/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "Containers.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "ItemTemplate.h" #include "Log.h" #include "Loot.h" #include "ObjectMgr.h" #include "Player.h" #include "Random.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "World.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 CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; LootStoreItemList* GetExplicitlyChancedItemList() { return &ExplicitlyChanced; } LootStoreItemList* GetEqualChancedItemList() { return &EqualChanced; } void CopyConditions(ConditionContainer 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, Reference, Chance, QuestRequired, LootMode, GroupId, MinCount, 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(); uint32 reference = fields[2].GetUInt32(); float chance = fields[3].GetFloat(); bool needsquest = fields[4].GetBool(); uint16 lootmode = fields[5].GetUInt16(); uint8 groupid = fields[6].GetUInt8(); uint8 mincount = fields[7].GetUInt8(); uint8 maxcount = fields[8].GetUInt8(); if (groupid >= 1 << 7) // it stored in 7 bit field { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: GroupId (%u) must be less %u - skipped", GetName(), entry, item, groupid, 1 << 7); return 0; } LootStoreItem* storeitem = new LootStoreItem(item, reference, chance, needsquest, lootmode, groupid, mincount, 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 const* 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) { ConditionContainer 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) TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d isn't %s and not referenced from loot, and thus useless.", GetName(), *itr, GetEntryName()); } void LootStore::ReportNonExistingId(uint32 lootId) const { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d does not exist", GetName(), lootId); } void LootStore::ReportNonExistingId(uint32 lootId, const char* ownerType, uint32 ownerId) const { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d does not exist but it is used by %s %d", GetName(), lootId, ownerType, ownerId); } // // --------- 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 (reference > 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->GetQuality()]) : 1.0f; return roll_chance_f(chance * qualityModifier); } // Checks correctness of values bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const { if (mincount == 0) { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: wrong MinCount (%d) - skipped", store.GetName(), entry, itemid, mincount); return false; } if (reference == 0) // item (quest or non-quest) entry, maybe grouped { ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid); if (!proto) { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); return false; } if (chance == 0 && groupid == 0) // Zero chance is allowed for grouped entries only { TC_LOG_ERROR("sql.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 { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: low chance (%f) - skipped", store.GetName(), entry, itemid, chance); return false; } if (maxcount < mincount) // wrong max count { TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: MaxCount (%u) less that MinCount (%i) - skipped", store.GetName(), entry, itemid, int32(maxcount), mincount); return false; } } else // if reference loot { if (needs_quest) TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: quest required will be ignored", store.GetName(), entry, itemid); else if (chance == 0) // no chance for the reference { TC_LOG_ERROR("sql.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 } // // --------- 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(ConditionContainer /*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 TC_LOG_ERROR("sql.sql", "Table '%s' entry %u group %d has total chance > 100%% (%f)", lootstore.GetName(), id, group_id, chance); if (chance >= 100.0f && !EqualChanced.empty()) TC_LOG_ERROR("sql.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->reference > 0) { if (!LootTemplates_Reference.GetLootFor(item->reference)) LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid); else if (ref_set) ref_set->erase(item->reference); } } for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr) { LootStoreItem* item = *ieItr; if (item->reference > 0) { if (!LootTemplates_Reference.GetLootFor(item->reference)) LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid); else if (ref_set) ref_set->erase(item->reference); } } } // // --------- 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->groupid > 0 && item->reference == 0) // Group { if (item->groupid >= Groups.size()) Groups.resize(item->groupid, NULL); // Adds new group the the loot template if needed if (!Groups[item->groupid - 1]) Groups[item->groupid - 1] = new LootGroup(); Groups[item->groupid - 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(const ConditionContainer& 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 LootItemData 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->reference > 0) // References processing { LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(item->reference); 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->groupid); } 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->reference > 0) // References { LootTemplateMap::const_iterator Referenced = store.find(item->reference); if (Referenced == store.end()) continue; // Error message [should be] already printed at loading stage if (Referenced->second->HasQuestDrop(store, item->groupid)) 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->reference > 0) // References processing { LootTemplateMap::const_iterator Referenced = store.find(item->reference); if (Referenced == store.end()) continue; // Error message already printed at loading stage if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid)) 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->reference > 0) { if (!LootTemplates_Reference.GetLootFor(item->reference)) LootTemplates_Reference.ReportNonExistingId(item->reference, "Reference", item->itemid); else if (ref_set) ref_set->erase(item->reference); } } 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 { TC_LOG_ERROR("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)->reference > 0) return true; return false;//not found or not reference } void LoadLootTemplates_Creature() { TC_LOG_INFO("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.ReportNonExistingId(lootid, "Creature", itr->second.Entry); else lootIdSetUsed.insert(lootid); } } for (LootIdSet::const_iterator itr = lootIdSetUsed.begin(); itr != lootIdSetUsed.end(); ++itr) lootIdSet.erase(*itr); // 1 means loot for player corpse lootIdSet.erase(PLAYER_CORPSE_LOOT_ENTRY); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Creature.