[9579] Use ObjectGuid in some loot code.

Also use ObjectGuidSet instead std::set<ObjectGuid>
This commit is contained in:
VladimirMangos 2010-03-12 22:52:36 +03:00
parent acde81fc54
commit 8416702d7c
13 changed files with 447 additions and 428 deletions

View file

@ -94,7 +94,7 @@ VisibleNotifier::Notify()
// generate outOfRange for not iterate objects
i_data.AddOutOfRangeGUID(i_clientGUIDs);
for(Player::ClientGUIDs::iterator itr = i_clientGUIDs.begin();itr!=i_clientGUIDs.end();++itr)
for(ObjectGuidSet::iterator itr = i_clientGUIDs.begin();itr!=i_clientGUIDs.end();++itr)
{
i_player.m_clientGUIDs.erase(*itr);
@ -123,8 +123,8 @@ VisibleNotifier::Notify()
i_player.GetSession()->SendPacket(&packet);
// send out of range to other players if need
std::set<ObjectGuid> const& oor = i_data.GetOutOfRangeGUIDs();
for(std::set<ObjectGuid>::const_iterator iter = oor.begin(); iter != oor.end(); ++iter)
ObjectGuidSet const& oor = i_data.GetOutOfRangeGUIDs();
for(ObjectGuidSet::const_iterator iter = oor.begin(); iter != oor.end(); ++iter)
{
if(!iter->IsPlayer())
continue;

View file

@ -50,7 +50,7 @@ namespace MaNGOS
Player &i_player;
UpdateData i_data;
UpdateDataMapType i_data_updates;
Player::ClientGUIDs i_clientGUIDs;
ObjectGuidSet i_clientGUIDs;
std::set<WorldObject*> i_visibleNow;
explicit VisibleNotifier(Player &player) : i_player(player),i_clientGUIDs(player.m_clientGUIDs) {}

View file

@ -35,60 +35,72 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player *player = GetPlayer();
uint64 lguid = player->GetLootGUID();
ObjectGuid lguid = player->GetLootGUID();
Loot *loot;
uint8 lootSlot;
recv_data >> lootSlot;
if (IS_GAMEOBJECT_GUID(lguid))
switch( lguid.GetHigh())
{
GameObject *go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
case HIGHGUID_GAMEOBJECT:
{
player->SendLootRelease(lguid);
GameObject *go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
{
player->SendLootRelease(lguid);
return;
}
loot = &go->loot;
break;
}
case HIGHGUID_ITEM:
{
Item *pItem = player->GetItemByGuid( lguid );
if (!pItem)
{
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;
}
loot = &go->loot;
}
else if (IS_ITEM_GUID(lguid))
{
Item *pItem = player->GetItemByGuid( lguid );
if (!pItem)
{
player->SendLootRelease(lguid);
return;
}
loot = &pItem->loot;
}
else if (IS_CORPSE_GUID(lguid))
{
Corpse *bones = player->GetMap()->GetCorpse(lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
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) )
{
player->SendLootRelease(lguid);
return;
}
loot = &pCreature->loot;
}
QuestItem *qitem = NULL;
@ -162,13 +174,13 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
Player *player = GetPlayer();
uint64 guid = player->GetLootGUID();
if(!guid)
ObjectGuid guid = player->GetLootGUID();
if (guid.IsEmpty())
return;
Loot *pLoot = NULL;
switch(GUID_HIPART(guid))
switch(guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
@ -210,9 +222,9 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
return; // unlootable type
}
if( pLoot )
if (pLoot)
{
if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player
if (!guid.IsItem() && player->GetGroup()) //item can be looted only single player
{
Group *group = player->GetGroup();
@ -274,7 +286,7 @@ void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
DoLootRelease(lguid);
}
void WorldSession::DoLootRelease( uint64 lguid )
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player *player = GetPlayer();
Loot *loot;
@ -287,152 +299,163 @@ void WorldSession::DoLootRelease( uint64 lguid )
if(!player->IsInWorld())
return;
if (IS_GAMEOBJECT_GUID(lguid))
switch(lguid.GetHigh())
{
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)
case HIGHGUID_GAMEOBJECT:
{
// 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)
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)
{
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)
// 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)
{
float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
float min_amount = go_min*amount_rate;
float max_amount = go_max*amount_rate;
uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;
go->AddUse();
float uses = float(go->GetUseCount());
if(uses < max_amount)
// only vein pass this check
if(go_min != 0 && go_max > go_min)
{
if(uses >= min_amount)
{
float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);
float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
float min_amount = go_min*amount_rate;
float max_amount = go_max*amount_rate;
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->AddUse();
float uses = float(go->GetUseCount());
if(uses < max_amount)
{
if(uses >= min_amount)
{
go->SetLootState(GO_READY);
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 // not have more uses
go->SetLootState(GO_JUST_DEACTIVATED);
else // 100% chance until min uses
go->SetLootState(GO_READY);
}
else // 100% chance until min uses
go->SetLootState(GO_READY);
else // max uses already
go->SetLootState(GO_JUST_DEACTIVATED);
}
else // max uses already
else // not vein
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 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
go->SetLootState(GO_READY);
else // not chest (or vein/herb/etc)
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
}
else // not chest (or vein/herb/etc)
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
else
// not fully looted object
go->SetLootState(GO_ACTIVATED);
break;
}
else
// not fully looted object
go->SetLootState(GO_ACTIVATED);
}
else if (IS_CORPSE_GUID(lguid)) // 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())
case HIGHGUID_CORPSE: // ONLY remove insignia at BG
{
loot->clear();
corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
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;
}
}
else if (IS_ITEM_GUID(lguid))
{
Item *pItem = player->GetItemByGuid(lguid );
if(!pItem)
return;
ItemPrototype const* proto = pItem->GetProto();
// destroy only 5 items from stack in case prospecting and milling
if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
proto->Class == ITEM_CLASS_TRADE_GOODS)
case HIGHGUID_ITEM:
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
Item *pItem = player->GetItemByGuid(lguid );
if(!pItem)
return;
uint32 count = pItem->GetCount();
ItemPrototype const* proto = pItem->GetProto();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
if(count > 5)
count = 5;
// 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();
player->DestroyItemCount(pItem, count, true);
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
}
else
// FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
return; // item can be looted only single player
}
else
{
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
return;
loot = &pCreature->loot;
// update next looter
if(Player *recipient = pCreature->GetLootRecipient())
if(Group* group = recipient->GetGroup())
if (group->GetLooterGuid() == player->GetGUID())
group->UpdateLooterGuid(pCreature);
if (loot->isLooted())
case HIGHGUID_UNIT:
{
// skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
if(!pCreature->isAlive())
pCreature->AllLootRemovedFromCorpse();
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
loot->clear();
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();
}
break;
}
default:
{
sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
return;
}
}

View file

@ -75,9 +75,7 @@ enum HighGuid
#define IS_PLAYER_GUID(Guid) ( GUID_HIPART(Guid) == HIGHGUID_PLAYER && Guid!=0 )
#define IS_UNIT_GUID(Guid) ( IS_CREATURE_OR_PET_GUID(Guid) || IS_PLAYER_GUID(Guid) )
// special case for empty guid need check
#define IS_ITEM_GUID(Guid) ( GUID_HIPART(Guid) == HIGHGUID_ITEM )
#define IS_GAMEOBJECT_GUID(Guid) ( GUID_HIPART(Guid) == HIGHGUID_GAMEOBJECT )
#define IS_CORPSE_GUID(Guid) ( GUID_HIPART(Guid) == HIGHGUID_CORPSE )
#define IS_MO_TRANSPORT(Guid) ( GUID_HIPART(Guid) == HIGHGUID_MO_TRANSPORT )
// l - OBJECT_FIELD_GUID
@ -233,6 +231,8 @@ class ObjectGuid
uint64 m_guid;
};
typedef std::set<ObjectGuid> ObjectGuidSet;
class PackedGuid
{
friend ByteBuffer& operator<< (ByteBuffer& buf, PackedGuid const& guid);

