本文整理汇总了C++中Corpse::IsWithinDistInMap方法的典型用法代码示例。如果您正苦于以下问题:C++ Corpse::IsWithinDistInMap方法的具体用法?C++ Corpse::IsWithinDistInMap怎么用?C++ Corpse::IsWithinDistInMap使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Corpse
的用法示例。
在下文中一共展示了Corpse::IsWithinDistInMap方法的15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: DoLootRelease
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player *player = GetPlayer();
Loot *loot;
player->SetLootGUID(ObjectGuid());
player->SendLootRelease(lguid);
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
if(!player->IsInWorld())
return;
switch(lguid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
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)
{
// 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;
if (player->GetInstanceId())
{
Map *map = go->GetMap();
if (map->IsDungeon())
{
if (map->IsRaidOrHeroicDungeon())
{
((InstanceMap *)map)->PermBindAllPlayers(player);
}
else
{
// the reset time is set but not added to the scheduler
// until the players leave the instance
time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR;
if(InstanceSave *save = player->GetMap()->GetInstanceSave())
if(save->GetResetTime() < resettime) save->SetResetTime(resettime);
}
}
}
// only vein pass this check
if(go_min != 0 && go_max > go_min)
{
float amount_rate = sWorld.getConfig(CONFIG_FLOAT_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.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);
int32 ReqValue = 175;
LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
if(lockInfo)
ReqValue = lockInfo->Skill[0];
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(float(100.0f*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 at next tick
if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
{
//.........这里部分代码省略.........
示例2: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
uint64 guid = player->GetLootGUID();
if (!guid)
return;
Loot* loot = NULL;
bool shareMoney = true;
switch (GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
loot = &go->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
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:
{
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);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(goldPerPlayer);
data << uint8(playersNear.size() > 1 ? 0 : 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);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(loot->gold);
data << uint8(1); // "You loot..."
SendPacket(&data);
}
//.........这里部分代码省略.........
示例3: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
{
DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");
Player *player = GetPlayer();
ObjectGuid guid = player->GetLootGUID();
if (guid.IsEmpty())
return;
Loot *pLoot = NULL;
switch(guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(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 = _player->GetMap()->GetCorpse(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 = GetPlayer()->GetMap()->GetCreature(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 (!guid.IsItem() && player->GetGroup()) //item 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* playerGroup = itr->getSource();
if(!playerGroup)
continue;
if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE),false))
playersNear.push_back(playerGroup);
}
uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney( money_per_player );
(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, 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 );
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
}
pLoot->gold = 0;
pLoot->NotifyMoneyRemoved();
}
}
示例4: DoLootRelease
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)
{
// 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->Skill[0];
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((float)(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() >= urand(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, player);
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
{
if (Group* group = player->GetGroup())
{
if (group->GetLootMethod() != MASTER_LOOT)
//.........这里部分代码省略.........
示例5: DoLootRelease
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: DoLootRelease
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7: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
ObjectGuid guid = player->GetLootGUID();
if (!guid)
return;
Loot* loot = nullptr;
bool shareMoney = true;
switch (guid.GetHigh())
{
case HighGuid::GameObject:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
loot = &go->loot;
break;
}
case HighGuid::Corpse: // remove insignia ONLY in BG
{
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->loot.loot_type == LOOT_PICKPOCKETING);
if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
else
player->SendLootError(guid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
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 != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (player->IsAtGroupRewardDistance(member))
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);
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)->SendDirectMessage(&data);
}
}
else
{
player->ModifyMoney(loot->gold);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold);
//.........这里部分代码省略.........
示例8: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
uint64 guid = player->GetLootGUID();
if (!guid)
return;
Loot* loot = NULL;
bool shareMoney = true;
switch (GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
loot = &go->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
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);
//.........这里部分代码省略.........
示例9: DoLootRelease
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player* player = GetPlayer();
Loot* loot;
player->SetLootGuid(ObjectGuid());
player->SendLootRelease(lguid);
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
if (!player->IsInWorld())
{ return; }
switch (lguid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
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->GetObjectGuid() && 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.getConfig(CONFIG_FLOAT_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.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);
int32 ReqValue = 175;
LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
if (lockInfo)
{ ReqValue = lockInfo->Skill[0]; }
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(float(100.0f * 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 at next tick
if (go->GetUseCount() >= urand(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);
}
go->SetGoState(GO_STATE_READY);
//.........这里部分代码省略.........
示例10: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPackets::Loot::LootMoney& /*packet*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
ObjectGuid guid = player->GetLootGUID();
if (!guid)
return;
Loot* loot = NULL;
bool shareMoney = true;
switch (guid.GetHigh())
{
case HighGuid::GameObject:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
loot = &go->loot;
break;
}
case HighGuid::Corpse: // remove insignia ONLY in BG
{
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::Creature:
case HighGuid::Vehicle:
{
Creature* creature = player->GetMap()->GetCreature(guid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
else
player->SendLootError(guid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
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);
WorldPackets::Loot::LootMoneyNotify packet;
packet.Money = goldPerPlayer;
packet.SoleLooter = playersNear.size() <= 1 ? true : false;
(*i)->SendDirectMessage(packet.Write());
}
}
else
//.........这里部分代码省略.........
示例11: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
{
DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
ObjectGuid guid = player->GetLootGuid();
if (!guid)
{ return; }
Loot* pLoot = NULL;
Item* pItem = NULL;
switch (guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
{ pLoot = &pGameObject->loot; }
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse* bones = _player->GetMap()->GetCorpse(guid);
if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{ pLoot = &bones->loot; }
break;
}
case HIGHGUID_ITEM:
{
pItem = GetPlayer()->GetItemByGuid(guid);
if (!pItem || !pItem->HasGeneratedLoot())
{ return; }
pLoot = &pItem->loot;
break;
}
case HIGHGUID_UNIT:
{
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(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)
{
pLoot->NotifyMoneyRemoved();
if (!guid.IsItem() && player->GetGroup()) // item 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* playerGroup = itr->getSource();
if (!playerGroup)
{ continue; }
if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
{ playersNear.push_back(playerGroup); }
}
uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
data << uint32(money_per_player);
(*i)->GetSession()->SendPacket(&data);
}
}
else
{ player->ModifyMoney(pLoot->gold); }
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->OnLootMoney(player, pLoot->gold);
#endif /* ENABLE_ELUNA */
pLoot->gold = 0;
if (pItem)
{ pItem->SetLootState(ITEM_LOOT_CHANGED); }
}
//.........这里部分代码省略.........
示例12: DoLootRelease
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)
{
// 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;
//.........这里部分代码省略.........
示例13: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
uint64 guid = player->GetLootGUID();
if (!guid)
return;
Loot* masterLoot = NULL;
std::list<Loot*> linkedLoots;
bool shareMoney = true;
switch (GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
masterLoot = &go->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
masterLoot = &bones->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_ITEM:
{
if (Item* item = player->GetItemByGuid(guid))
{
masterLoot = &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))
{
masterLoot = &creature->loot;
if (creature->isAlive())
shareMoney = false;
// Check creature around for radius loot
else
{
std::list<Creature*> linkedLootCreatures;
CellCoord p(WoWSource::ComputeCellCoord(player->GetPositionX(), player->GetPositionY()));
Cell cell(p);
cell.SetNoCreate();
WoWSource::AllDeadCreaturesInRange check(player, 25.0f, creature->GetGUID());
WoWSource::CreatureListSearcher<WoWSource::AllDeadCreaturesInRange> searcher(player, linkedLootCreatures, check);
TypeContainerVisitor<WoWSource::CreatureListSearcher<WoWSource::AllDeadCreaturesInRange>, GridTypeMapContainer> cSearcher(searcher);
cell.Visit(p, cSearcher, *(player->GetMap()), *player, 25.0f);
for (auto itr : linkedLootCreatures)
{
Player* recipient = itr->GetLootRecipient();
if (!recipient)
continue;
if (itr->loot.HasLooter(player->GetGUID()))
linkedLoots.push_back(&itr->loot);
}
}
}
break;
}
default:
return; // unlootable type
}
if (masterLoot)
linkedLoots.push_back(masterLoot);
for (auto loot : linkedLoots)
{
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)
//.........这里部分代码省略.........
示例14: HandleLootMoneyOpcode
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;
bool shareMoney = true;
switch (GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(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;
shareMoney = false;
}
break;
}
case HIGHGUID_ITEM:
{
if (Item* item = GetPlayer()->GetItemByGuid(guid))
{
pLoot = &item->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_UNIT:
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(guid);
bool ok_loot = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_SKINNING);
if (ok_loot && creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
pLoot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
else
player->SendLootError(guid, ok_loot ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
break;
}
default:
return; // unlootable type
}
if (pLoot)
{
pLoot->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* 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<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
data << uint32(money_per_player);
(*i)->GetSession()->SendPacket(&data);
}
}
else
player->ModifyMoney(pLoot->gold);
pLoot->gold = 0;
}
}
示例15: HandleLootMoneyOpcode
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
{
DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
ObjectGuid guid = player->GetLootGuid();
if (!guid)
return;
Loot* pLoot = NULL;
Item* pItem = NULL;
switch (guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
pLoot = &pGameObject->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse* bones = _player->GetMap()->GetCorpse(guid);
if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
pLoot = &bones->loot;
break;
}
case HIGHGUID_ITEM:
{
pItem = GetPlayer()->GetItemByGuid(guid);
if (!pItem || !pItem->HasGeneratedLoot())
return;
pLoot = &pItem->loot;
break;
}
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
{
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(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)
{
pLoot->NotifyMoneyRemoved();
if (!guid.IsItem() && player->GetGroup()) // item 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* playerGroup = itr->getSource();
if (!playerGroup)
continue;
if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
playersNear.push_back(playerGroup);
}
if (playersNear.size() == 0)
{
sLog.outError("WorldSession::HandleLootMoneyOpcode %s try aquire group loot without any group member! Cheat attempt assumed.", player->GetObjectGuid().GetString().c_str());
return;
}
uint64 money_per_player = uint32((pLoot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
if (Guild* guild = sGuildMgr.GetGuildById((*i)->GetGuildId()))
if (uint32 guildGold = (*i)->GetTotalAuraModifier(SPELL_AURA_MOD_MONEY_TO_GUILD_BANK) / 100.0f * money_per_player)
guild->HandleCashFlow(guildGold, *i);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4+1);
data << uint32(money_per_player);
data << uint8(playersNear.size() > 1 ? 0 : 1);// 0 is "you share of loot..."
(*i)->GetSession()->SendPacket(&data);
}
}
else
//.........这里部分代码省略.........