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authorTreeston <treeston.mmoc@gmail.com>2016-06-17 12:46:13 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-01-29 21:51:04 +0100
commitd8911a9dd6c4458d05e3a806f95170d6400726ee (patch)
treef65ff095bcabb475d5106b35e6ca1bf65d3e0480
parenta95ff3a93109f8095cb843bff9113b95100a8681 (diff)
Creature/Loot: Do not display "lootable" sparkles for player even if others in the group still have quest items to be looted from creature. (#16265)
(cherry picked from commit a49544cc187d3a156b4615907d6b82057364fcc4) # Conflicts: # src/server/game/Handlers/LootHandler.cpp
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
-rw-r--r--src/server/game/Handlers/LootHandler.cpp7
-rw-r--r--src/server/game/Loot/LootMgr.cpp9
-rw-r--r--src/server/game/Loot/LootMgr.h1
4 files changed, 14 insertions, 5 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 4a00c1ffcf7..2f6838ba73e 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -17905,6 +17905,8 @@ bool Player::isAllowedToLoot(const Creature* creature)
const Loot* loot = &creature->loot;
if (loot->isLooted()) // nothing to loot or everything looted.
return false;
+ if (!loot->hasItemForAll() && !loot->hasItemFor(this)) // no loot in creature for this player
+ return false;
if (loot->loot_type == LOOT_SKINNING)
return creature->GetSkinner() == GetGUID();
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index 57304a95966..fadb884f1a8 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -429,13 +429,10 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
loot->roundRobinPlayer.Clear();
if (Group* group = player->GetGroup())
- {
group->SendLooter(creature, NULL);
-
- // force update of dynamic flags, otherwise other group's players still not able to loot.
- creature->ForceValuesUpdateAtIndex(OBJECT_DYNAMIC_FLAGS);
- }
}
+ // force dynflag update to update looter and lootable info
+ creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index 35d8278a417..637315ee747 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -813,6 +813,15 @@ uint32 Loot::GetMaxSlotInLootFor(Player* player) const
return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0);
}
+// return true if there is any item that is lootable for any player (not quest item, FFA or conditional)
+bool Loot::hasItemForAll() const
+{
+ for (LootItem const& item : items)
+ if (!item.is_looted && !item.freeforall && item.conditions.empty())
+ return true;
+ return false;
+}
+
// return true if there is any FFA, quest or conditional item for the player.
bool Loot::hasItemFor(Player* player) const
{
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h
index 1f075bebe2c..2dc8e02fb78 100644
--- a/src/server/game/Loot/LootMgr.h
+++ b/src/server/game/Loot/LootMgr.h
@@ -390,6 +390,7 @@ struct TC_GAME_API Loot
LootItem const* GetItemInSlot(uint32 lootSlot) const;
LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
uint32 GetMaxSlotInLootFor(Player* player) const;
+ bool hasItemForAll() const;
bool hasItemFor(Player* player) const;
bool hasOverThresholdItem() const;