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-rw-r--r--src/game/Creature.cpp35
-rw-r--r--src/game/GameObject.cpp20
-rw-r--r--src/game/GameObject.h3
-rw-r--r--src/game/Group.cpp269
-rw-r--r--src/game/Group.h11
-rw-r--r--src/game/LootHandler.cpp64
-rw-r--r--src/game/LootMgr.cpp118
-rw-r--r--src/game/LootMgr.h22
-rw-r--r--src/game/Player.cpp169
-rw-r--r--src/game/Unit.cpp62
10 files changed, 547 insertions, 226 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 4b31668db62..9b4332a579f 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -485,7 +485,22 @@ void Creature::Update(uint32 diff)
if (m_isDeadByDefault)
break;
- if( m_deathTimer <= diff )
+ if (m_groupLootTimer && lootingGroupLeaderGUID)
+ {
+ // for delayed spells
+ m_Events.Update(diff);
+
+ if (m_groupLootTimer <= diff)
+ {
+ Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
+ if (group)
+ group->EndRoll(&loot);
+ m_groupLootTimer = 0;
+ lootingGroupLeaderGUID = 0;
+ }
+ else m_groupLootTimer -= diff;
+ }
+ else if (m_deathTimer <= diff)
{
RemoveCorpse();
DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
@@ -493,24 +508,8 @@ void Creature::Update(uint32 diff)
else
{
// for delayed spells
- m_Events.Update( diff );
-
+ m_Events.Update(diff);
m_deathTimer -= diff;
- if (m_groupLootTimer && lootingGroupLeaderGUID)
- {
- if(diff <= m_groupLootTimer)
- {
- m_groupLootTimer -= diff;
- }
- else
- {
- Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
- if (group)
- group->EndRoll();
- m_groupLootTimer = 0;
- lootingGroupLeaderGUID = 0;
- }
- }
}
break;
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 8f47aa83a2a..aa8e6ca9cec 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -61,6 +61,9 @@ GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue)
m_DBTableGuid = 0;
m_rotation = 0;
+ m_groupLootTimer = 0;
+ lootingGroupLeaderGUID = 0;
+
ResetLootMode(); // restore default loot mode
}
@@ -210,7 +213,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
return true;
}
-void GameObject::Update(uint32 /*p_time*/)
+void GameObject::Update(uint32 diff)
{
if (IS_MO_TRANSPORT(GetGUID()))
{
@@ -432,6 +435,19 @@ void GameObject::Update(uint32 /*p_time*/)
m_cooldownTime = 0;
}
break;
+ case GAMEOBJECT_TYPE_CHEST:
+ if (m_groupLootTimer)
+ {
+ if (m_groupLootTimer <= diff)
+ {
+ Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
+ if (group)
+ group->EndRoll(&loot);
+ m_groupLootTimer = 0;
+ lootingGroupLeaderGUID = 0;
+ }
+ else m_groupLootTimer -= diff;
+ }
default:
break;
}
@@ -1111,7 +1127,7 @@ void GameObject::Use(Unit* user)
data << GetGUID();
player->GetSession()->SendPacket(&data);
}
- else if (info->questgiver.gossipID)
+ else if (info->goober.gossipID)
{
player->PrepareGossipMenu(this, info->goober.gossipID);
player->SendPreparedGossip(this);
diff --git a/src/game/GameObject.h b/src/game/GameObject.h
index 671bd84addf..1f914a39006 100644
--- a/src/game/GameObject.h
+++ b/src/game/GameObject.h
@@ -708,6 +708,9 @@ class GameObject : public WorldObject, public GridObject<GameObject>
Loot loot;
+ uint32 m_groupLootTimer; // (msecs)timer used for group loot
+ uint64 lootingGroupLeaderGUID; // used to find group which is looting
+
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool ActivateToQuest(Player *pTarget) const;
diff --git a/src/game/Group.cpp b/src/game/Group.cpp
index 4fac78bf63f..23fbf1f1010 100644
--- a/src/game/Group.cpp
+++ b/src/game/Group.cpp
@@ -560,16 +560,34 @@ void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
}
}
-void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
+// notify group members which player is the allowed looter for the given creature
+void Group::SendLooter(Creature *pCreature, Player *pLooter)
