📄 distribute_random.cpp
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// Distribute_Random.cpp: implementation of the CDistribute_Random class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Distribute_Random.h"
#include "ItemDrop.h"
#include "ItemManager.h"
#include "Player.h"
#include "Monster.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CDistribute_Random::CDistribute_Random()
{
}
CDistribute_Random::~CDistribute_Random()
{
}
/*
void CDistribute_Random::SendAbil(LEVELTYPE MonsterLevel, PARTY_RECEIVE_MEMBER* pRealMember)
{
if(pRealMember->count == 0)
return;
int rate = rand() % pRealMember->count;
SendToPersonalAbil((CPlayer*)pRealMember->pPlayer[rate], MonsterLevel);
}
*/
void CDistribute_Random::SendItem(PARTY_RECEIVE_MEMBER* pRealMember, WORD DropItemId, DWORD DropItemRatio, MONSTEREX_LIST * pMonInfo, WORD MonsterKind)
{
if(pRealMember->count == 0)
return;
MONEYTYPE money;
MONEYTYPE partymoney;
int rate = rand() % pRealMember->count;
CPlayer* pReceivePlayer = (CPlayer*)pRealMember->pPlayer[rate];
if(ChkGetItemLevel(pReceivePlayer->GetLevel(), pMonInfo->Level) == FALSE)
return;
if(DropItemId == 0)
{
money = ITEMDROP_OBJ->MoneyItemNoItemPercentCalculator(pMonInfo, pReceivePlayer, MonsterKind); //to do : 咯扁辑 酒捞袍档 靛而 窍绰瘤 犬牢
if(money)
{
partymoney = money/pRealMember->count;
for(int i=0; i< pRealMember->count; ++i)
{
SendToPersonalMoney((CPlayer*)pRealMember->pPlayer[i], partymoney, MonsterKind);
}
return;
}
}
else
{
if( DropItemRatio )
if( ( rand()%100 ) % ( 100 / DropItemRatio ) == 0 )
ITEMMGR->MonsterObtainItem((CPlayer*)pRealMember->pPlayer[rate],DropItemId,MonsterKind);
}
}
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