示例#1
0
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
    uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : 0;

    // check spell case
    SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);

    if (tab != SkillDiscoveryStore.end())
    {
        for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
        {
            if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
                item_iter->reqSkillValue <= skillvalue &&
                !player->HasSpell(item_iter->spellId))
                return item_iter->spellId;
        }

        return 0;
    }

    if (!skillId)
        return 0;

    // check skill line case
    tab = SkillDiscoveryStore.find(-(int32)skillId);
    if (tab != SkillDiscoveryStore.end())
    {
        for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
        {
            if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
                item_iter->reqSkillValue <= skillvalue &&
                !player->HasSpell(item_iter->spellId))
                return item_iter->spellId;
        }

        return 0;
    }

    return 0;
}
示例#2
0
void Player::GenerateResearchProjects()
{
    if (sResearchProjectSet.empty())
        return;

    uint16 skill_now = GetSkillValue(SKILL_ARCHAEOLOGY);
    if (!skill_now)
        return;

    for (uint32 i = 0; i < MAX_RESEARCH_PROJECTS / 2; ++i)
        SetUInt32Value(PLAYER_FIELD_RESEARCHING_1 + i, 0);

    typedef std::map<uint32, ResearchProjectSet> ProjectsByBranch;
    ProjectsByBranch tempProjects;
    ProjectsByBranch tempRareProjects;
    float rare_chance = GetRareArtifactChance(skill_now);

    for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr)
    {
        ResearchProjectEntry const* entry = (*itr);

        if (entry->rare)
        {
            if (IsCompletedProject(entry->ID, true))
                continue;

            tempRareProjects[entry->branchId].insert(entry->ID);
        }
        else
            tempProjects[entry->branchId].insert(entry->ID);
    }

    for (ProjectsByBranch::const_iterator itr = tempProjects.begin(); itr != tempProjects.end(); ++itr)
    {
        ResearchProjectSet::iterator itr2;

        if (tempRareProjects[itr->first].size() > 0 && roll_chance_f(rare_chance))
        {
            itr2 = tempRareProjects[itr->first].begin();
            std::advance(itr2, urand(0, tempRareProjects[itr->first].size() - 1));
        }
        else
        {
            itr2 = itr->second.begin();
            std::advance(itr2, urand(0, itr->second.size() - 1));
        }

        ReplaceResearchProject(0, *itr2);
    }

    _archaeologyChanged = true;
}
示例#3
0
        void ApplyClassDamageMultiplierSpell(int32& damage, SpellNonMeleeDamage& /*damageinfo*/, SpellInfo const* spellInfo, WeaponAttackType /*attackType*/, bool& crit) const
        {
            uint32 spellId = spellInfo->Id;
            //uint8 lvl = me->getLevel();
            float fdamage = float(damage);
            //1) apply additional crit chance. This additional chance roll will replace original (balance safe)
            if (!crit)
            {
                float aftercrit = 0.f;
                ////Shatter: frozen targets crit
                //if (lvl >= 11 && damageinfo.target && damageinfo.target->isFrozen())
                //    aftercrit *= 4.f;

                if (aftercrit > 0.f)
                    crit = roll_chance_f(aftercrit);
            }

            //2) apply bonus damage mods
            float pctbonus = 0.0f;
            if (crit)
            {
                ////!!!spell damage is not yet critical and will be multiplied by 1.5
                ////so we should put here bonus damage mult /1.5
                ////Spell Power: 50% additional crit damage bonus for All spells
                //if (lvl >= 55)
                //    pctbonus += 0.333f;
            }
            //if (lvl >= 11 && spellId == FROSTBOLT && damageinfo.target && damageinfo.target->isFrozen())
            //    pctbonus *= 0.2f;

            //Spellpower bonus damage (temp)
            if (m_spellpower > 0)
            {
                if (spellId == SHADOW_BOLT)
                    fdamage += m_spellpower * 1.38f;
                else if (spellId == IMMOLATE)
                    fdamage += m_spellpower * 0.75f; //guessed
                else if (spellId == CONFLAGRATE)
                    fdamage += m_spellpower * 2.75f; //guessed
                else if (spellId == CHAOS_BOLT)
                    fdamage += m_spellpower * 2.25f * 1.24f;
                else if (spellId == RAIN_OF_FIRE || spellId == 42223)
                    fdamage += m_spellpower * 0.25f * 4.f;
                else if (spellId == HAUNT)
                    fdamage += m_spellpower * 1.75f;
            }

            damage = int32(fdamage * (1.0f + pctbonus));
        }
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
    // check spell case
    SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);

    if (tab != SkillDiscoveryStore.end())
    {
        for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
        {
            if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) &&
                    !player->HasSpell(item_iter->spellId))
                return item_iter->spellId;
        }

        return 0;
    }

    if (!skillId)
        return 0;

