[core/database]Repair fishing spell result fish escape
edit fish junk sql formart Optimized code, remove some useless brackets fix default fish result ,just like Off the coast of Storm Peaks. cleaned the sql part thx Kinzcool fix todo now
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@@ -0,0 +1,20 @@
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SET @FISH_JUNK_GROUP := 11799;
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SET @FISH_JUNK_LOOTMODE := 32768;
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DELETE FROM fishing_loot_template WHERE `item`=@FISH_JUNK_GROUP;
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INSERT INTO fishing_loot_template (`entry`, `item`, `ChanceOrQuestChance`, `lootmode`, `groupid`, `mincountOrRef`, `maxcount`) VALUES
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(1, @FISH_JUNK_GROUP, 100, @FISH_JUNK_LOOTMODE, 1, -@FISH_JUNK_GROUP, 1);
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DELETE FROM reference_loot_template WHERE `entry`=@FISH_JUNK_GROUP;
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INSERT INTO reference_loot_template (`entry`, `item`, `ChanceOrQuestChance`, `lootmode`, `groupid`, `mincountOrRef`, `maxcount`) VALUES
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(@FISH_JUNK_GROUP, 45190, 15, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Driftwood]
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(@FISH_JUNK_GROUP, 45191, 2, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Water Snail]
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(@FISH_JUNK_GROUP, 45194, 15, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Tangled Fishing Line]
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(@FISH_JUNK_GROUP, 45195, 5, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Empty Rum Bottle]
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(@FISH_JUNK_GROUP, 45196, 15, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Tattered Cloth]
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(@FISH_JUNK_GROUP, 45197, 5, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Tree Branch]
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(@FISH_JUNK_GROUP, 45198, 15, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Weeds]
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(@FISH_JUNK_GROUP, 45199, 5, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Old Boot]
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(@FISH_JUNK_GROUP, 45200, 15, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Sickly Fish]
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(@FISH_JUNK_GROUP, 45201, 3, @FISH_JUNK_LOOTMODE, 1, 1, 1), -- [Rock]
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(@FISH_JUNK_GROUP, 45202, 5, @FISH_JUNK_LOOTMODE, 1, 1, 1); -- [Water Snail]
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@@ -694,12 +694,39 @@ void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
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fishloot->clear();
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uint32 zone, subzone;
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uint32 defaultzone = 1;
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GetZoneAndAreaId(zone, subzone);
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// if subzone loot exist use it
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if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true))
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// else use zone loot (must exist in like case)
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fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true);
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fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true);
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if (fishloot->empty()) //use this becase if zone or subzone has set LOOT_MODE_JUNK_FISH,Even if no normal drop, fishloot->FillLoot return true. it wrong.
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{
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//subzone no result,use zone loot
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fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true);
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//use zone 1 as default, somewhere fishing got nothing,becase subzone and zone not set, like Off the coast of Storm Peaks.
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if (fishloot->empty())
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fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true);
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}
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}
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void GameObject::getFishLootJunk(Loot* fishloot, Player* loot_owner)
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{
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fishloot->clear();
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uint32 zone, subzone;
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uint32 defaultzone = 1;
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GetZoneAndAreaId(zone, subzone);
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// if subzone loot exist use it
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fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
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if (fishloot->empty()) //use this becase if zone or subzone has normal mask drop, then fishloot->FillLoot return true.
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{
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//use zone loot
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fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
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if (fishloot->empty())
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//use zone 1 as default
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fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
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}
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}
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void GameObject::SaveToDB()
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@@ -1413,10 +1440,8 @@ void GameObject::Use(Unit* user)
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else
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player->SendLoot(GetGUID(), LOOT_FISHING);
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}
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/// @todo else: junk
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else
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m_respawnTime = time(NULL);
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else // else: junk
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player->SendLoot(GetGUID(), LOOT_FISHING_JUNK);
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break;
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}
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case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
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@@ -713,6 +713,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
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void Refresh();
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void Delete();
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void getFishLoot(Loot* loot, Player* loot_owner);
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void getFishLootJunk(Loot* loot, Player* loot_owner);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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@@ -8756,7 +8756,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
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// not check distance for GO in case owned GO (fishing bobber case, for example)
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// And permit out of range GO with no owner in case fishing hole
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if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
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if (!go || (loot_type != LOOT_FISHINGHOLE && ((loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
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{
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SendLootRelease(guid);
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return;
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@@ -8794,6 +8794,8 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
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if (loot_type == LOOT_FISHING)
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go->getFishLoot(loot, this);
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else if (loot_type == LOOT_FISHING_JUNK)
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go->getFishLootJunk(loot, this);
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if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
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{
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@@ -9036,6 +9038,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
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{
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case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
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case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
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case LOOT_FISHING_JUNK: loot_type = LOOT_FISHING; break;
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default: break;
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}
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@@ -86,7 +86,8 @@ enum LootType
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LOOT_MILLING = 8,
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LOOT_FISHINGHOLE = 20, // unsupported by client, sending LOOT_FISHING instead
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LOOT_INSIGNIA = 21 // unsupported by client, sending LOOT_CORPSE instead
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LOOT_INSIGNIA = 21, // unsupported by client, sending LOOT_CORPSE instead
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LOOT_FISHING_JUNK = 22 // unsupported by client, sending LOOT_FISHING instead
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};
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// type of Loot Item in Loot View
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@@ -41,7 +41,8 @@ enum LootModes
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LOOT_MODE_HARD_MODE_1 = 0x2,
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LOOT_MODE_HARD_MODE_2 = 0x4,
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LOOT_MODE_HARD_MODE_3 = 0x8,
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LOOT_MODE_HARD_MODE_4 = 0x10
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LOOT_MODE_HARD_MODE_4 = 0x10,
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LOOT_MODE_JUNK_FISH = 0x8000
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};
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enum Expansions
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