* Even more restructuring of the game library.
--HG-- branch : trunk
This commit is contained in:
@@ -1,549 +0,0 @@
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "WorldPacket.h"
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#include "Log.h"
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#include "Corpse.h"
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#include "GameObject.h"
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#include "Player.h"
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#include "ObjectAccessor.h"
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#include "WorldSession.h"
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#include "LootMgr.h"
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#include "Object.h"
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#include "Group.h"
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#include "World.h"
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#include "Util.h"
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void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
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{
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sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
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Player *player = GetPlayer();
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uint64 lguid = player->GetLootGUID();
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Loot *loot;
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uint8 lootSlot;
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recv_data >> lootSlot;
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if (IS_GAMEOBJECT_GUID(lguid))
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{
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GameObject *go = player->GetMap()->GetGameObject(lguid);
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// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
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if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
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{
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player->SendLootRelease(lguid);
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return;
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}
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loot = &go->loot;
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}
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else if (IS_ITEM_GUID(lguid))
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{
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Item *pItem = player->GetItemByGuid(lguid);
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if (!pItem)
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{
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player->SendLootRelease(lguid);
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return;
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}
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loot = &pItem->loot;
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}
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else if (IS_CORPSE_GUID(lguid))
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{
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Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
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if (!bones)
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{
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player->SendLootRelease(lguid);
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return;
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}
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loot = &bones->loot;
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}
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else
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{
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
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if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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{
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player->SendLootRelease(lguid);
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return;
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}
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loot = &pCreature->loot;
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}
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QuestItem *qitem = NULL;
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QuestItem *ffaitem = NULL;
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QuestItem *conditem = NULL;
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LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
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if (!item)
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{
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player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
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return;
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}
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// questitems use the blocked field for other purposes
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if (!qitem && item->is_blocked)
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{
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player->SendLootRelease(lguid);
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return;
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}
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ItemPosCountVec dest;
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uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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{
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Item * newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);
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if (qitem)
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{
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qitem->is_looted = true;
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//freeforall is 1 if everyone's supposed to get the quest item.
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if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
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player->SendNotifyLootItemRemoved(lootSlot);
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else
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loot->NotifyQuestItemRemoved(qitem->index);
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}
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else
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{
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if (ffaitem)
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{
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//freeforall case, notify only one player of the removal
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ffaitem->is_looted=true;
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player->SendNotifyLootItemRemoved(lootSlot);
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}
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else
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{
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//not freeforall, notify everyone
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if (conditem)
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conditem->is_looted=true;
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loot->NotifyItemRemoved(lootSlot);
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}
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}
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//if only one person is supposed to loot the item, then set it to looted
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if (!item->freeforall)
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item->is_looted = true;
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--loot->unlootedCount;
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player->SendNewItem(newitem, uint32(item->count), false, false, true);
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
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}
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else
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player->SendEquipError(msg, NULL, NULL);
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}
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void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
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{
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sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
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Player *player = GetPlayer();
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uint64 guid = player->GetLootGUID();
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if (!guid)
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return;
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Loot *pLoot = NULL;
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switch(GUID_HIPART(guid))
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{
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case HIGHGUID_GAMEOBJECT:
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{
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GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
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// not check distance for GO in case owned GO (fishing bobber case, for example)
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if (pGameObject && ((pGameObject->GetOwnerGUID() == _player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE))))
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pLoot = &pGameObject->loot;
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break;
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}
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case HIGHGUID_CORPSE: // remove insignia ONLY in BG
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{
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Corpse *bones = ObjectAccessor::GetCorpse(*GetPlayer(), guid);
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if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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pLoot = &bones->loot;
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break;
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}
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case HIGHGUID_ITEM:
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{
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if (Item *item = GetPlayer()->GetItemByGuid(guid))
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pLoot = &item->loot;
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break;
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}
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case HIGHGUID_UNIT:
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{
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
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if (ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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pLoot = &pCreature->loot ;
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break;
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}
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default:
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return; // unlootable type
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}
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if (pLoot)
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{
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if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player
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{
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Group *group = player->GetGroup();
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std::vector<Player*> playersNear;
