2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 m_DailyQuestChanged
= false;
350 m_lastDailyQuestTime
= 0;
352 for (int i
=0; i
<MAX_TIMERS
; ++i
)
353 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
355 m_MirrorTimerFlags
= UNDERWATER_NONE
;
356 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
362 m_deathExpireTime
= 0;
366 m_DetectInvTimer
= 1*IN_MILISECONDS
;
368 m_bgBattleGroundID
= 0;
369 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
370 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
372 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
373 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
377 m_logintime
= time(NULL
);
378 m_Last_tick
= m_logintime
;
379 m_WeaponProficiency
= 0;
380 m_ArmorProficiency
= 0;
383 m_canDualWield
= false;
384 m_canTitanGrip
= false;
387 m_temporaryUnsummonedPetNumber
= 0;
388 //cache for UNIT_CREATED_BY_SPELL to allow
389 //returning reagents for temporarily removed pets
390 //when dying/logging out
393 ////////////////////Rest System/////////////////////
400 rest_type
=REST_TYPE_NO
;
401 ////////////////////Rest System/////////////////////
403 m_mailsLoaded
= false;
404 m_mailsUpdated
= false;
406 m_nextMailDelivereTime
= 0;
408 m_resetTalentsCost
= 0;
409 m_resetTalentsTime
= 0;
410 m_itemUpdateQueueBlocked
= false;
412 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
413 m_forced_speed_changes
[i
] = 0;
417 /////////////////// Instance System /////////////////////
420 m_InstanceValid
= true;
421 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
425 for (int i
= 0; i
< BASEMOD_END
; ++i
)
427 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
428 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
431 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
432 m_baseRatingValue
[i
] = 0;
434 m_baseSpellDamage
= 0;
435 m_baseSpellHealing
= 0;
440 m_lastHonorUpdateTime
= time(NULL
);
449 //Default movement to run mode
450 m_unit_movement_flags
= 0;
455 m_bgAfkReportedTimer
= 0;
456 m_contestedPvPTimer
= 0;
458 m_declinedname
= NULL
;
467 CleanupsBeforeDelete();
469 // it must be unloaded already in PlayerLogout and accessed only for loggined player
472 // Note: buy back item already deleted from DB when player was saved
473 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
480 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
483 //all mailed items should be deleted, also all mail should be deallocated
484 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
487 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
488 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
490 delete PlayerTalkClass
;
494 m_transport
->RemovePassenger(this);
497 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
499 delete ItemSetEff
[x
];
501 // clean up player-instance binds, may unload some instance saves
502 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
503 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
504 itr
->second
.save
->RemovePlayer(this);
506 delete m_declinedname
;
510 void Player::CleanupsBeforeDelete()
512 if(m_uint32Values
) // only for fully created Object
515 DuelComplete(DUEL_INTERUPTED
);
517 Unit::CleanupsBeforeDelete();
520 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
522 //FIXME: outfitId not used in player creating
524 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
528 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
531 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
535 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
541 SetMapId(info
->mapId
);
542 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
544 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
547 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
551 uint8 powertype
= cEntry
->powerType
;
553 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
554 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
559 SetDisplayId(info
->displayId_f
);
560 SetNativeDisplayId(info
->displayId_f
);
563 SetDisplayId(info
->displayId_m
);
564 SetNativeDisplayId(info
->displayId_m
);
567 sLog
.outError("Invalid gender %u for player",gender
);
572 setFactionForRace(m_race
);
574 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
576 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
577 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
578 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
579 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
580 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
581 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
583 // -1 is default value
584 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
586 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
587 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
588 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
590 SetUInt32Value( PLAYER_GUILDID
, 0 );
591 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
592 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
594 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
595 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
596 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
597 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
598 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
599 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
600 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
602 // set starting level
603 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
604 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
605 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
607 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
609 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
610 if(gm_level
> start_level
)
611 start_level
= gm_level
;
614 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
618 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
619 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
620 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
623 m_Last_tick
= time(NULL
);
624 m_Played_time
[0] = 0;
625 m_Played_time
[1] = 0;
627 // base stats and related field values
629 InitTaxiNodesForLevel();
630 InitGlyphsForLevel();
631 InitTalentForLevel();
632 InitPrimaryProffesions(); // to max set before any spell added
634 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
635 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
636 SetHealth(GetMaxHealth());
637 if (getPowerType()==POWER_MANA
)
639 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
640 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
643 if(getPowerType() == POWER_RUNIC_POWER
)
645 SetPower(POWER_RUNE
, 8);
646 SetMaxPower(POWER_RUNE
, 8);
647 SetPower(POWER_RUNIC_POWER
, 0);
648 SetMaxPower(POWER_RUNIC_POWER
, 1000);
652 learnDefaultSpells();
654 // original action bar
655 std::list
<uint16
>::const_iterator action_itr
[4];
656 for(int i
=0; i
<4; ++i
)
657 action_itr
[i
] = info
->action
[i
].begin();
659 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
662 for(int i
=0; i
<4 ;++i
)
663 taction
[i
] = (*action_itr
[i
]);
665 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
667 for(int i
=0; i
<4 ;++i
)
672 CharStartOutfitEntry
const* oEntry
= NULL
;
673 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
675 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
677 if(entry
->RaceClassGender
== RaceClassGender
)
687 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
689 if(oEntry
->ItemId
[j
] <= 0)
692 uint32 item_id
= oEntry
->ItemId
[j
];
695 // Hack for not existed item id in dbc 3.0.3
699 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
702 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
706 // max stack by default (mostly 1), 1 for infinity stackable
707 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
709 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
711 switch(iProto
->Spells
[0].SpellCategory
)
714 if(iProto
->Stackable
> 4)
718 if(iProto
->Stackable
> 2)
724 StoreNewItemInBestSlots(item_id
, count
);
728 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
729 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
731 // bags and main-hand weapon must equipped at this moment
732 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
733 // or ammo not equipped in special bag
734 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
736 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
739 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
740 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
741 if( msg
== EQUIP_ERR_OK
)
743 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
744 EquipItem( eDest
, pItem
, true);
746 // move other items to more appropriate slots (ammo not equipped in special bag)
749 ItemPosCountVec sDest
;
750 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
751 if( msg
== EQUIP_ERR_OK
)
753 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
754 pItem
= StoreItem( sDest
, pItem
, true);
757 // if this is ammo then use it
758 msg
= CanUseAmmo( pItem
->GetEntry() );
759 if( msg
== EQUIP_ERR_OK
)
760 SetAmmo( pItem
->GetEntry() );
764 // all item positions resolved
769 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
771 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
773 // attempt equip by one
774 while(titem_amount
> 0)
777 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
778 if( msg
!= EQUIP_ERR_OK
)
781 EquipNewItem( eDest
, titem_id
, true);
782 AutoUnequipOffhandIfNeed();
786 if(titem_amount
== 0)
787 return true; // equipped
790 ItemPosCountVec sDest
;
791 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
792 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
793 if( msg
== EQUIP_ERR_OK
)
795 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
796 return true; // stored
799 // item can't be added
800 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
804 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
806 if (MaxValue
== DISABLED_MIRROR_TIMER
)
808 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
809 StopMirrorTimer(Type
);
812 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
813 data
<< (uint32
)Type
;
814 data
<< CurrentValue
;
818 data
<< (uint32
)0; // spell id
819 GetSession()->SendPacket( &data
);
822 void Player::StopMirrorTimer(MirrorTimerType Type
)
824 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
825 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
826 data
<< (uint32
)Type
;
827 GetSession()->SendPacket( &data
);
830 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
832 if(!isAlive() || isGameMaster())
835 // Absorb, resist some environmental damage type
838 if (type
== DAMAGE_LAVA
)
839 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
840 else if (type
== DAMAGE_SLIME
)
841 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
843 damage
-=absorb
+resist
;
845 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
846 data
<< uint64(GetGUID());
847 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
848 data
<< uint32(damage
);
849 data
<< uint32(absorb
);
850 data
<< uint32(resist
);
851 SendMessageToSet(&data
, true);
853 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
857 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
859 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
860 DurabilityLossAll(0.10f
,false);
861 // durability lost message
862 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
863 GetSession()->SendPacket(&data2
);
866 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
870 int32
Player::getMaxTimer(MirrorTimerType timer
)
875 return MINUTE
*IN_MILISECONDS
;
878 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
879 return DISABLED_MIRROR_TIMER
;
880 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
881 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
882 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
883 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
884 return UnderWaterTime
;
889 return DISABLED_MIRROR_TIMER
;
890 return 1*IN_MILISECONDS
;
898 void Player::UpdateMirrorTimers()
900 // Desync flags for update on next HandleDrowning
901 if (m_MirrorTimerFlags
)
902 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
905 void Player::HandleDrowning(uint32 time_diff
)
907 if (!m_MirrorTimerFlags
)
911 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
913 // Breath timer not activated - activate it
914 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
916 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
917 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
919 else // If activated - do tick
921 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
922 // Timer limit - need deal damage
