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Monster Loot / Item Dropping Position (#8347)

- When a monster is killed, its first item will now always drop at the exact cell the monster was on
- When a monster drops more than one item, the items will be deployed on 3 cells around the monster (looping): SE, W and N
- Fixed drop position of looted items (similar to regular drops but independent to it and starts north)
- Fixed item drop order (script-granted -> regular drops -> looted drops)
- Fixed looted items showing special drop effects
- Searching for a free cell to drop an item on now uses the official algorithm
- When a monster drops an item, it will no longer drop on cells that are occupied by characters or pets
- When a player drops an item, it will now drop in a 5x5 area around the player
- Items dropped by players can now stack on the same cell unless the new "item_stacking" config is disabled
- When an MVP drop drops to the floor because the player's inventory was full, it will now always drop on that player's cell
- Fixes #8345
Playtester 1 vuosi sitten
vanhempi
commit
ec9a5fae4b
7 muutettua tiedostoa jossa 190 lisäystä ja 112 poistoa
  1. 7 0
      conf/battle/misc.conf
  2. 1 0
      src/map/battle.cpp
  3. 1 0
      src/map/battle.hpp
  4. 76 36
      src/map/map.cpp
  5. 2 1
      src/map/map.hpp
  6. 98 73
      src/map/mob.cpp
  7. 5 2
      src/map/pc.cpp

+ 7 - 0
conf/battle/misc.conf

@@ -190,3 +190,10 @@ hide_fav_sell: no
 // affects teleportation. Set this to 1 if you want it to be closer to the old emulator behavior.
 // Valid values: 1-40
 map_edge_size: 15
+
+// When a player drops items, can they stack on the same cell? (Note 1)
+// Officially there's no limit on how many items you can drop on the same cell.
+// If you set this to "no", when you drop an item, it will only drop on a cell that has no item on it yet.
+// A free cell will be searched for in eight directions. If no free cell could be found in those eight tries,
+// then dropping the item will fail (the item stays in the player's inventory).
+item_stacking: yes

+ 1 - 0
src/map/battle.cpp

@@ -11524,6 +11524,7 @@ static const struct _battle_data {
 	{ "feature.instance_allow_reconnect",   &battle_config.instance_allow_reconnect,        0,      0,      1,              },
 #endif
 	{ "synchronize_damage",                 &battle_config.synchronize_damage,              0,      0,      1,              },
+	{ "item_stacking",                      &battle_config.item_stacking,                   1,      0,      1,              },
 
 #include <custom/battle_config_init.inc>
 };

+ 1 - 0
src/map/battle.hpp

@@ -756,6 +756,7 @@ struct Battle_Config
 	int feature_banking_state_enforce;
 	int instance_allow_reconnect;
 	int synchronize_damage;
+	int item_stacking;
 
 #include <custom/battle_config_struct.inc>
 };

+ 76 - 36
src/map/map.cpp

@@ -1644,44 +1644,72 @@ void map_clearflooritem(struct block_list *bl) {
 	map_freeblock(&fitem->bl);
 }
 
-/*==========================================
- * (m,x,y) locates a random available free cell around the given coordinates
- * to place an BL_ITEM object. Scan area is 9x9, returns 1 on success.
- * x and y are modified with the target cell when successful.
- *------------------------------------------*/
-int map_searchrandfreecell(int16 m,int16 *x,int16 *y,int stack) {
-	int free_cell,i,j;
-	int free_cells[9][2];
-	struct map_data *mapdata = map_getmapdata(m);
-
-	if( mapdata == nullptr || mapdata->block == nullptr ){
-		return 0;
+/**
+ * Returns if a cell is passable and not occupied by given types of block
+ * Cells 5 cells from the SW edge and 4 cells from the NE edge are never considered as free
+ * @param m: Map of cell to check
+ * @param x: X-coordinate of cell to check
+ * @param y: Y-coordinate of cell to check
+ * @param type: Types of block to check for
+ * @return True if cell is passable, not on the edge and not occupied by given types of block
+ */
+bool map_cell_free(int16 m, int16 x, int16 y, int type)
+{
+	struct map_data* mapdata = map_getmapdata(m);
+	if (mapdata == nullptr || mapdata->block == nullptr) {
+		return false;
 	}
 
