/* * Copyright (C) 2012-2018 CypherCore * * 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 3 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 . */ using Framework.Constants; using Framework.Database; using Game.Conditions; using Game.DataStorage; using Game.Entities; using System; using System.Collections.Generic; namespace Game.Loots { using LootStoreItemList = List; using LootTemplateMap = Dictionary; public class LootManager : LootStorage { static void Initialize() { Creature = new LootStore("creature_loot_template", "creature entry"); Disenchant = new LootStore("disenchant_loot_template", "item disenchant id"); Fishing = new LootStore("fishing_loot_template", "area id"); Gameobject = new LootStore("gameobject_loot_template", "gameobject entry"); Items = new LootStore("item_loot_template", "item entry"); Mail = new LootStore("mail_loot_template", "mail template id", false); Milling = new LootStore("milling_loot_template", "item entry (herb)"); Pickpocketing = new LootStore("pickpocketing_loot_template", "creature pickpocket lootid"); Prospecting = new LootStore("prospecting_loot_template", "item entry (ore)"); Reference = new LootStore("reference_loot_template", "reference id", false); Skinning = new LootStore("skinning_loot_template", "creature skinning id"); Spell = new LootStore("spell_loot_template", "spell id (random item creating)", false); } public static void LoadLootTables() { Initialize(); LoadLootTemplates_Creature(); LoadLootTemplates_Fishing(); LoadLootTemplates_Gameobject(); LoadLootTemplates_Item(); LoadLootTemplates_Mail(); LoadLootTemplates_Milling(); LoadLootTemplates_Pickpocketing(); LoadLootTemplates_Skinning(); LoadLootTemplates_Disenchant(); LoadLootTemplates_Prospecting(); LoadLootTemplates_Spell(); LoadLootTemplates_Reference(); } public static void LoadLootTemplates_Creature() { Log.outInfo(LogFilter.ServerLoading, "Loading creature loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet, lootIdSetUsed = new List(); uint count = Creature.LoadAndCollectLootIds(out lootIdSet); // Remove real entries and check loot existence var ctc = Global.ObjectMgr.GetCreatureTemplates(); foreach (var pair in ctc) { uint lootid = pair.Value.LootId; if (lootid != 0) { if (!lootIdSet.Contains(lootid)) Creature.ReportNonExistingId(lootid, pair.Value.Entry); else lootIdSetUsed.Add(lootid); } } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Creature.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} creature loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 creature loot templates. DB table `creature_loot_template` is empty"); } public static void LoadLootTemplates_Disenchant() { Log.outInfo(LogFilter.ServerLoading, "Loading disenchanting loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet, lootIdSetUsed = new List(); uint count = Disenchant.LoadAndCollectLootIds(out lootIdSet); foreach (var disenchant in CliDB.ItemDisenchantLootStorage.Values) { uint lootid = disenchant.Id; if (!lootIdSet.Contains(lootid)) Disenchant.ReportNonExistingId(lootid, disenchant.Id); else lootIdSetUsed.Add(lootid); } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Disenchant.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} disenchanting loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 disenchanting loot templates. DB table `disenchant_loot_template` is empty"); } public static void LoadLootTemplates_Fishing() { Log.outInfo(LogFilter.ServerLoading, "Loading fishing loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Fishing.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot foreach (var areaEntry in CliDB.AreaTableStorage.Values) if (lootIdSet.Contains(areaEntry.Id)) lootIdSet.Remove(areaEntry.Id); // output error for any still listed (not referenced from appropriate table) ids Fishing.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} fishing loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 fishing loot templates. DB table `fishing_loot_template` is empty"); } public static void LoadLootTemplates_Gameobject() { Log.outInfo(LogFilter.ServerLoading, "Loading gameobject loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet, lootIdSetUsed = new List(); uint count = Gameobject.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var gotc = Global.ObjectMgr.GetGameObjectTemplates(); foreach (var go in gotc) { uint lootid = go.Value.GetLootId(); if (lootid != 0) { if (!lootIdSet.Contains(lootid)) Gameobject.ReportNonExistingId(lootid, go.Value.entry); else lootIdSetUsed.Add(lootid); } } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Gameobject.