2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef MANGOS_LOOTMGR_H
20 #define MANGOS_LOOTMGR_H
22 #include "ItemEnchantmentMgr.h"
23 #include "ByteBuffer.h"
24 #include "Utilities/LinkedReference/RefManager.h"
36 #define MAX_NR_LOOT_ITEMS 16
37 // note: the client cannot show more than 16 items total
38 #define MAX_NR_QUEST_ITEMS 32
39 // unrelated to the number of quest items shown, just for reserve
54 MASTER_PERMISSION
= 2,
63 uint32 itemid
; // id of the item
64 float chance
; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
65 int32 mincountOrRef
; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
67 uint8 maxcount
:8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
68 uint16 conditionId
:16; // additional loot condition Id
69 bool needs_quest
:1; // quest drop (negative ChanceOrQuestChance in DB)
71 // Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
72 // displayid is filled in IsValid() which must be called after
73 LootStoreItem(uint32 _itemid
, float _chanceOrQuestChance
, int8 _group
, uint8 _conditionId
, int32 _mincountOrRef
, uint8 _maxcount
)
74 : itemid(_itemid
), chance(fabs(_chanceOrQuestChance
)), mincountOrRef(_mincountOrRef
),
75 group(_group
), maxcount(_maxcount
), conditionId(_conditionId
),
76 needs_quest(_chanceOrQuestChance
< 0) {}
78 bool Roll(bool rate
) const; // Checks if the entry takes it's chance (at loot generation)
79 bool IsValid(LootStore
const& store
, uint32 entry
) const;
80 // Checks correctness of values
87 int32 randomPropertyId
;
88 uint16 conditionId
:16; // allow compiler pack structure
92 bool freeforall
: 1; // free for all
93 bool is_underthreshold
: 1;
95 bool needs_quest
: 1; // quest drop
97 // Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
98 // Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0)
99 explicit LootItem(LootStoreItem
const& li
);
101 // Basic checks for player/item compatibility - if false no chance to see the item in the loot
102 bool AllowedForPlayer(Player
const * player
) const;
107 uint8 index
; // position in quest_items;
111 : index(0), is_looted(false) {}
113 QuestItem(uint8 _index
, bool _islooted
= false)
114 : index(_index
), is_looted(_islooted
) {}
120 typedef std::vector
<QuestItem
> QuestItemList
;
121 typedef std::map
<uint32
, QuestItemList
*> QuestItemMap
;
122 typedef std::vector
<LootStoreItem
> LootStoreItemList
;
123 typedef UNORDERED_MAP
<uint32
, LootTemplate
*> LootTemplateMap
;
125 typedef std::set
<uint32
> LootIdSet
;
130 explicit LootStore(char const* name
, char const* entryName
, bool ratesAllowed
)
131 : m_name(name
), m_entryName(entryName
), m_ratesAllowed(ratesAllowed
) {}
132 virtual ~LootStore() { Clear(); }
136 void LoadAndCollectLootIds(LootIdSet
& ids_set
);
137 void CheckLootRefs(LootIdSet
* ref_set
= NULL
) const;// check existence reference and remove it from ref_set
138 void ReportUnusedIds(LootIdSet
const& ids_set
) const;
139 void ReportNotExistedId(uint32 id
) const;
141 bool HaveLootFor(uint32 loot_id
) const { return m_LootTemplates
.find(loot_id
) != m_LootTemplates
.end(); }
142 bool HaveQuestLootFor(uint32 loot_id
) const;
143 bool HaveQuestLootForPlayer(uint32 loot_id
,Player
* player
) const;
145 LootTemplate
const* GetLootFor(uint32 loot_id
) const;
147 char const* GetName() const { return m_name
; }
148 char const* GetEntryName() const { return m_entryName
; }
149 bool IsRatesAllowed() const { return m_ratesAllowed
; }
151 void LoadLootTable();
154 LootTemplateMap m_LootTemplates
;
156 char const* m_entryName
;
162 class LootGroup
; // A set of loot definitions for items (refs are not allowed inside)
163 typedef std::vector
<LootGroup
> LootGroups
;
166 // Adds an entry to the group (at loading stage)
167 void AddEntry(LootStoreItem
& item
);
168 // Rolls for every item in the template and adds the rolled items the the loot
169 void Process(Loot
& loot
, LootStore
const& store
, bool rate
, uint8 GroupId
= 0) const;
171 // True if template includes at least 1 quest drop entry
172 bool HasQuestDrop(LootTemplateMap
const& store
, uint8 GroupId
= 0) const;
173 // True if template includes at least 1 quest drop for an active quest of the player
174 bool HasQuestDropForPlayer(LootTemplateMap
const& store
, Player
const * player
, uint8 GroupId
= 0) const;
176 // Checks integrity of the template
177 void Verify(LootStore
const& store
, uint32 Id
) const;
178 void CheckLootRefs(LootIdSet
* ref_set
) const;
180 LootStoreItemList Entries
; // not grouped only
181 LootGroups Groups
; // groups have own (optimised) processing, grouped entries go there
184 //=====================================================
186 class LootValidatorRef
: public Reference
<Loot
, LootValidatorRef
>
189 LootValidatorRef() {}
190 void targetObjectDestroyLink() {}
191 void sourceObjectDestroyLink() {}
194 //=====================================================
196 class LootValidatorRefManager
: public RefManager
<Loot
, LootValidatorRef
>
199 typedef LinkedListHead::Iterator
< LootValidatorRef
> iterator
;
201 LootValidatorRef
* getFirst() { return (LootValidatorRef
*)RefManager
<Loot
, LootValidatorRef
>::getFirst(); }
202 LootValidatorRef
* getLast() { return (LootValidatorRef
*)RefManager
<Loot
, LootValidatorRef
>::getLast(); }
204 iterator
begin() { return iterator(getFirst()); }
205 iterator
end() { return iterator(NULL
); }
206 iterator
rbegin() { return iterator(getLast()); }
207 iterator
rend() { return iterator(NULL
); }
210 //=====================================================
214 QuestItemMap
const& GetPlayerQuestItems() const { return PlayerQuestItems
; }
215 QuestItemMap
const& GetPlayerFFAItems() const { return PlayerFFAItems
; }
216 QuestItemMap
const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems
; }
218 QuestItemList
* FillFFALoot(Player
* player
);
219 QuestItemList
* FillQuestLoot(Player
* player
);
220 QuestItemList
* FillNonQuestNonFFAConditionalLoot(Player
* player
);
222 std::vector
<LootItem
> items
;
223 std::vector
<LootItem
> quest_items
;
227 Loot(uint32 _gold
= 0) : gold(_gold
), unlootedCount(0) {}
230 // if loot becomes invalid this reference is used to inform the listener
231 void addLootValidatorRef(LootValidatorRef
* pLootValidatorRef
)
233 i_LootValidatorRefManager
.insertFirst(pLootValidatorRef
);
239 items
.clear(); gold
= 0; PlayersLooting
.clear();
240 for (QuestItemMap::iterator itr
= PlayerQuestItems
.begin(); itr
!= PlayerQuestItems
.end(); ++itr
)
242 for (QuestItemMap::iterator itr
= PlayerFFAItems
.begin(); itr
!= PlayerFFAItems
.end(); ++itr
)
244 for (QuestItemMap::iterator itr
= PlayerNonQuestNonFFAConditionalItems
.begin(); itr
!= PlayerNonQuestNonFFAConditionalItems