View file

@ -7533,14 +7533,15 @@ void Player::RemovedInsignia(Player* looterPlr)
looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
void Player::SendLootRelease( uint64 guid )
void Player::SendLootRelease(ObjectGuid guid)
{
WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
data << uint64(guid) << uint8(1);
data << guid;
data << uint8(1);
SendDirectMessage( &data );
}
void Player::SendLoot(uint64 guid, LootType loot_type)
void Player::SendLoot(ObjectGuid guid, LootType loot_type)
{
if (uint64 lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
@ -7549,224 +7550,236 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
PermissionTypes permission = ALL_PERMISSION;
sLog.outDebug("Player::SendLoot");
if (IS_GAMEOBJECT_GUID(guid))
switch(guid.GetHigh())
{
sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
case HIGHGUID_GAMEOBJECT:
{
SendLootRelease(guid);
return;
}
sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go = GetMap()->GetGameObject(guid);
loot = &go->loot;
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if (BattleGround *bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
{
SendLootRelease(guid);
return;
}
if (lootid)
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
{
sLog.outDebug(" if(lootid)");
loot->clear();
loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
loot = &go->loot;
go->SetLootState(GO_ACTIVATED);
}
}
else if (IS_ITEM_GUID(guid))
{
Item *item = GetItemByGuid( guid );
if (!item)
{
SendLootRelease(guid);
return;
}
loot = &item->loot;
if (!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
switch(loot_type)
if (go->getLootState() == GO_READY)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
break;
default:
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
break;
}
}
}
else if (IS_CORPSE_GUID(guid)) // remove insignia
{
Corpse *bones = GetMap()->GetCorpse(guid);
uint32 lootid = go->GetGOInfo()->GetLootId();
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if (BattleGround *bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
{
SendLootRelease(guid);
return;
}
if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
loot->FillLoot(0, LootTemplates_Creature, this, false);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY) );
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
}
else
{
Creature *creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
const uint32 b = urand(0, getLevel()/2);
loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
}
}
else
{
// the player whose group may loot the corpse
Player *recipient = creature->GetLootRecipient();
if (!recipient)
{
creature->SetLootRecipient(this);
recipient = this;
}
if (creature->lootForPickPocketed)
{
creature->lootForPickPocketed = false;
loot->clear();
}
if (!creature->lootForBody)
{
creature->lootForBody = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
if (Group* group = recipient->GetGroup())
if (lootid)
{
group->UpdateLooterGuid(creature,true);
sLog.outDebug(" if(lootid)");
loot->clear();
loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
}
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
group->GroupLoot(recipient->GetGUID(), loot, creature);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(recipient->GetGUID(), loot, creature);
break;
default:
break;
}
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
go->SetLootState(GO_ACTIVATED);
}
break;
}
case HIGHGUID_ITEM:
{
Item *item = GetItemByGuid( guid );
if (!item)
{
SendLootRelease(guid);
return;
}
loot = &item->loot;
if (!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
switch(loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
break;
default:
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
break;
}
}
break;
}
case HIGHGUID_CORPSE: // remove insignia
{
Corpse *bones = GetMap()->GetCorpse(guid);
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
{
loot->clear();
loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
loot->FillLoot(0, LootTemplates_Creature, this, false);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY) );
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
break;
}
case HIGHGUID_UNIT:
{
Creature *creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
const uint32 b = urand(0, getLevel()/2);
loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
}
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if(Group* group = GetGroup())
// the player whose group may loot the corpse
Player *recipient = creature->GetLootRecipient();
if (!recipient)
{
if (group == recipient->GetGroup())
creature->SetLootRecipient(this);
recipient = this;
}
if (creature->lootForPickPocketed)
{
creature->lootForPickPocketed = false;
loot->clear();
}
if (!creature->lootForBody)
{
creature->lootForBody = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
if (Group* group = recipient->GetGroup())
{
if (group->GetLootMethod() == FREE_FOR_ALL)
permission = ALL_PERMISSION;
else if (group->GetLooterGuid() == GetGUID())
group->UpdateLooterGuid(creature,true);
switch (group->GetLootMethod())
{
if (group->GetLootMethod() == MASTER_LOOT)
permission = MASTER_PERMISSION;
else
case GROUP_LOOT:
// GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
group->GroupLoot(recipient->GetGUID(), loot, creature);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(recipient->GetGUID(), loot, creature);
break;
default:
break;
}
}
}
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
{
loot->clear();
loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if(Group* group = GetGroup())
{
if (group == recipient->GetGroup())
{
if (group->GetLootMethod() == FREE_FOR_ALL)
permission = ALL_PERMISSION;
else if (group->GetLooterGuid() == GetGUID())
{
if (group->GetLootMethod() == MASTER_LOOT)
permission = MASTER_PERMISSION;
else
permission = ALL_PERMISSION;
}
else
permission = GROUP_PERMISSION;
}
else
permission = GROUP_PERMISSION;
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = ALL_PERMISSION;
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = ALL_PERMISSION;
else
permission = NONE_PERMISSION;
}
break;
}
default:
{
sLog.outError("%s is unsupported for looting.", guid.GetString().c_str());
return;
}
}
@ -7785,7 +7798,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
data << uint64(guid);
data << guid;
data << uint8(loot_type);
data << LootView(*loot, this, permission);
@ -7795,7 +7808,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
if (permission != NONE_PERMISSION)
loot->AddLooter(GetGUID());
if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
if (loot_type == LOOT_CORPSE && !guid.IsItem())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
@ -8670,47 +8683,31 @@ Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const
return NULL;
}
Item* Player::GetItemByGuid( uint64 guid ) const
Item* Player::GetItemByGuid(ObjectGuid guid) const
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid.GetRawValue())
return pItem;
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid.GetRawValue())
return pItem;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = pBag->GetItemByPos( j );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
}
}
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetGUID() == guid.GetRawValue())
return pItem;
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = pBag->GetItemByPos( j );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
}
}
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetGUID() == guid.GetRawValue())
return pItem;
return NULL;
}
@ -18876,13 +18873,13 @@ void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* targe
}
template<class T>
inline void UpdateVisibilityOf_helper(std::set<ObjectGuid>& s64, T* target)
inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, T* target)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(std::set<ObjectGuid>& s64, GameObject* target)
inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, GameObject* target)
{
if(!target->IsTransport())
s64.insert(target->GetGUID());
@ -19529,7 +19526,7 @@ void Player::UpdateForQuestWorldObjects()
UpdateData udata;
WorldPacket packet;
for(ClientGUIDs::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
for(ObjectGuidSet::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
{
if (itr->IsGameobject())
{

