From d8911a9dd6c4458d05e3a806f95170d6400726ee Mon Sep 17 00:00:00 2001 From: Treeston Date: Fri, 17 Jun 2016 12:46:13 +0200 Subject: Creature/Loot: Do not display "lootable" sparkles for player even if others in the group still have quest items to be looted from creature. (#16265) (cherry picked from commit a49544cc187d3a156b4615907d6b82057364fcc4) # Conflicts: # src/server/game/Handlers/LootHandler.cpp --- src/server/game/Entities/Player/Player.cpp | 2 ++ src/server/game/Handlers/LootHandler.cpp | 7 ++----- src/server/game/Loot/LootMgr.cpp | 9 +++++++++ src/server/game/Loot/LootMgr.h | 1 + 4 files changed, 14 insertions(+), 5 deletions(-) (limited to 'src/server') diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 4a00c1ffcf7..2f6838ba73e 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -17905,6 +17905,8 @@ bool Player::isAllowedToLoot(const Creature* creature) const Loot* loot = &creature->loot; if (loot->isLooted()) // nothing to loot or everything looted. return false; + if (!loot->hasItemForAll() && !loot->hasItemFor(this)) // no loot in creature for this player + return false; if (loot->loot_type == LOOT_SKINNING) return creature->GetSkinner() == GetGUID(); diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp index 57304a95966..fadb884f1a8 100644 --- a/src/server/game/Handlers/LootHandler.cpp +++ b/src/server/game/Handlers/LootHandler.cpp @@ -429,13 +429,10 @@ void WorldSession::DoLootRelease(ObjectGuid lguid) loot->roundRobinPlayer.Clear(); if (Group* group = player->GetGroup()) - { group->SendLooter(creature, NULL); - - // force update of dynamic flags, otherwise other group's players still not able to loot. - creature->ForceValuesUpdateAtIndex(OBJECT_DYNAMIC_FLAGS); - } } + // force dynflag update to update looter and lootable info + creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS); } } diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index 35d8278a417..637315ee747 100644 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -813,6 +813,15 @@ uint32 Loot::GetMaxSlotInLootFor(Player* player) const return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0); } +// return true if there is any item that is lootable for any player (not quest item, FFA or conditional) +bool Loot::hasItemForAll() const +{ + for (LootItem const& item : items) + if (!item.is_looted && !item.freeforall && item.conditions.empty()) + return true; + return false; +} + // return true if there is any FFA, quest or conditional item for the player. bool Loot::hasItemFor(Player* player) const { diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h index 1f075bebe2c..2dc8e02fb78 100644 --- a/src/server/game/Loot/LootMgr.h +++ b/src/server/game/Loot/LootMgr.h @@ -390,6 +390,7 @@ struct TC_GAME_API Loot LootItem const* GetItemInSlot(uint32 lootSlot) const; LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL); uint32 GetMaxSlotInLootFor(Player* player) const; + bool hasItemForAll() const; bool hasItemFor(Player* player) const; bool hasOverThresholdItem() const; -- cgit v1.2.3