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https://github.com/araxiaonline/TrinityCore2.git
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Core/Loot: Reverted revision 44a1f284dd3e
Core/Loot: Implemented automatic currency distribution in better way, applying all conditions and updating achievements Closes issue #3912. --HG-- branch : trunk extra : rebase_source : 35c2a59d213793ee29dfd0fc1acb7c15b375b049
This commit is contained in:
@@ -22723,6 +22723,74 @@ void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore cons
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}
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}
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void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
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{
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QuestItem *qitem = NULL;
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QuestItem *ffaitem = NULL;
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QuestItem *conditem = NULL;
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LootItem *item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);
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if (!item)
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{
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SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
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return;
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}
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// questitems use the blocked field for other purposes
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if (!qitem && item->is_blocked)
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{
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SendLootRelease(GetLootGUID());
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return;
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}
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ItemPosCountVec dest;
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uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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{
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Item * newitem = StoreNewItem(dest, item->itemid, true, item->randomPropertyId);
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if (qitem)
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{
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qitem->is_looted = true;
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//freeforall is 1 if everyone's supposed to get the quest item.
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if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
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SendNotifyLootItemRemoved(lootSlot);
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else
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loot->NotifyQuestItemRemoved(qitem->index);
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}
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else
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{
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if (ffaitem)
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{
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//freeforall case, notify only one player of the removal
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ffaitem->is_looted = true;
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SendNotifyLootItemRemoved(lootSlot);
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}
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else
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{
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//not freeforall, notify everyone
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if (conditem)
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conditem->is_looted = true;
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loot->NotifyItemRemoved(lootSlot);
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}
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}
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//if only one person is supposed to loot the item, then set it to looted
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if (!item->freeforall)
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item->is_looted = true;
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--loot->unlootedCount;
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SendNewItem(newitem, uint32(item->count), false, false, true);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
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}
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else
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SendEquipError(msg, NULL, NULL, item->itemid);
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}
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uint32 Player::CalculateTalentsPoints() const
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{
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uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
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@@ -1194,6 +1194,7 @@ class Player : public Unit, public GridObject<Player>
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
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void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
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void StoreLootItem(uint8 lootSlot, Loot* loot);
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uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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uint8 _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
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@@ -37,18 +37,18 @@ static Rates const qualityToRate[MAX_ITEM_QUALITY] = {
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RATE_DROP_ITEM_ARTIFACT, // ITEM_QUALITY_ARTIFACT
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};
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LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true, true);
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LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true, false);
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LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true, false);
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LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true, true);
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LootStore LootTemplates_Item("item_loot_template", "item entry", true, false);
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LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false, false);
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LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true, false);
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LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true, false);
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LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true, false);
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LootStore LootTemplates_Reference("reference_loot_template", "reference id", false, false);
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LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true, false);
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false, false);
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LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true);
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LootStore LootTemplates_Disenchant("disenchant_loot_template", "item disenchant id", true);
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LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true);
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LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true);
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LootStore LootTemplates_Item("item_loot_template", "item entry", true);
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LootStore LootTemplates_Mail("mail_loot_template", "mail template id", false);
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LootStore LootTemplates_Milling("milling_loot_template", "item entry (herb)", true);
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LootStore LootTemplates_Pickpocketing("pickpocketing_loot_template", "creature pickpocket lootid", true);
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LootStore LootTemplates_Prospecting("prospecting_loot_template", "item entry (ore)", true);
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LootStore LootTemplates_Reference("reference_loot_template", "reference id", false);
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LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true);
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
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class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
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{
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@@ -57,8 +57,7 @@ class LootTemplate::LootGroup // A set of loot def
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bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
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bool HasQuestDropForPlayer(Player const * player) const;
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// The same for active quests of the player
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void Process(Loot& loot, Player* lootOwner, uint16 lootMode, bool autoProcessCurrency) const;
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// Rolls an item from the group (if any) and adds the item to the loot
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void Process(Loot& loot, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
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float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
