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-rwxr-xr-xsrc/server/game/Handlers/LootHandler.cpp508
1 files changed, 508 insertions, 0 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
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+/*
+ * 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;
+}
+