void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { 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) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld->getRate(RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses)); if (roll_chance_f((float)(100*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else 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() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) 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) { if (Group* group = player->GetGroup()) { if (group->GetLootMethod() != MASTER_LOOT) { loot->roundRobinPlayer = 0; } } else loot->roundRobinPlayer = 0; } } } else if (IS_CORPSE_GUID(lguid)) // 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 (IS_ITEM_GUID(lguid)) { 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_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_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 // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible. 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->lootForPickPocketed); if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) return; loot = &creature->loot; if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact if (!creature->isAlive()) creature->AllLootRemovedFromCorpse(); creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } else { // if the round robin player release, reset it. if (player->GetGUID() == loot->roundRobinPlayer) { if (Group* group = player->GetGroup()) { if (group->GetLootMethod() != MASTER_LOOT) { loot->roundRobinPlayer = 0; group->SendLooter(creature, NULL); // force update of dynamic flags, otherwise other group's players still not able to loot. creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS); } } else loot->roundRobinPlayer = 0; } } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if(!player->IsInWorld()) return; switch(lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { 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) { // GO is mineral vein? so it is not removed after its looted if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; if (player->GetInstanceId()) { Map *map = go->GetMap(); if (map->IsDungeon()) { if (map->IsRaidOrHeroicDungeon()) { ((InstanceMap *)map)->PermBindAllPlayers(player); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = player->GetMap()->GetInstanceSave()) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } // only vein pass this check if(go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if(uses < max_amount) { if(uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if(lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if(roll_chance_f(float(100.0f*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); if (player->GetInstanceId()) { Map *map = go->GetMap(); if (map->IsDungeon()) { if (map->IsRaidOrHeroicDungeon()) { ((InstanceMap *)map)->PermBindAllPlayers(player); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = player->GetMap()->GetInstanceSave()) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } break; } case HIGHGUID_CORPSE: // ONLY remove insignia at BG { Corpse *corpse = _player->GetMap()->GetCorpse(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); } break; } case HIGHGUID_ITEM: { Item *pItem = player->GetItemByGuid(lguid ); if(!pItem) return; ItemPrototype const* proto = pItem->GetProto(); // destroy only 5 items from stack in case prospecting and milling if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) && proto->Class == ITEM_CLASS_TRADE_GOODS) { 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 // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible. player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); return; // item can be looted only single player } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &pCreature->loot; // update next looter if(Group* group = pCreature->GetGroupLootRecipient()) if (group->GetLooterGuid() == player->GetObjectGuid()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // for example skinning after normal loot pCreature->PrepareBodyLootState(); if(!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if(!player->IsInWorld()) return; switch(lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { 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) { // GO is mineral vein? so it is not removed after its looted if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if(go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if(uses < max_amount) { if(uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if(lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if(roll_chance_f(float(100.0f*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); break; } case HIGHGUID_CORPSE: // ONLY remove insignia at BG { Corpse *corpse = _player->GetMap()->GetCorpse(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); } break; } case HIGHGUID_ITEM: { Item *pItem = player->GetItemByGuid(lguid ); if (!pItem) return; switch (pItem->loot.loot_type) { // temporary loot in stacking items, clear loot state, no auto loot move case LOOT_MILLING: case LOOT_PROSPECTING: { 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; // reset loot for allow repeat looting if stack > 5 pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItemCount(pItem, count, true); break; } // temporary loot, auto loot move case LOOT_DISENCHANTING: { if (!pItem->loot.isLooted()) player->AutoStoreLoot(pItem->loot); // can be lost if no space pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); break; } // normal persistence loot default: { // must be destroyed only if no loot if (pItem->loot.isLooted()) { pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); } break; } } return; // item can be looted only single player } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &pCreature->loot; // update next looter if(Group* group = pCreature->GetGroupLootRecipient()) if (group->GetLooterGuid() == player->GetObjectGuid()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // for example skinning after normal loot pCreature->PrepareBodyLootState(); if(!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { 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 ((go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.consumable) || loot->isLooted()) { 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()>=irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } } else if (IS_CORPSE_GUID(lguid)) // 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 (IS_ITEM_GUID(lguid)) { Item *pItem = player->GetItemByGuid(lguid); if (!pItem) return; ItemPrototype const* proto = pItem->GetProto(); // destroy only 5 items from stack in case prospecting and milling if ((proto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) && proto->Class == ITEM_CLASS_TRADE_GOODS) { pItem->m_lootGenerated = false; pItem->loot.clear(); uint32 count = 5; player->DestroyItemCount(pItem, count, true); } else // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible. player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true); return; // item can be looted only single player } else { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) return; loot = &pCreature->loot; if (player->GetGUID() == loot->looterGUID) { loot->looterGUID = 0; if (Group *group = player->GetGroup()) group->SendRoundRobin(loot, pCreature); } if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact if (!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); // should be fixed after some research in loot implementation etc // loot->RemoveQuestLoot(player); }
void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { 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 = 0; } } else if (IS_CORPSE_GUID(lguid)) // 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 (IS_ITEM_GUID(lguid)) { 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_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_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 { if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db) 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->lootForPickPocketed); if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) return; loot = &creature->loot; if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact if (!creature->IsAlive()) creature->AllLootRemovedFromCorpse(); creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } else { // if the round robin player release, reset it. if (player->GetGUID() == loot->roundRobinPlayer) { loot->roundRobinPlayer = 0; if (Group* group = player->GetGroup()) { group->SendLooter(creature, NULL); // force update of dynamic flags, otherwise other group's players still not able to loot. 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::DoLootRelease(ObjectGuid lguid) { Player* player = GetPlayer(); Loot* loot; player->SetLootGuid(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) { return; } switch (lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { 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->GetObjectGuid() && 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) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min * amount_rate; float max_amount = go_max * amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) { ReqValue = lockInfo->Skill[0]; } float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25); double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses)); if (roll_chance_f(float(100.0f * chance + skill))) { go->SetLootState(GO_READY); } else // not have more uses { go->SetLootState(GO_JUST_DEACTIVATED); } } else // 100% chance until min uses { go->SetLootState(GO_READY); } } else // max uses already { go->SetLootState(GO_JUST_DEACTIVATED); } } else // not vein { go->SetLootState(GO_JUST_DEACTIVATED); } } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else { go->SetLootState(GO_READY); } } else // not chest (or vein/herb/etc) { go->SetLootState(GO_JUST_DEACTIVATED); } loot->clear(); } else // not fully looted object { go->SetLootState(GO_ACTIVATED); } go->SetGoState(GO_STATE_READY); break; } /* Only used for removing insignia in battlegrounds */ case HIGHGUID_CORPSE: { /* Get pointer to corpse */ Corpse* corpse = _player->GetMap()->GetCorpse(lguid); /* If corpse is invalid or not in a valid position, dont allow looting */ 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); } break; } case HIGHGUID_ITEM: { Item* pItem = player->GetItemByGuid(lguid); if (!pItem) { return; } switch (pItem->loot.loot_type) { // temporary loot in stacking items, clear loot state, no auto loot move case LOOT_PROSPECTING: { 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; // reset loot for allow repeat looting if stack > 5 pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItemCount(pItem, count, true); break; } // temporary loot, auto loot move case LOOT_DISENCHANTING: { if (!pItem->loot.isLooted()) { player->AutoStoreLoot(pItem->loot); } // can be lost if no space pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); break; } // normal persistence loot default: { // must be destroyed only if no loot if (pItem->loot.isLooted()) { pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); } break; } } return; // item can be looted only single player } case HIGHGUID_UNIT: { /* Get creature pointer */ Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = (pCreature && // The creature exists (we dont have a null pointer) pCreature->IsAlive() == // Creature is alive and we're a rogue and creature can be pickpocketed (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed)); if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) { return; } /* Copy creature loot to loot variable */ loot = &pCreature->loot; /* Update for other players. */ if(!loot->isLooted()) { Group const* group = pCreature->GetGroupLootRecipient(); if (group && !pCreature->hasBeenLootedOnce) { // Checking whether it has been looted once by the designed looter (master loot case). switch (group->GetLootMethod()) { case FREE_FOR_ALL: case NEED_BEFORE_GREED: case ROUND_ROBIN: case GROUP_LOOT: { pCreature->hasBeenLootedOnce = true; break; } case MASTER_LOOT: { pCreature->hasBeenLootedOnce = (group->GetLooterGuid() == player->GetObjectGuid()); break; } } pCreature->MarkFlagUpdateForClient(UNIT_DYNAMIC_FLAGS); } } /* We've completely looted the creature, mark it as available for skinning */ if (loot->isLooted() && !pCreature->IsAlive()) { /* Update Creature: for example skinning after normal loot */ pCreature->PrepareBodyLootState(); pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } // Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetObjectGuid()); }
void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { 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) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld.getRate(RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) ReqValue = lockInfo->requiredminingskill; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if (roll_chance_f(100*chance+skill)) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else 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() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); } else if (IS_CORPSE_GUID(lguid)) // 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 (IS_ITEM_GUID(lguid)) { Item *pItem = player->GetItemByGuid(lguid); if (!pItem) return; if ((pItem->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) && pItem->GetProto()->Class == ITEM_CLASS_TRADE_GOODS && pItem->GetCount() >= 5) { pItem->m_lootGenerated = false; pItem->loot.clear(); uint32 count = 5; player->DestroyItemCount(pItem, count, true); } else // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible. player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true); return; // item can be looted only single player } else { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed); if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) return; loot = &pCreature->loot; // update next looter if (Player *recipient = pCreature->GetLootRecipient()) if (Group* group = recipient->GetGroup()) if (group->GetLooterGuid() == player->GetGUID()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact if (!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }