Monster Loot / Item Dropping Position (#8347)

- When a monster is killed, its first item will now always drop at the exact cell the monster was on
- When a monster drops more than one item, the items will be deployed on 3 cells around the monster (looping): SE, W and N
- Fixed drop position of looted items (similar to regular drops but independent to it and starts north)
- Fixed item drop order (script-granted -> regular drops -> looted drops)
- Fixed looted items showing special drop effects
- Searching for a free cell to drop an item on now uses the official algorithm
- When a monster drops an item, it will no longer drop on cells that are occupied by characters or pets
- When a player drops an item, it will now drop in a 5x5 area around the player
- Items dropped by players can now stack on the same cell unless the new "item_stacking" config is disabled
- When an MVP drop drops to the floor because the player's inventory was full, it will now always drop on that player's cell
- Fixes #8345
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Playtester 2024-06-07 18:29:01 +02:00 committed by GitHub
parent e8f1c7f9e7
commit ec9a5fae4b
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7 changed files with 191 additions and 113 deletions

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@ -190,3 +190,10 @@ hide_fav_sell: no
// affects teleportation. Set this to 1 if you want it to be closer to the old emulator behavior.
// Valid values: 1-40
map_edge_size: 15
// When a player drops items, can they stack on the same cell? (Note 1)
// Officially there's no limit on how many items you can drop on the same cell.
// If you set this to "no", when you drop an item, it will only drop on a cell that has no item on it yet.
// A free cell will be searched for in eight directions. If no free cell could be found in those eight tries,
// then dropping the item will fail (the item stays in the player's inventory).
item_stacking: yes

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@ -11524,6 +11524,7 @@ static const struct _battle_data {
{ "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
#endif
{ "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
{ "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
#include <custom/battle_config_init.inc>
};

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@ -756,6 +756,7 @@ struct Battle_Config
int feature_banking_state_enforce;
int instance_allow_reconnect;
int synchronize_damage;
int item_stacking;
#include <custom/battle_config_struct.inc>
};