923 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
925 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
926 // Calculate and deal damage
927 // TODO: Check this formula
928 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
929 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
931 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
932 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
935 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
937 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
939 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
940 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
941 StopMirrorTimer(BREATH_TIMER
);
942 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
943 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
947 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
949 // Fatigue timer not activated - activate it
950 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
952 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
953 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
957 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
958 // Timer limit - need deal damage or teleport ghost to graveyard
959 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
961 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
962 if (isAlive()) // Calculate and deal damage
964 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
965 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
967 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
970 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
971 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
974 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
976 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
977 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
978 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
979 StopMirrorTimer(FATIGUE_TIMER
);
980 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
981 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
984 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
986 // Breath timer not activated - activate it
987 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
988 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
991 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
992 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
994 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
995 // Calculate and deal damage
996 // TODO: Check this formula
997 uint32 damage
= urand(600, 700);
998 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
999 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1001 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1006 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1008 // Recheck timers flag
1009 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1010 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1011 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1013 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1016 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1019 ///The player sobers by 256 every 10 seconds
1020 void Player::HandleSobering()
1024 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1025 SetDrunkValue(drunk
);
1028 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1031 return DRUNKEN_SMASHED
;
1033 return DRUNKEN_DRUNK
;
1035 return DRUNKEN_TIPSY
;
1036 return DRUNKEN_SOBER
;
1039 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1041 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1043 m_drunk
= newDrunkenValue
;
1044 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1046 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1048 // special drunk invisibility detection
1049 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1050 m_detectInvisibilityMask
|= (1<<6);
1052 m_detectInvisibilityMask
&= ~(1<<6);
1054 if(newDrunkenState
== oldDrunkenState
)
1057 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1058 data
<< uint64(GetGUID());
1059 data
<< uint32(newDrunkenState
);
1060 data
<< uint32(itemId
);
1062 SendMessageToSet(&data
, true);
1065 void Player::Update( uint32 p_time
)
1071 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1076 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1077 m_nextMailDelivereTime
= 0;
1080 Unit::Update( p_time
);
1082 // update player only attacks
1083 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1085 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1088 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1090 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1093 time_t now
= time (NULL
);
1097 UpdateContestedPvP(p_time
);
1099 UpdateDuelFlag(now
);
1101 CheckDuelDistance(now
);
1103 UpdateAfkReport(now
);
1105 // Update items that have just a limited lifetime
1106 if (now
>m_Last_tick
)
1107 UpdateItemDuration(uint32(now
- m_Last_tick
));
1109 if (!m_timedquests
.empty())
1111 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1112 while (iter
!= m_timedquests
.end())
1114 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1115 if( q_status
.m_timer
<= p_time
)
1117 uint32 quest_id
= *iter
;
1118 ++iter
; // current iter will be removed in FailTimedQuest
1119 FailTimedQuest( quest_id
);
1123 q_status
.m_timer
-= p_time
;
1124 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1130 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1132 Unit
*pVictim
= getVictim();
1133 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1135 // default combat reach 10
1136 // TODO add weapon,skill check
1138 float pldistance
= ATTACK_DISTANCE
;
1140 if (isAttackReady(BASE_ATTACK
))
1142 if(!IsWithinDistInMap(pVictim
, pldistance
))
1144 setAttackTimer(BASE_ATTACK
,100);
1145 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1147 SendAttackSwingNotInRange();
1148 m_swingErrorMsg
= 1;
1151 //120 degrees of radiant range
1152 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1154 setAttackTimer(BASE_ATTACK
,100);
1155 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1157 SendAttackSwingBadFacingAttack();
1158 m_swingErrorMsg
= 2;
1163 m_swingErrorMsg
= 0; // reset swing error state
1165 // prevent base and off attack in same time, delay attack at 0.2 sec
1166 if(haveOffhandWeapon())
1168 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1169 if(off_att
< ATTACK_DISPLAY_DELAY
)
1170 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1172 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1173 resetAttackTimer(BASE_ATTACK
);
1177 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1179 if(!IsWithinDistInMap(pVictim
, pldistance
))
1181 setAttackTimer(OFF_ATTACK
,100);
1183 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1185 setAttackTimer(OFF_ATTACK
,100);
1189 // prevent base and off attack in same time, delay attack at 0.2 sec
1190 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1191 if(base_att
< ATTACK_DISPLAY_DELAY
)
1192 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1194 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1195 resetAttackTimer(OFF_ATTACK
);
1199 Unit
*owner
= pVictim
->GetOwner();
1200 Unit
*u
= owner
? owner
: pVictim
;
1201 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1204 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1209 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1211 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1213 int time_inn
= time(NULL
)-GetTimeInnEnter();
1214 if (time_inn
>= 10) //freeze update
1216 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1217 //speed collect rest bonus (section/in hour)
1218 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1219 UpdateInnerTime(time(NULL
));
1224 if(m_regenTimer
> 0)
1226 if(p_time
>= m_regenTimer
)
1229 m_regenTimer
-= p_time
;
1232 if (m_weaponChangeTimer
> 0)
1234 if(p_time
>= m_weaponChangeTimer
)
1235 m_weaponChangeTimer
= 0;
1237 m_weaponChangeTimer
-= p_time
;
1240 if (m_zoneUpdateTimer
> 0)
1242 if(p_time
>= m_zoneUpdateTimer
)
1244 uint32 newzone
, newarea
;
1245 GetZoneAndAreaId(newzone
,newarea
);
1247 if( m_zoneUpdateId
!= newzone
)
1248 UpdateZone(newzone
,newarea
); // also update area
1251 // use area updates as well
1252 // needed for free far all arenas for example
1253 if( m_areaUpdateId
!= newarea
)
1254 UpdateArea(newarea
);
1256 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1260 m_zoneUpdateTimer
-= p_time
;
1268 if (m_deathState
== JUST_DIED
)
1275 if(p_time
>= m_nextSave
)
1277 // m_nextSave reseted in SaveToDB call
1279 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1283 m_nextSave
-= p_time
;
1287 //Handle Water/drowning
1288 HandleDrowning(p_time
);
1290 //Handle detect stealth players
1291 if (m_DetectInvTimer
> 0)
1293 if (p_time
>= m_DetectInvTimer
)
1295 m_DetectInvTimer
= 3000;
1296 HandleStealthedUnitsDetection();
1299 m_DetectInvTimer
-= p_time
;
1303 if (now
> m_Last_tick
)
1305 uint32 elapsed
= uint32(now
- m_Last_tick
);
1306 m_Played_time
[0] += elapsed
; // Total played time
1307 m_Played_time
[1] += elapsed
; // Level played time
1313 m_drunkTimer
+= p_time
;
1315 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1319 // not auto-free ghost from body in instances
1320 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1322 if(p_time
>= m_deathTimer
)
1329 m_deathTimer
-= p_time
;
1332 UpdateEnchantTime(p_time
);
1333 UpdateHomebindTime(p_time
);
1336 SendUpdateToOutOfRangeGroupMembers();
1338 Pet
* pet
= GetPet();
1339 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1341 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1346 void Player::setDeathState(DeathState s
)
1348 uint32 ressSpellId
= 0;
1350 bool cur
= isAlive();
1352 if(s
== JUST_DIED
&& cur
)
1354 // drunken state is cleared on death
1356 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1359 clearResurrectRequestData();
1361 // remove form before other mods to prevent incorrect stats calculation
1362 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1364 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1365 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1367 // remove uncontrolled pets
1371 // save value before aura remove in Unit::setDeathState
1372 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1376 ressSpellId
= GetResurrectionSpellId();
1377 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1378 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1379 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1381 Unit::setDeathState(s
);
1383 // restore resurrection spell id for player after aura remove
1384 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1385 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1387 if(isAlive() && !cur
)
1389 //clear aura case after resurrection by another way (spells will be applied before next death)
1390 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1392 // restore default warrior stance
1393 if(getClass()== CLASS_WARRIOR
)
1394 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1398 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1400 Field
*fields
= result
->Fetch();
1402 *p_data
<< uint64(GetGUID());
1405 *p_data
<< uint8(getRace());
1406 uint8 pClass
= getClass();
1407 *p_data
<< uint8(pClass
);
1408 *p_data
<< uint8(getGender());
1410 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1411 *p_data
<< uint8(bytes
);
1412 *p_data
<< uint8(bytes
>> 8);
1413 *p_data
<< uint8(bytes
>> 16);
1414 *p_data
<< uint8(bytes
>> 24);
1416 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1417 *p_data
<< uint8(bytes
);
1419 *p_data
<< uint8(getLevel()); // player level
1420 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1421 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1422 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1423 *p_data
<< uint32(zoneId
);
1424 *p_data
<< uint32(GetMapId());
1426 *p_data
<< GetPositionX();
1427 *p_data
<< GetPositionY();
1428 *p_data
<< GetPositionZ();
1431 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1433 uint32 char_flags
= 0;
1434 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1435 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1436 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1437 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1438 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1439 char_flags
|= CHARACTER_FLAG_GHOST
;
1440 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1441 char_flags
|= CHARACTER_FLAG_RENAME
;
1442 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1443 char_flags
|= CHARACTER_FLAG_DECLINED
;
1445 *p_data
<< uint32(char_flags
); // character flags
1446 // character customize (flags?)
