示例#1
0
// Called by AddLootTableToNPC
// maxdrops = size of the array npcd
void Database::AddLootDropToNPC(int32 lootdrop_id, ItemList* itemlist) {
	char errbuf[MYSQL_ERRMSG_SIZE];
    char *query = 0;
    MYSQL_RES *result;
    MYSQL_ROW row;

// This is Wiz's updated Pool Looting functionality.  Eventually, the database format should be moved over to use this
// or implemented to support both methods.  (A unique identifier in lootable_entries indicates to roll for a pool item
// in another table.
#ifdef POOLLOOTING
	int32 chancepool = 0;
	int32 items[50];
	int32 itemchance[50];
	int16 itemcharges[50];
	int8 i = 0;

	for (int m=0;m < 50;m++)
	{
		items[m]=0;
		itemchance[m]=0;
		itemcharges[m]=0;
	}
	
	if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i order by chance desc", lootdrop_id), errbuf, &result))
	{
		delete[] query;
		while (row = mysql_fetch_row(result))
		{
			items[i] = atoi(row[1]);
			itemchance[i] = atoi(row[4]) + chancepool;
			itemcharges[i] = atoi(row[2]);
			chancepool += atoi(row[4]);
			i++;
		}
		int32 res;
		i = 0;

        if (chancepool!=0) //avoid divide by zero if some mobs have 0 for chancepool
        {
            res = rand()%chancepool;
        }
        else
        {
            res = 0;
        }

		while (items[i] != 0)
		{
			if (res <= itemchance[i])
				break;
			else
				i++;
		}
		const Item_Struct* dbitem = database.GetItem(items[i]);
		if (dbitem == 0)
		{
			cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << items[i] << ", lootdrop_id=" << lootdrop_id << endl;
		}
		else
		{
			printf("Adding item2: %i",item->item_nr);
			cout << "Adding item to Mob" << endl;
			ServerLootItem_Struct* item = new ServerLootItem_Struct;
			item->item_nr = dbitem->item_nr;
			item->charges = itemcharges[i];
			item->equipSlot = 0;
			(*itemlist).Append(item);
		}
		mysql_free_result(result);
	}
#else
	if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i order by chance desc", lootdrop_id), errbuf, &result))
	{
		delete[] query;
		while ((row = mysql_fetch_row(result)))
		{
			int8 LootDropMod=1;  // place holder till I put it in a database variable to make it configurable.
			if( (rand()%100) < ((atoi(row[4]) * LootDropMod)) )
			{
				int32 itemid = atoi(row[1]);
				const Item_Struct* dbitem = database.GetItem(itemid);
				if (dbitem == 0)
				{
					cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << itemid << ", lootdrop_id=" << lootdrop_id << endl;
				}
				else
				{
					printf("Adding item: %i",item->item_nr);
					ServerLootItem_Struct* item = new ServerLootItem_Struct;
					item->item_nr = dbitem->item_nr;
					item->charges = atoi(row[2]);
					item->equipSlot = 0;
					(*itemlist).Append(item);
				}
				
				//mysql_free_result(result);
				//return;
			}
		}
		mysql_free_result(result);
	}
#endif
	else
	{
		cerr << "Error in AddLootDropToNPC query '" << query << "' " << errbuf << endl;
		delete[] query;
		return;
	}
	
	return;
}
示例#2
0
// Called by AddLootTableToNPC
// maxdrops = size of the array npcd
void Database::AddLootDropToNPC(NPC* npc,int32 lootdrop_id, ItemList* itemlist) {
	const LootDrop_Struct* lds = GetLootDrop(lootdrop_id);
	if (!lds)
		return;

// This is Wiz's updated Pool Looting functionality.  Eventually, the database format should be moved over to use this
// or implemented to support both methods.  (A unique identifier in lootable_entries indicates to roll for a pool item
// in another table.
#ifdef POOLLOOTING
	printf("POOL!\n");
	int32 chancepool = 0;
	int32 items[50];
	int32 itemchance[50];
	int16 itemcharges[50];
	int8 i = 0;

	for (int m=0;m < 50;m++) {
		items[m]=0;
		itemchance[m]=0;
		itemcharges[m]=0;
	}

	for (int k=0; k<lds->NumEntries; k++) {
		items[i] = lds->Entries[k].item_id;
		itemchance[i] = lds->Entries[k].chance + chancepool;
		itemcharges[i] = lds->Entries[k].item_charges;
		chancepool += lds->Entries[k].chance;
		i++;
	}
	int32 res;
	i = 0;

