[7344] Ignore drop rate multipliers in loot groups. Author: Velorien

For grouped loot use rates create problems with impossibility loot some items including quest items.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-02-27 12:24:09 -06:00
parent 2d5f3150ab
commit 14a3f5f923
2 changed files with 9 additions and 11 deletions
+8 -10
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@@ -58,7 +58,7 @@ class LootTemplate::LootGroup // A set of loot def
bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
bool HasQuestDropForPlayer(Player const * player) const;
// The same for active quests of the player
void Process(Loot& loot, bool rate) const; // Rolls an item from the group (if any) and adds the item to the loot
void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot
float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
float TotalChance() const; // Overall chance for the group
@@ -69,7 +69,7 @@ class LootTemplate::LootGroup // A set of loot def
LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
LootStoreItem const * Roll(bool rate) const; // Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances
};
//Remove all data and free all memory
@@ -792,7 +792,7 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem& item)
}
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const
LootStoreItem const * LootTemplate::LootGroup::Roll() const
{
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
{
@@ -803,9 +803,7 @@ LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const
if(ExplicitlyChanced[i].chance>=100.f)
return &ExplicitlyChanced[i];
ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid);
//float qualityMultiplier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
Roll -= ExplicitlyChanced[i].chance;// * qualityMultiplier;
Roll -= ExplicitlyChanced[i].chance;
if (Roll < 0)
return &ExplicitlyChanced[i];
}
@@ -841,9 +839,9 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
}
// Rolls an item from the group (if any takes its chance) and adds the item to the loot
void LootTemplate::LootGroup::Process(Loot& loot, bool rate) const
void LootTemplate::LootGroup::Process(Loot& loot) const
{
LootStoreItem const * item = Roll(rate);
LootStoreItem const * item = Roll();
if (item != NULL)
loot.AddItem(*item);
}
@@ -935,7 +933,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8
if (groupId > Groups.size())
return; // Error message already printed at loading stage
Groups[groupId-1].Process(loot,rate);
Groups[groupId-1].Process(loot);
return;
}
@@ -961,7 +959,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; ++i )
i->Process(loot,rate);
i->Process(loot);
}
// True if template includes at least 1 quest drop entry
+1 -1
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@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7342"
#define REVISION_NR "7344"
#endif // __REVISION_NR_H__