aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authormaximius <none@none>2009-11-23 04:10:27 -0800
committermaximius <none@none>2009-11-23 04:10:27 -0800
commit54d341b0c92608772e9fdd6e6acb5874e1280b53 (patch)
treeea0c654a6fe38e591755abd66a5f08da4e0a980e
parent055f16f525fde75b911972610c517cb6f3c0966f (diff)
*Items are now only ever rolled for once in a loot group, as it should be. Closes #398
--HG-- branch : trunk
-rw-r--r--src/game/LootMgr.cpp85
1 files changed, 59 insertions, 26 deletions
diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp
index f791a86e103..b85afa18d66 100644
--- a/src/game/LootMgr.cpp
+++ b/src/game/LootMgr.cpp
@@ -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
+ while (!ExplicitPossibleDrops.empty() || !EqualPossibleDrops.empty())
+ {
+ if (uiAttemptCount == uiMaxAttempts) // already tried rolling too many times, just abort
+ return;
- uint8 uiFailSafeLoopBreaker = 0;
+ LootStoreItem *item = NULL;
- while (!possibleDrops->empty()) // continue rolling while possibleDrops contains data
- {
- ++uiFailSafeLoopBreaker;
- if (uiFailSafeLoopBreaker == 255)
+ // begin rolling (normally called via Roll())
+ LootStoreItemList::iterator itr;
+ uint8 itemSource = 0;
+ if (!ExplicitPossibleDrops.empty()) // First explicitly chanced entries are checked
{
- sLog.outError("Tried to roll for loot from the same loot group too many times, aborting to avoid a crash.");
- return;
+ 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
- LootStoreItem const *item = Roll();
+ ++uiAttemptCount;
- if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
+ if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
{
- if (std::find(possibleDrops->begin(), possibleDrops->end(), item->itemid) == possibleDrops->end())
- continue; // if item->itemid can't be found in possibleDrops, roll again
-
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);