aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Entities/GameObject
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp39
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h1
2 files changed, 33 insertions, 7 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 8051c757bf2..868aa87c26f 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -694,12 +694,39 @@ void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
fishloot->clear();
uint32 zone, subzone;
+ uint32 defaultzone = 1;
GetZoneAndAreaId(zone, subzone);
// if subzone loot exist use it
- if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true))
- // else use zone loot (must exist in like case)
- fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true);
+ fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true);
+ if (fishloot->empty()) //use this becase if zone or subzone has set LOOT_MODE_JUNK_FISH,Even if no normal drop, fishloot->FillLoot return true. it wrong.
+ {
+ //subzone no result,use zone loot
+ fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true);
+ //use zone 1 as default, somewhere fishing got nothing,becase subzone and zone not set, like Off the coast of Storm Peaks.
+ if (fishloot->empty())
+ fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true);
+ }
+}
+
+void GameObject::getFishLootJunk(Loot* fishloot, Player* loot_owner)
+{
+ fishloot->clear();
+
+ uint32 zone, subzone;
+ uint32 defaultzone = 1;
+ GetZoneAndAreaId(zone, subzone);
+
+ // if subzone loot exist use it
+ fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
+ if (fishloot->empty()) //use this becase if zone or subzone has normal mask drop, then fishloot->FillLoot return true.
+ {
+ //use zone loot
+ fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
+ if (fishloot->empty())
+ //use zone 1 as default
+ fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
+ }
}
void GameObject::SaveToDB()
@@ -1413,10 +1440,8 @@ void GameObject::Use(Unit* user)
else
player->SendLoot(GetGUID(), LOOT_FISHING);
}
- /// @todo else: junk
- else
- m_respawnTime = time(NULL);
-
+ else // else: junk
+ player->SendLoot(GetGUID(), LOOT_FISHING_JUNK);
break;
}
case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index a99c5db93aa..7aa3a01016b 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -713,6 +713,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
void Refresh();
void Delete();
void getFishLoot(Loot* loot, Player* loot_owner);
+ void getFishLootJunk(Loot* loot, Player* loot_owner);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }