AzerothCore 3.3.5a
OpenSource WoW Emulator
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LootTemplate::LootGroup Class Reference

Public Member Functions

 LootGroup ()
 
 ~LootGroup ()
 
void AddEntry (LootStoreItem *item)
 
bool HasQuestDrop (LootTemplateMap const &store) const
 
bool HasQuestDropForPlayer (Player const *player, LootTemplateMap const &store) const
 
void Process (Loot &loot, Player const *player, LootStore const &lootstore, uint16 lootMode, uint16 nonRefIterationsLeft) const
 
float RawTotalChance () const
 
float TotalChance () const
 
void Verify (LootStore const &lootstore, uint32 id, uint8 group_id) const
 
void CollectLootIds (LootIdSet &set) const
 
void CheckLootRefs (LootStore const &lootstore, uint32 Id, LootIdSet *ref_set) const
 
LootStoreItemListGetExplicitlyChancedItemList ()
 
LootStoreItemListGetEqualChancedItemList ()
 
void CopyConditions (ConditionList conditions)
 

Private Member Functions

LootStoreItem const * Roll (Loot &loot, Player const *player, LootStore const &store, uint16 lootMode) const
 
 LootGroup (LootGroup const &)
 
LootGroupoperator= (LootGroup const &)
 

Private Attributes

LootStoreItemList ExplicitlyChanced
 
LootStoreItemList EqualChanced
 

Detailed Description

Constructor & Destructor Documentation

◆ LootGroup() [1/2]

LootTemplate::LootGroup::LootGroup ( )
inline
97{ }

◆ ~LootGroup()

LootTemplate::LootGroup::~LootGroup ( )
1268{
1269 while (!ExplicitlyChanced.empty())
1270 {
1271 delete ExplicitlyChanced.back();
1272 ExplicitlyChanced.pop_back();
1273 }
1274
1275 while (!EqualChanced.empty())
1276 {
1277 delete EqualChanced.back();
1278 EqualChanced.pop_back();
1279 }
1280}
LootStoreItemList ExplicitlyChanced
Definition LootMgr.cpp:115
LootStoreItemList EqualChanced
Definition LootMgr.cpp:116

References EqualChanced, and ExplicitlyChanced.

◆ LootGroup() [2/2]

LootTemplate::LootGroup::LootGroup ( LootGroup const &  )
private

Member Function Documentation

◆ AddEntry()

void LootTemplate::LootGroup::AddEntry ( LootStoreItem item)
1284{
1285 if (item->chance != 0)
1286 ExplicitlyChanced.push_back(item);
1287 else
1288 EqualChanced.push_back(item);
1289}
float chance
Definition LootMgr.h:131

References LootStoreItem::chance.

◆ CheckLootRefs()

void LootTemplate::LootGroup::CheckLootRefs ( LootStore const &  lootstore,
uint32  Id,
LootIdSet ref_set 
) const
1512{
1513 for (LootStoreItemList::const_iterator ieItr = ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr)
1514 {
1515 LootStoreItem* item = *ieItr;
1516 if (item->reference)
1517 {
1518 if (item->mincount != item->maxcount)
1519 LootTemplates_Reference.ReportInvalidCount(std::abs(item->reference), lootstore.GetName(), Id, item->itemid, item->mincount, item->maxcount);
1520
1521 if (!LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1522 LootTemplates_Reference.ReportNonExistingId(std::abs(item->reference), lootstore.GetName(), item->itemid);
1523 else if (ref_set)
1524 ref_set->erase(std::abs(item->reference));
1525 }
1526 }
1527
1528 for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr)
1529 {
1530 LootStoreItem* item = *ieItr;
1531 if (item->reference)
1532 {
1533 if (item->mincount != item->maxcount)
1534 LootTemplates_Reference.ReportInvalidCount(std::abs(item->reference), lootstore.GetName(), Id, item->itemid, item->mincount, item->maxcount);
1535
1536 if (!LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1537 LootTemplates_Reference.ReportNonExistingId(std::abs(item->reference), lootstore.GetName(), item->itemid);
1538 else if (ref_set)
1539 ref_set->erase(std::abs(item->reference));
1540 }
1541 }
1542}
LootStore LootTemplates_Reference
LootTemplate const * GetLootFor(uint32 loot_id) const
Definition LootMgr.cpp:247
void ReportInvalidCount(uint32 lootId, const char *ownerType, uint32 ownerId, uint32 itemId, uint8 minCount, uint8 maxCount) const
Definition LootMgr.cpp:300
void ReportNonExistingId(uint32 lootId) const
Definition LootMgr.cpp:290
Definition LootMgr.h:128
int32 reference
Definition LootMgr.h:130
uint32 itemid
Definition LootMgr.h:129
uint8 maxcount
Definition LootMgr.h:136
uint8 mincount
Definition LootMgr.h:135

References LootStore::GetLootFor(), LootStore::GetName(), LootStoreItem::itemid, LootTemplates_Reference, LootStoreItem::maxcount, LootStoreItem::mincount, LootStoreItem::reference, LootStore::ReportInvalidCount(), and LootStore::ReportNonExistingId().

