mirror of
https://github.com/azerothcore/mod-aoe-loot
synced 2025-11-29 21:38:16 +08:00
192 lines
5.3 KiB
C++
192 lines
5.3 KiB
C++
/*
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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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#include <algorithm>
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#include <limits>
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void AOELootPlayer::OnPlayerLogin(Player* player)
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{
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if (!player)
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return;
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if (sConfigMgr->GetOption<bool>("AOELoot.Enable", true))
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Message", true))
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{
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if (WorldSession* session = player->GetSession())
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ChatHandler(session).PSendSysMessage(AOE_ACORE_STRING_MESSAGE);
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}
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}
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}
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bool AOELootServer::CanPacketReceive(WorldSession* session, WorldPacket& packet)
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{
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// Only handle loot packets
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if (packet.GetOpcode() != CMSG_LOOT)
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return true;
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// Basic validation checks
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if (!session)
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return true;
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Player* player = session->GetPlayer();
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if (!player)
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return true;
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// Check if module is enabled
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if (!sConfigMgr->GetOption<bool>("AOELoot.Enable", true))
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return true;
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// Check group settings
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if (player->GetGroup() && !sConfigMgr->GetOption<bool>("AOELoot.Group", true))
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return true;
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// Get configured loot range
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float range = sConfigMgr->GetOption<float>("AOELoot.Range", 30.0f);
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// Limit range to reasonable values
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if (range < 5.0f)
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range = 5.0f;
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if (range > 100.0f)
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range = 100.0f;
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// Read target GUID from packet
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ObjectGuid targetGuid;
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packet >> targetGuid;
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if (!targetGuid)
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return true;
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// Get target creature
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Creature* mainCreature = player->GetMap()->GetCreature(targetGuid);
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if (!mainCreature)
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return true;
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// Check if main creature has loot
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if (!mainCreature->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE))
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return true;
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// Get nearby corpses
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std::list<Creature*> nearbyCorpses;
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player->GetDeadCreatureListInGrid(nearbyCorpses, range);
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// Remove invalid corpses and main target
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nearbyCorpses.remove_if([&](Creature* c)
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{
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return !c ||
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c->GetGUID() == targetGuid ||
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!c->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE) ||
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!player->isAllowedToLoot(c);
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});
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// If no other corpses, process normally
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if (nearbyCorpses.empty())
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{
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player->SendLoot(targetGuid, LOOT_CORPSE);
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return false;
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}
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// Get main loot
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Loot* mainLoot = &mainCreature->loot;
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// Limit number of corpses to process
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size_t const maxCorpses = 10; // set to 10 to improve stability
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size_t processedCorpses = 0;
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// Track total gold to merge
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uint32 totalGold = mainLoot->gold;
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// Collect all items to merge (don't modify main loot directly)
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std::vector<LootItem> itemsToAdd;
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std::vector<LootItem> questItemsToAdd;
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for (Creature* creature : nearbyCorpses)
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{
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if (processedCorpses >= maxCorpses)
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break;
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if (!creature)
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continue;
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Loot* loot = &creature->loot;
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// Skip already looted corpses
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if (loot->isLooted())
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continue;
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// Collect gold
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if (loot->gold > 0)
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{
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// Prevent overflow
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if (totalGold < (std::numeric_limits<uint32>::max() - loot->gold))
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totalGold += loot->gold;
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}
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// Collect regular items
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for (size_t i = 0; i < loot->items.size(); ++i)
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{
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// Check if there's still space
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if ((mainLoot->items.size() + itemsToAdd.size() + mainLoot->quest_items.size() + questItemsToAdd.size()) >= 15)
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break;
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itemsToAdd.push_back(loot->items[i]);
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}
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// Collect quest items
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for (size_t i = 0; i < loot->quest_items.size(); ++i)
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{
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// Check if there's still space
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if ((mainLoot->items.size() + itemsToAdd.size() + mainLoot->quest_items.size() + questItemsToAdd.size()) >= 15)
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break;
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questItemsToAdd.push_back(loot->quest_items[i]);
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}
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// Clear source loot (but don't modify vector directly)
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loot->clear();
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creature->AllLootRemovedFromCorpse();
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creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
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processedCorpses++;
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}
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// Now safely add collected items to main loot
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// Update gold
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mainLoot->gold = totalGold;
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// Add regular items
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for (const auto& item : itemsToAdd)
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{
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if (mainLoot->items.size() < 15)
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mainLoot->items.push_back(item);
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}
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// Add quest items
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for (const auto& item : questItemsToAdd)
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{
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if (mainLoot->quest_items.size() < 15)
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mainLoot->quest_items.push_back(item);
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}
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// Send merged loot window
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player->SendLoot(targetGuid, LOOT_CORPSE);
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return false;
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}
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