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-rw-r--r--src/game/LootHandler.cpp494
1 files changed, 494 insertions, 0 deletions
diff --git a/src/game/LootHandler.cpp b/src/game/LootHandler.cpp
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+/*
+ * 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;
+}