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Group members share the same mob drops
This includes quest items.
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@ -514,7 +514,7 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
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PlayerManager::sendToViewable(sock, (void*)&bcast, P_FE2CL_PC_EVENT, sizeof(sP_FE2CL_PC_EVENT));
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}
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void MissionManager::mobKilled(CNSocket *sock, int mobid) {
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void MissionManager::mobKilled(CNSocket *sock, int mobid, int rolledQItem) {
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Player *plr = PlayerManager::getPlayer(sock);
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bool missionmob = false;
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@ -539,7 +539,7 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
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}
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// drop quest item
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if (task["m_iCSUItemNumNeeded"][j] != 0 && !isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j]) ) {
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bool drop = rand() % 100 < task["m_iSTItemDropRate"][j];
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bool drop = rolledQItem % 100 < task["m_iSTItemDropRate"][j];
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if (drop) {
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// XXX: are CSUItemID and CSTItemID the same?
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dropQuestItem(sock, plr->tasks[i], 1, task["m_iCSUItemID"][j], mobid);
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@ -54,7 +54,7 @@ namespace MissionManager {
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int giveMissionReward(CNSocket *sock, int task, int choice=0);
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void updateFusionMatter(CNSocket* sock, int fusion);
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void mobKilled(CNSocket *sock, int mobid);
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void mobKilled(CNSocket *sock, int mobid, int rolledQItem);
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bool endTask(CNSocket *sock, int32_t taskNum, int choice=0);
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void saveMission(Player* player, int missionId);
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@ -152,7 +152,8 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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void MobManager::giveReward(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
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int rolledCrate, int rolledCrateType, int rolledEvent) {
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Player *plr = PlayerManager::getPlayer(sock);
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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@ -200,9 +201,9 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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// give boosts 1 in 3 times
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if (drop.boosts > 0) {
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if (rand() % 3 == 0)
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if (rolledPotions % 3 == 0)
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plr->batteryN += drop.boosts;
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if (rand() % 3 == 0)
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if (rolledBoosts % 3 == 0)
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plr->batteryW += drop.boosts;
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}
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// caps
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@ -230,7 +231,7 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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return; // this also prevents holiday crate drops, but oh well
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} else {
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chance = &MobDropChances[drop.dropChanceType];
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awardDrop = (rand() % 1000 < chance->dropChance);
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awardDrop = (rolledCrate % 1000 < chance->dropChance);
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}
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// no drop
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@ -240,7 +241,7 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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} else {
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// item reward
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getReward(&item->sItem, &drop, chance);
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getReward(&item->sItem, &drop, chance, rolledCrateType);
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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@ -252,10 +253,10 @@ void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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// event crates
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if (settings::EVENTMODE != 0)
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giveEventReward(sock, plr);
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giveEventReward(sock, plr, rolledEvent);
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}
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void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance) {
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void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
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reward->iType = 9;
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reward->iOpt = 1;
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@ -264,7 +265,7 @@ void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chan
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total += ratio;
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// randomizing a crate
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int randomNum = rand() % total;
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int randomNum = rolled % total;
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int i = 0;
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int sum = 0;
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do {
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@ -275,7 +276,7 @@ void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chan
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while (sum<=randomNum);
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}
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void MobManager::giveEventReward(CNSocket* sock, Player* player) {
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void MobManager::giveEventReward(CNSocket* sock, Player* player, int rolled) {
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// random drop chance
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if (rand() % 100 > settings::EVENTCRATECHANCE)
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return;
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@ -385,9 +386,16 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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int rolledBoosts = rand();
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int rolledPotions = rand();
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int rolledCrate = rand();
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int rolledCrateType = rand();
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int rolledEvent = rand();
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int rolledQItem = rand();
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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giveReward(sock, mob);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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giveReward(sock, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType, rolledQItem);
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} else {
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Player* otherPlayer = PlayerManager::getPlayerFromID(plr->iIDGroup);
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@ -406,8 +414,8 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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if (dist > 5000)
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continue;
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giveReward(sockTo, mob);
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MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType);
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giveReward(sockTo, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType, rolledQItem);
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}
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}
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}
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@ -167,9 +167,9 @@ namespace MobManager {
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void npcAttackPc(Mob *mob, time_t currTime);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock, Mob *mob);
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void getReward(sItemBase *reward, MobDrop *drop, MobDropChance *chance);
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void giveEventReward(CNSocket* sock, Player* player);
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void giveReward(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent);
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void getReward(sItemBase *reward, MobDrop *drop, MobDropChance *chance, int rolled);
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void giveEventReward(CNSocket* sock, Player* player, int rolled);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool, bool, int, int, int);
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