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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp3
-rw-r--r--src/server/game/Loot/LootMgr.cpp109
-rw-r--r--src/server/game/Loot/LootMgr.h12
3 files changed, 91 insertions, 33 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 40b405ccacb..ed97fbf077a 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -15262,10 +15262,9 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim
if (isPet() || isTotem())
- {
if (Unit *owner = GetOwner())
owner->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_EX_NONE, 0);
- }
+
ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
// Proc auras on death - must be before aura/combat remove
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index 11a71d7362d..2d1e8055718 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -37,18 +37,18 @@ static Rates const qualityToRate[MAX_ITEM_QUALITY] = {
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);
+LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true, true);
+LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true, false);
+LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true, false);
+LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true, true);
+LootStore LootTemplates_Item("item_loot_template", "item entry", true, false);
+LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false, false);
+LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true, false);
+LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true, false);
+LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true, false);
+LootStore LootTemplates_Reference("reference_loot_template", "reference id", false, false);
+LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true, false);
+LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false, false);
class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
{
@@ -57,7 +57,8 @@ 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, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
+ void Process(Loot& loot, Player* lootOwner, uint16 lootMode, bool autoProcessCurrency) 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
@@ -410,31 +411,31 @@ void Loot::AddItem(LootStoreItem const & item)
}
// 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*/)
+bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError, uint16 lootMode /*= LOOT_MODE_DEFAULT*/)
{
// Must be provided
- if (!loot_owner)
+ if (!lootOwner)
return false;
- LootTemplate const* tab = store.GetLootFor(loot_id);
+ LootTemplate const* tab = store.GetLootFor(lootId);
if (!tab)
{
if (!noEmptyError)
- sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.",store.GetName(),loot_id);
+ sLog.outErrorDb("Table '%s' loot id #%u used but it doesn't have records.", store.GetName(), lootId);
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()
+ tab->Process(*this, store, lootOwner, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
// Setting access rights for group loot case
- Group * pGroup = loot_owner->GetGroup();
+ Group * pGroup = lootOwner->GetGroup();
if (!personal && pGroup)
{
- roundRobinPlayer = loot_owner->GetGUID();
+ roundRobinPlayer = lootOwner->GetGUID();
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* pl = itr->getSource())
@@ -449,7 +450,7 @@ bool Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner,
}
// ... for personal loot
else
- FillNotNormalLootFor(loot_owner);
+ FillNotNormalLootFor(lootOwner);
return true;
}
@@ -991,7 +992,7 @@ void LootTemplate::LootGroup::CopyConditions(ConditionList /*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
+void LootTemplate::LootGroup::Process(Loot& loot, Player* lootOwner, uint16 lootMode, bool autoProcessCurrency) const
{
// build up list of possible drops
LootStoreItemList EqualPossibleDrops = EqualChanced;
@@ -1047,8 +1048,16 @@ void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
bool duplicate = false;
if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid))
{
+ LootItemList::const_iterator _item = loot.items.begin();
+ if (autoProcessCurrency)
+ if (LootTemplate::ProcessCurrency(lootOwner, itr, _proto))
+ {
+ duplicate = true; // don't add to loot
+ _item = loot.items.end(); // skip next loop
+ }
+
uint8 _item_counter = 0;
- for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item)
+ for (; _item != loot.items.end(); ++_item)
if (_item->itemid == item->itemid) // search through the items that have already dropped
{
++_item_counter;
@@ -1166,14 +1175,15 @@ void LootTemplate::CopyConditions(ConditionList 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
