aboutsummaryrefslogtreecommitdiff
path: root/src/game/LootMgr.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/LootMgr.h')
-rw-r--r--src/game/LootMgr.h52
1 files changed, 33 insertions, 19 deletions
diff --git a/src/game/LootMgr.h b/src/game/LootMgr.h
index 1cb02c29bfc..8f54bb3bee1 100644
--- a/src/game/LootMgr.h
+++ b/src/game/LootMgr.h
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <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
@@ -77,7 +77,7 @@ struct LootStoreItem
group(_group), maxcount(_maxcount), conditionId(_conditionId),
needs_quest(_chanceOrQuestChance < 0) {}
- bool Roll() const; // Checks if the entry takes it's chance (at loot generation)
+ 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
};
@@ -129,7 +129,8 @@ typedef std::set<uint32> LootIdSet;
class LootStore
{
public:
- explicit LootStore(char const* name, char const* entryName) : m_name(name), m_entryName(entryName) {}
+ 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;
@@ -147,6 +148,7 @@ class LootStore
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();
@@ -154,6 +156,7 @@ class LootStore
LootTemplateMap m_LootTemplates;
char const* m_name;
char const* m_entryName;
+ bool m_ratesAllowed;
};
class LootTemplate
@@ -165,7 +168,7 @@ class LootTemplate
// 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, uint8 GroupId = 0) const;
+ 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;
@@ -207,19 +210,20 @@ class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
};
//=====================================================
+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 PlayerQuestItems; }
QuestItemMap const& GetPlayerFFAItems() const { return PlayerFFAItems; }
QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
- QuestItemList* FillFFALoot(Player* player);
- QuestItemList* FillQuestLoot(Player* player);
- QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
-
std::vector<LootItem> items;
- std::vector<LootItem> quest_items;
uint32 gold;
uint8 unlootedCount;
@@ -264,13 +268,21 @@ struct Loot
void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
- void FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner);
+ void FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal);
// 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);
+
+ std::vector<LootItem> quest_items;
std::set<uint64> PlayersLooting;
QuestItemMap PlayerQuestItems;
QuestItemMap PlayerFFAItems;
@@ -278,40 +290,41 @@ struct Loot
// All rolls are registered here. They need to know, when the loot is not valid anymore
LootValidatorRefManager i_LootValidatorRefManager;
-
};
struct LootView
{
Loot &loot;
- QuestItemList *qlist;
- QuestItemList *ffalist;
- QuestItemList *conditionallist;
Player *viewer;
PermissionTypes permission;
- LootView(Loot &_loot, QuestItemList *_qlist, QuestItemList *_ffalist, QuestItemList *_conditionallist, Player *_viewer,PermissionTypes _permission = ALL_PERMISSION)
- : loot(_loot), qlist(_qlist), ffalist(_ffalist), conditionallist(_conditionallist), viewer(_viewer), permission(_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_Milling;
extern LootStore LootTemplates_Pickpocketing;
extern LootStore LootTemplates_Skinning;
extern LootStore LootTemplates_Disenchant;
extern LootStore LootTemplates_Prospecting;
extern LootStore LootTemplates_QuestMail;
+extern LootStore LootTemplates_Spell;
void LoadLootTemplates_Creature();
void LoadLootTemplates_Fishing();
void LoadLootTemplates_Gameobject();
void LoadLootTemplates_Item();
+void LoadLootTemplates_Milling();
void LoadLootTemplates_Pickpocketing();
void LoadLootTemplates_Skinning();
void LoadLootTemplates_Disenchant();
void LoadLootTemplates_Prospecting();
void LoadLootTemplates_QuestMail();
+
+void LoadLootTemplates_Spell();
void LoadLootTemplates_Reference();
inline void LoadLootTables()
@@ -320,14 +333,15 @@ inline void LoadLootTables()
LoadLootTemplates_Fishing();
LoadLootTemplates_Gameobject();
LoadLootTemplates_Item();
+ LoadLootTemplates_Milling();
LoadLootTemplates_Pickpocketing();
LoadLootTemplates_Skinning();
LoadLootTemplates_Disenchant();
LoadLootTemplates_Prospecting();
LoadLootTemplates_QuestMail();
+ LoadLootTemplates_Spell();
+
LoadLootTemplates_Reference();
}
-ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
-ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
#endif