mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
* [NPC Armor - Bug] NPC upgardes in armor not correct * Revert "[NPC Armor - Bug] NPC upgardes in armor not correct" This reverts commit d5a68654a791073a60aa6d2457250481633cb579. * [NPC item bonuses] Upgrades not processed correctly * Update loottables.cpp --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
691 lines
18 KiB
C++
691 lines
18 KiB
C++
/* 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/data_verification.h"
|
|
|
|
#include "client.h"
|
|
#include "entity.h"
|
|
#include "mob.h"
|
|
#include "npc.h"
|
|
#include "zonedb.h"
|
|
#include "global_loot_manager.h"
|
|
#include "../common/repositories/criteria/content_filter_criteria.h"
|
|
|
|
#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; i<lts->NumEntries; 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);
|
|
}
|
|
|
|
bool found = false; // track if we found an empty slot we fit into
|
|
|
|
if (loot_drop.equip_item > 0) {
|
|
uint8 eslot = 0xFF;
|
|
char newid[20];
|
|
const EQ::ItemData* compitem = nullptr;
|
|
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 {
|
|
// Unequip old item
|
|
auto* olditem = GetItem(i);
|
|
|
|
olditem->equip_slot = EQ::invslot::SLOT_INVALID;
|
|
|
|
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 = Strings::ToInt(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=Strings::ToInt(newid);
|
|
wc->wear_slot_id=8;
|
|
if (item2->Material >0)
|
|
wc->material=item2->Material;
|
|
else
|
|
wc->material=Strings::ToInt(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) {
|
|
item->equip_slot = foundslot;
|
|
}
|
|
}
|
|
|
|
if (itemlist != nullptr) {
|
|
itemlist->push_back(item);
|
|
}
|
|
else safe_delete(item);
|
|
|
|
if (found) {
|
|
CalcBonuses();
|
|
}
|
|
|
|
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<uint8>(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<uint8>(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(Strings::ToInt(row[0]), Strings::ToInt(row[1]), row[2] ? row[2] : "");
|
|
|
|
auto min_level = Strings::ToInt(row[3]);
|
|
if (min_level) {
|
|
e.AddRule(GlobalLoot::RuleTypes::LevelMin, min_level);
|
|
}
|
|
|
|
auto max_level = Strings::ToInt(row[4]);
|
|
if (max_level) {
|
|
e.AddRule(GlobalLoot::RuleTypes::LevelMax, max_level);
|
|
}
|
|
|
|
// null is not used
|
|
if (row[5]) {
|
|
e.AddRule(GlobalLoot::RuleTypes::Rare, Strings::ToInt(row[5]));
|
|
}
|
|
|
|
// null is not used
|
|
if (row[6]) {
|
|
e.AddRule(GlobalLoot::RuleTypes::Raid, Strings::ToInt(row[6]));
|
|
}
|
|
|
|
if (row[7]) {
|
|
auto races = Strings::Split(row[7], '|');
|
|
|
|
for (auto &r : races)
|
|
e.AddRule(GlobalLoot::RuleTypes::Race, Strings::ToInt(r));
|
|
}
|
|
|
|
if (row[8]) {
|
|
auto classes = Strings::Split(row[8], '|');
|
|
|
|
for (auto &c : classes)
|
|
e.AddRule(GlobalLoot::RuleTypes::Class, Strings::ToInt(c));
|
|
}
|
|
|
|
if (row[9]) {
|
|
auto bodytypes = Strings::Split(row[9], '|');
|
|
|
|
for (auto &b : bodytypes)
|
|
e.AddRule(GlobalLoot::RuleTypes::BodyType, Strings::ToInt(b));
|
|
}
|
|
|
|
// null is not used
|
|
if (row[11]) {
|
|
e.AddRule(GlobalLoot::RuleTypes::HotZone, Strings::ToInt(row[11]));
|
|
}
|
|
|
|
zone->AddGlobalLootEntry(e);
|
|
}
|
|
}
|