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- /*
- 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 <http://www.gnu.org/licenses/>.
- */
- #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 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");
- 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;
- 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;
- 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;
- 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");
- }
- }
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