1447 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1448 *p_data
<< uint8(1); // unknown
1452 uint32 petDisplayId
= 0;
1453 uint32 petLevel
= 0;
1454 uint32 petFamily
= 0;
1456 // show pet at selection character in character list only for non-ghost character
1457 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1459 uint32 entry
= fields
[10].GetUInt32();
1460 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1463 petDisplayId
= fields
[11].GetUInt32();
1464 petLevel
= fields
[12].GetUInt32();
1465 petFamily
= cInfo
->family
;
1469 *p_data
<< uint32(petDisplayId
);
1470 *p_data
<< uint32(petLevel
);
1471 *p_data
<< uint32(petFamily
);
1474 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1476 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1477 uint32 item_id
= GetUInt32Value(visualbase
);
1478 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1479 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1481 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1483 uint32 enchantId
= GetUInt16Value(visualbase
+ 1, enchantSlot
);
1484 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1490 *p_data
<< uint32(proto
->DisplayInfoID
);
1491 *p_data
<< uint8(proto
->InventoryType
);
1492 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1496 *p_data
<< uint32(0);
1497 *p_data
<< uint8(0);
1498 *p_data
<< uint32(0); // enchant?
1501 *p_data
<< uint32(0); // first bag display id
1502 *p_data
<< uint8(0); // first bag inventory type
1503 *p_data
<< uint32(0); // enchant?
1506 bool Player::ToggleAFK()
1508 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1510 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1512 // afk player not allowed in battleground
1513 if(state
&& InBattleGround())
1514 LeaveBattleground();
1519 bool Player::ToggleDND()
1521 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1523 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1526 uint8
Player::chatTag() const
1543 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1545 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1547 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1551 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1552 Pet
* pet
= GetPet();
1554 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1556 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1557 // don't let gm level > 1 either
1558 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1561 // client without expansion support
1562 if(GetSession()->Expansion() < mEntry
->Expansion())
1564 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1567 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1569 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1571 return false; // normal client can't teleport to this map...
1575 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1578 // if we were on a transport, leave
1579 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1581 m_transport
->RemovePassenger(this);
1583 m_movementInfo
.t_x
= 0.0f
;
1584 m_movementInfo
.t_y
= 0.0f
;
1585 m_movementInfo
.t_z
= 0.0f
;
1586 m_movementInfo
.t_o
= 0.0f
;
1587 m_movementInfo
.t_time
= 0;
1590 // The player was ported to another map and looses the duel immediately.
1591 // We have to perform this check before the teleport, otherwise the
1592 // ObjectAccessor won't find the flag.
1593 if (duel
&& GetMapId()!=mapid
)
1595 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1597 DuelComplete(DUEL_FLED
);
1600 // reset movement flags at teleport, because player will continue move with these flags after teleport
1601 m_movementInfo
.flags
= 0;
1603 if ((GetMapId() == mapid
) && (!m_transport
))
1605 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1607 //same map, only remove pet if out of range for new position
1608 if(pet
&& pet
->GetDistance(x
,y
,z
) >= OWNER_MAX_DISTANCE
)
1609 UnsummonPetTemporaryIfAny();
1612 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1615 // this will be used instead of the current location in SaveToDB
1616 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1617 SetFallInformation(0, z
);
1619 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1620 // at client packet MSG_MOVE_TELEPORT_ACK
1621 SetSemaphoreTeleportNear(true);
1622 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1623 if(!GetSession()->PlayerLogout())
1626 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1627 GetSession()->SendPacket(&data
);
1632 // far teleport to another map
1633 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1634 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1636 // Check enter rights before map getting to avoid creating instance copy for player
1637 // this check not dependent from map instance copy and same for all instance copies of selected map
1638 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1641 // If the map is not created, assume it is possible to enter it.
1642 // It will be created in the WorldPortAck.
1643 Map
*map
= MapManager::Instance().FindMap(mapid
);
1644 if (!map
|| map
->CanEnter(this))
1650 ResetContestedPvP();
1652 // remove player from battleground on far teleport (when changing maps)
1653 if(BattleGround
const* bg
= GetBattleGround())
1655 // Note: at battleground join battleground id set before teleport
1656 // and we already will found "current" battleground
1657 // just need check that this is targeted map or leave
1658 if(bg
->GetMapId() != mapid
)
1659 LeaveBattleground(false); // don't teleport to entry point
1662 // remove pet on map change
1664 UnsummonPetTemporaryIfAny();
1666 // remove all dyn objects
1667 RemoveAllDynObjects();
1669 // stop spellcasting
1670 // not attempt interrupt teleportation spell at caster teleport
1671 if(!(options
& TELE_TO_SPELL
))
1672 if(IsNonMeleeSpellCasted(true))
1673 InterruptNonMeleeSpells(true);
1675 if(!GetSession()->PlayerLogout())
1677 // send transfer packets
1678 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1679 data
<< uint32(mapid
);
1682 data
<< m_transport
->GetEntry() << GetMapId();
1684 GetSession()->SendPacket(&data
);
1686 data
.Initialize(SMSG_NEW_WORLD
, (20));
1689 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1693 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1695 GetSession()->SendPacket( &data
);
1696 SendSavedInstances();
1698 // remove from old map now
1699 if(oldmap
) oldmap
->Remove(this, false);
1702 // new final coordinates
1706 float final_o
= orientation
;
1710 final_x
+= m_movementInfo
.t_x
;
1711 final_y
+= m_movementInfo
.t_y
;
1712 final_z
+= m_movementInfo
.t_z
;
1713 final_o
+= m_movementInfo
.t_o
;
1716 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1717 SetFallInformation(0, final_z
);
1718 // if the player is saved before worldportack (at logout for example)
1719 // this will be used instead of the current location in SaveToDB
1721 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1723 // move packet sent by client always after far teleport
1724 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1725 SetSemaphoreTeleportFar(true);
1733 void Player::AddToWorld()
1735 ///- Do not add/remove the player from the object storage
1736 ///- It will crash when updating the ObjectAccessor
1737 ///- The player should only be added when logging in
1740 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1743 m_items
[i
]->AddToWorld();
1747 void Player::RemoveFromWorld()
1752 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1754 UnsummonAllTotems();
1759 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1762 m_items
[i
]->RemoveFromWorld();
1765 ///- Do not add/remove the player from the object storage
1766 ///- It will crash when updating the ObjectAccessor
1767 ///- The player should only be removed when logging out
1768 Unit::RemoveFromWorld();
1771 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1775 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1779 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1781 // talent who gave more rage on attack
1782 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1786 addRage
= damage
/rageconversion
*2.5;
1788 // Berserker Rage effect
1789 if(HasAura(18499,0))
1793 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1795 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1798 void Player::RegenerateAll()
1800 if (m_regenTimer
!= 0)
1802 uint32 regenDelay
= 2000;
1804 // Not in combat or they have regeneration
1805 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1806 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1809 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1811 Regenerate(POWER_RAGE
);
1812 if(getClass() == CLASS_DEATH_KNIGHT
)
1813 Regenerate(POWER_RUNIC_POWER
);
1817 Regenerate( POWER_ENERGY
);
1819 Regenerate( POWER_MANA
);
1821 if(getClass() == CLASS_DEATH_KNIGHT
)
1822 Regenerate( POWER_RUNE
);
1824 m_regenTimer
= regenDelay
;
1827 void Player::Regenerate(Powers power
)
1829 uint32 curValue
= GetPower(power
);
1830 uint32 maxValue
= GetMaxPower(power
);
1832 float addvalue
= 0.0f
;
1838 bool recentCast
= IsUnderLastManaUseEffect();
1839 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1842 // Mangos Updates Mana in intervals of 2s, which is correct
1843 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1847 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1850 case POWER_RAGE
: // Regenerate rage
1852 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1853 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1855 case POWER_ENERGY
: // Regenerate energy (rogue)
1858 case POWER_RUNIC_POWER
:
1860 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1861 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1865 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1866 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1867 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1870 case POWER_HAPPINESS
:
1875 // Mana regen calculated in Player::UpdateManaRegen()
1876 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1877 if(power
!= POWER_MANA
)
1879 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1880 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1881 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1882 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1885 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1887 curValue
+= uint32(addvalue
);
1888 if (curValue
> maxValue
)
1889 curValue
= maxValue
;
1893 if(curValue
<= uint32(addvalue
))
1896 curValue
-= uint32(addvalue
);
1898 SetPower(power
, curValue
);
1901 void Player::RegenerateHealth()
1903 uint32 curValue
= GetHealth();
1904 uint32 maxValue
= GetMaxHealth();
1906 if (curValue
>= maxValue
) return;
1908 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1910 float addvalue
= 0.0f
;
1913 if ( IsPolymorphed() )
1914 addvalue
= GetMaxHealth()/3;
1915 // normal regen case (maybe partly in combat case)
1916 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1918 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1921 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1922 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1923 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1925 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1926 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1932 // always regeneration bonus (including combat)
1933 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1938 ModifyHealth(int32(addvalue
));
1941 bool Player::CanInteractWithNPCs(bool alive
) const
1943 if(alive
&& !isAlive())
1952 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1961 // exist (we need look pets also for some interaction (quest/etc)
1962 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
1967 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1970 // appropriate npc type
1971 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1974 // alive or spirit healer
1975 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1978 // not allow interaction under control, but allow with own pets
1979 if(unit
->GetCharmerGUID())
1983 if( unit
->IsHostileTo(this))
1987 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1988 if(factionTemplate
->faction
)
1989 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
1990 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
1994 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2000 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2002 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2004 if(go
->GetGoType() == type
)
2009 // TODO: find out how the client calculates the maximal usage distance to spellless working
2010 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2011 case GAMEOBJECT_TYPE_GUILD_BANK
:
2012 case GAMEOBJECT_TYPE_MAILBOX
:
2015 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2016 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2019 maxdist
= INTERACTION_DISTANCE
;
2023 if (go
->IsWithinDistInMap(this, maxdist
