System Item Drop System

Cohadar

master of fugue
Reaction score
209
Code:
//==============================================================================
//  ITEM DROP SYSTEM BY COHADAR v1.1
//==============================================================================
//
//  PURPOUSE:
//    Creating dynamic custom item tables
//
//  PROS: 
//    * It can set a drop chance for every item (naturally)
//    * It can drop items with a set number of charges
//    * It can set a custom values for items.
//    * If you don't use charges or custom values 
//      you can simpy ignore them and the system will work ok
//    * function for checking if your tables are valid
//
//  CONS:
//    * It is boring to type all those tables
//       But there is no better way anyway.
//
//  HOW TO IMPORT:
//       * Just create a trigger named >> ItemDropSystem <<
//       * convert it to text and replace the whole trigger text with this one
//==============================================================================



library ItemDropSystem
    
globals
    constant integer ITEM_TABLE_SIZE = 10 // you can increase this if you want
endglobals
	
//------------------------------------------------------------------------------
//  entries in table with itemId == 0 represent the chance of nothing to be dropped
//  total sum of chances in table must be between 0 and 100
//------------------------------------------------------------------------------
struct ItemTable
        integer array      itemId[ITEM_TABLE_SIZE]
	integer array  dropChance[ITEM_TABLE_SIZE]
	integer array     charges[ITEM_TABLE_SIZE]
	integer array customValue[ITEM_TABLE_SIZE]
endstruct


//------------------------------------------------------------------------------
//  Checks if table has valid dropChances
//  You don't need to use this functions but it is recommended as safety method
//  You can call this only once at map initialization
//  probably right after you create your custom table
//------------------------------------------------------------------------------
function isValidTable takes ItemTable t returns boolean
    local integer i = 0
    local integer cumul = 0
	
	loop
	    exitwhen i> ITEM_TABLE_SIZE
		
		if (t.dropChance[i] < 0) then
		    debug call BJDebugMsg("ERROR in isValidTable() : negative drop chance")
		    return false
		else
			set cumul = cumul + t.dropChance[i]
		endif
		
		if (cumul > 100) then
		    debug call BJDebugMsg("ERROR in isValidTable() : total drop chance greater than 100 percent")
			return false
		endif
		
		set i = i + 1
	endloop
	
	return true
endfunction

//------------------------------------------------------------------------------
//   Returns random index in item table (i.e. random item from table)
//     r must be a number between 0 and 100, 
//     it represents the percent by witch we calculate what item to drop
//     You probably don't need to use this function directly
//------------------------------------------------------------------------------
function getItemFromTableAndNumber takes ItemTable t, integer r returns integer
	local integer cumul = 0
	local integer i = 0
	
	if (r < 0 or r > 100) then
	    debug call BJDebugMsg("ERROR in getItemFromTableAndNumber() : invalid random value")
		return 0
	endif
	
	loop
	    exitwhen i >= ITEM_TABLE_SIZE
		set cumul = cumul + t.dropChance[i]
		if (cumul >= r) then
		    return i
		endif
		set i = i + 1
	endloop
	
    return ITEM_TABLE_SIZE // invalid index, means no items are dropped
endfunction

//------------------------------------------------------------------------------
//   Creates random item from table at (x,y) also returns that item
//------------------------------------------------------------------------------
function dropRandomItemXY takes real x, real y, ItemTable t returns item
	local integer i  // index in item table
	local item ret   // item we will create
	
	set i = getItemFromTableAndNumber(t, GetRandomInt(0, 100))
	
	if (i >= ITEM_TABLE_SIZE) then
	    // this is not an error, invalid table index means that no item should be dropped
	    // explanation: 
		//    if all items in table have 25% total drop chance
		//    than there is 75% percent chance that no item is dropped
		return null
	endif
	
	if (t.itemId[i] == 0) then
	    // this is not an error, table can contain "no item" entries
	    return null 
	else
		set ret = CreateItem(t.itemId[i], x, y)
		if (t.charges[i] > 0) then
	        call SetItemCharges( ret, t.charges[i] )
		endif
	    call SetItemUserData( ret, t.customValue[i])
    	return ret
	endif
endfunction

//------------------------------------------------------------------------------
//   Creates random item from table at unit position also returns that item
//   You will probably use this to drop items from dying unit
//------------------------------------------------------------------------------
function dropRantomItem takes unit u, ItemTable t returns item
    return dropRandomItemXY(GetUnitX(u), GetUnitY(u), t)
endfunction

endlibrary
//==============================================================================
//  END OF ITEM DROP SYSTEM
//==============================================================================

// Forced by WE
function InitTrig_ItemDropSystem takes nothing returns nothing
endfunction

And a little test map so you can see how to properly create tables.
 

phyrex1an

Staff Member and irregular helper
Reaction score
447
Where did you get that from? Anyway, that's not true.
You can only use the GUI "Item Tables" on preplaced units.
The itempool however are completely independent of units.

JASS:
native CreateItemPool           takes nothing returns itempool
native ItemPoolAddItemType      takes itempool whichItemPool, integer itemId, real weight returns nothing
native ItemPoolRemoveItemType   takes itempool whichItemPool, integer itemId returns nothing
native DestroyItemPool          takes itempool whichItemPool returns nothing
native PlaceRandomItem          takes itempool whichItemPool, real x, real y returns item


JASS:
local itempool ip = CreateItemPool()
call ItemPoolAddItemType(ip, &#039;I000&#039;, 20)
call ItemPoolAddItemType(ip, &#039;I001&#039;, 10)
call PlaceRandomItem(ip, 0, 0)
call DestroyItemPool(ip)
set ip = null

I think that you can use 0 for "no item" but I'm not sure, if that's not the case then your system have a clear benefit. Also, the itempools doesn't support dynamic charges or auto custom values so that's another benefit with your system.
 

Cohadar

master of fugue
Reaction score
209
Tnx for info, I really didn't know about itempools.

I thing I will remake my system to look like item-pools.

It will be easier to use and will still support customs and charges.
 
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