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Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
-rw-r--r-- | src/server/game/Loot/LootMgr.cpp | 1639 |
1 files changed, 1639 insertions, 0 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp new file mode 100644 index 00000000000..2137c8872b5 --- /dev/null +++ b/src/server/game/Loot/LootMgr.cpp @@ -0,0 +1,1639 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 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 + * 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 + */ + +#include "LootMgr.h" +#include "Log.h" +#include "ObjectMgr.h" +#include "ProgressBar.h" +#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 + 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); + +class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed) +{ + public: + void AddEntry(LootStoreItem& item); // Adds an entry to the group (at loading stage) + 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) 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 CollectLootIds(LootIdSet& set) const; + void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; + LootStoreItemList * GetExplicitlyChancedItemList() { return &ExplicitlyChanced; } + LootStoreItemList * GetEqualChancedItemList() { return &EqualChanced; } + void CopyConditions(ConditionList conditions); + private: + 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 +}; + +//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 +void LootStore::LoadLootTable() +{ + LootTemplateMap::const_iterator tab; + uint32 count = 0; + + // Clearing store (for reloading case) + Clear(); + + sLog.outString("%s :", GetName()); + + // 0 1 2 3 4 5 6 + QueryResult_AutoPtr result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, lootmode, groupid, mincountOrRef, maxcount FROM %s",GetName()); + + if (result) + { + barGoLink bar(result->GetRowCount()); + + do + { + Field *fields = result->Fetch(); + bar.step(); + + uint32 entry = fields[0].GetUInt32(); + uint32 item = fields[1].GetUInt32(); + float chanceOrQuestChance = fields[2].GetFloat(); + uint16 lootmode = fields[3].GetUInt16(); + uint8 group = fields[4].GetUInt8(); + int32 mincountOrRef = fields[5].GetInt32(); + int32 maxcount = fields[6].GetInt32(); + + if (maxcount > std::numeric_limits<uint8>::max()) + { + sLog.outErrorDb("Table '%s' entry %d item %d: maxcount value (%u) to large. must be less %u - skipped", GetName(), entry, item, maxcount,std::numeric_limits<uint8>::max()); + continue; // error already printed to log/console. + } + + LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, lootmode, group, mincountOrRef, maxcount); + + if (!storeitem.IsValid(*this,entry)) // Validity checks + 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 + + sLog.outString(); + sLog.outString(">> Loaded %u loot definitions (%lu templates)", count, (unsigned long)m_LootTemplates.size()); + } + else + { + sLog.outString(); + sLog.outErrorDb(">> Loaded 0 loot definitions. DB table `%s` is empty.",GetName()); + } +} + +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* 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; +} + +void LootStore::ResetConditions() +{ + LootTemplateMap m_LootTemplates; + for (LootTemplateMap::iterator itr = m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr) + { + ConditionList empty; + (*itr).second->CopyConditions(empty); + } +} + +LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const +{ + LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id); + + if (tab == m_LootTemplates.end()) + return NULL; + + return tab->second; +} + +LootTemplate* LootStore::GetLootForConditionFill(uint32 loot_id) +{ + LootTemplateMap::iterator tab = m_LootTemplates.find(loot_id); + + if (tab == m_LootTemplates.end()) + return NULL; + + return tab->second; +} + +void LootStore::LoadAndCollectLootIds(LootIdSet& ids_set) +{ + LoadLootTable(); + + for (LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab) + ids_set.insert(tab->first); +} + +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& ids_set) const +{ + // all still listed ids isn't referenced + for (LootIdSet::const_iterator itr = ids_set.begin(); itr != ids_set.end(); ++itr) + sLog.outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr,GetEntryName()); +} + +void LootStore::ReportNotExistedId(uint32 id) const +{ + sLog.outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id,GetEntryName()); +} + +// +// --------- 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 (mincountOrRef < 0) // reference case + return roll_chance_f(chance* (rate ? sWorld.getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f)); + + ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); + + float