+{
+ assert(pCreature);
+
+ WorldPacket data(SMSG_LOOT_LIST, (8+8));
+ data << uint64(pCreature->GetGUID());
+ data << uint8(0); // unk1
+
+ if (pLooter)
+ data.append(pLooter->GetPackGUID());
+ else
+ data << uint8(0);
+
+ BroadcastPacket(&data, false);
+}
+
+void Group::GroupLoot(Loot *loot, WorldObject* pLootedObject)
{
std::vector<LootItem>::iterator i;
ItemPrototype const *item;
uint8 itemSlot = 0;
- Player *player = objmgr.GetPlayer(playerGUID);
- Group *group = player->GetGroup();
- for (i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
+ for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
+ if (i->freeforall)
+ continue;
+
item = objmgr.GetItemPrototype(i->itemid);
if (!item)
{
@@ -578,57 +596,72 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
}
//roll for over-threshold item if it's one-player loot
- if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
+ if (item->Quality >= uint32(m_lootThreshold))
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
- Roll* r=new Roll(newitemGUID,*i);
+ Roll* r = new Roll(newitemGUID,*i);
//a vector is filled with only near party members
for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
- if(!member || !member->GetSession())
+ if (!member || !member->GetSession())
continue;
- if ( i->AllowedForPlayer(member) )
+ if (i->AllowedForPlayer(member))
{
- if (member->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ if (member->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
{
r->playerVote[member->GetGUID()] = NOT_EMITED_YET;
- ++r->totalPlayersRolling;
+ r->totalPlayersRolling++;
}
}
}
- r->setLoot(loot);
- r->itemSlot = itemSlot;
+ if (r->totalPlayersRolling > 0)
+ {
+ r->setLoot(loot);
+ r->itemSlot = itemSlot;
- group->SendLootStartRoll(60000, *r);
+ loot->items[itemSlot].is_blocked = true;
- loot->items[itemSlot].is_blocked = true;
- creature->m_groupLootTimer = 60000;
- creature->lootingGroupLeaderGUID = GetLeaderGUID();
+ SendLootStartRoll(60000, *r);
- RollId.push_back(r);
+ RollId.push_back(r);
+
+ if (Creature* creature = dynamic_cast<Creature *>(pLootedObject))
+ {
+ creature->m_groupLootTimer = 60000;
+ creature->lootingGroupLeaderGUID = GetLeaderGUID();
+ }
+ else if (GameObject* go = dynamic_cast<GameObject *>(pLootedObject))
+ {
+ go->m_groupLootTimer = 60000;
+ go->lootingGroupLeaderGUID = GetLeaderGUID();
+ }
+ }
+ else
+ {
+ delete r;
+ }
}
else
i->is_underthreshold=1;
-
}
}
-void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature)
+void Group::NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject)
{
ItemPrototype const *item;
- Player *player = objmgr.GetPlayer(playerGUID);
- Group *group = player->GetGroup();
-
uint8 itemSlot = 0;
for (std::vector<LootItem>::iterator i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
+ if (i->freeforall)
+ continue;
+
item = objmgr.GetItemPrototype(i->itemid);
- //only roll for one-player items, not for ones everyone can get
- if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
+ //roll for over-threshold item if it's one-player loot
+ if (item->Quality >= uint32(m_lootThreshold))
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
Roll* r=new Roll(newitemGUID,*i);
@@ -636,15 +669,15 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *playerToRoll = itr->getSource();
- if(!playerToRoll || !playerToRoll->GetSession())
+ if (!playerToRoll || !playerToRoll->GetSession())
continue;
- if (playerToRoll->CanUseItem(item) && i->AllowedForPlayer(playerToRoll) )
+ if (playerToRoll->CanUseItem(item) && i->AllowedForPlayer(playerToRoll))
{
- if (playerToRoll->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ if (playerToRoll->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
