/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 . */ #include "WorldSession.h" #include "CellImpl.h" #include "Common.h" #include "Corpse.h" #include "Creature.h" #include "DB2Stores.h" #include "GameObject.h" #include "GridNotifiersImpl.h" #include "Group.h" #include "Guild.h" #include "GuildMgr.h" #include "Item.h" #include "Log.h" #include "LootItemStorage.h" #include "LootMgr.h" #include "LootPackets.h" #include "Object.h" #include "ObjectAccessor.h" #include "Player.h" #include "WorldPacket.h" class AELootCreatureCheck { public: static float constexpr LootDistance = 30.0f; AELootCreatureCheck(Player* looter, ObjectGuid mainLootTarget) : _looter(looter), _mainLootTarget(mainLootTarget) { } bool operator()(Creature* creature) const { if (creature->IsAlive()) return false; if (creature->GetGUID() == _mainLootTarget) return false; if (!_looter->IsWithinDist(creature, LootDistance)) return false; return _looter->isAllowedToLoot(creature); } Player* _looter; ObjectGuid _mainLootTarget; }; void WorldSession::HandleAutostoreLootItemOpcode(WorldPackets::Loot::LootItem& packet) { Player* player = GetPlayer(); AELootResult aeResult; AELootResult* aeResultPtr = player->GetAELootView().size() > 1 ? &aeResult : nullptr; /// @todo Implement looting by LootObject guid for (WorldPackets::Loot::LootRequest const& req : packet.Loot) { Loot* loot = nullptr; ObjectGuid lguid = player->GetLootWorldObjectGUID(req.Object); if (lguid.IsGameObject()) { 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))) { player->SendLootRelease(lguid); continue; } loot = &go->loot; } else if (lguid.IsItem()) { Item* pItem = player->GetItemByGuid(lguid); if (!pItem) { player->SendLootRelease(lguid); continue; } loot = &pItem->loot; } else if (lguid.IsCorpse()) { Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid); if (!bones) { player->SendLootRelease(lguid); continue; } loot = &bones->loot; } else { Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid); bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING); if (!lootAllowed || !creature->IsWithinDistInMap(_player, AELootCreatureCheck::LootDistance)) { player->SendLootError(req.Object, lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL); continue; } loot = &creature->loot; } player->StoreLootItem(req.LootListID - 1, loot, aeResultPtr); // If player is removing the last LootItem, delete the empty container. if (loot->isLooted() && lguid.IsItem()) player->GetSession()->DoLootRelease(lguid); } if (aeResultPtr) { for (AELootResult::ResultValue const& resultValue : aeResult) { player->SendNewItem(resultValue.item, resultValue.count, false, false, true); player->UpdateCriteria(CriteriaType::LootItem, resultValue.item->GetEntry(), resultValue.count); player->UpdateCriteria(CriteriaType::GetLootByType, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType); player->UpdateCriteria(CriteriaType::LootAnyItem, resultValue.item->GetEntry(), resultValue.count); } } } void WorldSession::HandleLootMoneyOpcode(WorldPackets::Loot::LootMoney& /*packet*/) { Player* player = GetPlayer(); for (std::pair const& lootView : player->GetAELootView()) { ObjectGuid guid = lootView.second; Loot* loot = nullptr; bool shareMoney = true; switch (guid.GetHigh()) { 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)))) 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::Creature: case HighGuid::Vehicle: { Creature* creature = player->GetMap()->GetCreature(guid); bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING); if (lootAllowed && creature->IsWithinDistInMap(player, AELootCreatureCheck::LootDistance)) { loot = &creature->loot; if (creature->IsAlive()) shareMoney = false; } else player->SendLootError(lootView.first, lootView.second, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL); break; } default: continue; // unlootable type } if (!loot) continue; loot->NotifyMoneyRemoved(); if (shareMoney && player->GetGroup()) //item, pickpocket and players can be looted only single player { Group* group = player->GetGroup(); std::vector playersNear; for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (player->IsAtGroupRewardDistance(member)) playersNear.push_back(member); } uint64 goldPerPlayer = uint64(loot->gold / playersNear.size()); for (std::vector::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { uint64 goldMod = CalculatePct(goldPerPlayer, (*i)->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MONEY_GAIN, 1)); (*i)->ModifyMoney(goldPerPlayer + goldMod); (*i)->UpdateCriteria(CriteriaType::MoneyLootedFromCreatures, goldPerPlayer); WorldPackets::Loot::LootMoneyNotify packet; packet.Money = goldPerPlayer; packet.MoneyMod = goldMod; packet.SoleLooter = playersNear.size() <= 1 ? true : false; (*i)->SendDirectMessage(packet.Write()); } } else { uint64 goldMod = CalculatePct(loot->gold, player->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MONEY_GAIN, 1)); player->ModifyMoney(loot->gold + goldMod); player->UpdateCriteria(CriteriaType::MoneyLootedFromCreatures, loot->gold); WorldPackets::Loot::LootMoneyNotify packet; packet.Money = loot->gold; packet.MoneyMod = goldMod; packet.SoleLooter = true; // "You loot..." SendPacket(packet.Write()); } loot->gold = 0; // Delete the money loot record from the DB if (!loot->containerID.IsEmpty()) sLootItemStorage->RemoveStoredMoneyForContainer(loot->containerID.GetCounter()); // Delete container if empty if (loot->isLooted() && guid.IsItem()) player->GetSession()->DoLootRelease(guid); } } void WorldSession::HandleLootOpcode(WorldPackets::Loot::LootUnit& packet) { // Check possible cheat if (!GetPlayer()->IsAlive() || !packet.Unit.IsCreatureOrVehicle()) return; std::list corpses; AELootCreatureCheck check(_player, packet.Unit); Trinity::CreatureListSearcher searcher(_player, corpses, check); Cell::VisitGridObjects(_player, searcher, AELootCreatureCheck::LootDistance); if (!corpses.empty()) SendPacket(WorldPackets::Loot::AELootTargets(uint32(corpses.size() + 1)).Write()); GetPlayer()->SendLoot(packet.Unit, LOOT_CORPSE); if (!corpses.empty()) { // main target SendPacket(WorldPackets::Loot::AELootTargetsAck().Write()); for (Creature* creature : corpses) { GetPlayer()->SendLoot(creature->GetGUID(), LOOT_CORPSE, true); SendPacket(WorldPackets::Loot::AELootTargetsAck().Write()); } } // interrupt cast if (GetPlayer()->IsNonMeleeSpellCast(false)) GetPlayer()->InterruptNonMeleeSpells(false); GetPlayer()->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Looting); } void WorldSession::HandleLootReleaseOpcode(WorldPackets::Loot::LootRelease& packet) { // cheaters can modify lguid to prevent correct apply loot release code and re-loot // use internal stored guid if (GetPlayer()->HasLootWorldObjectGUID(packet.Unit)) DoLootRelease(packet.Unit); } void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; if (player->GetLootGUID() == lguid) player->SetLootGUID(ObjectGuid::Empty); player->SendLootRelease(lguid); player->RemoveAELootedWorldObject(lguid); player->RemoveUnitFlag(UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (lguid.IsGameObject()) { 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))) 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) { 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() >= go->GetGOValue()->FishingHole.MaxOpens) go->SetLootState(GO_JUST_DEACTIVATED); else go->SetLootState(GO_READY); } else 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) loot->roundRobinPlayer.Clear(); } } else if (lguid.IsCorpse()) // 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->RemoveCorpseDynamicFlag(CORPSE_DYNFLAG_LOOTABLE); } } else if (lguid.IsItem()) { 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 (pItem->loot.loot_type == LOOT_PROSPECTING || pItem->loot.loot_type == LOOT_MILLING) { 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 { // Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item if (pItem->loot.isLooted() || !(proto->GetFlags() & ITEM_FLAG_HAS_LOOT)) player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); } return; // item can be looted only single player } else { Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid); bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING); if (!lootAllowed || !creature->IsWithinDistInMap(_player, AELootCreatureCheck::LootDistance)) return; loot = &creature->loot; if (loot->isLooted()) { creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE); // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact if (!creature->IsAlive()) creature->AllLootRemovedFromCorpse(); loot->clear(); } else { // if the