server/src/game/LootMgr.h
2012-07-22 14:39:53 +02:00

368 lines
14 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MANGOS_LOOTMGR_H
#define MANGOS_LOOTMGR_H
#include "ItemEnchantmentMgr.h"
#include "ByteBuffer.h"
#include "ObjectGuid.h"
#include "Utilities/LinkedReference/RefManager.h"
#include <map>
#include <vector>
#define MAX_NR_LOOT_ITEMS 16
// note: the client cannot show more than 16 items total
#define MAX_NR_QUEST_ITEMS 32
// unrelated to the number of quest items shown, just for reserve
enum PermissionTypes
{
ALL_PERMISSION = 0,
GROUP_PERMISSION = 1,
MASTER_PERMISSION = 2,
OWNER_PERMISSION = 3, // for single player only loots
NONE_PERMISSION = 4
};
enum LootType
{
LOOT_CORPSE = 1,
LOOT_PICKPOCKETING = 2,
LOOT_FISHING = 3,
LOOT_DISENCHANTING = 4,
// ignored always by client
LOOT_SKINNING = 6,
LOOT_PROSPECTING = 7,
LOOT_MILLING = 8,
LOOT_FISHINGHOLE = 20, // unsupported by client, sending LOOT_FISHING instead
LOOT_FISHING_FAIL = 21, // unsupported by client, sending LOOT_FISHING instead
LOOT_INSIGNIA = 22 // unsupported by client, sending LOOT_CORPSE instead
};
enum LootSlotType
{
LOOT_SLOT_NORMAL = 0, // can be looted
LOOT_SLOT_VIEW = 1, // can be only view (ignore any loot attempts)
LOOT_SLOT_MASTER = 2, // can be looted only master (error message)
LOOT_SLOT_REQS = 3, // can't be looted (error message about missing reqs)
LOOT_SLOT_OWNER = 4, // ignore binding confirmation and etc, for single player looting
MAX_LOOT_SLOT_TYPE // custom, use for mark skipped from show items
};
class Player;
class LootStore;
struct LootStoreItem
{
uint32 itemid; // id of the item
float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
uint8 group : 7;
bool needs_quest : 1; // quest drop (negative ChanceOrQuestChance in DB)
uint8 maxcount : 8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
uint16 conditionId : 16; // additional loot condition Id
// Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
// displayid is filled in IsValid() which must be called after
LootStoreItem(uint32 _itemid, float _chanceOrQuestChance, int8 _group, uint16 _conditionId, int32 _mincountOrRef, uint8 _maxcount)
: itemid(_itemid), chance(fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef),
group(_group), needs_quest(_chanceOrQuestChance < 0), maxcount(_maxcount), conditionId(_conditionId)
{}
bool Roll(bool rate) const; // Checks if the entry takes it's chance (at loot generation)
bool IsValid(LootStore const& store, uint32 entry) const;
// Checks correctness of values
};
struct LootItem
{
uint32 itemid;
uint32 randomSuffix;
int32 randomPropertyId;
uint16 conditionId : 16; // allow compiler pack structure
uint8 count : 8;
bool is_looted : 1;
bool is_blocked : 1;
bool freeforall : 1; // free for all
bool is_underthreshold : 1;
bool is_counted : 1;
bool needs_quest : 1; // quest drop
// Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
// Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0)
explicit LootItem(LootStoreItem const& li);
LootItem(uint32 itemid_, uint32 count_, uint32 randomSuffix_ = 0, int32 randomPropertyId_ = 0);
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool AllowedForPlayer(Player const* player) const;
LootSlotType GetSlotTypeForSharedLoot(PermissionTypes permission, Player* viewer, bool condition_ok = false) const;
};
typedef std::vector<LootItem> LootItemList;
struct QuestItem
{
uint8 index; // position in quest_items;
bool is_looted;
QuestItem()
: index(0), is_looted(false) {}
QuestItem(uint8 _index, bool _islooted = false)
: index(_index), is_looted(_islooted) {}
};
struct Loot;
class LootTemplate;
typedef std::vector<QuestItem> QuestItemList;
typedef std::map<uint32, QuestItemList*> QuestItemMap;
typedef std::vector<LootStoreItem> LootStoreItemList;
typedef UNORDERED_MAP<uint32, LootTemplate*> LootTemplateMap;
typedef std::set<uint32> LootIdSet;
class LootStore
{
public:
explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
: m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) {}
virtual ~LootStore() { Clear(); }
void Verify() const;
void LoadAndCollectLootIds(LootIdSet& ids_set);
void CheckLootRefs(LootIdSet* ref_set = NULL) const;// check existence reference and remove it from ref_set
void ReportUnusedIds(LootIdSet const& ids_set) const;
void ReportNotExistedId(uint32 id) const;
bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
bool HaveQuestLootFor(uint32 loot_id) const;
bool HaveQuestLootForPlayer(uint32 loot_id, Player* player) const;
LootTemplate const* GetLootFor(uint32 loot_id) const;
char const* GetName() const { return m_name; }
char const* GetEntryName() const { return m_entryName; }
bool IsRatesAllowed() const { return m_ratesAllowed; }
protected:
void LoadLootTable();
void Clear();
private:
LootTemplateMap m_LootTemplates;
char const* m_name;
char const* m_entryName;
bool m_ratesAllowed;
};
class LootTemplate
{
class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
typedef std::vector<LootGroup> LootGroups;
public:
// Adds an entry to the group (at loading stage)
void AddEntry(LootStoreItem& item);
// Rolls for every item in the template and adds the rolled items the the loot
void Process(Loot& loot, LootStore const& store, bool rate, uint8 GroupId = 0) const;
// True if template includes at least 1 quest drop entry
bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
