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[7239] Support multiply items loot and not normal loot items in Player::AutoStoreLoot.
Use this function in more cases and simplify and fix some related code.
This commit is contained in:
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7d63f4ce02
commit
5e2553ff7e
7 changed files with 36 additions and 53 deletions
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@ -643,6 +643,12 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite
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return item;
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}
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uint32 Loot::GetMaxSlotInLootFor(Player* player) const
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{
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QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow());
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return items.size() + (itr != PlayerQuestItems.end() ? itr->second->size() : 0);
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}
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ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
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{
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b << uint32(li.itemid);
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@ -222,7 +222,6 @@ struct Loot
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QuestItemMap const& GetPlayerNonQuestNonFFAConditionalItems() const { return PlayerNonQuestNonFFAConditionalItems; }
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std::vector<LootItem> items;
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std::vector<LootItem> quest_items;
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uint32 gold;
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uint8 unlootedCount;
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@ -273,6 +272,7 @@ struct Loot
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void AddItem(LootStoreItem const & item);
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LootItem* LootItemInSlot(uint32 lootslot, Player* player, QuestItem** qitem = NULL, QuestItem** ffaitem = NULL, QuestItem** conditem = NULL);
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uint32 GetMaxSlotInLootFor(Player* player) const;
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private:
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void FillNotNormalLootFor(Player* player);
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@ -280,6 +280,7 @@ struct Loot
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QuestItemList* FillQuestLoot(Player* player);
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QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player);
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std::vector<LootItem> quest_items;
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std::set<uint64> PlayersLooting;
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QuestItemMap PlayerQuestItems;
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QuestItemMap PlayerFFAItems;
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@ -12771,7 +12771,8 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
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// fill mail
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MailItemsInfo mi; // item list preparing
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for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
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uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
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for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
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{
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if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
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{
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@ -12783,18 +12784,6 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
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}
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}
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for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
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{
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if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
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{
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if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
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{
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item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
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mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
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}
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}
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}
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WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
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}
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@ -19376,13 +19365,15 @@ void Player::InitRunes()
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SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
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}
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void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
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{
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Loot loot;
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loot.FillLoot (loot_id,store,this,true);
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if(loot.items.empty ())
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return;
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LootItem const* lootItem = &loot.items[0];
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uint32 max_slot = loot.GetMaxSlotInLootFor(this);
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for(uint32 i = 0; i < max_slot; ++i)
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{
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LootItem* lootItem = loot.LootItemInSlot(i,this);
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ItemPosCountVec dest;
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uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
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@ -19393,11 +19384,12 @@ void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore
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if(msg != EQUIP_ERR_OK)
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{
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SendEquipError( msg, NULL, NULL );
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return;
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continue;
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}
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Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
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SendNewItem(pItem, lootItem->count, true, false);
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SendNewItem(pItem, lootItem->count, false, false, broadcast);
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}
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}
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uint32 Player::CalculateTalentsPoints() const
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@ -1110,8 +1110,8 @@ class MANGOS_DLL_SPEC Player : public Unit
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Item* EquipItem( uint16 pos, Item *pItem, bool update );
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void AutoUnequipOffhandIfNeed();
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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void AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
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void AutoStoreLootItem(uint32 loot_id, LootStore const& store) { AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
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void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
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void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
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uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
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@ -1518,26 +1518,10 @@ void Aura::TriggerSpell()
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Creature* creature = (Creature*)target;
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// missing lootid has been reported on startup - just return
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if (!creature->GetCreatureInfo()->SkinLootId)
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{
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return;
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}
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Loot *loot = &creature->loot;
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loot->clear();
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loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, player, true);
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for(uint8 i=0;i<loot->items.size();i++)
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{
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LootItem *item = loot->LootItemInSlot(i,player);
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ItemPosCountVec dest;
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uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
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if ( msg == EQUIP_ERR_OK )
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{
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Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId);
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player->SendNewItem(newitem, uint32(item->count), false, false, true);
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}
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else
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player->SendEquipError( msg, NULL, NULL );
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}
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player->AutoStoreLoot(creature->GetCreatureInfo()->SkinLootId,LootTemplates_Skinning,true);
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creature->setDeathState(JUST_DIED);
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creature->RemoveCorpse();
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creature->SetHealth(0); // just for nice GM-mode view
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@ -2691,7 +2691,7 @@ void Spell::EffectCreateItem2(uint32 i)
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return;
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// create some random items
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((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell);
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((Player*)m_caster)->AutoStoreLoot(m_spellInfo->Id,LootTemplates_Spell);
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return;
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}
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DoCreateItem(i,m_spellInfo->EffectItemType[i]);
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@ -4922,7 +4922,7 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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player->DestroyItemCount (reagent_id,count,true);
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// create some random items
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player->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell);
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player->AutoStoreLoot(m_spellInfo->Id,LootTemplates_Spell);
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// learn random explicit discovery recipe (if any)
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if(uint32 discoveredSpell = GetExplicitDiscoverySpell(m_spellInfo->Id, player))
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7238"
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#define REVISION_NR "7239"
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#endif // __REVISION_NR_H__
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