View file

@ -1149,7 +1149,7 @@ class MANGOS_DLL_SPEC Player : public Unit
uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const;
uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const;
uint32 GetItemCountWithLimitCategory(uint32 limitCategory) const;
Item* GetItemByGuid( uint64 guid ) const;
Item* GetItemByGuid(ObjectGuid uint64) const;
Item* GetItemByEntry(uint32 item) const; // only for special cases
Item* GetItemByLimitedCategory(uint32 limitedCategory) const;
Item* GetItemByPos( uint16 pos ) const;
@ -1789,8 +1789,8 @@ class MANGOS_DLL_SPEC Player : public Unit
void ApplyManaRegenBonus(int32 amount, bool apply);
void UpdateManaRegen();
const uint64& GetLootGUID() const { return m_lootGuid; }
void SetLootGUID(const uint64 &guid) { m_lootGuid = guid; }
const uint64& GetLootGUID() const { return m_lootGuid.GetRawValue(); }
void SetLootGUID(ObjectGuid const& guid) { m_lootGuid = guid; }
void RemovedInsignia(Player* looterPlr);
@ -1985,8 +1985,8 @@ class MANGOS_DLL_SPEC Player : public Unit
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect *> ItemSetEff;
void SendLoot(uint64 guid, LootType loot_type);
void SendLootRelease( uint64 guid );
void SendLoot(ObjectGuid guid, LootType loot_type);
void SendLootRelease(ObjectGuid guid );
void SendNotifyLootItemRemoved(uint8 lootSlot);
void SendNotifyLootMoneyRemoved();
@ -2178,8 +2178,7 @@ class MANGOS_DLL_SPEC Player : public Unit
Object* GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask);
// currently visible objects at player client
typedef std::set<ObjectGuid> ClientGUIDs;
ClientGUIDs m_clientGUIDs;
ObjectGuidSet m_clientGUIDs;
bool HaveAtClient(WorldObject const* u) { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); }
@ -2375,7 +2374,7 @@ class MANGOS_DLL_SPEC Player : public Unit
time_t m_lastHonorUpdateTime;
void outDebugValues() const;
uint64 m_lootGuid;
ObjectGuid m_lootGuid;
uint32 m_team;
uint32 m_nextSave;

View file

@ -639,7 +639,7 @@ void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket
WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4);
data << uint32(count); // placeholder
for(Player::ClientGUIDs::const_iterator itr = _player->m_clientGUIDs.begin(); itr != _player->m_clientGUIDs.end(); ++itr)
for(ObjectGuidSet::const_iterator itr = _player->m_clientGUIDs.begin(); itr != _player->m_clientGUIDs.end(); ++itr)
{
uint8 questStatus = DIALOG_STATUS_NONE;
uint8 defstatus = DIALOG_STATUS_NONE;

