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) 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 (LootTemplateMap const &store, 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
96{ }

◆ ~LootGroup()

LootTemplate::LootGroup::~LootGroup ( )
1245{
1246 while (!ExplicitlyChanced.empty())
1247 {
1248 delete ExplicitlyChanced.back();
1249 ExplicitlyChanced.pop_back();
1250 }
1251
1252 while (!EqualChanced.empty())
1253 {
1254 delete EqualChanced.back();
1255 EqualChanced.pop_back();
1256 }
1257}
LootStoreItemList ExplicitlyChanced
Definition: LootMgr.cpp:114
LootStoreItemList EqualChanced
Definition: LootMgr.cpp:115

References EqualChanced, and ExplicitlyChanced.

◆ LootGroup() [2/2]

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

Member Function Documentation

◆ AddEntry()

void LootTemplate::LootGroup::AddEntry ( LootStoreItem item)
1261{
1262 if (item->chance != 0)
1263 ExplicitlyChanced.push_back(item);
1264 else
1265 EqualChanced.push_back(item);
1266}
float chance
Definition: LootMgr.h:132

References LootStoreItem::chance.

◆ CheckLootRefs()

void LootTemplate::LootGroup::CheckLootRefs ( LootTemplateMap const &  store,
LootIdSet ref_set 
) const
1479{
1480 for (LootStoreItemList::const_iterator ieItr = ExplicitlyChanced.begin(); ieItr != ExplicitlyChanced.end(); ++ieItr)
1481 {
1482 LootStoreItem* item = *ieItr;
1483 if (item->reference)
1484 {
1485 if (!LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1486 {
1487 LootTemplates_Reference.ReportNonExistingId(std::abs(item->reference), "Reference", item->itemid);
1488 }
1489 else if (ref_set)
1490 {
1491 ref_set->erase(std::abs(item->reference));
1492 }
1493 }
1494 }
1495
1496 for (LootStoreItemList::const_iterator ieItr = EqualChanced.begin(); ieItr != EqualChanced.end(); ++ieItr)
1497 {
1498 LootStoreItem* item = *ieItr;
1499 if (item->reference)
1500 {
1501 if (!LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1502 {
1503 LootTemplates_Reference.ReportNonExistingId(std::abs(item->reference), "Reference", item->itemid);
1504 }
1505 else if (ref_set)
1506 {
1507 ref_set->erase(std::abs(item->reference));
1508 }
1509 }
1510 }
1511}
LootStore LootTemplates_Reference
Definition: LootMgr.h:129
int32 reference
Definition: LootMgr.h:131
uint32 itemid
Definition: LootMgr.h:130
LootTemplate const * GetLootFor(uint32 loot_id) const
Definition: LootMgr.cpp:246
void ReportNonExistingId(uint32 lootId) const
Definition: LootMgr.cpp:289

References LootStore::GetLootFor(), LootStoreItem::itemid, LootTemplates_Reference, LootStoreItem::reference, and LootStore::ReportNonExistingId().

◆ CollectLootIds()

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

◆ CopyConditions()

void LootTemplate::LootGroup::CopyConditions ( ConditionList  conditions)
1407{
1408 for (LootStoreItemList::iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1409 (*i)->conditions.clear();
1410
1411 for (LootStoreItemList::iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1412 (*i)->conditions.clear();
1413}

◆ GetEqualChancedItemList()

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

◆ GetExplicitlyChancedItemList()

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

◆ HasQuestDrop()

bool LootTemplate::LootGroup::HasQuestDrop ( LootTemplateMap const &  store) const
1308{
1309 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1310 {
1311 LootStoreItem* item = *i;
1312 if (item->reference) // References
1313 {
1314 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1315 if (Referenced == store.end())
1316 {
1317 continue; // Error message [should be] already printed at loading stage
1318 }
1319
1320 if (Referenced->second->HasQuestDrop(store, item->groupid))
1321 {
1322 return true;
1323 }
1324 }
1325 else if (item->needs_quest)
1326 {
1327 return true;
1328 }
1329 }
1330
1331 for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1332 {
1333 LootStoreItem* item = *i;
1334 if (item->reference) // References
1335 {
1336 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1337 if (Referenced == store.end())
1338 {
1339 continue; // Error message [should be] already printed at loading stage
1340 }
1341
1342 if (Referenced->second->HasQuestDrop(store, item->groupid))
1343 {
1344 return true;
1345 }
1346 }
1347 else if (item->needs_quest)
1348 {
1349 return true;
1350 }
1351 }
1352
1353 return false;
1354}
bool needs_quest
Definition: LootMgr.h:133
uint8 groupid
Definition: LootMgr.h:135