    // check skill line case
    tab = SkillDiscoveryStore.find(-(int32)skillId);
    if (tab != SkillDiscoveryStore.end())
    {
        for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
        {
            if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) &&
                    !player->HasSpell(item_iter->spellId))
                return item_iter->spellId;
        }

        return 0;
    }

    return 0;
}
        bool OnCastItemCombatSpell(Player* /*player*/, Unit* victim, SpellInfo const* /*spellInfo*/, Item* /*item*/) override
        {
            // spell proc chance gets severely reduced on victims > 60 (formula unknown)
            if (victim->getLevel() > 60)
            {
                // gives ~0.1% proc chance at lvl 70
                float const lvlPenaltyFactor = 9.93f;
                float const failureChance = (victim->getLevel() - 60) * lvlPenaltyFactor;

                // base ppm chance was already rolled, only roll success chance
                return !roll_chance_f(failureChance);
            }

            return true;
        }
示例#6
0
void BlackMarketMgr::RefreshAuctions()
{
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    // Delete completed auctions
    for (BlackMarketEntryMap::iterator itr = _auctions.begin(); itr != _auctions.end();)
    {
        BlackMarketEntry* entry = itr->second;
        if (!entry->IsCompleted())
        {
            ++itr;
            continue;
        }

        entry->DeleteFromDB(trans);
        itr = _auctions.erase(itr);
        delete entry;
    }

    CharacterDatabase.CommitTransaction(trans);
    trans = CharacterDatabase.BeginTransaction();

    std::list<BlackMarketTemplate const*> templates;
    for (auto const& pair : _templates)
    {
        if (GetAuctionByID(pair.second->MarketID))
            continue;
        if (!roll_chance_f(pair.second->Chance))
            continue;

        templates.push_back(pair.second);
    }

    Trinity::Containers::RandomResizeList(templates, sWorld->getIntConfig(CONFIG_BLACKMARKET_MAXAUCTIONS));

    for (BlackMarketTemplate const* templat : templates)
    {
        BlackMarketEntry* entry = new BlackMarketEntry();
        entry->Initialize(templat->MarketID, templat->Duration);
        entry->SaveToDB(trans);
        AddAuction(entry);
    }

    CharacterDatabase.CommitTransaction(trans);

    Update(true);
}
            void HandleOnHit()
            {
                if (Unit* caster = GetCaster())
                {
                    if (Unit* target = GetHitUnit())
                    {
						if (caster->GetTypeId() == TYPEID_PLAYER && caster->HasAura(MASTERY_MONK_WINDWALKER))
                        {
							float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 1.4f;

                            if (roll_chance_f(Mastery))
                            {
                                if (roll_chance_i(50))
                                    caster->CastSpell(caster, MASTERY_SPELL_COMBO_BREAKER_1, true);
                                else
                                    caster->CastSpell(caster, MASTERY_SPELL_COMBO_BREAKER_2, true);
                            }
                        }
                    }
                }
            }
示例#8
0
 void Absorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount)
 {
     // You have a chance equal to your Parry chance
     if ((dmgInfo.GetDamageType() == SPELL_DIRECT_DAMAGE) && roll_chance_f(GetTarget()->GetUnitParryChance()))
         absorbAmount = CalculatePctN(dmgInfo.GetDamage(), absorbPct);
 }
            void HandleOnHit()
            {
                SpellInfo const* procSpell = GetSpellInfo();

                if (procSpell)
                {
                    if (Unit* caster = GetCaster())
                    {
                        if (Unit* unitTarget = GetHitUnit())
                        {
                            if (caster->GetTypeId() == TYPEID_PLAYER && caster->HasAura(77222))
                            {
                                // Every Lightning Bolt, Chain Lightning and Lava Burst spells have duplicate vs 75% damage and no cost
                                switch (procSpell->Id)
                                {
                                    // Lava Burst
                                    case 51505:
                                    {
                                        float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f;

                                        if (roll_chance_f(Mastery))
                                            caster->CastSpell(unitTarget, MASTERY_SPELL_LAVA_BURST, true);

                                        break;
                                    }
                                    // Lightning Bolt
                                    case 403:
                                    {
                                        float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f;

                                        if (roll_chance_f(Mastery))
                                            caster->CastSpell(unitTarget, MASTERY_SPELL_LIGHTNING_BOLT, true);

                                        break;
                                    }
                                    // Chain Lightning
                                    case 421:
                                    {
                                        float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f;

                                        if (roll_chance_f(Mastery))
                                            caster->CastSpell(unitTarget, MASTERY_SPELL_CHAIN_LIGHTNING, true);

                                        break;
                                    }
                                    // Elemental Blast
                                    case 117014:
                                    {
                                        float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f;

