li.mincountOrRef, li.maxcount); // constructor called for mincountOrRef > 0 only
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randomSuffix = GenerateEnchSuffixFactor(itemid);
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randomPropertyId = Item::GenerateItemRandomPropertyId(itemid);
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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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}
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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 ( !objmgr.IsPlayerMeetToCondition(player,conditionId) )
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return false;
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if ( needs_quest )
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{
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// Checking quests for quest-only drop (check only quests requirements in this case)
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if( !player->HasQuestForItem(itemid) )
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return false;
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}
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else
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{
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// Not quest only drop (check quest starting items for already accepted non-repeatable quests)
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ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
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if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid))
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return false;
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}
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return true;
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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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void Loot::AddItem(LootStoreItem const & item)
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{
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if (item.needs_quest) // Quest drop
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{
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if (quest_items.size() < MAX_NR_QUEST_ITEMS)
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quest_items.push_back(LootItem(item));
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}
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else if (items.size() < MAX_NR_LOOT_ITEMS) // Non-quest drop
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{
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items.push_back(LootItem(item));
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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.conditionId )
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{
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ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid);
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if( !proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT)==0 )
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++unlootedCount;
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}
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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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void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal)
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{
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// Must be provided
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if(!loot_owner)
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return;
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LootTemplate const* tab = store.GetLootFor(loot_id);
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if (!tab)
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{
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sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id);
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return;
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}
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items.reserve(MAX_NR_LOOT_ITEMS);
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quest_items.reserve(MAX_NR_QUEST_ITEMS);
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tab->Process(*this, store,store.IsRatesAllowed ()); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group * pGroup=loot_owner->GetGroup();
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if(!personal && pGroup)
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{
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for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
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if(Player* pl = itr->getSource())
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FillNotNormalLootFor(pl);
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}
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// ... for personal loot
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else
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FillNotNormalLootFor(loot_owner);
