示例#1
0
 public void AddEntry(LootStoreItem item)
 {
     if (item.chance != 0)
         ExplicitlyChanced.Add(item);
     else
         EqualChanced.Add(item);
 }
示例#2
0
            public void Process(Loot loot, ushort lootMode)
            {
                LootStoreItem item = Roll(loot, lootMode);

                if (item != null)
                {
                    loot.AddItem(item);
                }
            }
示例#3
0
        uint LoadLootTable()
        {
            // Clearing store (for reloading case)
            Clear();

            //                                            0     1      2        3         4             5          6        7         8
            SQLResult result = DB.World.Query("SELECT Entry, Item, Reference, Chance, QuestRequired, LootMode, GroupId, MinCount, MaxCount FROM {0}", GetName());

            if (result.IsEmpty())
            {
                return(0);
            }

            uint count = 0;

            do
            {
                uint   entry      = result.Read <uint>(0);
                uint   item       = result.Read <uint>(1);
                uint   reference  = result.Read <uint>(2);
                float  chance     = result.Read <float>(3);
                bool   needsquest = result.Read <bool>(4);
                ushort lootmode   = result.Read <ushort>(5);
                byte   groupid    = result.Read <byte>(6);
                byte   mincount   = result.Read <byte>(7);
                byte   maxcount   = result.Read <byte>(8);

                if (groupid >= 1 << 7)                                     // it stored in 7 bit field
                {
                    Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: group ({3}) must be less {4} - skipped", GetName(), entry, item, groupid, 1 << 7);
                    return(0);
                }

                LootStoreItem storeitem = new LootStoreItem(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);

                if (!storeitem.IsValid(this, entry))            // Validity checks
                {
                    continue;
                }

                // Looking for the template of the entry
                // often entries are put together
                if (m_LootTemplates.Empty() || !m_LootTemplates.ContainsKey(entry))
                {
                    m_LootTemplates.Add(entry, new LootTemplate());
                }

                // Adds current row to the template
                m_LootTemplates[entry].AddEntry(storeitem);
                ++count;
            }while (result.NextRow());

            Verify();                                           // Checks validity of the loot store

            return(count);
        }
示例#4
0
        public void AddEntry(LootStoreItem item)
        {
            if (item.groupid > 0 && item.reference == 0)         // Group
            {
                if (!Groups.ContainsKey(item.groupid - 1))
                    Groups[item.groupid - 1] = new LootGroup();

                Groups[item.groupid - 1].AddEntry(item);              // Adds new entry to the group
            }
            else                                                    // Non-grouped entries and references are stored together
                Entries.Add(item);
        }
示例#5
0
        public bool Check(LootStoreItem item)
        {
            if (!Convert.ToBoolean(item.lootmode & _lootMode))
                return true;

            byte foundDuplicates = 0;
            foreach (var lootItem in _loot.items)
                if (lootItem.itemid == item.itemid)
                    if (++foundDuplicates == _loot.maxDuplicates)
                        return true;

            return false;
        }
示例#6
0
文件: Loot.cs 项目: spadd/CypherCore
        public LootItem(LootStoreItem li)
        {
            itemid     = li.itemid;
            conditions = li.conditions;

            ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);

            freeforall        = proto != null && proto.GetFlags().HasAnyFlag(ItemFlags.MultiDrop);
            follow_loot_rules = proto != null && proto.FlagsCu.HasAnyFlag(ItemFlagsCustom.FollowLootRules);

            needs_quest = li.needs_quest;

            randomBonusListId = ItemEnchantmentManager.GenerateItemRandomBonusListId(itemid);
        }
示例#7
0
        public LootItem(LootStoreItem li)
        {
            itemid     = li.itemid;
            conditions = li.conditions;

            ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);

            freeforall        = proto != null && proto.GetFlags().HasAnyFlag(ItemFlags.MultiDrop);
            follow_loot_rules = proto != null && proto.FlagsCu.HasAnyFlag(ItemFlagsCustom.FollowLootRules);

            needs_quest = li.needs_quest;

            randomSuffix     = ItemEnchantment.GenerateEnchSuffixFactor(itemid);
            randomPropertyId = ItemEnchantment.GenerateItemRandomPropertyId(itemid);
            upgradeId        = Global.DB2Mgr.GetRulesetItemUpgrade(itemid);
            canSave          = true;
        }
示例#8
0
        public bool Check(LootStoreItem item)
        {
            if (!Convert.ToBoolean(item.lootmode & _lootMode))
            {
                return(true);
            }

            byte foundDuplicates = 0;

            foreach (var lootItem in _loot.items)
            {
                if (lootItem.itemid == item.itemid)
                {
                    if (++foundDuplicates == _loot.maxDuplicates)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
示例#9
0
        // Inserts the item into the loot (called by LootTemplate processors)
        public void AddItem(LootStoreItem item)
        {
            ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(item.itemid);

            if (proto == null)
            {
                return;
            }

            uint count  = RandomHelper.URand(item.mincount, item.maxcount);
            uint stacks = (uint)(count / proto.GetMaxStackSize() + (Convert.ToBoolean(count % proto.GetMaxStackSize()) ? 1 : 0));

            List <LootItem> lootItems = item.needs_quest ? quest_items : items;
            uint            limit     = (uint)(item.needs_quest ? SharedConst.MaxNRQuestItems : SharedConst.MaxNRLootItems);

            for (uint i = 0; i < stacks && lootItems.Count < limit; ++i)
            {
                LootItem generatedLoot = new LootItem(item);
                generatedLoot.context = _itemContext;
                generatedLoot.count   = (byte)Math.Min(count, proto.GetMaxStackSize());
                if (_itemContext != 0)
                {
                    List <uint> bonusListIDs = Global.DB2Mgr.GetItemBonusTree(generatedLoot.itemid, _itemContext);
                    generatedLoot.BonusListIDs.AddRange(bonusListIDs);
                }
                lootItems.Add(generatedLoot);
                count -= proto.GetMaxStackSize();

                // non-conditional one-player only items are counted here,
                // free for all items are counted in FillFFALoot(),
                // non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
                if (!item.needs_quest && item.conditions.Empty() && !proto.GetFlags().HasAnyFlag(ItemFlags.MultiDrop))
                {
                    ++unlootedCount;
                }
            }
        }