aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Loot/Loot.cpp
diff options
context:
space:
mode:
authorShauren <shauren.trinity@gmail.com>2017-05-18 23:52:58 +0200
committerShauren <shauren.trinity@gmail.com>2017-05-18 23:53:25 +0200
commitc5d3dd90bea3889ef5fcd33c9ef0d59d7c544f8a (patch)
treeaa7fde6f924fc39da54908bd6eeeb0be422e5fc3 /src/server/game/Loot/Loot.cpp
parent74456703146194de72424ec98c4ea76402077be6 (diff)
Core/Game: Include cleanup
* Mostly aimed at removing Log/DatabaseEnv includes from other headers * Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files * Moved SAI function definitions to source files (massive or requiring many different dependencies)
Diffstat (limited to 'src/server/game/Loot/Loot.cpp')
-rw-r--r--src/server/game/Loot/Loot.cpp828
1 files changed, 828 insertions, 0 deletions
diff --git a/src/server/game/Loot/Loot.cpp b/src/server/game/Loot/Loot.cpp
new file mode 100644
index 00000000000..406c616ccc0
--- /dev/null
+++ b/src/server/game/Loot/Loot.cpp
@@ -0,0 +1,828 @@
+/*
+ * Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
+ *
+ * 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 "Loot.h"
+#include "DatabaseEnv.h"
+#include "DB2Stores.h"
+#include "Group.h"
+#include "ItemTemplate.h"
+#include "Log.h"
+#include "LootMgr.h"
+#include "LootPackets.h"
+#include "ObjectAccessor.h"
+#include "ObjectMgr.h"
+#include "Player.h"
+#include "Random.h"
+#include "World.h"
+
+//
+// --------- LootItem ---------
+//
+
+// Constructor, copies most fields from LootStoreItem and generates random count
+LootItem::LootItem(LootStoreItem const& li)
+{
+ itemid = li.itemid;
+ conditions = li.conditions;
+
+ ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
+ freeforall = proto && (proto->GetFlags() & ITEM_FLAG_MULTI_DROP);
+ follow_loot_rules = proto && (proto->FlagsCu & ITEM_FLAGS_CU_FOLLOW_LOOT_RULES);
+
+ needs_quest = li.needs_quest;
+
+ randomSuffix = GenerateEnchSuffixFactor(itemid);
+ randomPropertyId = GenerateItemRandomPropertyId(itemid);
+ upgradeId = sDB2Manager.GetRulesetItemUpgrade(itemid);
+ context = 0;
+ count = 0;
+ is_looted = 0;
+ is_blocked = 0;
+ is_underthreshold = 0;
+ is_counted = 0;
+ canSave = true;
+}
+
+// Basic checks for player/item compatibility - if false no chance to see the item in the loot
+bool LootItem::AllowedForPlayer(Player const* player) const
+{
+ // DB conditions check
+ if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
+ return false;
+
+ ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
+ if (!pProto)
+ return false;
+
+ // not show loot for players without profession or those who already know the recipe
+ if ((pProto->GetFlags() & ITEM_FLAG_HIDE_UNUSABLE_RECIPE) && (!player->HasSkill(pProto->GetRequiredSkill()) || player->HasSpell(pProto->Effects[1]->SpellID)))
+ return false;
+
+ // not show loot for not own team
+ if ((pProto->GetFlags2() & ITEM_FLAG2_FACTION_HORDE) && player->GetTeam() != HORDE)
+ return false;
+
+ if ((pProto->GetFlags2() & ITEM_FLAG2_FACTION_ALLIANCE) && player->GetTeam() != ALLIANCE)
+ return false;
+
+ // check quest requirements
+ if (!(pProto->FlagsCu & ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->GetStartQuest() && player->GetQuestStatus(pProto->GetStartQuest()) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid)))
+ return false;
+
+ // Don't show bind-when-picked-up unique items if player already has the maximum allowed quantity.