{
r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET;
- ++r->totalPlayersRolling;
+ r->totalPlayersRolling++;
}
}
}
@@ -654,11 +687,17 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
r->setLoot(loot);
r->itemSlot = itemSlot;
- group->SendLootStartRoll(60000, *r);
-
loot->items[itemSlot].is_blocked = true;
+ SendLootStartRoll(60000, *r);
+
RollId.push_back(r);
+
+ if (Creature* creature = dynamic_cast<Creature *>(pLootedObject))
+ {
+ creature->m_groupLootTimer = 60000;
+ creature->lootingGroupLeaderGUID = GetLeaderGUID();
+ }
}
else
{
@@ -670,13 +709,9 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
}
}
-void Group::MasterLoot(const uint64& playerGUID, Loot* /*loot*/, Creature *creature)
+void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject)
{
- Player *player = objmgr.GetPlayer(playerGUID);
- if(!player)
- return;
-
- sLog.outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330) player = [%s].", player->GetName());
+ sLog.outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330)");
uint32 real_count = 0;
@@ -689,7 +724,7 @@ void Group::MasterLoot(const uint64& playerGUID, Loot* /*loot*/, Creature *creat
if (!looter->IsInWorld())
continue;
- if (looter->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ if (looter->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
{
data << looter->GetGUID();
++real_count;
@@ -701,12 +736,12 @@ void Group::MasterLoot(const uint64& playerGUID, Loot* /*loot*/, Creature *creat
for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *looter = itr->getSource();
- if (looter->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ if (looter->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
looter->GetSession()->SendPacket(&data);
}
}
-void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choise)
+void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choice)
{
Rolls::iterator rollI = GetRoll(Guid);
if (rollI == RollId.end())
@@ -722,37 +757,30 @@ void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 N
if (roll->getLoot()->items.empty())
return;
- switch (Choise)
+ switch (Choice)
{
case ROLL_PASS: // Player choose pass
- {
SendLootRoll(0, playerGUID, 128, ROLL_PASS, *roll);
++roll->totalPass;
itr->second = PASS;
- }
- break;
+ break;
case ROLL_NEED: // player choose Need
- {
SendLootRoll(0, playerGUID, 0, 0, *roll);
++roll->totalNeed;
itr->second = NEED;
- }
- break;
+ break;
case ROLL_GREED: // player choose Greed
- {
SendLootRoll(0, playerGUID, 128, ROLL_GREED, *roll);
++roll->totalGreed;
itr->second = GREED;
- }
- break;
+ break;
case ROLL_DISENCHANT: // player choose Disenchant
- {
SendLootRoll(0, playerGUID, 128, ROLL_DISENCHANT, *roll);
++roll->totalGreed;
itr->second = DISENCHANT;
- }
- break;
+ break;
}
+
if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling)
{
CountTheRoll(rollI, NumberOfPlayers);
@@ -760,21 +788,23 @@ void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 N
}
//called when roll timer expires
-void Group::EndRoll()
+void Group::EndRoll(Loot *pLoot)
{
- Rolls::iterator itr;
- while(!RollId.empty())
+ for (Rolls::iterator itr = RollId.begin(); itr != RollId.end(); )
{
- //need more testing here, if rolls disappear
- itr = RollId.begin();
- CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
+ if ((*itr)->getLoot() == pLoot) {
+ CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
+ itr = RollId.begin();
+ }
+ else
+ itr++;
}
}
void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
{
Roll* roll = *rollI;
- if(!roll->isValid()) // is loot already deleted ?
+ if (!roll->isValid()) // is loot already deleted ?
{
RollId.erase(rollI);
delete roll;
@@ -783,7 +813,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
//end of the roll
if (roll->totalNeed > 0)
{
- if(!roll->playerVote.empty())
+ if (!roll->playerVote.empty())
{
uint8 maxresul = 0;
uint64 maxguid = (*roll->playerVote.begin()).first;
@@ -794,7 +824,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
if (itr->second != NEED)
continue;
- uint8 randomN = urand(1, 99);
+ uint8 randomN = urand(1, 100);
SendLootRoll(0, itr->first, randomN, ROLL_NEED, *roll);
if (maxresul < randomN)
{
@@ -805,18 +835,18 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
SendLootRollWon(0, maxguid, maxresul, ROLL_NEED, *roll);
player = objmgr.GetPlayer(maxguid);
- if(player && player->GetSession())
+ if (player && player->GetSession())
{
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul);
ItemPosCountVec dest;
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
- uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
- if ( msg == EQUIP_ERR_OK )
+ uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count);
+ if (msg == EQUIP_ERR_OK)
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
- --roll->getLoot()->unlootedCount;
+ roll->getLoot()->unlootedCount--;
player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
}
else
@@ -829,7 +859,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
}
else if (roll->totalGreed > 0)
{
- if(!roll->playerVote.empty())
+ if (!roll->playerVote.empty())
{
uint8 maxresul = 0;
uint64 maxguid = (*roll->playerVote.begin()).first;
@@ -837,12 +867,12 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
RollVote rollvote;
Roll::PlayerVote::iterator itr;
- for (itr=roll->playerVote.begin(); itr!=roll->playerVote.end(); ++itr)
+ for (itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr)
{
if (itr->second != GREED && itr->second != DISENCHANT)
continue;
- uint8 randomN = urand(1, 99);
+ uint8 randomN = urand(1, 100);
SendLootRoll(0, itr->first, randomN, itr->second, *roll);
if (maxresul < randomN)
{
@@ -854,34 +884,34 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
SendLootRollWon(0, maxguid, maxresul, rollvote, *roll);
player = objmgr.GetPlayer(maxguid);
- if(player && player->GetSession())
+ if (player && player->GetSession())
{
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul);
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
- if(rollvote == GREED)
+ if (rollvote == GREED)
{
ItemPosCountVec dest;
- uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
- if ( msg == EQUIP_ERR_OK )
+ uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count);
+ if (msg == EQUIP_ERR_OK)
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
- --roll->getLoot()->unlootedCount;
- player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
+ roll->getLoot()->unlootedCount--;
+ player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId);
}
else
{
item->is_blocked = false;
- player->SendEquipError( msg, NULL, NULL );
+ player->SendEquipError(msg, NULL, NULL);
}
}
else if(rollvote == DISENCHANT)
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
- --roll->getLoot()->unlootedCount;
+ roll->getLoot()->unlootedCount--;
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(roll->itemid);
player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true);
}
@@ -891,8 +921,11 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
else
{
SendLootAllPassed(NumberOfPlayers, *roll);
+
+ // remove is_blocked so that the item is lootable by all players
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
- if(item) item->is_blocked = false;
+ if (item)
+ item->is_blocked = false;
}
RollId.erase(rollI);
delete roll;
@@ -1372,7 +1405,18 @@ void Group::ChangeMembersGroup(Player *player, const uint8 &group)
}
}
-void Group::UpdateLooterGuid( Creature* creature, bool ifneed )
+// Retrieve the next Round-Roubin player for the group
+//
+// No update done if loot method is Master or FFA.
+//
+// If the RR player is not yet set for the group, the first group member becomes the round-robin player.
+// If the RR player is set, the next player in group becomes the round-robin player.
+//
+// If ifneed is true,
+// the current RR player is checked to be near the looted object.
+// if yes, no update done.
+// if not, he looses his turn.
+void Group::UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed)
{
switch (GetLootMethod())
{
@@ -1385,64 +1429,59 @@ void Group::UpdateLooterGuid( Creature* creature, bool ifneed )
break;
}
- member_citerator guid_itr = _getMemberCSlot(GetLooterGuid());
- if(guid_itr != m_memberSlots.end())
+ uint64 oldLooterGUID = GetLooterGuid();
+ member_citerator guid_itr = _getMemberCSlot(oldLooterGUID);
+ if (guid_itr != m_memberSlots.end())
{
- if(ifneed)
+ if (ifneed)
{
// not update if only update if need and ok
Player* looter = ObjectAccessor::FindPlayer(guid_itr->guid);
- if(looter && looter->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ if (looter && looter->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
return;
}
++guid_itr;
}
// search next after current
- if(guid_itr != m_memberSlots.end())
+ Player *pNewLooter = NULL;
+ for (member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
{
- for (member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
- {
- if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (pl->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
{
- if (pl->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ pNewLooter = pl;
+ break;
+ }
+ }
+
+ if (!pNewLooter)
+ {
+ // search from start
+ for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
+ {
+ if (Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (pl->IsWithinDist(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
{
- bool refresh = pl->GetLootGUID()==creature->GetGUID();
-
- //if(refresh) // update loot for new looter
