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/*
* Copyright (C) 2008-2017 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 "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 "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, INTERACTION_DISTANCE)))
{
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(CRITERIA_TYPE_LOOT_ITEM, resultValue.item->GetEntry(), resultValue.count);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_TYPE, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_EPIC_ITEM, resultValue.item->GetEntry(), resultValue.count);
}
}
}
void WorldSession::HandleLootMoneyOpcode(WorldPackets::Loot::LootMoney& /*packet*/)
{
Player* player = GetPlayer();
for (std::pair<ObjectGuid, ObjectGuid> 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, 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::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<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; 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<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(goldPerPlayer);
(*i)->UpdateCriteria(CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
if (Guild* guild = sGuildMgr->GetGuildById((*i)->GetGuildId()))
if (uint32 guildGold = CalculatePct(goldPerPlayer, (*i)->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT)))
guild->HandleMemberDepositMoney(this, guildGold, true);
WorldPackets::Loot::LootMoneyNotify packet;
packet.Money = goldPerPlayer;
packet.SoleLooter = playersNear.size() <= 1 ? true : false;
(*i)->SendDirectMessage(packet.Write());
}
}
else
{
player->ModifyMoney(loot->gold);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_MONEY, loot->gold);
if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
if (uint32 guildGold = CalculatePct(loot->gold, player->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT)))
guild->HandleMemberDepositMoney(this, guildGold, true);
WorldPackets::Loot::LootMoneyNotify packet;
packet.Money = loot->gold;
packet.SoleLooter = true; // "You loot..."
SendPacket(packet.Write());
}
loot->gold = 0;
// Delete the money loot record from the DB
if (!loot->containerID.IsEmpty())
loot->DeleteLootMoneyFromContainerItemDB();
// 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<Creature*> corpses;
AELootCreatureCheck check(_player, packet.Unit);
Trinity::CreatureListSearcher<AELootCreatureCheck> 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);
}
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->RemoveFlag(UNIT_FIELD_FLAGS, 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, 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)
{
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->GetFlags() & (ITEM_FLAG_IS_PROSPECTABLE | 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->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->RemoveFlag(OBJECT_DYNAMIC_FLAGS, 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, NULL);
}
// force dynflag update to update looter and lootable info
creature->ForceValuesUpdateAtIndex(OBJECT_DYNAMIC_FLAGS);
}
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot->RemoveLooter(player->GetGUID());
player->RemoveAELootedObject(loot->GetGUID());
}
void WorldSession::DoLootReleaseAll()
{
std::unordered_map<ObjectGuid, ObjectGuid> lootView = _player->GetAELootView();
for (std::pair<ObjectGuid, ObjectGuid> lootPair : lootView)
DoLootRelease(lootPair.second);
}
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, ObjectGuid::Empty, LOOT_ERROR_DIDNT_KILL);
return;
}
Player* target = ObjectAccessor::FindPlayer(target_playerguid);
if (!target)
{
_player->SendLootError(lootguid, 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());
if (_player->GetLootGUID() != lootguid)
{
_player->SendLootError(lootguid, ObjectGuid::Empty, LOOT_ERROR_DIDNT_KILL);
return;
}
if (!_player->IsInRaidWith(target) || !_player->IsInMap(target))
{
_player->SendLootError(lootguid, 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;
}
Loot* loot = NULL;
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 %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(lootguid, ObjectGuid::Empty, LOOT_ERROR_MASTER_UNIQUE_ITEM);
else if (msg == EQUIP_ERR_INV_FULL)
_player->SendLootError(lootguid, ObjectGuid::Empty, LOOT_ERROR_MASTER_INV_FULL);
else
_player->SendLootError(lootguid, ObjectGuid::Empty, LOOT_ERROR_MASTER_OTHER);
target->SendEquipError(msg, NULL, NULL, item.itemid);
return;
}
// now move item from loot to target inventory
Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomPropertyId, item.GetAllowedLooters(), item.context, item.BonusListIDs);
target->SendNewItem(newitem, uint32(item.count), false, false, true);
target->UpdateCriteria(CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
target->UpdateCriteria(CRITERIA_TYPE_LOOT_TYPE, item.itemid, item.count, loot->loot_type);
target->UpdateCriteria(CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count);
// mark as looted
item.count = 0;
item.is_looted = true;
loot->NotifyItemRemoved(slotid);
--loot->unlootedCount;
}
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);
}
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