qualityModifier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; + + return roll_chance_f(chance*qualityModifier); +} + +// Checks correctness of values +bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const +{ + if (group >= 1 << 7) // it stored in 7 bit field + { + sLog.outErrorDb("Table '%s' entry %d item %d: group (%u) must be less %u - skipped", store.GetName(), entry, itemid, group, 1 << 7); + return false; + } + + if (mincountOrRef == 0) + { + sLog.outErrorDb("Table '%s' entry %d item %d: wrong mincountOrRef (%d) - skipped", store.GetName(), entry, itemid, mincountOrRef); + return false; + } + + if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped + { + ItemPrototype const *proto = objmgr.GetItemPrototype(itemid); + if (!proto) + { + sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); + return false; + } + + if (chance == 0 && group == 0) // Zero chance is allowed for grouped entries only + { + sLog.outErrorDb("Table '%s' entry %d item %d: 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 + { + sLog.outErrorDb("Table '%s' entry %d item %d: low chance (%f) - skipped", + store.GetName(), entry, itemid, chance); + return false; + } + + if (maxcount < mincountOrRef) // wrong max count + { + sLog.outErrorDb("Table '%s' entry %d item %d: max count (%u) less that min count (%i) - skipped", store.GetName(), entry, itemid, int32(maxcount), mincountOrRef); + return false; + } + + } + else // mincountOrRef < 0 + { + if (needs_quest) + sLog.outErrorDb("Table '%s' entry %d item %d: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid); + else if (chance == 0) // no chance for the reference + { + sLog.outErrorDb("Table '%s' entry %d item %d: 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 +} + +// +// --------- LootItem --------- +// + +// Constructor, copies most fields from LootStoreItem and generates random count +LootItem::LootItem(LootStoreItem const& li) +{ + itemid = li.itemid; + conditions = li.conditions; + + ItemPrototype const* proto = objmgr.GetItemPrototype(itemid); + freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT); + + needs_quest = li.needs_quest; + + count = urand(li.mincountOrRef, li.maxcount); // constructor called for mincountOrRef > 0 only + randomSuffix = GenerateEnchSuffixFactor(itemid); + randomPropertyId = Item::GenerateItemRandomPropertyId(itemid); + is_looted = 0; + is_blocked = 0; + is_underthreshold = 0; + is_counted = 0; +} + +// 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.IsPlayerMeetToConditions(const_cast<Player*>(player), conditions)) + return false; + + if (needs_quest) + { + // Checking quests for quest-only drop (check only quests requirements in this case) + if (!player->HasQuestForItem(itemid)) + return false; + } + else + { + // Not quest only drop (check quest starting items for already accepted non-repeatable quests) + if (ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid)) + if (pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid)) + return false; + } + + return true; +} + +// +// --------- Loot --------- +// + +// Inserts the item into the loot (called by LootTemplate processors) +void Loot::AddItem(LootStoreItem const & item) +{ + if (item.needs_quest) // Quest drop + { + if (quest_items.size() < MAX_NR_QUEST_ITEMS) + quest_items.push_back(LootItem(item)); + } + else if (items.size() < MAX_NR_LOOT_ITEMS) // Non-quest drop + { + items.push_back(LootItem(item)); + + // 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.conditions.empty()) + { + ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid); + if (!proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT) == 0) + ++unlootedCount; + } + } +} + +// Calls processor of corresponding LootTemplate (which handles everything including references) +bool Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError, uint16 lootMode /*= LOOT_MODE_DEFAULT*/) +{ + // Must be provided + if (!loot_owner) + return false; + + LootTemplate const* tab = store.GetLootFor(loot_id); + + if (!tab) + { + if (!noEmptyError) + sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id); + return false; + } + + items.reserve(MAX_NR_LOOT_ITEMS); + quest_items.reserve(MAX_NR_QUEST_ITEMS); + + tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() + + // Setting access rights for group loot case + Group * pGroup = loot_owner->GetGroup(); + if (!personal && pGroup) + { + roundRobinPlayer = loot_owner->GetGUID(); + + for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + if (Player* pl = itr->getSource()) + FillNotNormalLootFor(pl); + + for (uint8 i = 0; i < items.size(); ++i) + { + if (ItemPrototype const *proto = sItemStorage.LookupEntry<ItemPrototype>(items[i].itemid)) + if (proto->Quality < uint32(pGroup->GetLootThreshold())) + items[i].is_underthreshold = true; + } + } + // ... for personal loot + else + FillNotNormalLootFor(loot_owner); + + return true; +} + +void Loot::FillNotNormalLootFor(Player* pl) +{ + uint32 plguid = pl->GetGUIDLow(); + + QuestItemMap::const_iterator qmapitr = PlayerQuestItems.find(plguid); + if (qmapitr == PlayerQuestItems.end()) + FillQuestLoot(pl); + + qmapitr = PlayerFFAItems.find(plguid); + if (qmapitr == PlayerFFAItems.end()) + FillFFALoot(pl); + + qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid); + if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end()) + FillNonQuestNonFFAConditionalLoot(pl); +} + +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->GetGUIDLow()] = 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)) + { + ql->push_back(QuestItem(i)); + + // questitems 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; + + item.is_blocked = true; + + if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS) + break; + } + } + if (ql->empty()) + { + delete ql; + return NULL; + } + + PlayerQuestItems[player->GetGUIDLow()] = ql; + return ql; +} + +QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(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.conditions.empty() && item.AllowedForPlayer(player)) + { + ql->push_back(QuestItem(i)); + if (!item.is_counted) + { + ++unlootedCount; + item.is_counted = true; + } + } + } + if (ql->empty()) + { + delete ql; + return NULL; + } + + PlayerNonQuestNonFFAConditionalItems[player->GetGUIDLow()] = ql; + return ql; +} + +//=================================================== + +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 + std::set<uint64>::iterator i_next; + for (std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) + { + i_next = i; + ++i_next; + if (Player* pl = ObjectAccessor::FindPlayer(*i)) + pl->SendNotifyLootItemRemoved(lootIndex); + else + PlayersLooting.erase(i); + } +} + +void Loot::NotifyMoneyRemoved() +{ + // notify all players that are looting this that the money was removed + std::set<uint64>::iterator i_next; + for (std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) + { + i_next = i; + ++i_next; + if (Player* pl = ObjectAccessor::FindPlayer(*i)) + pl->SendNotifyLootMoneyRemoved(); + 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 + + std::set<uint64>::iterator i_next; + for (std::set<uint64>::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) + { + i_next = i; + ++i_next; + if (Player* pl = ObjectAccessor::FindPlayer(*i)) + { + QuestItemMap::const_iterator pq = PlayerQuestItems.find(pl->GetGUIDLow()); + 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()) + pl->SendNotifyLootItemRemoved(items.size()+j); + } + } + 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; + } +} + +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->GetGUIDLow()); + 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->GetGUIDLow()); + 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->GetGUIDLow()); + 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->GetGUIDLow()); + return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0); +} + +// 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->GetGUIDLow()); + 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->GetGUIDLow()); + 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->GetGUIDLow()); + 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; +} + +ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li) +{ + b << uint32(li.itemid); + b << uint32(li.count); // nr of items of this type + b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID); + b << uint32(li.randomSuffix); + b << uint32(li.randomPropertyId); + //b << uint8(0); // slot type - will send after this function call + return b; +} + +ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) +{ + if (lv.permission == NONE_PERMISSION) + { + b << uint32(0); //gold + b << uint8(0); // item count + return b; // nothing output more + } + + Loot &l = lv.loot; + + uint8 itemsShown = 0; + + //gold + b << uint32(l.gold); + + size_t count_pos = b.wpos(); // pos of item count byte + b << uint8(0); // item count placeholder + + switch (lv.permission) + { + case GROUP_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 < l.items.size(); ++i) + { + if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer)) + { + uint8 slot_type; + + if (l.items[i].is_blocked) + slot_type = LOOT_SLOT_TYPE_ROLL_ONGOING; + else if (l.roundRobinPlayer == 0 || !l.items[i].is_underthreshold || lv.viewer->GetGUID() == l.roundRobinPlayer) + { + // 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; + + b << uint8(i) << l.items[i]; + b << uint8(slot_type); + ++itemsShown; + } + } + break; + } + case ROUND_ROBIN_PERMISSION: + { + for (uint8 i = 0; i < l.items.size(); ++i) + { + if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer)) + { + if (l.roundRobinPlayer != 0 && lv.viewer->GetGUID() != l.roundRobinPlayer) + // item shall not be displayed. + continue; + + b << uint8(i) << l.items[i]; + b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); + ++itemsShown; + } + } + break; + } + case ALL_PERMISSION: + case MASTER_PERMISSION: + { + uint8 slot_type = (lv.permission == MASTER_PERMISSION) ? LOOT_SLOT_TYPE_MASTER : LOOT_SLOT_TYPE_ALLOW_LOOT; + for (uint8 i = 0; i < l.items.size(); ++i) + { + if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer)) + { + b << uint8(i) << l.items[i]; + b << uint8(slot_type); + ++itemsShown; + } + } + break; + } + default: + return b; // nothing output more + } + + QuestItemMap const& lootPlayerQuestItems = l.GetPlayerQuestItems(); + QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(lv.viewer->GetGUIDLow()); + 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 &item = l.quest_items[qi->index]; + if (!qi->is_looted && !item.is_looted) + { + b << uint8(l.items.size() + (qi - q_list->begin())); + b << item; + b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); + ++itemsShown; + } + } + } + + QuestItemMap const& lootPlayerFFAItems = l.GetPlayerFFAItems(); + QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(lv.viewer->GetGUIDLow()); + 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 &item = l.items[fi->index]; + if (!fi->is_looted && !item.is_looted) + { + b << uint8(fi->index) << item; + b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); + ++itemsShown; + } + } + } + + QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = l.GetPlayerNonQuestNonFFAConditionalItems(); + QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(lv.viewer->GetGUIDLow()); + 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 &item = l.items[ci->index]; + if (!ci->is_looted && !item.is_looted) + { + b << uint8(ci->index) << item; + b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); + ++itemsShown; + } + } + } + + //update number of items shown + b.put<uint8>(count_pos,itemsShown); + + return b; +} + +// +// --------- LootTemplate::LootGroup --------- +// + +// 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() const +{ + if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked + { + float Roll = rand_chance(); + + for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) // check each explicitly chanced entry in the template and modify its chance based on quality. + { + if (ExplicitlyChanced[i].chance >= 100.0f) + return &ExplicitlyChanced[i]; + + Roll -= ExplicitlyChanced[i].chance; + if (Roll < 0) + return &ExplicitlyChanced[i]; + } + } + if (!EqualChanced.empty()) // If nothing selected yet - an item is taken from equal-chanced part + return &EqualChanced[irand(0, EqualChanced.size()-1)]; + + return NULL; // Empty drop from the group +} + +// 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; +} + +void LootTemplate::LootGroup::CopyConditions(ConditionList conditions) +{ + for (LootStoreItemList::iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i) + { + i->conditions = conditions; + } + for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i) + { + i->conditions = conditions; + } +} + +// 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) const +{ + // build up list of possible drops + LootStoreItemList EqualPossibleDrops = EqualChanced; + LootStoreItemList ExplicitPossibleDrops = ExplicitlyChanced; + + uint8 uiAttemptCount = 0; + const uint8 uiMaxAttempts = ExplicitlyChanced.size() + EqualChanced.size(); + + while (!ExplicitPossibleDrops.empty() || !EqualPossibleDrops.empty()) + { + if (uiAttemptCount == uiMaxAttempts) // already tried rolling too many times, just abort + return; + + LootStoreItem *item = NULL; + + // begin rolling (normally called via Roll()) + LootStoreItemList::iterator itr; + uint8 itemSource = 0; + if (!ExplicitPossibleDrops.empty()) // First explicitly chanced entries are checked + { + itemSource = 1; + float Roll = rand_chance(); + // check each explicitly chanced entry in the template and modify its chance based on quality + for (itr = ExplicitPossibleDrops.begin(); itr != ExplicitPossibleDrops.end(); itr = ExplicitPossibleDrops.erase(itr)) + { + if (itr->chance >= 100.0f) + { + item = &*itr; + break; + } + + Roll -= itr->chance; + if (Roll < 0) + { + item = &*itr; + break; + } + } + } + if (item == NULL && !EqualPossibleDrops.empty()) // If nothing selected yet - an item is taken from equal-chanced part + { + itemSource = 2; + itr = EqualPossibleDrops.begin(); + std::advance(itr, irand(0, EqualPossibleDrops.size()-1)); + item = &*itr; + } + // finish