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Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rwxr-xr-x | src/server/game/Handlers/LootHandler.cpp | 508 |
1 files changed, 508 insertions, 0 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp new file mode 100755 index 00000000000..6508f08dc22 --- /dev/null +++ b/src/server/game/Handlers/LootHandler.cpp @@ -0,0 +1,508 @@ +/* + * 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 ok_loot = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed); + + if (!ok_loot || !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 & recv_data) +{ + 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 + 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((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 ok_loot = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed); + if (!ok_loot || !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* pLoot = NULL; + + if (IS_CRE_OR_VEH_GUID(GetPlayer()->GetLootGUID())) + { + Creature* creature = GetPlayer()->GetMap()->GetCreature(lootguid); + if (!creature) + return; + + pLoot = &creature->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(LOG_FILTER_LOOT, "MasterLootItem: 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; + InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count); + 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, pLoot->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; + + pLoot->NotifyItemRemoved(slotid); + --pLoot->unlootedCount; +} + |