- // pl->GetSession()->DoLootRelease(pl->GetLootGUID());
- SetLooterGuid(pl->GetGUID());
- SendUpdate();
- if(refresh) // update loot for new looter
- pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
- return;
+ pNewLooter = pl;
+ break;
}
- }
}
}
- // search from start
- for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
+ if (pNewLooter)
{
- if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (oldLooterGUID != pNewLooter->GetGUID())
{
- if (pl->IsWithinDist(creature,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
- {
- bool refresh = pl->GetLootGUID()==creature->GetGUID();
-
- //if(refresh) // update loot for new looter
- // pl->GetSession()->DoLootRelease(pl->GetLootGUID());
- SetLooterGuid(pl->GetGUID());
- SendUpdate();
- if(refresh) // update loot for new looter
- pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
- return;
- }
+ SetLooterGuid(pNewLooter->GetGUID());
+ SendUpdate();
}
}
-
- SetLooterGuid(0);
- SendUpdate();
+ else
+ {
+ SetLooterGuid(0);
+ SendUpdate();
+ }
}
uint32 Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot)
diff --git a/src/game/Group.h b/src/game/Group.h
index a28e7a25d1f..a95a09047ca 100644
--- a/src/game/Group.h
+++ b/src/game/Group.h
@@ -184,7 +184,7 @@ class Group
void ChangeLeader(const uint64 &guid);
void SetLootMethod(LootMethod method) { m_lootMethod = method; }
void SetLooterGuid(const uint64 &guid) { m_looterGuid = guid; }
- void UpdateLooterGuid( Creature* creature, bool ifneed = false );
+ void UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed = false);
void SetLootThreshold(ItemQualities threshold) { m_lootThreshold = threshold; }
void Disband(bool hideDestroy=false);
@@ -324,9 +324,10 @@ class Group
void SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
- void GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature);
- void NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature);
- void MasterLoot(const uint64& playerGUID, Loot *loot, Creature *creature);
+ void SendLooter(Creature *pCreature, Player *pLooter);
+ void GroupLoot(Loot *loot, WorldObject* pLootedObject);
+ void NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject);
+ void MasterLoot(Loot *loot, WorldObject* pLootedObject);
Rolls::iterator GetRoll(uint64 Guid)
{
Rolls::iterator iter;
@@ -341,7 +342,7 @@ class Group
}
void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers);
void CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choise);
- void EndRoll();
+ void EndRoll(Loot *loot);
void LinkMember(GroupReference *pRef) { m_memberMgr.insertFirst(pRef); }
void DelinkMember(GroupReference* /*pRef*/ ) { }
diff --git a/src/game/LootHandler.cpp b/src/game/LootHandler.cpp
index 9ee41f05fb8..89d5679e751 100644
--- a/src/game/LootHandler.cpp
+++ b/src/game/LootHandler.cpp
@@ -274,7 +274,7 @@ void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
DoLootRelease(lguid);
}
-void WorldSession::DoLootRelease( uint64 lguid )
+void WorldSession::DoLootRelease(uint64 lguid)
{
Player *player = GetPlayer();
Loot *loot;
@@ -284,7 +284,7 @@ void WorldSession::DoLootRelease( uint64 lguid )
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
- if(!player->IsInWorld())
+ if (!player->IsInWorld())
return;
if (IS_GAMEOBJECT_GUID(lguid))
@@ -364,13 +364,29 @@ void WorldSession::DoLootRelease( uint64 lguid )
loot->clear();
}
else
+ {
// not fully looted object
go->SetLootState(GO_ACTIVATED);
+
+ // if the round robin player release, reset it.
+ if (player->GetGUID() == loot->roundRobinPlayer)
+ {
+ if (Group* pGroup = player->GetGroup())
+ {
+ if (pGroup->GetLootMethod() != MASTER_LOOT)
+ {
+ loot->roundRobinPlayer = 0;
+ }
+ }
+ else
+ loot->roundRobinPlayer = 0;
+ }
+ }
}
else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
{
Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
- if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
+ if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
return;
loot = &corpse->loot;
@@ -384,13 +400,13 @@ void WorldSession::DoLootRelease( uint64 lguid )
else if (IS_ITEM_GUID(lguid))
{
Item *pItem = player->GetItemByGuid(lguid );
- if(!pItem)
+ if (!pItem)
return;
ItemPrototype const* proto = pItem->GetProto();
// destroy only 5 items from stack in case prospecting and milling
- if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
+ if ((proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
proto->Class == ITEM_CLASS_TRADE_GOODS)
{
pItem->m_lootGenerated = false;
@@ -399,14 +415,14 @@ void WorldSession::DoLootRelease( uint64 lguid )
uint32 count = pItem->GetCount();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
- if(count > 5)
+ if (count > 5)
count = 5;
player->DestroyItemCount(pItem, count, true);
}
else
- // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
- player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
+ // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
+ player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
return; // item can be looted only single player
}
else
@@ -414,26 +430,40 @@ void WorldSession::DoLootRelease( uint64 lguid )
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
- if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
+ if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
return;
loot = &pCreature->loot;
-
- // update next looter
- if(Player *recipient = pCreature->GetLootRecipient())
- if(Group* group = recipient->GetGroup())
- if (group->GetLooterGuid() == player->GetGUID())
- group->UpdateLooterGuid(pCreature);
-
if (loot->isLooted())
{
// skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
- if(!pCreature->isAlive())
+ if (!pCreature->isAlive())
pCreature->AllLootRemovedFromCorpse();
pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
+ pCreature->SetLootRecipient(NULL);
loot->clear();
}
+ else
+ {
+ // if the round robin player release, reset it.
