diff options
Diffstat (limited to 'src/server/game/Loot/LootHandler.cpp')
-rw-r--r-- | src/server/game/Loot/LootHandler.cpp | 549 |
1 files changed, 549 insertions, 0 deletions
diff --git a/src/server/game/Loot/LootHandler.cpp b/src/server/game/Loot/LootHandler.cpp new file mode 100644 index 00000000000..55aefb3c1f5 --- /dev/null +++ b/src/server/game/Loot/LootHandler.cpp @@ -0,0 +1,549 @@ +/* + * 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); + player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, 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); + + // if the round robin player release, reset it. + if (player->GetGUID() == loot->roundRobinPlayer) + { + if (Group* pGroup = player->GetGroup()) + { + if (pGroup->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; + + 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 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* 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; + 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); + pCreature->SetLootRecipient(NULL); + loot->clear(); + } + else + { + // if the round robin player release, reset it. + if (player->GetGUID() == loot->roundRobinPlayer) + { + if (Group* pGroup = player->GetGroup()) + { + if (pGroup->GetLootMethod() != MASTER_LOOT) + { + loot->roundRobinPlayer = 0; + pGroup->SendLooter(pCreature, NULL); + + // force update of dynamic flags, otherwise other group's players still not able to loot. + pCreature->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("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); + 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; +} + |