[svn] * Proper SVN structure
--HG-- branch : trunk
This commit is contained in:
@@ -0,0 +1,331 @@
|
||||
/*
|
||||
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef MANGOS_LOOTMGR_H
|
||||
#define MANGOS_LOOTMGR_H
|
||||
|
||||
#include "ItemEnchantmentMgr.h"
|
||||
#include "ByteBuffer.h"
|
||||
#include "Utilities/LinkedReference/RefManager.h"
|
||||
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
enum RollType
|
||||
{
|
||||
ROLL_PASS = 0,
|
||||
ROLL_NEED = 1,
|
||||
ROLL_GREED = 2
|
||||
};
|
||||
|
||||
#define MAX_NR_LOOT_ITEMS 16
|
||||
// note: the client cannot show more than 16 items total
|
||||
#define MAX_NR_QUEST_ITEMS 32
|
||||
// unrelated to the number of quest items shown, just for reserve
|
||||
|
||||
enum LootMethod
|
||||
{
|
||||
FREE_FOR_ALL = 0,
|
||||
ROUND_ROBIN = 1,
|
||||
MASTER_LOOT = 2,
|
||||
GROUP_LOOT = 3,
|
||||
NEED_BEFORE_GREED = 4
|
||||
};
|
||||
|
||||
enum PermissionTypes
|
||||
{
|
||||
ALL_PERMISSION = 0,
|
||||
GROUP_PERMISSION = 1,
|
||||
MASTER_PERMISSION = 2,
|
||||
NONE_PERMISSION = 3
|
||||
};
|
||||
|
||||
class Player;
|
||||
class LootStore;
|
||||
|
||||
struct LootStoreItem
|
||||
{
|
||||
uint32 itemid; // id of the item
|
||||
float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
|
||||
int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
|
||||
uint8 group :8;
|
||||
uint8 maxcount :8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
|
||||
uint16 conditionId :16; // additional loot condition Id
|
||||
bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB)
|
||||
|
||||
// Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
|
||||
// displayid is filled in IsValid() which must be called after
|
||||
LootStoreItem(uint32 _itemid, float _chanceOrQuestChance, int8 _group, uint8 _conditionId, int32 _mincountOrRef, uint8 _maxcount)
|
||||
: itemid(_itemid), chance(fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef),
|
||||
group(_group), maxcount(_maxcount), conditionId(_conditionId),
|
||||
needs_quest(_chanceOrQuestChance < 0) {}
|
||||
|
||||
bool Roll() const; // Checks if the entry takes it's chance (at loot generation)
|
||||
bool IsValid(LootStore const& store, uint32 entry) const;
|
||||
// Checks correctness of values
|
||||
};
|
||||
|
||||
struct LootItem
|
||||
{
|
||||
uint32 itemid;
|
||||
uint32 randomSuffix;
|
||||
int32 randomPropertyId;
|
||||
uint16 conditionId :16; // allow compiler pack structure
|
||||
uint8 count : 8;
|
||||
bool is_looted : 1;
|
||||
bool is_blocked : 1;
|
||||
bool freeforall : 1; // free for all
|
||||
bool is_underthreshold : 1;
|
||||
bool is_counted : 1;
|
||||
bool needs_quest : 1; // quest drop
|
||||
|
||||
// Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
|
||||
// Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0)
|
||||
explicit LootItem(LootStoreItem const& li);
|
||||
|
||||
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
|
||||
bool AllowedForPlayer(Player const * player) const;
|
||||
};
|
||||
|
||||
struct QuestItem
|
||||
{
|
||||
uint8 index; // position in quest_items;
|
||||
bool is_looted;
|
||||
|
||||
QuestItem()
|
||||
: index(0), is_looted(false) {}
|
||||
|
||||
QuestItem(uint8 _index, bool _islooted = false)
|
||||
: index(_index), is_looted(_islooted) {}
|
||||
};
|
||||
|
||||
struct Loot;
|
||||
class LootTemplate;
|
||||
|
||||
typedef std::vector<QuestItem> QuestItemList;
|
||||
typedef std::map<uint32, QuestItemList *> QuestItemMap;
|
||||
typedef std::vector<LootStoreItem> LootStoreItemList;
|
||||
typedef HM_NAMESPACE::hash_map<uint32, LootTemplate*> LootTemplateMap;
|
||||
|
||||
typedef std::set<uint32> LootIdSet;
|
||||
|
||||
class LootStore
|
||||
{
|
||||
public:
|
||||
explicit LootStore(char const* name, char const* entryName) : m_name(name), m_entryName(entryName) {}
|
||||
virtual ~LootStore() { Clear(); }
|
||||
|
||||
void Verify() const;
|
||||
|
||||
void LoadAndCollectLootIds(LootIdSet& ids_set);
|
||||
void CheckLootRefs(LootIdSet* ref_set = NULL) const;// check existence reference and remove it from ref_set
|
||||
void ReportUnusedIds(LootIdSet const& ids_set) const;
|
||||
void ReportNotExistedId(uint32 id) const;
|
||||
|
||||
bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
|
||||
bool HaveQuestLootFor(uint32 loot_id) const;
|
||||
bool HaveQuestLootForPlayer(uint32 loot_id,Player* player) const;
|
||||
|
||||
LootTemplate const* GetLootFor(uint32 loot_id) const;
|
||||
|
||||
char const* GetName() const { return m_name; }
|
||||
char const* GetEntryName() const { return m_entryName; }
|
||||
protected:
|
||||
void LoadLootTable();
|
||||
void Clear();
|
||||
private:
|
||||
LootTemplateMap m_LootTemplates;
|
||||
char const* m_name;
|
||||
char const* m_entryName;
|
||||
};
|
||||
|
||||
class LootTemplate
|
||||
{
|
||||
class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
|
||||
typedef std::vector<LootGroup> LootGroups;
|
||||
|
||||
public:
|
||||
// Adds an entry to the group (at loading stage)
|
||||
void AddEntry(LootStoreItem& item);
|
||||
// Rolls for every item in the template and adds the rolled items the the loot
|
||||
void Process(Loot& loot, LootStore const& store, uint8 GroupId = 0) const;
|
||||
|
||||
// True if template includes at least 1 quest drop entry
|
||||
bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
|
||||
// True if template includes at least 1 quest drop for an active quest of the player
|
||||
bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 GroupId = 0) const;
|
||||
|
||||
// Checks integrity of the template
|
||||
void Verify(LootStore const& store, uint32 Id) const;
|
||||
void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
|
||||
private:
|
||||
LootStoreItemList Entries; // not grouped only
|
||||
LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
|
||||
};
|
||||
|
||||
//=====================================================
|
||||
|
||||
class LootValidatorRef : public Reference<Loot, LootValidatorRef>
|
||||
{
|
||||
public:
|
||||
LootValidatorRef() {}
|
||||
void targetObjectDestroyLink() {}
|
||||
void sourceObjectDestroyLink() {}
|
||||
};
|
||||
|
||||
//=====================================================
|
||||
|
||||
class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
|
||||
{
|
||||
public:
|
||||
typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
|
||||
|
||||
LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
|
||||
LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
|
||||
|
||||
iterator begin() { return iterator(getFirst()); }
|
||||
iterator end() { return iterator(NULL); }
|
||||
iterator rbegin() { return iterator(getLast()); }
|
||||
iterator rend() { return iterator(NULL); }
|
||||
};
|
||||
|
||||
//=====================================================
|
||||
|
||||
struct Loot
|
||||
{
|
||||
QuestItemMap const& GetPlayerQuestItems() const { return PlayerQuestItems; }
|
||||
QuestItemMap const& GetPlayerFFAItems() const { return PlayerFFAItems; }
|
||||
QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
|
||||
|
||||
QuestItemList* FillFFALoot(Player* player);
|
||||
QuestItemList* FillQuestLoot(Player* player);
|
||||
QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
|
||||
|
||||
std::vector<LootItem> items;
|
||||
std::vector<LootItem> quest_items;
|
||||
uint32 gold;
|
||||
uint8 unlootedCount;
|
||||
|
||||
Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0) {}
|
||||
~Loot() { clear(); }
|
||||
|
||||
// if loot becomes invalid this reference is used to inform the listener
|
||||
void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
|
||||
{
|
||||
i_LootValidatorRefManager.insertFirst(pLootValidatorRef);
|
||||
}
|
||||
|
||||
// void clear();
|
||||
void clear()
|
||||
{
|
||||
items.clear(); gold = 0; PlayersLooting.clear();
