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
This commit is contained in:
171
src/map/mob.cpp
171
src/map/mob.cpp
@@ -81,6 +81,7 @@ struct s_mob_skill_db {
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std::unordered_map<int32, std::shared_ptr<s_mob_skill_db>> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid
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std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_delayed_drops;
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std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_looted_drops;
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MobSummonDatabase mob_summon_db;
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MobChatDatabase mob_chat_db;
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MapDropDatabase map_drop_db;
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@@ -2216,25 +2217,53 @@ static std::shared_ptr<s_item_drop> mob_setlootitem( s_mob_lootitem& item, unsig
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return drop;
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}
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/**
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* Makes all items from a drop list drop
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* @param list: list with all items that should drop
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* @param loot: whether the items in the list are new drops or previously looted items
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*/
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void mob_process_drop_list(std::shared_ptr<s_item_drop_list>& list, bool loot)
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{
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// First regular drop always drops at center
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enum directions dir = DIR_CENTER;
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// Looted drops start north instead
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if (loot)
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dir = DIR_NORTH;
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for (std::shared_ptr<s_item_drop>& ditem : list->items) {
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map_addflooritem(&ditem->item_data, ditem->item_data.amount,
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list->m, list->x, list->y,
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list->first_charid, list->second_charid, list->third_charid, 4, ditem->mob_id, !loot, dir, BL_CHAR|BL_PET);
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// The drop location loops between three locations: SE -> W -> N -> SE
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if (dir <= DIR_NORTH)
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dir = DIR_SOUTHEAST;
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else if (dir == DIR_SOUTHEAST)
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dir = DIR_WEST;
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else
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dir = DIR_NORTH;
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}
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}
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/*==========================================
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* item drop with delay (timer function)
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*------------------------------------------*/
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static TIMER_FUNC(mob_delay_item_drop){
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uint32 bl_id = static_cast<uint32>( id );
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std::shared_ptr<s_item_drop_list> list = util::umap_find( mob_delayed_drops, bl_id );
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static TIMER_FUNC(mob_delay_item_drop) {
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uint32 bl_id = static_cast<uint32>(id);
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if( list == nullptr ){
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return 0;
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// Regular drops
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std::shared_ptr<s_item_drop_list> list = util::umap_find(mob_delayed_drops, bl_id);
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if (list != nullptr) {
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mob_process_drop_list(list, false);
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mob_delayed_drops.erase(bl_id);
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}
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for( std::shared_ptr<s_item_drop>& ditem : list->items ){
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map_addflooritem(&ditem->item_data,ditem->item_data.amount,
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list->m,list->x,list->y,
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list->first_charid,list->second_charid,list->third_charid,4,ditem->mob_id,true);
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// Looted drops
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list = util::umap_find(mob_looted_drops, bl_id);
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if (list != nullptr) {
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mob_process_drop_list(list, true);
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mob_looted_drops.erase(bl_id);
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}
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mob_delayed_drops.erase( bl_id );
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return 0;
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}
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@@ -2833,6 +2862,24 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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} //End EXP giving.
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// Looted items have an independent drop position and also don't show special effects when dropped
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// So we need put them into a separate list
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std::shared_ptr<s_item_drop_list> lootlist = std::make_shared<s_item_drop_list>();
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lootlist->m = md->bl.m;
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lootlist->x = md->bl.x;
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lootlist->y = md->bl.y;
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lootlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
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lootlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
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lootlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
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// Process items looted by the mob
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if (md->lootitems) {
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for (i = 0; i < md->lootitem_count; i++) {
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std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
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mob_item_drop(md, lootlist, ditem, 1, 10000, homkillonly || merckillonly);
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}
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}
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if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
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!md->special_state.ai || //Non special mob
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battle_config.alchemist_summon_reward == 2 || //All summoned give drops
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@@ -2846,7 +2893,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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#endif
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std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
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dlist->m = md->bl.m;
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dlist->x = md->bl.x;
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dlist->y = md->bl.y;
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@@ -2854,40 +2900,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
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dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
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for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
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if (md->db->dropitem[i].nameid == 0)
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continue;
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std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
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if ( it == nullptr )
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continue;
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drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
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// attempt to drop the item
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if (rnd() % 10000 >= drop_rate)
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continue;
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if( mvp_sd && it->type == IT_PETEGG ) {
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pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
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continue;
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}
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std::shared_ptr<s_item_drop> ditem = mob_setdropitem( md->db->dropitem[i], 1, md->mob_id );
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//A Rare Drop Global Announce by Lupus
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if( mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce ) {
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char message[128];
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sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate/100);
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//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
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intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
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}
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// Announce first, or else ditem will be freed. [Lance]
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// By popular demand, use base drop rate for autoloot code. [Skotlex]
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mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
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}
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// Ore Discovery [Celest]
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if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
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s_mob_drop mobdrop = {};
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@@ -2943,13 +2955,39 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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}
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// process items looted by the mob
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if (md->lootitems) {
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for (i = 0; i < md->lootitem_count; i++) {
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std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
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// Regular mob drops drop after script-granted drops
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for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
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if (md->db->dropitem[i].nameid == 0)
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continue;
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mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
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std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
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if (it == nullptr)
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continue;
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drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
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// attempt to drop the item
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if (rnd() % 10000 >= drop_rate)
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continue;
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if (mvp_sd && it->type == IT_PETEGG) {
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pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
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continue;
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}
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std::shared_ptr<s_item_drop> ditem = mob_setdropitem(md->db->dropitem[i], 1, md->mob_id);
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//A Rare Drop Global Announce by Lupus
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if (mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce) {
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char message[128];
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sprintf(message, msg_txt(nullptr, 541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate / 100);
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//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
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intif_broadcast(message, strlen(message) + 1, BC_DEFAULT);
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}
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// Announce first, or else ditem will be freed. [Lance]
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// By popular demand, use base drop rate for autoloot code. [Skotlex]
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mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
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}
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// Process map specific drops
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@@ -2989,29 +3027,16 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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// There are drop items.
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if( !dlist->items.empty() ){
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if (!dlist->items.empty() || !lootlist->items.empty()) {
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mob_delayed_drops[md->bl.id] = dlist;
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add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
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mob_looted_drops[md->bl.id] = lootlist;
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add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
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}
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} else if (md->lootitems && md->lootitem_count) { //Loot MUST drop!
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std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
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dlist->m = md->bl.m;
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dlist->x = md->bl.x;
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dlist->y = md->bl.y;
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dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
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dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
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dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
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for (i = 0; i < md->lootitem_count; i++) {
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std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
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mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
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}
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mob_delayed_drops[md->bl.id] = dlist;
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add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
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}
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// Loot MUST drop!
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else if (!lootlist->items.empty()) {
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mob_looted_drops[md->bl.id] = lootlist;
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add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
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}
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if( mvp_sd && md->get_bosstype() == BOSSTYPE_MVP ){
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@@ -3114,7 +3139,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
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clif_additem(mvp_sd,0,0,temp);
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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);
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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);
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}
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if (i_data->flag.broadcast)
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