*Items are now only ever rolled for once in a loot group, as it should be. Closes #398

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-23 04:10:27 -08:00
parent 055f16f525
commit 54d341b0c9
+60 -27
View File
@@ -813,13 +813,13 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem& item)
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const * LootTemplate::LootGroup::Roll() const
{
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
{
float Roll = rand_chance();
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i) //check each explicitly chanced entry in the template and modify its chance based on quality.
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) // check each explicitly chanced entry in the template and modify its chance based on quality.
{
if(ExplicitlyChanced[i].chance>=100.0f)
if (ExplicitlyChanced[i].chance >= 100.0f)
return &ExplicitlyChanced[i];
Roll -= ExplicitlyChanced[i].chance;
@@ -861,49 +861,82 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
{
// build up list of possible drops
std::list<uint32> *possibleDrops = new std::list<uint32>();
for (LootStoreItemList::const_iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
possibleDrops->push_back(itr->itemid); // add all of the equal chanced items to possibleDrops
LootStoreItemList EqualPossibleDrops = EqualChanced;
LootStoreItemList ExplicitPossibleDrops = ExplicitlyChanced;
for (LootStoreItemList::const_iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
possibleDrops->push_back(itr->itemid); // add all of the explicitly chanced items to possibleDrops
uint8 uiAttemptCount = 0;
const uint8 uiMaxAttempts = ExplicitlyChanced.size() + EqualChanced.size();
possibleDrops->unique(); // remove duplicates
uint8 uiFailSafeLoopBreaker = 0;
while (!possibleDrops->empty()) // continue rolling while possibleDrops contains data
while (!ExplicitPossibleDrops.empty() || !EqualPossibleDrops.empty())
{
++uiFailSafeLoopBreaker;
if (uiFailSafeLoopBreaker == 255)
{
sLog.outError("Tried to roll for loot from the same loot group too many times, aborting to avoid a crash.");
if (uiAttemptCount == uiMaxAttempts) // already tried rolling too many times, just abort
return;
}
LootStoreItem const *item = Roll();
LootStoreItem *item = NULL;
if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
// begin rolling (normally called via Roll())
LootStoreItemList::iterator itr;
uint8 itemSource = 0;
if (!ExplicitPossibleDrops.empty()) // First explicitly chanced entries are checked
{
if (std::find(possibleDrops->begin(), possibleDrops->end(), item->itemid) == possibleDrops->end())
continue; // if item->itemid can't be found in possibleDrops, roll again
itemSource = 1;
float Roll = rand_chance();
// check each explicitly chanced entry in the template and modify its chance based on quality
for (itr = ExplicitPossibleDrops.begin(); itr != ExplicitPossibleDrops.end(); ++itr)
{
if (itr->chance >= 100.0f)
{
item = &*itr;
break;
}
Roll -= itr->chance;
if (Roll < 0)
{
item = &*itr;
break;
}
// this item failed it's roll, so don't roll for it again
ExplicitPossibleDrops.erase(itr);
}
}
if (item == NULL && !EqualPossibleDrops.empty()) // If nothing selected yet - an item is taken from equal-chanced part
{
itemSource = 2;
itr = EqualPossibleDrops.begin();
std::advance(itr, irand(0, EqualPossibleDrops.size()-1));
item = &*itr;
}
// finish rolling
++uiAttemptCount;
if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
{
bool duplicate = false;
if (ItemPrototype const *_proto = sItemStorage.LookupEntry<ItemPrototype>(item->itemid))
{
uint8 _item_counter = 0;
for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item)
if (_item->itemid == item->itemid) // search through the items that have already dropped
if (_item->itemid == item->itemid) // search through the items that have already dropped
{
++_item_counter;
if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
if (_proto->InventoryType == 0 && _item_counter == 3) // Non-equippable items are limited to 3 drops
duplicate = true;
else if(_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop
else if (_proto->InventoryType != 0 && _item_counter == 1) // Equippable item are limited to 1 drop
duplicate = true;
}
}
if (duplicate) // if item->itemid is a duplicate, remove it from possibleDrops
possibleDrops->remove(item->itemid);
if (duplicate) // if item->itemid is a duplicate, remove it
switch (itemSource)
{
case 1: // item came from ExplicitPossibleDrops
ExplicitPossibleDrops.erase(itr);
break;
case 2: // item came from EqualPossibleDrops
EqualPossibleDrops.erase(itr);
break;
}
else // otherwise, add the item and exit the function
{
loot.AddItem(*item);