* Fixed corpse looting in wintergrasp Added corpse loot for wintergrasp quests and To the Looter Go the Spoils (1166) achievement Don't generate money for loot if no loot mode is available Simplified few things (cherry picked from commit 2412886ef69d305df1bd6e6422ca3134c0ab1449)
1189 lines
44 KiB
C++
1189 lines
44 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "LootMgr.h"
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#include "Containers.h"
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#include "DatabaseEnv.h"
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#include "DBCStores.h"
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#include "Group.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "SharedDefines.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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#include "Util.h"
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#include "World.h"
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static Rates const qualityToRate[MAX_ITEM_QUALITY] =
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{
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RATE_DROP_ITEM_POOR, // ITEM_QUALITY_POOR
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RATE_DROP_ITEM_NORMAL, // ITEM_QUALITY_NORMAL
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RATE_DROP_ITEM_UNCOMMON, // ITEM_QUALITY_UNCOMMON
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RATE_DROP_ITEM_RARE, // ITEM_QUALITY_RARE
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RATE_DROP_ITEM_EPIC, // ITEM_QUALITY_EPIC
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RATE_DROP_ITEM_LEGENDARY, // ITEM_QUALITY_LEGENDARY
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RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT
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};
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LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true);
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LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true);
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LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true);
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LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true);
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LootStore LootTemplates_Item("item_loot_template", "item entry", true);
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LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false);
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LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true);
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LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true);
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LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true);
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LootStore LootTemplates_Reference("reference_loot_template", "reference id", false);
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LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true);
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
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// Selects invalid loot items to be removed from group possible entries (before rolling)
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struct LootGroupInvalidSelector
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{
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explicit LootGroupInvalidSelector(Loot const& loot, uint16 lootMode) : _loot(loot), _lootMode(lootMode) { }
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bool operator()(LootStoreItem* item) const
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{
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if (!(item->lootmode & _lootMode))
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return true;
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uint8 foundDuplicates = 0;
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for (std::vector<LootItem>::const_iterator itr = _loot.items.begin(); itr != _loot.items.end(); ++itr)
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if (itr->itemid == item->itemid)
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if (++foundDuplicates == _loot.maxDuplicates)
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return true;
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return false;
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}
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private:
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Loot const& _loot;
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uint16 _lootMode;
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};
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class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
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{
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public:
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LootGroup() { }
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~LootGroup();
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void AddEntry(LootStoreItem* item); // Adds an entry to the group (at loading stage)
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bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
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bool HasQuestDropForPlayer(Player const* player) const;
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// The same for active quests of the player
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void Process(Loot& loot, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
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float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
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float TotalChance() const; // Overall chance for the group
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void Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const;
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void CollectLootIds(LootIdSet& set) const;
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void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
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LootStoreItemList* GetExplicitlyChancedItemList() { return &ExplicitlyChanced; }
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LootStoreItemList* GetEqualChancedItemList() { return &EqualChanced; }
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void CopyConditions(ConditionContainer conditions);
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private:
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LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
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LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
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LootStoreItem const* Roll(Loot& loot, uint16 lootMode) const; // Rolls an item from the group, returns nullptr if all miss their chances
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// This class must never be copied - storing pointers
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LootGroup(LootGroup const&);
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LootGroup& operator=(LootGroup const&);
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};
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//Remove all data and free all memory
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void LootStore::Clear()
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{
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for (LootTemplateMap::const_iterator itr=m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr)
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delete itr->second;
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m_LootTemplates.clear();
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}
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// Checks validity of the loot store
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// Actual checks are done within LootTemplate::Verify() which is called for every template
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void LootStore::Verify() const
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{
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for (LootTemplateMap::const_iterator i = m_LootTemplates.begin(); i != m_LootTemplates.end(); ++i)
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i->second->Verify(*this, i->first);
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}
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// Loads a *_loot_template DB table into loot store
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// All checks of the loaded template are called from here, no error reports at loot generation required
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uint32 LootStore::LoadLootTable()
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{
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LootTemplateMap::const_iterator tab;
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// Clearing store (for reloading case)
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Clear();
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// 0 1 2 3 4 5 6 7 8 9
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QueryResult result = WorldDatabase.PQuery("SELECT Entry, Item, Reference, Chance, QuestRequired, IsCurrency, LootMode, GroupId, MinCount, MaxCount FROM %s", GetName());
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if (!result)
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return 0;
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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uint32 item = fields[1].GetUInt32();
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uint32 reference = fields[2].GetUInt32();
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float chance = fields[3].GetFloat();
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bool needsquest = fields[4].GetBool();
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bool iscurrency = fields[5].GetBool();
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uint16 lootmode = fields[6].GetUInt16();
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uint8 groupid = fields[7].GetUInt8();
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uint8 mincount = fields[8].GetUInt8();
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uint8 maxcount = fields[9].GetUInt8();
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if (groupid >= 1 << 7) // it stored in 7 bit field
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: GroupId (%u) must be less %u - skipped", GetName(), entry, item, groupid, 1 << 7);
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return 0;
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}
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LootStoreItem* storeitem = new LootStoreItem(item, reference, chance, needsquest, iscurrency, lootmode, groupid, mincount, maxcount);
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if (!storeitem->IsValid(*this, entry)) // Validity checks
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{
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delete storeitem;
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continue;
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}
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// Looking for the template of the entry
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// often entries are put together
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if (m_LootTemplates.empty() || tab->first != entry)
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{
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// Searching the template (in case template Id changed)
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tab = m_LootTemplates.find(entry);
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if (tab == m_LootTemplates.end())
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{
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std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate()));
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tab = pr.first;
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}
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}
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// else is empty - template Id and iter are the same
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// finally iter refers to already existed or just created <entry, LootTemplate>
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// Adds current row to the template
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tab->second->AddEntry(storeitem);
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++count;
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}
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while (result->NextRow());
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Verify(); // Checks validity of the loot store
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return count;
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}
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bool LootStore::HaveQuestLootFor(uint32 loot_id) const
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{
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LootTemplateMap::const_iterator itr = m_LootTemplates.find(loot_id);
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if (itr == m_LootTemplates.end())
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return false;
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// scan loot for quest items
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return itr->second->HasQuestDrop(m_LootTemplates);
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}
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bool LootStore::HaveQuestLootForPlayer(uint32 loot_id, Player* player) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab != m_LootTemplates.end())
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if (tab->second->HasQuestDropForPlayer(m_LootTemplates, player))
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return true;
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return false;
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}
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void LootStore::ResetConditions()
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{
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for (LootTemplateMap::iterator itr = m_LootTemplates.begin(); itr != m_LootTemplates.end(); ++itr)
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{
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ConditionContainer empty;
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itr->second->CopyConditions(empty);
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}
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}
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LootTemplate const* LootStore::GetLootFor(uint32 loot_id) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab == m_LootTemplates.end())
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return nullptr;
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return tab->second;
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}
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LootTemplate* LootStore::GetLootForConditionFill(uint32 loot_id)
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{
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LootTemplateMap::iterator tab = m_LootTemplates.find(loot_id);
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if (tab == m_LootTemplates.end())
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return nullptr;
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return tab->second;
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}
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uint32 LootStore::LoadAndCollectLootIds(LootIdSet& lootIdSet)
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{
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uint32 count = LoadLootTable();
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for (LootTemplateMap::const_iterator tab = m_LootTemplates.begin(); tab != m_LootTemplates.end(); ++tab)
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lootIdSet.insert(tab->first);
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return count;
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}
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void LootStore::CheckLootRefs(LootIdSet* ref_set) const
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{
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for (LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr)
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ltItr->second->CheckLootRefs(m_LootTemplates, ref_set);
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}
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void LootStore::ReportUnusedIds(LootIdSet const& lootIdSet) const
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{
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// all still listed ids isn't referenced
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for (LootIdSet::const_iterator itr = lootIdSet.begin(); itr != lootIdSet.end(); ++itr)
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d isn't %s and not referenced from loot, and thus useless.", GetName(), *itr, GetEntryName());
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}
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void LootStore::ReportNonExistingId(uint32 lootId) const
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d does not exist", GetName(), lootId);
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}
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void LootStore::ReportNonExistingId(uint32 lootId, char const* ownerType, uint32 ownerId) const
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d does not exist but it is used by %s %d", GetName(), lootId, ownerType, ownerId);
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}
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//
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// --------- LootStoreItem ---------
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//
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// Checks if the entry (quest, non-quest, reference) takes it's chance (at loot generation)
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// RATE_DROP_ITEMS is no longer used for all types of entries
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bool LootStoreItem::Roll(bool rate) const
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{
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if (chance >= 100.0f)
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return true;
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if (reference > 0) // reference case
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return roll_chance_f(chance* (rate ? sWorld->getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
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if (is_currency)
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return roll_chance_f(chance);
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
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float qualityModifier = pProto && rate ? sWorld->getRate(qualityToRate[pProto->GetQuality()]) : 1.0f;
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return roll_chance_f(chance*qualityModifier);
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}
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// Checks correctness of values
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bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
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{
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if (mincount == 0)
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: wrong MinCount (%d) - skipped", store.GetName(), entry, itemid, mincount);
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return false;
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}
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if (reference == 0) // item (quest or non-quest) entry, maybe grouped
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{
