/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #include "LootMgr.h" #include "Log.h" #include "ObjectMgr.h" #include "World.h" #include "Util.h" #include "SharedDefines.h" #include "SpellMgr.h" #include "SpellInfo.h" #include "Group.h" #include "Player.h" #include "Containers.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); // Selects invalid loot items to be removed from group possible entries (before rolling) struct LootGroupInvalidSelector : public std::unary_function { explicit LootGroupInvalidSelector(Loot const& loot, uint16 lootMode) : _loot(loot), _lootMode(lootMode) { } bool operator()(LootStoreItem* item) const { if (!(item->lootmode & _lootMode)) return true; uint8 foundDuplicates = 0; for (std::vector::const_iterator itr = _loot.items.begin(); itr != _loot.items.end(); ++itr) if (itr->itemid == item->itemid) if (++foundDuplicates == _loot.maxDuplicates) return true; return false; } private: Loot const& _loot; uint16 _lootMode; }; class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed) { public: LootGroup() { } ~LootGroup(); 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(Loot& loot, uint16 lootMode) const; // Rolls an item from the group, returns NULL if all miss their chances // This class must never be copied - storing pointers LootGroup(LootGroup const&); LootGroup& operator=(LootGroup const&); }; //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 uint32 LootStore::LoadLootTable() { LootTemplateMap::const_iterator tab; // Clearing store (for reloading case) Clear(); // 0 1 2 3 4 5 6 QueryResult result = WorldDatabase.PQuery("SELECT entry, item, ChanceOrQuestChance, lootmode, groupid, mincountOrRef, maxcount FROM %s", GetName()); if (!result) return 0; uint32 count = 0; do { Field* fields = result->Fetch(); 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].GetUInt8(); if (maxcount > std::numeric_limits::max()) { sLog->outError(LOG_FILTER_SQL, "Table '%s' entry %d item %d: maxcount value (%u) to large. must be less %u - skipped", GetName(), entry, item, maxcount, std::numeric_limits::max()); continue; // error already printed to log/console. } LootStoreItem* storeitem = new LootStoreItem(item, chanceOrQuestChance, lootmode, group, mincountOrRef, maxcount); if (!storeitem->IsValid(*this, entry)) // Validity checks { delete storeitem; 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 // Adds current row to the template tab->second->AddEntry(storeitem); ++count; } while (result->NextRow()); Verify(); // Checks validity of the loot store return count; } 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() { 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; } uint32 LootStore::LoadAndCollectLootIds(LootIdSet& lootIdSet) { uint32 count = LoadLootTable(); for (LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab) lootIdSet.insert(tab->first); return count; } 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& lootIdSet) const { // all still listed ids isn't referenced for (LootIdSet::const_iterator itr = lootIdSet.begin(); itr != lootIdSet.end(); ++itr) sLog->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "Table '%s' entry %d (%s) does 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)); ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(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->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "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 { ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid); if (!proto) { sLog->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "Table '%s' entry %d item %d: low chance (%f) - skipped", store.GetName(), entry, itemid, chance); return false; } if (maxcount < mincountOrRef) // wrong max count { sLog->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "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->outError(LOG_FILTER_SQL, "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; ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid); freeforall = proto && (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT); follow_loot_rules = proto && (proto->FlagsCu & ITEM_FLAGS_CU_FOLLOW_LOOT_RULES); needs_quest = li.needs_quest; randomSuffix = GenerateEnchSuffixFactor(itemid); randomPropertyId = Item::GenerateItemRandomPropertyId(itemid); 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), 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->Flags & ITEM_PROTO_FLAG_SMART_LOOT) && (!player->HasSkill(pProto->RequiredSkill) || player->HasSpell(pProto->Spells[1].SpellId))) return false; // not show loot for not own team if ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY) && player->GetTeam() != HORDE) return false; if ((pProto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY) && player->GetTeam() != ALLIANCE) return false; // check quest requirements if (!(pProto->FlagsCu & ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid))) return false; return true; } void LootItem::AddAllowedLooter(const Player* player) { allowedGUIDs.insert(player->GetGUIDLow()); } // // --------- Loot --------- // // 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.mincountOrRef, item.maxcount); uint32 stacks = count / proto->GetMaxStackSize() + (count % proto->GetMaxStackSize() ? 