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}
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void Loot::FillNotNormalLootFor(Player* pl)
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{
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uint32 plguid = pl->GetGUIDLow();
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QuestItemMap::const_iterator qmapitr = PlayerQuestItems.find(plguid);
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if (qmapitr == PlayerQuestItems.end())
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FillQuestLoot(pl);
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qmapitr = PlayerFFAItems.find(plguid);
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if (qmapitr == PlayerFFAItems.end())
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FillFFALoot(pl);
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qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid);
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if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end())
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FillNonQuestNonFFAConditionalLoot(pl);
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}
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QuestItemList* Loot::FillFFALoot(Player* player)
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{
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QuestItemList *ql = new QuestItemList();
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for(uint8 i = 0; i < items.size(); ++i)
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{
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LootItem &item = items[i];
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if(!item.is_looted && item.freeforall && item.AllowedForPlayer(player) )
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{
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ql->push_back(QuestItem(i));
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++unlootedCount;
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}
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}
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if (ql->empty())
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{
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delete ql;
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return NULL;
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}
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PlayerFFAItems[player->GetGUIDLow()] = ql;
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return ql;
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}
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QuestItemList* Loot::FillQuestLoot(Player* player)
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{
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if (items.size() == MAX_NR_LOOT_ITEMS) return NULL;
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QuestItemList *ql = new QuestItemList();
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|
|
for(uint8 i = 0; i < quest_items.size(); ++i)
|
|
{
|
|
LootItem &item = quest_items[i];
|
|
if(!item.is_looted && item.AllowedForPlayer(player) )
|
|
{
|
|
ql->push_back(QuestItem(i));
|
|
|
|
// questitems get blocked when they first apper in a
|
|
// player's quest vector
|
|
//
|
|
// increase once if one looter only, looter-times if free for all
|
|
if (item.freeforall || !item.is_blocked)
|
|
++unlootedCount;
|
|
|
|
item.is_blocked = true;
|
|
|
|
if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
|
|
break;
|
|
}
|
|
}
|
|
if (ql->empty())
|
|
{
|
|
delete ql;
|
|
return NULL;
|
|
}
|
|
|
|
PlayerQuestItems[player->GetGUIDLow()] = ql;
|
|
return ql;
|
|
}
|
|
|
|
QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player)
|
|
{
|
|
QuestItemList *ql = new QuestItemList();
|
|
|
|
for(uint8 i = 0; i < items.size(); ++i)
|
|
{
|
|
LootItem &item = items[i];
|
|
if(!item.is_looted && !item.freeforall && item.conditionId && item.AllowedForPlayer(player))
|
|
{
|
|
ql->push_back(QuestItem(i));
|
|
if(!item.is_counted)
|
|
{
|
|
++unlootedCount;
|
|
item.is_counted=true;
|
|
}
|
|
}
|
|
}
|
|
if (ql->empty())
|
|
{
|
|
delete ql;
|
|
return NULL;
|
|
}
|
|
|
|
PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql;
|
|
return ql;
|
|
}
|
|
|
|
//===================================================
|
|
|
|
void Loot::NotifyItemRemoved(uint8 lootIndex)
|
|
{
|
|
// notify all players that are looting this that the item was removed
|
|
// convert the index to the slot the player sees
|
|
std::set<uint64>::iterator i_next;
|
|
for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if(Player* pl = ObjectAccessor::FindPlayer(*i))
|
|
pl->SendNotifyLootItemRemoved(lootIndex);
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::NotifyMoneyRemoved()
|
|
{
|
|
// notify all players that are looting this that the money was removed
|
|
std::set<uint64>::iterator i_next;
|
|
for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if(Player* pl = ObjectAccessor::FindPlayer(*i))
|
|
pl->SendNotifyLootMoneyRemoved();
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::NotifyQuestItemRemoved(uint8 questIndex)
|
|
{
|
|
// when a free for all questitem is looted
|
|
// all players will get notified of it being removed
|
|
// (other questitems can be looted by each group member)
|
|
// bit inefficient but isnt called often
|
|
|
|
std::set<uint64>::iterator i_next;
|
|
for(std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
|
|
{
|
|
i_next = i;
|
|
++i_next;
|
|
if(Player* pl = ObjectAccessor::FindPlayer(*i))
|
|
{
|
|
QuestItemMap::const_iterator pq = PlayerQuestItems.find(pl->GetGUIDLow());
|
|
if (pq != PlayerQuestItems.end() && pq->second)
|
|
{
|
|
// find where/if the player has the given item in it's vector
|
|
QuestItemList& pql = *pq->second;
|
|
|
|
uint8 j;
|
|
for (j = 0; j < pql.size(); ++j)
|
|
if (pql[j].index == questIndex)
|
|
break;
|
|
|
|
if (j < pql.size())
|
|
pl->SendNotifyLootItemRemoved(items.size()+j);
|
|
}
|
|
}
|
|
else
|
|
PlayersLooting.erase(i);
|
|
}
|
|
}
|
|
|
|
void Loot::generateMoneyLoot( uint32 minAmount, uint32 maxAmount )
|
|
{
|
|
if (maxAmount > 0)
|
|
{
|
|
if (maxAmount <= minAmount)
|
|
gold = uint32(maxAmount * sWorld.getRate(RATE_DROP_MONEY));
|
|
else if ((maxAmount - minAmount) < 32700)
|
|
gold = uint32(urand(minAmount, maxAmount) * sWorld.getRate(RATE_DROP_MONEY));
|
|
else
|
|
gold = uint32(urand(minAmount >> 8, maxAmount >> 8) * sWorld.getRate(RATE_DROP_MONEY)) << 8;
|
|
}
|
|
}
|
|
|
|
LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qitem, QuestItem **ffaitem, QuestItem **conditem)
|
|
{
|
|
LootItem* item = NULL;
|
|
bool is_looted = true;
|
|
if (lootSlot >= items.size())
|
|
{
|
|
uint32 questSlot = lootSlot - items.size();
|
|
QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow());
|
|
if (itr != PlayerQuestItems.end() && questSlot < itr->second->size())
|
|
{
|
|
QuestItem *qitem2 = &itr->second->at(questSlot);
|
|
if(qitem)
|
|
*qitem = qitem2;
|
|
item = &quest_items[qitem2->index];
|
|
is_looted = qitem2->is_looted;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item = &items[lootSlot];
|
|
is_looted = item->is_looted;
|
|
if(item->freeforall)
|
|
{
|
|
QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow());
|
|
if (itr != PlayerFFAItems.end())
|
|
{
|
|
for(QuestItemList::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->conditionId)
|
|
{
|
|
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);
|
|
}
|
|
|
|
ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
|
|
{
|
|
b << uint32(li.itemid);
|
|
b << uint32(li.count); // nr of items of this type
|
|
b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID);
|
|
b << uint32(li.randomSuffix);
|
|
b << uint32(li.randomPropertyId);
|
|
//b << uint8(0); // slot type - will send after this function call
|
|
return b;
|
|
}
|
|
|
|
ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
|
|
{
|
|
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;
|
|
|
|
//gold
|
|
b << uint32(l.gold);
|
|
|
|
size_t count_pos = b.wpos(); // pos of item count byte
|
|
b << uint8(0); // item count placeholder
|
|
|
|
switch (lv.permission)
|
|
{
|
|
case GROUP_PERMISSION:
|
|
{
|
|
// You are not the items proprietary, so you can only see
|
|
// blocked rolled items and quest items, and !ffa items
|
|
for (uint8 i = 0; i < l.items.size(); ++i)
|
|
{
|
|
if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer))
|
|
{
|
|
uint8 slot_type = (l.items[i].is_blocked || l.items[i].is_underthreshold) ? 0 : 1;
|
|
|
|
b << uint8(i) << l.items[i]; //send the index and the item if it's not looted, and blocked or under threshold, free for all items will be sent later, only one-player loots here
|
|
b << uint8(slot_type); // 0 - get 1 - look only
|
|
++itemsShown;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case ALL_PERMISSION:
|
|
case MASTER_PERMISSION:
|
|
{
|
|
uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? 2 : 0;
|
|
for (uint8 i = 0; i < l.items.size(); ++i)
|
|
{
|
|
if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer))
|
|
{
|
|
b << uint8(i) << l.items[i]; //only send one-player loot items now, free for all will be sent later
|
|
b << uint8(slot_type); // 0 - get 2 - master selection
|
|
++itemsShown;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
return b; // nothing output more
|
|
}
|
|
|
|
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;
|
|
b << uint8(0); // allow loot
|
|
++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) << item;
|
|
b << uint8(0); // allow loot
|
|
++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) << item;
|
|
b << uint8(0); // allow loot
|
|
++itemsShown;
|
|
}
|
|
}
|
|
}
|
|
|
|
//update number of items shown
|
|
b.put<uint8>(count_pos,itemsShown);
|
|
|
|
return b;
|
|
}
|
|
|
|
//
|
|
// --------- LootTemplate::LootGroup ---------
|
|
//
|
|
|
|
// Adds an entry to the group (at loading stage)
|
|
void LootTemplate::LootGroup::AddEntry(LootStoreItem& item)
|
|
{
|
|
if (item.chance != 0)
|
|
ExplicitlyChanced.push_back(item);
|
|
else
|
|
EqualChanced.push_back(item);
|
|
}
|
|
|
|
// Rolls an item from the group, returns NULL if all miss their chances
|
|
LootStoreItem const * LootTemplate::LootGroup::Roll() const
|
|
{
|
|
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
|
|
{
|
|
float Roll = rand_chance();
|
|
|
|
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i) //check each explicitly chanced entry in the template and modify its chance based on quality.