    if (chancepool!=0) { //avoid divide by zero if some mobs have 0 for chancepool
        res = rand()%chancepool;
    }
    else {
        res = 0;
    }

	while (items[i] != 0) {
		if (res <= itemchance[i])
			break;
		else
			i++;
	}
	const Item_Struct* dbitem = database.GetItem(items[i]);
	if (dbitem == 0) {
		cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << items[i] << ", lootdrop_id=" << lootdrop_id << endl;
	}
	else {
		cout << "Adding item to Mob" << endl;
		ServerLootItem_Struct* item = new ServerLootItem_Struct;
		item->item_nr = dbitem->item_nr;
		item->charges = itemcharges[i];
		item->equipSlot = 0;
		(*itemlist).Append(item);
	}
#else
	int x=0;
	int32 k;
	int32 totalchance = 0;
	for (k=0; k<lds->NumEntries; k++) {
		totalchance += lds->Entries[k].chance;
	}
	int32 thischance = 0;
	for (k=0; k<lds->NumEntries; k++) {
		x++;
		LinkedListIterator<ServerLootItem_Struct*> iterator(*itemlist);
		iterator.Reset();
		int itemon=0;
		while(iterator.MoreElements()){
		const Item_Struct* item = database.GetItem(iterator.GetData()->item_nr);
		if(item)
			if(iterator.GetData()->item_nr==lds->Entries[k].item_id)
				itemon=1;
		iterator.Advance();
		}
		thischance += lds->Entries[k].chance;
		if (totalchance == 0 || (lds->Entries[k].chance != 0 && rand()%totalchance < thischance && (lds->Entries[k].chance!=100 && itemon==0)) || (lds->Entries[k].chance==100 && itemon==0)) {
			int32 itemid = lds->Entries[k].item_id;
			const Item_Struct* dbitem = database.GetItem(itemid);
			if (dbitem == 0) {
				cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << itemid << ", lootdrop_id=" << lootdrop_id << endl;
			}
			else {				
				ServerLootItem_Struct* item = new ServerLootItem_Struct;
				item->item_nr = dbitem->item_nr;
				item->charges = lds->Entries[k].item_charges;
				if (lds->Entries[k].equip_item==1){
					const Item_Struct* item2= database.GetItem(item->item_nr);
					char tmp[20];
					char newid[20];
					memset(newid, 0, sizeof(newid));
					for(int i=0;i<7;i++){
						if (!isalpha(item2->idfile[i])){
							strncpy(newid, &item2->idfile[i],5);
							i=8;
						}
					}
					//printf("Npc Name: %s, Item: %i\n",npc->GetName(),item2->item_nr);
					if (((item2->equipableSlots==24576) || (item2->equipableSlots==8192)) && (npc->d_meele_texture1==0)) {
						npc->d_meele_texture1=atoi(newid);
						npc->equipment[7]=item2->item_nr;
						if (item2->common.spellId0!=0)
							npc->CastToMob()->AddProcToWeapon(item2->common.spellId0,true);
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if (((item2->equipableSlots==24576) || (item2->equipableSlots==16384)) && (npc->d_meele_texture2 ==0) && ((npc->GetLevel()>=13) || (item2->common.damage==0)))
					{
						if (item2->common.spellId0!=0)
							npc->CastToMob()->AddProcToWeapon(item2->common.spellId0,true);
						npc->equipment[8]=item2->item_nr;
						npc->d_meele_texture2=atoi(newid);
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==4) && (npc->equipment[0]==0)){
						npc->equipment[0]=item2->item_nr;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==131072) && (npc->equipment[1]==0)){
						npc->equipment[1]=item2->common.material;
						npc->texture=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==128) && (npc->equipment[2]==0)){
						npc->equipment[2]=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==1536) && (npc->equipment[3]==0)){
						npc->equipment[3]=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==4096) && (npc->equipment[4]==0)){
						npc->equipment[4]=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==262144) && (npc->equipment[5]==0)){
						npc->equipment[5]=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					else if ((item2->equipableSlots==524288) && (npc->equipment[6]==0)){
						npc->equipment[6]=item2->common.material;
						npc->AC+=item2->common.AC;
						npc->STR+=item2->common.STR;
						npc->INT+=item2->common.INT;
					}
					item->equipSlot = dbitem->equipableSlots;
				}
				(*itemlist).Append(item);
			}
			break;
		}
	}
#endif
}