-	for(free_cell=0,i=-1;i<=1;i++){
-		if(i+*y<0 || i+*y>=mapdata->ys)
-			continue;
-		for(j=-1;j<=1;j++){
-			if(j+*x<0 || j+*x>=mapdata->xs)
-				continue;
-			if(map_getcell(m,j+*x,i+*y,CELL_CHKNOPASS) && !map_getcell(m,j+*x,i+*y,CELL_CHKICEWALL))
-				continue;
-			//Avoid item stacking to prevent against exploits. [Skotlex]
-			if(stack && map_count_oncell(m,j+*x,i+*y, BL_ITEM, 0) > stack)
-				continue;
-			free_cells[free_cell][0] = j+*x;
-			free_cells[free_cell++][1] = i+*y;
+	// Cells outside the map or within 4-5 cells of the map edge are considered invalid officially
+	// Note that this isn't symmetric (NE - 4 cells, SW - 5 cells)
+	// If for some reason edge size was set to below 5 cells, we consider them as valid
+	int16 edge_valid = std::min(battle_config.map_edge_size, 5);
+	if (x < edge_valid || x > mapdata->xs - edge_valid || y < edge_valid || y > mapdata->ys - edge_valid)
+		return false;
+	if (map_getcell(m, x, y, CELL_CHKNOPASS))
+		return false;
+	if (map_count_oncell(m, x, y, type, 0) > 0)
+		return false;
+
+	return true;
+}
+
+/**
+ * Locates a random available free cell around the given coordinates within a given distance range.
+ * This uses the official algorithm that checks each quadrant and line once.
+ * x and y are modified with the target free cell when successful.
+ * @param m: Map to search
+ * @param x: X-coordinate around which free cell is searched
+ * @param y: Y-coordinate around which free cell is searched
+ * @param distmin: Minimum distance from the given cell
+ * @param distmax: Maximum distance from the given cell
+ * @param type: If the given types of block are present on the cell, it counts as occupied
+ * @return True if free cell could be found
+ */
+bool map_search_freecell_dist(int16 m, int16* x, int16* y, int16 distmin, int16 distmax, int type)
+{
+	// This is to prevent that always the same quadrant is checked first 
+	int16 mirrorx = (rnd()%2) ? -1 : 1;
+	int16 mirrory = (rnd()%2) ? -1 : 1;
+
+	for (int16 i = -1; i <= 1; i++) {
+		for (int16 j = -1; j <= 1; j++) {
+			if (i || j)
+			{
+				int16 checkX = *x + mirrorx * i * rnd_value(distmin, distmax);
+				int16 checkY = *y + mirrory * j * rnd_value(distmin, distmax);
+				if (map_cell_free(m, checkX, checkY, type))
+				{
+					*x = checkX;
+					*y = checkY;
+					return true;
+				}
+			}
 		}
 	}
-	if(free_cell==0)
-		return 0;
-	free_cell = rnd_value(0, free_cell-1);
-	*x = free_cells[free_cell][0];
-	*y = free_cells[free_cell][1];
-	return 1;
+	return false;
 }
 
-
 static int map_count_sub(struct block_list *bl,va_list ap)
 {
 	return 1;
@@ -1860,12 +1888,14 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
  * @param first_charid : 1st player that could loot the item (only charid that could loot for first_get_tick duration)
  * @param second_charid :  2nd player that could loot the item (2nd charid that could loot for second_get_charid duration)
  * @param third_charid : 3rd player that could loot the item (3rd charid that could loot for third_get_charid duration)
- * @param flag: &1 MVP item. &2 do stacking check. &4 bypass droppable check.
+ * @param flag: &1 MVP item. &2 search free cell in 5x5 area instead of 3x3. &4 bypass droppable check.
  * @param mob_id: Monster ID if dropped by monster
  * @param canShowEffect: enable pillar effect on the dropped item (if set in the database)
+ * @param dir: where the item should drop around the target (DIR_MAX: random cell around center)
+ * @param type: types of block the item should not stack on
  * @return 0:failure, x:item_gid [MIN_FLOORITEM;MAX_FLOORITEM]==[2;START_ACCOUNT_NUM]
  *------------------------------------------*/
-int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect)
+int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect, enum directions dir, int type)
 {
 	struct flooritem_data *fitem = nullptr;
 
@@ -1874,8 +1904,18 @@ int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, i
 	if (!(flags&4) && battle_config.item_onfloor && (itemdb_traderight(item->nameid).trade))
 		return 0; //can't be dropped
 
-	if (!map_searchrandfreecell(m,&x,&y,flags&2?1:0))
-		return 0;
+	if (dir > DIR_CENTER && dir < DIR_MAX) {
+		x += dirx[dir];
+		y += diry[dir];
+	}
+	// If cell occupied and not center cell, drop item around the drop target cell
+	if (dir == DIR_MAX || (dir != DIR_CENTER && !map_cell_free(m, x, y, type))) {
+		if (!map_search_freecell_dist(m, &x, &y, 1, (flags&2)?2:1, type)) {
+			// Only stop here if BL_ITEM shall not stack, otherwise drop on original target cell
+			if (type&BL_ITEM)
+				return 0;
+		}
+	}
 