+ if (pProto->GetBonding() == BIND_ON_ACQUIRE && pProto->GetMaxCount() && player->GetItemCount(itemid, true) >= pProto->GetMaxCount())
+ return false;
+
+ return true;
+}
+
+void LootItem::AddAllowedLooter(const Player* player)
+{
+ allowedGUIDs.insert(player->GetGUID());
+}
+
+//
+// --------- Loot ---------
+//
+
+Loot::Loot(uint32 _gold /*= 0*/) : gold(_gold), unlootedCount(0), roundRobinPlayer(), loot_type(LOOT_CORPSE), maxDuplicates(1), _difficultyBonusTreeMod(0)
+{
+}
+
+Loot::~Loot()
+{
+ clear();
+}
+
+void Loot::DeleteLootItemFromContainerItemDB(uint32 itemID)
+{
+ // Deletes a single item associated with an openable item from the DB
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM);
+ stmt->setUInt64(0, containerID.GetCounter());
+ stmt->setUInt32(1, itemID);
+ CharacterDatabase.Execute(stmt);
+
+ // Mark the item looted to prevent resaving
+ for (LootItemList::iterator _itr = items.begin(); _itr != items.end(); ++_itr)
+ {
+ if (_itr->itemid != itemID)
+ continue;
+
+ _itr->canSave = false;
+ break;
+ }
+}
+
+void Loot::DeleteLootMoneyFromContainerItemDB()
+{
+ // Deletes money loot associated with an openable item from the DB
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY);
+ stmt->setUInt64(0, containerID.GetCounter());
+ CharacterDatabase.Execute(stmt);
+}
+
+void Loot::clear()
+{
+ for (QuestItemMap::const_iterator itr = PlayerQuestItems.begin(); itr != PlayerQuestItems.end(); ++itr)
+ delete itr->second;
+ PlayerQuestItems.clear();
+
+ for (QuestItemMap::const_iterator itr = PlayerFFAItems.begin(); itr != PlayerFFAItems.end(); ++itr)
+ delete itr->second;
+ PlayerFFAItems.clear();
+
+ for (QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.begin(); itr != PlayerNonQuestNonFFAConditionalItems.end(); ++itr)
+ delete itr->second;
+ PlayerNonQuestNonFFAConditionalItems.clear();
+
+ PlayersLooting.clear();
+ items.clear();
+ quest_items.clear();
+ gold = 0;
+ unlootedCount = 0;
+ roundRobinPlayer.Clear();
+ loot_type = LOOT_NONE;
+ i_LootValidatorRefManager.clearReferences();
+ _difficultyBonusTreeMod = 0;
+}
+
+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
+ GuidSet::iterator i_next;
+ for (GuidSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
+ {
+ i_next = i;
+ ++i_next;
+ if (Player* player = ObjectAccessor::FindPlayer(*i))
+ player->SendNotifyLootItemRemoved(GetGUID(), lootIndex);
+ else
+ PlayersLooting.erase(i);
+ }
+}
+
+void Loot::NotifyQuestItemRemoved(uint8 questIndex)
+{
+ // when a free for all questitem is looted
+ // all players will get notified of it being removed
+ // (other questitems can be looted by each group member)
+ // bit inefficient but isn't called often
+
+ GuidSet::iterator i_next;
+ for (GuidSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
+ {
+ i_next = i;
+ ++i_next;
+ if (Player* player = ObjectAccessor::FindPlayer(*i))
+ {
+ QuestItemMap::const_iterator pq = PlayerQuestItems.find(player->GetGUID());
+ if (pq != PlayerQuestItems.end() && pq->second)
+ {
+ // find where/if the player has the given item in it's vector
+ QuestItemList& pql = *pq->second;
+
+ uint8 j;
+ for (j = 0; j < pql.size(); ++j)
+ if (pql[j].index == questIndex)
+ break;
+
+ if (j < pql.size())
+ player->SendNotifyLootItemRemoved(GetGUID(), items.size() + j);
+ }
+ }
+ else
+ PlayersLooting.erase(i);
+ }
+}
+
+void Loot::NotifyMoneyRemoved()
+{
+ // notify all players that are looting this that the money was removed
+ GuidSet::iterator i_next;
+ for (GuidSet::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next)
+ {
+ i_next = i;
+ ++i_next;
+ if (Player* player = ObjectAccessor::FindPlayer(*i))
+ player->SendNotifyLootMoneyRemoved(GetGUID());
+ 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;
+ }
+}
+
+// Calls processor of corresponding LootTemplate (which handles everything including references)
+bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError, uint16 lootMode /*= LOOT_MODE_DEFAULT*/)
