*Fix the issue where two items are supposed to drop from a group, but only one item drops, as a second roll is never performed. Based on code by elegos.
--HG-- branch : trunk
This commit is contained in:
+38
-8
@@ -860,26 +860,56 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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{
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{
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// build up list of possible drops
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std::list<uint32> *possibleDrops = new std::list<uint32>();
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for (LootStoreItemList::const_iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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possibleDrops->push_back(itr->itemid); // add all of the equal chanced items to possibleDrops
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for (LootStoreItemList::const_iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
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possibleDrops->push_back(itr->itemid); // add all of the explicitly chanced items to possibleDrops
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possibleDrops->unique(); // remove duplicates
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uint8 uiFailSafeLoopBreaker = 0;
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while (!possibleDrops->empty()) // continue rolling while possibleDrops contains data
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{
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++uiFailSafeLoopBreaker;
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if (uiFailSafeLoopBreaker == 255)
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{
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sLog.outError("Tried to roll for loot from the same loot group too many times, aborting to avoid a crash.");
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return;
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}
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LootStoreItem const *item = Roll();
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LootStoreItem const *item = Roll();
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if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
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if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
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{
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{
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if (std::find(possibleDrops->begin(), possibleDrops->end(), item->itemid) == possibleDrops->end())
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continue; // if item->itemid can't be found in possibleDrops, roll again
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bool duplicate = false;
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if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid))
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if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid))
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{
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{
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uint8 _item_counter = 0;
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uint8 _item_counter = 0;
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LootItemList::const_iterator _item = loot.items.begin();
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for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item)
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for (; _item != loot.items.end(); ++_item)
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if (_item->itemid == item->itemid) // search through the items that have already dropped
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if (_item->itemid == item->itemid)
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{
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{
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++_item_counter;
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++_item_counter;
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if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
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if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
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return;
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duplicate = true;
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else if(_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop
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else if(_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop
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duplicate = true;
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}
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}
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if (duplicate) // if item->itemid is a duplicate, remove it from possibleDrops
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possibleDrops->remove(item->itemid);
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else // otherwise, add the item and exit the function
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{
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loot.AddItem(*item);
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return;
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return;
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}
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}
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//if (_item != loot.items.end())
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// return;
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}
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}
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loot.AddItem(*item);
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}
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}
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}
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}
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@@ -988,7 +1018,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
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uint8 _item_counter = 0;
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uint8 _item_counter = 0;
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LootItemList::const_iterator _item = loot.items.begin();
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LootItemList::const_iterator _item = loot.items.begin();
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for (; _item != loot.items.end(); ++_item)
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for (; _item != loot.items.end(); ++_item)
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if (_item->itemid == i->itemid)
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if (_item->itemid == i->itemid) // search through the items that have already dropped
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{
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{
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++_item_counter;
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++_item_counter;
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if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
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if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
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