diff options
author | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
---|---|---|
committer | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
commit | 9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch) | |
tree | b5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/LootHandler.cpp |
[svn] * Proper SVN structureinit
--HG--
branch : trunk
Diffstat (limited to 'src/game/LootHandler.cpp')
-rw-r--r-- | src/game/LootHandler.cpp | 494 |
1 files changed, 494 insertions, 0 deletions
diff --git a/src/game/LootHandler.cpp b/src/game/LootHandler.cpp new file mode 100644 index 00000000000..05c0ac8a997 --- /dev/null +++ b/src/game/LootHandler.cpp @@ -0,0 +1,494 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 ) +{ + CHECK_PACKET_SIZE(recv_data,1); + + 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 = + ObjectAccessor::GetGameObject(*player, 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 + { + Creature* pCreature = + ObjectAccessor::GetCreature(*player, 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); + } + 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 = ObjectAccessor::GetGameObject(*GetPlayer(), 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 = ObjectAccessor::GetCreature(*GetPlayer(), 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->GetDistance2d(playerGroup) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE)) + playersNear.push_back(playerGroup); + } + + uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size())); + + for (std::vector<Player*>::iterator i = playersNear.begin(); i != playersNear.end(); ++i) + { + (*i)->ModifyMoney( 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 ); + pLoot->gold = 0; + pLoot->NotifyMoneyRemoved(); + } +} + +void WorldSession::HandleLootOpcode( WorldPacket & recv_data ) +{ + CHECK_PACKET_SIZE(recv_data,8); + + sLog.outDebug("WORLD: CMSG_LOOT"); + + uint64 guid; + recv_data >> guid; + + GetPlayer()->SendLoot(guid, LOOT_CORPSE); +} + +void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data ) +{ + CHECK_PACKET_SIZE(recv_data,8); + + sLog.outDebug("WORLD: CMSG_LOOT_RELEASE"); + + // cheaters can modify lguid to prevent correct apply loot release code and re-loot + // use internal stored guid + //uint64 lguid; + //recv_data >> lguid; + + 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 (IS_GAMEOBJECT_GUID(lguid)) + { + GameObject *go = + ObjectAccessor::GetGameObject(*player, 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->requiredminingskill; + 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; + if( (pItem->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) && + pItem->GetProto()->Class == ITEM_CLASS_TRADE_GOODS && + pItem->GetCount() >= 5) + { + pItem->m_lootGenerated = false; + pItem->loot.clear(); + + uint32 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 = ObjectAccessor::GetCreature(*player, 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 ) +{ + CHECK_PACKET_SIZE(recv_data,8+1+8); + + 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_CREATURE_GUID(GetPlayer()->GetLootGUID())) + { + Creature *pCreature = ObjectAccessor::GetCreature(*GetPlayer(), lootguid); + if(!pCreature) + return; + + pLoot = &pCreature->loot; + } + else if(IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID())) + { + GameObject *pGO = ObjectAccessor::GetGameObject(*GetPlayer(), 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 %d)",GetPlayer()->GetName(), slotid, 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 ); + + // mark as looted + item.count=0; + item.is_looted=true; + + + pLoot->NotifyItemRemoved(slotid); + --pLoot->unlootedCount; +} |