2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20 #include "WorldPacket.h"
23 #include "GameObject.h"
25 #include "ObjectAccessor.h"
26 #include "WorldSession.h"
33 void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket
& recv_data
)
35 CHECK_PACKET_SIZE(recv_data
,1);
37 sLog
.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
38 Player
*player
= GetPlayer();
39 uint64 lguid
= player
->GetLootGUID();
43 recv_data
>> lootSlot
;
45 if (IS_GAMEOBJECT_GUID(lguid
))
48 ObjectAccessor::GetGameObject(*player
, lguid
);
50 // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
51 if (!go
|| (go
->GetOwnerGUID() != _player
->GetGUID() && go
->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE
) && !go
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
))
53 player
->SendLootRelease(lguid
);
59 else if (IS_ITEM_GUID(lguid
))
61 Item
*pItem
= player
->GetItemByGuid( lguid
);
65 player
->SendLootRelease(lguid
);
74 ObjectAccessor::GetCreature(*player
, lguid
);
76 bool ok_loot
= pCreature
&& pCreature
->isAlive() == (player
->getClass()==CLASS_ROGUE
&& pCreature
->lootForPickPocketed
);
78 if( !ok_loot
|| !pCreature
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
) )
80 player
->SendLootRelease(lguid
);
84 loot
= &pCreature
->loot
;
87 QuestItem
*qitem
= NULL
;
88 QuestItem
*ffaitem
= NULL
;
89 QuestItem
*conditem
= NULL
;
91 LootItem
*item
= loot
->LootItemInSlot(lootSlot
,player
,&qitem
,&ffaitem
,&conditem
);
95 player
->SendEquipError( EQUIP_ERR_ALREADY_LOOTED
, NULL
, NULL
);
99 // questitems use the blocked field for other purposes
100 if (!qitem
&& item
->is_blocked
)
102 player
->SendLootRelease(lguid
);
106 ItemPosCountVec dest
;
107 uint8 msg
= player
->CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, item
->itemid
, item
->count
);
108 if ( msg
== EQUIP_ERR_OK
)
110 Item
* newitem
= player
->StoreNewItem( dest
, item
->itemid
, true, item
->randomPropertyId
);
114 qitem
->is_looted
= true;
115 //freeforall is 1 if everyone's supposed to get the quest item.
116 if (item
->freeforall
|| loot
->GetPlayerQuestItems().size() == 1)
117 player
->SendNotifyLootItemRemoved(lootSlot
);
119 loot
->NotifyQuestItemRemoved(qitem
->index
);
125 //freeforall case, notify only one player of the removal
126 ffaitem
->is_looted
=true;
127 player
->SendNotifyLootItemRemoved(lootSlot
);
131 //not freeforall, notify everyone
133 conditem
->is_looted
=true;
134 loot
->NotifyItemRemoved(lootSlot
);
138 //if only one person is supposed to loot the item, then set it to looted
139 if (!item
->freeforall
)
140 item
->is_looted
= true;
142 --loot
->unlootedCount
;
144 player
->SendNewItem(newitem
, uint32(item
->count
), false, false, true);
145 player
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM
, item
->itemid
, item
->count
);
148 player
->SendEquipError( msg
, NULL
, NULL
);
151 void WorldSession::HandleLootMoneyOpcode( WorldPacket
& /*recv_data*/ )
153 sLog
.outDebug("WORLD: CMSG_LOOT_MONEY");
155 Player
*player
= GetPlayer();
156 uint64 guid
= player
->GetLootGUID();
162 switch(GUID_HIPART(guid
))
164 case HIGHGUID_GAMEOBJECT
:
166 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*GetPlayer(), guid
);
168 // not check distance for GO in case owned GO (fishing bobber case, for example)
169 if( pGameObject
&& (pGameObject
->GetOwnerGUID()==_player
->GetGUID() || pGameObject
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
)) )
170 pLoot
= &pGameObject
->loot
;
174 case HIGHGUID_CORPSE
: // remove insignia ONLY in BG
176 Corpse
*bones
= ObjectAccessor::GetCorpse(*GetPlayer(), guid
);
178 if (bones
&& bones
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
) )
179 pLoot
= &bones
->loot
;
185 if(Item
*item
= GetPlayer()->GetItemByGuid(guid
))
191 Creature
* pCreature
= ObjectAccessor::GetCreature(*GetPlayer(), guid
);
193 bool ok_loot
= pCreature
&& pCreature
->isAlive() == (player
->getClass()==CLASS_ROGUE
&& pCreature
->lootForPickPocketed
);
195 if ( ok_loot
&& pCreature
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
) )
196 pLoot
= &pCreature
->loot
;
201 return; // unlootable type
206 if (!IS_ITEM_GUID(guid
) && player
->GetGroup()) //item can be looted only single player
208 Group
*group
= player
->GetGroup();
210 std::vector
<Player
*> playersNear
;
211 for(GroupReference
*itr
= group
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
213 Player
* playerGroup
= itr
->getSource();
216 if (player
->GetDistance2d(playerGroup
) < sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
217 playersNear
.push_back(playerGroup
);
220 uint32 money_per_player
= uint32((pLoot
->gold
)/(playersNear
.size()));
222 for (std::vector
<Player
*>::iterator i
= playersNear
.begin(); i
!= playersNear
.end(); ++i
)
224 (*i
)->ModifyMoney( money_per_player
);
225 (*i
)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY
, money_per_player
);
226 //Offset surely incorrect, but works
227 WorldPacket
data( SMSG_LOOT_MONEY_NOTIFY
, 4 );
228 data
<< uint32(money_per_player
);
229 (*i
)->GetSession()->SendPacket( &data
);
234 player
->ModifyMoney( pLoot
->gold
);
235 player
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY
, pLoot
->gold
);
238 pLoot
->NotifyMoneyRemoved();
242 void WorldSession::HandleLootOpcode( WorldPacket
& recv_data
)
244 CHECK_PACKET_SIZE(recv_data
,8);
246 sLog
.outDebug("WORLD: CMSG_LOOT");
251 GetPlayer()->SendLoot(guid
, LOOT_CORPSE
);
254 void WorldSession::HandleLootReleaseOpcode( WorldPacket
& recv_data
)
256 CHECK_PACKET_SIZE(recv_data
,8);
258 sLog
.outDebug("WORLD: CMSG_LOOT_RELEASE");
260 // cheaters can modify lguid to prevent correct apply loot release code and re-loot
261 // use internal stored guid
263 //recv_data >> lguid;
265 if(uint64 lguid
= GetPlayer()->GetLootGUID())
266 DoLootRelease(lguid
);
269 void WorldSession::DoLootRelease( uint64 lguid
)
271 Player
*player
= GetPlayer();
274 player
->SetLootGUID(0);
275 player
->SendLootRelease(lguid
);
277 player
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
279 if (IS_GAMEOBJECT_GUID(lguid
))
282 ObjectAccessor::GetGameObject(*player
, lguid
);
284 // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
285 if (!go
|| (go
->GetOwnerGUID() != _player
->GetGUID() && go
->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE
) && !go
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
))
290 if (go
->GetGoType() == GAMEOBJECT_TYPE_DOOR
)
292 // locked doors are opened with spelleffect openlock, prevent remove its as looted
293 go
->UseDoorOrButton();
295 else if (loot
->isLooted() || go
->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE
)
297 // GO is mineral vein? so it is not removed after its looted
298 if(go
->GetGoType() == GAMEOBJECT_TYPE_CHEST
)
300 uint32 go_min
= go
->GetGOInfo()->chest
.minSuccessOpens
;
301 uint32 go_max
= go
->GetGOInfo()->chest
.maxSuccessOpens
;
303 // only vein pass this check
304 if(go_min
!= 0 && go_max
> go_min
)
306 float amount_rate
= sWorld
.getRate(RATE_MINING_AMOUNT
);
307 float min_amount
= go_min
*amount_rate
;
308 float max_amount
= go_max
*amount_rate
;
311 float uses
= float(go
->GetUseCount());
313 if(uses
< max_amount
)
315 if(uses
>= min_amount
)
317 float chance_rate
= sWorld
.getRate(RATE_MINING_NEXT
);
319 int32 ReqValue
= 175;
320 LockEntry
const *lockInfo
= sLockStore
.LookupEntry(go
->GetGOInfo()->chest
.lockId
);
322 ReqValue
= lockInfo
->Skill
[0];
323 float skill
= float(player
->GetSkillValue(SKILL_MINING
))/(ReqValue
+25);
324 double chance
= pow(0.8*chance_rate
,4*(1/double(max_amount
))*double(uses
));
325 if(roll_chance_f(100*chance
+skill
))
327 go
->SetLootState(GO_READY
);
329 else // not have more uses
330 go
->SetLootState(GO_JUST_DEACTIVATED
);
332 else // 100% chance until min uses
333 go
->SetLootState(GO_READY
);
335 else // max uses already
336 go
->SetLootState(GO_JUST_DEACTIVATED
);
339 go
->SetLootState(GO_JUST_DEACTIVATED
);
341 else if (go
->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE
)
342 { // The fishing hole used once more
343 go
->AddUse(); // if the max usage is reached, will be despawned in next tick
344 if (go
->GetUseCount()>=irand(go
->GetGOInfo()->fishinghole
.minSuccessOpens
,go
->GetGOInfo()->fishinghole
.maxSuccessOpens
))
346 go
->SetLootState(GO_JUST_DEACTIVATED
);
349 go
->SetLootState(GO_READY
);
351 else // not chest (or vein/herb/etc)
352 go
->SetLootState(GO_JUST_DEACTIVATED
);
357 // not fully looted object
358 go
->SetLootState(GO_ACTIVATED
);
360 else if (IS_CORPSE_GUID(lguid
)) // ONLY remove insignia at BG
362 Corpse
*corpse
= ObjectAccessor::GetCorpse(*player
, lguid
);
363 if (!corpse
|| !corpse
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
) )
366 loot
= &corpse
->loot
;
368 if (loot
->isLooted())
371 corpse
->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
374 else if (IS_ITEM_GUID(lguid
))
376 Item
*pItem
= player
->GetItemByGuid(lguid
);
380 ItemPrototype
const* proto
= pItem
->GetProto();
382 // destroy only 5 items from stack in case prospecting and milling
383 if( (proto
->BagFamily
& (BAG_FAMILY_MASK_MINING_SUPP
|BAG_FAMILY_MASK_HERBS
)) &&
384 proto
->Class
== ITEM_CLASS_TRADE_GOODS
)
386 pItem
->m_lootGenerated
= false;
389 uint32 count
= pItem
->GetCount();
391 // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
395 player
->DestroyItemCount(pItem
, count
, true);
398 // 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.
399 player
->DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), true);
400 return; // item can be looted only single player
404 Creature
* pCreature
= ObjectAccessor::GetCreature(*player
, lguid
);
406 bool ok_loot
= pCreature
&& pCreature
->isAlive() == (player
->getClass()==CLASS_ROGUE
&& pCreature
->lootForPickPocketed
);
407 if ( !ok_loot
|| !pCreature
->IsWithinDistInMap(_player
,INTERACTION_DISTANCE
) )
410 loot
= &pCreature
->loot
;
412 // update next looter
413 if(Player
*recipient
= pCreature
->GetLootRecipient())
414 if(Group
* group
= recipient
->GetGroup())
415 if (group
->GetLooterGuid() == player
->GetGUID())
416 group
->UpdateLooterGuid(pCreature
);
418 if (loot
->isLooted())
420 // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
421 if(!pCreature
->isAlive())
422 pCreature
->AllLootRemovedFromCorpse();
424 pCreature
->RemoveFlag(UNIT_DYNAMIC_FLAGS
, UNIT_DYNFLAG_LOOTABLE
);
429 //Player is not looking at loot list, he doesn't need to see updates on the loot list
430 loot
->RemoveLooter(player
->GetGUID());
433 void WorldSession::HandleLootMasterGiveOpcode( WorldPacket
& recv_data
)
435 CHECK_PACKET_SIZE(recv_data
,8+1+8);
438 uint64 lootguid
, target_playerguid
;
440 recv_data
>> lootguid
>> slotid
>> target_playerguid
;
442 if(!_player
->GetGroup() || _player
->GetGroup()->GetLooterGuid() != _player
->GetGUID())
444 _player
->SendLootRelease(GetPlayer()->GetLootGUID());
448 Player
*target
= ObjectAccessor::FindPlayer(MAKE_NEW_GUID(target_playerguid
, 0, HIGHGUID_PLAYER
));
452 sLog
.outDebug("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target
->GetName());
454 if(_player
->GetLootGUID() != lootguid
)
459 if(IS_CREATURE_GUID(GetPlayer()->GetLootGUID()))
461 Creature
*pCreature
= ObjectAccessor::GetCreature(*GetPlayer(), lootguid
);
465 pLoot
= &pCreature
->loot
;
467 else if(IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
469 GameObject
*pGO
= ObjectAccessor::GetGameObject(*GetPlayer(), lootguid
);
479 if (slotid
> pLoot
->items
.size())
481 sLog
.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid
, (unsigned long)pLoot
->items
.size());
485 LootItem
& item
= pLoot
->items
[slotid
];
487 ItemPosCountVec dest
;
488 uint8 msg
= target
->CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, item
.itemid
, item
.count
);
489 if ( msg
!= EQUIP_ERR_OK
)
491 target
->SendEquipError( msg
, NULL
, NULL
);
492 _player
->SendEquipError( msg
, NULL
, NULL
); // send duplicate of error massage to master looter
496 // not move item from loot to target inventory
497 Item
* newitem
= target
->StoreNewItem( dest
, item
.itemid
, true, item
.randomPropertyId
);
498 target
->SendNewItem(newitem
, uint32(item
.count
), false, false, true );
499 target
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM
, item
.itemid
, item
.count
);
506 pLoot
->NotifyItemRemoved(slotid
);
507 --pLoot
->unlootedCount
;