/*
* 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 .
*/
#ifndef TRINITY_LOOTMGR_H
#define TRINITY_LOOTMGR_H
#include "Define.h"
#include "ConditionMgr.h"
#include "ObjectGuid.h"
#include "SharedDefines.h"
#include
#include
class LootStore;
class LootTemplate;
class Player;
struct Loot;
struct LootItem;
struct TC_GAME_API LootStoreItem
{
uint32 itemid; // id of the item
uint32 reference; // referenced TemplateleId
float chance; // chance to drop for both quest and non-quest items, chance to be used for refs
uint16 lootmode;
bool needs_quest; // quest drop (quest is required for item to drop)
uint8 groupid;
uint8 mincount; // mincount for drop items
uint8 maxcount; // max drop count for the item mincount or Ref multiplicator
ConditionContainer conditions; // additional loot condition
// Constructor
// displayid is filled in IsValid() which must be called after
LootStoreItem(uint32 _itemid, uint32 _reference, float _chance, bool _needs_quest, uint16 _lootmode, uint8 _groupid, int32 _mincount, uint8 _maxcount)
: itemid(_itemid), reference(_reference), chance(_chance), lootmode(_lootmode),
needs_quest(_needs_quest), groupid(_groupid), mincount(_mincount), maxcount(_maxcount)
{ }
bool Roll(bool rate) const; // Checks if the entry takes it's chance (at loot generation)
bool IsValid(LootStore const& store, uint32 entry) const;
// Checks correctness of values
};
typedef std::list LootStoreItemList;
typedef std::unordered_map LootTemplateMap;
typedef std::set LootIdSet;
class TC_GAME_API LootStore
{
public:
explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
: m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) { }
virtual ~LootStore() { Clear(); }
void Verify() const;
uint32 LoadAndCollectLootIds(LootIdSet& ids_set);
void CheckLootRefs(LootIdSet* ref_set = nullptr) const; // check existence reference and remove it from ref_set
void ReportUnusedIds(LootIdSet const& ids_set) const;
void ReportNonExistingId(uint32 lootId, char const* ownerType, uint32 ownerId) const;
bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
bool HaveQuestLootFor(uint32 loot_id) const;
bool HaveQuestLootForPlayer(uint32 loot_id, Player* player) const;
LootTemplate const* GetLootFor(uint32 loot_id) const;
void ResetConditions();
LootTemplate* GetLootForConditionFill(uint32 loot_id);
char const* GetName() const { return m_name; }
char const* GetEntryName() const { return m_entryName; }
bool IsRatesAllowed() const { return m_ratesAllowed; }
protected:
uint32 LoadLootTable();
void Clear();
private:
LootTemplateMap m_LootTemplates;
char const* m_name;
char const* m_entryName;
bool m_ratesAllowed;
};
class TC_GAME_API LootTemplate
{
class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
typedef std::vector LootGroups;
public:
LootTemplate() { }
~LootTemplate();
// Adds an entry to the group (at loading stage)
void AddEntry(LootStoreItem* item);
// Rolls for every item in the template and adds the rolled items the the loot
void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId = 0) const;
void CopyConditions(ConditionContainer const& conditions);
void CopyConditions(LootItem* li) const;
// True if template includes at least 1 quest drop entry
bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const;
// True if template includes at least 1 quest drop for an active quest of the player
bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const* player, uint8 groupId = 0) const;
// Checks integrity of the template
void Verify(LootStore const& store, uint32 Id) const;
void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
bool addConditionItem(Condition* cond);
bool isReference(uint32 id);
private:
LootStoreItemList Entries; // not grouped only
LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
// Objects of this class must never be copied, we are storing pointers in container
LootTemplate(LootTemplate const&) = delete;
LootTemplate& operator=(LootTemplate const&) = delete;
};
//=====================================================
TC_GAME_API extern LootStore LootTemplates_Creature;
TC_GAME_API extern LootStore LootTemplates_Fishing;
TC_GAME_API extern LootStore LootTemplates_Gameobject;
TC_GAME_API extern LootStore LootTemplates_Item;
TC_GAME_API extern LootStore LootTemplates_Mail;
TC_GAME_API extern LootStore LootTemplates_Milling;
TC_GAME_API extern LootStore LootTemplates_Pickpocketing;
TC_GAME_API extern LootStore LootTemplates_Reference;
TC_GAME_API extern LootStore LootTemplates_Skinning;
TC_GAME_API extern LootStore LootTemplates_Disenchant;
TC_GAME_API extern LootStore LootTemplates_Prospecting;
TC_GAME_API extern LootStore LootTemplates_Spell;
TC_GAME_API void LoadLootTemplates_Creature();
TC_GAME_API void LoadLootTemplates_Fishing();
TC_GAME_API void LoadLootTemplates_Gameobject();
TC_GAME_API void LoadLootTemplates_Item();
TC_GAME_API void LoadLootTemplates_Mail();
TC_GAME_API void LoadLootTemplates_Milling();
TC_GAME_API void LoadLootTemplates_Pickpocketing();
TC_GAME_API void LoadLootTemplates_Skinning();
TC_GAME_API void LoadLootTemplates_Disenchant();
TC_GAME_API void LoadLootTemplates_Prospecting();
TC_GAME_API void LoadLootTemplates_Spell();
TC_GAME_API void LoadLootTemplates_Reference();
TC_GAME_API void LoadLootTables();
#endif