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authorxinef1 <w.szyszko2@gmail.com>2017-03-02 00:19:28 +0100
committerShauren <shauren.trinity@gmail.com>2019-08-17 20:04:14 +0200
commit98180ecdc179386270e93b80c0db8344b659557f (patch)
treecc00d9d29b29d37e1997e537efc05c7bfa07a6c0 /src
parent6cd254d83b51d25551536122ea0217df447b2cf3 (diff)
Core/GameObject: regenerate GO loot if respawn time passed since last loot generation time and not all items were taken (#19101)
(cherrypicked from 7011aabb56f061fc889ec42ce32b7605ceb35b53)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp1
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h3
-rw-r--r--src/server/game/Entities/Player/Player.cpp6
3 files changed, 10 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 1d294a1528c..7b38072a9e5 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -127,6 +127,7 @@ GameObject::GameObject() : WorldObject(false), MapObject(),
m_spawnId = UI64LIT(0);
m_groupLootTimer = 0;
+ m_lootGenerationTime = 0;
ResetLootMode(); // restore default loot mode
m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index a22b637f07f..13b1ede4bba 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -209,6 +209,8 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
+ void SetLootGenerationTime() { m_lootGenerationTime = time(nullptr); }
+ uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
void AddToSkillupList(ObjectGuid const& PlayerGuidLow) { m_SkillupList.insert(PlayerGuidLow); }
bool IsInSkillupList(ObjectGuid const& playerGuid) const
@@ -347,6 +349,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
ObjectGuid m_lootRecipient;
ObjectGuid m_lootRecipientGroup;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
+ uint32 m_lootGenerationTime;
ObjectGuid m_linkedTrap;
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 21a36c1cdf4..89c6ea7d2ce 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -8363,6 +8363,11 @@ void Player::SendLoot(ObjectGuid guid, LootType loot_type, bool aeLooting/* = fa
loot = &go->loot;
+ // loot was generated and respawntime has passed since then, allow to recreate loot
+ // to avoid bugs, this rule covers spawned gameobjects only
+ if (go->isSpawnedByDefault() && go->getLootState() == GO_ACTIVATED && !go->loot.isLooted() && go->GetLootGenerationTime() + go->GetRespawnDelay() < time(nullptr))
+ go->SetLootState(GO_READY);
+
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
@@ -8385,6 +8390,7 @@ void Player::SendLoot(ObjectGuid guid, LootType loot_type, bool aeLooting/* = fa
group->UpdateLooterGuid(go, true);
loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
+ go->SetLootGenerationTime();
// get next RR player (for next loot)
if (groupRules && !go->loot.empty())