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LootMgr.cpp
1352 lines (1116 loc) · 51.6 KB
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LootMgr.cpp
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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "LootMgr.h"
#include "Containers.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "ItemBonusMgr.h"
#include "ItemTemplate.h"
#include "Log.h"
#include "Loot.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Random.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "World.h"
static Rates const qualityToRate[MAX_ITEM_QUALITY] =
{
RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR
RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL
RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON
RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE
RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC
RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY
RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT
};
LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true);
LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true);
LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true);
LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true);
LootStore LootTemplates_Item("item_loot_template", "item entry", true);
LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false);
LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true);
LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true);
LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true);
LootStore LootTemplates_Reference("reference_loot_template", "reference id", false);
LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true);
LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
// Selects invalid loot items to be removed from group possible entries (before rolling)
struct LootGroupInvalidSelector
{
explicit LootGroupInvalidSelector(uint16 lootMode, Player const* personalLooter) : _lootMode(lootMode), _personalLooter(personalLooter) { }
bool operator()(LootStoreItem const* item) const
{
if (!(item->lootmode & _lootMode))
return true;
if (_personalLooter && !LootItem::AllowedForPlayer(_personalLooter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions))
return true;
return false;
}
private:
uint16 _lootMode;
Player const* _personalLooter;
};
class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
{
public:
LootGroup() = default;
LootGroup(LootGroup const&) = delete;
LootGroup(LootGroup&&) = delete;
LootGroup& operator=(LootGroup const&) = delete;
LootGroup& operator=(LootGroup&&) = delete;
~LootGroup();
void AddEntry(LootStoreItem* item); // Adds an entry to the group (at loading stage)
bool HasDropForPlayer(Player const* player, bool strictUsabilityCheck) const;
bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
bool HasQuestDropForPlayer(Player const* player) const;
// The same for active quests of the player
void Process(Loot& loot, uint16 lootMode,
Player const* personalLooter = nullptr) const; // Rolls an item from the group (if any) and adds the item to the loot
float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
float TotalChance() const; // Overall chance for the group
void Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const;
void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
LootStoreItemList* GetExplicitlyChancedItemList() { return &ExplicitlyChanced; }
LootStoreItemList* GetEqualChancedItemList() { return &EqualChanced; }
private:
LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const* Roll(uint16 lootMode, Player const* personalLooter = nullptr) const;
};
//Remove all data and free all memory
void LootStore::Clear()
{
for (LootTemplateMap::const_iterator itr = m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr)
delete itr->second;
m_LootTemplates.clear();
}
// Checks validity of the loot store
// Actual checks are done within LootTemplate::Verify() which is called for every template
void LootStore::Verify() const
{
for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i)
i->second->Verify(*this, i->first);
}
// Loads a *_loot_template DB table into loot store
// All checks of the loaded template are called from here, no error reports at loot generation required
uint32 LootStore::LoadLootTable()
{
LootTemplateMap::const_iterator tab;
// Clearing store (for reloading case)
Clear();
// 0 1 2 3 4 5 6
QueryResult result = WorldDatabase.PQuery("SELECT Entry, Item, Reference, Chance, QuestRequired, LootMode, GroupId, MinCount, MaxCount FROM {}", GetName());
if (!result)
return 0;
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 item = fields[1].GetUInt32();
uint32 reference = fields[2].GetUInt32();
float chance = fields[3].GetFloat();
bool needsquest = fields[4].GetBool();
uint16 lootmode = fields[5].GetUInt16();
uint8 groupid = fields[6].GetUInt8();
uint8 mincount = fields[7].GetUInt8();
uint8 maxcount = fields[8].GetUInt8();
if (groupid >= 1 << 7) // it stored in 7 bit field
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: GroupId ({}) must be less {} - skipped", GetName(), entry, item, groupid, 1 << 7);
return 0;
}
LootStoreItem* storeitem = new LootStoreItem(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
if (!storeitem->IsValid(*this, entry)) // Validity checks
{
delete storeitem;
continue;
}
// Looking for the template of the entry
// often entries are put together
if (m_LootTemplates.empty() || tab->first != entry)
{
// Searching the template (in case template Id changed)
tab = m_LootTemplates.find(entry);
if (tab == m_LootTemplates.end())