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} gameobject loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 gameobject loot templates. DB table `gameobject_loot_template` is empty"); } public static void LoadLootTemplates_Item() { Log.outInfo(LogFilter.ServerLoading, "Loading item loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Items.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var its = Global.ObjectMgr.GetItemTemplates(); foreach (var pair in its) if (lootIdSet.Contains(pair.Value.GetId()) && pair.Value.GetFlags().HasAnyFlag(ItemFlags.HasLoot)) lootIdSet.Remove(pair.Value.GetId()); // output error for any still listed (not referenced from appropriate table) ids Items.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} item loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 item loot templates. DB table `item_loot_template` is empty"); } public static void LoadLootTemplates_Milling() { Log.outInfo(LogFilter.ServerLoading, "Loading milling loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Milling.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var its = Global.ObjectMgr.GetItemTemplates(); foreach (var pair in its) { if (!pair.Value.GetFlags().HasAnyFlag(ItemFlags.IsMillable)) continue; if (lootIdSet.Contains(pair.Value.GetId())) lootIdSet.Remove(pair.Value.GetId()); } // output error for any still listed (not referenced from appropriate table) ids Milling.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} milling loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 milling loot templates. DB table `milling_loot_template` is empty"); } public static void LoadLootTemplates_Pickpocketing() { Log.outInfo(LogFilter.ServerLoading, "Loading pickpocketing loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; List lootIdSetUsed = new List(); uint count = Pickpocketing.LoadAndCollectLootIds(out lootIdSet); // Remove real entries and check loot existence var ctc = Global.ObjectMgr.GetCreatureTemplates(); foreach (var pair in ctc) { uint lootid = pair.Value.PickPocketId; if (lootid != 0) { if (!lootIdSet.Contains(lootid)) Pickpocketing.ReportNonExistingId(lootid, pair.Value.Entry); else lootIdSetUsed.Add(lootid); } } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Pickpocketing.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} pickpocketing loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 pickpocketing loot templates. DB table `pickpocketing_loot_template` is empty"); } public static void LoadLootTemplates_Prospecting() { Log.outInfo(LogFilter.ServerLoading, "Loading prospecting loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Prospecting.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var its = Global.ObjectMgr.GetItemTemplates(); foreach (var pair in its) { if (!pair.Value.GetFlags().HasAnyFlag(ItemFlags.IsProspectable)) continue; if (lootIdSet.Contains(pair.Value.GetId())) lootIdSet.Remove(pair.Value.GetId()); } // output error for any still listed (not referenced from appropriate table) ids Prospecting.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} prospecting loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 prospecting loot templates. DB table `prospecting_loot_template` is empty"); } public static void LoadLootTemplates_Mail() { Log.outInfo(LogFilter.ServerLoading, "Loading mail loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Mail.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot foreach (var mail in CliDB.MailTemplateStorage.Values) if (lootIdSet.Contains(mail.Id)) lootIdSet.Remove(mail.Id); // output error for any still listed (not referenced from appropriate table) ids Mail.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} mail loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 mail loot templates. DB table `mail_loot_template` is empty"); } public static void LoadLootTemplates_Skinning() { Log.outInfo(LogFilter.ServerLoading, "Loading skinning loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; List lootIdSetUsed = new List(); uint count = Skinning.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var ctc = Global.ObjectMgr.GetCreatureTemplates(); foreach (var pair in ctc) { uint lootid = pair.Value.SkinLootId; if (lootid != 0) { if (!lootIdSet.Contains(lootid)) Skinning.ReportNonExistingId(lootid, pair.Value.Entry); else lootIdSetUsed.Add(lootid); } } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Skinning.