+{
+ // Must be provided
+ if (!lootOwner)
+ return false;
+
+ LootTemplate const* tab = store.GetLootFor(lootId);
+
+ if (!tab)
+ {
+ if (!noEmptyError)
+ TC_LOG_ERROR("sql.sql", "Table '%s' loot id #%u used but it doesn't have records.", store.GetName(), lootId);
+ return false;
+ }
+
+ _difficultyBonusTreeMod = lootOwner->GetMap()->GetDifficultyLootBonusTreeMod();
+
+ items.reserve(MAX_NR_LOOT_ITEMS);
+ quest_items.reserve(MAX_NR_QUEST_ITEMS);
+
+ tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
+
+ // Setting access rights for group loot case
+ Group* group = lootOwner->GetGroup();
+ if (!personal && group)
+ {
+ roundRobinPlayer = lootOwner->GetGUID();
+
+ for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
+ if (Player* player = itr->GetSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
+ FillNotNormalLootFor(player, player->IsAtGroupRewardDistance(lootOwner));
+
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid))
+ if (proto->GetQuality() < uint32(group->GetLootThreshold()))
+ items[i].is_underthreshold = true;
+ }
+ }
+ // ... for personal loot
+ else
+ FillNotNormalLootFor(lootOwner, true);
+
+ return true;
+}
+
+// Inserts the item into the loot (called by LootTemplate processors)
+void Loot::AddItem(LootStoreItem const& item)
+{
+ ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item.itemid);
+ if (!proto)
+ return;
+
+ uint32 count = urand(item.mincount, item.maxcount);
+ uint32 stacks = count / proto->GetMaxStackSize() + ((count % proto->GetMaxStackSize()) ? 1 : 0);
+
+ std::vector<LootItem>& lootItems = item.needs_quest ? quest_items : items;
+ uint32 limit = item.needs_quest ? MAX_NR_QUEST_ITEMS : MAX_NR_LOOT_ITEMS;
+
+ for (uint32 i = 0; i < stacks && lootItems.size() < limit; ++i)
+ {
+ LootItem generatedLoot(item);
+ generatedLoot.context = _difficultyBonusTreeMod;
+ generatedLoot.count = std::min(count, proto->GetMaxStackSize());
+ if (_difficultyBonusTreeMod)
+ {
+ std::set<uint32> bonusListIDs = sDB2Manager.GetItemBonusTree(generatedLoot.itemid, _difficultyBonusTreeMod);
+ generatedLoot.BonusListIDs.insert(generatedLoot.BonusListIDs.end(), bonusListIDs.begin(), bonusListIDs.end());
+ }
+
+ lootItems.push_back(generatedLoot);
+ count -= proto->GetMaxStackSize();
+
+ // non-conditional one-player only items are counted here,
+ // free for all items are counted in FillFFALoot(),
+ // non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
+ if (!item.needs_quest && item.conditions.empty() && !(proto->GetFlags() & ITEM_FLAG_MULTI_DROP))
+ ++unlootedCount;
+ }
+}
+
+LootItem const* Loot::GetItemInSlot(uint32 lootSlot) const
+{
+ if (lootSlot < items.size())
+ return &items[lootSlot];
+
+ lootSlot -= uint32(items.size());
+ if (lootSlot < quest_items.size())
+ return &quest_items[lootSlot];
+
+ return nullptr;
+}
+
+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->GetGUID());
+ 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->GetGUID());
+ if (itr != PlayerFFAItems.end())
+ {
+ for (QuestItemList::const_iterator iter = itr->second->begin(); iter != itr->second->end(); ++iter)
+ if (iter->index == lootSlot)
+ {
+ QuestItem* ffaitem2 = (QuestItem*)&(*iter);
+ if (ffaitem)
+ *ffaitem = ffaitem2;
+ is_looted = ffaitem2->is_looted;
+ break;
+ }
+ }
+ }
+ else if (!item->conditions.empty())
+ {
+ QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUID());
+ 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->GetGUID());
+ return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0);
+}
+
+// return true if there is any item that is lootable for any player (not quest item, FFA or conditional)
+bool Loot::hasItemForAll() const
+{
+ // Gold is always lootable
+ if (gold)
+ return true;
+
+ for (LootItem const& item : items)
+ if (!item.is_looted && !item.freeforall && item.conditions.empty())
+ return true;
+ return false;
+}
+
+// return true if there is any FFA, quest or conditional item for the player.