{
std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate()));
tab = pr.first;
}
}
// else is empty - template Id and iter are the same
// finally iter refers to already existed or just created <entry, LootTemplate>
// Adds current row to the template
tab->second->AddEntry(storeitem);
++count;
}
while (result->NextRow());
Verify(); // Checks validity of the loot store
return count;
}
bool LootStore::HaveQuestLootFor(uint32 loot_id) const
{
LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id);
if (itr == m_LootTemplates.end())
return false;
// scan loot for quest items
return itr->second->HasQuestDrop(m_LootTemplates);
}
bool LootStore::HaveQuestLootForPlayer(uint32 loot_id, Player const* player) const
{
LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
if (tab != m_LootTemplates.end())
if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player))
return true;
return false;
}
LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const
{
LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
if (tab == m_LootTemplates.end())
return nullptr;
return tab->second;
}
LootTemplate* LootStore::GetLootForConditionFill(uint32 loot_id)
{
LootTemplateMap::iterator tab = m_LootTemplates.find(loot_id);
if (tab == m_LootTemplates.end())
return nullptr;
return tab->second;
}
uint32 LootStore::LoadAndCollectLootIds(LootIdSet& lootIdSet)
{
uint32 count = LoadLootTable();
for (LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab)
lootIdSet.insert(tab->first);
return count;
}
void LootStore::CheckLootRefs(LootIdSet* ref_set) const
{
for (LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr)
ltItr->second->CheckLootRefs(m_LootTemplates, ref_set);
}
void LootStore::ReportUnusedIds(LootIdSet const& lootIdSet) const
{
// all still listed ids isn't referenced
for (LootIdSet::const_iterator itr = lootIdSet.begin(); itr != lootIdSet.end(); ++itr)
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} isn't {} and not referenced from loot, and thus useless.", GetName(), *itr, GetEntryName());
}
void LootStore::ReportNonExistingId(uint32 lootId) const
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} does not exist", GetName(), lootId);
}
void LootStore::ReportNonExistingId(uint32 lootId, char const* ownerType, uint32 ownerId) const
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} does not exist but it is used by {} {}", GetName(), lootId, ownerType, ownerId);
}
//
// --------- LootStoreItem ---------
//
// Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation)
// RATE_DROP_ITEMS is no longer used for all types of entries
bool LootStoreItem::Roll(bool rate) const
{
if (chance >= 100.0f)
return true;
if (reference > 0) // reference case
return roll_chance_f(chance* (rate ? sWorld->getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
float qualityModifier = pProto && rate ? sWorld->getRate(qualityToRate[pProto->GetQuality()]) : 1.0f;
return roll_chance_f(chance * qualityModifier);
}
// Checks correctness of values
bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
{
if (mincount == 0)
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: wrong MinCount ({}) - skipped", store.GetName(), entry, itemid, mincount);
return false;
}
if (reference == 0) // item (quest or non-quest) entry, maybe grouped
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
if (!proto)
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: item does not exist - skipped", store.GetName(), entry, itemid);
return false;
}
if (chance == 0 && groupid == 0) // Zero chance is allowed for grouped entries only
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid);
return false;
}
if (chance != 0 && chance < 0.000001f) // loot with low chance
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: low chance ({}) - skipped",
store.GetName(), entry, itemid, chance);
return false;
}
if (maxcount < mincount) // wrong max count
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: MaxCount ({}) less that MinCount ({}) - skipped", store.GetName(), entry, itemid, int32(maxcount), mincount);
return false;
}
}
else // if reference loot
{
if (needs_quest)
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: quest required will be ignored", store.GetName(), entry, itemid);
else if (chance == 0) // no chance for the reference
{
TC_LOG_ERROR("sql.sql", "Table '{}' Entry {} Item {}: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid);
return false;
}
}
return true; // Referenced template existence is checked at whole store level
}
//
// --------- LootTemplate::LootGroup ---------
//
LootTemplate::LootGroup::~LootGroup()
{
while (!ExplicitlyChanced.empty())
{
delete ExplicitlyChanced.back();
ExplicitlyChanced.pop_back();
}
while (!EqualChanced.empty())
{
delete EqualChanced.back();
EqualChanced.pop_back();
}
}
// Adds an entry to the group (at loading stage)
void LootTemplate::LootGroup::AddEntry(LootStoreItem* item)
{
if (item->chance != 0)
ExplicitlyChanced.push_back(item);
else
EqualChanced.push_back(item);
}
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const* LootTemplate::LootGroup::Roll(uint16 lootMode, Player const* personalLooter /*= nullptr*/) const
{
LootStoreItemList possibleLoot = ExplicitlyChanced;
possibleLoot.remove_if(LootGroupInvalidSelector(lootMode, personalLooter));
if (!possibleLoot.empty()) // First explicitly chanced entries are checked
{
float roll = rand_chance();
for (LootStoreItemList::const_iterator itr = possibleLoot.begin(); itr != possibleLoot.end(); ++itr) // check each explicitly chanced entry in the template and modify its chance based on quality.
{
LootStoreItem* item = *itr;
if (item->chance >= 100.0f)
return item;
roll -= item->chance;
if (roll < 0)
return item;
}
}
possibleLoot = EqualChanced;
possibleLoot.remove_if(LootGroupInvalidSelector(lootMode, personalLooter));
if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
return Trinity::Containers::SelectRandomContainerElement(possibleLoot);
return nullptr; // Empty drop from the group
}
bool LootTemplate::LootGroup::HasDropForPlayer(Player const* player, bool strictUsabilityCheck) const
{
for (LootStoreItem const* lootStoreItem : ExplicitlyChanced)
if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true;
for (LootStoreItem const* lootStoreItem : EqualChanced)
if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true;
return false;
}
// 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, uint16 lootMode, Player const* personalLooter /*= nullptr*/) const
{
if (LootStoreItem const* item = Roll(lootMode, personalLooter))
loot.AddItem(*item);
}
// Overall chance for the group without equal chanced items
float LootTemplate::LootGroup::RawTotalChance() const
{
float result = 0;
for (LootStoreItemList::const_iterator i=ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
if (!(*i)->needs_quest)
result += (*i)->chance;
return result;
}
// Overall chance for the group
float LootTemplate::LootGroup::TotalChance() const
{
float result = RawTotalChance();
if (!EqualChanced.empty() && result < 100.0f)
return 100.0f;
return result;
}
void LootTemplate::LootGroup::Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const
{
float chance = RawTotalChance();
if (chance > 101.0f) /// @todo replace with 100% when DBs will be ready
TC_LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has total chance > 100% ({})", lootstore.GetName(), id, group_id, chance);
if (chance >= 100.0f && !EqualChanced.empty())
TC_LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has items with chance=0% but group total chance >= 100% ({})", lootstore.GetName(), id, group_id, chance);
}
void LootTemplate::LootGroup::CheckLootRefs(LootTemplateMap const& /*store*/, LootIdSet* ref_set) const
{
for (LootStoreItemList::const_iterator ieItr = ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr)
{
LootStoreItem* item = *ieItr;
if (item->reference > 0)
{
if (!LootTemplates_Reference.GetLootFor(item->reference))
LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid);
else if (ref_set)
ref_set->erase(item->reference);
}
}
for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr)
{
LootStoreItem* item = *ieItr;
if (item->reference > 0)
{
if (!LootTemplates_Reference.GetLootFor(item->reference))
LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid);
else if (ref_set)
ref_set->erase(item->reference);
}
}
}
//
// --------- LootTemplate ---------
//
LootTemplate::~LootTemplate()
{
for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i)
delete *i;
for (size_t i = 0; i < Groups.size(); ++i)
delete Groups[i];
}
// Adds an entry to the group (at loading stage)
void LootTemplate::AddEntry(LootStoreItem* item)
{
if (item->groupid > 0 && item->reference == 0) // Group
{
if (item->groupid >= Groups.size())
Groups.resize(item->groupid, nullptr); // Adds new group the the loot template if needed
if (!Groups[item->groupid - 1])
Groups[item->groupid - 1] = new LootGroup();
Groups[item->groupid - 1]->AddEntry(item); // Adds new entry to the group
}
else // Non-grouped entries and references are stored together
Entries.push_back(item);
}
void LootTemplate::CopyConditions(LootItem* li) const
{
// Copies the conditions list from a template item to a LootItemData
for (LootStoreItemList::const_iterator _iter = Entries.begin(); _iter != Entries.end(); ++_iter)
{
LootStoreItem* item = *_iter;
if (item->itemid != li->itemid)
continue;
li->conditions = item->conditions;
break;
}
}