+ if (player->GetGUID() == loot->roundRobinPlayer)
+ {
+ if (Group* pGroup = player->GetGroup())
+ {
+ if (pGroup->GetLootMethod() != MASTER_LOOT)
+ {
+ loot->roundRobinPlayer = 0;
+ pGroup->SendLooter(pCreature, NULL);
+
+ // force update of dynamic flags, otherwise other group's players still not able to loot.
+ pCreature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
+ }
+ }
+ else
+ loot->roundRobinPlayer = 0;
+ }
+ }
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
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;
}
}
diff --git a/src/game/LootMgr.h b/src/game/LootMgr.h
index 3db547e0836..2e095fb35ba 100644
--- a/src/game/LootMgr.h
+++ b/src/game/LootMgr.h
@@ -56,10 +56,11 @@ enum LootMethod
enum PermissionTypes
{
- ALL_PERMISSION = 0,
- GROUP_PERMISSION = 1,
- MASTER_PERMISSION = 2,
- NONE_PERMISSION = 3
+ ALL_PERMISSION = 0,
+ GROUP_PERMISSION = 1,
+ MASTER_PERMISSION = 2,
+ ROUND_ROBIN_PERMISSION = 3,
+ NONE_PERMISSION = 4,
};
enum LootType
@@ -77,6 +78,15 @@ enum LootType
LOOT_INSIGNIA = 21 // unsupported by client, sending LOOT_CORPSE instead
};
+// type of Loot Item in Loot View
+enum LootSlotType
+{
+ LOOT_SLOT_TYPE_ALLOW_LOOT = 0, // player can loot the item.
+ LOOT_SLOT_TYPE_ROLL_ONGOING = 1, // roll is ongoing. player cannot loot.
+ LOOT_SLOT_TYPE_MASTER = 2, // item can only be distributed by group loot master.
+ LOOT_SLOT_TYPE_LOCKED = 3, // item is shown in red. player cannot loot.
+};
+
class Player;
class LootStore;
@@ -248,6 +258,7 @@ struct Loot
std::vector<LootItem> items;
uint32 gold;
uint8 unlootedCount;
+ uint64 roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
LootType loot_type; // required for achievement system
Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE) {}
@@ -279,6 +290,7 @@ struct Loot
quest_items.clear();
gold = 0;
unlootedCount = 0;
+ roundRobinPlayer = 0;
i_LootValidatorRefManager.clearReferences();
}
@@ -299,6 +311,8 @@ struct Loot
LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
uint32 GetMaxSlotInLootFor(Player* player) const;
+ bool hasItemFor(Player* player) const;
+ bool hasOverThresholdItem() const;
private:
void FillNotNormalLootFor(Player* player);
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 69475ff46ac..7305a2ac3f4 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -7917,10 +7917,10 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
uint32 lootid = go->GetGOInfo()->GetLootId();
//TODO: fix this big hack
- if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
- if( BattleGround *bg = GetBattleGround())
- if(bg->GetTypeID() == BATTLEGROUND_AV)
- if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
+ if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
+ if (BattleGround *bg = GetBattleGround())
+ if (bg->GetTypeID() == BATTLEGROUND_AV)
+ if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
{
SendLootRelease(guid);
return;
@@ -7928,16 +7928,71 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
if (lootid)
{
- sLog.outDebug(" if(lootid)");
loot->clear();
- loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, false, go->GetLootMode());
+
+ Group* group = GetGroup();
+ bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);
+
+ // check current RR player and get next if necessary
+ if (groupRules)
+ group->UpdateLooterGuid(go, true);
+
+ loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
+
+ // get next RR player (for next loot)
+ if (groupRules)
+ group->UpdateLooterGuid(go);
}
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
+ if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
+ {
+ if (Group* group = GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case GROUP_LOOT:
+ // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
+ group->GroupLoot(loot, go);
+ break;
+ case NEED_BEFORE_GREED:
