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authorTrazom62 <none@none>2010-03-11 22:55:02 +0100
committerTrazom62 <none@none>2010-03-11 22:55:02 +0100
commited8c5ef6ffdbeadb600990fe683f5e20e8f31759 (patch)
treea9628a30089fae19083326d8f38aa2b45f11b8cd /src/game/LootMgr.cpp
parentd9f257a18c8e7984168d52b2d89b8e1582e27925 (diff)
Implement group loot for chest having GroupLootRules (go type=3, data15=1).
Implement round robin loot. Implement round robin for underthreshold items (group loot and need befor greed). Fix "all players pass" bug on creature. Add SMSG_LOOT_LIST message to indicate looter (round robin or master). And some other minor loot bugs. Fixes issue #167. Fixes issue #247. --HG-- branch : trunk
Diffstat (limited to 'src/game/LootMgr.cpp')
-rw-r--r--src/game/LootMgr.cpp118
1 files changed, 107 insertions, 11 deletions
diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp
index d7e2cde320d..7c4bb2d219c 100644
--- a/src/game/LootMgr.cpp
+++ b/src/game/LootMgr.cpp
@@ -408,11 +408,20 @@ bool Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner,
// Setting access rights for group loot case
Group * pGroup = loot_owner->GetGroup();
- if(!personal && pGroup)
+ if (!personal && pGroup)
{
+ roundRobinPlayer = loot_owner->GetGUID();
+
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
if(Player* pl = itr->getSource())
FillNotNormalLootFor(pl);
+
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (ItemPrototype const *proto = sItemStorage.LookupEntry<ItemPrototype>(items[i].itemid))
+ if (proto->Quality < uint32(pGroup->GetLootThreshold()))
+ items[i].is_underthreshold = true;
+ }
}
// ... for personal loot
else
@@ -672,6 +681,63 @@ uint32 Loot::GetMaxSlotInLootFor(Player* player) const
return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0);
}
+// return true if there is any FFA, quest or conditional item for the player.
+bool Loot::hasItemFor(Player* player) const
+{
+ QuestItemMap const& lootPlayerQuestItems = GetPlayerQuestItems();
+ QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(player->GetGUIDLow());
+ if (q_itr != lootPlayerQuestItems.end())
+ {
+ QuestItemList *q_list = q_itr->second;
+ for (QuestItemList::const_iterator qi = q_list->begin() ; qi != q_list->end(); ++qi)
+ {
+ const LootItem &item = quest_items[qi->index];
+ if (!qi->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ QuestItemMap const& lootPlayerFFAItems = GetPlayerFFAItems();
+ QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(player->GetGUIDLow());
+ if (ffa_itr != lootPlayerFFAItems.end())
+ {
+ QuestItemList *ffa_list = ffa_itr->second;
+ for (QuestItemList::const_iterator fi = ffa_list->begin() ; fi != ffa_list->end(); ++fi)
+ {
+ const LootItem &item = items[fi->index];
+ if (!fi->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
+ QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow());
+ if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end())
+ {
+ QuestItemList *conditional_list = nn_itr->second;
+ for (QuestItemList::const_iterator ci = conditional_list->begin() ; ci != conditional_list->end(); ++ci)
+ {
+ const LootItem &item = items[ci->index];
+ if (!ci->is_looted && !item.is_looted)
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// return true if there is any item over the group threshold (i.e. not underthreshold).
+bool Loot::hasOverThresholdItem() const
+{
+ for (uint8 i = 0; i < items.size(); ++i)
+ {
+ if (!items[i].is_looted && !items[i].is_underthreshold && !items[i].freeforall)
+ return true;
+ }
+
+ return false;
+}
+
ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
{
b << uint32(li.itemid);
@@ -706,16 +772,46 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
{
case GROUP_PERMISSION:
{
- // You are not the items proprietary, so you can only see
+ // if you are not the round-robin group looter, you can only see
// blocked rolled items and quest items, and !ffa items
for (uint8 i = 0; i < l.items.size(); ++i)
{
if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer))
{
- uint8 slot_type = (l.items[i].is_blocked || l.items[i].is_underthreshold) ? 0 : 1;
+ uint8 slot_type;
+
+ if (l.items[i].is_blocked)
+ slot_type = LOOT_SLOT_TYPE_ROLL_ONGOING;
+ else if (l.roundRobinPlayer == 0 || !l.items[i].is_underthreshold || lv.viewer->GetGUID() == l.roundRobinPlayer)
+ {
+ // no round robin owner or he has released the loot
+ // or it IS the round robin group owner
+ // => item is lootable
+ slot_type = LOOT_SLOT_TYPE_ALLOW_LOOT;
+ }
+ else
+ // item shall not be displayed.
+ continue;
+
+ b << uint8(i) << l.items[i];
+ b << uint8(slot_type);
+ ++itemsShown;
+ }
+ }
+ break;
+ }
+ case ROUND_ROBIN_PERMISSION:
+ {
+ for (uint8 i = 0; i < l.items.size(); ++i)
+ {
+ if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer))
+ {
+ if (l.roundRobinPlayer != 0 && lv.viewer->GetGUID() != l.roundRobinPlayer)
+ // item shall not be displayed.
+ continue;
- b << uint8(i) << l.items[i]; //send the index and the item if it's not looted, and blocked or under threshold, free for all items will be sent later, only one-player loots here
- b << uint8(slot_type); // 0 - get 1 - look only
+ b << uint8(i) << l.items[i];
+ b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
++itemsShown;
}
}
@@ -724,13 +820,13 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
case ALL_PERMISSION:
case MASTER_PERMISSION:
{
- uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? 2 : 0;
+ uint8 slot_type = (lv.permission==MASTER_PERMISSION) ? LOOT_SLOT_TYPE_MASTER : LOOT_SLOT_TYPE_ALLOW_LOOT;
for (uint8 i = 0; i < l.items.size(); ++i)
{
if (!l.items[i].is_looted && !l.items[i].freeforall && !l.items[i].conditionId && l.items[i].AllowedForPlayer(lv.viewer))
{
- b << uint8(i) << l.items[i]; //only send one-player loot items now, free for all will be sent later
- b << uint8(slot_type); // 0 - get 2 - master selection
+ b << uint8(i) << l.items[i];
+ b << uint8(slot_type);
++itemsShown;
}
}
@@ -752,7 +848,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
{
b << uint8(l.items.size() + (qi - q_list->begin()));
b << item;
- b << uint8(0); // allow loot
+ b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
++itemsShown;
}
}
@@ -769,7 +865,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
if (!fi->is_looted && !item.is_looted)
{
b << uint8(fi->index) << item;
- b << uint8(0); // allow loot
+ b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
++itemsShown;
}
}
@@ -786,7 +882,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
if (!ci->is_looted && !item.is_looted)
{
b << uint8(ci->index) << item;
- b << uint8(0); // allow loot
+ b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
++itemsShown;
}
}