|
||||
for (QuestItemMap::iterator itr = PlayerQuestItems.begin(); itr != PlayerQuestItems.end(); ++itr)
|
||||
delete itr->second;
|
||||
for (QuestItemMap::iterator itr = PlayerFFAItems.begin(); itr != PlayerFFAItems.end(); ++itr)
|
||||
delete itr->second;
|
||||
for (QuestItemMap::iterator itr = PlayerNonQuestNonFFAConditionalItems.begin(); itr != PlayerNonQuestNonFFAConditionalItems.end(); ++itr)
|
||||
delete itr->second;
|
||||
|
||||
PlayerQuestItems.clear();
|
||||
PlayerFFAItems.clear();
|
||||
PlayerNonQuestNonFFAConditionalItems.clear();
|
||||
|
||||
items.clear();
|
||||
quest_items.clear();
|
||||
gold = 0;
|
||||
unlootedCount = 0;
|
||||
i_LootValidatorRefManager.clearReferences();
|
||||
}
|
||||
|
||||
bool empty() const { return items.empty() && gold == 0; }
|
||||
bool isLooted() const { return gold == 0 && unlootedCount == 0; }
|
||||
|
||||
void NotifyItemRemoved(uint8 lootIndex);
|
||||
void NotifyQuestItemRemoved(uint8 questIndex);
|
||||
void NotifyMoneyRemoved();
|
||||
void AddLooter(uint64 GUID) { PlayersLooting.insert(GUID); }
|
||||
void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
|
||||
|
||||
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
|
||||
void FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner);
|
||||
|
||||
// Inserts the item into the loot (called by LootTemplate processors)
|
||||
void AddItem(LootStoreItem const & item);
|
||||
|
||||
LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
|
||||
private:
|
||||
std::set<uint64> PlayersLooting;
|
||||
QuestItemMap PlayerQuestItems;
|
||||
QuestItemMap PlayerFFAItems;
|
||||
QuestItemMap PlayerNonQuestNonFFAConditionalItems;
|
||||
|
||||
// All rolls are registered here. They need to know, when the loot is not valid anymore
|
||||
LootValidatorRefManager i_LootValidatorRefManager;
|
||||
|
||||
};
|
||||
|
||||
struct LootView
|
||||
{
|
||||
Loot &loot;
|
||||
QuestItemList *qlist;
|
||||
QuestItemList *ffalist;
|
||||
QuestItemList *conditionallist;
|
||||
Player *viewer;
|
||||
PermissionTypes permission;
|
||||
LootView(Loot &_loot, QuestItemList *_qlist, QuestItemList *_ffalist, QuestItemList *_conditionallist, Player *_viewer,PermissionTypes _permission = ALL_PERMISSION)
|
||||
: loot(_loot), qlist(_qlist), ffalist(_ffalist), conditionallist(_conditionallist), viewer(_viewer), permission(_permission) {}
|
||||
};
|
||||
|
||||
extern LootStore LootTemplates_Creature;
|
||||
extern LootStore LootTemplates_Fishing;
|
||||
extern LootStore LootTemplates_Gameobject;
|
||||
extern LootStore LootTemplates_Item;
|
||||
extern LootStore LootTemplates_Pickpocketing;
|
||||
extern LootStore LootTemplates_Skinning;
|
||||
extern LootStore LootTemplates_Disenchant;
|
||||
extern LootStore LootTemplates_Prospecting;
|
||||
extern LootStore LootTemplates_QuestMail;
|
||||
|
||||
void LoadLootTemplates_Creature();
|
||||
void LoadLootTemplates_Fishing();
|
||||
void LoadLootTemplates_Gameobject();
|
||||
void LoadLootTemplates_Item();
|
||||
void LoadLootTemplates_Pickpocketing();
|
||||
void LoadLootTemplates_Skinning();
|
||||
void LoadLootTemplates_Disenchant();
|
||||
void LoadLootTemplates_Prospecting();
|
||||
void LoadLootTemplates_QuestMail();
|
||||
void LoadLootTemplates_Reference();
|
||||
|
||||
inline void LoadLootTables()
|
||||
{
|
||||
LoadLootTemplates_Creature();
|
||||
LoadLootTemplates_Fishing();
|
||||
LoadLootTemplates_Gameobject();
|
||||
LoadLootTemplates_Item();
|
||||
LoadLootTemplates_Pickpocketing();
|
||||
LoadLootTemplates_Skinning();
|
||||
LoadLootTemplates_Disenchant();
|
||||
LoadLootTemplates_Prospecting();
|
||||
LoadLootTemplates_QuestMail();
|
||||
LoadLootTemplates_Reference();
|
||||
}
|
||||
|
||||
ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
|
||||
ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
|
||||
#endif
|
||||
Reference in New Issue
Block a user