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-rw-r--r--src/server/game/Handlers/LootHandler.cpp4
-rw-r--r--src/server/game/Loot/Loot.cpp45
-rw-r--r--src/server/game/Loot/Loot.h2
3 files changed, 42 insertions, 9 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index f2c5ad4f15c..562403933a6 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -516,7 +516,7 @@ void WorldSession::HandleLootMasterGiveOpcode(WorldPackets::Loot::MasterLootItem
ItemPosCountVec dest;
InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count);
- if (item.follow_loot_rules && !item.AllowedForPlayer(target))
+ if (!item.AllowedForPlayer(target, true))
msg = EQUIP_ERR_CANT_EQUIP_EVER;
if (msg != EQUIP_ERR_OK)
{
@@ -526,8 +526,6 @@ void WorldSession::HandleLootMasterGiveOpcode(WorldPackets::Loot::MasterLootItem
_player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_INV_FULL);
else
_player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_OTHER);
-
- target->SendEquipError(msg, nullptr, nullptr, item.itemid);
return;
}
diff --git a/src/server/game/Loot/Loot.cpp b/src/server/game/Loot/Loot.cpp
index 73ccbca886e..5132a4b4e52 100644
--- a/src/server/game/Loot/Loot.cpp
+++ b/src/server/game/Loot/Loot.cpp
@@ -57,7 +57,7 @@ LootItem::LootItem(LootStoreItem const& li)
}
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
-bool LootItem::AllowedForPlayer(Player const* player) const
+bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter) const
{
// DB conditions check
if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
@@ -67,10 +67,6 @@ bool LootItem::AllowedForPlayer(Player const* player) const
if (!pProto)
return false;
- // not show loot for players without profession or those who already know the recipe
- if ((pProto->GetFlags() & ITEM_FLAG_HIDE_UNUSABLE_RECIPE) && (!player->HasSkill(pProto->GetRequiredSkill()) || player->HasSpell(pProto->Effects[1]->SpellID)))
- return false;
-
// not show loot for not own team
if ((pProto->GetFlags2() & ITEM_FLAG2_FACTION_HORDE) && player->GetTeam() != HORDE)
return false;
@@ -78,6 +74,45 @@ bool LootItem::AllowedForPlayer(Player const* player) const
if ((pProto->GetFlags2() & ITEM_FLAG2_FACTION_ALLIANCE) && player->GetTeam() != ALLIANCE)
return false;
+ // Master looter can see certain items even if the character can't loot them
+ if (!isGivenByMasterLooter && player->GetGroup() && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID())
+ {
+ // check quest requirements
+ if (!(pProto->FlagsCu & ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && (needs_quest || pProto->GetStartQuest()))
+ return false;
+
+ return true;
+ }
+
+ // Don't allow loot for players without profession or those who already know the recipe
+ if (pProto->GetFlags() & ITEM_FLAG_HIDE_UNUSABLE_RECIPE)
+ {
+ if (!player->HasSkill(pProto->GetRequiredSkill()))
+ return false;
+
+ for (ItemEffectEntry const* itemEffect : pProto->Effects)
+ {
+ if (itemEffect->TriggerType != ITEM_SPELLTRIGGER_LEARN_SPELL_ID)
+ continue;
+
+ if (player->HasSpell(itemEffect->SpellID))
+ return false;
+ }
+ }
+
+ // Don't allow to loot soulbound recipes that the player has already learned
+ if (pProto->GetClass() == ITEM_CLASS_RECIPE && pProto->GetBonding() == BIND_ON_ACQUIRE)
+ {
+ for (ItemEffectEntry const* itemEffect : pProto->Effects)
+ {
+ if (itemEffect->TriggerType != ITEM_SPELLTRIGGER_LEARN_SPELL_ID)
+ continue;
+
+ if (player->HasSpell(itemEffect->SpellID))
+ return false;
+ }
+ }
+
// check quest requirements
if (!(pProto->FlagsCu & ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->GetStartQuest() && player->GetQuestStatus(pProto->GetStartQuest()) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid)))
return false;
diff --git a/src/server/game/Loot/Loot.h b/src/server/game/Loot/Loot.h
index 1ffca758e73..99edb8ac009 100644
--- a/src/server/game/Loot/Loot.h
+++ b/src/server/game/Loot/Loot.h
@@ -158,7 +158,7 @@ struct TC_GAME_API LootItem
freeforall(false), is_underthreshold(false), is_counted(false), needs_quest(false), follow_loot_rules(false) { };
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
- bool AllowedForPlayer(Player const* player) const;
+ bool AllowedForPlayer(Player const* player, bool isGivenByMasterLooter = false) const;
void AddAllowedLooter(Player const* player);
GuidSet const& GetAllowedLooters() const { return allowedGUIDs; }
};