.end(); ++itr
)
247 PlayerQuestItems
.clear();
248 PlayerFFAItems
.clear();
249 PlayerNonQuestNonFFAConditionalItems
.clear();
255 i_LootValidatorRefManager
.clearReferences();
258 bool empty() const { return items
.empty() && gold
== 0; }
259 bool isLooted() const { return gold
== 0 && unlootedCount
== 0; }
261 void NotifyItemRemoved(uint8 lootIndex
);
262 void NotifyQuestItemRemoved(uint8 questIndex
);
263 void NotifyMoneyRemoved();
264 void AddLooter(uint64 GUID
) { PlayersLooting
.insert(GUID
); }
265 void RemoveLooter(uint64 GUID
) { PlayersLooting
.erase(GUID
); }
267 void generateMoneyLoot(uint32 minAmount
, uint32 maxAmount
);
268 void FillLoot(uint32 loot_id
, LootStore
const& store
, Player
* loot_owner
);
270 // Inserts the item into the loot (called by LootTemplate processors)
271 void AddItem(LootStoreItem
const & item
);
273 LootItem
* LootItemInSlot(uint32 lootslot
, Player
* player
, QuestItem
** qitem
= NULL
, QuestItem
** ffaitem
= NULL
, QuestItem
** conditem
= NULL
);
275 std::set
<uint64
> PlayersLooting
;
276 QuestItemMap PlayerQuestItems
;
277 QuestItemMap PlayerFFAItems
;
278 QuestItemMap PlayerNonQuestNonFFAConditionalItems
;
280 // All rolls are registered here. They need to know, when the loot is not valid anymore
281 LootValidatorRefManager i_LootValidatorRefManager
;
288 QuestItemList
*qlist
;
289 QuestItemList
*ffalist
;
290 QuestItemList
*conditionallist
;
292 PermissionTypes permission
;
293 LootView(Loot
&_loot
, QuestItemList
*_qlist
, QuestItemList
*_ffalist
, QuestItemList
*_conditionallist
, Player
*_viewer
,PermissionTypes _permission
= ALL_PERMISSION
)
294 : loot(_loot
), qlist(_qlist
), ffalist(_ffalist
), conditionallist(_conditionallist
), viewer(_viewer
), permission(_permission
) {}
297 extern LootStore LootTemplates_Creature
;
298 extern LootStore LootTemplates_Fishing
;
299 extern LootStore LootTemplates_Gameobject
;
300 extern LootStore LootTemplates_Item
;
301 extern LootStore LootTemplates_Milling
;
302 extern LootStore LootTemplates_Pickpocketing
;
303 extern LootStore LootTemplates_Skinning
;
304 extern LootStore LootTemplates_Disenchant
;
305 extern LootStore LootTemplates_Prospecting
;
306 extern LootStore LootTemplates_QuestMail
;
307 extern LootStore LootTemplates_Spell
;
309 void LoadLootTemplates_Creature();
310 void LoadLootTemplates_Fishing();
311 void LoadLootTemplates_Gameobject();
312 void LoadLootTemplates_Item();
313 void LoadLootTemplates_Milling();
314 void LoadLootTemplates_Pickpocketing();
315 void LoadLootTemplates_Skinning();
316 void LoadLootTemplates_Disenchant();
317 void LoadLootTemplates_Prospecting();
318 void LoadLootTemplates_QuestMail();
320 void LoadLootTemplates_Spell();
321 void LoadLootTemplates_Reference();
323 inline void LoadLootTables()
325 LoadLootTemplates_Creature();
326 LoadLootTemplates_Fishing();
327 LoadLootTemplates_Gameobject();
328 LoadLootTemplates_Item();
329 LoadLootTemplates_Milling();
330 LoadLootTemplates_Pickpocketing();
331 LoadLootTemplates_Skinning();
332 LoadLootTemplates_Disenchant();
333 LoadLootTemplates_Prospecting();
334 LoadLootTemplates_QuestMail();
335 LoadLootTemplates_Spell();
337 LoadLootTemplates_Reference();
340 ByteBuffer
& operator<<(ByteBuffer
& b
, LootItem
const& li
);
341 ByteBuffer
& operator<<(ByteBuffer
& b
, LootView
const& lv
);