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- /*
- * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the
- * Free Software Foundation; either version 2 of the License, or (at your
- * option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
- * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
- * more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "Common.h"
- #include "WorldPacket.h"
- #include "Log.h"
- #include "Corpse.h"
- #include "GameObject.h"
- #include "Player.h"
- #include "ObjectAccessor.h"
- #include "WorldSession.h"
- #include "LootMgr.h"
- #include "Object.h"
- #include "Group.h"
- #include "World.h"
- #include "Util.h"
- void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
- {
- sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
- Player* player = GetPlayer();
- uint64 lguid = player->GetLootGUID();
- Loot* loot = NULL;
- uint8 lootSlot = 0;
- recv_data >> lootSlot;
- if (IS_GAMEOBJECT_GUID(lguid))
- {
- GameObject* go = player->GetMap()->GetGameObject(lguid);
- // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
- if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
- {
- player->SendLootRelease(lguid);
- return;
- }
- loot = &go->loot;
- }
- else if (IS_ITEM_GUID(lguid))
- {
- Item* pItem = player->GetItemByGuid(lguid);
- if (!pItem)
- {
- player->SendLootRelease(lguid);
- return;
- }
- loot = &pItem->loot;
- }
- else if (IS_CORPSE_GUID(lguid))
- {
- Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
- if (!bones)
- {
- player->SendLootRelease(lguid);
- return;
- }
- loot = &bones->loot;
- }
- else
- {
- Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
- bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
- if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
- {
- player->SendLootRelease(lguid);
- return;
- }
- loot = &creature->loot;
- }
- player->StoreLootItem(lootSlot, loot);
- }
- void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
- {
- sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_MONEY");
- Player* player = GetPlayer();
- uint64 guid = player->GetLootGUID();
- if (!guid)
- return;
- Loot* loot = NULL;
- bool shareMoney = true;
- switch (GUID_HIPART(guid))
- {
- case HIGHGUID_GAMEOBJECT:
- {
- GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
- // do not check distance for GO if player is the owner of it (ex. fishing bobber)
- if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
- loot = &go->loot;
- break;
- }
- case HIGHGUID_CORPSE: // remove insignia ONLY in BG
- {
- Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
- if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
- {
- loot = &bones->loot;
- shareMoney = false;
- }
- break;
- }
- case HIGHGUID_ITEM:
- {
- if (Item* item = player->GetItemByGuid(guid))
- {
- loot = &item->loot;
- shareMoney = false;
- }
- break;
- }
- case HIGHGUID_UNIT:
- case HIGHGUID_VEHICLE:
- {
- Creature* creature = player->GetMap()->GetCreature(guid);
- bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
- if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
- {
- loot = &creature->loot;
- if (creature->isAlive())
- shareMoney = false;
- }
- break;
- }
- default:
- return; // unlootable type
- }
- if (loot)
- {
- loot->NotifyMoneyRemoved();
- if (shareMoney && player->GetGroup()) //item, pickpocket and players can be looted only single player
- {
- Group* group = player->GetGroup();
- std::vector<Player*> playersNear;
- for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player* member = itr->getSource();
- if (!member)
- continue;
- if (player->IsWithinDistInMap(member, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false))
- playersNear.push_back(member);
- }
- uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
- for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
- {
- (*i)->ModifyMoney(goldPerPlayer);
- (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
- WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
- data << uint32(goldPerPlayer);
- data << uint8(playersNear.size() > 1 ? 0 : 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..."
- (*i)->GetSession()->SendPacket(&data);
- }
- }
- else
- {
- player->ModifyMoney(loot->gold);
- player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold);
- WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
- data << uint32(loot->gold);
- data << uint8(1); // "You loot..."
- SendPacket(&data);
- }
- loot->gold = 0;
- }
- }
- void WorldSession::HandleLootOpcode(WorldPacket & recv_data)
- {
- sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT");
- uint64 guid;
- recv_data >> guid;
- // Check possible cheat
- if (!_player->isAlive())
- return;
- GetPlayer()->SendLoot(guid, LOOT_CORPSE);
- // interrupt cast
- if (GetPlayer()->IsNonMeleeSpellCasted(false))
- GetPlayer()->InterruptNonMeleeSpells(false);
- }
- void WorldSession::HandleLootReleaseOpcode(WorldPacket& recvData)
- {
- sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_RELEASE");
- // cheaters can modify lguid to prevent correct apply loot release code and re-loot
- // use internal stored guid
- uint64 guid;
- recvData >> guid;
- if (uint64 lguid = GetPlayer()->GetLootGUID())
- if (lguid == guid)
- DoLootRelease(lguid);
- }
- void WorldSession::DoLootRelease(uint64 lguid)
- {
- Player *player = GetPlayer();
- Loot *loot;
- player->SetLootGUID(0);
- player->SendLootRelease(lguid);
- player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
- if (!player->IsInWorld())
- return;
- if (IS_GAMEOBJECT_GUID(lguid))
- {
- GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);
- // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
- if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
- return;
- loot = &go->loot;
- if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
- {
- // locked doors are opened with spelleffect openlock, prevent remove its as looted
- go->UseDoorOrButton();
- }
- else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
- {
- // GO is mineral vein? so it is not removed after its looted
- if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
- {
- uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
- uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;
- // only vein pass this check
- if (go_min != 0 && go_max > go_min)
- {
- float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT);
- float min_amount = go_min*amount_rate;
- float max_amount = go_max*amount_rate;
- go->AddUse();
- float uses = float(go->GetUseCount());
- if (uses < max_amount)
- {
- if (uses >= min_amount)
- {
- float chance_rate = sWorld->getRate(RATE_MINING_NEXT);
- int32 ReqValue = 175;
- LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
- if (lockInfo)
- ReqValue = lockInfo->Skill[0];
- float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
- double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses));
- if (roll_chance_f((float)(100*chance+skill)))
- {
- go->SetLootState(GO_READY);
- }
- else // not have more uses
- go->SetLootState(GO_JUST_DEACTIVATED);
- }
- else // 100% chance until min uses
- go->SetLootState(GO_READY);
- }
- else // max uses already
- go->SetLootState(GO_JUST_DEACTIVATED);
- }
- else // not vein
- go->SetLootState(GO_JUST_DEACTIVATED);
- }
- else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
- { // The fishing hole used once more
- go->AddUse(); // if the max usage is reached, will be despawned in next tick
- if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
- {
- go->SetLootState(GO_JUST_DEACTIVATED);
- }
- else
- go->SetLootState(GO_READY);
- }
- else // not chest (or vein/herb/etc)
- go->SetLootState(GO_JUST_DEACTIVATED);
- loot->clear();
- }
- else
- {
- // not fully looted object
- go->SetLootState(GO_ACTIVATED, player);
- // if the round robin player release, reset it.