|
|
{
|
|
if(ExplicitlyChanced[i].chance>=100.f)
|
|
return &ExplicitlyChanced[i];
|
|
|
|
Roll -= ExplicitlyChanced[i].chance;
|
|
if (Roll < 0)
|
|
return &ExplicitlyChanced[i];
|
|
}
|
|
}
|
|
if (!EqualChanced.empty()) // If nothing selected yet - an item is taken from equal-chanced part
|
|
return &EqualChanced[irand(0, EqualChanced.size()-1)];
|
|
|
|
return NULL; // Empty drop from the group
|
|
}
|
|
|
|
// True if group includes at least 1 quest drop entry
|
|
bool LootTemplate::LootGroup::HasQuestDrop() const
|
|
{
|
|
for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if (i->needs_quest)
|
|
return true;
|
|
for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i)
|
|
if (i->needs_quest)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// True if group includes at least 1 quest drop entry for active quests of the player
|
|
bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
|
|
{
|
|
for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if (player->HasQuestForItem(i->itemid))
|
|
return true;
|
|
for (LootStoreItemList::const_iterator i=EqualChanced.begin(); i != EqualChanced.end(); ++i)
|
|
if (player->HasQuestForItem(i->itemid))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// Rolls an item from the group (if any takes its chance) and adds the item to the loot
|
|
void LootTemplate::LootGroup::Process(Loot& loot) const
|
|
{
|
|
LootStoreItem const * item = Roll();
|
|
if (item != NULL)
|
|
loot.AddItem(*item);
|
|
}
|
|
|
|
// Overall chance for the group without equal chanced items
|
|
float LootTemplate::LootGroup::RawTotalChance() const
|
|
{
|
|
float result = 0;
|
|
|
|
for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
|
|
if ( !i->needs_quest )
|
|
result += i->chance;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Overall chance for the group
|
|
float LootTemplate::LootGroup::TotalChance() const
|
|
{
|
|
float result = RawTotalChance();
|
|
|
|
if (!EqualChanced.empty() && result < 100.0f)
|
|
return 100.0f;
|
|
|
|
return result;
|
|
}
|
|
|
|
void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint32 group_id) const
|
|
{
|
|
float chance = RawTotalChance();
|
|
if (chance > 101.0f) // TODO: replace with 100% when DBs will be ready
|
|
{
|
|
sLog.outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance);
|
|
}
|
|
|
|
if(chance >= 100.0f && !EqualChanced.empty())
|
|
{
|
|
sLog.outErrorDb("Table '%s' entry %u group %d has items with chance=0%% but group total chance >= 100%% (%f)", lootstore.GetName(), id, group_id, chance);
|
|
}
|
|
}
|
|
|
|
void LootTemplate::LootGroup::CheckLootRefs(LootIdSet* ref_set) const
|
|
{
|
|
for (LootStoreItemList::const_iterator ieItr=ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr)
|
|
{
|
|
if(ieItr->mincountOrRef < 0)
|
|
{
|
|
if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef);
|
|
else if(ref_set)
|
|
ref_set->erase(-ieItr->mincountOrRef);
|
|
}
|
|
}
|
|
|
|
for (LootStoreItemList::const_iterator ieItr=EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr)
|
|
{
|
|
if(ieItr->mincountOrRef < 0)
|
|
{
|
|
if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef);
|
|
else if(ref_set)
|
|
ref_set->erase(-ieItr->mincountOrRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// --------- LootTemplate ---------
|
|
//
|
|
|
|
// Adds an entry to the group (at loading stage)
|
|
void LootTemplate::AddEntry(LootStoreItem& item)
|
|
{
|
|
if (item.group > 0 && item.mincountOrRef > 0) // Group
|
|
{
|
|
if (item.group >= Groups.size())
|
|
Groups.resize(item.group); // Adds new group the the loot template if needed
|
|
Groups[item.group-1].AddEntry(item); // Adds new entry to the group
|
|
}
|
|
else // Non-grouped entries and references are stored together
|
|
Entries.push_back(item);
|
|
}
|
|
|
|