+ group->NeedBeforeGreed(loot, go);
+ break;
+ case MASTER_LOOT:
+ group->MasterLoot(loot, go);
+ break;
+ }
+ }
+ }
+
go->SetLootState(GO_ACTIVATED);
}
+
+ if (go->getLootState() == GO_ACTIVATED)
+ {
+ if (Group* group = GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case MASTER_LOOT:
+ permission = MASTER_PERMISSION;
+ break;
+ case FREE_FOR_ALL:
+ permission = ALL_PERMISSION;
+ break;
+ case ROUND_ROBIN:
+ permission = ROUND_ROBIN_PERMISSION;
+ break;
+ default:
+ permission = GROUP_PERMISSION;
+ break;
+ }
+ }
+ else
+ permission = ALL_PERMISSION;
+ }
}
else if (IS_ITEM_GUID(guid))
{
@@ -8019,7 +8074,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
return;
}
- loot = &creature->loot;
+ loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
@@ -8029,7 +8084,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
- loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
+ loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
@@ -8047,37 +8102,25 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
recipient = this;
}
- if (creature->lootForPickPocketed)
- {
- creature->lootForPickPocketed = false;
- loot->clear();
- }
-
if (!creature->lootForBody)
{
creature->lootForBody = true;
- loot->clear();
-
- if (uint32 lootid = creature->GetCreatureInfo()->lootid)
- loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, false, creature->GetLootMode());
- loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
+ // for creature, loot is filled when creature is killed.
if (Group* group = recipient->GetGroup())
{
- group->UpdateLooterGuid(creature,true);
-
switch (group->GetLootMethod())
{
case GROUP_LOOT:
- // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
- group->GroupLoot(recipient->GetGUID(), loot, creature);
+ // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
+ group->GroupLoot(loot, creature);
break;
case NEED_BEFORE_GREED:
- group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
+ group->NeedBeforeGreed(loot, creature);
break;
case MASTER_LOOT:
- group->MasterLoot(recipient->GetGUID(), loot, creature);
+ group->MasterLoot(loot, creature);
break;
default:
break;
@@ -8089,26 +8132,30 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
if (loot_type == LOOT_SKINNING)
{
loot->clear();
- loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
+ loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, true);
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
- if(Group* group = GetGroup())
+ if (Group* group = GetGroup())
{
if (group == recipient->GetGroup())
{
- if (group->GetLootMethod() == FREE_FOR_ALL)
- permission = ALL_PERMISSION;
- else if (group->GetLooterGuid() == GetGUID())
+ switch (group->GetLootMethod())
{
- if (group->GetLootMethod() == MASTER_LOOT)
+ case MASTER_LOOT:
permission = MASTER_PERMISSION;
- else
+ break;
+ case FREE_FOR_ALL:
permission = ALL_PERMISSION;
+ break;
+ case ROUND_ROBIN:
+ permission = ROUND_ROBIN_PERMISSION;
+ break;
+ default:
+ permission = GROUP_PERMISSION;
+ break;
}
- else
- permission = GROUP_PERMISSION;
}
else
permission = NONE_PERMISSION;
@@ -16077,22 +16124,50 @@ bool Player::isAllowedToLoot(Creature* creature)
if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward())
return false;
- if (Player* recipient = creature->GetLootRecipient())
- {
- if (recipient == this)
- return true;
- if (Group* otherGroup = recipient->GetGroup())
- {
- Group* thisGroup = GetGroup();
- if (!thisGroup)
- return false;
- return thisGroup == otherGroup;
- }
+ Loot* loot = &creature->loot;
+ if (loot->items.size() == 0)
return false;
- }
- else
+
+ Player* recipient = creature->GetLootRecipient();
+ if (!recipient)
// prevent other players from looting if the recipient got disconnected
return !creature->hasLootRecipient();
+
+ Group* recipientGroup = recipient->GetGroup();