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} skinning loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 skinning loot templates. DB table `skinning_loot_template` is empty"); } public static void LoadLootTemplates_Spell() { // TODO: change this to use MiscValue from spell effect as id instead of spell id Log.outInfo(LogFilter.ServerLoading, "Loading spell loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; uint count = Spell.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot foreach (var spellInfo in Global.SpellMgr.GetSpellInfoStorage().Values) { // possible cases if (!spellInfo.IsLootCrafting()) continue; if (!lootIdSet.Contains(spellInfo.Id)) { // not report about not trainable spells (optionally supported by DB) // ignore 61756 (Northrend Inscription Research (FAST QA VERSION) for example if (!spellInfo.HasAttribute(SpellAttr0.NotShapeshift) || spellInfo.HasAttribute(SpellAttr0.Tradespell)) { Spell.ReportNonExistingId(spellInfo.Id, spellInfo.Id); } } else lootIdSet.Remove(spellInfo.Id); } // output error for any still listed (not referenced from appropriate table) ids Spell.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} spell loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 spell loot templates. DB table `spell_loot_template` is empty"); } public static void LoadLootTemplates_Reference() { Log.outInfo(LogFilter.ServerLoading, "Loading reference loot templates..."); uint oldMSTime = Time.GetMSTime(); List lootIdSet; Reference.LoadAndCollectLootIds(out lootIdSet); // check references and remove used Creature.CheckLootRefs(lootIdSet); Fishing.CheckLootRefs(lootIdSet); Gameobject.CheckLootRefs(lootIdSet); Items.CheckLootRefs(lootIdSet); Milling.CheckLootRefs(lootIdSet); Pickpocketing.CheckLootRefs(lootIdSet); Skinning.CheckLootRefs(lootIdSet); Disenchant.CheckLootRefs(lootIdSet); Prospecting.CheckLootRefs(lootIdSet); Mail.CheckLootRefs(lootIdSet); Reference.CheckLootRefs(lootIdSet); // output error for any still listed ids (not referenced from any loot table) Reference.ReportUnusedIds(lootIdSet); Log.outInfo(LogFilter.ServerLoading, "Loaded refence loot templates in {0} ms", Time.GetMSTimeDiffToNow(oldMSTime)); } } public class LootStoreItem { public uint itemid; // id of the item public uint reference; // referenced TemplateleId public float chance; // chance to drop for both quest and non-quest items, chance to be used for refs public ushort lootmode; public bool needs_quest; // quest drop (negative ChanceOrQuestChance in DB) public byte groupid; public byte mincount; // mincount for drop items public byte maxcount; // max drop count for the item mincount or Ref multiplicator public List conditions; // additional loot condition public LootStoreItem(uint _itemid, uint _reference, float _chance, bool _needs_quest, ushort _lootmode, byte _groupid, byte _mincount, byte _maxcount) { itemid = _itemid; reference = _reference; chance = _chance; lootmode = _lootmode; needs_quest = _needs_quest; groupid = _groupid; mincount = _mincount; maxcount = _maxcount; conditions = new List(); } public bool Roll(bool rate) { if (chance >= 100.0f) return true; if (reference > 0) // reference case return RandomHelper.randChance(chance * (rate ? WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferenced) : 1.0f)); ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(itemid); float qualityModifier = pProto != null && rate ? WorldConfig.GetFloatValue(qualityToRate[(int)pProto.GetQuality()]) : 1.0f; return RandomHelper.randChance(chance * qualityModifier); } public bool IsValid(LootStore store, uint entry) { if (mincount == 0) { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: wrong mincount ({3}) - skipped", store.GetName(), entry, itemid, reference); return false; } if (reference == 0) // item (quest or non-quest) entry, maybe grouped { ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid); if (proto == null) { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: 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 { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: 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 { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: low chance ({3}) - skipped", store.GetName(), entry, itemid, chance); return