◆ CollectLootIds()

void LootTemplate::LootGroup::CollectLootIds ( LootIdSet set) const

◆ CopyConditions()

void LootTemplate::LootGroup::CopyConditions ( ConditionList  conditions)
1430{
1431 for (LootStoreItemList::iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1432 (*i)->conditions.clear();
1433
1434 for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1435 (*i)->conditions.clear();
1436}

References LootStoreItem::conditions.

◆ GetEqualChancedItemList()

LootStoreItemList * LootTemplate::LootGroup::GetEqualChancedItemList ( )
inline

◆ GetExplicitlyChancedItemList()

LootStoreItemList * LootTemplate::LootGroup::GetExplicitlyChancedItemList ( )
inline

◆ HasQuestDrop()

bool LootTemplate::LootGroup::HasQuestDrop ( LootTemplateMap const &  store) const
1331{
1332 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1333 {
1334 LootStoreItem* item = *i;
1335 if (item->reference) // References
1336 {
1337 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1338 if (Referenced == store.end())
1339 {
1340 continue; // Error message [should be] already printed at loading stage
1341 }
1342
1343 if (Referenced->second->HasQuestDrop(store, item->groupid))
1344 {
1345 return true;
1346 }
1347 }
1348 else if (item->needs_quest)
1349 {
1350 return true;
1351 }
1352 }
1353
1354 for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1355 {
1356 LootStoreItem* item = *i;
1357 if (item->reference) // References
1358 {
1359 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1360 if (Referenced == store.end())
1361 {
1362 continue; // Error message [should be] already printed at loading stage
1363 }
1364
1365 if (Referenced->second->HasQuestDrop(store, item->groupid))
1366 {
1367 return true;
1368 }
1369 }
1370 else if (item->needs_quest)
1371 {
1372 return true;
1373 }
1374 }
1375
1376 return false;
1377}
bool needs_quest
Definition LootMgr.h:132
uint8 groupid
Definition LootMgr.h:134

References LootStoreItem::groupid, LootStoreItem::needs_quest, and LootStoreItem::reference.

◆ HasQuestDropForPlayer()

bool LootTemplate::LootGroup::HasQuestDropForPlayer ( Player const *  player,
LootTemplateMap const &  store 
) const
1381{
1382 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1383 {
1384 LootStoreItem* item = *i;
1385 if (item->reference) // References processing
1386 {
1387 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1388 if (Referenced == store.end())
1389 {
1390 continue; // Error message already printed at loading stage
1391 }
1392
1393 if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid))
1394 {
1395 return true;
1396 }
1397 }
1398 else if (player->HasQuestForItem(item->itemid))
1399 {
1400 return true; // active quest drop found
1401 }
1402 }
1403
1404 for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1405 {
1406 LootStoreItem* item = *i;
1407 if (item->reference) // References processing
1408 {
1409 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1410 if (Referenced == store.end())
1411 {
1412 continue; // Error message already printed at loading stage
1413 }
1414
1415 if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid))
1416 {
1417 return true;
1418 }
1419 }
1420 else if (player->HasQuestForItem(item->itemid))
1421 {
1422 return true; // active quest drop found
1423 }
1424 }
1425
1426 return false;
1427}

References LootStoreItem::groupid, Player::HasQuestForItem(), LootStoreItem::itemid, and LootStoreItem::reference.

◆ operator=()

LootGroup & LootTemplate::LootGroup::operator= ( LootGroup const &  )
private

◆ Process()