- if (player->GetGUID() == loot->roundRobinPlayer)
- {
- if (Group* group = player->GetGroup())
- {
- if (group->GetLootMethod() != MASTER_LOOT)
- {
- loot->roundRobinPlayer = 0;
- }
- }
- else
- loot->roundRobinPlayer = 0;
- }
- }
- }
- else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
- {
- Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
- if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
- return;
- loot = &corpse->loot;
- if (loot->isLooted())
- {
- loot->clear();
- corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
- }
- }
- else if (IS_ITEM_GUID(lguid))
- {
- Item* pItem = player->GetItemByGuid(lguid);
- if (!pItem)
- return;
- ItemTemplate const* proto = pItem->GetTemplate();
- // destroy only 5 items from stack in case prospecting and milling
- if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
- {
- pItem->m_lootGenerated = false;
- pItem->loot.clear();
- uint32 count = pItem->GetCount();
- // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
- if (count > 5)
- count = 5;
- player->DestroyItemCount(pItem, count, true);
- }
- else
- //Tree Edit
- pItem->m_lootGenerated = false;
- pItem->loot.clear();
- uint32 count = pItem->GetCount();
- if (count > 1)
- count = 1;
- //Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item
- if (pItem->loot.isLooted() || !(proto->Flags & ITEM_PROTO_FLAG_OPENABLE))
- player->DestroyItemCount(pItem, count, true);
- //player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
- return;
- }
- else
- {
- Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
- bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
- if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
- return;
- loot = &creature->loot;
- if (loot->isLooted())
- {
- // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
- if (!creature->isAlive())
- creature->AllLootRemovedFromCorpse();
- creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
- loot->clear();
- }
- else
- {
- // if the round robin player release, reset it.
- if (player->GetGUID() == loot->roundRobinPlayer)
- {
- if (Group* group = player->GetGroup())
- {
- if (group->GetLootMethod() != MASTER_LOOT)
- {
- loot->roundRobinPlayer = 0;
- group->SendLooter(creature, NULL);
- // force update of dynamic flags, otherwise other group's players still not able to loot.
- creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
- }
- }
- else
- loot->roundRobinPlayer = 0;
- }
- }
- }
- //Player is not looking at loot list, he doesn't need to see updates on the loot list
- loot->RemoveLooter(player->GetGUID());
- }
- void WorldSession::HandleLootMasterGiveOpcode(WorldPacket & recv_data)
- {
- uint8 slotid;
- uint64 lootguid, target_playerguid;
- recv_data >> lootguid >> slotid >> target_playerguid;
- if (!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetGUID())
- {
- _player->SendLootRelease(GetPlayer()->GetLootGUID());
- return;
- }
- Player* target = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(target_playerguid, 0, HIGHGUID_PLAYER));
- if (!target)
- return;
- sLog->outDebug(LOG_FILTER_NETWORKIO, "WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target->GetName());
- if (_player->GetLootGUID() != lootguid)
- return;
- Loot* loot = NULL;
- if (IS_CRE_OR_VEH_GUID(GetPlayer()->GetLootGUID()))
- {
- Creature* creature = GetPlayer()->GetMap()->GetCreature(lootguid);
- if (!creature)
- return;
- loot = &creature->loot;
- }
- else if (IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
- {
- GameObject* pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
- if (!pGO)
- return;
- loot = &pGO->loot;
- }
- if (!loot)
- return;
- if (slotid >= loot->items.size() + loot->quest_items.size())
- {
- sLog->outDebug(LOG_FILTER_LOOT, "MasterLootItem: Player %s might be using a hack! (slot %d, size %lu)", GetPlayer()->GetName(), slotid, (unsigned long)loot->items.size());
- return;
- }
- LootItem& item = slotid >= loot->items.size() ? loot->quest_items[slotid - loot->items.size()] : loot->items[slotid];
- ItemPosCountVec dest;
- InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count);
- if (item.follow_loot_rules && !item.AllowedForPlayer(target))
- msg = EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if (msg != EQUIP_ERR_OK)
- {
- target->SendEquipError(msg, NULL, NULL, item.itemid);
- // send duplicate of error massage to master looter
- _player->SendEquipError(msg, NULL, NULL, item.itemid);
- return;
- }
- // list of players allowed to receive this item in trade
- AllowedLooterSet looters = item.GetAllowedLooters();
- // not move item from loot to target inventory
- Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomPropertyId, looters);
- target->SendNewItem(newitem, uint32(item.count), false, false, true);
- target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
- target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item.count);
- target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count);
- // mark as looted
- item.count=0;
- item.is_looted=true;
- loot->NotifyItemRemoved(slotid);
- --loot->unlootedCount;
- }
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