[10041] Use for spell 49145 and ranks for decrease SPELL_DIRECT_DAMAGE damage.
[getmangos.git] / src / game / LootMgr.h
blob45519594266889d5036aaad65e25ea7a450c8cfa
1 /*
2 * Copyright (C) 2005-2010 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"
26 #include <map>
27 #include <vector>
29 #define MAX_NR_LOOT_ITEMS 16
30 // note: the client cannot show more than 16 items total
31 #define MAX_NR_QUEST_ITEMS 32
32 // unrelated to the number of quest items shown, just for reserve
34 enum PermissionTypes
36 ALL_PERMISSION = 0,
37 GROUP_PERMISSION = 1,
38 MASTER_PERMISSION = 2,
39 NONE_PERMISSION = 3
42 enum LootType
44 LOOT_CORPSE = 1,
45 LOOT_PICKPOCKETING = 2,
46 LOOT_FISHING = 3,
47 LOOT_DISENCHANTING = 4,
48 // ignored always by client
49 LOOT_SKINNING = 6,
50 LOOT_PROSPECTING = 7,
51 LOOT_MILLING = 8,
53 LOOT_FISHINGHOLE = 20, // unsupported by client, sending LOOT_FISHING instead
54 LOOT_INSIGNIA = 21 // unsupported by client, sending LOOT_CORPSE instead
57 class Player;
58 class LootStore;
60 struct LootStoreItem
62 uint32 itemid; // id of the item
63 float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
64 int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
65 uint8 group :7;
66 bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB)
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
70 // Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
71 // displayid is filled in IsValid() which must be called after
72 LootStoreItem(uint32 _itemid, float _chanceOrQuestChance, int8 _group, uint16 _conditionId, int32 _mincountOrRef, uint8 _maxcount)
73 : itemid(_itemid), chance(fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef),
74 group(_group), needs_quest(_chanceOrQuestChance < 0), maxcount(_maxcount), conditionId(_conditionId)
77 bool Roll(bool rate) const; // Checks if the entry takes it's chance (at loot generation)
78 bool IsValid(LootStore const& store, uint32 entry) const;
79 // Checks correctness of values
82 struct LootItem
84 uint32 itemid;
85 uint32 randomSuffix;
86 int32 randomPropertyId;
87 uint16 conditionId :16; // allow compiler pack structure
88 uint8 count : 8;
89 bool is_looted : 1;
90 bool is_blocked : 1;
91 bool freeforall : 1; // free for all
92 bool is_underthreshold : 1;
93 bool is_counted : 1;
94 bool needs_quest : 1; // quest drop
96 // Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
97 // Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0)
98 explicit LootItem(LootStoreItem const& li);
100 // Basic checks for player/item compatibility - if false no chance to see the item in the loot
101 bool AllowedForPlayer(Player const * player) const;
104 typedef std::vector<LootItem> LootItemList;
106 struct QuestItem
108 uint8 index; // position in quest_items;
109 bool is_looted;
111 QuestItem()
112 : index(0), is_looted(false) {}
114 QuestItem(uint8 _index, bool _islooted = false)
115 : index(_index), is_looted(_islooted) {}
118 struct Loot;
119 class LootTemplate;
121 typedef std::vector<QuestItem> QuestItemList;
122 typedef std::map<uint32, QuestItemList *> QuestItemMap;
123 typedef std::vector<LootStoreItem> LootStoreItemList;
124 typedef UNORDERED_MAP<uint32, LootTemplate*> LootTemplateMap;
126 typedef std::set<uint32> LootIdSet;
128 class LootStore
130 public:
131 explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
132 : m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) {}
133 virtual ~LootStore() { Clear(); }
135 void Verify() const;
137 void LoadAndCollectLootIds(LootIdSet& ids_set);
138 void CheckLootRefs(LootIdSet* ref_set = NULL) const;// check existence reference and remove it from ref_set
139 void ReportUnusedIds(LootIdSet const& ids_set) const;
140 void ReportNotExistedId(uint32 id) const;
142 bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
143 bool HaveQuestLootFor(uint32 loot_id) const;
144 bool HaveQuestLootForPlayer(uint32 loot_id,Player* player) const;
146 LootTemplate const* GetLootFor(uint32 loot_id) const;
148 char const* GetName() const { return m_name; }
149 char const* GetEntryName() const { return m_entryName; }
150 bool IsRatesAllowed() const { return m_ratesAllowed; }
151 protected:
152 void LoadLootTable();
153 void Clear();
154 private:
155 LootTemplateMap m_LootTemplates;
156 char const* m_name;
157 char const* m_entryName;
158 bool m_ratesAllowed;
161 class LootTemplate
163 class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
164 typedef std::vector<LootGroup> LootGroups;
166 public:
167 // Adds an entry to the group (at loading stage)
168 void AddEntry(LootStoreItem& item);
169 // Rolls for every item in the template and adds the rolled items the the loot
170 void Process(Loot& loot, LootStore const& store, bool rate, uint8 GroupId = 0) const;
172 // True if template includes at least 1 quest drop entry
173 bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
174 // True if template includes at least 1 quest drop for an active quest of the player
175 bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 GroupId = 0) const;
177 // Checks integrity of the template
178 void Verify(LootStore const& store, uint32 Id) const;
179 void CheckLootRefs(LootIdSet* ref_set) const;
180 private:
181 LootStoreItemList Entries; // not grouped only
182 LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
185 //=====================================================