 	CREATE(fitem, struct flooritem_data, 1);
 	fitem->bl.type=BL_ITEM;

+ 2 - 1
src/map/map.hpp

@@ -21,6 +21,7 @@
 
 #include "navi.hpp"
 #include "script.hpp"
+#include "path.hpp"
 
 using rathena::server_core::Core;
 using rathena::server_core::e_core_type;
@@ -1137,7 +1138,7 @@ bool map_addnpc(int16 m,struct npc_data *);
 TIMER_FUNC(map_clearflooritem_timer);
 TIMER_FUNC(map_removemobs_timer);
 void map_clearflooritem(struct block_list* bl);
-int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect = false);
+int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id, bool canShowEffect = false, enum directions dir = DIR_MAX, int type = BL_NUL);
 
 // instances
 int map_addinstancemap(int src_m, int instance_id, bool no_mapflag);

+ 98 - 73
src/map/mob.cpp

@@ -81,6 +81,7 @@ struct s_mob_skill_db {
 std::unordered_map<int32, std::shared_ptr<s_mob_skill_db>> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid
 
 std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_delayed_drops;
+std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_looted_drops;
 MobSummonDatabase mob_summon_db;
 MobChatDatabase mob_chat_db;
 MapDropDatabase map_drop_db;
@@ -2216,25 +2217,53 @@ static std::shared_ptr<s_item_drop> mob_setlootitem( s_mob_lootitem& item, unsig
 	return drop;
 }
 
+/**
+ * Makes all items from a drop list drop
+ * @param list: list with all items that should drop
+ * @param loot: whether the items in the list are new drops or previously looted items
+ */
+void mob_process_drop_list(std::shared_ptr<s_item_drop_list>& list, bool loot)
+{
+	// First regular drop always drops at center
+	enum directions dir = DIR_CENTER;
+	// Looted drops start north instead
+	if (loot)
+		dir = DIR_NORTH;
+
+	for (std::shared_ptr<s_item_drop>& ditem : list->items) {
+		map_addflooritem(&ditem->item_data, ditem->item_data.amount,
+			list->m, list->x, list->y,
+			list->first_charid, list->second_charid, list->third_charid, 4, ditem->mob_id, !loot, dir, BL_CHAR|BL_PET);
+		// The drop location loops between three locations: SE -> W -> N -> SE
+		if (dir <= DIR_NORTH)
+			dir = DIR_SOUTHEAST;
+		else if (dir == DIR_SOUTHEAST)
+			dir = DIR_WEST;
+		else
+			dir = DIR_NORTH;
+	}
+}
+
 /*==========================================
  * item drop with delay (timer function)
  *------------------------------------------*/
-static TIMER_FUNC(mob_delay_item_drop){
-	uint32 bl_id = static_cast<uint32>( id );
-	std::shared_ptr<s_item_drop_list> list = util::umap_find( mob_delayed_drops, bl_id );
+static TIMER_FUNC(mob_delay_item_drop) {
+	uint32 bl_id = static_cast<uint32>(id);
 
-	if( list == nullptr ){
-		return 0;
+	// Regular drops
+	std::shared_ptr<s_item_drop_list> list = util::umap_find(mob_delayed_drops, bl_id);
+	if (list != nullptr) {
+		mob_process_drop_list(list, false);
+		mob_delayed_drops.erase(bl_id);
 	}
 
-	for( std::shared_ptr<s_item_drop>& ditem : list->items ){
-		map_addflooritem(&ditem->item_data,ditem->item_data.amount,
-			list->m,list->x,list->y,
-			list->first_charid,list->second_charid,list->third_charid,4,ditem->mob_id,true);
+	// Looted drops
+	list = util::umap_find(mob_looted_drops, bl_id);
+	if (list != nullptr) {
+		mob_process_drop_list(list, true);
+		mob_looted_drops.erase(bl_id);
 	}
 
-	mob_delayed_drops.erase( bl_id );
-
 	return 0;
 }
 
@@ -2833,6 +2862,24 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 	} //End EXP giving.
 