))
2026 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2027 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2033 bool Player::IsUnderWater() const
2035 return IsInWater() &&
2036 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2039 void Player::SetInWater(bool apply
)
2041 if(m_isInWater
==apply
)
2044 //define player in water by opcodes
2045 //move player's guid into HateOfflineList of those mobs
2046 //which can't swim and move guid back into ThreatList when
2048 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2049 m_isInWater
= apply
;
2051 // remove auras that need water/land
2052 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2054 getHostilRefManager().updateThreatTables();
2057 void Player::SetGameMaster(bool on
)
2061 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2063 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2065 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2066 ResetContestedPvP();
2068 getHostilRefManager().setOnlineOfflineState(false);
2071 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2076 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2077 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2079 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2080 setFactionForRace(getRace());
2081 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2083 // restore FFA PvP Server state
2084 if(sWorld
.IsFFAPvPRealm())
2085 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2087 // restore FFA PvP area state, remove not allowed for GM mounts
2088 UpdateArea(m_areaUpdateId
);
2090 getHostilRefManager().setOnlineOfflineState(true);
2093 ObjectAccessor::UpdateVisibilityForPlayer(this);
2096 void Player::SetGMVisible(bool on
)
2100 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2102 // Reapply stealth/invisibility if active or show if not any
2103 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2104 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2105 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2106 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2108 SetVisibility(VISIBILITY_ON
);
2112 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2114 SetAcceptWhispers(false);
2115 SetGameMaster(true);
2117 SetVisibility(VISIBILITY_OFF
);
2121 bool Player::IsGroupVisibleFor(Player
* p
) const
2123 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2125 default: return IsInSameGroupWith(p
);
2126 case 1: return IsInSameRaidWith(p
);
2127 case 2: return GetTeam()==p
->GetTeam();
2131 bool Player::IsInSameGroupWith(Player
const* p
) const
2133 return p
==this || GetGroup() != NULL
&&
2134 GetGroup() == p
->GetGroup() &&
2135 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2138 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2139 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2140 void Player::UninviteFromGroup()
2142 Group
* group
= GetGroupInvite();
2146 group
->RemoveInvite(this);
2148 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2150 if(group
->IsCreated())
2152 group
->Disband(true);
2153 objmgr
.RemoveGroup(group
);
2156 group
->RemoveAllInvites();
2162 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2166 if (group
->RemoveMember(guid
, 0) <= 1)
2168 // group->Disband(); already disbanded in RemoveMember
2169 objmgr
.RemoveGroup(group
);
2171 // removemember sets the player's group pointer to NULL
2176 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2178 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2179 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2180 data
<< uint32(GivenXP
+RestXP
); // given experience
2181 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2184 data
<< uint32(GivenXP
); // experience without rested bonus
2185 data
<< float(1); // 1 - none 0 - 100% group bonus output
2187 data
<< uint8(0); // new 2.4.0
2188 GetSession()->SendPacket(&data
);
2191 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2199 uint32 level
= getLevel();
2201 // XP to money conversion processed in Player::RewardQuest
2202 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2205 // handle SPELL_AURA_MOD_XP_PCT auras
2206 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2207 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2208 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2210 // XP resting bonus for kill
2211 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2213 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2215 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2216 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2217 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2219 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2223 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2224 GiveLevel(level
+ 1);
2227 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2230 SetUInt32Value(PLAYER_XP
, newXP
);
2233 // Update player to next level
2234 // Current player experience not update (must be update by caller)
2235 void Player::GiveLevel(uint32 level
)
2237 if ( level
== getLevel() )
2240 PlayerLevelInfo info
;
2241 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2243 PlayerClassLevelInfo classInfo
;
2244 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2246 // send levelup info to client
2247 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2248 data
<< uint32(level
);
2249 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2250 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2251 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2259 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2260 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2262 GetSession()->SendPacket(&data
);
2264 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2266 //update level, max level of skills
2267 if(getLevel()!= level
)
2268 m_Played_time
[1] = 0; // Level Played Time reset
2270 UpdateSkillsForLevel ();
2272 // save base values (bonuses already included in stored stats
2273 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2274 SetCreateStat(Stats(i
), info
.stats
[i
]);
2276 SetCreateHealth(classInfo
.basehealth
);
2277 SetCreateMana(classInfo
.basemana
);
2279 InitTalentForLevel();
2280 InitTaxiNodesForLevel();
2281 InitGlyphsForLevel();
2285 // set current level health and mana/energy to maximum after applying all mods.
2286 SetHealth(GetMaxHealth());
2287 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2288 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2289 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2290 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2291 SetPower(POWER_FOCUS
, 0);
2292 SetPower(POWER_HAPPINESS
, 0);
2294 // give level to summoned pet
2295 Pet
* pet
= GetPet();
2296 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2297 pet
->GivePetLevel(level
);
2298 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2301 void Player::InitTalentForLevel()
2303 uint32 level
= getLevel();
2304 // talents base at level diff ( talents = level - 9 but some can be used already)
2307 // Remove all talent points
2308 if(m_usedTalentCount
> 0) // Free any used talents
2311 SetFreeTalentPoints(0);
2316 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2318 // if used more that have then reset
2319 if(m_usedTalentCount
> talentPointsForLevel
)
2321 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2324 SetFreeTalentPoints(0);
2326 // else update amount of free points
2328 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2331 SendTalentsInfoData(false); // update at client
2334 void Player::InitStatsForLevel(bool reapplyMods
)
2336 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2337 _RemoveAllStatBonuses();
2339 PlayerClassLevelInfo classInfo
;
2340 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2342 PlayerLevelInfo info
;
2343 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2345 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2346 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2348 UpdateSkillsForLevel ();
2350 // set default cast time multiplier
2351 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2353 // reset size before reapply auras
2354 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2356 // save base values (bonuses already included in stored stats
2357 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2358 SetCreateStat(Stats(i
), info
.stats
[i
]);
2360 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2361 SetStat(Stats(i
), info
.stats
[i
]);
2363 SetCreateHealth(classInfo
.basehealth
);
2366 SetCreateMana(classInfo
.basemana
);
2368 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2372 //reset rating fields values
2373 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2374 SetUInt32Value(index
, 0);
2376 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2377 for (int i
= 0; i
< 7; ++i
)
2379 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2380 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2381 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2384 //reset attack power, damage and attack speed fields
2385 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2386 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2387 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2389 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2390 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2391 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2392 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2393 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2394 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2396 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2397 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2398 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2399 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2400 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2401 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2403 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2404 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2405 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2406 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2408 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2409 for (uint8 i
= 0; i
< 7; ++i
)
2410 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2412 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2413 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2414 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2417 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2419 // set armor (resistance 0) to original value (create_agility*2)
2420 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2421 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2422 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2423 // set other resistance to original value (0)
2424 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2426 SetResistance(SpellSchools(i
), 0);
2427 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2428 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2431 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2432 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2433 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2435 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2436 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2438 // Reset no reagent cost field
2439 for(int i
= 0; i
< 3; ++i
)
2440 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2441 // Init data for form but skip reapply item mods for form
2442 InitDataForForm(reapplyMods
);
2445 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2446 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2448 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2450 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2451 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2453 // cleanup unit flags (will be re-applied if need at aura load).
2454 RemoveFlag( UNIT_FIELD_FLAGS
,
2455 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2456 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2457 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2458 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2459 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2460 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2462 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2464 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2465 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2467 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2468 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2470 // restore if need some important flags
2471 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2473 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2474 _ApplyAllStatBonuses();
2476 // set current level health and mana/energy to maximum after applying all mods.
