*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
This commit is contained in:
@@ -17,23 +17,29 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_LOOTMGR_H
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#define TRINITY_LOOTMGR_H
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#include "ItemEnchantmentMgr.h"
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#include "ByteBuffer.h"
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#include "Utilities/LinkedReference/RefManager.h"
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#include <map>
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#include <vector>
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enum RollType
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{
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ROLL_PASS = 0,
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ROLL_NEED = 1,
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ROLL_GREED = 2
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};
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#define MAX_NR_LOOT_ITEMS 16
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// note: the client cannot show more than 16 items total
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#define MAX_NR_QUEST_ITEMS 32
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// unrelated to the number of quest items shown, just for reserve
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enum LootMethod
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{
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FREE_FOR_ALL = 0,
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@@ -42,6 +48,7 @@ enum LootMethod
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GROUP_LOOT = 3,
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NEED_BEFORE_GREED = 4
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};
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enum PermissionTypes
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{
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ALL_PERMISSION = 0,
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@@ -49,6 +56,7 @@ enum PermissionTypes
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MASTER_PERMISSION = 2,
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NONE_PERMISSION = 3
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};
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enum LootType
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{
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LOOT_CORPSE = 1,
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@@ -59,11 +67,14 @@ enum LootType
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LOOT_SKINNING = 6,
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LOOT_PROSPECTING = 7,
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LOOT_MILLING = 8,
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LOOT_FISHINGHOLE = 20, // unsupported by client, sending LOOT_FISHING instead
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LOOT_INSIGNIA = 21 // unsupported by client, sending LOOT_CORPSE instead
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};
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class Player;
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class LootStore;
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struct LootStoreItem
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{
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uint32 itemid; // id of the item
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@@ -73,16 +84,19 @@ struct LootStoreItem
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bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB)
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uint8 maxcount :8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
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uint16 conditionId :16; // additional loot condition Id
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// Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
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// displayid is filled in IsValid() which must be called after
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LootStoreItem(uint32 _itemid, float _chanceOrQuestChance, int8 _group, uint8 _conditionId, int32 _mincountOrRef, uint8 _maxcount)
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: itemid(_itemid), chance(fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef),
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group(_group), needs_quest(_chanceOrQuestChance < 0), maxcount(_maxcount), conditionId(_conditionId)
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{}
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bool Roll(bool rate) const; // Checks if the entry takes it's chance (at loot generation)
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bool IsValid(LootStore const& store, uint32 entry) const;
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// Checks correctness of values
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};
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struct LootItem
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{
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uint32 itemid;
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@@ -96,43 +110,57 @@ struct LootItem
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bool is_underthreshold : 1;
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bool is_counted : 1;
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bool needs_quest : 1; // quest drop
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// Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties
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// Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0)
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explicit LootItem(LootStoreItem const& li);
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool AllowedForPlayer(Player const * player) const;
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};
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struct QuestItem
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{
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uint8 index; // position in quest_items;
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bool is_looted;
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QuestItem()
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: index(0), is_looted(false) {}
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QuestItem(uint8 _index, bool _islooted = false)
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: index(_index), is_looted(_islooted) {}
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};
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struct Loot;
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class LootTemplate;
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typedef std::vector<QuestItem> QuestItemList;
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typedef std::map<uint32, QuestItemList *> QuestItemMap;
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typedef std::vector<LootStoreItem> LootStoreItemList;
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typedef UNORDERED_MAP<uint32, LootTemplate*> LootTemplateMap;
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typedef std::set<uint32> LootIdSet;
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class LootStore
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{
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public:
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explicit LootStore(char const* name, char const* entryName, bool ratesAllowed)
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: m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed) {}
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virtual ~LootStore() { Clear(); }
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void Verify() const;
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void LoadAndCollectLootIds(LootIdSet& ids_set);
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void CheckLootRefs(LootIdSet* ref_set = NULL) const;// check existence reference and remove it from ref_set
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void ReportUnusedIds(LootIdSet const& ids_set) const;
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void ReportNotExistedId(uint32 id) const;
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bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
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bool HaveQuestLootFor(uint32 loot_id) const;
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bool HaveQuestLootForPlayer(uint32 loot_id,Player* player) const;
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LootTemplate const* GetLootFor(uint32 loot_id) const;
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char const* GetName() const { return m_name; }
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char const* GetEntryName() const { return m_entryName; }
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bool IsRatesAllowed() const { return m_ratesAllowed; }
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@@ -145,19 +173,23 @@ class LootStore
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char const* m_entryName;
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bool m_ratesAllowed;
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};
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class LootTemplate
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{
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class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
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typedef std::vector<LootGroup> LootGroups;
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public:
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// Adds an entry to the group (at loading stage)
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void AddEntry(LootStoreItem& item);
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// Rolls for every item in the template and adds the rolled items the the loot
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void Process(Loot& loot, LootStore const& store, bool rate, uint8 GroupId = 0) const;
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// True if template includes at least 1 quest drop entry
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bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
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// True if template includes at least 1 quest drop for an active quest of the player
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bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 GroupId = 0) const;
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// Checks integrity of the template
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void Verify(LootStore const& store, uint32 Id) const;
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void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const;
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@@ -165,7 +197,9 @@ class LootTemplate