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float TotalChance() const; // Overall chance for the group
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@@ -429,7 +428,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
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items.reserve(MAX_NR_LOOT_ITEMS);
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quest_items.reserve(MAX_NR_QUEST_ITEMS);
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tab->Process(*this, store, lootOwner, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group * pGroup = lootOwner->GetGroup();
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@@ -470,6 +469,22 @@ void Loot::FillNotNormalLootFor(Player* pl)
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qmapitr = PlayerNonQuestNonFFAConditionalItems.find(plguid);
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if (qmapitr == PlayerNonQuestNonFFAConditionalItems.end())
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FillNonQuestNonFFAConditionalLoot(pl);
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// Process currency items
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uint32 max_slot = GetMaxSlotInLootFor(pl);
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uint32 itemId = 0;
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uint32 itemsSize = uint32(items.size());
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for (uint32 i = 0; i < max_slot; ++i)
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{
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if (i < items.size())
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itemId = items[i].itemid;
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else
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itemId = quest_items[i-itemsSize].itemid;
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if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
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if (proto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
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pl->StoreLootItem(i, this);
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}
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}
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QuestItemList* Loot::FillFFALoot(Player* player)
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@@ -992,7 +1007,7 @@ void LootTemplate::LootGroup::CopyConditions(ConditionList /*conditions*/)
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}
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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void LootTemplate::LootGroup::Process(Loot& loot, Player* lootOwner, uint16 lootMode, bool autoProcessCurrency) const
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void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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{
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// build up list of possible drops
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LootStoreItemList EqualPossibleDrops = EqualChanced;
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@@ -1048,16 +1063,8 @@ void LootTemplate::LootGroup::Process(Loot& loot, Player* lootOwner, uint16 loot
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bool duplicate = false;
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if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid))
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{
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LootItemList::const_iterator _item = loot.items.begin();
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if (autoProcessCurrency)
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if (LootTemplate::ProcessCurrency(lootOwner, itr, _proto))
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{
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duplicate = true; // don't add to loot
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_item = loot.items.end(); // skip next loop
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}
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uint8 _item_counter = 0;
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for (; _item != loot.items.end(); ++_item)
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for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item)
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if (_item->itemid == item->itemid) // search through the items that have already dropped
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{
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++_item_counter;
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@@ -1175,15 +1182,14 @@ void LootTemplate::CopyConditions(ConditionList conditions)
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}
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// Rolls for every item in the template and adds the rolled items the the loot
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void LootTemplate::Process(Loot& loot, LootStore const& store, Player* lootOwner, bool rate, uint16 lootMode, uint8 groupId) const
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void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId) const
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{
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bool autoProcessCurrency = store.IsCurrencyAutoDistributed();
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if (groupId) // Group reference uses own processing of the group
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{
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if (groupId > Groups.size())
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return; // Error message already printed at loading stage
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Groups[groupId-1].Process(loot, lootOwner, lootMode, autoProcessCurrency);
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Groups[groupId-1].Process(loot, lootMode);
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return;
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}
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@@ -1198,10 +1204,6 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, Player* lootOwner
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if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(i->itemid))
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{
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if (autoProcessCurrency)
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if (ProcessCurrency(lootOwner, i, _proto))
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continue; // don't add to loot
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uint8 _item_counter = 0;
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LootItemList::const_iterator _item = loot.items.begin();
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for (; _item != loot.items.end(); ++_item)
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@@ -1225,7 +1227,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, Player* lootOwner
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continue; // Error message already printed at loading stage
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for (uint32 loop = 0; loop < i->maxcount; ++loop) // Ref multiplicator
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Referenced->Process(loot, store, lootOwner, rate, lootMode, i->group);
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Referenced->Process(loot, store, rate, lootMode, i->group);
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}
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else // Plain entries (not a reference, not grouped)
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loot.AddItem(*i); // Chance is already checked, just add
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@@ -1233,48 +1235,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, Player* lootOwner
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// Now processing groups
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for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
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i->Process(loot, lootOwner, lootMode, autoProcessCurrency);
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}
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bool LootTemplate::ProcessCurrency(Player* lootOwner, const LootStoreItemList::const_iterator& lootItem, ItemPrototype const* pProto)
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{
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uint32 itemId = lootItem->itemid;
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if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) // Tokens appear in currency of player and remove from drop
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{
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uint32 count = urand(lootItem->mincountOrRef, lootItem->maxcount);
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if (Group* pGroup = lootOwner->GetGroup())
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{
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for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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if (Player* pGroupGuy = itr->getSource())
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{
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if (!pGroupGuy->IsAtGroupRewardDistance(lootOwner))
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continue;
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ItemPosCountVec dest;
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uint8 msg = pGroupGuy->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count);
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if (msg == EQUIP_ERR_OK)
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{
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Item* pItem = pGroupGuy->StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
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pGroupGuy->SendNewItem(pItem, count, true, false);