2477 SetHealth(GetMaxHealth());
2478 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2479 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2480 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2481 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2482 SetPower(POWER_FOCUS
, 0);
2483 SetPower(POWER_HAPPINESS
, 0);
2484 SetPower(POWER_RUNIC_POWER
, 0);
2487 void Player::SendInitialSpells()
2489 time_t curTime
= time(NULL
);
2490 time_t infTime
= curTime
+ MONTH
/2;
2492 uint16 spellCount
= 0;
2494 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2497 size_t countPos
= data
.wpos();
2498 data
<< uint16(spellCount
); // spell count placeholder
2500 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2502 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2505 if(!itr
->second
->active
|| itr
->second
->disabled
)
2508 data
<< uint32(itr
->first
);
2509 data
<< uint16(0); // it's not slot id
2514 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2516 uint16 spellCooldowns
= m_spellCooldowns
.size();
2517 data
<< uint16(spellCooldowns
);
2518 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2520 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2524 // not send infinity cooldown
2525 if(itr
->second
.end
> infTime
)
2528 data
<< uint32(itr
->first
);
2530 time_t cooldown
= 0;
2531 if(itr
->second
.end
> curTime
)
2532 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2534 data
<< uint16(itr
->second
.itemid
); // cast item id
2535 data
<< uint16(sEntry
->Category
); // spell category
2536 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2538 data
<< uint32(0); // cooldown
2539 data
<< uint32(cooldown
); // category cooldown
2543 data
<< uint32(cooldown
); // cooldown
2544 data
<< uint32(0); // category cooldown
2548 GetSession()->SendPacket(&data
);
2550 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2553 void Player::RemoveMail(uint32 id
)
2555 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2557 if ((*itr
)->messageID
== id
)
2559 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2566 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2568 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2569 data
<< (uint32
) mailId
;
2570 data
<< (uint32
) mailAction
;
2571 data
<< (uint32
) mailError
;
2572 if ( mailError
== MAIL_ERR_BAG_FULL
)
2573 data
<< (uint32
) equipError
;
2574 else if( mailAction
== MAIL_ITEM_TAKEN
)
2576 data
<< (uint32
) item_guid
; // item guid low?
2577 data
<< (uint32
) item_count
; // item count?
2579 GetSession()->SendPacket(&data
);
2582 void Player::SendNewMail()
2584 // deliver undelivered mail
2585 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2587 GetSession()->SendPacket(&data
);
2590 void Player::UpdateNextMailTimeAndUnreads()
2592 // calculate next delivery time (min. from non-delivered mails
2593 // and recalculate unReadMail
2594 time_t cTime
= time(NULL
);
2595 m_nextMailDelivereTime
= 0;
2597 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2599 if((*itr
)->deliver_time
> cTime
)
2601 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2602 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2604 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2609 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2611 if(deliver_time
<= time(NULL
)) // ready now
2616 else // not ready and no have ready mails
2618 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2619 m_nextMailDelivereTime
= deliver_time
;
2623 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2625 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2628 // do character spell book cleanup (all characters)
2629 if(!IsInWorld() && !learning
) // spell load case
2631 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2632 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2635 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2640 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2642 // do character spell book cleanup (all characters)
2643 if(!IsInWorld() && !learning
) // spell load case
2645 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2646 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2649 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2654 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2656 bool dependent_set
= false;
2657 bool disabled_case
= false;
2658 bool superceded_old
= false;
2660 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2661 if (itr
!= m_spells
.end())
2663 uint32 next_active_spell_id
= 0;
2664 // fix activate state for non-stackable low rank (and find next spell for !active case)
2665 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2667 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2668 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2670 if(HasSpell(next_itr
->second
))
2672 // high rank already known so this must !active
2674 next_active_spell_id
= next_itr
->second
;
2680 // not do anything if already known in expected state
2681 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2682 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2684 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2685 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2690 // dependent spell known as not dependent, overwrite state
2691 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2693 itr
->second
->dependent
= dependent
;
2694 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2695 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2696 dependent_set
= true;
2699 // update active state for known spell
2700 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2702 itr
->second
->active
= active
;
2704 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2705 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2706 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2707 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2711 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2712 CastSpell (this,spell_id
,true);
2714 else if(IsInWorld())
2716 if(next_active_spell_id
)
2718 // update spell ranks in spellbook and action bar
2719 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2720 data
<< uint32(spell_id
);
2721 data
<< uint32(next_active_spell_id
);
2722 GetSession()->SendPacket( &data
);
2726 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2727 data
<< uint32(spell_id
);
2728 GetSession()->SendPacket(&data
);
2732 return active
; // learn (show in spell book if active now)
2735 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2737 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2738 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2739 itr
->second
->disabled
= disabled
;
2744 disabled_case
= true;
2746 else switch(itr
->second
->state
)
2748 case PLAYERSPELL_UNCHANGED
: // known saved spell
2750 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2753 m_spells
.erase(itr
);
2754 state
= PLAYERSPELL_CHANGED
;
2755 break; // need re-add
2757 default: // known not saved yet spell (new or modified)
2759 // can be in case spell loading but learned at some previous spell loading
2760 if(!IsInWorld() && !learning
&& !dependent_set
)
2761 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2768 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2770 // talent: unlearn all other talent ranks (high and low)
2771 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2773 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2775 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2777 // skip learning spell and no rank spell case
2778 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2779 if(!rankSpellId
|| rankSpellId
==spell_id
)
2782 removeSpell(rankSpellId
);
2786 // non talent spell: learn low ranks (recursive call)
2787 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2789 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2790 addSpell(prev_spell
,active
,true,true,disabled
);
2791 else // at normal learning
2792 learnSpell(prev_spell
,true);
2795 PlayerSpell
*newspell
= new PlayerSpell
;
2796 newspell
->state
= state
;
2797 newspell
->active
= active
;
2798 newspell
->dependent
= dependent
;
2799 newspell
->disabled
= disabled
;
2801 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2802 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2804 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2806 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2807 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2808 if(!i_spellInfo
) continue;
2810 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2812 if(itr2
->second
->active
)
2814 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2816 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2818 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2819 data
<< uint32(itr2
->first
);
2820 data
<< uint32(spell_id
);
2821 GetSession()->SendPacket( &data
);
2824 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2825 itr2
->second
->active
= false;
2826 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2827 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2828 superceded_old
= true; // new spell replace old in action bars and spell book.