+	// Looted items have an independent drop position and also don't show special effects when dropped
+	// So we need put them into a separate list
+	std::shared_ptr<s_item_drop_list> lootlist = std::make_shared<s_item_drop_list>();
+	lootlist->m = md->bl.m;
+	lootlist->x = md->bl.x;
+	lootlist->y = md->bl.y;
+	lootlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
+	lootlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
+	lootlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
+
+	// Process items looted by the mob
+	if (md->lootitems) {
+		for (i = 0; i < md->lootitem_count; i++) {
+			std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
+			mob_item_drop(md, lootlist, ditem, 1, 10000, homkillonly || merckillonly);
+		}
+	}
+
 	if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
 		!md->special_state.ai || //Non special mob
 		battle_config.alchemist_summon_reward == 2 || //All summoned give drops
@@ -2846,7 +2893,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 #endif
 
 		std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
-
 		dlist->m = md->bl.m;
 		dlist->x = md->bl.x;
 		dlist->y = md->bl.y;
@@ -2854,40 +2900,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 		dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
 		dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
 
-		for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
-			if (md->db->dropitem[i].nameid == 0)
-				continue;
-
-			std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
-
-			if ( it == nullptr )
-				continue;
-			
-			drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
-
-			// attempt to drop the item
-			if (rnd() % 10000 >= drop_rate)
-				continue;
-
-			if( mvp_sd && it->type == IT_PETEGG ) {
-				pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
-				continue;
-			}
-
-			std::shared_ptr<s_item_drop> ditem = mob_setdropitem( md->db->dropitem[i], 1, md->mob_id );
-
-			//A Rare Drop Global Announce by Lupus
-			if( mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce ) {
-				char message[128];
-				sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate/100);
-				//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
-				intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
-			}
-			// Announce first, or else ditem will be freed. [Lance]
-			// By popular demand, use base drop rate for autoloot code. [Skotlex]
-			mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
-		}
-
 		// Ore Discovery [Celest]
 		if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
 			s_mob_drop mobdrop = {};
@@ -2943,13 +2955,39 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 			}
 		}
 
-		// process items looted by the mob
-		if (md->lootitems) {
-			for (i = 0; i < md->lootitem_count; i++) {
-				std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
+		// Regular mob drops drop after script-granted drops
+		for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
+			if (md->db->dropitem[i].nameid == 0)
+				continue;
+
+			std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
 
-				mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
+			if (it == nullptr)
+				continue;
+
+			drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
+
+			// attempt to drop the item
+			if (rnd() % 10000 >= drop_rate)
+				continue;
+
+			if (mvp_sd && it->type == IT_PETEGG) {
+				pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
+				continue;
 			}
+
+			std::shared_ptr<s_item_drop> ditem = mob_setdropitem(md->db->dropitem[i], 1, md->mob_id);
+
+			//A Rare Drop Global Announce by Lupus
+			if (mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce) {
+				char message[128];
+				sprintf(message, msg_txt(nullptr, 541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate / 100);
+				//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
+				intif_broadcast(message, strlen(message) + 1, BC_DEFAULT);
+			}
+			// Announce first, or else ditem will be freed. [Lance]
+			// By popular demand, use base drop rate for autoloot code. [Skotlex]
+			mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
 		}
 
 		// Process map specific drops
@@ -2989,29 +3027,16 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 		}
 
 		// There are drop items.
-		if( !dlist->items.empty() ){
+		if (!dlist->items.empty() || !lootlist->items.empty()) {
 			mob_delayed_drops[md->bl.id] = dlist;
-
-			add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
-		}
-	} else if (md->lootitems && md->lootitem_count) {	//Loot MUST drop!
-		std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
-
-		dlist->m = md->bl.m;
-		dlist->x = md->bl.x;
-		dlist->y = md->bl.y;
-		dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
-		dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
-		dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
-
-		for (i = 0; i < md->lootitem_count; i++) {
-			std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
-
-			mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
+			mob_looted_drops[md->bl.id] = lootlist;
+			add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
 		}
-
-		mob_delayed_drops[md->bl.id] = dlist;
-		add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
+	}
+	// Loot MUST drop!
+	else if (!lootlist->items.empty()) {
+		mob_looted_drops[md->bl.id] = lootlist;
+		add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
 	}
 
 	if( mvp_sd && md->get_bosstype() == BOSSTYPE_MVP ){
@@ -3114,7 +3139,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 				if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
 					clif_additem(mvp_sd,0,0,temp);
-					map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true);
+					map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true,DIR_CENTER);
 				}
 
 				if (i_data->flag.broadcast)

+ 5 - 2
src/map/pc.cpp

@@ -6052,9 +6052,12 @@ bool pc_dropitem(map_session_data *sd,int n,int amount)
 		return false;
 	}
 
-	// bypass drop restriction in map_addflooritem because we've already checked it above
-	if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0))
+	// Bypass drop restriction in map_addflooritem because we've already checked it above
+	if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0,
+		false, DIR_MAX, battle_config.item_stacking?BL_NUL:BL_ITEM))
+	{
 		return false;
+	}
 
 	pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
 	clif_dropitem( *sd, n, amount );