+bool Loot::hasItemFor(Player* player) const
+{
+ QuestItemMap const& lootPlayerQuestItems = GetPlayerQuestItems();
+ QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(player->GetGUID());
+ if (q_itr != lootPlayerQuestItems.end())
+ {
+ QuestItemList* q_list = q_itr->second;
+ for (QuestItemList::const_iterator qi = q_list->begin(); qi != q_list->end(); ++qi)
+ {
+ const LootItem &item = quest_items[qi->index];
+ if (!qi->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ QuestItemMap const& lootPlayerFFAItems = GetPlayerFFAItems();
+ QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(player->GetGUID());
+ if (ffa_itr != lootPlayerFFAItems.end())
+ {
+ QuestItemList* ffa_list = ffa_itr->second;
+ for (QuestItemList::const_iterator fi = ffa_list->begin(); fi != ffa_list->end(); ++fi)
+ {
+ const LootItem &item = items[fi->index];
+ if (!fi->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
+ QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(player->GetGUID());
+ if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end())
+ {
+ QuestItemList* conditional_list = nn_itr->second;
+ for (QuestItemList::const_iterator ci = conditional_list->begin(); ci != conditional_list->end(); ++ci)
+ {
+ const LootItem &item = items[ci->index];
+ if (!ci->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// return true if there is any item over the group threshold (i.e. not underthreshold).
+bool Loot::hasOverThresholdItem() const
+{
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (!items[i].is_looted && !items[i].is_underthreshold && !items[i].freeforall)
+ return true;
+ }
+
+ return false;
+}
+
+void Loot::BuildLootResponse(WorldPackets::Loot::LootResponse& packet, Player* viewer, PermissionTypes permission) const
+{
+ if (permission == NONE_PERMISSION)
+ return;
+
+ packet.Coins = gold;
+
+ switch (permission)
+ {
+ case GROUP_PERMISSION:
+ case MASTER_PERMISSION:
+ case RESTRICTED_PERMISSION:
+ {
+ // if you are not the round-robin group looter, you can only see
+ // blocked rolled items and quest items, and !ffa items
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.empty() && items[i].AllowedForPlayer(viewer))
+ {
+ uint8 slot_type;
+
+ if (items[i].is_blocked) // for ML & restricted is_blocked = !is_underthreshold
+ {
+ switch (permission)
+ {
+ case GROUP_PERMISSION:
+ slot_type = LOOT_SLOT_TYPE_ROLL_ONGOING;
+ break;
+ case MASTER_PERMISSION:
+ {
+ if (viewer->GetGroup() && viewer->GetGroup()->GetMasterLooterGuid() == viewer->GetGUID())
+ slot_type = LOOT_SLOT_TYPE_MASTER;
+ else
+ slot_type = LOOT_SLOT_TYPE_LOCKED;
+ break;
+ }
+ case RESTRICTED_PERMISSION:
+ slot_type = LOOT_SLOT_TYPE_LOCKED;
+ break;
+ default:
+ continue;
+ }
+ }
+ else if (roundRobinPlayer.IsEmpty() || viewer->GetGUID() == roundRobinPlayer || !items[i].is_underthreshold)
+ {
+ // no round robin owner or he has released the loot
+ // or it IS the round robin group owner
+ // => item is lootable
+ slot_type = LOOT_SLOT_TYPE_ALLOW_LOOT;
+ }
+ else
+ // item shall not be displayed.
