/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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 "WorldSession.h"
#include "LootMgr.h"
#include "Object.h"
#include "Group.h"
#include "World.h"
#include "Util.h"
void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1);
sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player *player = GetPlayer();
uint64 lguid = player->GetLootGUID();
Loot *loot;
uint8 lootSlot;
recv_data >> lootSlot;
if (IS_GAMEOBJECT_GUID(lguid))
{
GameObject *go =
ObjectAccessor::GetGameObject(*player, 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;
}
else if (IS_ITEM_GUID(lguid))
{
Item *pItem = player->GetItemByGuid( lguid );
if (!pItem)
{
player->SendLootRelease(lguid);
return;
}
loot = &pItem->loot;
}
else
{
Creature* pCreature =
ObjectAccessor::GetCreature(*player, 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;
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;
}
ItemPosCountVec dest;
uint8 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);
}
else
player->SendEquipError( msg, NULL, NULL );
}
void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
{
sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
Player *player = GetPlayer();
uint64 guid = player->GetLootGUID();
if(!guid)
return;
Loot *pLoot = NULL;
switch(GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject *pGameObject = ObjectAccessor::GetGameObject(*GetPlayer(), guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
if( pGameObject && (pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) )
pLoot = &pGameObject->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse *bones = ObjectAccessor::GetCorpse(*GetPlayer(), guid);
if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
pLoot = &bones->loot;
break;
}
case HIGHGUID_ITEM:
{
if(Item *item = GetPlayer()->GetItemByGuid(guid))
pLoot = &item->loot;
break;
}
case HIGHGUID_UNIT:
{
Creature* pCreature = ObjectAccessor::GetCreature(*GetPlayer(), 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 (!IS_ITEM_GUID(guid) && 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->GetDistance2d(playerGroup) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
playersNear.push_back(playerGroup);
}
uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
for (std::vector::iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney( 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 );
pLoot->gold = 0;
pLoot->NotifyMoneyRemoved();
}
}
void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
sLog.outDebug("WORLD: CMSG_LOOT");
uint64 guid;
recv_data >> guid;
GetPlayer()->SendLoot(guid, LOOT_CORPSE);
}
void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
sLog.outDebug("WORLD: CMSG_LOOT_RELEASE");
// cheaters can modify lguid to prevent correct apply loot release code and re-loot
// use internal stored guid
//uint64 lguid;
//recv_data >> lguid;
if(uint64 lguid = GetPlayer()->GetLootGUID())
DoLootRelease(lguid);
}
void WorldSession::DoLootRelease( uint64 lguid )
{
Player *player = GetPlayer();
Loot *loot;
player->SetLootGUID(0);
player->SendLootRelease(lguid);
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
if (IS_GAMEOBJECT_GUID(lguid))
{
GameObject *go =
ObjectAccessor::GetGameObject(*player, 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)
{
// 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.getRate(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.getRate(RATE_MINING_NEXT);
int32 ReqValue = 175;
LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
if(lockInfo)
ReqValue = lockInfo->requiredminingskill;
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(100*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 in next tick
if (go->GetUseCount()>=irand(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);
}
else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
{
Corpse *corpse = ObjectAccessor::GetCorpse(*player, 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);
}
}
else if (IS_ITEM_GUID(lguid))
{
Item *pItem = player->GetItemByGuid(lguid );
if(!pItem)
return;
if( (pItem->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) &&
pItem->GetProto()->Class == ITEM_CLASS_TRADE_GOODS &&
pItem->GetCount() >= 5)
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
uint32 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
{
Creature* pCreature = ObjectAccessor::GetCreature(*player, 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())
{
// 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();
}
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot->RemoveLooter(player->GetGUID());
}
void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+1+8);
uint8 slotid;
uint64 lootguid, target_playerguid;
recv_data >> lootguid >> slotid >> target_playerguid;
if(!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetGUID())
{
_player->SendLootRelease(GetPlayer()->GetLootGUID());
return;
}
Player *target = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(target_playerguid, 0, HIGHGUID_PLAYER));
if(!target)
return;
sLog.outDebug("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = [%s].", target->GetName());
if(_player->GetLootGUID() != lootguid)
return;
Loot *pLoot = NULL;
if(IS_CREATURE_GUID(GetPlayer()->GetLootGUID()))
{
Creature *pCreature = ObjectAccessor::GetCreature(*GetPlayer(), lootguid);
if(!pCreature)
return;
pLoot = &pCreature->loot;
}
else if(IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
{
GameObject *pGO = ObjectAccessor::GetGameObject(*GetPlayer(), lootguid);
if(!pGO)
return;
pLoot = &pGO->loot;
}
if(!pLoot)
return;
if (slotid > pLoot->items.size())
{
sLog.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %d)",GetPlayer()->GetName(), slotid, pLoot->items.size());
return;
}
LootItem& item = pLoot->items[slotid];
ItemPosCountVec dest;
uint8 msg = target->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item.itemid, item.count );
if ( msg != EQUIP_ERR_OK )
{
target->SendEquipError( msg, NULL, NULL );
_player->SendEquipError( msg, NULL, NULL ); // send duplicate of error massage to master looter
return;
}
// not 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 );
// mark as looted
item.count=0;
item.is_looted=true;
pLoot->NotifyItemRemoved(slotid);
--pLoot->unlootedCount;
}