rolling + + ++uiAttemptCount; + + if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches + { + bool duplicate = false; + if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid)) + { + uint8 _item_counter = 0; + for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item) + if (_item->itemid == item->itemid) // search through the items that have already dropped + { + ++_item_counter; + if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops + duplicate = true; + else if (_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop + duplicate = true; + } + } + if (duplicate) // if item->itemid is a duplicate, remove it + switch (itemSource) + { + case 1: // item came from ExplicitPossibleDrops + ExplicitPossibleDrops.erase(itr); + break; + case 2: // item came from EqualPossibleDrops + EqualPossibleDrops.erase(itr); + break; + } + else // otherwise, add the item and exit the function + { + loot.AddItem(*item); + return; + } + } + } +} + +// 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 + { + sLog.outErrorDb("Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); + } + + if (chance >= 100.0f && !EqualChanced.empty()) + { + sLog.outErrorDb("Table '%s' entry %u group %d has items with chance=0%% but group total chance >= 100%% (%f)", 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) + { + if (ieItr->mincountOrRef < 0) + { + if (!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) + LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); + else if (ref_set) + ref_set->erase(-ieItr->mincountOrRef); + } + } + + for (LootStoreItemList::const_iterator ieItr=EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) + { + if (ieItr->mincountOrRef < 0) + { + if (!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) + LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); + else if (ref_set) + ref_set->erase(-ieItr->mincountOrRef); + } + } +} + +// +// --------- LootTemplate --------- +// + +// Adds an entry to the group (at loading stage) +void LootTemplate::AddEntry(LootStoreItem& item) +{ + if (item.group > 0 && item.mincountOrRef > 0) // Group + { + if (item.group >= Groups.size()) + Groups.resize(item.group); // Adds new group the the loot template if needed + Groups[item.group-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(ConditionList conditions) +{ + for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i) + i->conditions = conditions; + + for (LootGroups::iterator i = Groups.begin(); i != Groups.end(); ++i) + i->CopyConditions(conditions); +} + +// Rolls for every item in the template and adds the rolled items the the loot +void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, 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, lootMode); + return; + } + + // Rolling non-grouped items + for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i) + { + if (i->lootmode &~ lootMode) // Do not add if mode mismatch + continue; + + if (!i->Roll(rate)) + continue; // Bad luck for the entry + + if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(i->itemid)) + { + uint8 _item_counter = 0; + LootItemList::const_iterator _item = loot.items.begin(); + for (; _item != loot.items.end(); ++_item) + if (_item->itemid == i->itemid) // search through the items that have already dropped + { + ++_item_counter; + if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops + continue; + else if (_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop + continue; + } + if (_item != loot.items.end()) + continue; + } + + if (i->mincountOrRef < 0) // References processing + { + LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-i->mincountOrRef); + + if (!Referenced) + continue; // Error message already printed at loading stage + + const_cast<LootTemplate*>(Referenced)->CopyConditions(i->conditions);//copy conditions from referer template + + for (uint32 loop = 0; loop < i->maxcount; ++loop) // Ref multiplicator + Referenced->Process(loot, store, rate, lootMode, i->group); + } + else // Plain entries (not a reference, not grouped) + loot.AddItem(*i); // Chance is already checked, just add + } + + // Now processing groups + for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i) + i->Process(loot, lootMode); +} + +// 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 + return Groups[groupId-1].HasQuestDrop(); + } + + for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i) + { + if (i->mincountOrRef < 0) // References + { + LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); + if (Referenced == store.end()) + continue; // Error message [should be] already printed at loading stage + if (Referenced->second->HasQuestDrop(store, i->group)) + return true; + } + else if (i->needs_quest) + return true; // quest