187 class LootValidatorRef : public Reference<Loot, LootValidatorRef>
189 public:
190 LootValidatorRef() {}
191 void targetObjectDestroyLink() {}
192 void sourceObjectDestroyLink() {}
195 //=====================================================
197 class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
199 public:
200 typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
202 LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
203 LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
205 iterator begin() { return iterator(getFirst()); }
206 iterator end() { return iterator(NULL); }
207 iterator rbegin() { return iterator(getLast()); }
208 iterator rend() { return iterator(NULL); }
211 //=====================================================
212 struct LootView;
214 ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
215 ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
217 struct Loot
219 friend ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
221 QuestItemMap const& GetPlayerQuestItems() const { return PlayerQuestItems; }
222 QuestItemMap const& GetPlayerFFAItems() const { return PlayerFFAItems; }
223 QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
225 LootItemList items;
226 uint32 gold;
227 uint8 unlootedCount;
228 LootType loot_type; // required for achievement system
230 Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE) {}
231 ~Loot() { clear(); }
233 // if loot becomes invalid this reference is used to inform the listener
234 void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
236 i_LootValidatorRefManager.insertFirst(pLootValidatorRef);
239 // void clear();
240 void clear()
242 for (QuestItemMap::const_iterator itr = PlayerQuestItems.begin(); itr != PlayerQuestItems.end(); ++itr)
243 delete itr->second;
244 PlayerQuestItems.clear();
246 for (QuestItemMap::const_iterator itr = PlayerFFAItems.begin(); itr != PlayerFFAItems.end(); ++itr)
247 delete itr->second;
248 PlayerFFAItems.clear();
250 for (QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.begin(); itr != PlayerNonQuestNonFFAConditionalItems.end(); ++itr)
251 delete itr->second;
252 PlayerNonQuestNonFFAConditionalItems.clear();
254 PlayersLooting.clear();
255 items.clear();
256 quest_items.clear();
257 gold = 0;
258 unlootedCount = 0;
259 i_LootValidatorRefManager.clearReferences();
262 bool empty() const { return items.empty() && gold == 0; }
263 bool isLooted() const { return gold == 0 && unlootedCount == 0; }
265 void NotifyItemRemoved(uint8 lootIndex);
266 void NotifyQuestItemRemoved(uint8 questIndex);
267 void NotifyMoneyRemoved();
268 void AddLooter(uint64 GUID) { PlayersLooting.insert(GUID); }
269 void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
271 void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
272 bool FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError = false);
274 // Inserts the item into the loot (called by LootTemplate processors)
275 void AddItem(LootStoreItem const & item);
277 LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
278 uint32 GetMaxSlotInLootFor(Player* player) const;
280 private:
281 void FillNotNormalLootFor(Player* player);
282 QuestItemList* FillFFALoot(Player* player);
283 QuestItemList* FillQuestLoot(Player* player);
284 QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
286 LootItemList quest_items;
287 std::set<uint64> PlayersLooting;
288 QuestItemMap PlayerQuestItems;
289 QuestItemMap PlayerFFAItems;
290 QuestItemMap PlayerNonQuestNonFFAConditionalItems;
292 // All rolls are registered here. They need to know, when the loot is not valid anymore
293 LootValidatorRefManager i_LootValidatorRefManager;
296 struct LootView
298 Loot &loot;
299 Player *viewer;
300 PermissionTypes permission;
301 LootView(Loot &_loot, Player *_viewer,PermissionTypes _permission = ALL_PERMISSION)
302 : loot(_loot), viewer(_viewer), permission(_permission) {}
305 extern LootStore LootTemplates_Creature;
306 extern LootStore LootTemplates_Fishing;
307 extern LootStore LootTemplates_Gameobject;
308 extern LootStore LootTemplates_Item;
309 extern LootStore LootTemplates_Mail;
310 extern LootStore LootTemplates_Milling;
311 extern LootStore LootTemplates_Pickpocketing;
312 extern LootStore LootTemplates_Skinning;
313 extern LootStore LootTemplates_Disenchant;
314 extern LootStore LootTemplates_Prospecting;
315 extern LootStore LootTemplates_Spell;
317 void LoadLootTemplates_Creature();
318 void LoadLootTemplates_Fishing();
319 void LoadLootTemplates_Gameobject();
320 void LoadLootTemplates_Item();
321 void LoadLootTemplates_Mail();
322 void LoadLootTemplates_Milling();
323 void LoadLootTemplates_Pickpocketing();
324 void LoadLootTemplates_Skinning();
325 void LoadLootTemplates_Disenchant();
326 void LoadLootTemplates_Prospecting();
328 void LoadLootTemplates_Spell();
329 void LoadLootTemplates_Reference();
331 inline void LoadLootTables()
333 LoadLootTemplates_Creature();
334 LoadLootTemplates_Fishing();
335 LoadLootTemplates_Gameobject();
336 LoadLootTemplates_Item();
337 LoadLootTemplates_Mail();
338 LoadLootTemplates_Milling();
339 LoadLootTemplates_Pickpocketing();
340 LoadLootTemplates_Skinning();
341 LoadLootTemplates_Disenchant();
342 LoadLootTemplates_Prospecting();
343 LoadLootTemplates_Spell();
345 LoadLootTemplates_Reference();
348 #endif