false; } if (maxcount < mincount) // wrong max count { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: max count ({3}) less that min count ({4}) - skipped", store.GetName(), entry, itemid, maxcount, reference); return false; } } else // mincountOrRef < 0 { if (needs_quest) Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid); else if (chance == 0) // no chance for the reference { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: 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 } public static WorldCfg[] qualityToRate = new WorldCfg[7] { WorldCfg.RateDropItemPoor, // ITEM_QUALITY_POOR WorldCfg.RateDropItemNormal, // ITEM_QUALITY_NORMAL WorldCfg.RateDropItemUncommon, // ITEM_QUALITY_UNCOMMON WorldCfg.RateDropItemRare, // ITEM_QUALITY_RARE WorldCfg.RateDropItemEpic, // ITEM_QUALITY_EPIC WorldCfg.RateDropItemLegendary, // ITEM_QUALITY_LEGENDARY WorldCfg.RateDropItemArtifact, // ITEM_QUALITY_ARTIFACT }; } public class LootStore { public LootStore(string name, string entryName, bool ratesAllowed = true) { m_name = name; m_entryName = entryName; m_ratesAllowed = ratesAllowed; } void Verify() { foreach (var i in m_LootTemplates) i.Value.Verify(this, i.Key); } public uint LoadAndCollectLootIds(out List lootIdSet) { uint count = LoadLootTable(); lootIdSet = new List(); foreach (var tab in m_LootTemplates) lootIdSet.Add(tab.Key); return count; } public void CheckLootRefs(List ref_set = null) { foreach (var pair in m_LootTemplates) pair.Value.CheckLootRefs(m_LootTemplates, ref_set); } public void ReportUnusedIds(List lootIdSet) { // all still listed ids isn't referenced foreach (var id in lootIdSet) Log.outError( LogFilter.Sql, "Table '{0}' entry {1} isn't {2} and not referenced from loot, and then useless.", GetName(), id, GetEntryName()); } public void ReportNonExistingId(uint lootId, uint ownerId) { Log.outError( LogFilter.Sql, "Table '{0}' Entry {1} does not exist but it is used by {2} {3}", GetName(), lootId, GetEntryName(), ownerId); } public bool HaveLootFor(uint loot_id) { return m_LootTemplates.LookupByKey(loot_id) != null; } public bool HaveQuestLootFor(uint loot_id) { var lootTemplate = m_LootTemplates.LookupByKey(loot_id); if (lootTemplate == null) return false; // scan loot for quest items return lootTemplate.HasQuestDrop(m_LootTemplates); } public bool HaveQuestLootForPlayer(uint loot_id, Player player) { var tab = m_LootTemplates.LookupByKey(loot_id); if (tab != null) if (tab.HasQuestDropForPlayer(m_LootTemplates, player)) return true; return false; } public LootTemplate GetLootFor(uint loot_id) { var tab = m_LootTemplates.LookupByKey(loot_id); if (tab == null) return null; return tab; } public void ResetConditions() { foreach (var pair in m_LootTemplates) { List empty = new List(); pair.Value.CopyConditions(empty); } } public LootTemplate GetLootForConditionFill(uint loot_id) { var tab = m_LootTemplates.LookupByKey(loot_id); if (tab == null) return null; return tab; } public string GetName() { return m_name; } string GetEntryName() { return m_entryName; } public bool IsRatesAllowed() { return m_ratesAllowed; } uint LoadLootTable() { // Clearing store (for reloading case) Clear(); // 0 1 2 3 4 5 6 7 8 SQLResult result = DB.World.Query("SELECT Entry, Item, Reference, Chance, QuestRequired, LootMode, GroupId, MinCount, MaxCount FROM {0}", GetName()); if (result.IsEmpty()) return 0; uint count = 0; do { uint entry = result.Read(0); uint item = result.Read(1); uint reference = result.Read(2); float chance = result.Read(3); bool needsquest = result.Read(4); ushort lootmode = result.Read(5); byte groupid = result.Read(6); byte mincount = result.Read(7); byte maxcount = result.Read(8); if (groupid >= 1 << 7) // it stored in 7 bit field { Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: group ({3}) must be less {4} - 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 continue; // Looking for the template of the entry // often entries are put together if (m_LootTemplates.Empty() || !m_LootTemplates.ContainsKey(entry)) m_LootTemplates.Add(entry, new LootTemplate()); // Adds current row to the template m_LootTemplates[entry].AddEntry(storeitem); ++count; } while (result.NextRow()); Verify(); // Checks validity of the loot store return count; } void Clear() { m_LootTemplates.Clear(); } LootTemplateMap m_LootTemplates = new LootTemplateMap(); string m_name; string m_entryName; bool m_ratesAllowed; } public class LootTemplate { public void AddEntry(LootStoreItem item) { if (item.groupid > 0 && item.reference == 0) // Group { if (!Groups.ContainsKey(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.Add(item); } public void Process(Loot loot, bool rate, ushort lootMode, byte groupId = 0) { if (groupId != 0) // Group reference uses own processing of the group { if (groupId > Groups.Count) return; // Error message already printed at loading stage if (Groups[groupId - 1] == null) return; Groups[groupId - 1].Process(loot, lootMode); return; } // Rolling non-grouped items foreach (var item in Entries) { if (!Convert.ToBoolean(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 Referenced = LootManager.Reference.GetLootFor(item.reference); if (Referenced == null) continue; // Error message already printed at loading stage uint maxcount = (uint)(item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount)); for (uint 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 foreach (var group in Groups.Values) { if (group != null) group.Process(loot, lootMode); } } public void CopyConditions(List conditions) { foreach (var i in Entries) i.conditions.Clear(); foreach (var group in Groups.Values) group.CopyConditions(conditions); } public void CopyConditions(LootItem li) { // Copies the conditions list from a template item to a LootItem foreach (var item in Entries) { if (item.itemid != li.itemid) continue; li.conditions = item.conditions; break; } } public bool HasQuestDrop(LootTemplateMap store, byte groupId = 0) { if (groupId != 0) // Group reference { if (groupId > Groups.Count) return false; // Error message [should be] already printed at loading stage if (Groups[groupId - 1] == null) return false; return Groups[groupId - 1].HasQuestDrop(); } foreach (var item in Entries) { if (item.reference > 0) // References { var Referenced = store.LookupByKey(item.reference); if (Referenced == null) continue; // Error message [should be] already printed at loading stage if (Referenced.HasQuestDrop(store, item.groupid)) return true; } else if (item.needs_quest) return true; // quest drop found } // Now processing groups foreach (var group in Groups.Values) if (group.HasQuestDrop()) return true; return false; } public bool HasQuestDropForPlayer(LootTemplateMap store, Player player, byte groupId = 0) { if (groupId != 0) // Group reference { if (groupId > Groups.Count) return false; // Error message already printed at loading stage if (Groups[groupId - 1] == null) return false; return Groups[groupId - 1].HasQuestDropForPlayer(player); } // Checking non-grouped entries foreach (var item in Entries) { if (item.reference > 0) // References processing { var Referenced = store.LookupByKey(item.reference); if (Referenced == null) continue; // Error message already printed at loading stage if (Referenced.HasQuestDropForPlayer(store, player, item.groupid)) return true; } else if (player.HasQuestForItem(item.itemid)) return true; // active quest drop found } // Now checking groups foreach (var group in Groups.Values) if (group.HasQuestDropForPlayer(player)) return true; return false; } public void Verify(LootStore lootstore, uint id) { // Checking group chances foreach (var group in Groups) group.Value.Verify(lootstore, id, (byte)(group.Key + 1)); // @todo References validity checks } public void CheckLootRefs(LootTemplateMap store, List ref_set) { foreach (var item in Entries) { if (item.reference > 0) { if (LootManager.Reference.GetLootFor(item.reference) == null) LootManager.Reference.ReportNonExistingId(item.reference, item.itemid); else if (ref_set != null) ref_set.Remove(item.reference); } } foreach (var group in Groups.Values) group.CheckLootRefs(store, ref_set); } public bool addConditionItem(Condition cond) { if (cond == null || !cond.isLoaded())//should never happen, checked at loading { Log.outError(LogFilter.Loot, "LootTemplate.addConditionItem: condition is null"); return false; } if (!Entries.Empty()) { foreach (var i in Entries) { if (i.itemid == cond.SourceEntry) { i.conditions.Add(cond); return true; } } } if (!Groups.Empty()) { foreach (var group in Groups.Values) { if (group == null) continue; LootStoreItemList itemList = group.GetExplicitlyChancedItemList(); if (!itemList.Empty()) { foreach (var i in itemList) { if (i.itemid == cond.SourceEntry) { i.conditions.Add(cond); return true; } } } itemList = group.GetEqualChancedItemList(); if (!itemList.Empty()) { foreach (var i