// Rolls for every item in the template and adds the rolled items the the loot
|
|
void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8 groupId) const
|
|
{
|
|
if (groupId) // Group reference uses own processing of the group
|
|
{
|
|
if (groupId > Groups.size())
|
|
return; // Error message already printed at loading stage
|
|
|
|
Groups[groupId-1].Process(loot);
|
|
return;
|
|
}
|
|
|
|
// Rolling non-grouped items
|
|
for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; ++i )
|
|
{
|
|
if (!i->Roll(rate))
|
|
continue; // Bad luck for the entry
|
|
|
|
if (i->mincountOrRef < 0) // References processing
|
|
{
|
|
LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-i->mincountOrRef);
|
|
|
|
if(!Referenced)
|
|
continue; // Error message already printed at loading stage
|
|
|
|
for (uint32 loop=0; loop < i->maxcount; ++loop )// Ref multiplicator
|
|
Referenced->Process(loot, store, rate, i->group);
|
|
}
|
|
else // Plain entries (not a reference, not grouped)
|
|
loot.AddItem(*i); // Chance is already checked, just add
|
|
}
|
|
|
|
// Now processing groups
|
|
for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; ++i )
|
|
i->Process(loot);
|
|
}
|
|
|
|
// True if template includes at least 1 quest drop entry
|
|
bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const
|
|
{
|
|
if (groupId) // Group reference
|
|
{
|
|
if (groupId > Groups.size())
|
|
return false; // Error message [should be] already printed at loading stage
|
|
return Groups[groupId-1].HasQuestDrop();
|
|
}
|
|
|
|
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i )
|
|
{
|
|
if (i->mincountOrRef < 0) // References
|
|
{
|
|
LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef);
|
|
if( Referenced ==store.end() )
|
|
continue; // Error message [should be] already printed at loading stage
|
|
if (Referenced->second->HasQuestDrop(store, i->group) )
|
|
return true;
|
|
}
|
|
else if ( i->needs_quest )
|
|
return true; // quest drop found
|
|
}
|
|
|
|
// Now processing groups
|
|
for (LootGroups::const_iterator i = Groups.begin() ; i != Groups.end() ; ++i )
|
|
if (i->HasQuestDrop())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// True if template includes at least 1 quest drop for an active quest of the player
|
|
bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const
|
|
{
|
|
if (groupId) // Group reference
|
|
{
|
|
if (groupId > Groups.size())
|
|
return false; // Error message already printed at loading stage
|
|
return Groups[groupId-1].HasQuestDropForPlayer(player);
|
|
}
|
|
|
|
// Checking non-grouped entries
|
|
for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; ++i )
|
|
{
|
|
if (i->mincountOrRef < 0) // References processing
|
|
{
|
|
LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef);
|
|
if (Referenced == store.end() )
|
|
continue; // Error message already printed at loading stage
|
|
if (Referenced->second->HasQuestDropForPlayer(store, player, i->group) )
|
|
return true;
|
|
}
|
|
else if ( player->HasQuestForItem(i->itemid) )
|
|
return true; // active quest drop found
|
|
}
|
|
|
|
// Now checking groups
|
|
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i )
|
|
if (i->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)
|
|
Groups[i].Verify(lootstore,id,i+1);
|
|
|
|
// TODO: References validity checks
|
|
}
|
|
|
|
void LootTemplate::CheckLootRefs(LootIdSet* ref_set) const
|
|
{
|
|
for(LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr)
|
|
{
|
|
if(ieItr->mincountOrRef < 0)
|
|
{
|
|
if(!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef))
|
|
LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef);
|
|
else if(ref_set)
|
|
ref_set->erase(-ieItr->mincountOrRef);
|
|
}
|
|
}
|
|
|
|
for(LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr)
|
|