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for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* playerGroup = itr->getSource();
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if (!playerGroup)
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continue;
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if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
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playersNear.push_back(playerGroup);
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}
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uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
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for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
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{
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(*i)->ModifyMoney(money_per_player);
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(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
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//Offset surely incorrect, but works
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
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data << uint32(money_per_player);
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(*i)->GetSession()->SendPacket(&data);
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}
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}
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else
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{
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player->ModifyMoney(pLoot->gold);
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
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}
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pLoot->gold = 0;
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pLoot->NotifyMoneyRemoved();
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}
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}
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void WorldSession::HandleLootOpcode(WorldPacket & recv_data)
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{
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sLog.outDebug("WORLD: CMSG_LOOT");
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uint64 guid;
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recv_data >> guid;
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// Check possible cheat
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if (!_player->isAlive())
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return;
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GetPlayer()->SendLoot(guid, LOOT_CORPSE);
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}
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void WorldSession::HandleLootReleaseOpcode(WorldPacket & recv_data)
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{
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sLog.outDebug("WORLD: CMSG_LOOT_RELEASE");
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// cheaters can modify lguid to prevent correct apply loot release code and re-loot
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// use internal stored guid
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recv_data.read_skip<uint64>(); // guid;
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if (uint64 lguid = GetPlayer()->GetLootGUID())
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DoLootRelease(lguid);
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}
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void WorldSession::DoLootRelease(uint64 lguid)
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{
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Player *player = GetPlayer();
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Loot *loot;
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player->SetLootGUID(0);
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player->SendLootRelease(lguid);
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player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
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if (!player->IsInWorld())
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return;
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if (IS_GAMEOBJECT_GUID(lguid))
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{
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GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);
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// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
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if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
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return;
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loot = &go->loot;
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if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
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{
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// locked doors are opened with spelleffect openlock, prevent remove its as looted
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go->UseDoorOrButton();
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}
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else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
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{
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// GO is mineral vein? so it is not removed after its looted
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if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
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{
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uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
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uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;
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// only vein pass this check
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if (go_min != 0 && go_max > go_min)
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{
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float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
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float min_amount = go_min*amount_rate;
|
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float max_amount = go_max*amount_rate;
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go->AddUse();
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float uses = float(go->GetUseCount());
|
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if (uses < max_amount)
|
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{
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if (uses >= min_amount)
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{
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float chance_rate = sWorld.getRate(RATE_MINING_NEXT);
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int32 ReqValue = 175;
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LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
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if (lockInfo)
|
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ReqValue = lockInfo->Skill[0];
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float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
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double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
|
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if (roll_chance_f(100*chance+skill))
|
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{
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go->SetLootState(GO_READY);
|
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}
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else // not have more uses
|
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go->SetLootState(GO_JUST_DEACTIVATED);
|
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}
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else // 100% chance until min uses
|
||||
go->SetLootState(GO_READY);
|
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}
|
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else // max uses already
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go->SetLootState(GO_JUST_DEACTIVATED);
|
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}
|
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else // not vein
|
||||
go->SetLootState(GO_JUST_DEACTIVATED);
|
||||
}
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else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
|
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{ // The fishing hole used once more
|
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go->AddUse(); // if the max usage is reached, will be despawned in next tick
|
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if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
|
||||
{
|
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go->SetLootState(GO_JUST_DEACTIVATED);
|
||||
}
|
||||
else
|
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go->SetLootState(GO_READY);
|
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}
|
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else // not chest (or vein/herb/etc)
|
||||
go->SetLootState(GO_JUST_DEACTIVATED);
|
||||
|
||||
loot->clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
// not fully looted object
|
||||
go->SetLootState(GO_ACTIVATED);
|
||||
|
||||
// if the round robin player release, reset it.
|
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if (player->GetGUID() == loot->roundRobinPlayer)
|
||||
{
|
||||
if (Group* pGroup = player->GetGroup())
|
||||
{
|
||||
if (pGroup->GetLootMethod() != MASTER_LOOT)
|
||||
{
|
||||
loot->roundRobinPlayer = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
loot->roundRobinPlayer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
|
||||
ItemPrototype const* proto = pItem->GetProto();
|
||||
|
||||
// destroy only 5 items from stack in case prospecting and milling
|
||||
if ((proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
|
||||
proto->Class == ITEM_CLASS_TRADE_GOODS)
|
||||
{
|
||||
pItem->m_lootGenerated = false;
|
||||
pItem->loot.clear();
|
||||
|
||||
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;
|
||||
|
||||
player->DestroyItemCount(pItem, count, true);
|
||||
}
|
||||
else
|
||||
// FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
|
||||
player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
|
||||
return; // item can be looted only single player
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
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);
|
||||
pCreature->SetLootRecipient(NULL);
|
||||
loot->clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the round robin player release, reset it.
|
||||
if (player->GetGUID() == loot->roundRobinPlayer)
|
||||
{
|
||||
if (Group* pGroup = player->GetGroup())
|
||||
{
|
||||
if (pGroup->GetLootMethod() != MASTER_LOOT)
|
||||
{
|
||||
loot->roundRobinPlayer = 0;
|
||||
pGroup->SendLooter(pCreature, NULL);
|
||||
|
||||
// force update of dynamic flags, otherwise other group's players still not able to loot.
|
||||
pCreature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
|
||||
}
|
||||
}
|
||||
else
|
||||
loot->roundRobinPlayer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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)
|
||||
{
|
||||
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_CRE_OR_VEH_GUID(GetPlayer()->GetLootGUID()))
|
||||
{
|
||||
Creature *pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
|
||||
if (!pCreature)
|
||||
return;
|
||||
|
||||
pLoot = &pCreature->loot;
|
||||
}
|
||||
else if (IS_GAMEOBJECT_GUID(GetPlayer()->GetLootGUID()))
|
||||
{
|
||||
GameObject *pGO = GetPlayer()->GetMap()->GetGameObject(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 %lu)",GetPlayer()->GetName(), slotid, (unsigned long)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);
|
||||
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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user