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if (!is_currency)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
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if (!proto)
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid);
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return false;
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}
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}
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else
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{
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CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(itemid);
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if (!currency)
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d CurrencyId %d: currency does not exist in `CurrencyTypes.dbc` - skipped", store.GetName(), entry, itemid);
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return false;
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}
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}
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if (chance == 0 && groupid == 0) // Zero chance is allowed for grouped entries only
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid);
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return false;
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}
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if (chance != 0 && chance < 0.000001f) // loot with low chance
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: low chance (%f) - skipped",
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store.GetName(), entry, itemid, chance);
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return false;
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}
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if (maxcount < mincount) // wrong max count
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{
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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);
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return false;
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}
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}
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else // if reference loot
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{
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if (needs_quest)
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: quest required will be ignored", store.GetName(), entry, itemid);
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else if (chance == 0) // no chance for the reference
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{
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TC_LOG_ERROR("sql.sql", "Table '%s' Entry %d Item %d: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid);
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return false;
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}
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}
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return true; // Referenced template existence is checked at whole store level
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}
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//
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// --------- LootTemplate::LootGroup ---------
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//
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LootTemplate::LootGroup::~LootGroup()
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{
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while (!ExplicitlyChanced.empty())
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{
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delete ExplicitlyChanced.back();
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ExplicitlyChanced.pop_back();
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}
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while (!EqualChanced.empty())
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{
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delete EqualChanced.back();
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EqualChanced.pop_back();
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}
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}
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// Adds an entry to the group (at loading stage)
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void LootTemplate::LootGroup::AddEntry(LootStoreItem* item)
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{
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if (item->chance != 0)
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ExplicitlyChanced.push_back(item);
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else
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EqualChanced.push_back(item);
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}
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// Rolls an item from the group, returns nullptr if all miss their chances
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LootStoreItem const* LootTemplate::LootGroup::Roll(Loot& loot, uint16 lootMode) const
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{
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LootStoreItemList possibleLoot = ExplicitlyChanced;
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possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
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if (!possibleLoot.empty()) // First explicitly chanced entries are checked
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{
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float roll = (float)rand_chance();
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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.
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{
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LootStoreItem* item = *itr;
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if (item->chance >= 100.0f)
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return item;
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roll -= item->chance;
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if (roll < 0)
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return item;
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}
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}
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possibleLoot = EqualChanced;
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possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
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if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
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return Trinity::Containers::SelectRandomContainerElement(possibleLoot);
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return nullptr; // Empty drop from the group
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}
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// True if group includes at least 1 quest drop entry
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bool LootTemplate::LootGroup::HasQuestDrop() const
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{
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for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
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if ((*i)->needs_quest)
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return true;
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for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
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if ((*i)->needs_quest)
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return true;
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return false;
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}
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// True if group includes at least 1 quest drop entry for active quests of the player
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bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const* player) const
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{
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for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
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if (player->HasQuestForItem((*i)->itemid))
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return true;
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for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
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if (player->HasQuestForItem((*i)->itemid))
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return true;
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return false;
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}
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void LootTemplate::LootGroup::CopyConditions(ConditionContainer /*conditions*/)
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{
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for (LootStoreItemList::iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
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(*i)->conditions.clear();
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for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
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(*i)->conditions.clear();
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}
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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{
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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, nullptr); // 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 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->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 = disenchant->ID;
|
|
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 (uint32 i = 1; i < sAreaTableStore.GetNumRows(); ++i)
|
|
if (AreaTableEntry const* areaEntry = sAreaTableStore.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)
|
|
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()
|
|
{
|
|
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();
|
|
}
|