本文整理汇总了C++中IS_ITEM_GUID函数的典型用法代码示例。如果您正苦于以下问题:C++ IS_ITEM_GUID函数的具体用法?C++ IS_ITEM_GUID怎么用?C++ IS_ITEM_GUID使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IS_ITEM_GUID函数的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: HandleLootOpcode
void WorldSession::HandleLootOpcode(WorldPacket& recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT");
uint64 guid;
recvData >> guid;
// Check possible cheat
if (!IS_ITEM_GUID(guid))
;
else
{
KickPlayer();
return;
}
if (!_player->isAlive())
{
_player->SendLootRelease(guid);
return;
}
GetPlayer()->SendLoot(guid, LOOT_CORPSE);
// interrupt cast
if (GetPlayer()->IsNonMeleeSpellCasted(false))
GetPlayer()->InterruptNonMeleeSpells(false);
}
示例2: GetPlayer
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
uint64 lguid = player->GetLootGUID();
Loot* loot = NULL;
uint8 lootSlot = 0;
recv_data >> lootSlot;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->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 if (IS_CORPSE_GUID(lguid))
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootRelease(lguid);
return;
}
loot = &creature->loot;
}
player->StoreLootItem(lootSlot, loot);
}
示例3: CHECK_PACKET_SIZE
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 = 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->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 if (IS_CORPSE_GUID(lguid))
{
Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
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))
{
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)
{
//.........这里部分代码省略.........
示例4: GetPlayer
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 (!player->IsInWorld())
return;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->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 ((go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.consumable) || loot->isLooted())
{
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 if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
}
}
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) &&
proto->Class == ITEM_CLASS_TRADE_GOODS)
{
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 = 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 (player->GetGUID() == loot->looterGUID)
{
loot->looterGUID = 0;
if (Group *group = player->GetGroup())
group->SendRoundRobin(loot, pCreature);
}
if (loot->isLooted())
//.........这里部分代码省略.........
示例5: GetPlayer
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 (!player->IsInWorld())
return;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->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)
{
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() >= go->GetGOValue()->FishingHole.MaxOpens)
go->SetLootState(GO_JUST_DEACTIVATED);
else
go->SetLootState(GO_READY);
}
else
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
}
else
{
// not fully looted object
go->SetLootState(GO_ACTIVATED, player);
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
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;
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
{
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
{
if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
}
return; // item can be looted only single player
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
//.........这里部分代码省略.........
示例6: TC_LOG_DEBUG
//.........这里部分代码省略.........
Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &bones->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_ITEM:
{
if (Item* item = player->GetItemByGuid(guid))
{
loot = &item->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
{
Creature* creature = player->GetMap()->GetCreature(guid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
break;
}
default:
return; // unlootable type
}
if (loot)
{
loot->NotifyMoneyRemoved();
if (shareMoney && player->GetGroup()) //item, pickpocket and players 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* member = itr->GetSource();
if (!member)
continue;
if (player->IsWithinDistInMap(member, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false))
playersNear.push_back(member);
}
uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(goldPerPlayer);
(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
if (Guild* guild = sGuildMgr->GetGuildById((*i)->GetGuildId()))
if (uint32 guildGold = CalculatePct(goldPerPlayer, (*i)->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT)))
guild->HandleMemberDepositMoney(this, guildGold, true);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(goldPerPlayer);
data << uint8(playersNear.size() <= 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..."
(*i)->GetSession()->SendPacket(&data);
}
}
else
{
player->ModifyMoney(loot->gold);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold);
if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
if (uint32 guildGold = CalculatePct(loot->gold, player->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT)))
guild->HandleMemberDepositMoney(this, guildGold, true);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(loot->gold);
data << uint8(1); // "You loot..."
SendPacket(&data);
}
#ifdef ELUNA
sHookMgr->OnLootMoney(player, loot->gold);
#endif
loot->gold = 0;
// Delete the money loot record from the DB
if (loot->containerID > 0)
loot->DeleteLootMoneyFromContainerItemDB();
// Delete container if empty
if (loot->isLooted() && IS_ITEM_GUID(guid))
player->GetSession()->DoLootRelease(guid);
}
}
示例7: GetPlayer
//.........这里部分代码省略.........
