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[9584] Continue fix loot roll packets and related code.
* Propertly send itemSlot field and use it with looted target for roll selection. * Remove references to NumberOfPlayers useless data send in args * Fixed long existed bug with roll show when single player from group can roll item. * Fixed possible crash at player leave group while item roll * Fixed wrong item amount in stack in rolls inreasult use non-initilized field as info source. * Remove unused item guid field from Roll and not lost for nothing item guids for this. Thanks for help in research to TOM_RUS and j4r0d.
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4 changed files with 75 additions and 62 deletions
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@ -449,7 +449,7 @@ void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
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{
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WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4+4+1));
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data << r.lootedTargetGUID; // creature guid what we're looting
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data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it, or item slot in loot
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data << uint32(r.itemSlot); // item slot in loot
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data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
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data << uint32(r.itemRandomSuffix); // randomSuffix
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data << uint32(r.itemRandomPropId); // item random property ID
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@ -472,7 +472,7 @@ void Group::SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 r
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{
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WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1));
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data << r.lootedTargetGUID; // creature guid what we're looting
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data << uint32(0); // unknown, maybe amount of players, or item slot in loot
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data << uint32(r.itemSlot); // unknown, maybe amount of players, or item slot in loot
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data << targetGuid;
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data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
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data << uint32(r.itemRandomSuffix); // randomSuffix
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@ -496,7 +496,7 @@ void Group::SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint
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{
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WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1));
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data << r.lootedTargetGUID; // creature guid what we're looting
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data << uint32(0); // unknown, maybe amount of players, or item slot in loot
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data << uint32(r.itemSlot); // item slot in loot
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data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
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data << uint32(r.itemRandomSuffix); // randomSuffix
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data << uint32(r.itemRandomPropId); // Item random property
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@ -515,11 +515,11 @@ void Group::SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint
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}
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}
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void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
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void Group::SendLootAllPassed(Roll const& r)
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{
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WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4));
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data << r.lootedTargetGUID; // creature guid what we're looting
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data << uint32(NumberOfPlayers); // The number of players rolling for it, or item slot in loot
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data << uint32(r.itemSlot); // item slot in loot
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data << uint32(r.itemid); // The itemEntryId for the item that shall be rolled for
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data << uint32(r.itemRandomPropId); // Item random property ID
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data << uint32(r.itemRandomSuffix); // Item random suffix ID
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@ -555,8 +555,7 @@ void Group::GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creatu
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//roll for over-threshold item if it's one-player loot
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if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
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{
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uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i);
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Roll* r=new Roll(creature->GetGUID(),*i);
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//a vector is filled with only near party members
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for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
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@ -574,17 +573,28 @@ void Group::GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creatu
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}
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}
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if (r->totalPlayersRolling > 0) // has looters
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{
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r->setLoot(loot);
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r->itemSlot = itemSlot;
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if (r->totalPlayersRolling == 1) // single looter
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r->playerVote.begin()->second = NEED;
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else
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{
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group->SendLootStartRoll(60000, *r);
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loot->items[itemSlot].is_blocked = true;
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creature->m_groupLootTimer = 60000;
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creature->m_groupLootId = GetId();
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}
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RollId.push_back(r);
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}
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else // no looters??
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delete r;
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}
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else
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i->is_underthreshold = 1;
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}
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@ -604,8 +614,7 @@ void Group::NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature *
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//only roll for one-player items, not for ones everyone can get
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if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
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{
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uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i);
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Roll* r=new Roll(creature->GetGUID(),*i);
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for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
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{
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@ -623,22 +632,24 @@ void Group::NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature *
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}
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}
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if (r->totalPlayersRolling > 0)
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if (r->totalPlayersRolling > 0) // has looters
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{
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r->setLoot(loot);
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r->itemSlot = itemSlot;
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if (r->totalPlayersRolling == 1) // single looter
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r->playerVote.begin()->second = NEED;
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else
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{
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group->SendLootStartRoll(60000, *r);
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loot->items[itemSlot].is_blocked = true;
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}
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RollId.push_back(r);
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}
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else
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{
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else // no looters??
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delete r;
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}
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}
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else
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i->is_underthreshold = 1;
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}
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@ -680,21 +691,31 @@ void Group::MasterLoot(ObjectGuid const& playerGUID, Loot* /*loot*/, Creature *c
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}
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}
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void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGuid, uint32 numberOfPlayers, uint8 choise)
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void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& lootedTarget, uint32 itemSlot, uint8 choise)
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{
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Rolls::iterator rollI = GetRoll(itemGuid);
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Rolls::iterator rollI = RollId.begin();
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for (; rollI != RollId.end(); ++rollI)
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if ((*rollI)->isValid() && (*rollI)->lootedTargetGUID == lootedTarget && (*rollI)->itemSlot == itemSlot)
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break;
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if (rollI == RollId.end())
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return;
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CountRollVote(playerGUID, rollI, choise);
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}
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bool Group::CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& rollI, uint8 choise)
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{
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Roll* roll = *rollI;
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Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID.GetMaxCounter());
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Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID.GetRawValue());
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// this condition means that player joins to the party after roll begins
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if (itr == roll->playerVote.end())
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return;
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return false;
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if (roll->getLoot())
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if (roll->getLoot()->items.empty())
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return;
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return false;
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switch (choise)
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{
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@ -729,8 +750,11 @@ void Group::CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGu
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}
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if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling)
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{
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CountTheRoll(rollI, numberOfPlayers);
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CountTheRoll(rollI);
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return true;
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}
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return false;
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}
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//called when roll timer expires
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@ -741,18 +765,17 @@ void Group::EndRoll()
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{
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//need more testing here, if rolls disappear
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itr = RollId.begin();
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CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
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CountTheRoll(itr); //i don't have to edit player votes, who didn't vote ... he will pass
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}
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}
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void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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void Group::CountTheRoll(Rolls::iterator& rollI)
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{
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Roll* roll = *rollI;
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if(!roll->isValid()) // is loot already deleted ?
