/*
* 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
// FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return; // item can be looted only single player
}
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;
}