in itemList) { if (i.itemid == cond.SourceEntry) { i.conditions.Add(cond); return true; } } } } } return false; } public bool isReference(uint id) { foreach (var storeItem in Entries) if (storeItem.itemid == id && storeItem.reference > 0) return true; return false;//not found or not reference } LootStoreItemList Entries = new LootStoreItemList(); // not grouped only Dictionary Groups = new Dictionary(); // groups have own (optimised) processing, grouped entries go there public class LootGroup // A set of loot definitions for items (refs are not allowed) { public void AddEntry(LootStoreItem item) { if (item.chance != 0) ExplicitlyChanced.Add(item); else EqualChanced.Add(item); } public bool HasQuestDrop() { foreach (var i in ExplicitlyChanced) if (i.needs_quest) return true; foreach (var i in EqualChanced) if (i.needs_quest) return true; return false; } public bool HasQuestDropForPlayer(Player player) { foreach (var i in ExplicitlyChanced) if (player.HasQuestForItem(i.itemid)) return true; foreach (var i in EqualChanced) if (player.HasQuestForItem(i.itemid)) return true; return false; } public void Process(Loot loot, ushort lootMode) { LootStoreItem item = Roll(loot, lootMode); if (item != null) loot.AddItem(item); } float RawTotalChance() { float result = 0; foreach (var i in ExplicitlyChanced) if (!i.needs_quest) result += i.chance; return result; } float TotalChance() { float result = RawTotalChance(); if (!EqualChanced.Empty() && result < 100.0f) return 100.0f; return result; } public void Verify(LootStore lootstore, uint id, byte group_id = 0) { float chance = RawTotalChance(); if (chance > 101.0f) // @todo replace with 100% when DBs will be ready Log.outError(LogFilter.Sql, "Table '{0}' entry {1} group {2} has total chance > 100% ({3})", lootstore.GetName(), id, group_id, chance); if (chance >= 100.0f && !EqualChanced.Empty()) Log.outError(LogFilter.Sql, "Table '{0}' entry {1} group {2} has items with chance=0% but group total chance >= 100% ({3})", lootstore.GetName(), id, group_id, chance); } public void CheckLootRefs(LootTemplateMap store, List ref_set) { foreach (var item in ExplicitlyChanced) { if (item.reference > 0) { if (LootManager.Reference.GetLootFor(item.reference) == null) LootManager.Reference.ReportNonExistingId(item.reference, item.itemid); else if (ref_set != null) ref_set.Remove(item.reference); } } foreach (var item in EqualChanced) { if (item.reference > 0) { if (LootManager.Reference.GetLootFor(item.reference) == null) LootManager.Reference.ReportNonExistingId(item.reference, item.itemid); else if (ref_set != null) ref_set.Remove(item.reference); } } } public LootStoreItemList GetExplicitlyChancedItemList() { return ExplicitlyChanced; } public LootStoreItemList GetEqualChancedItemList() { return EqualChanced; } public void CopyConditions(List conditions) { foreach (var i in ExplicitlyChanced) i.conditions.Clear(); foreach (var i in EqualChanced) i.conditions.Clear(); } LootStoreItemList ExplicitlyChanced = new LootStoreItemList(); // Entries with chances defined in DB LootStoreItemList EqualChanced = new LootStoreItemList(); // Zero chances - every entry takes the same chance LootStoreItem Roll(Loot loot, ushort lootMode) { LootStoreItemList possibleLoot = ExplicitlyChanced; possibleLoot.RemoveAll(new LootGroupInvalidSelector(loot, lootMode).Check); if (!possibleLoot.Empty()) // First explicitly chanced entries are checked { float roll = (float)RandomHelper.randChance(); foreach (var item in possibleLoot) // check each explicitly chanced entry in the template and modify its chance based on quality. { if (item.chance >= 100.0f) return item; roll -= item.chance; if (roll < 0) return item; } } possibleLoot = EqualChanced; possibleLoot.RemoveAll(new LootGroupInvalidSelector(loot, lootMode).Check); if (!possibleLoot.Empty()) // If nothing selected yet - an item is taken from equal-chanced part return possibleLoot.SelectRandom(); return null; // Empty drop from the group } } } public struct LootGroupInvalidSelector { public LootGroupInvalidSelector(Loot loot, ushort lootMode) { _loot = loot; _lootMode = lootMode; } public bool Check(LootStoreItem item) { if (!Convert.ToBoolean(item.lootmode & _lootMode)) return true; byte foundDuplicates = 0; foreach (var lootItem in _loot.items) if (lootItem.itemid == item.itemid) if (++foundDuplicates == _loot.maxDuplicates) return true; return false; } Loot _loot; ushort _lootMode; } }