2830 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2832 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2834 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2835 data
<< uint32(spell_id
);
2836 data
<< uint32(itr2
->first
);
2837 GetSession()->SendPacket( &data
);
2840 // mark new spell as disable (not learned yet for client and will not learned)
2841 newspell
->active
= false;
2842 if(newspell
->state
!= PLAYERSPELL_NEW
)
2843 newspell
->state
= PLAYERSPELL_CHANGED
;
2850 m_spells
[spell_id
] = newspell
;
2852 // return false if spell disabled
2853 if (newspell
->disabled
)
2857 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2859 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2860 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2861 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2863 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2864 CastSpell(this, spell_id
, true);
2866 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2867 else if (IsPassiveSpell(spell_id
))
2869 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2870 CastSpell(this, spell_id
, true);
2872 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2874 CastSpell(this, spell_id
, true);
2878 // update used talent points count
2879 m_usedTalentCount
+= talentCost
;
2881 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2882 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2884 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2885 SetFreePrimaryProffesions(freeProfs
-1);
2888 // add dependent skills
2889 uint16 maxskill
= GetMaxSkillValueForLevel();
2891 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2893 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2894 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2898 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2899 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2901 if(skill_value
< spellLearnSkill
->value
)
2902 skill_value
= spellLearnSkill
->value
;
2904 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2906 if(skill_max_value
< new_skill_max_value
)
2907 skill_max_value
= new_skill_max_value
;
2909 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2913 // not ranked skills
2914 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2916 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2920 if(HasSkill(pSkill
->id
))
2923 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2924 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2925 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2927 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2929 case SKILL_RANGE_LANGUAGE
:
2930 SetSkill(pSkill
->id
, 300, 300 );
2932 case SKILL_RANGE_LEVEL
:
2933 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2935 case SKILL_RANGE_MONO
:
2936 SetSkill(pSkill
->id
, 1, 1 );
2945 // learn dependent spells
2946 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2947 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2949 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2951 if(!itr2
->second
.autoLearned
)
2953 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2954 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2955 else // at normal learning
2956 learnSpell(itr2
->second
.spell
,true);
2960 if(!GetSession()->PlayerLoading())
2962 // not ranked skills
2963 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2965 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
2966 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
2969 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
2972 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2973 return active
&& !disabled
&& !superceded_old
;
2976 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2978 bool need_cast
= false;
2980 switch(spellInfo
->Id
)
2982 // some spells not have stance data expacted cast at form change or present
2983 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2984 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2985 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2986 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2987 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2988 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2989 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2990 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2991 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2992 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2993 // another spells have proper stance data
2994 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2997 //Check CasterAuraStates
2998 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3001 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3003 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3005 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3006 bool active
= disabled
? itr
->second
->active
: true;
3008 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3010 // learn all disabled higher ranks (recursive)
3013 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3014 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3016 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3017 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3018 learnSpell(i
->second
,false);
3022 // prevent duplicated entires in spell book, also not send if not in world (loading)
3023 if(!learning
|| !IsInWorld ())
3026 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3027 data
<< uint32(spell_id
);
3028 GetSession()->SendPacket(&data
);
3031 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3033 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3034 if (itr
== m_spells
.end())
3037 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3040 // unlearn non talent higher ranks (recursive)
3041 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3042 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3043 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3044 removeSpell(itr2
->second
,disabled
);
3046 bool cur_active
= itr
->second
->active
;
3047 bool cur_dependent
= itr
->second
->dependent
;
3051 itr
->second
->disabled
= disabled
;
3052 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3053 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3057 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3060 m_spells
.erase(itr
);
3063 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3066 RemoveAurasDueToSpell(spell_id
);
3069 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3070 RemovePetAura(petSpell
);
3072 // free talent points
3073 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3076 if(talentCosts
< m_usedTalentCount
)
3077 m_usedTalentCount
-= talentCosts
;
3079 m_usedTalentCount
= 0;
3082 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3083 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3085 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
3086 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3087 SetFreePrimaryProffesions(freeProfs
);
3090 // remove dependent skill
3091 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3094 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3095 if(!prev_spell
) // first rank, remove skill
3096 SetSkill(spellLearnSkill
->skill
,0,0);
3099 // search prev. skill setting by spell ranks chain
3100 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3101 while(!prevSkill
&& prev_spell
)
3103 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3104 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3107 if(!prevSkill
) // not found prev skill setting, remove skill
3108 SetSkill(spellLearnSkill
->skill
,0,0);
3109 else // set to prev. skill setting values
3111 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3112 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3114 if(skill_value
> prevSkill
->value
)
3115 skill_value
= prevSkill
->value
;
3117 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3119 if(skill_max_value
> new_skill_max_value
)
3120 skill_max_value
= new_skill_max_value
;
3122 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3129 // not ranked skills
3130 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3131 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3133 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3135 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3139 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3140 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3141 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3143 // not reset skills for professions and racial abilities
3144 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3145 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3148 SetSkill(pSkill
->id
, 0, 0 );
3153 // remove dependent spells
3154 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3155 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3157 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3158 removeSpell(itr2
->second
.spell
, disabled
);
3160 // activate lesser rank in spellbook/action bar, and cast it if need
3161 bool prev_activate
= false;
3163 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3165 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3167 // if talent then lesser rank also talent and need learn
3169 learnSpell (prev_id
,false);
3170 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3171 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3173 // need manually update dependence state (learn spell ignore like attempts)
3174 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3175 if (prev_itr
!= m_spells
.end())
3177 if(prev_itr
->second
->dependent
!= cur_dependent
)
3179 prev_itr
->second
->dependent
= cur_dependent
;
3180 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3181 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3184 // now re-learn if need re-activate
3185 if(cur_active
&& !prev_itr
->second
->active
)
3187 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3189 if(update_action_bar_for_low_rank
)
3191 // downgrade spell ranks in spellbook and action bar
3192 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3193 data
<< uint32(spell_id
);
3194 data
<< uint32(prev_id
);
3195 GetSession()->SendPacket( &data
);
3196 prev_activate
= true;
3204 // remove from spell book if not replaced by lesser rank
3207 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3208 data
<< uint32(spell_id
);
3209 GetSession()->SendPacket(&data
);
3213 void Player::RemoveArenaSpellCooldowns()
3215 // remove cooldowns on spells that has < 15 min CD
3216 SpellCooldowns::iterator itr
, next
;
3217 // iterate spell cooldowns
3218 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3222 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3223 // check if spellentry is present and if the cooldown is less than 15 mins
3225 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3226 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3229 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3230 data
<< uint32(itr
->first
);
3231 data
<< uint64(GetGUID());
3232 GetSession()->SendPacket(&data
);
3234 m_spellCooldowns
.erase(itr
);
3239 void Player::RemoveAllSpellCooldown()
3241 if(!m_spellCooldowns
.empty())
3243 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3245 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3246 data
<< uint32(itr
->first
);
3247 data
<< uint64(GetGUID());
3248 GetSession()->SendPacket(&data
);
3250 m_spellCooldowns
.clear();
3254 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3256 // some cooldowns can be already set at aura loading...
3258 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3262 time_t curTime
= time(NULL
);
3266 Field
*fields
= result
->Fetch();
3268 uint32 spell_id
= fields
[0].GetUInt32();
3269 uint32 item_id
= fields
[1].GetUInt32();
3270 time_t db_time
= (time_t)fields
[2].GetUInt64();
3272 if(!sSpellStore
.LookupEntry(spell_id
))
3274 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3278 // skip outdated cooldown
3279 if(db_time
<= curTime
)
3282 AddSpellCooldown(spell_id
, item_id
, db_time
);
3284 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3286 while( result
->NextRow() );
3292 void Player::_SaveSpellCooldowns()
3294 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3296 time_t curTime
= time(NULL
);
3297 time_t infTime
= curTime
+ MONTH
/2;
3299 // remove outdated and save active
3300 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3302 if(itr
->second
.end
<= curTime
)
3303 m_spellCooldowns
.erase(itr
++);
3304 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3306 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3314 uint32
Player::resetTalentsCost() const
3316 // The first time reset costs 1 gold
3317 if(m_resetTalentsCost
< 1*GOLD
)
3320 else if(m_resetTalentsCost
< 5*GOLD
)
3322 // After that it increases in increments of 5 gold
3323 else if(m_resetTalentsCost
< 10*GOLD
)
3327 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3330 // This cost will be reduced by a rate of 5 gold per month
3331 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3332 // to a minimum of 10 gold.
3333 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3337 // After that it increases in increments of 5 gold
3338 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3339 // until it hits a cap of 50 gold.
3340 if(new_cost
> 50*GOLD
)
3347 bool Player::resetTalents(bool no_cost
)
3349 // not need after this call
3350 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3352 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3353 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3356 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3358 if (m_usedTalentCount
== 0)
3360 SetFreeTalentPoints(talentPointsForLevel
);
3368 cost
= resetTalentsCost();
3370 if (GetMoney() < cost
)
3372 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3377 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3379 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3381 if (!talentInfo
) continue;
3383 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3388 // unlearn only talents for character class
3389 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3390 // to prevent unexpected lost normal learned spell skip another class talents
3391 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3394 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3396 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3398 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3404 // remove learned spells (all ranks)
3405 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3407 // unlearn if first rank is talent or learned by talent
3408 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3410 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3411 itr
= GetSpellMap().begin();
3420 SetFreeTalentPoints(talentPointsForLevel
);
3424 ModifyMoney(-(int32
)cost
);
3425 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3426 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3428 m_resetTalentsCost
= cost
;
3429 m_resetTalentsTime
= time(NULL
);
3432 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3433 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3437 m_canTitanGrip
= false;
3438 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3439 AutoUnequipOffhandIfNeed();
3445 Mail
* Player::GetMail(uint32 id
)
3447 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3449 if ((*itr
)->messageID
== id
)
