/* * Copyright (C) 2005-2011 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "WorldPacket.h" #include "Log.h" #include "Corpse.h" #include "GameObject.h" #include "Player.h" #include "ObjectAccessor.h" #include "ObjectGuid.h" #include "WorldSession.h" #include "LootMgr.h" #include "Object.h" #include "Group.h" #include "World.h" #include "Util.h" void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM"); Player *player = GetPlayer(); ObjectGuid lguid = player->GetLootGuid(); Loot *loot; uint8 lootSlot; Item* pItem = NULL; recv_data >> lootSlot; switch( lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject *go = player->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))) { player->SendLootRelease(lguid); return; } loot = &go->loot; break; } case HIGHGUID_ITEM: { pItem = player->GetItemByGuid( lguid ); if (!pItem || !pItem->HasGeneratedLoot()) { player->SendLootRelease(lguid); return; } loot = &pItem->loot; break; } case HIGHGUID_CORPSE: { Corpse *bones = player->GetMap()->GetCorpse(lguid); if (!bones) { player->SendLootRelease(lguid); return; } loot = &bones->loot; break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) { player->SendLootRelease(lguid); return; } loot = &pCreature->loot; break; } default: { sLog.outError("%s is unsupported for looting.",lguid.GetString().c_str()); return; } } QuestItem *qitem = NULL; QuestItem *ffaitem = NULL; QuestItem *conditem = NULL; LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem); if(!item) { player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL ); return; } // questitems use the blocked field for other purposes if (!qitem && item->is_blocked) { player->SendLootRelease(lguid); return; } if (pItem) pItem->SetLootState(ITEM_LOOT_CHANGED); ItemPosCountVec dest; InventoryResult msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count ); if ( msg == EQUIP_ERR_OK ) { Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId); if (qitem) { qitem->is_looted = true; //freeforall is 1 if everyone's supposed to get the quest item. if (item->freeforall || loot->GetPlayerQuestItems().size() == 1) player->SendNotifyLootItemRemoved(lootSlot); else loot->NotifyQuestItemRemoved(qitem->index); } else { if (ffaitem) { //freeforall case, notify only one player of the removal ffaitem->is_looted=true; player->SendNotifyLootItemRemoved(lootSlot); } else { //not freeforall, notify everyone if(conditem) conditem->is_looted=true; loot->NotifyItemRemoved(lootSlot); } } //if only one person is supposed to loot the item, then set it to looted if (!item->freeforall) item->is_looted = true; --loot->unlootedCount; player->SendNewItem(newitem, uint32(item->count), false, false, true); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count); } else player->SendEquipError( msg, NULL, NULL, item->itemid ); } void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ ) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player *player = GetPlayer(); ObjectGuid guid = player->GetLootGuid(); if (!guid) return; Loot *pLoot = NULL; Item* pItem = NULL; switch(guid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if( pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) ) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse *bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { pItem = GetPlayer()->GetItemByGuid(guid); if (!pItem || !pItem->HasGeneratedLoot()) return; pLoot = &pItem->loot; break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) pLoot = &pCreature->loot ; break; } default: return; // unlootable type } if (pLoot) { if (!guid.IsItem() && player->GetGroup()) //item can be looted only single player { Group *group = player->GetGroup(); std::vector playersNear; for(GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* playerGroup = itr->getSource(); if(!playerGroup) continue; if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE),false)) playersNear.push_back(playerGroup); } uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size())); for (std::vector::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney( money_per_player ); (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player); //Offset surely incorrect, but works WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 ); data << uint32(money_per_player); (*i)->GetSession()->SendPacket( &data ); } } else { player->ModifyMoney( pLoot->gold ); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold); } pLoot->gold = 0; if (pItem) pItem->SetLootState(ITEM_LOOT_CHANGED); pLoot->NotifyMoneyRemoved(); } } void WorldSession::HandleLootOpcode( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_LOOT"); ObjectGuid guid; recv_data >> guid; // Check possible cheat if (!_player->isAlive()) return; GetPlayer()->SendLoot(guid, LOOT_CORPSE); } void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_LOOT_RELEASE"); // cheaters can modify lguid to prevent correct apply loot release code and re-loot // use internal stored guid recv_data.read_skip(); // guid; if (ObjectGuid lootGuid = GetPlayer()->GetLootGuid()) DoLootRelease(lootGuid); } void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGuid(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if(!player->IsInWorld()) return; switch(lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))) return; loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if(go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if(uses < max_amount) { if(uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if(lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if(roll_chance_f(float(100.0f*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); break; } case HIGHGUID_CORPSE: // ONLY remove insignia at BG { Corpse *corpse = _player->GetMap()->GetCorpse(lguid); if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } break; } case HIGHGUID_ITEM: { Item *pItem = player->GetItemByGuid(lguid ); if (!pItem) return; switch (pItem->loot.loot_type) { // temporary loot in stacking items, clear loot state, no auto loot move case LOOT_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->GetObjectGuid()); } void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data ) { uint8 slotid; ObjectGuid lootguid; ObjectGuid target_playerguid; recv_data >> lootguid >> slotid >> target_playerguid; if (!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetObjectGuid()) { _player->SendLootRelease(GetPlayer()->GetLootGuid()); return; } Player *target = ObjectAccessor::FindPlayer(target_playerguid); if (!target) return; DEBUG_LOG("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = %s [%s].", target_playerguid.GetString().c_str(), target->GetName()); if (_player->GetLootGuid() != lootguid) return; Loot *pLoot = NULL; if (lootguid.IsCreatureOrVehicle()) { Creature *pCreature = GetPlayer()->GetMap()->GetCreature(lootguid); if(!pCreature) return; pLoot = &pCreature->loot; } else if(lootguid.IsGameObject()) { GameObject *pGO = GetPlayer()->GetMap()->GetGameObject(lootguid); if(!pGO) return; pLoot = &pGO->loot; } else return; if (slotid > pLoot->items.size()) { DEBUG_LOG("AutoLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid, (unsigned long)pLoot->items.size()); return; } LootItem& item = pLoot->items[slotid]; ItemPosCountVec dest; InventoryResult msg = target->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item.itemid, item.count ); if ( msg != EQUIP_ERR_OK ) { target->SendEquipError( msg, NULL, NULL, item.itemid ); // send duplicate of error massage to master looter _player->SendEquipError( msg, NULL, NULL, item.itemid ); return; } // now move item from loot to target inventory Item * newitem = target->StoreNewItem( dest, item.itemid, true, item.randomPropertyId ); target->SendNewItem(newitem, uint32(item.count), false, false, true ); target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count); target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, pLoot->loot_type, item.count); target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count); // mark as looted item.count=0; item.is_looted=true; pLoot->NotifyItemRemoved(slotid); --pLoot->unlootedCount; }