1 : 0); std::vector& 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.count = std::min(count, proto->GetMaxStackSize()); 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->Flags & ITEM_PROTO_FLAG_PARTY_LOOT)) ++unlootedCount; } } // 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) sLog->outError(LOG_FILTER_SQL, "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.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->Quality < uint32(group->GetLootThreshold())) items[i].is_underthreshold = true; } } // ... for personal loot else FillNotNormalLootFor(lootOwner, true); return true; } void Loot::FillNotNormalLootFor(Player* player, bool presentAtLooting) { uint32 plguid = player->GetGUIDLow(); 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->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) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetLooterGuid() == 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 && player->GetGroup()->GetLootMethod() != ROUND_ROBIN)) 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, 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()->GetLooterGuid() == 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->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::iterator i_next; for (std::set::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) { i_next = i; ++i_next; if (Player* player = ObjectAccessor::FindPlayer(*i)) player->SendNotifyLootItemRemoved(lootIndex); else PlayersLooting.erase(i); } } void Loot::NotifyMoneyRemoved() { // notify all players that are looting this that the money was removed std::set::iterator i_next; for (std::set::iterator i = PlayersLooting.begin(); i != PlayersLooting.end(); i = i_next) { i_next = i; ++i_next; if (Player* player = ObjectAccessor::FindPlayer(*i)) player->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::iterator i_next; for (std::set::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->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()) player->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; } } 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->setUInt32(0, containerID); 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 = true; break; } } void Loot::DeleteLootMoneyFromContainerItemDB() { // Deletes money loot associated with an openable item from the DB PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY); stmt->setUInt32(0, containerID); CharacterDatabase.Execute(stmt); } 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(sObjectMgr->GetItemTemplate(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; } Loot &l = lv.loot; uint8 itemsShown = 0; b << uint32(l.gold); //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: case OWNER_PERMISSION: { uint8 slot_type = LOOT_SLOT_TYPE_ALLOW_LOOT; switch (lv.permission) { case MASTER_PERMISSION: slot_type = LOOT_SLOT_TYPE_MASTER; break; case OWNER_PERMISSION: slot_type = LOOT_SLOT_TYPE_OWNER; break; default: break; } 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; } LootSlotType slotType = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT; 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; if (item.follow_loot_rules) { switch (lv.permission) { case MASTER_PERMISSION: b << uint8(LOOT_SLOT_TYPE_MASTER); break; case GROUP_PERMISSION: case ROUND_ROBIN_PERMISSION: if (!item.is_blocked) b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); else b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING); break; default: b << uint8(slotType); break; } } else b << uint8(slotType); ++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); b << item; b << uint8(slotType); ++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); b << item; if (item.follow_loot_rules) { switch (lv.permission) { case MASTER_PERMISSION: b << uint8(LOOT_SLOT_TYPE_MASTER); break; case GROUP_PERMISSION: case ROUND_ROBIN_PERMISSION: if (!item.is_blocked) b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); else b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING); break; default: b << uint8(slotType); break; } } else b << uint8(slotType); ++itemsShown; } } } //update number of items shown b.put(count_pos, itemsShown); return b; } // // --------- LootTemplate::LootGroup --------- // LootTemplate::LootGroup::~LootGroup() { while (!ExplicitlyChanced.empty()) { delete ExplicitlyChanced.back(); ExplicitlyChanced.pop_back(); } while (!EqualChanced.empty()) { delete EqualChanced.back(); EqualChanced.pop_back(); } } // 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(Loot& loot, uint16 lootMode) const { LootStoreItemList possibleLoot = ExplicitlyChanced; possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode)); if (!possibleLoot.empty()) // First explicitly chanced entries are checked { float roll = (float)rand_chance(); for (LootStoreItemList::const_iterator itr = possibleLoot.begin(); itr != possibleLoot.end(); ++itr) // check each explicitly chanced entry in the template and modify its chance based on quality. { LootStoreItem* item = *itr; if (item->chance >= 100.0f) return item; roll -= item->chance; if (roll < 0) return item; } } possibleLoot = EqualChanced; possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode)); if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part return Trinity::Containers::SelectRandomContainerElement(possibleLoot); 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.clear(); for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i) (*i)->conditions.clear(); } // 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 { if (LootStoreItem const* item = Roll(loot, lootMode)) loot.AddItem(*item); } // 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->outError(LOG_FILTER_SQL, "Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); if (chance >= 100.0f && !EqualChanced.empty()) sLog->outError(LOG_FILTER_SQL, "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) { LootStoreItem* item = *ieItr; if (item->mincountOrRef < 0) { if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef); else if (ref_set) ref_set->erase(-item->mincountOrRef); } } for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) { LootStoreItem* item = *ieItr; if (item->mincountOrRef < 0) { if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef); else if (ref_set) ref_set->erase(-item->mincountOrRef); } } } // // --------- LootTemplate --------- // LootTemplate::~LootTemplate() { for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i) delete *i; for (size_t i = 0; i < Groups.size(); ++i) delete Groups[i]; } // 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, NULL); // Adds new group the the loot template if needed if (!Groups[item->group - 1]) Groups[item->group - 1] = new LootGroup(); 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.clear(); for (LootGroups::iterator i = Groups.begin(); i != Groups.end(); ++i) if (LootGroup* group = *i) group->CopyConditions(conditions); } void LootTemplate::CopyConditions(LootItem* li) const { // Copies the conditions list from a template item to a LootItem for (LootStoreItemList::const_iterator _iter = Entries.begin(); _iter != Entries.end(); ++_iter) { LootStoreItem* item = *_iter; if (item->itemid != li->itemid) continue; li->conditions = item->conditions; break; } } // Rolls for every item in the template and adds the rolled items the the loot void LootTemplate::Process(Loot& loot, 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 if (!Groups[groupId - 1]) return; Groups[groupId-1]->Process(loot, lootMode); return; } // Rolling non-grouped items for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i) { LootStoreItem* item = *i; if (!(item->lootmode & lootMode)) // Do not add if mode mismatch continue; if (!item->Roll(rate)) continue; // Bad luck for the entry if (item->mincountOrRef < 0) // References processing { LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-item->mincountOrRef); if (!Referenced) continue; // Error message already printed at loading stage uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT)); for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator Referenced->Process(loot, rate, lootMode, item->group); } else // Plain entries (not a reference, not grouped) loot.AddItem(*item); // Chance is already checked, just add } // Now processing groups for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i) if (LootGroup* group = *i) group->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 if (!Groups[groupId - 1]) return false; return Groups[groupId-1]->HasQuestDrop(); } for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i) { LootStoreItem* item = *i; if (item->mincountOrRef < 0) // References { LootTemplateMap::const_iterator Referenced = store.find(-item->mincountOrRef); if (Referenced == store.end()) continue; // Error message [should be] already printed at loading stage if (Referenced->second->HasQuestDrop(store, item->group)) return true; } else if (item->needs_quest) return true; // quest drop found } // Now processing groups for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i) if (LootGroup* group = *i) if (group->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 if (!Groups[groupId - 1]) return false; return Groups[groupId-1]->HasQuestDropForPlayer(player); } // Checking non-grouped entries for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i) { LootStoreItem* item = *i; if (item->mincountOrRef < 0) // References processing { LootTemplateMap::const_iterator Referenced = store.find(-item->mincountOrRef); if (Referenced == store.end()) continue; // Error message already printed at loading stage if (Referenced->second->HasQuestDropForPlayer(store, player, item->group)) return true; } else if (player->HasQuestForItem(item->itemid)) return true; // active quest drop found } // Now checking groups for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i) if (LootGroup* group = *i) if (group->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) if (Groups[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) { LootStoreItem* item = *ieItr; if (item->mincountOrRef < 0) { if (!LootTemplates_Reference.GetLootFor(-item->mincountOrRef)) LootTemplates_Reference.ReportNotExistedId(-item->mincountOrRef); else if (ref_set) ref_set->erase(-item->mincountOrRef); } } for (LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr) if (LootGroup* group = *grItr) group->CheckLootRefs(store, ref_set); } bool LootTemplate::addConditionItem(Condition* cond) { if (!cond || !cond->isLoaded())//should never happen, checked at loading { sLog->outError(LOG_FILTER_LOOT, "LootTemplate::addConditionItem: condition is null"); return false; } if (!Entries.empty()) { for (LootStoreItemList::iterator i = Entries.begin(); i != Entries.end(); ++i) { if ((*i)->itemid == uint32(cond->SourceEntry)) { (*i)->conditions.push_back(cond); return true; } } } if (!Groups.empty()) { for (LootGroups::iterator groupItr = Groups.begin(); groupItr != Groups.end(); ++groupItr) { LootGroup* group = *groupItr; if (!group) continue; LootStoreItemList* itemList = group->GetExplicitlyChancedItemList(); if (!itemList->empty()) { for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i) { if ((*i)->itemid == uint32(cond->SourceEntry)) { (*i)->conditions.push_back(cond); return true; } } } itemList = group->GetEqualChancedItemList(); if (!itemList->empty()) { for (LootStoreItemList::iterator i = itemList->begin(); i != itemList->end(); ++i) { if ((*i)->itemid == uint32(cond->SourceEntry)) { (*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() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading creature loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Creature.LoadAndCollectLootIds(lootIdSet); // Remove real entries and check loot existence CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates(); for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr) { if (uint32 lootid = itr->second.lootid) { if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Creature.ReportNotExistedId(lootid); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Creature.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u creature loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 creature loot templates. DB table `creature_loot_template` is empty"); } void LoadLootTemplates_Disenchant() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading disenchanting loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Disenchant.LoadAndCollectLootIds(lootIdSet); ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore(); for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr) { if (uint32 lootid = itr->second.DisenchantID) { if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Disenchant.ReportNotExistedId(lootid); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Disenchant.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u disenchanting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 disenchanting loot templates. DB table `disenchant_loot_template` is empty"); } void LoadLootTemplates_Fishing() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading fishing loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Fishing.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot for (uint32 i = 1; i < sAreaStore.GetNumRows(); ++i) if (AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(i)) if (lootIdSet.find(areaEntry->ID) != lootIdSet.end()) lootIdSet.erase(areaEntry->ID); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Fishing.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u fishing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 fishing loot templates. DB table `fishing_loot_template` is empty"); } void LoadLootTemplates_Gameobject() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading gameobject loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Gameobject.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot GameObjectTemplateContainer const* gotc = sObjectMgr->GetGameObjectTemplates(); for (GameObjectTemplateContainer::const_iterator itr = gotc->begin(); itr != gotc->end(); ++itr) { if (uint32 lootid = itr->second.GetLootId()) { if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Gameobject.ReportNotExistedId(lootid); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Gameobject.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u gameobject loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 gameobject loot templates. DB table `gameobject_loot_template` is empty"); } void LoadLootTemplates_Item() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading item loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Item.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore(); for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr) if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end() && itr->second.Flags & ITEM_PROTO_FLAG_OPENABLE) lootIdSet.erase(itr->second.ItemId); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Item.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u item loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 item loot templates. DB table `item_loot_template` is empty"); } void LoadLootTemplates_Milling() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading milling loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Milling.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore(); for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr) { if (!(itr->second.Flags & ITEM_PROTO_FLAG_MILLABLE)) continue; if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end()) lootIdSet.erase(itr->second.ItemId); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Milling.