// Rolls for every item in the template and adds the rolled items the the loot
void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId, Player const* personalLooter /*= nullptr*/) const
{
if (groupId) // Group reference uses own processing of the group
{
if (groupId > Groups.size())
return; // Error message already printed at loading stage
if (!Groups[groupId - 1])
return;
Groups[groupId - 1]->Process(loot, lootMode, personalLooter);
return;
}
// Rolling non-grouped items
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
{
LootStoreItem* item = *i;
if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
continue;
if (!item->Roll(rate))
continue; // Bad luck for the entry
if (item->reference > 0) // References processing
{
LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(item->reference);
if (!Referenced)
continue; // Error message already printed at loading stage
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced->Process(loot, rate, lootMode, item->groupid, personalLooter);
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
if (!personalLooter
|| LootItem::AllowedForPlayer(personalLooter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions))
loot.AddItem(*item);
}
}
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
if (LootGroup* group = *i)
group->Process(loot, lootMode, personalLooter);
}
void LootTemplate::ProcessPersonalLoot(std::unordered_map<Player*, std::unique_ptr<Loot>>& personalLoot, bool rate, uint16 lootMode) const
{
auto getLootersForItem = [&personalLoot](auto&& predicate)
{
std::vector<Player*> lootersForItem;
for (auto&& [looter, loot] : personalLoot)
{
if (predicate(looter))
lootersForItem.push_back(looter);
}
return lootersForItem;
};
// Rolling non-grouped items
for (LootStoreItem const* item : Entries)
{
if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
continue;
if (!item->Roll(rate))
continue; // Bad luck for the entry
if (item->reference > 0) // References processing
{
LootTemplate const* referenced = LootTemplates_Reference.GetLootFor(item->reference);
if (!referenced)
continue; // Error message already printed at loading stage
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
std::vector<Player*> gotLoot;
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
{
std::vector<Player*> lootersForItem = getLootersForItem([&](Player const* looter)
{
return referenced->HasDropForPlayer(looter, item->groupid, true);
});
// nobody can loot this, skip it
if (lootersForItem.empty())
break;
auto newEnd = std::remove_if(lootersForItem.begin(), lootersForItem.end(), [&](Player const* looter)
{
return std::find(gotLoot.begin(), gotLoot.end(), looter) != gotLoot.end();
});
if (lootersForItem.begin() == newEnd)
{
// if we run out of looters this means that there are more items dropped than players
// start a new cycle adding one item to everyone
gotLoot.clear();
}
else
lootersForItem.erase(newEnd, lootersForItem.end());
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForItem);
referenced->Process(*personalLoot[chosenLooter], rate, lootMode, item->groupid, chosenLooter);
gotLoot.push_back(chosenLooter);
}
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
std::vector<Player*> lootersForItem = getLootersForItem([&](Player const* looter)
{
return LootItem::AllowedForPlayer(looter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions);
});
if (!lootersForItem.empty())
{
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForItem);
personalLoot[chosenLooter]->AddItem(*item);
}
}
}
// Now processing groups
for (LootGroup const* group : Groups)
{
if (group)
{
std::vector<Player*> lootersForGroup = getLootersForItem([&](Player const* looter)
{
return group->HasDropForPlayer(looter, true);
});
if (!lootersForGroup.empty())
{
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForGroup);
group->Process(*personalLoot[chosenLooter], lootMode);
}
}
}
}
