/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.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; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; 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 */ #include "../common/global_define.h" #include "../common/loottable.h" #include "../common/misc_functions.h" #include "../common/data_verification.h" #include "client.h" #include "entity.h" #include "mob.h" #include "npc.h" #include "zonedb.h" #include "../common/zone_store.h" #include "global_loot_manager.h" #include "../common/repositories/criteria/content_filter_criteria.h" #include "../common/say_link.h" #include #include #ifdef _WINDOWS #define snprintf _snprintf #endif // Queries the loottable: adds item & coin to the npc void ZoneDatabase::AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* itemlist, uint32* copper, uint32* silver, uint32* gold, uint32* plat) { const LootTable_Struct* lts = nullptr; // global loot passes nullptr for these bool bGlobal = copper == nullptr && silver == nullptr && gold == nullptr && plat == nullptr; if (!bGlobal) { *copper = 0; *silver = 0; *gold = 0; *plat = 0; } lts = database.GetLootTable(loottable_id); if (!lts) { return; } if (!content_service.DoesPassContentFiltering(lts->content_flags)) { return; } uint32 min_cash = lts->mincash; uint32 max_cash = lts->maxcash; if(min_cash > max_cash) { uint32 t = min_cash; min_cash = max_cash; max_cash = t; } uint32 cash = 0; if (!bGlobal) { if(max_cash > 0 && lts->avgcoin > 0 && EQ::ValueWithin(lts->avgcoin, min_cash, max_cash)) { float upper_chance = (float)(lts->avgcoin - min_cash) / (float)(max_cash - min_cash); float avg_cash_roll = (float)zone->random.Real(0.0, 1.0); if(avg_cash_roll < upper_chance) { cash = zone->random.Int(lts->avgcoin, max_cash); } else { cash = zone->random.Int(min_cash, lts->avgcoin); } } else { cash = zone->random.Int(min_cash, max_cash); } } if(cash != 0) { *plat = cash / 1000; cash -= *plat * 1000; *gold = cash / 100; cash -= *gold * 100; *silver = cash / 10; cash -= *silver * 10; *copper = cash; } uint32 global_loot_multiplier = RuleI(Zone, GlobalLootMultiplier); // Do items for (uint32 i=0; iNumEntries; i++) { for (uint32 k = 1; k <= (lts->Entries[i].multiplier * global_loot_multiplier); k++) { uint8 droplimit = lts->Entries[i].droplimit; uint8 mindrop = lts->Entries[i].mindrop; //LootTable Entry probability float ltchance = 0.0f; ltchance = lts->Entries[i].probability; float drop_chance = 0.0f; if(ltchance > 0.0 && ltchance < 100.0) { drop_chance = (float)zone->random.Real(0.0, 100.0); } if (ltchance != 0.0 && (ltchance == 100.0 || drop_chance <= ltchance)) { AddLootDropToNPC(npc, lts->Entries[i].lootdrop_id, itemlist, droplimit, mindrop); } } } } // Called by AddLootTableToNPC // maxdrops = size of the array npcd void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item_list, uint8 droplimit, uint8 mindrop) { const LootDrop_Struct *loot_drop = GetLootDrop(lootdrop_id); if (!loot_drop) { return; } if (loot_drop->NumEntries == 0) { return; } if (!content_service.DoesPassContentFiltering(loot_drop->content_flags)) { return; } // if this lootdrop is droplimit=0 and mindrop 0, scan list once and return if (droplimit == 0 && mindrop == 0) { for (uint32 i = 0; i < loot_drop->NumEntries; ++i) { int charges = loot_drop->Entries[i].multiplier; for (int j = 0; j < charges; ++j) { if (zone->random.Real(0.0, 100.0) <= loot_drop->Entries[i].chance && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i], true)) { const EQ::ItemData *database_item = GetItem(loot_drop->Entries[i].item_id); npc->AddLootDrop( database_item, item_list, loot_drop->Entries[i] ); } } } return; } if (loot_drop->NumEntries > 100 && droplimit == 0) { droplimit = 10; } if (droplimit < mindrop) { droplimit = mindrop; } float roll_t = 0.0f; float no_loot_prob = 1.0f; bool roll_table_chance_bypass = false; bool active_item_list = false; for (uint32 i = 0; i < loot_drop->NumEntries; ++i) { const EQ::ItemData *db_item = GetItem(loot_drop->Entries[i].item_id); if (db_item && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i])) { roll_t += loot_drop->Entries[i].chance; if (loot_drop->Entries[i].chance >= 100) { roll_table_chance_bypass = true; } else { no_loot_prob *= (100 - loot_drop->Entries[i].chance) / 100.0f; } active_item_list = true; } } if (!active_item_list) { return; } // This will pick one item per iteration until mindrop. // Don't let the compare against chance fool you. // The roll isn't 0-100, its 0-total and it picks the item, we're just // looping to find the lucky item, descremening otherwise. This is ok, // items with chance 60 are 6 times more likely than items chance 10. int drops = 0; for (int i = 0; i < droplimit; ++i) { if (drops < mindrop || roll_table_chance_bypass || (float) zone->random.Real(0.0, 1.0) >= no_loot_prob) { float roll = (float) zone->random.Real(0.0, roll_t); for (uint32 j = 0; j < loot_drop->NumEntries; ++j) { const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id); if (db_item) { // if it doesn't meet the requirements do nothing if (!npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) { continue; } if (roll < loot_drop->Entries[j].chance) { npc->AddLootDrop( db_item, item_list, loot_drop->Entries[j] ); drops++; int charges = (int) loot_drop->Entries[i].multiplier; charges = EQ::ClampLower(charges, 1); for (int k = 1; k < charges; ++k) { float c_roll = (float) zone->random.Real(0.0, 100.0); if (c_roll <= loot_drop->Entries[i].chance) { npc->AddLootDrop( db_item, item_list, loot_drop->Entries[i] ); } } j = loot_drop->NumEntries; break; } else { roll -= loot_drop->Entries[j].chance; } } } } } npc->UpdateEquipmentLight(); // no wearchange associated with this function..so, this should not be needed //if (npc->UpdateActiveLightValue()) // npc->SendAppearancePacket(AT_Light, npc->GetActiveLightValue()); } bool NPC::MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop, bool verbose) { if (loot_drop.npc_min_level > 0 && GetLevel() < loot_drop.npc_min_level) { if (verbose) { LogLootDetail( "NPC [{}] does not meet loot_drop level requirements (min_level) level [{}] current [{}] for item [{}]", GetCleanName(), loot_drop.npc_min_level, GetLevel(), database.CreateItemLink(loot_drop.item_id) ); } return false; } if (loot_drop.npc_max_level > 0 && GetLevel() > loot_drop.npc_max_level) { if (verbose) { LogLootDetail( "NPC [{}] does not meet loot_drop level requirements (max_level) level [{}] current [{}] for item [{}]", GetCleanName(), loot_drop.npc_max_level, GetLevel(), database.CreateItemLink(loot_drop.item_id) ); } return false; } return true; } LootDropEntries_Struct NPC::NewLootDropEntry() { LootDropEntries_Struct loot_drop{}; loot_drop.item_id = 0; loot_drop.item_charges = 1; loot_drop.equip_item = 1; loot_drop.chance = 0; loot_drop.trivial_min_level = 0; loot_drop.trivial_max_level = 0; loot_drop.npc_min_level = 0; loot_drop.npc_max_level = 0; loot_drop.multiplier = 0; return loot_drop; } //if itemlist is null, just send wear changes void NPC::AddLootDrop( const EQ::ItemData *item2, ItemList *itemlist, LootDropEntries_Struct loot_drop, bool wear_change, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6 ) { if (item2 == nullptr) { return; } //make sure we are doing something... if (!itemlist && !wear_change) { return; } auto item = new ServerLootItem_Struct; if (LogSys.log_settings[Logs::Loot].is_category_enabled == 1) { EQ::SayLinkEngine linker; linker.SetLinkType(EQ::saylink::SayLinkItemData); linker.SetItemData(item2); LogLoot( "NPC [{}] Item ({}) [{}] charges [{}] chance [{}] trivial min/max [{}/{}] npc min/max [{}/{}]", GetName(), item2->ID, linker.GenerateLink(), loot_drop.item_charges, loot_drop.chance, loot_drop.trivial_min_level, loot_drop.trivial_max_level, loot_drop.npc_min_level, loot_drop.npc_max_level ); } EQApplicationPacket *outapp = nullptr; WearChange_Struct *p_wear_change_struct = nullptr; if (wear_change) { outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct)); p_wear_change_struct = (WearChange_Struct *) outapp->pBuffer; p_wear_change_struct->spawn_id = GetID(); p_wear_change_struct->material = 0; } item->item_id = item2->ID; item->charges = loot_drop.item_charges; item->aug_1 = aug1; item->aug_2 = aug2; item->aug_3 = aug3; item->aug_4 = aug4; item->aug_5 = aug5; item->aug_6 = aug6; item->attuned = 0; item->trivial_min_level = loot_drop.trivial_min_level; item->trivial_max_level = loot_drop.trivial_max_level; item->equip_slot = EQ::invslot::SLOT_INVALID; // unsure if required to equip, YOLO for now if (item2->ItemType == EQ::item::ItemTypeBow) { SetBowEquipped(true); } if (item2->ItemType == EQ::item::ItemTypeArrow) { SetArrowEquipped(true); } if (loot_drop.equip_item > 0) { uint8 eslot = 0xFF; char newid[20]; const EQ::ItemData* compitem = nullptr; bool found = false; // track if we found an empty slot we fit into int32 foundslot = -1; // for multi-slot items // Equip rules are as follows: // If the item has the NoPet flag set it will not be equipped. // An empty slot takes priority. The first empty one that an item can // fit into will be the one picked for the item. // AC is the primary choice for which item gets picked for a slot. // If AC is identical HP is considered next. // If an item can fit into multiple slots we'll pick the last one where // it is an improvement. if (!item2->NoPet) { for (int i = EQ::invslot::EQUIPMENT_BEGIN; !found && i <= EQ::invslot::EQUIPMENT_END; i++) { uint32 slots = (1 << i); if (item2->Slots & slots) { if(equipment[i]) { compitem = database.GetItem(equipment[i]); if (item2->AC > compitem->AC || (item2->AC == compitem->AC && item2->HP > compitem->HP)) { // item would be an upgrade // check if we're multi-slot, if yes then we have to keep // looking in case any of the other slots we can fit into are empty. if (item2->Slots != slots) { foundslot = i; } else { equipment[i] = item2->ID; foundslot = i; found = true; } } // end if ac } else { equipment[i] = item2->ID; foundslot = i; found = true; } } // end if (slots) } // end for } // end if NoPet // Possible slot was found but not selected. Pick it now. if (!found && foundslot >= 0) { equipment[foundslot] = item2->ID; found = true; } // @merth: IDFile size has been increased, this needs to change uint16 emat; if(item2->Material <= 0 || (item2->Slots & ((1 << EQ::invslot::slotPrimary) | (1 << EQ::invslot::slotSecondary)))) { memset(newid, 0, sizeof(newid)); for(int i=0;i<7;i++){ if (!isalpha(item2->IDFile[i])){ strn0cpy(newid, &item2->IDFile[i],6); i=8; } } emat = atoi(newid); } else { emat = item2->Material; } if (foundslot == EQ::invslot::slotPrimary) { eslot = EQ::textures::weaponPrimary; if (item2->Damage > 0) { SendAddPlayerState(PlayerState::PrimaryWeaponEquipped); if (!RuleB(Combat, ClassicNPCBackstab)) SetFacestab(true); } if (item2->IsType2HWeapon()) SetTwoHanderEquipped(true); } else if (foundslot == EQ::invslot::slotSecondary && (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) && (item2->IsType1HWeapon() || item2->ItemType == EQ::item::ItemTypeShield || item2->ItemType == EQ::item::ItemTypeLight)) { eslot = EQ::textures::weaponSecondary; if (item2->Damage > 0) SendAddPlayerState(PlayerState::SecondaryWeaponEquipped); } else if (foundslot == EQ::invslot::slotHead) { eslot = EQ::textures::armorHead; } else if (foundslot == EQ::invslot::slotChest) { eslot = EQ::textures::armorChest; } else if (foundslot == EQ::invslot::slotArms) { eslot = EQ::textures::armorArms; } else if (foundslot == EQ::invslot::slotWrist1 || foundslot == EQ::invslot::slotWrist2) { eslot = EQ::textures::armorWrist; } else if (foundslot == EQ::invslot::slotHands) { eslot = EQ::textures::armorHands; } else if (foundslot == EQ::invslot::slotLegs) { eslot = EQ::textures::armorLegs; } else if (foundslot == EQ::invslot::slotFeet) { eslot = EQ::textures::armorFeet; } /* what was this about??? if (((npc->GetRace()==127) && (npc->CastToMob()->GetOwnerID()!