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u milling loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 milling loot templates. DB table `milling_loot_template` is empty"); } void LoadLootTemplates_Pickpocketing() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading pickpocketing loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Pickpocketing.LoadAndCollectLootIds(lootIdSet); // Remove real entries and check loot existence CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates(); for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr) { if (uint32 lootid = itr->second.pickpocketLootId) { if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Pickpocketing.ReportNotExistedId(lootid); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Pickpocketing.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u pickpocketing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 pickpocketing loot templates. DB table `pickpocketing_loot_template` is empty"); } void LoadLootTemplates_Prospecting() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading prospecting loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Prospecting.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot ItemTemplateContainer const* its = sObjectMgr->GetItemTemplateStore(); for (ItemTemplateContainer::const_iterator itr = its->begin(); itr != its->end(); ++itr) { if (!(itr->second.Flags & ITEM_PROTO_FLAG_PROSPECTABLE)) continue; if (lootIdSet.find(itr->second.ItemId) != lootIdSet.end()) lootIdSet.erase(itr->second.ItemId); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Prospecting.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u prospecting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 prospecting loot templates. DB table `prospecting_loot_template` is empty"); } void LoadLootTemplates_Mail() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading mail loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Mail.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot for (uint32 i = 1; i < sMailTemplateStore.GetNumRows(); ++i) if (sMailTemplateStore.LookupEntry(i)) if (lootIdSet.find(i) != lootIdSet.end()) lootIdSet.erase(i); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Mail.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u mail loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 mail loot templates. DB table `mail_loot_template` is empty"); } void LoadLootTemplates_Skinning() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading skinning loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Skinning.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates(); for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr) { if (uint32 lootid = itr->second.SkinLootId) { if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Skinning.ReportNotExistedId(lootid); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Skinning.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u skinning loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 skinning loot templates. DB table `skinning_loot_template` is empty"); } void LoadLootTemplates_Spell() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading spell loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; uint32 count = LootTemplates_Spell.LoadAndCollectLootIds(lootIdSet); // remove real entries and check existence loot for (uint32 spell_id = 1; spell_id < sSpellMgr->GetSpellInfoStoreSize(); ++spell_id) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id); if (!spellInfo) continue; // possible cases if (!spellInfo->IsLootCrafting()) continue; if (lootIdSet.find(spell_id) == lootIdSet.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_ATTR0_NOT_SHAPESHIFT) || (spellInfo->Attributes & SPELL_ATTR0_TRADESPELL)) { LootTemplates_Spell.ReportNotExistedId(spell_id); } } else lootIdSet.erase(spell_id); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Spell.ReportUnusedIds(lootIdSet); if (count) sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u spell loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 spell loot templates. DB table `spell_loot_template` is empty"); } void LoadLootTemplates_Reference() { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading reference loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet; LootTemplates_Reference.LoadAndCollectLootIds(lootIdSet); // check references and remove used LootTemplates_Creature.CheckLootRefs(&lootIdSet); LootTemplates_Fishing.CheckLootRefs(&lootIdSet); LootTemplates_Gameobject.CheckLootRefs(&lootIdSet); LootTemplates_Item.CheckLootRefs(&lootIdSet); LootTemplates_Milling.CheckLootRefs(&lootIdSet); LootTemplates_Pickpocketing.CheckLootRefs(&lootIdSet); LootTemplates_Skinning.CheckLootRefs(&lootIdSet); LootTemplates_Disenchant.CheckLootRefs(&lootIdSet); LootTemplates_Prospecting.CheckLootRefs(&lootIdSet); LootTemplates_Mail.CheckLootRefs(&lootIdSet); LootTemplates_Reference.CheckLootRefs(&lootIdSet); // output error for any still listed ids (not referenced from any loot table) LootTemplates_Reference.ReportUnusedIds(lootIdSet); sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded refence loot templates in %u ms", GetMSTimeDiffToNow(oldMSTime)); }