+ continue;
+
+ WorldPackets::Loot::LootItemData lootItem;
+ lootItem.LootListID = i + 1;
+ lootItem.UIType = slot_type;
+ lootItem.Quantity = items[i].count;
+ lootItem.Loot.Initialize(items[i]);
+ packet.Items.push_back(lootItem);
+ }
+ }
+ break;
+ }
+ case ALL_PERMISSION:
+ case OWNER_PERMISSION:
+ {
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.empty() && items[i].AllowedForPlayer(viewer))
+ {
+ WorldPackets::Loot::LootItemData lootItem;
+ lootItem.LootListID = i + 1;
+ lootItem.UIType = permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
+ lootItem.Quantity = items[i].count;
+ lootItem.Loot.Initialize(items[i]);
+ packet.Items.push_back(lootItem);
+ }
+ }
+ break;
+ }
+ default:
+ return;
+ }
+
+ LootSlotType slotType = permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
+ QuestItemMap const& lootPlayerQuestItems = GetPlayerQuestItems();
+ QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(viewer->GetGUID());
+ 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 const& item = quest_items[qi->index];
+ if (!qi->is_looted && !item.is_looted)
+ {
+ WorldPackets::Loot::LootItemData lootItem;
+ lootItem.LootListID = items.size() + qi->index + 1;
+ lootItem.Quantity = item.count;
+ lootItem.Loot.Initialize(item);
+
+ if (item.follow_loot_rules)
+ {
+ switch (permission)
+ {
+ case MASTER_PERMISSION:
+ lootItem.UIType = LOOT_SLOT_TYPE_MASTER;
+ break;
+ case RESTRICTED_PERMISSION:
+ lootItem.UIType = item.is_blocked ? LOOT_SLOT_TYPE_LOCKED : LOOT_SLOT_TYPE_ALLOW_LOOT;
+ break;
+ case GROUP_PERMISSION:
+ if (!item.is_blocked)
+ lootItem.UIType = LOOT_SLOT_TYPE_ALLOW_LOOT;
+ else
+ lootItem.UIType = LOOT_SLOT_TYPE_ROLL_ONGOING;
+ break;
+ default:
+ lootItem.UIType = slotType;
+ break;
+ }
+ }
+ else
+ lootItem.UIType = slotType;
+
+ packet.Items.push_back(lootItem);
+ }
+ }
+ }
+
+ QuestItemMap const& lootPlayerFFAItems = GetPlayerFFAItems();
+ QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(viewer->GetGUID());
+ 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 const& item = items[fi->index];
+ if (!fi->is_looted && !item.is_looted)
+ {
+ WorldPackets::Loot::LootItemData lootItem;
+ lootItem.LootListID = items.size() + fi->index + 1;
+ lootItem.UIType = slotType;
+ lootItem.Quantity = item.count;
+ lootItem.Loot.Initialize(item);
+ packet.Items.push_back(lootItem);
+ }
+ }
+ }
+
+ QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
+ QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(viewer->GetGUID());
+ 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 const& item = items[ci->index];
+ if (!ci->is_looted && !item.is_looted)
+ {
+ WorldPackets::Loot::LootItemData lootItem;
+ lootItem.LootListID = items.size() + ci->index + 1;
+ lootItem.Quantity = item.count;
+ lootItem.Loot.Initialize(item);
+
+ if (item.follow_loot_rules)
+ {
+ switch (permission)
+ {
+ case MASTER_PERMISSION:
+ lootItem.UIType = LOOT_SLOT_TYPE_MASTER;
+ break;
+ case RESTRICTED_PERMISSION:
+ lootItem.UIType = item.is_blocked ? LOOT_SLOT_TYPE_LOCKED : LOOT_SLOT_TYPE_ALLOW_LOOT;
+ break;
+ case GROUP_PERMISSION:
+ if (!item.is_blocked)
+ lootItem.UIType = LOOT_SLOT_TYPE_ALLOW_LOOT;
+ else
+ lootItem.UIType = LOOT_SLOT_TYPE_ROLL_ONGOING;
+ break;
+ default:
+ lootItem.UIType = slotType;
+ break;
+ }
+ }
+ else
+ lootItem.UIType = slotType;
+
+ packet.Items.push_back(lootItem);
+ }
+ }
+ }
+}
+
+void Loot::FillNotNormalLootFor(Player* player, bool presentAtLooting)
+{
+ ObjectGuid plguid = player->GetGUID();
+
+ QuestItemMap::const_iterator qmapitr = PlayerQuestItems.find(plguid);
