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https://github.com/azerothcore/mod-aoe-loot
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chore. Restructure directory files (#34)
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164
src/aoe_loot.cpp
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164
src/aoe_loot.cpp
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "aoe_loot.h"
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void OnCreatureLootAOE(Player* player)
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{
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bool _enable = sConfigMgr->GetOption<bool>("AOELoot.Enable", true);
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if (!_enable)
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return;
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float range = sConfigMgr->GetOption<float>("AOELoot.Range", 30.0);
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std::list<Creature*> deadCreatures;
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uint32 gold = 0;
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player->GetDeadCreatureListInGrid(deadCreatures, range);
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ObjectGuid lootGuid = player->GetLootGUID();
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for (auto& _creature : deadCreatures)
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{
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Loot* loot = &_creature->loot;
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gold += loot->gold;
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loot->gold = 0;
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uint8 maxSlot = loot->GetMaxSlotInLootFor(player);
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for (uint32 lootSlot = 0; lootSlot < maxSlot; ++lootSlot)
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{
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InventoryResult msg;
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LootItem* lootItem = player->StoreLootItem(lootSlot, loot, msg);
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if (msg != EQUIP_ERR_OK && lootGuid.IsItem() && loot->loot_type != LOOT_CORPSE)
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{
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lootItem->is_looted = true;
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loot->NotifyItemRemoved(lootItem->itemIndex);
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loot->unlootedCount--;
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player->SendItemRetrievalMail(lootItem->itemid, lootItem->count);
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}
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else
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{
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player->SendLootRelease(lootGuid);
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}
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}
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if (loot->isLooted())
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{
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// skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
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if (!_creature->IsAlive())
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_creature->AllLootRemovedFromCorpse();
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_creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
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loot->clear();
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}
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else
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{
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// if the round robin player release, reset it.
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if (player->GetGUID() == loot->roundRobinPlayer)
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{
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loot->roundRobinPlayer.Clear();
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if (Group* group = player->GetGroup())
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group->SendLooter(_creature, nullptr);
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}
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// force dynflag update to update looter and lootable info
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_creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
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}
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}
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if (player->GetGroup())
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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 != nullptr; itr = itr->next())
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{
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Player* member = itr->GetSource();
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if (!member)
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continue;
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if (player->IsAtLootRewardDistance(member))
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playersNear.push_back(member);
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}
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uint32 goldPerPlayer = uint32((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(goldPerPlayer);
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(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
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data << uint32(goldPerPlayer);
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data << uint8(playersNear.size() > 1 ? 0 : 1);
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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(gold);
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player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, gold);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
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data << uint32(gold);
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data << uint8(1);
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player->GetSession()->SendPacket(&data);
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}
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}
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void AoeLootPlayer::OnLogin(Player* player)
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Enable", true))
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{
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ChatHandler(player->GetSession()).PSendSysMessage(AOE_ACORE_STRING_MESSAGE);
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}
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}
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bool AoeLootPlayer::CanSendErrorAlreadyLooted(Player* /*player*/)
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{
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return true;
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}
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void AoeLootPlayer::OnAfterCreatureLoot(Player* player)
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{
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OnCreatureLootAOE(player);
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}
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void AoeLootPlayer::OnBeforeLootMoney(Player* player, Loot*)
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{
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OnCreatureLootAOE(player);
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}
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/*
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* This function is responsible for deleting the player's leftover items.
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* But it only deletes those that are from a quest, and that cannot be obtained if the quest were not being carried out.
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* Since there are some items that can be obtained even if you are not doing a quest.
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*/
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void AoeLootPlayer::OnPlayerCompleteQuest(Player* player, Quest const* quest)
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{
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for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
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{
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if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i]))
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{
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if ((itemTemplate->Bonding == BIND_QUEST_ITEM) && (!quest->IsRepeatable()))
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{
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player->DestroyItemCount(quest->RequiredItemId[i], 9999, true);
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}
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}
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}
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}
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