                                        if (roll_chance_f(Mastery))
                                        {
                                            caster->CastSpell(unitTarget, MASTERY_SPELL_ELEMENTAL_BLAST, true);
                                            caster->CastSpell(unitTarget, 118517, true); // Nature visual
                                            caster->CastSpell(unitTarget, 118515, true); // Frost visual
                                        }

                                        break;
                                    }
                                    default: break;
                                }
                            }
                        }
                    }
                }
            }
示例#10
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());
}
示例#11
0
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 DamageMade(Unit* target, uint32 & damage, bool direct_damage)
 {
     if (direct_damage && roll_chance_f(25.0f))
         me->CastSpell(target, SPELL_RIGHTEOUS_FIRE, true);
 }
示例#13
0
bool Player::SolveResearchProject(uint32 spellId, SpellCastTargets& targets)
{
    uint16 skill_now = GetSkillValue(SKILL_ARCHAEOLOGY);
    if (!skill_now)
        return false;

    ResearchProjectEntry const* entry = NULL;
    for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr)
    {
        if ((*itr)->spellId != spellId)
            continue;

        entry = (*itr);
        break;
    }

    if (!entry || !HasResearchProject(entry->ID))
        return false;

    ResearchBranchEntry const* branch = NULL;
    for (uint32 i = 0; i < sResearchBranchStore.GetNumRows(); ++i)
    {
        ResearchBranchEntry const* _branch = sResearchBranchStore.LookupEntry(i);
        if (!_branch)
            continue;

        if (_branch->ID != entry->branchId)
            continue;

        branch = _branch;
        break;
    }

    if (!branch)
        return false;

    uint32 currencyId = branch->currency;
    int32 currencyAmt = int32(entry->req_currency_amt);

    ArchaeologyWeights weights = targets.GetWeights();
    for (ArchaeologyWeights::iterator itr = weights.begin(); itr != weights.end(); ++itr)
    {
        ArchaeologyWeight& w = *itr;
        if (w.type == WEIGHT_KEYSTONE)
        {
            ItemPrototype const* proto = sObjectMgr.GetItemPrototype(w.keystone.itemId);
            if (!proto)
                return false;

            if (proto->GetCurrencySubstitutionId() != currencyId)
                return false;

            if (w.keystone.itemCount > entry->Complexity)
                return false;

            if (!HasItemCount(w.keystone.itemId, w.keystone.itemCount))
                return false;

            currencyAmt -= int32(proto->CurrencySubstitutionCount * w.keystone.itemCount);
        }
    }

    if (currencyAmt > 0 && !HasCurrencyCount(currencyId, currencyAmt))
        return false;

    ModifyCurrencyCount(currencyId, -currencyAmt);

    for (ArchaeologyWeights::iterator itr = weights.begin(); itr != weights.end(); ++itr)
    {
        ArchaeologyWeight& w = *itr;
        if (w.type == WEIGHT_KEYSTONE)
            DestroyItemCount(w.keystone.itemId, w.keystone.itemCount, true);
    }

    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHAEOLOGY_PROJECTS, entry->ID, 1);

    AddCompletedProject(entry);

    ResearchProjectSet tempProjects;
    ResearchProjectSet tempRareProjects;
    float rare_chance = GetRareArtifactChance(skill_now);

    for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr)
    {
        ResearchProjectEntry const* project = *itr;
        if (project->branchId != entry->branchId)
            continue;

        if (project->rare)
        {
            if (IsCompletedProject(project->ID, true))
                continue;

            tempRareProjects.insert(project->ID);
        }
        else
            tempProjects.insert(project->ID);
    }

    ResearchProjectSet::const_iterator itr;
    if (tempRareProjects.size() > 0 && roll_chance_f(rare_chance))
    {
        itr = tempRareProjects.begin();
        std::advance(itr, urand(0, tempRareProjects.size() - 1));
    }
    else
    {
        itr = tempProjects.begin();
        std::advance(itr, urand(0, tempProjects.size() - 1));
    }

    ReplaceResearchProject(entry->ID, *itr);

    _archaeologyChanged = true;

    WorldPacket data (SMSG_RESEARCH_COMPLETE, 4 * 3);
    data << uint32(entry->branchId);
    data << uint32(0);
    data << uint32(*itr);
    SendDirectMessage(&data);

    return true;
}
示例#14
0
        void ApplyClassDamageMultiplierSpell(int32& damage, SpellNonMeleeDamage& damageinfo, SpellInfo const* spellInfo, WeaponAttackType /*attackType*/, bool& crit) const
        {
            uint32 spellId = spellInfo->Id;
            uint8 lvl = me->getLevel();
            float fdamage = float(damage);
            //1) apply additional crit chance. This additional chance roll will replace original (balance safe)
            if (!crit)
            {
                float aftercrit = 0.f;
                //World In Flames rank 3 (434 deprecated): 9% additional critical chance for
                //Flamestrike, Pyroblast, Blast Wave, Dragon's Breath, Living Bomb, Blizzard and Arcane Explosion
                if (spellId == FLAMESTRIKE ||
                    spellId == PYROBLAST ||
                    spellId == BLASTWAVE ||
                    spellId == DRAGONBREATH/* ||
                    spellId == ARCANEXPLOSION ||
                    spellId == LIVINGBOMB ||    //cannot be handled here
                    spellId == BLIZZARD*/)      //cannot be handled here
                    aftercrit += 9.f;

