void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player*  player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot*    loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            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->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse* bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        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))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        pItem->SetLootState(ITEM_LOOT_CHANGED);

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item* newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);

        if (qitem)
        {
            qitem->is_looted = true;
            // freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                // freeforall case, notify only one player of the removal
                ffaitem->is_looted = true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                // not freeforall, notify everyone
                if (conditem)
                    conditem->is_looted = true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        // if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
    }
    else
        player->SendEquipError(msg, NULL, NULL, item->itemid);
}
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);

        pLoot->gold = 0;

        if (pItem)
            pItem->SetLootState(ITEM_LOOT_CHANGED);
    }
}
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);
            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_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:
        {
            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->GetObjectGuid());
}
Пример #4
0
bool ChatHandler::HandleTargetAndDeleteObjectCommand(char *args)
{
    Player* pl = m_session->GetPlayer();
    QueryResult *result;

    uint32 id = args && *args ? atoi((char*)args) : 0;
    float distance = 100; // should be ok as max.

    if(id)
    {
        // copied from HandleGameObjectNearCommand
        result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, map, "
            "(POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ "
            "FROM gameobject WHERE map='%u' AND (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) <= '%f' AND id = '%u' ORDER BY order_",
            pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(),
            pl->GetMapId(), pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(),distance*distance, id);
    }
    else
    {
        // copied from HandleGameObjectNearCommand, added id = '...' to WHERE part
        result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, map, "
            "(POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ "
            "FROM gameobject WHERE map='%u' AND (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) <= '%f' ORDER BY order_",
            pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(),
            pl->GetMapId(), pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(),distance*distance);
    }

    if (!result)
    {
        SendSysMessage("Nothing found!");
        return true;
    }

    Field *fields = result->Fetch();
    uint32 guid32 = fields[0].GetUInt32();
    id = fields[1].GetUInt32();
    float x = fields[2].GetFloat();
    float y = fields[3].GetFloat();
    float z = fields[4].GetFloat();
    float o = fields[5].GetFloat();
    int mapid = fields[6].GetUInt16();
    delete result;

    const GameObjectInfo *goI = sObjectMgr.GetGameObjectInfo(id);

    if (!goI)
    {
        PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST,id);
        return false;
    }

    ObjectGuid guid(HIGHGUID_GAMEOBJECT, id, guid32);

    GameObject* obj = m_session->GetPlayer()->GetMap()->GetGameObject(guid);

    if(!obj)
    {
        PSendSysMessage("Game Object (GUID: %u) not found", guid32);
        return true;
    }

    ObjectGuid owner_guid = obj->GetOwnerGuid();
    if(!owner_guid.IsEmpty())
    {
        Unit* owner = ObjectAccessor::Instance().GetUnit(*m_session->GetPlayer(),owner_guid);
        if(!owner && !owner_guid.IsPlayer())
        {
            PSendSysMessage("Game Object (GUID: %u) have references in not found creature %u GO list, can't be deleted.", owner_guid.GetCounter(), obj->GetGUIDLow());
            return true;
        }

        owner->RemoveGameObject(obj,false);
    }

    obj->Delete();
    obj->DeleteFromDB();

    PSendSysMessage("Game Object (GUID: %u) [%s] removed", obj->GetGUIDLow(),goI->name);

    return true;
}
Пример #5
0
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());
}
Пример #6
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: %s", LookupOpcodeName(recv_data.GetOpcode()));
    Player*  player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot*    loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            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->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse* bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        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))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;
    QuestItem* currency = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem, &currency);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        pItem->SetLootState(ITEM_LOOT_CHANGED);

    if (currency)
    {
        if (CurrencyTypesEntry const * currencyEntry = sCurrencyTypesStore.LookupEntry(item->itemid))
            player->ModifyCurrencyCount(item->itemid, int32(item->count * currencyEntry->GetPrecision()));

        player->SendNotifyLootItemRemoved(lootSlot, true);
        currency->is_looted = true;
        --loot->unlootedCount;
        return;
    }

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item* newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId, item->GetAllowedLooters());

        if (qitem)
        {
            qitem->is_looted = true;
            // freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                // freeforall case, notify only one player of the removal
                ffaitem->is_looted = true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                // not freeforall, notify everyone
                if (conditem)
                    conditem->is_looted = true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        // if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);

        if (ItemPrototype const* proto = sObjectMgr.GetItemPrototype(item->itemid))
            if (proto->Quality > ITEM_QUALITY_EPIC || (proto->Quality == ITEM_QUALITY_EPIC && proto->ItemLevel >= MinNewsItemLevel[sWorld.getConfig(CONFIG_UINT32_EXPANSION)]))
                if (Guild* guild = sGuildMgr.GetGuildById(player->GetGuildId()))
                    guild->LogNewsEvent(GUILD_NEWS_ITEM_LOOTED, time(NULL), player->GetObjectGuid(), 0, item->itemid);
    }
    else
        player->SendEquipError(msg, NULL, NULL, item->itemid);
}
Пример #7
0
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);
    }
}
Пример #8
0
void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player  *player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot    *loot;
    uint8    lootSlot;

    recv_data >> lootSlot;

    switch( lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            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->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse *bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        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) )
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.",lguid.GetString().c_str());
            return;
        }
    }

    player->StoreLootItem(lootSlot, loot);
}