/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator 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, either version 3 of the License, or (at your option) any later version. EQ2Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 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 EQ2Emulator. If not, see . */ #include "../../common/Log.h" #include "../WorldDatabase.h" #include "../World.h" extern World world; void WorldDatabase::LoadLoot(ZoneServer* zone) { // First, clear previous loot tables... zone->ClearLootTables(); DatabaseResult result; int32 count = 0; if (database_new.Select(&result, "SELECT id, name, mincoin, maxcoin, maxlootitems, lootdrop_probability, coin_probability FROM loottable")) { LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootTables..."); LootTable* table = 0; // Load loottable from DB while(result.Next()) { int32 id = result.GetInt32Str("id"); table = new LootTable; table->name = result.GetStringStr("name"); table->mincoin = result.GetInt32Str("mincoin"); table->maxcoin = result.GetInt32Str("maxcoin"); table->maxlootitems = result.GetInt16Str("maxlootitems"); table->lootdrop_probability = result.GetFloatStr("lootdrop_probability"); table->coin_probability = result.GetFloatStr("coin_probability"); zone->AddLootTable(id, table); LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootTable '%s' (id: %u)", table->name.c_str(), id); LogWrite(LOOT__DEBUG, 5, "Loot", "---min_coin: %u, max_coin: %u, max_items: %i, prob: %.2f, coin_prob: %.2f", table->mincoin, table->maxcoin, table->maxlootitems, table->lootdrop_probability, table->coin_probability); count++; } LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot table%s.", count, count == 1 ? "" : "s"); } // Now, load Loot Drops for configured loot tables if (database_new.Select(&result, "SELECT loot_table_id, item_id, item_charges, equip_item, probability, no_drop_quest_completed FROM lootdrop")) { count = 0; LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootDrops..."); LootDrop* drop = 0; while(result.Next()) { int32 id = result.GetInt32Str("loot_table_id"); drop = new LootDrop; drop->item_id = result.GetInt32Str("item_id"); drop->item_charges = result.GetInt16Str("item_charges"); drop->equip_item = (result.GetInt8Str("equip_item") == 1); drop->probability = result.GetFloatStr("probability"); drop->no_drop_quest_completed_id = result.GetInt32Str("no_drop_quest_completed"); zone->AddLootDrop(id, drop); LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootDrop item_id %u (tableID: %u", drop->item_id, id); LogWrite(LOOT__DEBUG, 5, "Loot", "---charges: %i, equip_item: %i, prob: %.2f", drop->item_charges, drop->equip_item, drop->probability); count++; } LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot drop%s.", count, count == 1 ? "" : "s"); } // Finally, load loot tables into spawns that are set to use these loot tables if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot")) { count = 0; LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)..."); while(result.Next()) { int32 spawn_id = result.GetInt32Str("spawn_id"); int32 table_id = result.GetInt32Str("loottable_id"); zone->AddSpawnLootList(spawn_id, table_id); LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id); count++; } LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s"); } // Load global loot lists LoadGlobalLoot(zone); } void WorldDatabase::LoadGlobalLoot(ZoneServer* zone) { LogWrite(LOOT__INFO, 0, "Loot", "-Loading Global loot data..."); DatabaseResult result; int32 count = 0; if (database_new.Select(&result, "SELECT type, loot_table, value1, value2, value3, value4 FROM loot_global")) { while(result.Next()) { const char* type = result.GetStringStr("type"); int32 table_id = result.GetInt32Str("loot_table"); if (strcmp(type, "Level") == 0) { GlobalLoot* loot = new GlobalLoot(); loot->minLevel = result.GetInt8Str("value1"); loot->maxLevel = result.GetInt8Str("value2"); loot->table_id = table_id; loot->loot_tier = result.GetInt32Str("value4"); if (loot->minLevel > loot->maxLevel) loot->maxLevel = loot->minLevel; zone->AddLevelLootList(loot); LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Level %i loot table (id: %u)", loot->minLevel, table_id); LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel); } else if (strcmp(type, "Racial") == 0) { GlobalLoot* loot = new GlobalLoot(); int16 race_id = result.GetInt16Str("value1"); loot->minLevel = result.GetInt8Str("value2"); loot->maxLevel = result.GetInt8Str("value3"); loot->table_id = table_id; loot->loot_tier = result.GetInt32Str("value4"); if (loot->minLevel > loot->maxLevel) loot->maxLevel = loot->minLevel; zone->AddRacialLootList(race_id, loot); LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Racial %i loot table (id: %u)", race_id, table_id); LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel); } else if (strcmp(type, "Zone") == 0) { GlobalLoot* loot = new GlobalLoot(); int32 zoneID = result.GetInt32Str("value1"); loot->minLevel = result.GetInt8Str("value2"); loot->maxLevel = result.GetInt8Str("value3"); loot->table_id = table_id; loot->loot_tier = result.GetInt32Str("value4"); if (loot->minLevel > loot->maxLevel) loot->maxLevel = loot->minLevel; zone->AddZoneLootList(zoneID, loot); LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Zone %i loot table (id: %u)", zoneID, table_id); LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel); } count++; } LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u Global loot list%s.", count, count == 1 ? "" : "s"); } } bool WorldDatabase::LoadSpawnLoot(ZoneServer* zone, Spawn* spawn) { if (!spawn->GetDatabaseID()) return false; DatabaseResult result; int32 count = 0; zone->ClearSpawnLootList(spawn->GetDatabaseID()); // Finally, load loot tables into spawns that are set to use these loot tables if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot where spawn_id=%u",spawn->GetDatabaseID())) { count = 0; LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)..."); while (result.Next()) { int32 spawn_id = result.GetInt32Str("spawn_id"); int32 table_id = result.GetInt32Str("loottable_id"); zone->AddSpawnLootList(spawn_id, table_id); LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id); count++; } LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s"); return true; } return false; } void WorldDatabase::AddLootTableToSpawn(Spawn* spawn, int32 loottable_id) { Query query; query.RunQuery2(Q_INSERT, "insert into spawn_loot set spawn_id=%u,loottable_id=%u", spawn->GetDatabaseID(), loottable_id); } bool WorldDatabase::RemoveSpawnLootTable(Spawn* spawn, int32 loottable_id) { Query query; if (loottable_id) { string delete_char = string("delete from spawn_loot where spawn_id=%i and loottable_id=%i"); query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID(), loottable_id); } else { string delete_char = string("delete from spawn_loot where spawn_id=%i"); query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID()); } if (!query.GetAffectedRows()) { //No error just in case ppl try doing stupid stuff return false; } return true; }