                //434 new
                //Improved Fire Blast (part 1): 8% additional crit chance for Fire Blast
                if (lvl >= 11 && spellId == FLAMESTRIKE)
                    aftercrit += 8.f;

                //Shatter: frozen targets crit
                if (lvl >= 11 && damageinfo.target && damageinfo.target->isFrozen())
                    aftercrit *= 4.f;

                if (aftercrit > 0.f)
                    crit = roll_chance_f(aftercrit);
            }

            //2) apply bonus damage mods
            float pctbonus = 0.0f;
            if (crit)
            {
                ////!!!spell damage is not yet critical and will be multiplied by 1.5
                ////so we should put here bonus damage mult /1.5
                ////Spell Power: 50% additional crit damage bonus for All spells
                //if (lvl >= 55)
                //    pctbonus += 0.333f;
                ////Ice Shards: 50% additional crit damage bonus for Frost spells
                //else if (lvl >= 15 && (SPELL_SCHOOL_MASK_FROST & spellInfo->GetSchoolMask()))
                //    pctbonus += 0.333f;
            }
            //Glyph of Cone of Cold: 25% bonus damage for Cone of Cold
            if (spellId == CONEOFCOLD)
                pctbonus += 0.25f;
            //Fire Power (part 1): 3% bonus damage for Fire spells
            if (lvl >= 9 && (SPELL_SCHOOL_MASK_FIRE & spellInfo->GetSchoolMask()))
                pctbonus += 0.03f;

            //434 new
            //Critical Mass (part 1): 15% bonus damage for Pyroblast and Flame Orb
            if (lvl >= 63 && (spellId == PYROBLAST/* || */))
                pctbonus += 0.15f;

            //Frost talent tree (part 2): 15% bonus damage for Frostbolt
            if (lvl >= 10 && spellId == FROSTBOLT)
                pctbonus += 0.15f;

            if (lvl >= 11 && spellId == FROSTBOLT && damageinfo.target && damageinfo.target->isFrozen())
                pctbonus *= 0.2f;

            //Spellpower bonus damage (temp)
            if (m_spellpower > 0)
            {
                if (spellId == ARCANEMISSILES_DAMAGE)
                    fdamage += m_spellpower * 0.222f;
                else if (spellId == FIREBALL)
                    fdamage += m_spellpower * 1.555f;
                else if (spellId == FIREBLAST)
                    fdamage += m_spellpower * 0.789f;
                else if (spellId == FLAMESTRIKE)
                    fdamage += m_spellpower * 0.558f;
                else if (spellId == PYROBLAST)
                    fdamage += m_spellpower * 1.988f;
                else if (spellId == BLASTWAVE)
                    fdamage += m_spellpower * 1.256f; //guessed
                else if (spellId == DRAGONBREATH)
                    fdamage += m_spellpower * 0.215f * 3.f;
                else if (spellId == LIVING_BOMB_EXPLOSION)
                    fdamage += m_spellpower * 3.215f;
                else if (spellId == FROSTBOLT)
                    fdamage += m_spellpower * 1.661f;
                else if (spellId == FROSTNOVA)
                    fdamage += m_spellpower * 0.188f;
                else if (spellId == CONEOFCOLD)
                    fdamage += m_spellpower * 0.318f;
                else if (spellId == BLIZZARD_DAMAGE)
                    fdamage += m_spellpower * 0.367f;
            }

            damage = int32(fdamage * (1.0f + pctbonus));
        }
示例#15
0
 void KilledUnit(Unit* Victim)
 {
     if (roll_chance_f(30.0f))
         DoPlaySoundToSet(m_creature, RAND(SOUND_SLAY1, SOUND_SLAY2));
 }
示例#16
0
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());
}
示例#17
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->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());
}
示例#18
0
 void KilledUnit(Unit* victim)
 {
     if (roll_chance_f(20.0f))
         DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2, SAY_SLAY_3, SAY_SLAY_4, SAY_SLAY_5, SAY_SLAY_6), me);
 }
示例#19
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->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());
}
示例#20
0
 void KilledUnit(Unit* Victim)
 {
     if (roll_chance_f(20.0f))
         DoScriptText(SAY_SLAY, m_creature);
 }