diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 3697eded1..a49fbe4d9 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp @@ -449,7 +449,7 @@ void Group::SendLootStartRoll(uint32 CountDown, const Roll &r) { WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4+4+1)); data << r.lootedTargetGUID; // creature guid what we're looting - data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it, or item slot in loot + data << uint32(r.itemSlot); // item slot in loot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID @@ -472,7 +472,7 @@ void Group::SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 r { WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1)); data << r.lootedTargetGUID; // creature guid what we're looting - data << uint32(0); // unknown, maybe amount of players, or item slot in loot + data << uint32(r.itemSlot); // unknown, maybe amount of players, or item slot in loot data << targetGuid; data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix @@ -496,7 +496,7 @@ void Group::SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint { WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1)); data << r.lootedTargetGUID; // creature guid what we're looting - data << uint32(0); // unknown, maybe amount of players, or item slot in loot + data << uint32(r.itemSlot); // item slot in loot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // Item random property @@ -515,11 +515,11 @@ void Group::SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint } } -void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r) +void Group::SendLootAllPassed(Roll const& r) { WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4)); data << r.lootedTargetGUID; // creature guid what we're looting - data << uint32(NumberOfPlayers); // The number of players rolling for it, or item slot in loot + data << uint32(r.itemSlot); // item slot in loot data << uint32(r.itemid); // The itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomPropId); // Item random property ID data << uint32(r.itemRandomSuffix); // Item random suffix ID @@ -555,8 +555,7 @@ void Group::GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creatu //roll for over-threshold item if it's one-player loot if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall) { - uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM); - Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i); + Roll* r=new Roll(creature->GetGUID(),*i); //a vector is filled with only near party members for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) @@ -574,16 +573,27 @@ void Group::GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creatu } } - r->setLoot(loot); - r->itemSlot = itemSlot; + if (r->totalPlayersRolling > 0) // has looters + { + r->setLoot(loot); + r->itemSlot = itemSlot; - group->SendLootStartRoll(60000, *r); + if (r->totalPlayersRolling == 1) // single looter + r->playerVote.begin()->second = NEED; + else + { + group->SendLootStartRoll(60000, *r); - loot->items[itemSlot].is_blocked = true; - creature->m_groupLootTimer = 60000; - creature->m_groupLootId = GetId(); + loot->items[itemSlot].is_blocked = true; - RollId.push_back(r); + creature->m_groupLootTimer = 60000; + creature->m_groupLootId = GetId(); + } + + RollId.push_back(r); + } + else // no looters?? + delete r; } else i->is_underthreshold = 1; @@ -604,8 +614,7 @@ void Group::NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature * //only roll for one-player items, not for ones everyone can get if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall) { - uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM); - Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i); + Roll* r=new Roll(creature->GetGUID(),*i); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { @@ -623,21 +632,23 @@ void Group::NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature * } } - if (r->totalPlayersRolling > 0) + if (r->totalPlayersRolling > 0) // has looters { r->setLoot(loot); r->itemSlot = itemSlot; - group->SendLootStartRoll(60000, *r); - - loot->items[itemSlot].is_blocked = true; + if (r->totalPlayersRolling == 1) // single looter + r->playerVote.begin()->second = NEED; + else + { + group->SendLootStartRoll(60000, *r); + loot->items[itemSlot].is_blocked = true; + } RollId.push_back(r); } - else - { + else // no looters?? delete r; - } } else i->is_underthreshold = 1; @@ -680,21 +691,31 @@ void Group::MasterLoot(ObjectGuid const& playerGUID, Loot* /*loot*/, Creature *c } } -void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGuid, uint32 numberOfPlayers, uint8 choise) +void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& lootedTarget, uint32 itemSlot, uint8 choise) { - Rolls::iterator rollI = GetRoll(itemGuid); + Rolls::iterator rollI = RollId.begin(); + for (; rollI != RollId.end(); ++rollI) + if ((*rollI)->isValid() && (*rollI)->lootedTargetGUID == lootedTarget && (*rollI)->itemSlot == itemSlot) + break; + if (rollI == RollId.end()) return; + + CountRollVote(playerGUID, rollI, choise); +} + +bool Group::CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& rollI, uint8 choise) +{ Roll* roll = *rollI; - Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID.GetMaxCounter()); + Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID.GetRawValue()); // this condition means that player joins to the party after roll begins if (itr == roll->playerVote.end()) - return; + return false; if (roll->getLoot()) if (roll->getLoot()->items.empty()) - return; + return false; switch (choise) { @@ -729,8 +750,11 @@ void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGu } if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling) { - CountTheRoll(rollI, numberOfPlayers); + CountTheRoll(rollI); + return true; } + + return false; } //called when roll timer expires @@ -741,18 +765,17 @@ void Group::EndRoll() { //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 + CountTheRoll(itr); //i don't have to edit player votes, who didn't vote ... he will pass } } -void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) +void Group::CountTheRoll(Rolls::iterator& rollI) { Roll* roll = *rollI; if(!roll->isValid()) // is loot already deleted ? { - RollId.erase(rollI); + rollI = RollId.erase(rollI); delete roll; - return; } //end of the roll if (roll->totalNeed > 0) @@ -865,11 +888,11 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) } else { - SendLootAllPassed(NumberOfPlayers, *roll); + SendLootAllPassed(*roll); LootItem *item = &(roll->getLoot()->items[roll->itemSlot]); if(item) item->is_blocked = false; } - RollId.erase(rollI); + rollI = RollId.erase(rollI); delete roll; } @@ -1222,7 +1245,7 @@ void Group::_setLeader(const uint64 &guid) void Group::_removeRolls(const uint64 &guid) { - for (Rolls::iterator it = RollId.begin(); it < RollId.end(); ++it) + for (Rolls::iterator it = RollId.begin(); it < RollId.end(); ) { Roll* roll = *it; Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid); @@ -1240,7 +1263,8 @@ void Group::_removeRolls(const uint64 &guid) roll->playerVote.erase(itr2); - CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE); + if (!CountRollVote(guid, it, MAX_ROLL_TYPE)) + ++it; } } diff --git a/src/game/Group.h b/src/game/Group.h index 3a2430c69..504358b25 100644 --- a/src/game/Group.h +++ b/src/game/Group.h @@ -104,15 +104,14 @@ class InstanceSave; class Roll : public LootValidatorRef { public: - Roll(ObjectGuid _itemGuid, ObjectGuid _lootedTragetGuid, LootItem const& li) - : itemGUID(_itemGuid), lootedTargetGUID(_lootedTragetGuid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix), - totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {} + Roll(ObjectGuid _lootedTragetGuid, LootItem const& li) + : lootedTargetGUID(_lootedTragetGuid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix), + itemCount(li.count), totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {} ~Roll() { } void setLoot(Loot *pLoot) { link(pLoot, this); } Loot *getLoot() { return getTarget(); } void targetObjectBuildLink(); - ObjectGuid itemGUID; ObjectGuid lootedTargetGUID; uint32 itemid; int32 itemRandomPropId; @@ -316,24 +315,11 @@ class MANGOS_DLL_SPEC Group void SendLootStartRoll(uint32 CountDown, const Roll &r); void SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r); void SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r); - void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r); + void SendLootAllPassed(const Roll &r); void GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creature); void NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature *creature); void MasterLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creature); - Rolls::iterator GetRoll(ObjectGuid const& Guid) - { - Rolls::iterator iter; - for (iter=RollId.begin(); iter != RollId.end(); ++iter) - { - if ((*iter)->itemGUID == Guid && (*iter)->isValid()) - { - return iter; - } - } - return RollId.end(); - } - void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers); - void CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGuid, uint32 numberOfPlayers, uint8 choise); + void CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& lootedTarget, uint32 itemSlot, uint8 choise); void EndRoll(); void LinkMember(GroupReference *pRef) { m_memberMgr.insertFirst(pRef); } @@ -404,6 +390,9 @@ class MANGOS_DLL_SPEC Group --m_subGroupsCounts[subgroup]; } + void CountTheRoll(Rolls::iterator& roll); // iterator update to next, in CountRollVote if true + bool CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& roll, uint8 choise); + uint32 m_Id; // 0 for not created or BG groups MemberSlotList m_memberSlots; GroupRefManager m_memberMgr; diff --git a/src/game/GroupHandler.cpp b/src/game/GroupHandler.cpp index e52a85590..fea626155 100644 --- a/src/game/GroupHandler.cpp +++ b/src/game/GroupHandler.cpp @@ -369,11 +369,11 @@ void WorldSession::HandleLootMethodOpcode( WorldPacket & recv_data ) void WorldSession::HandleLootRoll( WorldPacket &recv_data ) { - uint64 Guid; - uint32 NumberOfPlayers; + ObjectGuid lootedTarget; + uint32 itemSlot; uint8 rollType; - recv_data >> Guid; //guid of the item rolled - recv_data >> NumberOfPlayers; + recv_data >> lootedTarget; //guid of the item rolled + recv_data >> itemSlot; recv_data >> rollType; //sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, rollType:%u", (uint32)Guid, NumberOfPlayers, rollType); @@ -383,7 +383,7 @@ void WorldSession::HandleLootRoll( WorldPacket &recv_data ) return; // everything's fine, do it - group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, rollType); + group->CountRollVote(GetPlayer()->GetObjectGuid(), lootedTarget, itemSlot, rollType); switch (rollType) { diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 9bc58fedd..dbf5e573b 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "9583" + #define REVISION_NR "9584" #endif // __REVISION_NR_H__