// True if template includes at least 1 drop for the player
bool LootTemplate::HasDropForPlayer(Player const* player, uint8 groupId, bool strictUsabilityCheck) const
{
if (groupId) // Group reference
{
if (groupId > Groups.size())
return false; // Error message already printed at loading stage
if (!Groups[groupId - 1])
return false;
return Groups[groupId - 1]->HasDropForPlayer(player, strictUsabilityCheck);
}
// Checking non-grouped entries
for (LootStoreItem* lootStoreItem : Entries)
{
if (lootStoreItem->reference > 0) // References processing
{
LootTemplate const* referenced = LootTemplates_Reference.GetLootFor(lootStoreItem->reference);
if (!referenced)
continue; // Error message already printed at loading stage
if (referenced->HasDropForPlayer(player, lootStoreItem->groupid, strictUsabilityCheck))
return true;
}
else if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true; // active quest drop found
}
// Now checking groups
for (LootGroup* group : Groups)
if (group)
if (group->HasDropForPlayer(player, strictUsabilityCheck))
return true;
return false;
}
// True if template includes at least 1 quest drop entry
bool LootTemplate::HasQuestDrop(LootTemplateMap const& store, uint8 groupId) const
{
if (groupId) // Group reference
{
if (groupId > Groups.size())
return false; // Error message [should be] already printed at loading stage
if (!Groups[groupId - 1])
return false;
return Groups[groupId-1]->HasQuestDrop();
}
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
{
LootStoreItem* item = *i;
if (item->reference > 0) // References
{
LootTemplateMap::const_iterator Referenced = store.find(item->reference);
if (Referenced == store.end())
continue; // Error message [should be] already printed at loading stage
if (Referenced->second->HasQuestDrop(store, item->groupid))
return true;
}
else if (item->needs_quest)
return true; // quest drop found
}
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
if (LootGroup* group = *i)
if (group->HasQuestDrop())
return true;
return false;
}
// True if template includes at least 1 quest drop for an active quest of the player
bool LootTemplate::HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId) const
{
if (groupId) // Group reference
{
if (groupId > Groups.size())
return false; // Error message already printed at loading stage
if (!Groups[groupId - 1])
return false;
return Groups[groupId - 1]->HasQuestDropForPlayer(player);
}
// Checking non-grouped entries
for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
{
LootStoreItem* item = *i;
if (item->reference > 0) // References processing
{
LootTemplateMap::const_iterator Referenced = store.find(item->reference);
if (Referenced == store.end())
continue; // Error message already printed at loading stage
if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid))
return true;
}
else if (player->HasQuestForItem(item->itemid))
return true; // active quest drop found
}
// Now checking groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
if (LootGroup* group = *i)
if (group->HasQuestDropForPlayer(player))
return true;
return false;
}
// Checks integrity of the template
void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const
{
// Checking group chances
for (uint32 i = 0; i < Groups.size(); ++i)
if (Groups[i])
Groups[i]->Verify(lootstore, id, i + 1);
/// @todo References validity checks
}
void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const
{
for (LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr)
{
LootStoreItem* item = *ieItr;
if (item->reference > 0)
{
if (!LootTemplates_Reference.GetLootFor(item->reference))
LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid);
else if (ref_set)
ref_set->erase(item->reference);
}
}
for (LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr)
if (LootGroup* group = *grItr)
group->CheckLootRefs(store, ref_set);
}
