diff options
author | Shauren <shauren.trinity@gmail.com> | 2012-07-05 14:16:44 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2012-07-05 14:16:44 +0200 |
commit | 32ba32c4ebe56ba931c8638460c24cd57ae29a75 (patch) | |
tree | 2f757648b85ec8989a7dfc573b954b9b4d718650 /src/server/game/Groups/Group.cpp | |
parent | c95905ddbb22e2b5b5362b790aa851ef10d4e27e (diff) | |
parent | ed6f3e2deff55f913f9646db5f540b7704088478 (diff) |
Merge branch '4.x' of github.com:TrinityCore/TrinityCore into 4.3.4
Diffstat (limited to 'src/server/game/Groups/Group.cpp')
-rwxr-xr-x | src/server/game/Groups/Group.cpp | 76 |
1 files changed, 31 insertions, 45 deletions
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp index 4c6b6249887..743d56886f0 100755 --- a/src/server/game/Groups/Group.cpp +++ b/src/server/game/Groups/Group.cpp @@ -556,7 +556,7 @@ bool Group::RemoveMember(uint64 guid, const RemoveMethod &method /*= GROUP_REMOV roll->playerVote.erase(itr2); - CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE); + CountRollVote(guid, roll->itemGUID, MAX_ROLL_TYPE); } // Update subgroups @@ -763,7 +763,7 @@ void Group::SendLootStartRoll(uint32 countDown, uint32 mapid, const Roll &r) WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4+4+1)); data << uint64(r.itemGUID); // guid of rolled item data << uint32(mapid); // 3.3.3 mapid - data << uint32(r.itemSlot); // slot + data << uint32(r.itemSlot); // itemslot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID @@ -791,7 +791,7 @@ void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, WorldPacket data(SMSG_LOOT_START_ROLL, (8 + 4 + 4 + 4 + 4 + 4 + 4 + 1)); data << uint64(r.itemGUID); // guid of rolled item data << uint32(mapId); // 3.3.3 mapid - data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it??? + data << uint32(r.itemSlot); // itemslot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID @@ -805,20 +805,20 @@ void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, p->GetSession()->SendPacket(&data); } -void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r) +void Group::SendLootRoll(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1)); - data << uint64(SourceGuid); // guid of the item rolled - data << uint32(0); // unknown, maybe amount of players - data << uint64(TargetGuid); - data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for - data << uint32(r.itemRandomSuffix); // randomSuffix - data << uint32(r.itemRandomPropId); // Item random property ID - data << uint8(RollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number - data << uint8(RollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll - data << uint8(0); // auto pass on NeedBeforeGreed loot because player cannot use the object + data << uint64(sourceGuid); // guid of the item rolled + data << uint32(roll.itemSlot); // slot + data << uint64(targetGuid); + data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for + data << uint32(roll.itemRandomSuffix); // randomSuffix + data << uint32(roll.itemRandomPropId); // Item random property ID + data << uint8(rollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number + data << uint8(rollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll + data << uint8(0); // 1: "You automatically passed on: %s because you cannot loot that item." - Possibly used in need befor greed - for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr != r.playerVote.end(); ++itr) + for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) @@ -829,19 +829,19 @@ void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, } } -void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r) +void Group::SendLootRollWon(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1)); - data << uint64(SourceGuid); // guid of the item rolled - data << uint32(0); // unknown, maybe amount of players - data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for - data << uint32(r.itemRandomSuffix); // randomSuffix - data << uint32(r.itemRandomPropId); // Item random property - data << uint64(TargetGuid); // guid of the player who won. - data << uint8(RollNumber); // rollnumber realted to SMSG_LOOT_ROLL - data << uint8(RollType); // Rolltype related to SMSG_LOOT_ROLL + data << uint64(sourceGuid); // guid of the item rolled + data << uint32(roll.itemSlot); // slot + data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for + data << uint32(roll.itemRandomSuffix); // randomSuffix + data << uint32(roll.itemRandomPropId); // Item random property + data << uint64(targetGuid); // guid of the player who won. + data << uint8(rollNumber); // rollnumber realted to SMSG_LOOT_ROLL + data << uint8(rollType); // rollType related to SMSG_LOOT_ROLL - for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr != r.playerVote.end(); ++itr) + for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) @@ -852,11 +852,11 @@ void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumb } } -void Group::SendLootAllPassed(uint32 numberOfPlayers, Roll const& roll) +void Group::SendLootAllPassed(Roll const& roll) { WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4)); data << uint64(roll.itemGUID); // Guid of the item rolled - data << uint32(numberOfPlayers); // The number of players rolling for it + data << uint32(roll.itemSlot); // Item loot slot data << uint32(roll.itemid); // The itemEntryId for the item that shall be rolled for data << uint32(roll.itemRandomPropId); // Item random property ID data << uint32(roll.itemRandomSuffix); // Item random suffix ID @@ -1099,7 +1099,7 @@ void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject) } } -void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers, uint8 Choice) +void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint8 Choice) { Rolls::iterator rollI = GetRoll(Guid); if (rollI == RollId.end()) @@ -1140,7 +1140,7 @@ void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers } if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling) - CountTheRoll(rollI, NumberOfPlayers); + CountTheRoll(rollI); } //called when roll timer expires @@ -1149,7 +1149,7 @@ void Group::EndRoll(Loot* pLoot) for (Rolls::iterator itr = RollId.begin(); itr != RollId.end();) { if ((*itr)->getLoot() == pLoot) { - CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass + CountTheRoll(itr); //i don't have to edit player votes, who didn't vote ... he will pass itr = RollId.begin(); } else @@ -1157,7 +1157,7 @@ void Group::EndRoll(Loot* pLoot) } } -void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) +void Group::CountTheRoll(Rolls::iterator rollI) { Roll* roll = *rollI; if (!roll->isValid()) // is loot already deleted ? @@ -1280,7 +1280,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) } else { - SendLootAllPassed(NumberOfPlayers, *roll); + SendLootAllPassed(*roll); // remove is_blocked so that the item is lootable by all players LootItem* item = &(roll->getLoot()->items[roll->itemSlot]); @@ -2107,20 +2107,6 @@ bool Group::HasFreeSlotSubGroup(uint8 subgroup) const return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE); } -Group::MemberSlotList const& Group::GetMemberSlots() const -{ - return m_memberSlots; -} - -GroupReference* Group::GetFirstMember() -{ - return m_memberMgr.getFirst(); -} - -uint32 Group::GetMembersCount() const -{ - return m_memberSlots.size(); -} uint8 Group::GetMemberGroup(uint64 guid) const { |