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@ -1644,43 +1644,71 @@ void map_clearflooritem(struct block_list *bl) {
map_freeblock(&fitem->bl);
}
/*==========================================
* (m,x,y) locates a random available free cell around the given coordinates
* to place an BL_ITEM object. Scan area is 9x9, returns 1 on success.
* x and y are modified with the target cell when successful.
*------------------------------------------*/
int map_searchrandfreecell(int16 m,int16 *x,int16 *y,int stack) {
int free_cell,i,j;
int free_cells[9][2];
struct map_data *mapdata = map_getmapdata(m);
if( mapdata == nullptr || mapdata->block == nullptr ){
return 0;
/**
* Returns if a cell is passable and not occupied by given types of block
* Cells 5 cells from the SW edge and 4 cells from the NE edge are never considered as free
* @param m: Map of cell to check
* @param x: X-coordinate of cell to check
* @param y: Y-coordinate of cell to check
* @param type: Types of block to check for
* @return True if cell is passable, not on the edge and not occupied by given types of block
*/
bool map_cell_free(int16 m, int16 x, int16 y, int type)
{
struct map_data* mapdata = map_getmapdata(m);
if (mapdata == nullptr || mapdata->block == nullptr) {
return false;
}
for(free_cell=0,i=-1;i<=1;i++){
if(i+*y<0 || i+*y>=mapdata->ys)
continue;
for(j=-1;j<=1;j++){
if(j+*x<0 || j+*x>=mapdata->xs)
continue;
if(map_getcell(m,j+*x,i+*y,CELL_CHKNOPASS) && !map_getcell(m,j+*x,i+*y,CELL_CHKICEWALL))
continue;
//Avoid item stacking to prevent against exploits. [Skotlex]
if(stack && map_count_oncell(m,j+*x,i+*y, BL_ITEM, 0) > stack)
continue;
free_cells[free_cell][0] = j+*x;
free_cells[free_cell++][1] = i+*y;
}
}
if(free_cell==0)
return 0;
free_cell = rnd_value(0, free_cell-1);
*x = free_cells[free_cell][0];
*y = free_cells[free_cell][1];
return 1;
// Cells outside the map or within 4-5 cells of the map edge are considered invalid officially
// Note that this isn't symmetric (NE - 4 cells, SW - 5 cells)
// If for some reason edge size was set to below 5 cells, we consider them as valid
int16 edge_valid = std::min(battle_config.map_edge_size, 5);
if (x < edge_valid || x > mapdata->xs - edge_valid || y < edge_valid || y > mapdata->ys - edge_valid)
return false;
if (map_getcell(m, x, y, CELL_CHKNOPASS))
return false;
if (map_count_oncell(m, x, y, type, 0) > 0)
return false;
return true;
}
/**
* Locates a random available free cell around the given coordinates within a given distance range.
* This uses the official algorithm that checks each quadrant and line once.
* x and y are modified with the target free cell when successful.
* @param m: Map to search
* @param x: X-coordinate around which free cell is searched
* @param y: Y-coordinate around which free cell is searched
* @param distmin: Minimum distance from the given cell
* @param distmax: Maximum distance from the given cell
* @param type: If the given types of block are present on the cell, it counts as occupied
* @return True if free cell could be found
*/
bool map_search_freecell_dist(int16 m, int16* x, int16* y, int16 distmin, int16 distmax, int type)
{
// This is to prevent that always the same quadrant is checked first
int16 mirrorx = (rnd()%2) ? -1 : 1;
int16 mirrory = (rnd()%2) ? -1 : 1;
for (int16 i = -1; i <= 1; i++) {
for (int16 j = -1; j <= 1; j++) {
if (i || j)
{
int16 checkX = *x + mirrorx * i * rnd_value(distmin, distmax);
int16 checkY = *y + mirrory * j * rnd_value(distmin, distmax);
if (map_cell_free(m, checkX, checkY, type))
{
*x = checkX;
*y = checkY;
return true;
}
}
}
}
return false;
}
static int map_count_sub(struct block_list *bl,va_list ap)
{
@ -1860,12 +1888,14 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
* @param first_charid : 1st player that could loot the item (only charid that could loot for first_get_tick duration)
* @param second_charid : 2nd player that could loot the item (2nd charid that could loot for second_get_charid duration)
* @param third_charid : 3rd player that could loot the item (3rd charid that could loot for third_get_charid duration)
* @param flag: &1 MVP item. &2 do stacking check. &4 bypass droppable check.
* @param flag: &1 MVP item. &2 search free cell in 5x5 area instead of 3x3. &4 bypass droppable check.
* @param mob_id: Monster ID if dropped by monster
* @param canShowEffect: enable pillar effect on the dropped item (if set in the database)
* @param dir: where the item should drop around the target (DIR_MAX: random cell around center)
* @param type: types of block the item should not stack on
* @return 0:failure, x:item_gid [MIN_FLOORITEM;MAX_FLOORITEM]==[2;START_ACCOUNT_NUM]
*------------------------------------------*/
int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect)
int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect, enum directions dir, int type)
{
struct flooritem_data *fitem = nullptr;
@ -1874,8 +1904,18 @@ int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, i
if (!(flags&4) && battle_config.item_onfloor && (itemdb_traderight(item->nameid).trade))
return 0; //can't be dropped
if (!map_searchrandfreecell(m,&x,&y,flags&2?1:0))
return 0;
if (dir > DIR_CENTER && dir < DIR_MAX) {
x += dirx[dir];
y += diry[dir];
}
// If cell occupied and not center cell, drop item around the drop target cell
if (dir == DIR_MAX || (dir != DIR_CENTER && !map_cell_free(m, x, y, type))) {
if (!map_search_freecell_dist(m, &x, &y, 1, (flags&2)?2:1, type)) {
// Only stop here if BL_ITEM shall not stack, otherwise drop on original target cell
if (type&BL_ITEM)
return 0;
}
}
CREATE(fitem, struct flooritem_data, 1);
fitem->bl.type=BL_ITEM;

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@ -21,6 +21,7 @@
#include "navi.hpp"
#include "script.hpp"
#include "path.hpp"
using rathena::server_core::Core;
using rathena::server_core::e_core_type;
@ -1137,7 +1138,7 @@ bool map_addnpc(int16 m,struct npc_data *);
TIMER_FUNC(map_clearflooritem_timer);
TIMER_FUNC(map_removemobs_timer);
void map_clearflooritem(struct block_list* bl);
int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect = false);
int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect = false, enum directions dir = DIR_MAX, int type = BL_NUL);
// instances
int map_addinstancemap(int src_m, int instance_id, bool no_mapflag);