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LootStoreItemList Entries; // not grouped only
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LootGroups Groups; // groups have own (optimised) processing, grouped entries go there
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};
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//=====================================================
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class LootValidatorRef : public Reference<Loot, LootValidatorRef>
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{
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public:
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@@ -173,51 +207,66 @@ class LootValidatorRef : public Reference<Loot, LootValidatorRef>
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void targetObjectDestroyLink() {}
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void sourceObjectDestroyLink() {}
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};
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//=====================================================
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class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
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{
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public:
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typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
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LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
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LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
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iterator begin() { return iterator(getFirst()); }
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iterator end() { return iterator(NULL); }
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iterator rbegin() { return iterator(getLast()); }
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iterator rend() { return iterator(NULL); }
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};
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//=====================================================
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struct LootView;
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ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li);
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ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
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struct Loot
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{
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friend ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv);
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QuestItemMap const& GetPlayerQuestItems() const { return PlayerQuestItems; }
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QuestItemMap const& GetPlayerFFAItems() const { return PlayerFFAItems; }
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QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
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std::vector<LootItem> items;
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uint32 gold;
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uint8 unlootedCount;
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LootType loot_type; // required for achievement system
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Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE) {}
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~Loot() { clear(); }
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// if loot becomes invalid this reference is used to inform the listener
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void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
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{
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i_LootValidatorRefManager.insertFirst(pLootValidatorRef);
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}
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// void clear();
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void clear()
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{
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for (QuestItemMap::const_iterator itr = PlayerQuestItems.begin(); itr != PlayerQuestItems.end(); ++itr)
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delete itr->second;
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PlayerQuestItems.clear();
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for (QuestItemMap::const_iterator itr = PlayerFFAItems.begin(); itr != PlayerFFAItems.end(); ++itr)
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delete itr->second;
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PlayerFFAItems.clear();
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for (QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.begin(); itr != PlayerNonQuestNonFFAConditionalItems.end(); ++itr)
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delete itr->second;
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PlayerNonQuestNonFFAConditionalItems.clear();
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PlayersLooting.clear();
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items.clear();
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quest_items.clear();
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@@ -225,32 +274,41 @@ struct Loot
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unlootedCount = 0;
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i_LootValidatorRefManager.clearReferences();
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}
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bool empty() const { return items.empty() && gold == 0; }
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bool isLooted() const { return gold == 0 && unlootedCount == 0; }
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void NotifyItemRemoved(uint8 lootIndex);
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void NotifyQuestItemRemoved(uint8 questIndex);
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void NotifyMoneyRemoved();
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void AddLooter(uint64 GUID) { PlayersLooting.insert(GUID); }
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void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
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void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
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void FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal);
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// Inserts the item into the loot (called by LootTemplate processors)
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void AddItem(LootStoreItem const & item);
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LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
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uint32 GetMaxSlotInLootFor(Player* player) const;
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private:
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void FillNotNormalLootFor(Player* player);
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QuestItemList* FillFFALoot(Player* player);
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QuestItemList* FillQuestLoot(Player* player);
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QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
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std::vector<LootItem> quest_items;
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std::set<uint64> PlayersLooting;
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QuestItemMap PlayerQuestItems;
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QuestItemMap PlayerFFAItems;
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QuestItemMap PlayerNonQuestNonFFAConditionalItems;
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// All rolls are registered here. They need to know, when the loot is not valid anymore
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LootValidatorRefManager i_LootValidatorRefManager;
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};
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struct LootView
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{
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Loot &loot;
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@@ -259,6 +317,7 @@ struct LootView
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LootView(Loot &_loot, Player *_viewer,PermissionTypes _permission = ALL_PERMISSION)
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: loot(_loot), viewer(_viewer), permission(_permission) {}
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};
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extern LootStore LootTemplates_Creature;
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extern LootStore LootTemplates_Fishing;
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extern LootStore LootTemplates_Gameobject;
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@@ -270,6 +329,7 @@ extern LootStore LootTemplates_Disenchant;
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extern LootStore LootTemplates_Prospecting;
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extern LootStore LootTemplates_QuestMail;
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extern LootStore LootTemplates_Spell;
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void LoadLootTemplates_Creature();
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void LoadLootTemplates_Fishing();
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void LoadLootTemplates_Gameobject();
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@@ -280,8 +340,10 @@ void LoadLootTemplates_Skinning();
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void LoadLootTemplates_Disenchant();
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void LoadLootTemplates_Prospecting();
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void LoadLootTemplates_QuestMail();
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void LoadLootTemplates_Spell();
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void LoadLootTemplates_Reference();
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inline void LoadLootTables()
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{
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LoadLootTemplates_Creature();
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@@ -295,7 +357,9 @@ inline void LoadLootTables()
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LoadLootTemplates_Prospecting();
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LoadLootTemplates_QuestMail();
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LoadLootTemplates_Spell();
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LoadLootTemplates_Reference();
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}
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#endif
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