- /*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
- *
- * 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
- #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("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
- Player *player = GetPlayer();
- uint64 lguid = player->GetLootGUID();
- Loot *loot;
- uint8 lootSlot;
- 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* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
- bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
- if( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
- {
- player->SendLootRelease(lguid);
- return;
- }
- loot = &pCreature->loot;
- }
- QuestItem *qitem = NULL;
- QuestItem *ffaitem = NULL;
- QuestItem *conditem = NULL;
- LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
- if(!item)
- {
- player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL );
- return;
- }
- // questitems use the blocked field for other purposes
- if (!qitem && item->is_blocked)
- {
- player->SendLootRelease(lguid);
- return;
- }
- ItemPosCountVec dest;
- uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
- if ( msg == EQUIP_ERR_OK )
- {
- Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId);
- if (qitem)
- {
- qitem->is_looted = true;
- //freeforall is 1 if everyone's supposed to get the quest item.
- if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
- player->SendNotifyLootItemRemoved(lootSlot);
- else
- loot->NotifyQuestItemRemoved(qitem->index);
- }
- else
- {
- if (ffaitem)
- {
- //freeforall case, notify only one player of the removal
- ffaitem->is_looted=true;
- player->SendNotifyLootItemRemoved(lootSlot);
- }
- else
- {
- //not freeforall, notify everyone
- if(conditem)
- conditem->is_looted=true;
- loot->NotifyItemRemoved(lootSlot);
- }
- }
- //if only one person is supposed to loot the item, then set it to looted
- if (!item->freeforall)
- item->is_looted = true;
- --loot->unlootedCount;
- player->SendNewItem(newitem, uint32(item->count), false, false, true);
- player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
- player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
- }
- else
- player->SendEquipError( msg, NULL, NULL );
- }
- void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
- {
- sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
- Player *player = GetPlayer();
- uint64 guid = player->GetLootGUID();
- if(!guid)
- return;
- Loot *pLoot = NULL;
- switch(GUID_HIPART(guid))
- {
- case HIGHGUID_GAMEOBJECT:
- {
- GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
- // not check distance for GO in case owned GO (fishing bobber case, for example)
- if (pGameObject && ((pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE))))
- pLoot = &pGameObject->loot;
- break;
- }
- case HIGHGUID_CORPSE: // remove insignia ONLY in BG
- {
- Corpse *bones = ObjectAccessor::GetCorpse(*GetPlayer(), guid);
- if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
- pLoot = &bones->loot;
- break;
- }
- case HIGHGUID_ITEM:
- {
- if(Item *item = GetPlayer()->GetItemByGuid(guid))
- pLoot = &item->loot;
- break;
- }
- case HIGHGUID_UNIT:
- {
- Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);
- bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
- if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
- pLoot = &pCreature->loot ;
- break;
- }
- default:
- return; // unlootable type
- }
- if( pLoot )
- {
- if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item 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* playerGroup = itr->getSource();
- if(!playerGroup)
- continue;
- if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
- playersNear.push_back(playerGroup);
- }
- uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
- for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
- {
- (*i)->ModifyMoney( money_per_player );
- (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
- //Offset surely incorrect, but works
- WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 );
- data << uint32(money_per_player);
- (*i)->GetSession()->SendPacket( &data );
- }
- }
- else
- {
- player->ModifyMoney( pLoot->gold );
- player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
- }
- pLoot->gold = 0;
- pLoot->NotifyMoneyRemoved();
- }
- }
- void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
- {
- sLog.outDebug("WORLD: CMSG_LOOT");
- uint64 guid;
- recv_data >> guid;
- // Check possible cheat
- if(!_player->isAlive())
- return;
- GetPlayer()->SendLoot(guid, LOOT_CORPSE);
- }
- void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
- {
- sLog.outDebug("WORLD: CMSG_LOOT_RELEASE");
- // cheaters can modify lguid to prevent correct apply loot release code and re-loot
- // use internal stored guid
- recv_data.read_skip<uint64>(); // guid;
- if(uint64 lguid = GetPlayer()->GetLootGUID())
- 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(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()>=irand(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);
- }
- 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;
- ItemPrototype const* proto = pItem->GetProto();
- // destroy only 5 items from stack in case prospecting and milling
- if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
- proto->Class == ITEM_CLASS_TRADE_GOODS)
- {
- 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 don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
- player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
- return; // item can be looted only single player
- }
- else
- {
- Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
- bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
- if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
- return;
- loot = &pCreature->loot;
- // update next looter
- if(Player *recipient = pCreature->GetLootRecipient())
- if(Group* group = recipient->GetGroup())
- if (group->GetLooterGuid() == player->GetGUID())
- group->UpdateLooterGuid(pCreature);
- if (loot->isLooted())
- {
- // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
- if(!pCreature->isAlive())
- pCreature->AllLootRemovedFromCorpse();
- pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
- loot->clear();
- }
- }
- //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("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target->GetName());
- if(_player->GetLootGUID() != lootguid)
- return;
- Loot *pLoot = NULL;
- if(IS_CRE_OR_VEH_GUID(GetPlayer()->GetLootGUID()))
- {
- Creature *pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
- if(!pCreature)
- return;
- pLoot = &pCreature->loot;
- }
- else if(IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
- {
- GameObject *pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
- if(!pGO)
- return;
- pLoot = &pGO->loot;
- }
- if(!pLoot)
- return;
- if (slotid > pLoot->items.size())
- {
- sLog.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid, (unsigned long)pLoot->items.size());
- return;
- }
- LootItem& item = pLoot->items[slotid];
- ItemPosCountVec dest;
- uint8 msg = target->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item.itemid, item.count );
- if ( msg != EQUIP_ERR_OK )
- {
- target->SendEquipError( msg, NULL, NULL );
- _player->SendEquipError( msg, NULL, NULL ); // send duplicate of error massage to master looter
- return;
- }
- // not move item from loot to target inventory
- Item * newitem = target->StoreNewItem( dest, item.itemid, true, item.randomPropertyId );
- 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, pLoot->loot_type, item.count);
- // mark as looted
- item.count=0;
- item.is_looted=true;
- pLoot->NotifyItemRemoved(slotid);
- --pLoot->unlootedCount;
- }