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{
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RollId.erase(rollI);
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rollI = RollId.erase(rollI);
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delete roll;
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return;
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}
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//end of the roll
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if (roll->totalNeed > 0)
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@ -865,11 +888,11 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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}
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else
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{
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SendLootAllPassed(NumberOfPlayers, *roll);
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SendLootAllPassed(*roll);
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LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
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if(item) item->is_blocked = false;
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}
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RollId.erase(rollI);
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rollI = RollId.erase(rollI);
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delete roll;
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}
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@ -1222,7 +1245,7 @@ void Group::_setLeader(const uint64 &guid)
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void Group::_removeRolls(const uint64 &guid)
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{
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for (Rolls::iterator it = RollId.begin(); it < RollId.end(); ++it)
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for (Rolls::iterator it = RollId.begin(); it < RollId.end(); )
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{
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Roll* roll = *it;
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Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
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@ -1240,7 +1263,8 @@ void Group::_removeRolls(const uint64 &guid)
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roll->playerVote.erase(itr2);
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CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE);
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if (!CountRollVote(guid, it, MAX_ROLL_TYPE))
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++it;
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}
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}
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@ -104,15 +104,14 @@ class InstanceSave;
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class Roll : public LootValidatorRef
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{
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public:
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Roll(ObjectGuid _itemGuid, ObjectGuid _lootedTragetGuid, LootItem const& li)
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: itemGUID(_itemGuid), lootedTargetGUID(_lootedTragetGuid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
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totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {}
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Roll(ObjectGuid _lootedTragetGuid, LootItem const& li)
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: lootedTargetGUID(_lootedTragetGuid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
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itemCount(li.count), totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {}
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~Roll() { }
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void setLoot(Loot *pLoot) { link(pLoot, this); }
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Loot *getLoot() { return getTarget(); }
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void targetObjectBuildLink();
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ObjectGuid itemGUID;
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ObjectGuid lootedTargetGUID;
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uint32 itemid;
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int32 itemRandomPropId;
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@ -316,24 +315,11 @@ class MANGOS_DLL_SPEC Group
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void SendLootStartRoll(uint32 CountDown, const Roll &r);
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void SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r);
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void SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r);
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void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
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void SendLootAllPassed(const Roll &r);
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void GroupLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creature);
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void NeedBeforeGreed(ObjectGuid const& playerGUID, Loot *loot, Creature *creature);
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void MasterLoot(ObjectGuid const& playerGUID, Loot *loot, Creature *creature);
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Rolls::iterator GetRoll(ObjectGuid const& Guid)
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{
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Rolls::iterator iter;
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for (iter=RollId.begin(); iter != RollId.end(); ++iter)
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{
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if ((*iter)->itemGUID == Guid && (*iter)->isValid())
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{
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return iter;
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}
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}
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return RollId.end();
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}
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void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers);
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void CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& itemGuid, uint32 numberOfPlayers, uint8 choise);
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void CountRollVote(ObjectGuid const& playerGUID, ObjectGuid const& lootedTarget, uint32 itemSlot, uint8 choise);
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void EndRoll();
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void LinkMember(GroupReference *pRef) { m_memberMgr.insertFirst(pRef); }
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@ -404,6 +390,9 @@ class MANGOS_DLL_SPEC Group
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--m_subGroupsCounts[subgroup];
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}
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void CountTheRoll(Rolls::iterator& roll); // iterator update to next, in CountRollVote if true
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bool CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& roll, uint8 choise);
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uint32 m_Id; // 0 for not created or BG groups
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MemberSlotList m_memberSlots;
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GroupRefManager m_memberMgr;
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@ -369,11 +369,11 @@ void WorldSession::HandleLootMethodOpcode( WorldPacket & recv_data )
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void WorldSession::HandleLootRoll( WorldPacket &recv_data )
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{
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uint64 Guid;
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uint32 NumberOfPlayers;
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ObjectGuid lootedTarget;
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uint32 itemSlot;
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uint8 rollType;
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recv_data >> Guid; //guid of the item rolled
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recv_data >> NumberOfPlayers;
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recv_data >> lootedTarget; //guid of the item rolled
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recv_data >> itemSlot;
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recv_data >> rollType;
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//sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, rollType:%u", (uint32)Guid, NumberOfPlayers, rollType);
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@ -383,7 +383,7 @@ void WorldSession::HandleLootRoll( WorldPacket &recv_data )
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return;
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// everything's fine, do it
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group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, rollType);
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group->CountRollVote(GetPlayer()->GetObjectGuid(), lootedTarget, itemSlot, rollType);
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switch (rollType)
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{
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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 "9583"
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#define REVISION_NR "9584"
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#endif // __REVISION_NR_H__
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