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[9582][Patch] Correct GUID in roll packets


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What bug does the patch fix? What features does the patch add?

It change itemGUID in packets by real guid ( loot creature guid )

For which repository revision was the patch created?

8442

Who has been writing this patch? Please include either forum user names or email addresses.

Me

This is the fix:

From 2697d66417bc9bf514ec3331fa5537caa4289607 Mon Sep 17 00:00:00 2001
From: unknown <[email protected](none)>
Date: Mon, 31 Aug 2009 10:25:20 -0700
Subject: [PATCH] Send Owner as its in roll packets

---
src/game/Group.cpp |   30 +++++++++++++++---------------
src/game/Group.h   |   11 ++++++-----
2 files changed, 21 insertions(+), 20 deletions(-)

diff --git a/src/game/Group.cpp b/src/game/Group.cpp
index 5c83df6..e0fc912 100644
--- a/src/game/Group.cpp
+++ b/src/game/Group.cpp
@@ -451,7 +451,7 @@ void Group::Disband(bool hideDestroy)
void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
{
    WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4));
-    data << uint64(r.itemGUID);                             // object guid what we're looting
+    data << uint64(r.LootedTargetGUID);                     // creature guid what we're looting
    data << uint32(r.totalPlayersRolling);                  // maybe the number of players rolling for it???
    data << uint32(r.itemid);                               // the itemEntryId for the item that shall be rolled for
    data << uint32(r.itemRandomSuffix);                     // randomSuffix
@@ -469,10 +469,10 @@ void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
    }
}

-void Group::SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
+void Group::SendLootRoll(const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
{
    WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1));
-    data << uint64(SourceGuid);                             // guid of the item rolled
+    data << uint64(r.LootedTargetGUID);                     // creature guid what we're looting
    data << uint32(0);                                      // unknown, maybe amount of players
    data << uint64(TargetGuid);
    data << uint32(r.itemid);                               // the itemEntryId for the item that shall be rolled for
@@ -493,10 +493,10 @@ void Group::SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uin
    }
}

-void Group::SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
+void Group::SendLootRollWon(const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
{
    WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1));
-    data << uint64(SourceGuid);                             // guid of the item rolled
+    data << uint64(r.LootedTargetGUID);                     // creature guid what we're looting
    data << uint32(0);                                      // unknown, maybe amount of players
    data << uint32(r.itemid);                               // the itemEntryId for the item that shall be rolled for
    data << uint32(r.itemRandomSuffix);                     // randomSuffix
@@ -519,7 +519,7 @@ void Group::SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid,
void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
{
    WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4));
-    data << uint64(r.itemGUID);                             // Guid of the item rolled
+    data << uint64(r.LootedTargetGUID);                     // creature guid what we're looting
    data << uint32(NumberOfPlayers);                        // The number of players rolling for it???
    data << uint32(r.itemid);                               // The itemEntryId for the item that shall be rolled for
    data << uint32(r.itemRandomPropId);                     // Item random property ID
@@ -557,7 +557,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
        if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
        {
            uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
-            Roll* r=new Roll(newitemGUID,*i);
+            Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i);

            //a vector is filled with only near party members
            for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
@@ -607,7 +607,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
        if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
        {
            uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
-            Roll* r=new Roll(newitemGUID,*i);
+            Roll* r=new Roll(newitemGUID,creature->GetGUID(),*i);

            for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
            {
@@ -702,21 +702,21 @@ void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 N
    {
        case 0:                                             //Player choose pass
        {
-            SendLootRoll(0, playerGUID, 128, 128, *roll);
+            SendLootRoll(playerGUID, 128, 128, *roll);
            ++roll->totalPass;
            itr->second = PASS;
        }
        break;
        case 1:                                             //player choose Need
        {
-            SendLootRoll(0, playerGUID, 0, 0, *roll);
+            SendLootRoll(playerGUID, 0, 0, *roll);
            ++roll->totalNeed;
            itr->second = NEED;
        }
        break;
        case 2:                                             //player choose Greed
        {
-            SendLootRoll(0, playerGUID, 128, 2, *roll);
+            SendLootRoll(playerGUID, 128, 2, *roll);
            ++roll->totalGreed;
            itr->second = GREED;
        }
@@ -764,14 +764,14 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
                    continue;

                uint8 randomN = urand(1, 99);
-                SendLootRoll(0, itr->first, randomN, 1, *roll);
+                SendLootRoll(itr->first, randomN, 1, *roll);
                if (maxresul < randomN)
                {
                    maxguid  = itr->first;
                    maxresul = randomN;
                }
            }
-            SendLootRollWon(0, maxguid, maxresul, 1, *roll);
+            SendLootRollWon(maxguid, maxresul, 1, *roll);
            player = objmgr.GetPlayer(maxguid);

            if(player && player->GetSession())
@@ -811,14 +811,14 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
                    continue;

                uint8 randomN = urand(1, 99);
-                SendLootRoll(0, itr->first, randomN, 2, *roll);
+                SendLootRoll(itr->first, randomN, 2, *roll);
                if (maxresul < randomN)
                {
                    maxguid  = itr->first;
                    maxresul = randomN;
                }
            }
-            SendLootRollWon(0, maxguid, maxresul, 2, *roll);
+            SendLootRollWon(maxguid, maxresul, 2, *roll);
            player = objmgr.GetPlayer(maxguid);

            if(player && player->GetSession())
diff --git a/src/game/Group.h b/src/game/Group.h
index 478b7c5..f697789 100644
--- a/src/game/Group.h
+++ b/src/game/Group.h
@@ -97,16 +97,17 @@ class InstanceSave;
class Roll : public LootValidatorRef
{
    public:
-        Roll(uint64 _guid, LootItem const& li)
-            : itemGUID(_guid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
+        Roll(uint64 _guid, uint64 _owner, LootItem const& li)
+            : itemGUID(_guid), LootedTargetGUID(_owner), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
            totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {}
        ~Roll() { }
        void setLoot(Loot *pLoot) { link(pLoot, this); }
        Loot *getLoot() { return getTarget(); }
        void targetObjectBuildLink();

-        uint64 itemGUID;
        uint32 itemid;
+        uint64 itemGUID;
+       uint64 LootedTargetGUID;
        int32  itemRandomPropId;
        uint32 itemRandomSuffix;
        typedef std::map<uint64, RollVote> PlayerVote;
@@ -300,8 +301,8 @@ class MANGOS_DLL_SPEC Group
        /*********************************************************/

        void SendLootStartRoll(uint32 CountDown, const Roll &r);
-        void SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
-        void SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
+        void SendLootRoll(const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
+        void SendLootRollWon(const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
        void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
        void GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature);
        void NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature);
-- 
1.6.2.msysgit.0.186.gf7512

Greetings, Opterman

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hi,

from my point of view i would not use variable named OwnerGUID as the GUID of creature that is being looted. I think better would be something like LootedTargetGUID and i would update also comments, because out of date comments can confuse others. Anyway patch seems OK.

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hi,

from my point of view i would not use variable named OwnerGUID as the GUID of creature that is being looted. I think better would be something like LootedTargetGUID and i would update also comments, because out of date comments can confuse others. Anyway patch seems OK.

Ok , you're right , i 've updated already.

Greetings, Opterman

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