3457 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3461 Object::_SetCreateBits(updateMask
, target
);
3465 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3467 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3468 updateMask
->SetBit(index
);
3473 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3477 Object::_SetUpdateBits(updateMask
, target
);
3481 Object::_SetUpdateBits(updateMask
, target
);
3482 *updateMask
&= updateVisualBits
;
3486 void Player::InitVisibleBits()
3488 updateVisualBits
.SetCount(PLAYER_END
);
3490 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3491 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3492 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3493 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3494 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3495 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3496 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3497 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3498 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3499 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3500 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3501 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3502 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3503 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3504 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3505 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3506 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3507 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3508 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3509 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3510 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3511 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3512 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3513 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3514 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3515 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3516 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3517 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3518 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3519 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3520 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3521 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3522 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3523 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3524 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3525 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3526 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3527 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3528 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3529 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3530 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3531 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3532 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3533 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3534 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3535 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3536 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3537 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3538 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3539 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3540 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3541 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3542 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3543 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3544 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3546 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3547 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3548 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3549 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3550 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3551 updateVisualBits
.SetBit(PLAYER_BYTES
);
3552 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3553 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3554 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3555 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3557 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3558 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3559 updateVisualBits
.SetBit(i
);
3561 // Players visible items are not inventory stuff
3562 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3564 uint32 offset
= i
* 2;
3567 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3569 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3572 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3575 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3577 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3579 if(m_items
[i
] == NULL
)
3582 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3587 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3589 if(m_items
[i
] == NULL
)
3592 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3594 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3596 if(m_items
[i
] == NULL
)
3599 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3603 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3606 void Player::DestroyForPlayer( Player
*target
) const
3608 Unit::DestroyForPlayer( target
);
3610 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3612 if(m_items
[i
] == NULL
)
3615 m_items
[i
]->DestroyForPlayer( target
);
3620 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3622 if(m_items
[i
] == NULL
)
3625 m_items
[i
]->DestroyForPlayer( target
);
3627 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3629 if(m_items
[i
] == NULL
)
3632 m_items
[i
]->DestroyForPlayer( target
);
3637 bool Player::HasSpell(uint32 spell
) const
3639 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3640 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3641 !itr
->second
->disabled
);
3644 bool Player::HasActiveSpell(uint32 spell
) const
3646 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3647 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3648 itr
->second
->active
&& !itr
->second
->disabled
);
3651 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3654 return TRAINER_SPELL_RED
;
3656 if (!trainer_spell
->learnedSpell
)
3657 return TRAINER_SPELL_RED
;
3660 if(HasSpell(trainer_spell
->learnedSpell
))
3661 return TRAINER_SPELL_GRAY
;
3663 // check race/class requirement
3664 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3665 return TRAINER_SPELL_RED
;
3667 // check level requirement
3668 if(getLevel() < trainer_spell
->reqLevel
)
3669 return TRAINER_SPELL_RED
;
3671 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3673 // check prev.rank requirement
3674 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3675 return TRAINER_SPELL_RED
;
3677 // check additional spell requirement
3678 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3679 return TRAINER_SPELL_RED
;
3682 // check skill requirement
3683 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3684 return TRAINER_SPELL_RED
;
3686 // exist, already checked at loading
3687 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3689 // secondary prof. or not prof. spell
3690 uint32 skill
= spell
->EffectMiscValue
[1];
3692 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3693 return TRAINER_SPELL_GREEN
;
3695 // check primary prof. limit
3696 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3697 return TRAINER_SPELL_GREEN_DISABLED
;
3699 return TRAINER_SPELL_GREEN
;
3702 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3704 uint32 guid
= GUID_LOPART(playerguid
);
3706 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3707 // bones will be deleted by corpse/bones deleting thread shortly
3708 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3710 // remove from guild
3711 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3714 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3716 guild
->DelMember(guid
);
3719 // remove from arena teams
3720 LeaveAllArenaTeams(playerguid
);
3722 // the player was uninvited already on logout so just remove from group
3723 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3726 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3728 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3731 RemoveFromGroup(group
, playerguid
);
3735 // remove signs from petitions (also remove petitions if owner);
3736 RemovePetitionsAndSigns(playerguid
, 10);
3738 // return back all mails with COD and Item 0 1 2 3 4 5 6
3739 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3744 Field
*fields
= resultMail
->Fetch();
3746 uint32 mail_id
= fields
[0].GetUInt32();
3747 uint16 mailTemplateId
= fields
[1].GetUInt16();
3748 uint32 sender
= fields
[2].GetUInt32();
3749 std::string subject
= fields
[3].GetCppString();
3750 uint32 itemTextId
= fields
[4].GetUInt32();
3751 uint32 money
= fields
[5].GetUInt32();
3752 bool has_items
= fields
[6].GetBool();
3754 //we can return mail now
3755 //so firstly delete the old one
3756 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3761 // data needs to be at first place for Item::LoadFromDB
3762 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3767 Field
*fields2
= resultItems
->Fetch();
3769 uint32 item_guidlow
= fields2
[1].GetUInt32();
3770 uint32 item_template
= fields2
[2].GetUInt32();
3772 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3775 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3779 Item
*pItem
= NewItemOrBag(itemProto
);
3780 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3782 pItem
->FSetState(ITEM_REMOVED
);
3783 pItem
->SaveToDB(); // it also deletes item object !
3787 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3789 while (resultItems
->NextRow());
3795 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3797 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3799 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3801 while (resultMail
->NextRow());
3806 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3807 // Get guids of character's pets, will deleted in transaction
3808 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3810 // NOW we can finally clear other DB data related to character
3811 CharacterDatabase
.BeginTransaction();
3816 Field
*fields3
= resultPets
->Fetch();
3817 uint32 petguidlow
= fields3
[0].GetUInt32();
3818 Pet::DeleteFromDB(petguidlow
);
3819 } while (resultPets
->NextRow());
3823 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3824 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3825 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3826 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3827 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3828 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3829 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3830 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3831 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3832 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3833 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3834 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3835 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3836 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3837 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3838 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3839 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3840 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3841 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3842 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3843 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3844 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3845 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
3846 CharacterDatabase
.CommitTransaction();
3848 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3849 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3852 void Player::SetMovement(PlayerMovementType pType
)
3857 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3858 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3859 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3860 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3862 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3865 data
.append(GetPackGUID());
3867 GetSession()->SendPacket( &data
);
3871 - a resurrectable corpse must not be loaded for the player (only bones)
3872 - the player must be in world
3874 void Player::BuildPlayerRepop()
3876 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3877 data
.append(GetPackGUID());
3878 GetSession()->SendPacket(&data
);
3880 if(getRace() == RACE_NIGHTELF
)
3881 CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
3882 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3884 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3885 // there must be SMSG.STOP_MIRROR_TIMER
3886 // there we must send 888 opcode
3888 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3891 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3895 // create a corpse and place it at the player's location
3897 Corpse
*corpse
= GetCorpse();
3900 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3903 GetMap()->Add(corpse
);
3905 // convert player body to ghost
3908 SetMovement(MOVE_WATER_WALK
);
3909 if(!GetSession()->isLogingOut())
3910 SetMovement(MOVE_UNROOT
);
3912 // BG - remove insignia related
3913 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3915 SendCorpseReclaimDelay();
3917 // to prevent cheating
3918 corpse
->ResetGhostTime();
3920 StopMirrorTimers(); //disable timers(bars)
3922 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3924 // set and clear other
3925 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3928 void Player::SendDelayResponse(const uint32 ml_seconds
)
3930 //FIXME: is this delay time arg really need? 50msec by default in code
3931 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3932 data
<< (uint32
)time(NULL
);
3934 GetSession()->SendPacket( &data
);
3937 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3939 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3944 GetSession()->SendPacket(&data
);
3946 // speed change, land walk
3948 // remove death flag + set aura
3949 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3950 if(getRace() == RACE_NIGHTELF
)
3951 RemoveAurasDueToSpell(20584); // speed bonuses
3952 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3954 setDeathState(ALIVE
);
3956 SetMovement(MOVE_LAND_WALK
);
3957 SetMovement(MOVE_UNROOT
);
3961 // set health/powers (0- will be set in caller)
3962 if(restore_percent
>0.0f
)
3964 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3965 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3966 SetPower(POWER_RAGE
, 0);
3967 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3970 // trigger update zone for alive state zone updates
3971 uint32 newzone
, newarea
;
3972 GetZoneAndAreaId(newzone
,newarea
);
3973 UpdateZone(newzone
,newarea
);
3975 // update visibility
3976 ObjectAccessor::UpdateVisibilityForPlayer(this);
3981 //Characters from level 1-10 are not affected by resurrection sickness.
3982 //Characters from level 11-19 will suffer from one minute of sickness
3983 //for each level they are above 10.
3984 //Characters level 20 and up suffer from ten minutes of sickness.