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

◆ HasQuestDropForPlayer()

bool LootTemplate::LootGroup::HasQuestDropForPlayer ( Player const *  player,
LootTemplateMap const &  store 
) const
1358{
1359 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1360 {
1361 LootStoreItem* item = *i;
1362 if (item->reference) // References processing
1363 {
1364 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1365 if (Referenced == store.end())
1366 {
1367 continue; // Error message already printed at loading stage
1368 }
1369
1370 if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid))
1371 {
1372 return true;
1373 }
1374 }
1375 else if (player->HasQuestForItem(item->itemid))
1376 {
1377 return true; // active quest drop found
1378 }
1379 }
1380
1381 for (LootStoreItemList::const_iterator i = EqualChanced.begin(); i != EqualChanced.end(); ++i)
1382 {
1383 LootStoreItem* item = *i;
1384 if (item->reference) // References processing
1385 {
1386 LootTemplateMap::const_iterator Referenced = store.find(std::abs(item->reference));
1387 if (Referenced == store.end())
1388 {
1389 continue; // Error message already printed at loading stage
1390 }
1391
1392 if (Referenced->second->HasQuestDropForPlayer(store, player, item->groupid))
1393 {
1394 return true;
1395 }
1396 }
1397 else if (player->HasQuestForItem(item->itemid))
1398 {
1399 return true; // active quest drop found
1400 }
1401 }
1402
1403 return false;
1404}

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 
) const
1417{
1418 if (LootStoreItem const* item = Roll(loot, player, store, lootMode))
1419 {
1420 bool rate = store.IsRatesAllowed();
1421
1422 if (item->reference) // References processing
1423 {
1424 if (LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(std::abs(item->reference)))
1425 {
1426 uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
1427 sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), maxcount, store);
1428 for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
1429 Referenced->Process(loot, store, lootMode, player, item->groupid);
1430 }
1431 }
1432 else
1433 {
1434 // Plain entries (not a reference, not grouped)
1435 sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), store);
1436 loot.AddItem(*item); // Chance is already checked, just add
1437 }
1438 }
1439}
std::uint32_t uint32
Definition: Define.h:108
#define sScriptMgr
Definition: ScriptMgr.h:2702
@ RATE_DROP_ITEM_REFERENCED_AMOUNT
Definition: IWorld.h:439
#define sWorld
Definition: World.h:451
Definition: Group.h:142
Definition: LootMgr.h:245
void AddItem(LootStoreItem const &item)
Definition: LootMgr.cpp:494

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

◆ RawTotalChance()

float LootTemplate::LootGroup::RawTotalChance ( ) const
1443{
1444 float result = 0;
1445
1446 for (LootStoreItemList::const_iterator i = ExplicitlyChanced.begin(); i != ExplicitlyChanced.end(); ++i)
1447 if (!(*i)->needs_quest)
1448 result += (*i)->chance;
1449
1450 return result;
1451}

◆ Roll()

LootStoreItem const * LootTemplate::LootGroup::Roll ( Loot loot,
Player const *  player,
LootStore const &  store,
uint16  lootMode 
) const
private
1270{
1271 LootStoreItemList possibleLoot = ExplicitlyChanced;
1272 possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
1273
1274 if (!possibleLoot.empty()) // First explicitly chanced entries are checked
1275 {
1276 float roll = (float)rand_chance();
1277
1278 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.
1279 {
1280 LootStoreItem* item = *itr;
1281 float chance = item->chance;
1282
1283 if (!sScriptMgr->OnItemRoll(player, item, chance, loot, store))
1284 return nullptr;
1285
1286 if (chance >= 100.0f)
1287 return item;
1288
1289 roll -= chance;
1290 if (roll < 0)
1291 return item;
1292 }
1293 }
1294
1295 if (!sScriptMgr->OnBeforeLootEqualChanced(player, EqualChanced, loot, store))
1296 return nullptr;
1297
1298 possibleLoot = EqualChanced;
1299 possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
1300 if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
1302
1303 return nullptr; // Empty drop from the group
1304}
double rand_chance()
Definition: Random.cpp:83
std::list< LootStoreItem * > LootStoreItemList
Definition: LootMgr.h:202
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition: Containers.h:135
Definition: LootMgr.cpp:59

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

◆ TotalChance()

float LootTemplate::LootGroup::TotalChance ( ) const
1455{
1456 float result = RawTotalChance();
1457
1458 if (!EqualChanced.empty() && result < 100.0f)
1459 return 100.0f;
1460
1461 return result;
1462}
float RawTotalChance() const
Definition: LootMgr.cpp:1442

◆ Verify()

void LootTemplate::LootGroup::Verify ( LootStore const &  lootstore,
uint32  id,
uint8  group_id 
) const
Todo:
: replace with 100% when DBs will be ready
1465{
1466 float chance = RawTotalChance();
1467 if (chance > 101.0f)
1468 {
1469 LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has total chance > 100% ({})", lootstore.GetName(), id, group_id, chance);
1470 }
1471
1472 if (chance >= 100.0f && !EqualChanced.empty())
1473 {
1474 LOG_ERROR("sql.sql", "Table '{}' entry {} group {} has items with chance=0% but group total chance >= 100% ({})", lootstore.GetName(), id, group_id, chance);
1475 }
1476}
#define LOG_ERROR(filterType__,...)
Definition: Log.h:159

References LootStore::GetName(), and LOG_ERROR.

Member Data Documentation

◆ EqualChanced

LootStoreItemList LootTemplate::LootGroup::EqualChanced
private

◆ ExplicitlyChanced

LootStoreItemList LootTemplate::LootGroup::ExplicitlyChanced
private