View file

@ -192,7 +192,7 @@ void SpellCastTargets::Update(Unit* caster)
if(caster->GetTypeId() == TYPEID_PLAYER)
{
if(m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = ((Player*)caster)->GetItemByGuid(m_itemTargetGUID.GetRawValue());
m_itemTarget = ((Player*)caster)->GetItemByGuid(m_itemTargetGUID);
else if(m_targetMask & TARGET_FLAG_TRADE_ITEM)
{
Player* pTrader = ((Player*)caster)->GetTrader();

View file

@ -30,7 +30,7 @@ UpdateData::UpdateData() : m_blockCount(0)
{
}
void UpdateData::AddOutOfRangeGUID(std::set<ObjectGuid>& guids)
void UpdateData::AddOutOfRangeGUID(ObjectGuidSet& guids)
{
m_outOfRangeGUIDs.insert(guids.begin(),guids.end());
}
@ -115,7 +115,7 @@ bool UpdateData::BuildPacket(WorldPacket *packet)
buf << (uint8) UPDATETYPE_OUT_OF_RANGE_OBJECTS;
buf << (uint32) m_outOfRangeGUIDs.size();
for(std::set<ObjectGuid>::const_iterator i = m_outOfRangeGUIDs.begin(); i != m_outOfRangeGUIDs.end(); ++i)
for(ObjectGuidSet::const_iterator i = m_outOfRangeGUIDs.begin(); i != m_outOfRangeGUIDs.end(); ++i)
buf << i->WriteAsPacked();
}

View file

@ -20,9 +20,9 @@
#define __UPDATEDATA_H
#include "ByteBuffer.h"
#include "ObjectGuid.h"
class WorldPacket;
class ObjectGuid;
enum OBJECT_UPDATE_TYPE
{
@ -54,18 +54,18 @@ class UpdateData
public:
UpdateData();
void AddOutOfRangeGUID(std::set<ObjectGuid>& guids);
void AddOutOfRangeGUID(ObjectGuidSet& guids);
void AddOutOfRangeGUID(ObjectGuid const &guid);
void AddUpdateBlock(const ByteBuffer &block);
bool BuildPacket(WorldPacket *packet);
bool HasData() { return m_blockCount > 0 || !m_outOfRangeGUIDs.empty(); }
void Clear();
std::set<ObjectGuid> const& GetOutOfRangeGUIDs() const { return m_outOfRangeGUIDs; }
ObjectGuidSet const& GetOutOfRangeGUIDs() const { return m_outOfRangeGUIDs; }
protected:
uint32 m_blockCount;
std::set<ObjectGuid> m_outOfRangeGUIDs;
ObjectGuidSet m_outOfRangeGUIDs;
ByteBuffer m_data;
void Compress(void* dst, uint32 *dst_size, void* src, int src_size);

View file

@ -255,7 +255,7 @@ class MANGOS_DLL_SPEC WorldSession
void BuildPartyMemberStatsChangedPacket(Player *player, WorldPacket *data);
void DoLootRelease( uint64 lguid );
void DoLootRelease(ObjectGuid lguid);
// Account mute time
time_t m_muteTime;

View file

@ -692,7 +692,7 @@ bool ChatHandler::HandleDebugGetItemValueCommand(const char* args)
uint32 guid = (uint32)atoi(e);
uint32 index = (uint32)atoi(f);
Item *i = m_session->GetPlayer()->GetItemByGuid(MAKE_NEW_GUID(guid, 0, HIGHGUID_ITEM));
Item *i = m_session->GetPlayer()->GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, guid));
if (!i)
return false;
@ -723,7 +723,7 @@ bool ChatHandler::HandleDebugSetItemValueCommand(const char* args)
uint32 index = (uint32)atoi(f);
uint32 value = (uint32)atoi(g);
Item *i = m_session->GetPlayer()->GetItemByGuid(MAKE_NEW_GUID(guid, 0, HIGHGUID_ITEM));
Item *i = m_session->GetPlayer()->GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, guid));
if (!i)
return false;

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9578"
#define REVISION_NR "9579"
#endif // __REVISION_NR_H__