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[7344] Ignore drop rate multipliers in loot groups.
For grouped loot use rates create problems with impossibility loot some items including quest items. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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3dd6b69adb
commit
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2 changed files with 9 additions and 11 deletions
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@ -55,7 +55,7 @@ class LootTemplate::LootGroup // A set of loot def
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bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
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bool HasQuestDropForPlayer(Player const * player) const;
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// The same for active quests of the player
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void Process(Loot& loot, bool rate) const; // Rolls an item from the group (if any) and adds the item to the loot
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void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot
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float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
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float TotalChance() const; // Overall chance for the group
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@ -66,7 +66,7 @@ class LootTemplate::LootGroup // A set of loot def
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LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
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LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
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LootStoreItem const * Roll(bool rate) const; // Rolls an item from the group, returns NULL if all miss their chances
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LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances
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};
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//Remove all data and free all memory
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@ -789,7 +789,7 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem& item)
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}
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// Rolls an item from the group, returns NULL if all miss their chances
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LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const
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LootStoreItem const * LootTemplate::LootGroup::Roll() const
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{
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if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
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{
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@ -800,9 +800,7 @@ LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const
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if(ExplicitlyChanced[i].chance>=100.f)
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return &ExplicitlyChanced[i];
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ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid);
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float qualityMultiplier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
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Roll -= ExplicitlyChanced[i].chance * qualityMultiplier;
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Roll -= ExplicitlyChanced[i].chance;
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if (Roll < 0)
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return &ExplicitlyChanced[i];
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}
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@ -838,9 +836,9 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const
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}
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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void LootTemplate::LootGroup::Process(Loot& loot, bool rate) const
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void LootTemplate::LootGroup::Process(Loot& loot) const
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{
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LootStoreItem const * item = Roll(rate);
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LootStoreItem const * item = Roll();
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if (item != NULL)
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loot.AddItem(*item);
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}
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@ -932,7 +930,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8
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if (groupId > Groups.size())
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return; // Error message already printed at loading stage
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Groups[groupId-1].Process(loot,rate);
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Groups[groupId-1].Process(loot);
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return;
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}
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@ -958,7 +956,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8
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// Now processing groups
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for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; ++i )
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i->Process(loot,rate);
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i->Process(loot);
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}
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// True if template includes at least 1 quest drop entry
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7343"
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#define REVISION_NR "7344"
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#endif // __REVISION_NR_H__
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