+ if (!recipientGroup)
+ return (this == recipient);
+
+ Group* thisGroup = GetGroup();
+ if (!thisGroup || thisGroup != recipientGroup)
+ return false;
+
+ switch(thisGroup->GetLootMethod())
+ {
+ case FREE_FOR_ALL:
+ return true;
+ case ROUND_ROBIN:
+ case MASTER_LOOT:
+ // may only loot if the player is the loot roundrobin player
+ // or if there are free/quest/conditional item for the player
+ if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
+ return true;
+
+ return loot->hasItemFor(this);
+ case GROUP_LOOT:
+ case NEED_BEFORE_GREED:
+ // may only loot if the player is the loot roundrobin player
+ // or item over threshold (so roll(s) can be launched)
+ // or if there are free/quest/conditional item for the player
+ if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
+ return true;
+
+ if (loot->hasOverThresholdItem())
+ return true;
+
+ return loot->hasItemFor(this);
+ }
+
+ return false;
}
void Player::_LoadActions(QueryResult_AutoPtr result, bool startup)
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index a3f7c616154..cd175627a02 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -14560,29 +14560,77 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
// find player: owner of controlled `this` or `this` itself maybe
Player *player = GetCharmerOrOwnerPlayerOrPlayerItself();
+ Creature *creature = pVictim->ToCreature();
bool bRewardIsAllowed = true;
- if (pVictim->GetTypeId() == TYPEID_UNIT)
+ if (creature)
{
- bRewardIsAllowed = pVictim->ToCreature()->IsDamageEnoughForLootingAndReward();
+ bRewardIsAllowed = creature->IsDamageEnoughForLootingAndReward();
if (!bRewardIsAllowed)
- pVictim->ToCreature()->SetLootRecipient(NULL);
+ creature->SetLootRecipient(NULL);
}
- if (bRewardIsAllowed && pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->GetLootRecipient())
- player = pVictim->ToCreature()->GetLootRecipient();
+ if (bRewardIsAllowed && creature && creature->GetLootRecipient())
+ player = creature->GetLootRecipient();
+
// Reward player, his pets, and group/raid members
// call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop)
- if (bRewardIsAllowed && player && player!=pVictim)
+ if (bRewardIsAllowed && player && player != pVictim)
{
WorldPacket data(SMSG_PARTYKILLLOG, (8+8)); //send event PARTY_KILL
data << uint64(player->GetGUID()); //player with killing blow
data << uint64(pVictim->GetGUID()); //victim
- if (Group *group = player->GetGroup())
+
+ Player* pLooter = player;
+
+ if (Group *group = player->GetGroup())
+ {
group->BroadcastPacket(&data, group->GetMemberGroup(player->GetGUID()));
+
+ if (creature)
+ {
+ group->UpdateLooterGuid(creature, true);
+ if (group->GetLooterGuid())
+ {
+ pLooter = objmgr.GetPlayer(group->GetLooterGuid());
+ if (pLooter)
+ {
+ creature->SetLootRecipient(pLooter); // update creature loot recipient to the allowed looter.
+ group->SendLooter(creature, pLooter);
+ }
+ else
+ group->SendLooter(creature, NULL);
+ }
+ else
+ group->SendLooter(creature, NULL);
+
+ group->UpdateLooterGuid(creature);
+ }
+ }
else
+ {
player->SendDirectMessage(&data);
+ WorldPacket data2(SMSG_LOOT_LIST, (8+1+1));
+ data2 << uint64(creature->GetGUID());
+ data2 << uint8(0); // unk1
+ data2 << uint8(0); // no group looter
+ player->SendMessageToSetInRange(&data2, GetMap()->GetVisibilityDistance(), true);
+ }
+
+ if (creature)
+ {
+ Loot* loot = &creature->loot;
+ if (creature->lootForPickPocketed)
+ creature->lootForPickPocketed = false;
+
+ loot->clear();
+ if (uint32 lootid = creature->GetCreatureInfo()->lootid)
+ loot->FillLoot(lootid, LootTemplates_Creature, pLooter, false, false, creature->GetLootMode());
+
+ loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
+ }
+
if (player->RewardPlayerAndGroupAtKill(pVictim))
player->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
else