void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ ) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player *player = GetPlayer(); ObjectGuid guid = player->GetLootGUID(); if (guid.IsEmpty()) return; Loot *pLoot = NULL; switch(guid.GetHigh()) { 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 = _player->GetMap()->GetCorpse(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 (!guid.IsItem() && 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_FLOAT_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::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; 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->Flags & (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->Flags & 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->RemoveFlag(UNIT_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, 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::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, INTERACTION_DISTANCE))) { 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::HandleAutostoreLootItemOpcode(WorldPackets::Loot::AutoStoreLootItem& packet) { TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM"); Player* player = GetPlayer(); ObjectGuid lguid = player->GetLootGUID(); /// @todo Implement looting by LootObject guid for (WorldPackets::Loot::LootRequest const& req : packet.Loot) { Loot* loot = NULL; 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, INTERACTION_DISTANCE)) { player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL); continue; } loot = &creature->loot; } // Since 6.x client sends loot starting from 1 hence the -1 player->StoreLootItem(req.LootListID-1, 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, 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->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<Player*> 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<Player*>::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::HandleLootMoneyOpcode(WorldPackets::Loot::LootMoney& /*packet*/) { TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); ObjectGuid guid = player->GetLootGUID(); if (!guid) return; Loot* loot = NULL; 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, 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<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)->UpdateAchievementCriteria(ACHIEVEMENT_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->UpdateAchievementCriteria(ACHIEVEMENT_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::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); ObjectGuid guid = player->GetLootGuid(); if (!guid) { return; } Loot* pLoot = NULL; Item* pItem = NULL; switch (guid.GetHigh()) { 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->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) { pLoot = &pGameObject->loot; } break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) { pLoot = &bones->loot; } break; } case HIGHGUID_ITEM: { pItem = GetPlayer()->GetItemByGuid(guid); if (!pItem || !pItem->HasGeneratedLoot()) { return; } pLoot = &pItem->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) { pLoot->NotifyMoneyRemoved(); if (!guid.IsItem() && 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_FLOAT_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); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4); data << uint32(money_per_player); (*i)->GetSession()->SendPacket(&data); } } else { player->ModifyMoney(pLoot->gold); } // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnLootMoney(player, pLoot->gold); #endif /* ENABLE_ELUNA */ pLoot->gold = 0; if (pItem) { pItem->SetLootState(ITEM_LOOT_CHANGED); } } }
void WorldSession::HandleSocketOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_SOCKET_GEMS"); ObjectGuid itemGuid; ObjectGuid gemGuids[MAX_GEM_SOCKETS]; recv_data >> itemGuid; if (!itemGuid.IsItem()) return; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) recv_data >> gemGuids[i]; // cheat -> tried to socket same gem multiple times for (int i = 0; i < MAX_GEM_SOCKETS; ++i) { ObjectGuid gemGuid = gemGuids[i]; if (!gemGuid) continue; if (!gemGuid.IsItem()) return; for (int j = i + 1; j < MAX_GEM_SOCKETS; ++j) if (gemGuids[j] == gemGuid) return; } Item* itemTarget = _player->GetItemByGuid(itemGuid); if (!itemTarget) // missing item to socket return; ItemPrototype const* itemProto = itemTarget->GetProto(); if (!itemProto) return; // this slot is excepted when applying / removing meta gem bonus uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT); Item* Gems[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) Gems[i] = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL; GemPropertiesEntry const* GemProps[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) // get geminfo from dbc storage GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) // check for hack maybe { if (!GemProps[i]) continue; // tried to put gem in socket where no socket exists if (!itemProto->Socket[i].Color) return; // tried to put normal gem in meta socket if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META) return; // tried to put meta gem in normal socket if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META) return; } uint32 GemEnchants[MAX_GEM_SOCKETS]; uint32 OldEnchants[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) // get new and old enchantments { GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0; OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i)); } // check unique-equipped conditions for (int i = 0; i < MAX_GEM_SOCKETS; ++i) { if (!Gems[i]) continue; // continue check for case when attempt add 2 similar unique equipped gems in one item. ItemPrototype const* iGemProto = Gems[i]->GetProto(); // unique item (for new and already placed bit removed enchantments if (iGemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED) { for (int j = 0; j < MAX_GEM_SOCKETS; ++j) { if (i == j) // skip self continue; if (Gems[j]) { if (iGemProto->ItemId == Gems[j]->GetEntry()) { _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL); return; } } else if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) { if (iGemProto->ItemId == enchantEntry->GemID) { _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL); return; } } } } } // for equipped item check all equipment for duplicate equipped gems if (itemTarget->IsEquipped()) { if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot)) { _player->SendEquipError(res, itemTarget, NULL); return; } } } bool SocketBonusActivated = itemTarget->GemsFitSockets(); // save state of socketbonus _player->ToggleMetaGemsActive(slot, false); // turn off all metagems (except for the target item) // if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met // remove ALL enchants for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot) _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false); for (int i = 0; i < MAX_GEM_SOCKETS; ++i) { if (GemEnchants[i]) { itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i), GemEnchants[i], 0, 0); if (Item* guidItem = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL) _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true); } } for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot) _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true); bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();// current socketbonus state if (SocketBonusActivated != SocketBonusToBeActivated) // if there was a change... { _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false); itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0); _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true); // it is not displayed, client has an inbuilt system to determine if the bonus is activated } _player->ToggleMetaGemsActive(slot, true); // turn on all metagems (except for target item) }
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(WorldPacket& /*recv_data*/) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); ObjectGuid guid = player->GetLootGuid(); if (!guid) return; Loot* pLoot = NULL; Item* pItem = NULL; switch (guid.GetHigh()) { 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->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { pItem = GetPlayer()->GetItemByGuid(guid); if (!pItem || !pItem->HasGeneratedLoot()) return; pLoot = &pItem->loot; break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { 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) { pLoot->NotifyMoneyRemoved(); if (!guid.IsItem() && 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_FLOAT_GROUP_XP_DISTANCE), false)) playersNear.push_back(playerGroup); } if (playersNear.size() == 0) { sLog.outError("WorldSession::HandleLootMoneyOpcode %s try aquire group loot without any group member! Cheat attempt assumed.", player->GetObjectGuid().GetString().c_str()); return; } uint64 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)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player); if (Guild* guild = sGuildMgr.GetGuildById((*i)->GetGuildId())) if (uint32 guildGold = (*i)->GetTotalAuraModifier(SPELL_AURA_MOD_MONEY_TO_GUILD_BANK) / 100.0f * money_per_player) guild->HandleCashFlow(guildGold, *i); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4+1); data << uint32(money_per_player); data << uint8(playersNear.size() > 1 ? 0 : 1);// 0 is "you share of loot..." (*i)->GetSession()->SendPacket(&data); } } else { player->ModifyMoney(pLoot->gold); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold); if (Guild* guild = sGuildMgr.GetGuildById(player->GetGuildId())) if (uint32 guildGold = player->GetTotalAuraModifier(SPELL_AURA_MOD_MONEY_TO_GUILD_BANK) / 100.0f * pLoot->gold) guild->HandleCashFlow(guildGold, player); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4+1); data << uint32(pLoot->gold); data << uint8(1); // 1 is "you loot..." player->GetSession()->SendPacket(&data); } pLoot->gold = 0; if (pItem) pItem->SetLootState(ITEM_LOOT_CHANGED); } }