Cleaned up item drop logic.

* Replaced bad exception logic with C-style error returns in ItemManager
* Removed unnecessary instances of objects being passed by value
* Fixed whitespace problems
* Added new config options to the default config.ini
* Updated tabledata reference
This commit is contained in:
2020-10-18 01:19:05 +02:00
parent 7f716c7278
commit 3ce8cf2129
8 changed files with 167 additions and 145 deletions

View File

@@ -11,9 +11,10 @@
#include <assert.h>
std::map<int32_t, Mob*> MobManager::Mobs;
std::queue<int32_t> MobManager::RemovalQueue;
std::map<int32_t, MobDropChance> MobManager::MobDropChances;
std::map<int32_t, MobDrop> MobManager::MobDrops;
std::queue<int32_t> MobManager::RemovalQueue;
bool MobManager::simulateMobs;
@@ -168,7 +169,7 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
return;
}
// find correct mob drop
MobDrop drop = MobDrops[mob->dropType];
MobDrop& drop = MobDrops[mob->dropType];
plr->money += drop.taros;
// formula for scaling FM with player/mob level difference
@@ -197,29 +198,27 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
int slot = ItemManager::findFreeSlot(plr);
bool awardDrop = false;
MobDropChance chance;
// sanity check
if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end())
std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
else {
chance = MobDropChances[drop.dropChanceType];
awardDrop = (rand() % 1000 < chance.dropChance);
}
bool awardDrop = false;
MobDropChance *chance = nullptr;
// sanity check
if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
return; // this also prevents holiday crate drops, but oh well
} else {
chance = &MobDropChances[drop.dropChanceType];
awardDrop = (rand() % 1000 < chance->dropChance);
}
// no drop
if (slot == -1 || !awardDrop) {
// no room for an item, but you still get FM and taros
reward->iItemCnt = 0;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
} else {
// item reward
item->sItem = getReward(&drop, &chance);
getReward(&item->sItem, &drop, chance);
item->iSlotNum = slot;
item->eIL = 1; // Inventory Location. 1 means player inventory.
@@ -227,7 +226,6 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
plr->Inven[slot] = item->sItem;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
// event crates
@@ -235,10 +233,9 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
giveEventReward(sock, plr);
}
sItemBase MobManager::getReward(MobDrop* drop, MobDropChance* chance) {
sItemBase reward = {};
reward.iType = 9;
reward.iOpt = 1;
void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance) {
reward->iType = 9;
reward->iOpt = 1;
int total = 0;
for (int ratio : chance->cratesRatio)
@@ -249,29 +246,26 @@ sItemBase MobManager::getReward(MobDrop* drop, MobDropChance* chance) {
int i = 0;
int sum = 0;
do {
reward.iID = drop->crateIDs[i];
reward->iID = drop->crateIDs[i];
sum += chance->cratesRatio[i];
i++;
}
while (sum<=randomNum);
return reward;
}
void MobManager::giveEventReward(CNSocket* sock, Player* player) {
// random drop chance
if (rand() % 100 > settings::EVENTCRATECHANCE)
return;
// no slot = no award
// no slot = no reward
int slot = ItemManager::findFreeSlot(player);
if (slot == -1)
return;
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
uint8_t respbuf[resplen];
sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
@@ -289,20 +283,20 @@ void MobManager::giveEventReward(CNSocket* sock, Player* player) {
// which crate to drop
int crateId;
switch (settings::EVENTMODE)
switch (settings::EVENTMODE)
{
// knishmas
case 1: crateId = 1187; break;
case 1: crateId = 1187; break;
// halloween
case 2: crateId = 1181; break;
// spring
case 3: crateId = 1126; break;
// what
default:
default:
std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
return;
}
item->sItem.iType = 9;
item->sItem.iID = crateId;
item->sItem.iOpt = 1;
@@ -315,33 +309,33 @@ void MobManager::giveEventReward(CNSocket* sock, Player* player) {
}
int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr);
mob->target = sock;
mob->state = MobState::COMBAT;
mob->nextMovement = getTime();
mob->nextAttack = 0;
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr);
mob->target = sock;
mob->state = MobState::COMBAT;
mob->nextMovement = getTime();
mob->nextAttack = 0;
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
}
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
}
mob->appearanceData.iHP -= damage;
mob->appearanceData.iHP -= damage;
// wake up sleeping monster
// TODO: remove client-side bit somehow
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
// wake up sleeping monster
// TODO: remove client-side bit somehow
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
if (mob->appearanceData.iHP <= 0)
killMob(mob->target, mob);
if (mob->appearanceData.iHP <= 0)
killMob(mob->target, mob);
return damage;
return damage;
}
void MobManager::killMob(CNSocket *sock, Mob *mob) {
@@ -349,14 +343,14 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
mob->target = nullptr;
mob->appearanceData.iConditionBitFlag = 0;
mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it
if (sock != nullptr) {
Player* plr = PlayerManager::getPlayer(sock);
if (plr == nullptr)
return;
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
giveReward(sock, mob);
MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);