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}
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}
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}
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}
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else
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{
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ItemPosCountVec dest;
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uint8 msg = lootOwner->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count);
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if (msg == EQUIP_ERR_OK)
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{
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Item* pItem = lootOwner->StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
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lootOwner->SendNewItem(pItem, count, true, false);
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}
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}
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return true;
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}
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return false;
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i->Process(loot, lootMode);
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}
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// True if template includes at least 1 quest drop entry
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@@ -26,7 +26,6 @@
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#include "RefManager.h"
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#include "SharedDefines.h"
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#include "ConditionMgr.h"
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#include "ItemPrototype.h"
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#include <map>
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#include <vector>
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@@ -173,8 +172,8 @@ 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, bool autoDistributeCurrency)
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: m_name(name), m_entryName(entryName), m_ratesAllowed(ratesAllowed), m_autoDistributeCurrency(autoDistributeCurrency) {}
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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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@@ -196,7 +195,6 @@ class LootStore
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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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bool IsCurrencyAutoDistributed() const { return m_autoDistributeCurrency; }
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protected:
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void LoadLootTable();
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void Clear();
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@@ -205,7 +203,6 @@ class LootStore
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char const* m_name;
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char const* m_entryName;
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bool m_ratesAllowed;
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bool m_autoDistributeCurrency;
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};
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class LootTemplate
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@@ -217,8 +214,7 @@ class LootTemplate
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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, Player* lootOwner, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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static bool ProcessCurrency(Player* lootOwner, const LootStoreItemList::const_iterator& lootItem, ItemPrototype const* pProto);
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void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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void CopyConditions(ConditionList conditions);
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// True if template includes at least 1 quest drop entry
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@@ -35,10 +35,10 @@
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void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
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{
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sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
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Player *player = GetPlayer();
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uint64 lguid = player->GetLootGUID();
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Loot *loot;
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uint8 lootSlot;
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Player* player = GetPlayer();
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uint64 lguid = player->GetLootGUID();
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Loot* loot = NULL;
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uint8 lootSlot = 0;
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recv_data >> lootSlot;
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@@ -75,6 +75,7 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
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player->SendLootRelease(lguid);
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return;
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}
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loot = &bones->loot;
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}
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else
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@@ -92,70 +93,7 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
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loot = &pCreature->loot;
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}
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QuestItem *qitem = NULL;
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QuestItem *ffaitem = NULL;
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QuestItem *conditem = NULL;
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LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
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if (!item)
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{
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player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
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return;
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}
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|
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// questitems use the blocked field for other purposes
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if (!qitem && item->is_blocked)
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{
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player->SendLootRelease(lguid);
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return;
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}
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ItemPosCountVec dest;
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uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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{
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Item * newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);
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if (qitem)
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{
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qitem->is_looted = true;
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//freeforall is 1 if everyone's supposed to get the quest item.
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if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
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player->SendNotifyLootItemRemoved(lootSlot);
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else
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loot->NotifyQuestItemRemoved(qitem->index);
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}
|
||||
else
|
||||
{
|
||||
if (ffaitem)
|
||||
{
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||||
//freeforall case, notify only one player of the removal
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ffaitem->is_looted=true;
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player->SendNotifyLootItemRemoved(lootSlot);
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}
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||||
else
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||||
{
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//not freeforall, notify everyone
|
||||
if (conditem)
|
||||
conditem->is_looted=true;
|
||||
loot->NotifyItemRemoved(lootSlot);
|
||||
}
|
||||
}
|
||||
|
||||
//if only one person is supposed to loot the item, then set it to looted
|
||||
if (!item->freeforall)
|
||||
item->is_looted = true;
|
||||
|
||||
--loot->unlootedCount;
|
||||
|
||||
player->SendNewItem(newitem, uint32(item->count), false, false, true);
|
||||
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
|
||||
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
|
||||
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
|
||||
}
|
||||
else
|
||||
player->SendEquipError(msg, NULL, NULL, item->itemid);
|
||||
player->StoreLootItem(lootSlot, loot);
|
||||
}
|
||||
|
||||
void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
|
||||
@@ -516,7 +454,7 @@ void WorldSession::HandleLootMasterGiveOpcode(WorldPacket & recv_data)
|
||||
|
||||
if (slotid > pLoot->items.size())
|
||||
{
|
||||
sLog.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid, (unsigned long)pLoot->items.size());
|
||||
sLog.outDebug("MasterLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid, (unsigned long)pLoot->items.size());
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user