[9184] Fixed unread packet tail spam for CMSG_LEAVE_BATTLEFIELD
[getmangos.git] / src / game / LootHandler.cpp
blob29cbc35d5a3afb877498a710e526d51c6f2b0448
1 /*
2 * Copyright (C) 2005-2010 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
19 #include "Common.h"
20 #include "WorldPacket.h"
21 #include "Log.h"
22 #include "Corpse.h"
23 #include "GameObject.h"
24 #include "Player.h"
25 #include "ObjectAccessor.h"
26 #include "ObjectDefines.h"
27 #include "WorldSession.h"
28 #include "LootMgr.h"
29 #include "Object.h"
30 #include "Group.h"
31 #include "World.h"
32 #include "Util.h"
34 void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
36 sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
37 Player *player = GetPlayer();
38 uint64 lguid = player->GetLootGUID();
39 Loot *loot;
40 uint8 lootSlot;
42 recv_data >> lootSlot;
44 if (IS_GAMEOBJECT_GUID(lguid))
46 GameObject *go = player->GetMap()->GetGameObject(lguid);
48 // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
49 if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
51 player->SendLootRelease(lguid);
52 return;
55 loot = &go->loot;
57 else if (IS_ITEM_GUID(lguid))
59 Item *pItem = player->GetItemByGuid( lguid );
61 if (!pItem)
63 player->SendLootRelease(lguid);
64 return;
67 loot = &pItem->loot;
69 else if (IS_CORPSE_GUID(lguid))
71 Corpse *bones = player->GetMap()->GetCorpse(lguid);
72 if (!bones)
74 player->SendLootRelease(lguid);
75 return;
77 loot = &bones->loot;
79 else
81 Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
83 bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
85 if( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
87 player->SendLootRelease(lguid);
88 return;
91 loot = &pCreature->loot;
94 QuestItem *qitem = NULL;
95 QuestItem *ffaitem = NULL;
96 QuestItem *conditem = NULL;
98 LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
100 if(!item)
102 player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL );
103 return;
106 // questitems use the blocked field for other purposes
107 if (!qitem && item->is_blocked)
109 player->SendLootRelease(lguid);
110 return;
113 ItemPosCountVec dest;
114 uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
115 if ( msg == EQUIP_ERR_OK )
117 Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId);
119 if (qitem)
121 qitem->is_looted = true;
122 //freeforall is 1 if everyone's supposed to get the quest item.
123 if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
124 player->SendNotifyLootItemRemoved(lootSlot);
125 else
126 loot->NotifyQuestItemRemoved(qitem->index);
128 else
130 if (ffaitem)
132 //freeforall case, notify only one player of the removal
133 ffaitem->is_looted=true;
134 player->SendNotifyLootItemRemoved(lootSlot);
136 else
138 //not freeforall, notify everyone
139 if(conditem)
140 conditem->is_looted=true;
141 loot->NotifyItemRemoved(lootSlot);
145 //if only one person is supposed to loot the item, then set it to looted
146 if (!item->freeforall)
147 item->is_looted = true;
149 --loot->unlootedCount;
151 player->SendNewItem(newitem, uint32(item->count), false, false, true);
152 player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
153 player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
155 else
156 player->SendEquipError( msg, NULL, NULL );
159 void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
161 sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
163 Player *player = GetPlayer();
164 uint64 guid = player->GetLootGUID();
165 if(!guid)
166 return;
168 Loot *pLoot = NULL;
170 switch(GUID_HIPART(guid))
172 case HIGHGUID_GAMEOBJECT:
174 GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
176 // not check distance for GO in case owned GO (fishing bobber case, for example)
177 if( pGameObject && (pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) )
178 pLoot = &pGameObject->loot;
180 break;
182 case HIGHGUID_CORPSE: // remove insignia ONLY in BG
184 Corpse *bones = _player->GetMap()->GetCorpse(guid);
186 if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
187 pLoot = &bones->loot;
189 break;
191 case HIGHGUID_ITEM:
193 if(Item *item = GetPlayer()->GetItemByGuid(guid))
194 pLoot = &item->loot;
195 break;
197 case HIGHGUID_UNIT:
199 Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);
201 bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
203 if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
204 pLoot = &pCreature->loot ;
206 break;
208 default:
209 return; // unlootable type
212 if( pLoot )
214 if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player
216 Group *group = player->GetGroup();
218 std::vector<Player*> playersNear;
219 for(GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
221 Player* playerGroup = itr->getSource();
222 if(!playerGroup)
223 continue;
224 if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
225 playersNear.push_back(playerGroup);
228 uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
230 for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
232 (*i)->ModifyMoney( money_per_player );
233 (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
234 //Offset surely incorrect, but works
235 WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 );
236 data << uint32(money_per_player);
237 (*i)->GetSession()->SendPacket( &data );
240 else
242 player->ModifyMoney( pLoot->gold );
243 player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
245 pLoot->gold = 0;
246 pLoot->NotifyMoneyRemoved();
250 void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
252 sLog.outDebug("WORLD: CMSG_LOOT");
254 uint64 guid;
255 recv_data >> guid;
257 // Check possible cheat
258 if(!_player->isAlive())
259 return;
261 GetPlayer()->SendLoot(guid, LOOT_CORPSE);
264 void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
266 sLog.outDebug("WORLD: CMSG_LOOT_RELEASE");
268 // cheaters can modify lguid to prevent correct apply loot release code and re-loot
269 // use internal stored guid
270 recv_data.read_skip<uint64>(); // guid;
272 if(uint64 lguid = GetPlayer()->GetLootGUID())
273 DoLootRelease(lguid);
276 void WorldSession::DoLootRelease( uint64 lguid )
278 Player *player = GetPlayer();
279 Loot *loot;
281 player->SetLootGUID(0);
282 player->SendLootRelease(lguid);
284 player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
286 if(!player->IsInWorld())
287 return;
289 if (IS_GAMEOBJECT_GUID(lguid))
291 GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);
293 // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
294 if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
295 return;
297 loot = &go->loot;
299 if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
301 // locked doors are opened with spelleffect openlock, prevent remove its as looted
302 go->UseDoorOrButton();
304 else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
306 // GO is mineral vein? so it is not removed after its looted
307 if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
309 uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
310 uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;
312 // only vein pass this check
313 if(go_min != 0 && go_max > go_min)
315 float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
316 float min_amount = go_min*amount_rate;
317 float max_amount = go_max*amount_rate;
319 go->AddUse();
320 float uses = float(go->GetUseCount());
322 if(uses < max_amount)
324 if(uses >= min_amount)
326 float chance_rate = sWorld.getRate(RATE_MINING_NEXT);
328 int32 ReqValue = 175;
329 LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
330 if(lockInfo)
331 ReqValue = lockInfo->Skill[0];
332 float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
333 double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
334 if(roll_chance_f(100*chance+skill))
336 go->SetLootState(GO_READY);
338 else // not have more uses
339 go->SetLootState(GO_JUST_DEACTIVATED);
341 else // 100% chance until min uses
342 go->SetLootState(GO_READY);
344 else // max uses already
345 go->SetLootState(GO_JUST_DEACTIVATED);
347 else // not vein
348 go->SetLootState(GO_JUST_DEACTIVATED);
350 else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
351 { // The fishing hole used once more
352 go->AddUse(); // if the max usage is reached, will be despawned in next tick
353 if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
355 go->SetLootState(GO_JUST_DEACTIVATED);
357 else
358 go->SetLootState(GO_READY);
360 else // not chest (or vein/herb/etc)
361 go->SetLootState(GO_JUST_DEACTIVATED);
363 loot->clear();
365 else
366 // not fully looted object
367 go->SetLootState(GO_ACTIVATED);
369 else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
371 Corpse *corpse = _player->GetMap()->GetCorpse(lguid);
372 if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
373 return;
375 loot = &corpse->loot;
377 if (loot->isLooted())
379 loot->clear();
380 corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
383 else if (IS_ITEM_GUID(lguid))
385 Item *pItem = player->GetItemByGuid(lguid );
386 if(!pItem)
387 return;
389 ItemPrototype const* proto = pItem->GetProto();
391 // destroy only 5 items from stack in case prospecting and milling
392 if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
393 proto->Class == ITEM_CLASS_TRADE_GOODS)
395 pItem->m_lootGenerated = false;
396 pItem->loot.clear();
398 uint32 count = pItem->GetCount();
400 // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
401 if(count > 5)
402 count = 5;
404 player->DestroyItemCount(pItem, count, true);
406 else
407 // 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.
408 player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
409 return; // item can be looted only single player
411 else
413 Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
415 bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
416 if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
417 return;
419 loot = &pCreature->loot;
421 // update next looter
422 if(Player *recipient = pCreature->GetLootRecipient())
423 if(Group* group = recipient->GetGroup())
424 if (group->GetLooterGuid() == player->GetGUID())
425 group->UpdateLooterGuid(pCreature);
427 if (loot->isLooted())
429 // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
430 if(!pCreature->isAlive())
431 pCreature->AllLootRemovedFromCorpse();
433 pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
434 loot->clear();
438 //Player is not looking at loot list, he doesn't need to see updates on the loot list
439 loot->RemoveLooter(player->GetGUID());
442 void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
444 uint8 slotid;
445 uint64 lootguid, target_playerguid;
447 recv_data >> lootguid >> slotid >> target_playerguid;
449 if(!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetGUID())
451 _player->SendLootRelease(GetPlayer()->GetLootGUID());
452 return;
455 Player *target = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(target_playerguid, 0, HIGHGUID_PLAYER));
456 if(!target)
457 return;
459 sLog.outDebug("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target->GetName());
461 if(_player->GetLootGUID() != lootguid)
462 return;
464 Loot *pLoot = NULL;
466 if(IS_CREATURE_GUID(GetPlayer()->GetLootGUID()))
468 Creature *pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
469 if(!pCreature)
470 return;
472 pLoot = &pCreature->loot;
474 else if(IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
476 GameObject *pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
477 if(!pGO)
478 return;
480 pLoot = &pGO->loot;
483 if(!pLoot)
484 return;
486 if (slotid > pLoot->items.size())
488 sLog.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %lu)",GetPlayer()->GetName(), slotid, (unsigned long)pLoot->items.size());
489 return;
492 LootItem& item = pLoot->items[slotid];
494 ItemPosCountVec dest;
495 uint8 msg = target->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item.itemid, item.count );
496 if ( msg != EQUIP_ERR_OK )
498 target->SendEquipError( msg, NULL, NULL );
499 _player->SendEquipError( msg, NULL, NULL ); // send duplicate of error massage to master looter
500 return;
503 // now move item from loot to target inventory
504 Item * newitem = target->StoreNewItem( dest, item.itemid, true, item.randomPropertyId );
505 target->SendNewItem(newitem, uint32(item.count), false, false, true );
506 target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
507 target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, pLoot->loot_type, item.count);
509 // mark as looted
510 item.count=0;
511 item.is_looted=true;
513 pLoot->NotifyItemRemoved(slotid);
514 --pLoot->unlootedCount;