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u creature loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 creature loot templates. DB table `creature_loot_template` is empty"); } void LoadLootTemplates_Disenchant() { TC_LOG_INFO("server.loading", "Loading disenchanting loot templates..."); uint32 oldMSTime = getMSTime(); LootIdSet lootIdSet, lootIdSetUsed; uint32 count = LootTemplates_Disenchant.LoadAndCollectLootIds(lootIdSet); for (uint32 i = 0; i < sItemDisenchantLootStore.GetNumRows(); ++i) { ItemDisenchantLootEntry const* disenchant = sItemDisenchantLootStore.LookupEntry(i); if (!disenchant) continue; uint32 lootid = i; if (lootIdSet.find(lootid) == lootIdSet.end()) LootTemplates_Disenchant.ReportNonExistingId(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) TC_LOG_INFO("server.loading", ">> Loaded %u disenchanting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 disenchanting loot templates. DB table `disenchant_loot_template` is empty"); } void LoadLootTemplates_Fishing() { TC_LOG_INFO("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 (AreaTableEntry const* areaTable : sAreaTableStore) if (lootIdSet.find(areaTable->ID) != lootIdSet.end()) lootIdSet.erase(areaTable->ID); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Fishing.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u fishing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 fishing loot templates. DB table `fishing_loot_template` is empty"); } void LoadLootTemplates_Gameobject() { TC_LOG_INFO("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.ReportNonExistingId(lootid, "Gameobject", itr->second.entry); 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) TC_LOG_INFO("server.loading", ">> Loaded %u gameobject loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 gameobject loot templates. DB table `gameobject_loot_template` is empty"); } void LoadLootTemplates_Item() { TC_LOG_INFO("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.GetId()) != lootIdSet.end() && itr->second.GetFlags() & ITEM_FLAG_HAS_LOOT) lootIdSet.erase(itr->second.GetId()); // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Item.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u item loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 item loot templates. DB table `item_loot_template` is empty"); } void LoadLootTemplates_Milling() { TC_LOG_INFO("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.GetFlags() & ITEM_FLAG_IS_MILLABLE)) continue; if (lootIdSet.find(itr->second.GetId()) != lootIdSet.end()) lootIdSet.erase(itr->second.GetId()); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Milling.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u milling loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 milling loot templates. DB table `milling_loot_template` is empty"); } void LoadLootTemplates_Pickpocketing() { TC_LOG_INFO("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.ReportNonExistingId(lootid, "Creature", itr->second.Entry); 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) TC_LOG_INFO("server.loading", ">> Loaded %u pickpocketing loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 pickpocketing loot templates. DB table `pickpocketing_loot_template` is empty"); } void LoadLootTemplates_Prospecting() { TC_LOG_INFO("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.GetFlags() & ITEM_FLAG_IS_PROSPECTABLE)) continue; if (lootIdSet.find(itr->second.GetId()) != lootIdSet.end()) lootIdSet.erase(itr->second.GetId()); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Prospecting.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u prospecting loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 prospecting loot templates. DB table `prospecting_loot_template` is empty"); } void LoadLootTemplates_Mail() { TC_LOG_INFO("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) TC_LOG_INFO("server.loading", ">> Loaded %u mail loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 mail loot templates. DB table `mail_loot_template` is empty"); } void LoadLootTemplates_Skinning() { TC_LOG_INFO("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.ReportNonExistingId(lootid, "Creature", itr->second.Entry); 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) TC_LOG_INFO("server.loading", ">> Loaded %u skinning loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 skinning loot templates. DB table `skinning_loot_template` is empty"); } void LoadLootTemplates_Spell() { // TODO: change this to use MiscValue from spell effect as id instead of spell id TC_LOG_INFO("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->HasAttribute(SPELL_ATTR0_NOT_SHAPESHIFT) || (spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL))) LootTemplates_Spell.ReportNonExistingId(spell_id, "Spell", spellInfo->Id); } else lootIdSet.erase(spell_id); } // output error for any still listed (not referenced from appropriate table) ids LootTemplates_Spell.ReportUnusedIds(lootIdSet); if (count) TC_LOG_INFO("server.loading", ">> Loaded %u spell loot templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); else TC_LOG_ERROR("server.loading", ">> Loaded 0 spell loot templates. DB table `spell_loot_template` is empty"); } void LoadLootTemplates_Reference() { TC_LOG_INFO("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); TC_LOG_INFO("server.loading", ">> Loaded refence loot templates in %u ms", GetMSTimeDiffToNow(oldMSTime)); } void LoadLootTables() { LoadLootTemplates_Creature(); LoadLootTemplates_Fishing(); LoadLootTemplates_Gameobject(); LoadLootTemplates_Item(); LoadLootTemplates_Mail(); LoadLootTemplates_Milling(); LoadLootTemplates_Pickpocketing(); LoadLootTemplates_Skinning(); LoadLootTemplates_Disenchant(); LoadLootTemplates_Prospecting(); LoadLootTemplates_Spell(); LoadLootTemplates_Reference(); }