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Old 08-08-2009, 12:17 AM
amraist
Fire Beetle
 
Join Date: Aug 2005
Posts: 29
Default AddLootDropToNPC replacement

I wrote an alternative function for AddLootDropToNPC. I didn't like seeing the same item drop multiple times on a single mob kill. This function checks for lore items as it adds them to the npc. If its a lore item, it reduces its future chance of being added to 0. It hasn't been tested too rigorously, but I think it otherwise maintains functionality of the original AddLootDropToNPC. Here is the code to use it.

Code:
--- zonedb.h    2009-08-07 21:28:10.000000000 -0500
+++ zonedb.h.new        2009-08-07 22:49:44.000000000 -0500
@@ -245,6 +245,7 @@ public:
        bool    GetPetEntry(const char *pet_type, PetRecord *into);
        void    AddLootTableToNPC(NPC* npc,int32 loottable_id, ItemList* itemlist, int32* copper, int32* silver, int32* gold, int32* plat);
        void    AddLootDropToNPC(NPC* npc,int32 lootdrop_id, ItemList* itemlist);
+       void    AddUniqueLootDropToNPC(NPC* npc, int32 lootdrop_id, ItemList*, int32 tableProbability, int32 lootdrop_mult);
        int32   GetMaxNPCSpellsID();
        DBnpcspells_Struct* GetNPCSpells(int32 iDBSpellsID);

--- loottables.cpp      2009-05-02 13:13:20.000000000 -0500
+++ loottables.cpp.new  2009-08-07 22:56:26.000000000 -0500
@@ -300,13 +300,63 @@ void ZoneDatabase::AddLootTableToNPC(NPC

        // Do items
        for (int32 i=0; i<lts->NumEntries; i++) {
-               for (int32 k = 1; k <= lts->Entries[i].multiplier; k++) {
-                       if ( MakeRandomInt(0,99) < lts->Entries[i].probability) {
-                               AddLootDropToNPC(npc,lts->Entries[i].lootdrop_id, itemlist);
-                       }
-               }
+               AddUniqueLootDropToNPC(npc,lts->Entries[i].lootdrop_id, itemlist, lts->Entries[i].probability,lts->Entries[i].multiplier);
        }
 }
+// Attempts to adds a max of one each lore item from the loot table
+void ZoneDatabase::AddUniqueLootDropToNPC(NPC* npc, int32 lootdrop_id, ItemList* itemlist, int32 tableProbability, int32 lootdrop_mult ) {
+
+const LootDrop_Struct* lds = GetLootDrop(lootdrop_id);
+int32 s;
+int32 r;
+int32 drop_chance;
+int32* chances;
+int32 itemsAdded = 0;
+int32 found;
+int32 totalchance = 0;
+int32 table_chance = 0;
+if (lds) {
+       if(lds->NumEntries > 0) {        //something to add
+               chances = new int32 [lds->NumEntries];
+               for ( r = 0; r < lootdrop_mult;r++) {
+                       table_chance = MakeRandomInt(0,99);
+                       if ( table_chance < tableProbability ) {
+                               if ( totalchance <= 0 ) { // If total chance drops to 0 or below, then reset chances for everything and keep going
+                                       totalchance = 0;
+                                       for (s = 0; s < lds->NumEntries; s++) {
+                                               chances[s]=lds->Entries[s].chance;
+                                               totalchance += chances[s];
+                                       }
+                               }
+                               drop_chance = MakeRandomInt(0,totalchance);
+                               found = false;
+                               s = 0;
+                               while ((!found) && (s < lds->NumEntries)) { // Put a constraint to only cycle through entries once
+                                       if (drop_chance < chances[s]) {
+                                               found = true;
+                                               const Item_Struct* dbitem = GetItem(lds->Entries[s].item_id);
+                                               npc->AddLootDrop(dbitem, itemlist, lds->Entries[s].item_charges, lds->Entries[s].equip_item, false);
+                                               itemsAdded++;
+                                               if (dbitem->LoreFlag) {
+                                                       totalchance-=chances[s];
+                                                       chances[s] = 0;
+                                               }
+                                       }
+                                       else {
+                                               drop_chance-=chances[s];
+                                               s++;
+                                       }
+                               }// end while loop
+                       } //end table_chance < tableProbability
+               }//end for loop
+               delete[] chances;
+       } //end If NumEntries < 0
+} //end if lds
+else
+       LogFile->write(EQEMuLog::Error, "Database Or Memory error GetLootDrop(%i) == 0, npc:%s", lootdrop_id, npc->GetName());
+
+
+}//End::AddUniqueLootDropToNPC

 // Called by AddLootTableToNPC
 // maxdrops = size of the array npcd
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