drop found + } + + // Now processing groups + for (LootGroups::const_iterator i = Groups.begin() ; i != Groups.end(); ++i) + if (i->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 + return Groups[groupId-1].HasQuestDropForPlayer(player); + } + + // Checking non-grouped entries + for (LootStoreItemList::const_iterator i = Entries.begin() ; i != Entries.end(); ++i) + { + if (i->mincountOrRef < 0) // References processing + { + LootTemplateMap::const_iterator Referenced = store.find(-i->mincountOrRef); + if (Referenced == store.end()) + continue; // Error message already printed at loading stage + if (Referenced->second->HasQuestDropForPlayer(store, player, i->group)) + return true; + } + else if (player->HasQuestForItem(i->itemid)) + return true; // active quest drop found + } + + // Now checking groups + for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i) + if (i->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) + 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) + { + if (ieItr->mincountOrRef < 0) + { + if (!LootTemplates_Reference.GetLootFor(-ieItr->mincountOrRef)) + LootTemplates_Reference.ReportNotExistedId(-ieItr->mincountOrRef); + else if (ref_set) + ref_set->erase(-ieItr->mincountOrRef); + } + } + + for (LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr) + grItr->CheckLootRefs(store,ref_set); +} +bool LootTemplate::addConditionItem(Condition* cond) +{ + if (!cond || !cond->isLoaded())//should never happen, checked at loading + { + sLog.outError("LootTemplate::addConditionItem: condition is null"); + return false; + } + if (!Entries.empty()) + { + for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i) + { + if (i->itemid == cond->mSourceEntry) + { + i->conditions.push_back(cond); + return true; + } + } + } + if (!Groups.empty()) + { + for (LootGroups::iterator groupItr = Groups.begin(); groupItr != Groups.end(); ++groupItr) + { + LootStoreItemList* itemList = (*groupItr).GetExplicitlyChancedItemList(); + if (!itemList->empty()) + { + for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i) + { + if ((*i).itemid == cond->mSourceEntry) + { + (*i).conditions.push_back(cond); + return true; + } + } + } + itemList = (*groupItr).GetEqualChancedItemList(); + if (!itemList->empty()) + { + for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i) + { + if ((*i).itemid == cond->mSourceEntry) + { + (*i).conditions.push_back(cond); + 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->mincountOrRef < 0) + return true; + } + return false;//not found or not reference +} + +void LoadLootTemplates_Creature() +{ + LootIdSet ids_set, ids_setUsed; + LootTemplates_Creature.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i) + { + if (CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) + { + if (uint32 lootid = cInfo->lootid) + { + if (ids_set.find(lootid) == ids_set.end()) + LootTemplates_Creature.ReportNotExistedId(lootid); + else + ids_setUsed.insert(lootid); + } + } + } + for (LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) + ids_set.erase(*itr); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Creature.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Disenchant() +{ + LootIdSet ids_set, ids_setUsed; + LootTemplates_Disenchant.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sItemStorage.MaxEntry; ++i) + { + if (ItemPrototype const *proto = sItemStorage.LookupEntry<ItemPrototype>(i)) + { + if (uint32 lootid = proto->DisenchantID) + { + if (ids_set.find(lootid) == ids_set.end()) + LootTemplates_Disenchant.ReportNotExistedId(lootid); + else + ids_setUsed.insert(lootid); + } + } + } + for (LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) + ids_set.erase(*itr); + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Disenchant.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Fishing() +{ + LootIdSet ids_set; + LootTemplates_Fishing.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sAreaStore.GetNumRows(); ++i) + if (AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i)) + if (ids_set.find(areaEntry->ID) != ids_set.end()) + ids_set.erase(areaEntry->ID); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Fishing.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Gameobject() +{ + LootIdSet ids_set, ids_setUsed; + LootTemplates_Gameobject.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sGOStorage.MaxEntry; ++i) + { + if (GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i)) + { + if (uint32 lootid = gInfo->GetLootId()) + { + if (objmgr.IsGoOfSpecificEntrySpawned(gInfo->id) && ids_set.find(lootid) == ids_set.end()) + LootTemplates_Gameobject.ReportNotExistedId(lootid); + else + ids_setUsed.insert(lootid); + } + } + } + for (LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) + ids_set.erase(*itr); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Gameobject.