server/src/game/LootHandler.cpp
2012-07-22 14:39:31 +02:00

586 lines
20 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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"
#include "DBCStores.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)
{
pLoot->NotifyMoneyRemoved();
if (!guid.IsItem() && player->GetGroup()) // item can be looted only single player
{
Group* group = player->GetGroup();
std::vector<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* playerGroup = itr->getSource();
if (!playerGroup)
continue;
if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
playersNear.push_back(playerGroup);
}
uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(money_per_player);
data << uint8(playersNear.size() > 1 ? 0 : 1);// 0 is "you share of loot..."
(*i)->GetSession()->SendPacket(&data);
}
}
else
{
player->ModifyMoney(pLoot->gold);
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(pLoot->gold);
data << uint8(1); // 1 is "you loot..."
player->GetSession()->SendPacket(&data);
}
pLoot->gold = 0;
if (pItem)
pItem->SetLootState(ITEM_LOOT_CHANGED);
}
}
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<uint64>(); // 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;
}