/*
* 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 "Common.h"
#include "Corpse.h"
#include "Creature.h"
#include "GameObject.h"
#include "Group.h"
#include "Item.h"
#include "Log.h"
#include "LootItemStorage.h"
#include "LootMgr.h"
#include "Map.h"
#include "Object.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "WorldPacket.h"
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
ObjectGuid lguid = player->GetLootGUID();
Loot* loot = nullptr;
uint8 lootSlot = 0;
recvData >> lootSlot;
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);
return;
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
return;
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
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, INTERACTION_DISTANCE))
{
player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
return;
}
loot = &creature->loot;
}
player->StoreLootItem(lootSlot, loot);
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && lguid.IsItem())
player->GetSession()->DoLootRelease(lguid);
}
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
ObjectGuid guid = player->GetLootGUID();
if (!guid)
return;
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::Unit:
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, INTERACTION_DISTANCE))
{
loot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
else
player->SendLootError(guid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
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 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);
}
uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
for (std::vector::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(goldPerPlayer);
(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(goldPerPlayer);
data << uint8(playersNear.size() <= 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..."
(*i)->SendDirectMessage(&data);
}
}
else
{
player->ModifyMoney(loot->gold);
player->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;
// Delete the money loot record from the DB
if (loot->containerID > 0)
sLootItemStorage->RemoveStoredMoneyForContainer(loot->containerID);
// Delete container if empty
if (loot->isLooted() && guid.IsItem())
player->GetSession()->DoLootRelease(guid);
}
}
void WorldSession::HandleLootOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT");
ObjectGuid guid;
recvData >> guid;
// Check possible cheat
if (!GetPlayer()->IsAlive() || !guid.IsCreatureOrVehicle())
return;
// interrupt cast
if (GetPlayer()->IsNonMeleeSpellCast(false))
GetPlayer()->InterruptNonMeleeSpells(false);
GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LOOTING);
GetPlayer()->SendLoot(guid, LOOT_CORPSE);
}
void WorldSession::HandleLootReleaseOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_RELEASE");
// cheaters can modify lguid to prevent correct apply loot release code and re-loot
// use internal stored guid
ObjectGuid guid;
recvData >> guid;
if (ObjectGuid lguid = GetPlayer()->GetLootGUID())
if (lguid == guid)
DoLootRelease(lguid);
}
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player *player = GetPlayer();
Loot *loot;
player->SetLootGUID(ObjectGuid::Empty);
player->SendLootRelease(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->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, 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 (proto->HasFlag(ITEM_FLAG_IS_PROSPECTABLE) || proto->HasFlag(ITEM_FLAG_IS_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
{
// 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->HasFlag(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, INTERACTION_DISTANCE))
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->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}
//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& recvData)
{
uint8 slotid;
ObjectGuid lootguid, target_playerguid;
recvData >> lootguid >> slotid >> target_playerguid;
if (!_player->GetGroup() || _player->GetGroup()->GetMasterLooterGuid() != _player->GetGUID() || _player->GetGroup()->GetLootMethod() != MASTER_LOOT)
{
_player->SendLootError(lootguid, LOOT_ERROR_DIDNT_KILL);
return;
}
// player on other map
Player* target = ObjectAccessor::GetPlayer(*_player, target_playerguid);
if (!target)
{
_player->SendLootError(lootguid, LOOT_ERROR_PLAYER_NOT_FOUND);
return;
}
TC_LOG_DEBUG("network", "WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [{}].", target->GetName());
if (_player->GetLootGUID() != lootguid)
{
_player->SendLootError(lootguid, LOOT_ERROR_DIDNT_KILL);
return;
}
if (!_player->IsInRaidWith(target) || !_player->IsInMap(target))
{
_player->SendLootError(lootguid, LOOT_ERROR_MASTER_OTHER);
TC_LOG_INFO("entities.player.cheat", "MasterLootItem: Player {} tried to give an item to ineligible player {} !", GetPlayer()->GetName(), target->GetName());
return;
}
Loot* loot = nullptr;
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;
if (slotid >= loot->items.size() + loot->quest_items.size())
{
TC_LOG_DEBUG("loot", "MasterLootItem: Player {} might be using a hack! (slot {}, size {})",
GetPlayer()->GetName(), 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.AllowedForPlayer(target, true))
msg = EQUIP_ERR_CANT_EQUIP_EVER;
if (msg != EQUIP_ERR_OK)
{
if (msg == EQUIP_ERR_ITEM_MAX_COUNT)
_player->SendLootError(lootguid, LOOT_ERROR_MASTER_UNIQUE_ITEM);
else if (msg == EQUIP_ERR_INV_FULL)
_player->SendLootError(lootguid, LOOT_ERROR_MASTER_INV_FULL);
else
_player->SendLootError(lootguid, LOOT_ERROR_MASTER_OTHER);
return;
}
// list of players allowed to receive this item in trade
GuidSet looters = item.GetAllowedLooters();
// now 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->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
target->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item.count);
target->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count);
// mark as looted
item.count = 0;
item.is_looted = true;
loot->NotifyItemRemoved(slotid);
--loot->unlootedCount;
}