Core/Loot: couple of small changes to loot.

This commit is contained in:
Kandera
2012-07-09 11:12:59 -04:00
parent 8f6d8c352c
commit d5836422ac
+12 -6
View File
@@ -514,7 +514,7 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
{ {
LootItem &item = quest_items[i]; LootItem &item = quest_items[i];
if ((!item.is_looted && item.AllowedForPlayer(player)) || (item.follow_loot_rules && player->GetGroup() && player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetLooterGuid() == player->GetGUID())) if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && (player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT )))
{ {
ql->push_back(QuestItem(i)); ql->push_back(QuestItem(i));
@@ -522,11 +522,10 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
// player's quest vector // player's quest vector
// //
// increase once if one looter only, looter-times if free for all // increase once if one looter only, looter-times if free for all
if (item.freeforall && !item.is_blocked) if (item.freeforall || !item.is_blocked)
{
++unlootedCount; ++unlootedCount;
if (!player->GetGroup() || (player->GetGroup()->GetLootMethod() != GROUP_LOOT || player->GetGroup()->GetLootMethod() != ROUND_ROBIN))
item.is_blocked = true; item.is_blocked = true;
}
if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS) if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
break; break;
@@ -549,7 +548,7 @@ QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player, bool pres
for (uint8 i = 0; i < items.size(); ++i) for (uint8 i = 0; i < items.size(); ++i)
{ {
LootItem &item = items[i]; LootItem &item = items[i];
if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player)) || (item.follow_loot_rules && player->GetGroup() && player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetLooterGuid() == player->GetGUID())) if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && (player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT )))
{ {
if (presentAtLooting) if (presentAtLooting)
item.AddAllowedLooter(player); item.AddAllowedLooter(player);
@@ -892,7 +891,6 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
} }
LootSlotType slotType = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT; LootSlotType slotType = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
LootSlotType partySlotType = lv.permission == MASTER_PERMISSION ? LOOT_SLOT_TYPE_MASTER : (lv.permission == GROUP_PERMISSION ? LOOT_SLOT_TYPE_ROLL_ONGOING : slotType);
QuestItemMap const& lootPlayerQuestItems = l.GetPlayerQuestItems(); QuestItemMap const& lootPlayerQuestItems = l.GetPlayerQuestItems();
QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(lv.viewer->GetGUIDLow()); QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(lv.viewer->GetGUIDLow());
if (q_itr != lootPlayerQuestItems.end()) if (q_itr != lootPlayerQuestItems.end())
@@ -913,8 +911,12 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
b << uint8(LOOT_SLOT_TYPE_MASTER); b << uint8(LOOT_SLOT_TYPE_MASTER);
break; break;
case GROUP_PERMISSION: case GROUP_PERMISSION:
case ROUND_ROBIN_PERMISSION:
if (!item.is_blocked) if (!item.is_blocked)
{
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
item.is_blocked == true;
}
else else
b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING); b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING);
break; break;
@@ -968,8 +970,12 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
b << uint8(LOOT_SLOT_TYPE_MASTER); b << uint8(LOOT_SLOT_TYPE_MASTER);
break; break;
case GROUP_PERMISSION: case GROUP_PERMISSION:
case ROUND_ROBIN_PERMISSION:
if (!item.is_blocked) if (!item.is_blocked)
{
b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT); b << uint8(LOOT_SLOT_TYPE_ALLOW_LOOT);
item.is_blocked == true;
}
else else
b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING); b << uint8(LOOT_SLOT_TYPE_ROLL_ONGOING);
break; break;