bool LootTemplate::LinkConditions(ConditionId const& id, ConditionsReference reference)
{
if (!Entries.empty())
{
for (LootStoreItem* item : Entries)
{
if (item->itemid == uint32(id.SourceEntry))
{
item->conditions = std::move(reference);
return true;
}
}
}
if (!Groups.empty())
{
for (LootGroup* group : Groups)
{
if (!group)
continue;
LootStoreItemList* itemList = group->GetExplicitlyChancedItemList();
if (!itemList->empty())
{
for (LootStoreItem* item : *itemList)
{
if (item->itemid == uint32(id.SourceEntry))
{
item->conditions = std::move(reference);
return true;
}
}
}
itemList = group->GetEqualChancedItemList();
if (!itemList->empty())
{
for (LootStoreItem* item : *itemList)
{
if (item->itemid == uint32(id.SourceEntry))
{
item->conditions = std::move(reference);
return true;
}
}
}
}
}
return false;
}
bool LootTemplate::isReference(uint32 id)
{
for (LootStoreItemList::const_iterator ieItr = Entries.begin(); ieItr != Entries.end(); ++ieItr)
if ((*ieItr)->itemid == id && (*ieItr)->reference > 0)
return true;
return false;//not found or not reference
}
std::unordered_map<ObjectGuid, std::unique_ptr<Loot>> GenerateDungeonEncounterPersonalLoot(uint32 dungeonEncounterId, uint32 lootId, LootStore const& store,
LootType type, WorldObject const* lootOwner, uint32 minMoney, uint32 maxMoney, uint16 lootMode, MapDifficultyEntry const* mapDifficulty,
std::vector<Player*> const& tappers)
{
std::unordered_map<Player*, std::unique_ptr<Loot>> tempLoot;
for (Player* tapper : tappers)
{
if (tapper->IsLockedToDungeonEncounter(dungeonEncounterId))
continue;
std::unique_ptr<Loot>& loot = tempLoot[tapper];
loot.reset(new Loot(lootOwner->GetMap(), lootOwner->GetGUID(), type, nullptr));
loot->SetItemContext(ItemBonusMgr::GetContextForPlayer(mapDifficulty, tapper));
loot->SetDungeonEncounterId(dungeonEncounterId);
loot->generateMoneyLoot(minMoney, maxMoney);
}
if (LootTemplate const* tab = store.GetLootFor(lootId))
tab->ProcessPersonalLoot(tempLoot, store.IsRatesAllowed(), lootMode);
std::unordered_map<ObjectGuid, std::unique_ptr<Loot>> personalLoot;
for (auto&& [looter, loot] : tempLoot)
{
loot->FillNotNormalLootFor(looter);
if (loot->isLooted())
continue;
personalLoot[looter->GetGUID()] = std::move(loot);
}
return personalLoot;
}
void LoadLootTemplates_Creature()
{
TC_LOG_INFO("server.loading", "Loading creature loot templates...");
uint32 oldMSTime = getMSTime();
LootIdSet lootIdSet, lootIdSetUsed;
uint32 count = LootTemplates_Creature.LoadAndCollectLootIds(lootIdSet);
// Remove real entries and check loot existence
CreatureTemplateContainer const& ctc = sObjectMgr->GetCreatureTemplates();
for (auto const& creatureTemplatePair : ctc)
{
for (auto const& [difficulty, creatureDifficulty] : creatureTemplatePair.second.difficultyStore)
{
if (uint32 lootid = creatureDifficulty.LootID)
{
if (!lootIdSet.count(lootid))
LootTemplates_Creature.ReportNonExistingId(lootid, "Creature", creatureTemplatePair.first);
else
lootIdSetUsed.insert(lootid);
}
}
}
for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr)
lootIdSet.erase(*itr);
// 1 means loot for player corpse
lootIdSet.erase(PLAYER_CORPSE_LOOT_ENTRY);
// output error for any still listed (not referenced from appropriate table) ids
LootTemplates_Creature.ReportUnusedIds(lootIdSet);
if (count)
TC_LOG_INFO("server.loading", ">> Loaded {} creature loot templates in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
else
TC_LOG_INFO("server.loading", ">> Loaded 0 creature loot templates. DB table `creature_loot_template` is empty");
}
void LoadLootTemplates_Disenchant()
{
TC_LOG_INFO("server.loading", "Loading disenchanting loot templates...");
uint32 oldMSTime = getMSTime();
LootIdSet lootIdSet, lootIdSetUsed;
uint32 count = LootTemplates_Disenchant.LoadAndCollectLootIds(lootIdSet);
for (ItemDisenchantLootEntry const* disenchant : sItemDisenchantLootStore)
{
uint32 lootid = disenchant->ID;