grItr->CheckLootRefs(ref_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Creature()
|
|
{
|
|
LootIdSet ids_set, ids_setUsed;
|
|
LootTemplates_Creature.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i )
|
|
{
|
|
if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i))
|
|
{
|
|
if(uint32 lootid = cInfo->lootid)
|
|
{
|
|
if(!ids_set.count(lootid))
|
|
LootTemplates_Creature.ReportNotExistedId(lootid);
|
|
else
|
|
ids_setUsed.insert(lootid);
|
|
}
|
|
}
|
|
}
|
|
for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr)
|
|
ids_set.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Creature.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Disenchant()
|
|
{
|
|
LootIdSet ids_set, ids_setUsed;
|
|
LootTemplates_Disenchant.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i )
|
|
{
|
|
if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i))
|
|
{
|
|
if(uint32 lootid = proto->DisenchantID)
|
|
{
|
|
if(!ids_set.count(lootid))
|
|
LootTemplates_Disenchant.ReportNotExistedId(lootid);
|
|
else
|
|
ids_setUsed.insert(lootid);
|
|
}
|
|
}
|
|
}
|
|
for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr)
|
|
ids_set.erase(*itr);
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Disenchant.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Fishing()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Fishing.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sAreaStore.GetNumRows(); ++i )
|
|
{
|
|
if(AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i))
|
|
if(ids_set.count(areaEntry->ID))
|
|
ids_set.erase(areaEntry->ID);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Fishing.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Gameobject()
|
|
{
|
|
LootIdSet ids_set, ids_setUsed;
|
|
LootTemplates_Gameobject.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sGOStorage.MaxEntry; ++i )
|
|
{
|
|
if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i))
|
|
{
|
|
if(uint32 lootid = GameObject::GetLootId(gInfo))
|
|
{
|
|
if(!ids_set.count(lootid))
|
|
LootTemplates_Gameobject.ReportNotExistedId(lootid);
|
|
else
|
|
ids_setUsed.insert(lootid);
|
|
}
|
|
}
|
|
}
|
|
for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr)
|
|
ids_set.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Gameobject.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Item()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Item.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i )
|
|
if(ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i))
|
|
if(ids_set.count(proto->ItemId))
|
|
ids_set.erase(proto->ItemId);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Item.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Milling()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Milling.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i )
|
|
{
|
|
ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i);
|
|
if(!proto)
|
|
continue;
|
|
|
|
if((proto->BagFamily & BAG_FAMILY_MASK_HERBS)==0)
|
|
continue;
|
|
|
|
if(ids_set.count(proto->ItemId))
|
|
ids_set.erase(proto->ItemId);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Milling.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Pickpocketing()
|
|
{
|
|
LootIdSet ids_set, ids_setUsed;
|
|
LootTemplates_Pickpocketing.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i )
|
|
{
|
|
if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i))
|
|
{
|
|
if(uint32 lootid = cInfo->pickpocketLootId)
|
|
{
|
|
if(!ids_set.count(lootid))
|
|
LootTemplates_Pickpocketing.ReportNotExistedId(lootid);
|
|
else
|
|
ids_setUsed.insert(lootid);
|
|
}
|
|
}
|
|
}
|
|
for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr)
|
|