+void LootTemplate::Process(Loot& loot, LootStore const& store, Player* lootOwner, bool rate, uint16 lootMode, uint8 groupId) const
{
+ bool autoProcessCurrency = store.IsCurrencyAutoDistributed();
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);
+ Groups[groupId-1].Process(loot, lootOwner, lootMode, autoProcessCurrency);
return;
}
@@ -1188,6 +1198,10 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(i->itemid))
{
+ if (autoProcessCurrency)
+ if (ProcessCurrency(lootOwner, i, _proto))
+ continue; // don't add to loot
+
uint8 _item_counter = 0;
LootItemList::const_iterator _item = loot.items.begin();
for (; _item != loot.items.end(); ++_item)
@@ -1211,7 +1225,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
continue; // Error message already printed at loading stage
for (uint32 loop = 0; loop < i->maxcount; ++loop) // Ref multiplicator
- Referenced->Process(loot, store, rate, lootMode, i->group);
+ Referenced->Process(loot, store, lootOwner, rate, lootMode, i->group);
}
else // Plain entries (not a reference, not grouped)
loot.AddItem(*i); // Chance is already checked, just add
@@ -1219,7 +1233,48 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
- i->Process(loot, lootMode);
+ i->Process(loot, lootOwner, lootMode, autoProcessCurrency);
+}
+
+bool LootTemplate::ProcessCurrency(Player* lootOwner, const LootStoreItemList::const_iterator& lootItem, ItemPrototype const* pProto)
+{
+ uint32 itemId = lootItem->itemid;
+ if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) // Tokens appear in currency of player and remove from drop
+ {
+ uint32 count = urand(lootItem->mincountOrRef, lootItem->maxcount);
+ if (Group* pGroup = lootOwner->GetGroup())
+ {
+ for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ if (Player* pGroupGuy = itr->getSource())
+ {
+ if (!pGroupGuy->IsAtGroupRewardDistance(lootOwner))
+ continue;
+
+ ItemPosCountVec dest;
+ uint8 msg = pGroupGuy->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count);
+ if (msg == EQUIP_ERR_OK)
+ {
+ Item* pItem = pGroupGuy->StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ pGroupGuy->SendNewItem(pItem, count, true, false);
+ }
+ }
+ }
+ }
+ else
+ {
+ ItemPosCountVec dest;
+ uint8 msg = lootOwner->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count);
+ if (msg == EQUIP_ERR_OK)
+ {
+ Item* pItem = lootOwner->StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ lootOwner->SendNewItem(pItem, count, true, false);
+ }
+ }
+ return true;
+ }
+
+ return false;
}
// True if template includes at least 1 quest drop entry
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h
index 00fe2a97888..fc7e165c3f1 100644
--- a/src/server/game/Loot/LootMgr.h
+++ b/src/server/game/Loot/LootMgr.h
@@ -172,8 +172,9 @@ typedef std::set<uint32> LootIdSet;
class LootStore
{
public:
- explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
- : m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) {}
+ explicit LootStore(char const* name, char const* entryName, bool ratesAllowed, bool autoDistributeCurrency)
+ : m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed), m_autoDistributeCurrency(autoDistributeCurrency) {}
+
virtual ~LootStore() { Clear(); }
void Verify() const;
@@ -194,6 +195,7 @@ class LootStore
char const* GetName() const { return m_name; }
char const* GetEntryName() const { return m_entryName; }
bool IsRatesAllowed() const { return m_ratesAllowed; }
+ bool IsCurrencyAutoDistributed() const { return m_autoDistributeCurrency; }
protected:
void LoadLootTable();
void Clear();
@@ -202,6 +204,7 @@ class LootStore
char const* m_name;
char const* m_entryName;
bool m_ratesAllowed;
+ bool m_autoDistributeCurrency;
};
class LootTemplate
@@ -213,7 +216,8 @@ 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, bool rate, uint16 lootMode, uint8 groupId = 0) const;
+ void Process(Loot& loot, LootStore const& store, Player* lootOwner, bool rate, uint16 lootMode, uint8 groupId = 0) const;
+ static bool ProcessCurrency(Player* lootOwner, const LootStoreItemList::const_iterator& lootItem, ItemPrototype const* pProto);
void CopyConditions(ConditionList conditions);
// True if template includes at least 1 quest drop entry
@@ -321,7 +325,7 @@ struct Loot
void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
- bool FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT);
+ bool FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT);
// Inserts the item into the loot (called by LootTemplate processors)
void AddItem(LootStoreItem const & item);