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-rw-r--r--src/game/LootMgr.cpp123
1 files changed, 91 insertions, 32 deletions
diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp
index 90162a213d7..100acfbc7ab 100644
--- a/src/game/LootMgr.cpp
+++ b/src/game/LootMgr.cpp
@@ -25,6 +25,7 @@
#include "World.h"
#include "Util.h"
#include "SharedDefines.h"
+#include "SpellMgr.h"
static Rates const qualityToRate[MAX_ITEM_QUALITY] = {
RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR
@@ -36,17 +37,18 @@ static Rates const qualityToRate[MAX_ITEM_QUALITY] = {
RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT
};
-LootStore LootTemplates_Creature( "creature_loot_template", "creature entry");
-LootStore LootTemplates_Disenchant( "disenchant_loot_template", "item disenchant id");
-LootStore LootTemplates_Fishing( "fishing_loot_template", "area id");
-LootStore LootTemplates_Gameobject( "gameobject_loot_template", "gameobject entry");
-LootStore LootTemplates_Item( "item_loot_template", "item entry");
-LootStore LootTemplates_Milling( "milling_loot_template", "item entry");
-LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template","creature pickpocket lootid");
-LootStore LootTemplates_Prospecting( "prospecting_loot_template", "item entry");
-LootStore LootTemplates_QuestMail( "quest_mail_loot_template", "quest id");
-LootStore LootTemplates_Reference( "reference_loot_template", "reference id");
-LootStore LootTemplates_Skinning( "skinning_loot_template", "creature skinning id");
+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_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_QuestMail( "quest_mail_loot_template", "quest id (with mail template)",false);
+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 (explicitly discovering ability)",false);
class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
@@ -56,7 +58,7 @@ class LootTemplate::LootGroup // A set of loot def
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) const; // Rolls an item from the group (if any) and adds the item to the loot
+ void Process(Loot& loot, bool rate) 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
@@ -67,7 +69,7 @@ class LootTemplate::LootGroup // A set of loot def
LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
- LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances
+ LootStoreItem const * Roll(bool rate) const; // Rolls an item from the group, returns NULL if all miss their chances
};
//Remove all data and free all memory
@@ -231,17 +233,17 @@ void LootStore::ReportNotExistedId(uint32 id) const
// 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() const
+bool LootStoreItem::Roll(bool rate) const
{
if(chance>=100.f)
return true;
if(mincountOrRef < 0) // reference case
- return roll_chance_f(chance*sWorld.getRate(RATE_DROP_ITEM_REFERENCED));
+ return roll_chance_f(chance* (rate ? sWorld.getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
- float qualityModifier = pProto ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
+ float qualityModifier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
return roll_chance_f(chance*qualityModifier);
}
@@ -380,7 +382,7 @@ void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner)
items.reserve(MAX_NR_LOOT_ITEMS);
quest_items.reserve(MAX_NR_QUEST_ITEMS);
- tab->Process(*this, store); // Processing is done there, callback via Loot::AddItem()
+ tab->Process(*this, store,store.IsRatesAllowed ()); // Processing is done there, callback via Loot::AddItem()
// Setting access rights fow group-looting case
if(!loot_owner)
@@ -766,7 +768,7 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem& item)
}
// Rolls an item from the group, returns NULL if all miss their chances
-LootStoreItem const * LootTemplate::LootGroup::Roll() const
+LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const
{
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
{
@@ -778,7 +780,8 @@ LootStoreItem const * LootTemplate::LootGroup::Roll() const
return &ExplicitlyChanced[i];
ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid);
- Roll -= ExplicitlyChanced[i].chance;
+ //float qualityMultiplier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
+ Roll -= ExplicitlyChanced[i].chance;// * qualityMultiplier;
if (Roll < 0)
return &ExplicitlyChanced[i];
}
@@ -814,9 +817,9 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
}
// 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
+void LootTemplate::LootGroup::Process(Loot& loot, bool rate) const
{
- LootStoreItem const * item = Roll();
+ LootStoreItem const * item = Roll(rate);
if (item != NULL)
loot.AddItem(*item);
}
@@ -901,21 +904,21 @@ void LootTemplate::AddEntry(LootStoreItem& item)
}
// Rolls for every item in the template and adds the rolled items the the loot
-void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) const
+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);
+ Groups[groupId-1].Process(loot,rate);
return;
}
// Rolling non-grouped items
for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end() ; ++i )
{
- if ( !i->Roll() )
+ if (!i->Roll(rate))
continue; // Bad luck for the entry
if (i->mincountOrRef < 0) // References processing
@@ -926,7 +929,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) co
continue; // Error message already printed at loading stage
for (uint32 loop=0; loop < i->maxcount; ++loop )// Ref multiplicator
- Referenced->Process(loot, store, i->group); // Ref processing
+ Referenced->Process(loot, store, rate, i->group);
}
else // Plain entries (not a reference, not grouped)
loot.AddItem(*i); // Chance is already checked, just add
@@ -934,7 +937,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint8 groupId) co
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; ++i )
- i->Process(loot);
+ i->Process(loot,rate);
}
// True if template includes at least 1 quest drop entry
@@ -1145,9 +1148,17 @@ void LoadLootTemplates_Milling()
// 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);
+ {
+ 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);
@@ -1186,9 +1197,17 @@ void LoadLootTemplates_Prospecting()
// 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);
+ {
+ 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);
@@ -1202,8 +1221,17 @@ void LoadLootTemplates_QuestMail()
// 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);
@@ -1235,6 +1263,37 @@ void LoadLootTemplates_Skinning()
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(!IsExplicitDiscoverySpell (spellInfo))
+ continue;
+
+ if(!ids_set.count(spell_id))
+ {
+ // not report about not trainable spells (optionally supported by DB)
+ // 61756 (Northrend Inscription Research (FAST QA VERSION) for example
+ if(spellInfo->Attributes & SPELL_ATTR_UNK5)
+ 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;