ids_set.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Pickpocketing.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Prospecting()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Prospecting.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sItemStorage.MaxEntry; ++i )
|
|
{
|
|
ItemPrototype const* proto = sItemStorage.LookupEntry<ItemPrototype>(i);
|
|
if(!proto)
|
|
continue;
|
|
|
|
if((proto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP)==0)
|
|
continue;
|
|
|
|
if(ids_set.count(proto->ItemId))
|
|
ids_set.erase(proto->ItemId);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Prospecting.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_QuestMail()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_QuestMail.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
ObjectMgr::QuestMap const& questMap = objmgr.GetQuestTemplates();
|
|
for(ObjectMgr::QuestMap::const_iterator itr = questMap.begin(); itr != questMap.end(); ++itr )
|
|
{
|
|
if(!itr->second->GetRewMailTemplateId())
|
|
continue;
|
|
|
|
if(ids_set.count(itr->first))
|
|
ids_set.erase(itr->first);
|
|
/* disabled reporting: some quest mails not include items
|
|
else
|
|
LootTemplates_QuestMail.ReportNotExistedId(itr->first);
|
|
*/
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_QuestMail.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Skinning()
|
|
{
|
|
LootIdSet ids_set, ids_setUsed;
|
|
LootTemplates_Skinning.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i )
|
|
{
|
|
if(CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i))
|
|
{
|
|
if(uint32 lootid = cInfo->SkinLootId)
|
|
{
|
|
if(!ids_set.count(lootid))
|
|
LootTemplates_Skinning.ReportNotExistedId(lootid);
|
|
else
|
|
ids_setUsed.insert(lootid);
|
|
}
|
|
}
|
|
}
|
|
for(LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr)
|
|
ids_set.erase(*itr);
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_Skinning.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Spell()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Spell.LoadAndCollectLootIds(ids_set);
|
|
|
|
// remove real entries and check existence loot
|
|
for(uint32 spell_id = 1; spell_id < sSpellStore.GetNumRows(); ++spell_id)
|
|
{
|
|
SpellEntry const* spellInfo = sSpellStore.LookupEntry (spell_id);
|
|
if(!spellInfo)
|
|
continue;
|
|
|
|
// possible cases
|
|
if( !IsLootCraftingSpell(spellInfo))
|
|
continue;
|
|
|
|
if(!ids_set.count(spell_id))
|
|
{
|
|
// not report about not trainable spells (optionally supported by DB) except with SPELL_ATTR_EX2_UNK14 (clams)
|
|
// 61756 (Northrend Inscription Research (FAST QA VERSION) for example
|
|
if ((spellInfo->Attributes & SPELL_ATTR_UNK5) || (spellInfo->AttributesEx2 & SPELL_ATTR_EX2_UNK14))
|
|
LootTemplates_Spell.ReportNotExistedId(spell_id);
|
|
}
|
|
else
|
|
ids_set.erase(spell_id);
|
|
}
|
|
|
|
// output error for any still listed (not referenced from appropriate table) ids
|
|
LootTemplates_QuestMail.ReportUnusedIds(ids_set);
|
|
}
|
|
|
|
void LoadLootTemplates_Reference()
|
|
{
|
|
LootIdSet ids_set;
|
|
LootTemplates_Reference.LoadAndCollectLootIds(ids_set);
|
|
|
|
// check references and remove used
|
|
LootTemplates_Creature.CheckLootRefs(&ids_set);
|
|
LootTemplates_Fishing.CheckLootRefs(&ids_set);
|
|
LootTemplates_Gameobject.CheckLootRefs(&ids_set);
|
|
LootTemplates_Item.CheckLootRefs(&ids_set);
|
|
LootTemplates_Milling.CheckLootRefs(&ids_set);
|
|
LootTemplates_Pickpocketing.CheckLootRefs(&ids_set);
|
|
LootTemplates_Skinning.CheckLootRefs(&ids_set);
|
|
LootTemplates_Disenchant.CheckLootRefs(&ids_set);
|
|
LootTemplates_Prospecting.CheckLootRefs(&ids_set);
|
|
LootTemplates_QuestMail.CheckLootRefs(&ids_set);
|
|
LootTemplates_Reference.CheckLootRefs(&ids_set);
|
|
|
|
// output error for any still listed ids (not referenced from any loot table)
|
|
LootTemplates_Reference.ReportUnusedIds(ids_set);
|
|
}
|