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@ -81,6 +81,7 @@ struct s_mob_skill_db {
std::unordered_map<int32, std::shared_ptr<s_mob_skill_db>> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid
std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_delayed_drops;
std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_looted_drops;
MobSummonDatabase mob_summon_db;
MobChatDatabase mob_chat_db;
MapDropDatabase map_drop_db;
@ -2216,25 +2217,53 @@ static std::shared_ptr<s_item_drop> mob_setlootitem( s_mob_lootitem& item, unsig
return drop;
}
/**
* Makes all items from a drop list drop
* @param list: list with all items that should drop
* @param loot: whether the items in the list are new drops or previously looted items
*/
void mob_process_drop_list(std::shared_ptr<s_item_drop_list>& list, bool loot)
{
// First regular drop always drops at center
enum directions dir = DIR_CENTER;
// Looted drops start north instead
if (loot)
dir = DIR_NORTH;
for (std::shared_ptr<s_item_drop>& ditem : list->items) {
map_addflooritem(&ditem->item_data, ditem->item_data.amount,
list->m, list->x, list->y,
list->first_charid, list->second_charid, list->third_charid, 4, ditem->mob_id, !loot, dir, BL_CHAR|BL_PET);
// The drop location loops between three locations: SE -> W -> N -> SE
if (dir <= DIR_NORTH)
dir = DIR_SOUTHEAST;
else if (dir == DIR_SOUTHEAST)
dir = DIR_WEST;
else
dir = DIR_NORTH;
}
}
/*==========================================
* item drop with delay (timer function)
*------------------------------------------*/
static TIMER_FUNC(mob_delay_item_drop){
uint32 bl_id = static_cast<uint32>( id );
std::shared_ptr<s_item_drop_list> list = util::umap_find( mob_delayed_drops, bl_id );
static TIMER_FUNC(mob_delay_item_drop) {
uint32 bl_id = static_cast<uint32>(id);
if( list == nullptr ){
return 0;
// Regular drops
std::shared_ptr<s_item_drop_list> list = util::umap_find(mob_delayed_drops, bl_id);
if (list != nullptr) {
mob_process_drop_list(list, false);
mob_delayed_drops.erase(bl_id);
}
for( std::shared_ptr<s_item_drop>& ditem : list->items ){
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_charid,list->second_charid,list->third_charid,4,ditem->mob_id,true);
// Looted drops
list = util::umap_find(mob_looted_drops, bl_id);
if (list != nullptr) {
mob_process_drop_list(list, true);
mob_looted_drops.erase(bl_id);
}
mob_delayed_drops.erase( bl_id );
return 0;
}
@ -2833,6 +2862,24 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
} //End EXP giving.
// Looted items have an independent drop position and also don't show special effects when dropped
// So we need put them into a separate list
std::shared_ptr<s_item_drop_list> lootlist = std::make_shared<s_item_drop_list>();
lootlist->m = md->bl.m;
lootlist->x = md->bl.x;
lootlist->y = md->bl.y;
lootlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
lootlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
lootlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
// Process items looted by the mob
if (md->lootitems) {
for (i = 0; i < md->lootitem_count; i++) {
std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
mob_item_drop(md, lootlist, ditem, 1, 10000, homkillonly || merckillonly);
}
}
if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
!md->special_state.ai || //Non special mob
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
@ -2846,7 +2893,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
#endif
std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
@ -2854,40 +2900,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
if (md->db->dropitem[i].nameid == 0)
continue;
std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
if ( it == nullptr )
continue;
drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
// attempt to drop the item
if (rnd() % 10000 >= drop_rate)
continue;
if( mvp_sd && it->type == IT_PETEGG ) {
pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
continue;
}
std::shared_ptr<s_item_drop> ditem = mob_setdropitem( md->db->dropitem[i], 1, md->mob_id );
//A Rare Drop Global Announce by Lupus
if( mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce ) {
char message[128];
sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate/100);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
}
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
s_mob_drop mobdrop = {};
@ -2943,13 +2955,39 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
}
// process items looted by the mob
if (md->lootitems) {
for (i = 0; i < md->lootitem_count; i++) {
std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
// Regular mob drops drop after script-granted drops
for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
if (md->db->dropitem[i].nameid == 0)
continue;
mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
if (it == nullptr)
continue;
drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
// attempt to drop the item
if (rnd() % 10000 >= drop_rate)
continue;
if (mvp_sd && it->type == IT_PETEGG) {
pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
continue;
}
std::shared_ptr<s_item_drop> ditem = mob_setdropitem(md->db->dropitem[i], 1, md->mob_id);
//A Rare Drop Global Announce by Lupus
if (mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce) {
char message[128];
sprintf(message, msg_txt(nullptr, 541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate / 100);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif_broadcast(message, strlen(message) + 1, BC_DEFAULT);
}
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
}
// Process map specific drops
@ -2989,29 +3027,16 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
// There are drop items.
if( !dlist->items.empty() ){
if (!dlist->items.empty() || !lootlist->items.empty()) {
mob_delayed_drops[md->bl.id] = dlist;
add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
mob_looted_drops[md->bl.id] = lootlist;
add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
}
} else if (md->lootitems && md->lootitem_count) { //Loot MUST drop!
std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
for (i = 0; i < md->lootitem_count; i++) {
std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
}
mob_delayed_drops[md->bl.id] = dlist;
add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
}
// Loot MUST drop!
else if (!lootlist->items.empty()) {
mob_looted_drops[md->bl.id] = lootlist;
add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
}
if( mvp_sd && md->get_bosstype() == BOSSTYPE_MVP ){
@ -3114,7 +3139,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
clif_additem(mvp_sd,0,0,temp);
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true);
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true,DIR_CENTER);
}
if (i_data->flag.broadcast)

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@ -6052,9 +6052,12 @@ bool pc_dropitem(map_session_data *sd,int n,int amount)
return false;
}
// bypass drop restriction in map_addflooritem because we've already checked it above
if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0))
// Bypass drop restriction in map_addflooritem because we've already checked it above
if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0,
false, DIR_MAX, battle_config.item_stacking?BL_NUL:BL_ITEM))
{
return false;
}
pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
clif_dropitem( *sd, n, amount );