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 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;
// 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());
}
示例8: GetPlayer
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
bool isCurrency = recv_data.GetOpcode() == CMSG_AUTOSTORE_LOOT_CURRENCY;
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
uint64 lguid = player->GetLootGUID();
Loot* loot = NULL;
uint8 lootSlot = 0;
uint32 objEntry = 0;
uint32 objType = 0;
recv_data >> lootSlot;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
{
player->SendLootRelease(lguid);
return;
}
objEntry = go->GetGOInfo()->entry;
objType = 3;
loot = &go->loot;
}
else if (IS_ITEM_GUID(lguid))
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
return;
}
objEntry = pItem->GetTemplate()->ItemId;
objType = 2;
loot = &pItem->loot;
}
else if (IS_CORPSE_GUID(lguid))
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool ok_loot = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!ok_loot || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootRelease(lguid);
return;
}
objEntry = creature->GetCreatureTemplate()->Entry;
objType = 1;
loot = &creature->loot;
}
if (isCurrency && loot)
{
uint8 currencys = 0;
std::list<CurrencyLoot> temp = sObjectMgr->GetCurrencyLoot(objEntry, objType);
for (std::list<CurrencyLoot>::iterator i = temp.begin(); i != temp.end(); ++i)
{
if (currencys == lootSlot)
player->SetCurrency(i->CurrencyId, i->CurrencyAmount * 100);
++currencys;
}
}
else if (loot)
player->StoreLootItem(lootSlot, loot);
}
示例9: GetPlayer
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
uint64 guid = player->GetLootGUID();
Loot* loot = NULL;
uint8 count = 0;
if (IS_GAMEOBJECT_GUID(guid))
{
GameObject* go = player->GetMap()->GetGameObject(guid);
// 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(guid);
return;
}
loot = &go->loot;
}
else if (IS_ITEM_GUID(guid))
{
Item* pItem = player->GetItemByGuid(guid);
if (!pItem)
{
player->SendLootRelease(guid);
return;
}
loot = &pItem->loot;
}
else if (IS_CORPSE_GUID(guid))
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
if (!bones)
{
player->SendLootRelease(guid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(guid);
bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootRelease(guid);
return;
}
loot = &creature->loot;
}
uint32 Count = recvData.ReadBits(23);
std::map<uint32, ObjectGuid> Guids;
for (uint32 i = 0 ; i < Count ; ++i)
{
(Guids[i])[2] = recvData.ReadBit();
(Guids[i])[7] = recvData.ReadBit();
(Guids[i])[0] = recvData.ReadBit();
(Guids[i])[6] = recvData.ReadBit();
(Guids[i])[5] = recvData.ReadBit();
(Guids[i])[3] = recvData.ReadBit();
(Guids[i])[1] = recvData.ReadBit();
(Guids[i])[4] = recvData.ReadBit();
}
for (uint32 i = 0 ; i < Count ; ++i)
{
recvData.ReadByteSeq((Guids[i])[0]);
recvData.ReadByteSeq((Guids[i])[4]);
recvData.ReadByteSeq((Guids[i])[1]);
recvData.ReadByteSeq((Guids[i])[7]);
recvData.ReadByteSeq((Guids[i])[6]);
recvData.ReadByteSeq((Guids[i])[5]);
recvData.ReadByteSeq((Guids[i])[3]);
recvData.ReadByteSeq((Guids[i])[2]);
uint8 lootSlot;
recvData >> lootSlot;
player->StoreLootItem(lootSlot, loot, guid);
}
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && IS_ITEM_GUID(guid))
player->GetSession()->DoLootRelease(guid);
}
示例10: GetPlayer
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
uint64 lguid = player->GetLootGUID();
Loot* loot = NULL;
uint8 lootSlot = 0;
uint8 linkedLootSlot = 255;
uint32 count = recvData.ReadBits(23);
std::vector<ObjectGuid> guids;
guids.resize(count);
uint8 bitOrder[8] = { 2, 1, 5, 7, 4, 3, 0, 6 };
for (uint32 i = 0; i < count; i++)
recvData.ReadBitInOrder(guids[i], bitOrder);
recvData.FlushBits();
for (uint32 i = 0; i < count; i++)
{
recvData.ReadByteSeq(guids[i][0]);
recvData.ReadByteSeq(guids[i][3]);
recvData >> lootSlot;
recvData.ReadByteSeq(guids[i][7]);
recvData.ReadByteSeq(guids[i][2]);
recvData.ReadByteSeq(guids[i][4]);
recvData.ReadByteSeq(guids[i][1]);
recvData.ReadByteSeq(guids[i][6]);
recvData.ReadByteSeq(guids[i][5]);
linkedLootSlot = 0xFF;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->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 if (IS_CORPSE_GUID(lguid))
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!lootAllowed || (!creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE) && !_player->HasSpell(125048)))
{
player->SendLootRelease(lguid);
return;
}
loot = &creature->loot;
if (loot->isLinkedLoot(lootSlot))
{
LinkedLootInfo linkedLootInfo = loot->getLinkedLoot(lootSlot);
creature = player->GetCreature(*player, linkedLootInfo.creatureGUID);
if (!creature)
{
player->SendLootRelease(lguid);
return;
}
loot = &creature->loot;
linkedLootSlot = lootSlot;
lootSlot = linkedLootInfo.slot;
}
}
//.........这里部分代码省略.........
示例11: TC_LOG_DEBUG
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
uint64 lguid = player->GetLootGUID();
Loot* loot = NULL;
uint8 lootSlot = 0;
recvData >> lootSlot;
if (IS_GAMEOBJECT_GUID(lguid))
{
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->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 if (IS_CORPSE_GUID(lguid))
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
return;
}
loot = &creature->loot;
}
player->StoreLootItem(lootSlot, loot);
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && IS_ITEM_GUID(lguid))
player->GetSession()->DoLootRelease(lguid);
}