void LootTemplate::LootGroup::Process ( Loot loot,
Player const *  player,
LootStore const &  lootstore,
uint16  lootMode,
uint16  nonRefIterationsLeft 
) const
1440{
1441 if (LootStoreItem const* item = Roll(loot, player, store, lootMode))
1442 {
1443 bool rate = store.IsRatesAllowed();
1444
1445 if (item->reference) // References processing
1446 {
1447 if (LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1448 {
1449 uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
1450 sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), maxcount, store);
1451 for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
1452 // This reference needs to be processed further, but it is marked isTopLevel=false so that any groups inside
1453 // the reference are not multiplied by Rate.Drop.Item.GroupAmount
1454 Referenced->Process(loot, store, lootMode, player, item->groupid, false);
1455 }
1456 }
1457 else
1458 {
1459 // Plain entries (not a reference, not grouped)
1460 sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), store);
1461 loot.AddItem(*item); // Chance is already checked, just add
1462
1463 // If we still have non-ref runs to do for this group AND this item wasn't a reference,
1464 // recursively call this function to produce more items for this group.
1465 // However, if this is a quest item we shouldn't multiply this group.
1466 if (nonRefIterationsLeft > 1 && !item->needs_quest)
1467 {
1468 this->Process(loot, player, store, lootMode, nonRefIterationsLeft-1);
1469 }
1470 }
1471 }
1472}
std::uint32_t uint32
Definition Define.h:107
#define sScriptMgr
Definition ScriptMgr.h:727
@ RATE_DROP_ITEM_REFERENCED_AMOUNT
Definition WorldConfig.h:399
void Process(Loot &loot, Player const *player, LootStore const &lootstore, uint16 lootMode, uint16 nonRefIterationsLeft) const
Definition LootMgr.cpp:1439
Definition LootMgr.h:245
Definition Group.h:143
#define sWorld
Definition World.h:320
void AddItem(LootStoreItem const &item)
Definition LootMgr.cpp:512

References Loot::AddItem(), LootStore::GetLootFor(), LootStore::IsRatesAllowed(), LootTemplates_Reference, LootTemplate::Process(), RATE_DROP_ITEM_REFERENCED_AMOUNT, sScriptMgr, and sWorld.

◆ RawTotalChance()

float LootTemplate::LootGroup::RawTotalChance ( ) const
1476{
1477 float result = 0;
1478
1479 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1480 if (!(*i)->needs_quest)
1481 result += (*i)->chance;
1482
1483 return result;
1484}

◆ Roll()

LootStoreItem const * LootTemplate::LootGroup::Roll ( Loot loot,
Player const *  player,
LootStore const &  store,
uint16  lootMode 
) const
private
1293{
1294 LootStoreItemList possibleLoot = ExplicitlyChanced;
1295 possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
1296
1297 if (!possibleLoot.empty()) // First explicitly chanced entries are checked
1298 {
1299 float roll = (float)rand_chance();
1300
1301 for (LootStoreItemList::const_iterator itr = possibleLoot.begin(); itr != possibleLoot.end(); ++itr) // check each explicitly chanced entry in the template and modify its chance based on quality.
1302 {
1303 LootStoreItem* item = *itr;
1304 float chance = item->chance;
1305
1306 if (!sScriptMgr->OnItemRoll(player, item, chance, loot, store))
1307 return nullptr;
1308
1309 if (chance >= 100.0f)
1310 return item;
1311
1312 roll -= chance;
1313 if (roll < 0)
1314 return item;
1315 }
1316 }
1317
1318 if (!sScriptMgr->OnBeforeLootEqualChanced(player, EqualChanced, loot, store))
1319 return nullptr;
1320
1321 possibleLoot = EqualChanced;
1322 possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
1323 if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
1325
1326 return nullptr; // Empty drop from the group
1327}
std::list< LootStoreItem * > LootStoreItemList
Definition LootMgr.h:201
double rand_chance()
Definition Random.cpp:91
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition Containers.h:133
Definition LootMgr.cpp:60

References LootStoreItem::chance, rand_chance(), Acore::Containers::SelectRandomContainerElement(), and sScriptMgr.

◆ TotalChance()

float LootTemplate::LootGroup::TotalChance ( ) const
1488{
1489 float result = RawTotalChance();
1490
1491 if (!EqualChanced.empty() && result < 100.0f)
1492 return 100.0f;
1493
1494 return result;
1495}
float RawTotalChance() const
Definition LootMgr.cpp:1475

◆ Verify()

void LootTemplate::LootGroup::Verify ( LootStore const &  lootstore,
uint32  id,
uint8  group_id 
) const
Todo:
: replace with 100% when DBs will be ready
1498{
1499 float chance = RawTotalChance();
1500 if (chance > 101.0f)
1501 {
1502 LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has total chance > 100% ({})", lootstore.GetName(), id, group_id, chance);
1503 }
1504
1505 if (chance >= 100.0f && !EqualChanced.empty())
1506 {
1507 LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has items with chance=0% but group total chance >= 100% ({})", lootstore.GetName(), id, group_id, chance);
1508 }
1509}
#define LOG_ERROR(filterType__,...)
Definition Log.h:158

References LootStore::GetName(), and LOG_ERROR.

Member Data Documentation

◆ EqualChanced

LootStoreItemList LootTemplate::LootGroup::EqualChanced
private

◆ ExplicitlyChanced

LootStoreItemList LootTemplate::LootGroup::ExplicitlyChanced
private

The documentation for this class was generated from the following file: