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C++ IS_CORPSE_GUID函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IS_CORPSE_GUID函数的典型用法代码示例。如果您正苦于以下问题:C++ IS_CORPSE_GUID函数的具体用法?C++ IS_CORPSE_GUID怎么用?C++ IS_CORPSE_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_CORPSE_GUID函数的9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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: 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);
}
开发者ID:FirstCore,项目名称:Trinity-Zero,代码行数:63,代码来源:LootHandler.cpp


示例2: 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.........
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:101,代码来源:LootHandler.cpp


示例3: 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.........
开发者ID:Trust123,项目名称:ElunaTrinityCata,代码行数:101,代码来源:LootHandler.cpp


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.........
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:101,代码来源:LootHandler.cpp


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)
        {
            // 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.........
开发者ID:Kerpele,项目名称:UnNamedWoW,代码行数:101,代码来源:LootHandler.cpp


示例6: 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);
}
开发者ID:JiniaTS,项目名称:ArkCORE2,代码行数:84,代码来源:LootHandler.cpp


示例7: 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);
}
开发者ID:CATACLYSMDEV,项目名称:JadeCore-5.4.8-18291--dev-,代码行数:94,代码来源:LootHandler.cpp


示例8: 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.........
开发者ID:Cailiaock,项目名称:5.4.7-Wow-source,代码行数:101,代码来源:LootHandler.cpp


示例9: 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);
}
开发者ID:yiuyiu5000,项目名称:trinitycore-1,代码行数:66,代码来源:LootHandler.cpp



注:本文中的IS_CORPSE_GUID函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ IS_CRE_OR_VEH_GUID函数代码示例发布时间:2022-05-30
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