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Item() +{ + LootIdSet ids_set; + LootTemplates_Item.LoadAndCollectLootIds(ids_set); + + // 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.find(proto->ItemId) != ids_set.end()) + ids_set.erase(proto->ItemId); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Item.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Milling() +{ + LootIdSet ids_set; + LootTemplates_Milling.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sItemStorage.MaxEntry; ++i) + { + ItemPrototype const *proto = sItemStorage.LookupEntry<ItemPrototype>(i); + if (!proto) + continue; + + if ((proto->BagFamily & BAG_FAMILY_MASK_HERBS) == 0) + continue; + + if (ids_set.find(proto->ItemId) != ids_set.end()) + ids_set.erase(proto->ItemId); + } + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Milling.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Pickpocketing() +{ + LootIdSet ids_set, ids_setUsed; + LootTemplates_Pickpocketing.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i) + { + if (CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) + { + if (uint32 lootid = cInfo->pickpocketLootId) + { + if (ids_set.find(lootid) == ids_set.end()) + LootTemplates_Pickpocketing.ReportNotExistedId(lootid); + else + ids_setUsed.insert(lootid); + } + } + } + for (LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) + ids_set.erase(*itr); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Pickpocketing.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Prospecting() +{ + LootIdSet ids_set; + LootTemplates_Prospecting.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sItemStorage.MaxEntry; ++i) + { + ItemPrototype const *proto = sItemStorage.LookupEntry<ItemPrototype>(i); + if (!proto) + continue; + + if ((proto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) == 0) + continue; + + if (ids_set.find(proto->ItemId) != ids_set.end()) + ids_set.erase(proto->ItemId); + } + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Prospecting.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Mail() +{ + LootIdSet ids_set; + LootTemplates_Mail.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sMailTemplateStore.GetNumRows(); ++i) + if (sMailTemplateStore.LookupEntry(i)) + if (ids_set.find(i) != ids_set.end()) + ids_set.erase(i); + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Mail.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Skinning() +{ + LootIdSet ids_set, ids_setUsed; + LootTemplates_Skinning.LoadAndCollectLootIds(ids_set); + + // remove real entries and check existence loot + for (uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i) + { + if (CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i)) + { + if (uint32 lootid = cInfo->SkinLootId) + { + if (ids_set.find(lootid) == ids_set.end()) + LootTemplates_Skinning.ReportNotExistedId(lootid); + else + ids_setUsed.insert(lootid); + } + } + } + for (LootIdSet::const_iterator itr = ids_setUsed.begin(); itr != ids_setUsed.end(); ++itr) + ids_set.erase(*itr); + + // output error for any still listed (not referenced from appropriate table) ids + 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 (!IsLootCraftingSpell(spellInfo)) + continue; + + if (ids_set.find(spell_id) == ids_set.end()) + { + // not report about not trainable spells (optionally supported by DB) + // ignore 61756 (Northrend Inscription Research (FAST QA VERSION) for example + if (!(spellInfo->Attributes & SPELL_ATTR_NOT_SHAPESHIFT) || (spellInfo->Attributes & SPELL_ATTR_TRADESPELL)) + { + LootTemplates_Spell.ReportNotExistedId(spell_id); + } + } + else + ids_set.erase(spell_id); + } + + // output error for any still listed (not referenced from appropriate table) ids + LootTemplates_Spell.ReportUnusedIds(ids_set); +} + +void LoadLootTemplates_Reference() +{ + LootIdSet ids_set; + LootTemplates_Reference.LoadAndCollectLootIds(ids_set); + + // check references and remove used + LootTemplates_Creature.CheckLootRefs(&ids_set); + LootTemplates_Fishing.CheckLootRefs(&ids_set); + LootTemplates_Gameobject.CheckLootRefs(&ids_set); + LootTemplates_Item.CheckLootRefs(&ids_set); + LootTemplates_Milling.CheckLootRefs(&ids_set); + LootTemplates_Pickpocketing.CheckLootRefs(&ids_set); + LootTemplates_Skinning.CheckLootRefs(&ids_set); + LootTemplates_Disenchant.CheckLootRefs(&ids_set); + LootTemplates_Prospecting.CheckLootRefs(&ids_set); + LootTemplates_Mail.CheckLootRefs(&ids_set); + LootTemplates_Reference.CheckLootRefs(&ids_set); + + // output error for any still listed ids (not referenced from any loot table) + LootTemplates_Reference.ReportUnusedIds(ids_set); +} |