=0)) && (item2->Slots==24576) || (item2->Slots==8192) || (item2->Slots==16384)){ npc->d_melee_texture2=atoi(newid); wc->wear_slot_id=8; if (item2->Material >0) wc->material=item2->Material; else wc->material=atoi(newid); npc->AC+=item2->AC; npc->STR+=item2->STR; npc->INT+=item2->INT; } */ //if we found an open slot it goes in... if(eslot != 0xFF) { if(wear_change) { p_wear_change_struct->wear_slot_id = eslot; p_wear_change_struct->material = emat; } } if (found) { CalcBonuses(); // This is less than ideal for bulk adding of items item->equip_slot = foundslot; } } if (itemlist != nullptr) { itemlist->push_back(item); } else safe_delete(item); if (IsRecordLootStats()) { m_rolled_items.emplace_back(item->item_id); } if (wear_change && outapp) { entity_list.QueueClients(this, outapp); safe_delete(outapp); } UpdateEquipmentLight(); if (UpdateActiveLight()) { SendAppearancePacket(AT_Light, GetActiveLightType()); } } void NPC::AddItem(const EQ::ItemData *item, uint16 charges, bool equipitem) { //slot isnt needed, its determined from the item. auto loot_drop_entry = NPC::NewLootDropEntry(); loot_drop_entry.equip_item = static_cast(equipitem ? 1 : 0); loot_drop_entry.item_charges = charges; AddLootDrop(item, &itemlist, loot_drop_entry, true); } void NPC::AddItem( uint32 itemid, uint16 charges, bool equipitem, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6 ) { //slot isnt needed, its determined from the item. const EQ::ItemData *i = database.GetItem(itemid); if (i == nullptr) { return; } auto loot_drop_entry = NPC::NewLootDropEntry(); loot_drop_entry.equip_item = static_cast(equipitem ? 1 : 0); loot_drop_entry.item_charges = charges; AddLootDrop(i, &itemlist, loot_drop_entry, true, aug1, aug2, aug3, aug4, aug5, aug6); } void NPC::AddLootTable() { if (npctype_id != 0) { // check if it's a GM spawn database.AddLootTableToNPC(this,loottable_id, &itemlist, &copper, &silver, &gold, &platinum); } } void NPC::AddLootTable(uint32 ldid) { if (npctype_id != 0) { // check if it's a GM spawn database.AddLootTableToNPC(this,ldid, &itemlist, &copper, &silver, &gold, &platinum); } } void NPC::CheckGlobalLootTables() { auto tables = zone->GetGlobalLootTables(this); for (auto &id : tables) database.AddLootTableToNPC(this, id, &itemlist, nullptr, nullptr, nullptr, nullptr); } void ZoneDatabase::LoadGlobalLoot() { auto query = fmt::format( SQL ( SELECT id, loottable_id, description, min_level, max_level, rare, raid, race, class, bodytype, zone, hot_zone FROM global_loot WHERE enabled = 1 {} ), ContentFilterCriteria::apply() ); auto results = QueryDatabase(query); if (!results.Success() || results.RowCount() == 0) { return; } LogInfo("Loaded [{}] global loot entries", Strings::Commify(results.RowCount())); // we might need this, lets not keep doing it in a loop auto zoneid = std::to_string(zone->GetZoneID()); for (auto row = results.begin(); row != results.end(); ++row) { // checking zone limits if (row[10]) { auto zones = Strings::Split(row[10], '|'); auto it = std::find(zones.begin(), zones.end(), zoneid); if (it == zones.end()) { // not in here, skip continue; } } GlobalLootEntry e(atoi(row[0]), atoi(row[1]), row[2] ? row[2] : ""); auto min_level = atoi(row[3]); if (min_level) { e.AddRule(GlobalLoot::RuleTypes::LevelMin, min_level); } auto max_level = atoi(row[4]); if (max_level) { e.AddRule(GlobalLoot::RuleTypes::LevelMax, max_level); } // null is not used if (row[5]) { e.AddRule(GlobalLoot::RuleTypes::Rare, atoi(row[5])); } // null is not used if (row[6]) { e.AddRule(GlobalLoot::RuleTypes::Raid, atoi(row[6])); } if (row[7]) { auto races = Strings::Split(row[7], '|'); for (auto &r : races) e.AddRule(GlobalLoot::RuleTypes::Race, std::stoi(r)); } if (row[8]) { auto classes = Strings::Split(row[8], '|'); for (auto &c : classes) e.AddRule(GlobalLoot::RuleTypes::Class, std::stoi(c)); } if (row[9]) { auto bodytypes = Strings::Split(row[9], '|'); for (auto &b : bodytypes) e.AddRule(GlobalLoot::RuleTypes::BodyType, std::stoi(b)); } // null is not used if (row[11]) { e.AddRule(GlobalLoot::RuleTypes::HotZone, atoi(row[11])); } zone->AddGlobalLootEntry(e); } }