Example #1
0
void SmartAI::EndPath(bool fail)
{
    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mLastWP->id, GetScript()->GetPathId());

    RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
    mWayPoints = NULL;
    mCurrentWPID = 0;
    mWPPauseTimer = 0;
    mLastWP = NULL;
    
    if (mCanRepeatPath)
        StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
    else
        GetScript()->SetPathId(0);


    ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
    if (targets && mEscortQuestID)
    {
        if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
        {
            Player* plr = (*targets->begin())->ToPlayer();
            if(!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
                plr->GroupEventHappens(mEscortQuestID, me);

            if(fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                plr->FailQuest(mEscortQuestID);

            if (Group *pGroup = plr->GetGroup())
            {
                for (GroupReference *gr = pGroup->GetFirstMember(); gr != NULL; gr = gr->next())
                {
                    Player *pGroupGuy = gr->getSource();

                    if(!fail && pGroupGuy->IsAtGroupRewardDistance(me) && !pGroupGuy->GetCorpse())
                        pGroupGuy->AreaExploredOrEventHappens(mEscortQuestID);
                    if(fail && pGroupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        pGroupGuy->FailQuest(mEscortQuestID);
                }
            }
        }else
        {
            for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); iter++)
            {
                if (GetScript()->IsPlayer((*iter)))
                {
                    Player* plr = (*iter)->ToPlayer();
                    if(!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
                        plr->AreaExploredOrEventHappens(mEscortQuestID);
                    if(fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        plr->FailQuest(mEscortQuestID);
                }
            }
        }
    }
    if (mDespawnState == 1)
        StartDespawn();
}
Example #2
0
void OutdoorPvP::HandleKill(Player* killer, Unit* killed)
{
    if (Group* group = killer->GetGroup())
    {
        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* groupGuy = itr->GetSource();

            if (!groupGuy)
                continue;

            // skip if too far away
            if (!groupGuy->IsAtGroupRewardDistance(killed))
                continue;

            // creature kills must be notified, even if not inside objective / not outdoor pvp active
            // player kills only count if active and inside objective
            if ((groupGuy->IsOutdoorPvPActive() && IsInsideObjective(groupGuy)) || killed->GetTypeId() == TYPEID_UNIT)
                HandleKillImpl(groupGuy, killed);
        }
    }
    else
    {
        // creature kills must be notified, even if not inside objective / not outdoor pvp active
        if ((killer->IsOutdoorPvPActive() && IsInsideObjective(killer)) || killed->GetTypeId() == TYPEID_UNIT)
            HandleKillImpl(killer, killed);
    }
}
Example #3
0
void Group::GetDataForXPAtKill(Unit const* victim, uint32& count, uint32& sum_level, Player*& member_with_max_level, Player*& not_gray_member_with_max_level, Player* additional)
{
    for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* member = itr->getSource();
        if (!member || !member->isAlive())                  // only for alive
            continue;

        // will proccesed later
        if (member == additional)
            continue;

        if (!member->IsAtGroupRewardDistance(victim))       // at req. distance
            continue;

        ++count;
        GetDataForXPAtKill_helper(member, victim, sum_level, member_with_max_level, not_gray_member_with_max_level);
    }

    if (additional)
    {
        if (additional->IsAtGroupRewardDistance(victim))    // at req. distance
        {
            ++count;
            GetDataForXPAtKill_helper(additional, victim, sum_level, member_with_max_level, not_gray_member_with_max_level);
        }
    }
}
Example #4
0
void BattleGround::HandleKillPlayer(Player* player, Player* killer)
{
    // add +1 deaths
    UpdatePlayerScore(player, SCORE_DEATHS, 1);

    // add +1 kills to group and +1 killing_blows to killer
    if (killer)
    {
        UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
        UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);

        for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
        {
            Player* plr = sObjectMgr.GetPlayer(itr->first);

            if (!plr || plr == killer)
                continue;

            if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
                UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
        }
    }

    player->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
}
/**
   Function that handles player kills in the main outdoor pvp zones

   @param   player who killed another player
   @param   victim who was killed
 */
void OutdoorPvP::HandlePlayerKill(Player* killer, Player* victim)
{
    if (Group* group = killer->GetGroup())
    {
        for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
        {
            Player* groupMember = itr->getSource();

            if (!groupMember)
                continue;

            // skip if too far away
            if (!groupMember->IsAtGroupRewardDistance(victim))
                continue;

            // creature kills must be notified, even if not inside objective / not outdoor pvp active
            // player kills only count if active and inside objective
            if (groupMember->CanUseCapturePoint())
                HandlePlayerKillInsideArea(groupMember);
        }
    }
    else
    {
        // creature kills must be notified, even if not inside objective / not outdoor pvp active
        if (killer && killer->CanUseCapturePoint())
            HandlePlayerKillInsideArea(killer);
    }
}
Example #6
0
void npc_secondTrialAI::JustDied(Unit* Killer) {

      if (Killer->GetTypeId() == TYPEID_PLAYER)
      {
          Creature* Summoner;
          Summoner = m_creature->GetMap()->GetCreature(summonerGuid);//(Unit::GetCreature((*m_creature), summonerGuid));

          if ( Summoner )
            ((master_kelerun_bloodmournAI*)Summoner->AI())->SecondTrialKill();

          // last kill quest complete for group
          if ( m_creature->GetEntry() == CHAMPION_SUNSTRIKER ) {

            if( Group *pGroup = ((Player*)Killer)->GetGroup() )
            {
               for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
               {
                 Player *pGroupGuy = itr->getSource();

                 // for any leave or dead (with not released body) group member at appropriate distance
                 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(m_creature) && !pGroupGuy->GetCorpse() && pGroupGuy->GetQuestStatus( QUEST_SECOND_TRIAL ) == QUEST_STATUS_INCOMPLETE )
                   pGroupGuy->CompleteQuest( QUEST_SECOND_TRIAL );
                }
            }
            else {
               if ( ((Player*)Killer)->GetQuestStatus( QUEST_SECOND_TRIAL ) == QUEST_STATUS_INCOMPLETE )
                   ((Player*)Killer)->CompleteQuest( QUEST_SECOND_TRIAL );
            }
          }
      }
  }
Example #7
0
/**
   Function that handles the player kill in outdoor pvp

   @param   player which kills another player
   @param   player or unit (pet) which is victim
 */
void WorldPvP::HandlePlayerKill(Player* pKiller, Unit* pVictim)
{
    if (Group* pGroup = pKiller->GetGroup())
    {
        for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* pGroupGuy = itr->getSource();

            if (!pGroupGuy)
                continue;

            // skip if too far away
            if (!pGroupGuy->IsAtGroupRewardDistance(pVictim))
                continue;

            // creature kills must be notified, even if not inside objective / not outdoor pvp active
            // player kills only count if active and inside objective
            if (pGroupGuy->IsWorldPvPActive())
                HandlePlayerKillInsideArea(pGroupGuy, pVictim);
        }
    }
    else
    {
        // creature kills must be notified, even if not inside objective / not outdoor pvp active
        if (pKiller && (pKiller->IsWorldPvPActive()))
            HandlePlayerKillInsideArea(pKiller, pVictim);
    }
}
Example #8
0
void BattleGround::HandleKillPlayer( Player *player, Player *killer )
{
    //keep in mind that for arena this will have to be changed a bit

    // add +1 deaths
    UpdatePlayerScore(player, SCORE_DEATHS, 1);

    // add +1 kills to group and +1 killing_blows to killer
    if( killer )
    {
        UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
        UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);

        for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
        {
            Player *plr = objmgr.GetPlayer(itr->first);

            if(!plr || plr == killer)
                continue;

            if( plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player) )
                UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
        }
    }

    // to be able to remove insignia
    player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
}
Example #9
0
/** Provide rewards to group members at unit kill
 *
 * @param pVictim       Killed unit
 * @param player_tap    Player who tap unit if online, it can be group member or can be not if leaved after tap but before kill target
 *
 * Rewards received by group members and player_tap
 */
void Group::RewardGroupAtKill(Unit* pVictim, Player* player_tap)
{
    bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();

    // prepare data for near group iteration (PvP and !PvP cases)
    uint32 xp = 0;

    uint32 count = 0;
    uint32 sum_level = 0;
    Player* member_with_max_level = NULL;
    Player* not_gray_member_with_max_level = NULL;

    GetDataForXPAtKill(pVictim, count, sum_level, member_with_max_level, not_gray_member_with_max_level, player_tap);

    if (member_with_max_level)
    {
        /// not get Xp in PvP or no not gray players in group
        xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);

        /// skip in check PvP case (for speed, not used)
        bool is_raid = PvP ? false : sMapStore.LookupEntry(pVictim->GetMapId())->IsRaid() && isRaidGroup();
        bool is_dungeon = PvP ? false : sMapStore.LookupEntry(pVictim->GetMapId())->IsDungeon();
        float group_rate = MaNGOS::XP::xp_in_group_rate(count, is_raid);

        for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* pGroupGuy = itr->getSource();
            if (!pGroupGuy)
                continue;

            // will proccessed later
            if (pGroupGuy == player_tap)
                continue;

            if (!pGroupGuy->IsAtGroupRewardDistance(pVictim))
                continue;                               // member (alive or dead) or his corpse at req. distance

            RewardGroupAtKill_helper(pGroupGuy, pVictim, count, PvP, group_rate, sum_level, is_dungeon, not_gray_member_with_max_level, member_with_max_level, xp);
        }

        if (player_tap)
        {
            // member (alive or dead) or his corpse at req. distance
            if (player_tap->IsAtGroupRewardDistance(pVictim))
                RewardGroupAtKill_helper(player_tap, pVictim, count, PvP, group_rate, sum_level, is_dungeon, not_gray_member_with_max_level, member_with_max_level, xp);
        }
    }
}
Example #10
0
/**
  Function that rewards the given team players