round robin player release, reset it. if (player->GetGUID() == loot->roundRobinPlayer) { loot->roundRobinPlayer.Clear(); if (Group* group = player->GetGroup()) group->SendLooter(creature, nullptr); } // force dynflag update to update looter and lootable info creature->ForceUpdateFieldChange(creature->m_values.ModifyValue(&Object::m_objectData).ModifyValue(&UF::ObjectData::DynamicFlags)); } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); } void WorldSession::DoLootReleaseAll() { std::unordered_map lootView = _player->GetAELootView(); for (std::pair const& lootPair : lootView) DoLootRelease(lootPair.second); } void WorldSession::HandleLootMasterGiveOpcode(WorldPackets::Loot::MasterLootItem& masterLootItem) { AELootResult aeResult; if (!_player->GetGroup() || _player->GetGroup()->GetMasterLooterGuid() != _player->GetGUID() || _player->GetGroup()->GetLootMethod() != MASTER_LOOT) { _player->SendLootError(ObjectGuid::Empty, ObjectGuid::Empty, LOOT_ERROR_DIDNT_KILL); return; } // player on other map Player* target = ObjectAccessor::GetPlayer(*_player, masterLootItem.Target); if (!target) { _player->SendLootError(ObjectGuid::Empty, ObjectGuid::Empty, LOOT_ERROR_PLAYER_NOT_FOUND); return; } TC_LOG_DEBUG("network", "WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target->GetName().c_str()); for (WorldPackets::Loot::LootRequest const& req : masterLootItem.Loot) { Loot* loot = nullptr; ObjectGuid lootguid = _player->GetLootWorldObjectGUID(req.Object); if (!_player->IsInRaidWith(target) || !_player->IsInMap(target)) { _player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_OTHER); TC_LOG_INFO("entities.player.cheat", "MasterLootItem: Player %s tried to give an item to ineligible player %s !", GetPlayer()->GetName().c_str(), target->GetName().c_str()); return; } if (GetPlayer()->GetLootGUID().IsCreatureOrVehicle()) { Creature* creature = GetPlayer()->GetMap()->GetCreature(lootguid); if (!creature) return; loot = &creature->loot; } else if (GetPlayer()->GetLootGUID().IsGameObject()) { GameObject* pGO = GetPlayer()->GetMap()->GetGameObject(lootguid); if (!pGO) return; loot = &pGO->loot; } if (!loot) return; uint8 slotid = req.LootListID - 1; if (slotid >= loot->items.size() + loot->quest_items.size()) { TC_LOG_DEBUG("loot", "MasterLootItem: Player %s might be using a hack! (slot %d, size %lu)", GetPlayer()->GetName().c_str(), slotid, (unsigned long)loot->items.size()); return; } LootItem& item = slotid >= loot->items.size() ? loot->quest_items[slotid - loot->items.size()] : loot->items[slotid]; ItemPosCountVec dest; InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count); if (item.follow_loot_rules && !item.AllowedForPlayer(target)) msg = EQUIP_ERR_CANT_EQUIP_EVER; if (msg != EQUIP_ERR_OK) { if (msg == EQUIP_ERR_ITEM_MAX_COUNT) _player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_UNIQUE_ITEM); else if (msg == EQUIP_ERR_INV_FULL) _player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_INV_FULL); else _player->SendLootError(req.Object, ObjectGuid::Empty, LOOT_ERROR_MASTER_OTHER); target->SendEquipError(msg, nullptr, nullptr, item.itemid); return; } // now move item from loot to target inventory Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomBonusListId, item.GetAllowedLooters(), item.context, item.BonusListIDs); aeResult.Add(newitem, item.count, loot->loot_type); // mark as looted item.count = 0; item.is_looted = true; loot->NotifyItemRemoved(slotid); --loot->unlootedCount; } for (AELootResult::ResultValue const& resultValue : aeResult) { target->SendNewItem(resultValue.item, resultValue.count, false, false, true); target->UpdateCriteria(CriteriaType::LootItem, resultValue.item->GetEntry(), resultValue.count); target->UpdateCriteria(CriteriaType::GetLootByType, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType); target->UpdateCriteria(CriteriaType::LootAnyItem, resultValue.item->GetEntry(), resultValue.count); } } void WorldSession::HandleSetLootSpecialization(WorldPackets::Loot::SetLootSpecialization& packet) { if (packet.SpecID) { if (ChrSpecializationEntry const* chrSpec = sChrSpecializationStore.LookupEntry(packet.SpecID)) if (chrSpec->ClassID == GetPlayer()->getClass()) GetPlayer()->SetLootSpecId(packet.SpecID); } else GetPlayer()->SetLootSpecId(0); }