+ if (qmapitr == PlayerQuestItems.end())
+ FillQuestLoot(player);
+
+ qmapitr = PlayerFFAItems.find(plguid);
+ if (qmapitr == PlayerFFAItems.end())
+ FillFFALoot(player);
+
+ qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid);
+ if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end())
+ FillNonQuestNonFFAConditionalLoot(player, presentAtLooting);
+
+ // if not auto-processed player will have to come and pick it up manually
+ if (!presentAtLooting)
+ return;
+
+ // Process currency items
+ uint32 max_slot = GetMaxSlotInLootFor(player);
+ LootItem const* item = NULL;
+ uint32 itemsSize = uint32(items.size());
+ for (uint32 i = 0; i < max_slot; ++i)
+ {
+ if (i < items.size())
+ item = &items[i];
+ else
+ item = &quest_items[i - itemsSize];
+
+ if (!item->is_looted && item->freeforall && item->AllowedForPlayer(player))
+ if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item->itemid))
+ if (proto->IsCurrencyToken())
+ player->StoreLootItem(i, this);
+ }
+}
+
+QuestItemList* Loot::FillFFALoot(Player* player)
+{
+ QuestItemList* ql = new QuestItemList();
+
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ LootItem &item = items[i];
+ if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
+ {
+ ql->push_back(QuestItem(i));
+ ++unlootedCount;
+ }
+ }
+ if (ql->empty())
+ {
+ delete ql;
+ return NULL;
+ }
+
+ PlayerFFAItems[player->GetGUID()] = ql;
+ return ql;
+}
+
+QuestItemList* Loot::FillQuestLoot(Player* player)
+{
+ if (items.size() == MAX_NR_LOOT_ITEMS)
+ return NULL;
+
+ QuestItemList* ql = new QuestItemList();
+
+ for (uint8 i = 0; i < quest_items.size(); ++i)
+ {
+ LootItem &item = quest_items[i];
+
+ if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT))))
+ {
+ ql->push_back(QuestItem(i));
+
+ // quest items get blocked when they first appear in a
+ // player's quest vector
+ //
+ // increase once if one looter only, looter-times if free for all
+ if (item.freeforall || !item.is_blocked)
+ ++unlootedCount;
+ if (!player->GetGroup() || (player->GetGroup()->GetLootMethod() != GROUP_LOOT))
+ item.is_blocked = true;
+
+ if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
+ break;
+ }
+ }
+ if (ql->empty())
+ {
+ delete ql;
+ return NULL;
+ }
+
+ PlayerQuestItems[player->GetGUID()] = ql;
+ return ql;
+}
+
+QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player, bool presentAtLooting)
+{
+ QuestItemList* ql = new QuestItemList();
+
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ LootItem &item = items[i];
+ if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT))))
+ {
+ if (presentAtLooting)
+ item.AddAllowedLooter(player);
+ if (!item.conditions.empty())
+ {
+ ql->push_back(QuestItem(i));
+ if (!item.is_counted)
+ {
+ ++unlootedCount;
+ item.is_counted = true;
+ }
+ }
+ }
+ }
+ if (ql->empty())
+ {
+ delete ql;
+ return NULL;
+ }
+
+ PlayerNonQuestNonFFAConditionalItems[player->GetGUID()] = ql;
+ return ql;
+}
+
+//
+// --------- AELootResult ---------
+//
+
+void AELootResult::Add(Item* item, uint8 count, LootType lootType)
+{
+ auto itr = _byItem.find(item);
+ if (itr != _byItem.end())
+ _byOrder[itr->second].count += count;
+ else
+ {
+ _byItem[item] = _byOrder.size();
+ ResultValue value;
+ value.item = item;
+ value.count = count;
+ value.lootType = lootType;
+ _byOrder.push_back(value);
+ }
+}
+
+AELootResult::OrderedStorage::const_iterator AELootResult::begin() const
+{
+ return _byOrder.begin();
+}
+
+AELootResult::OrderedStorage::const_iterator AELootResult::end() const
+{
+ return _byOrder.end();
+}