// True if template includes at least 1 quest drop for an active quest of the player
bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 GroupId = 0) const;
// Checks integrity of the template
void Verify(LootStore const& store, uint32 Id) const;
void CheckLootRefs(LootIdSet* ref_set) const;
private:
LootStoreItemList Entries; // not grouped only
LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
};
//=====================================================
class LootValidatorRef : public Reference<Loot, LootValidatorRef>
{
public:
LootValidatorRef() {}
void targetObjectDestroyLink() override {}
void sourceObjectDestroyLink() override {}
};
//=====================================================
class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
{
public:
typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
iterator begin() { return iterator(getFirst()); }
iterator end() { return iterator(NULL); }
iterator rbegin() { return iterator(getLast()); }
iterator rend() { return iterator(NULL); }
};
//=====================================================
struct LootView;
ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
struct Loot
{
friend ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
QuestItemMap const& GetPlayerQuestItems() const { return m_playerQuestItems; }
QuestItemMap const& GetPlayerFFAItems() const { return m_playerFFAItems; }
QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return m_playerNonQuestNonFFAConditionalItems; }
LootItemList items;
uint32 gold;
uint8 unlootedCount;
LootType loot_type; // required for achievement system
Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE) {}
~Loot() { clear(); }
// if loot becomes invalid this reference is used to inform the listener
void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
{
m_LootValidatorRefManager.insertFirst(pLootValidatorRef);
}
// void clear();
void clear()
{
for (QuestItemMap::const_iterator itr = m_playerQuestItems.begin(); itr != m_playerQuestItems.end(); ++itr)
delete itr->second;
m_playerQuestItems.clear();
for (QuestItemMap::const_iterator itr = m_playerFFAItems.begin(); itr != m_playerFFAItems.end(); ++itr)
delete itr->second;
m_playerFFAItems.clear();
for (QuestItemMap::const_iterator itr = m_playerNonQuestNonFFAConditionalItems.begin(); itr != m_playerNonQuestNonFFAConditionalItems.end(); ++itr)
delete itr->second;
m_playerNonQuestNonFFAConditionalItems.clear();
m_playersLooting.clear();
items.clear();
m_questItems.clear();
gold = 0;
unlootedCount = 0;
m_LootValidatorRefManager.clearReferences();
}
bool empty() const { return items.empty() && gold == 0; }
bool isLooted() const { return gold == 0 && unlootedCount == 0; }
void NotifyItemRemoved(uint8 lootIndex);
void NotifyQuestItemRemoved(uint8 questIndex);
void NotifyMoneyRemoved();
void AddLooter(ObjectGuid guid) { m_playersLooting.insert(guid); }
void RemoveLooter(ObjectGuid guid) { m_playersLooting.erase(guid); }
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
bool FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError = false);
// Inserts the item into the loot (called by LootTemplate processors)
void AddItem(LootStoreItem const& item);
LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
uint32 GetMaxSlotInLootFor(Player* player) const;
private:
void FillNotNormalLootFor(Player* player);
QuestItemList* FillFFALoot(Player* player);
QuestItemList* FillQuestLoot(Player* player);
QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
LootItemList m_questItems;
GuidSet m_playersLooting;
QuestItemMap m_playerQuestItems;
QuestItemMap m_playerFFAItems;
QuestItemMap m_playerNonQuestNonFFAConditionalItems;
// All rolls are registered here. They need to know, when the loot is not valid anymore
LootValidatorRefManager m_LootValidatorRefManager;
};
struct LootView
{
Loot& loot;
Player* viewer;
PermissionTypes permission;
LootView(Loot& _loot, Player* _viewer, PermissionTypes _permission = ALL_PERMISSION)
: loot(_loot), viewer(_viewer), permission(_permission) {}
};
extern LootStore LootTemplates_Creature;
extern LootStore LootTemplates_Fishing;
extern LootStore LootTemplates_Gameobject;
extern LootStore LootTemplates_Item;
extern LootStore LootTemplates_Mail;
extern LootStore LootTemplates_Milling;
extern LootStore LootTemplates_Pickpocketing;
extern LootStore LootTemplates_Skinning;
extern LootStore LootTemplates_Disenchant;
extern LootStore LootTemplates_Prospecting;
extern LootStore LootTemplates_Spell;
void LoadLootTemplates_Creature();
void LoadLootTemplates_Fishing();
void LoadLootTemplates_Gameobject();
void LoadLootTemplates_Item();
void LoadLootTemplates_Mail();
void LoadLootTemplates_Milling();
void LoadLootTemplates_Pickpocketing();
void LoadLootTemplates_Skinning();
void LoadLootTemplates_Disenchant();
void LoadLootTemplates_Prospecting();
void LoadLootTemplates_Spell();
void LoadLootTemplates_Reference();
inline void LoadLootTables()
{
LoadLootTemplates_Creature();
LoadLootTemplates_Fishing();
LoadLootTemplates_Gameobject();
LoadLootTemplates_Item();
LoadLootTemplates_Mail();
LoadLootTemplates_Milling();
LoadLootTemplates_Pickpocketing();
LoadLootTemplates_Skinning();
LoadLootTemplates_Disenchant();
LoadLootTemplates_Prospecting();
LoadLootTemplates_Spell();
LoadLootTemplates_Reference();
}
#endif