  @param   kill credit
  @param   team
  @param   source object
*/
void Battlefield::QuestCreditTeam(uint32 credit, Team team, WorldObject* source)
{
    for (auto& m_zonePlayer : m_zonePlayers)
    {
        if (!m_zonePlayer.first || !HasPlayer(m_zonePlayer.first))
            continue;

        Player* player = sObjectMgr.GetPlayer(m_zonePlayer.first);
        if (!player)
            continue;

        // check if player is eligible for kill credit
        if (!source || !credit || player->GetTeam() != team || !player->IsAtGroupRewardDistance(source))
            continue;

        player->KilledMonsterCredit(credit);
    }
}
Example #11
0
            void JustDied(Unit* killer)
            {
                DoScriptText(SAY_DEATH, me);

                instance->SetBossState(DATA_LADY_DEATHWHISPER, DONE);

                std::set<uint32> livingAddEntries;
                // Full House achievement
                for (SummonList::iterator itr = summons.begin(); itr != summons.end(); ++itr)
                    if (Unit* unit = ObjectAccessor::GetUnit(*me, *itr))
                        if (unit->isAlive() && unit->GetEntry() != NPC_VENGEFUL_SHADE)
                            livingAddEntries.insert(unit->GetEntry());

                if (livingAddEntries.size() >= 5)
                {
                    if (Player *player = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
                    {
                        if (Group* group = player->GetGroup())
                        {
                            for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
                            {
                                Player* member = itr->getSource();
                                if (!member || !member->IsAtGroupRewardDistance(me))
                                    continue;

                                if (member->isAlive()|| !member->GetCorpse())
                                    member->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_FULL_HOUSE, 0, me);
                            }
                        }
                        else
                            player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_FULL_HOUSE, 0, me);
                    }
                }

                summons.DespawnAll();
            }
Example #12
0
void SmartAI::EndPath(bool fail)
{
    RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
    _path.nodes.clear();
    _waypointPauseTimer = 0;

    if (_escortNPCFlags)
    {
        me->SetFlag(UNIT_NPC_FLAGS, _escortNPCFlags);
        _escortNPCFlags = 0;
    }

    ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me);
    if (targets && mEscortQuestID)
    {
        if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
        {
            Player* player = targets->front()->ToPlayer();
            if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
                player->GroupEventHappens(mEscortQuestID, me);

            if (fail)
                player->FailQuest(mEscortQuestID);

            if (Group* group = player->GetGroup())
            {
                for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
                {
                    Player* groupGuy = groupRef->GetSource();
                    if (!groupGuy->IsInMap(player))
                        continue;

                    if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
                        groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail)
                        groupGuy->FailQuest(mEscortQuestID);
                }
            }
        }
        else
        {
            for (WorldObject* target : *targets)
            {
                if (GetScript()->IsPlayer(target))
                {
                    Player* player = target->ToPlayer();
                    if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
                        player->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail)
                        player->FailQuest(mEscortQuestID);
                }
            }
        }
    }

    // End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
    if (fail)
        return;

    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, _currentWaypointNode, GetScript()->GetPathId());

    if (_repeatWaypointPath)
    {
        if (IsAIControlled())
            StartPath(mRun, GetScript()->GetPathId(), _repeatWaypointPath);
    }
    else
        GetScript()->SetPathId(0);

    if (mDespawnState == 1)
        StartDespawn();
}
Example #13
0
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);
    }
}
Example #14
0
void SmartAI::EndPath(bool fail)
{
    RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
    mWayPoints = NULL;
    mLastWP = NULL;
    mWPPauseTimer = 0;

    if (mEscortNPCFlags)
    {
        me->SetUInt32Value(UNIT_NPC_FLAGS, mEscortNPCFlags);
        mEscortNPCFlags = 0;
    }

    ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
    if (targets && mEscortQuestID)
    {
        if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
        {
            Player* player = (*targets->begin())->ToPlayer();
            if (Group* group = player->GetGroup())
            {
                for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
                {
                    Player* groupGuy = groupRef->GetSource();
                    if (!groupGuy || !player->IsInMap(groupGuy))
                        continue;

                    if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
                        groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        groupGuy->FailQuest(mEscortQuestID);
                }
            }
            else
            {
                if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
                    player->GroupEventHappens(mEscortQuestID, me);
                else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                    player->FailQuest(mEscortQuestID);
            }
        }
        else
        {
            for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
            {
                if (GetScript()->IsPlayer((*iter)))
                {
                    Player* player = (*iter)->ToPlayer();
                    if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
                        player->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        player->FailQuest(mEscortQuestID);
                }
            }
        }
    }

    // Xinef: if the escort failed - DO NOT PROCESS ANYTHING, ITS RETARDED
    // Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
    if (fail)
    {
        mCurrentWPID = 0;
        return;
    }

    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mCurrentWPID, GetScript()->GetPathId());
    mCurrentWPID = 0;

    if (mCanRepeatPath)
        StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
    else
        GetScript()->SetPathId(0);

    if (mDespawnState == 1)
        StartDespawn();
}
Example #15
0
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);
    }
}