3985 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3987 if(int32(getLevel()) >= startLevel
)
3989 // set resurrection sickness
3990 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3992 // not full duration
3993 if(int32(getLevel()) < startLevel
+9)
3995 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3997 for(int i
=0; i
< 3; ++i
)
3999 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4001 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4002 Aur
->SendAuraUpdate(false);
4009 void Player::KillPlayer()
4011 SetMovement(MOVE_ROOT
);
4013 StopMirrorTimers(); //disable timers(bars)
4015 setDeathState(CORPSE
);
4016 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4018 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4019 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4021 // 6 minutes until repop at graveyard
4022 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4024 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4026 // don't create corpse at this moment, player might be falling
4028 // update visibility
4029 ObjectAccessor::UpdateObjectVisibility(this);
4032 void Player::CreateCorpse()
4034 // prevent existence 2 corpse for player
4037 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4039 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4042 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4048 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4049 _pb
= GetUInt32Value(PLAYER_BYTES
);
4050 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4052 uint8 race
= (uint8
)(_uf
);
4053 uint8 skin
= (uint8
)(_pb
);
4054 uint8 face
= (uint8
)(_pb
>> 8);
4055 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4056 uint8 haircolor
= (uint8
)(_pb
>> 24);
4057 uint8 facialhair
= (uint8
)(_pb2
);
4059 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4060 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4062 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4063 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4065 uint32 flags
= CORPSE_FLAG_UNK2
;
4066 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4067 flags
|= CORPSE_FLAG_HIDE_HELM
;
4068 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4069 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4070 if(InBattleGround() && !InArena())
4071 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4072 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4074 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4076 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4079 uint16 iIventoryType
;
4081 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4085 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4086 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4088 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4089 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4093 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4094 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4096 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4099 // register for player, but not show
4100 ObjectAccessor::Instance().AddCorpse(corpse
);
4103 void Player::SpawnCorpseBones()
4105 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4106 SaveToDB(); // prevent loading as ghost without corpse
4109 Corpse
* Player::GetCorpse() const
4111 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4114 void Player::DurabilityLossAll(double percent
, bool inventory
)
4116 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4117 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4118 DurabilityLoss(pItem
,percent
);
4122 // bags not have durability
4123 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4125 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4126 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4127 DurabilityLoss(pItem
,percent
);
4129 // keys not have durability
4130 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4132 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4133 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4134 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4135 if(Item
* pItem
= GetItemByPos( i
, j
))
4136 DurabilityLoss(pItem
,percent
);
4140 void Player::DurabilityLoss(Item
* item
, double percent
)
4145 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4150 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4152 if(pDurabilityLoss
< 1 )
4153 pDurabilityLoss
= 1;
4155 DurabilityPointsLoss(item
,pDurabilityLoss
);
4158 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4160 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4161 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4162 DurabilityPointsLoss(pItem
,points
);
4166 // bags not have durability
4167 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4169 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4170 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4171 DurabilityPointsLoss(pItem
,points
);
4173 // keys not have durability
4174 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4176 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4177 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4178 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4179 if(Item
* pItem
= GetItemByPos( i
, j
))
4180 DurabilityPointsLoss(pItem
,points
);
4184 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4186 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4187 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4188 int32 pNewDurability
= pOldDurability
- points
;
4190 if (pNewDurability
< 0)
4192 else if (pNewDurability
> pMaxDurability
)
4193 pNewDurability
= pMaxDurability
;
4195 if (pOldDurability
!= pNewDurability
)
4197 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4198 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4199 _ApplyItemMods(item
,item
->GetSlot(), false);
4201 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4203 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4204 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4205 _ApplyItemMods(item
,item
->GetSlot(), true);
4207 item
->SetState(ITEM_CHANGED
, this);
4211 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4213 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4214 DurabilityPointsLoss(pItem
,1);
4217 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4219 uint32 TotalCost
= 0;
4220 // equipped, backpack, bags itself
4221 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4222 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4224 // bank, buyback and keys not repaired
4226 // items in inventory bags
4227 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4228 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4229 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4233 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4235 Item
* item
= GetItemByPos(pos
);
4237 uint32 TotalCost
= 0;
4241 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4245 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4249 uint32 LostDurability
= maxDurability
- curDurability
;
4250 if(LostDurability
>0)
4252 ItemPrototype
const *ditemProto
= item
->GetProto();
4254 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4257 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4261 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4262 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4263 if(!dQualitymodEntry
)
4265 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4269 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4270 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4272 costs
= uint32(costs
* discountMod
);
4274 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4279 if (GetGuildId()==0)
4281 DEBUG_LOG("You are not member of a guild");
4285 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4289 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4291 DEBUG_LOG("You do not have rights to withdraw for repairs");
4295 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4297 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4301 if (pGuild
->GetGuildBankMoney() < costs
)
4303 DEBUG_LOG("There is not enough money in bank");
4307 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4310 else if (GetMoney() < costs
)
4312 DEBUG_LOG("You do not have enough money");
4316 ModifyMoney( -int32(costs
) );
4320 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4321 item
->SetState(ITEM_CHANGED
, this);
4323 // reapply mods for total broken and repaired item if equipped
4324 if(IsEquipmentPos(pos
) && !curDurability
)
4325 _ApplyItemMods(item
,pos
& 255, true);
4329 void Player::RepopAtGraveyard()
4331 // note: this can be called also when the player is alive
4332 // for example from WorldSession::HandleMovementOpcodes
4334 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4336 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4337 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4339 ResurrectPlayer(0.5f
);
4343 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4345 // Special handle for battleground maps
4346 if( BattleGround
*bg
= GetBattleGround() )
4347 ClosestGrave
= bg
->GetClosestGraveYard(this);
4349 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4351 // stop countdown until repop
4354 // if no grave found, stay at the current location
4355 // and don't show spirit healer location
4358 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4359 if(isDead()) // not send if alive, because it used in TeleportTo()
4361 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4362 data
<< ClosestGrave
->map_id
;
4363 data
<< ClosestGrave
->x
;
4364 data
<< ClosestGrave
->y
;
4365 data
<< ClosestGrave
->z
;
4366 GetSession()->SendPacket(&data
);
4371 void Player::JoinedChannel(Channel
*c
)
4373 m_channels
.push_back(c
);
4376 void Player::LeftChannel(Channel
*c
)
4378 m_channels
.remove(c
);
4381 void Player::CleanupChannels()
4383 while(!m_channels
.empty())
4385 Channel
* ch
= *m_channels
.begin();
4386 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4387 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4388 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4389 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4392 sLog
.outDebug("Player: channels cleaned up!");
4395 void Player::UpdateLocalChannels(uint32 newZone
)
4397 if(m_channels
.empty())
4400 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4404 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4408 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4410 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4414 // skip non built-in channels
4415 if(!(*i
)->IsConstant())
4418 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4422 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4426 char new_channel_name_buf
[100];
4427 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4428 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4430 if((*i
)!=new_channel
)
4432 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4434 // leave old channel
4435 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4436 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4437 LeftChannel(*i
); // remove from player's channel list
4438 cMgr
->LeftChannel(name
); // delete if empty
4441 sLog
.outDebug("Player: channels cleaned up!");
4444 void Player::LeaveLFGChannel()
4446 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4450 (*i
)->Leave(GetGUID());
4456 void Player::UpdateDefense()
4458 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4460 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4462 // update dependent from defense skill part
4463 UpdateDefenseBonusesMod();
4467 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4469 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4471 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4480 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4483 if(amount
<= -100.0f
)
4486 val
= (100.0f
+ amount
) / 100.0f
;
4487 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4491 if(!CanModifyStats())
4496 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4497 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4498 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4499 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4504 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4506 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4508 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4512 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4515 return m_auraBaseMod
[modGroup
][modType
];
4518 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4520 if(modGroup
>= BASEMOD_END
)
4522 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4526 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4529 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4532 uint32
Player::GetShieldBlockValue() const
4534 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4536 value
= (value
< 0) ? 0 : value
;
4538 return uint32(value
);
4541 float Player::GetMeleeCritFromAgility()
4543 uint32 level
= getLevel();
4544 uint32 pclass
= getClass();
4546 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4548 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4549 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4550 if (critBase
==NULL
|| critRatio
==NULL
)
4553 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4557 float Player::GetDodgeFromAgility()
4559 // Table for base dodge values
4560 float dodge_base
[MAX_CLASSES
] = {
4562 0.00652f
, // Paladin
4569 0.02011f
, // Warlock
4573 // Crit/agility to dodge/agility coefficient multipliers
4574 float crit_to_dodge
[MAX_CLASSES
] = {
4588 uint32 level
= getLevel();
4589 uint32 pclass
= getClass();
4591 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4593 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4594 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4595 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4598 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4599 return dodge
*100.0f
;
4602 float Player::GetSpellCritFromIntellect()
4604 uint32 level
= getLevel();
4605 uint32 pclass
= getClass();
4607 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4609 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4610 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4611 if (critBase
==NULL
|| critRatio
==NULL
)
4614 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4618 float Player::GetRatingCoefficient(CombatRating cr
) const
4620 uint32 level
= getLevel();
4622 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4624 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4626 return 1.0f
; // By default use minimum coefficient (not must be called)
4628 return Rating
->ratio
;
4631 float Player::GetRatingBonusValue(CombatRating cr
) const
4633 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4636 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4638 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4639 if (melee
>33.0f
) melee
= 33.0f
;
4640 return uint32 (melee
* damage
/100.0f
);
4643 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4645 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4646 if (ranged
>33.0f
) ranged
=33.0f
;
4647 return uint32 (ranged
* damage
/100.0f
);
4650 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4652 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4653 // In wow script resilience limited to 33%
4656 return uint32 (spell
* damage
/ 100.0f
);
4659 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4661 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4662 // Dot resilience not limited (limit it by 100%)
4663 if (spellDot
> 100.0f
)
4665 return uint32 (spellDot
* damage
/ 100.0f
);
4668 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4673 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4675 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4682 float Player::OCTRegenHPPerSpirit()
4684 uint32 level
= getLevel();
4685 uint32 pclass
= getClass();
4687 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4689 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4690 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4691 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4694 // Formula from PaperDollFrame script
4695 float spirit
= GetStat(STAT_SPIRIT
);
4696 float baseSpirit
= spirit
;
4697 if (baseSpirit
>50) baseSpirit
= 50;
4698 float moreSpirit
= spirit
- baseSpirit
;
4699 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4703 float Player::OCTRegenMPPerSpirit()
4705 uint32 level
= getLevel();
4706 uint32 pclass
= getClass();
4708 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4710 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4711 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4712 if (moreRatio
==NULL
)
4715 // Formula get from PaperDollFrame script
4716 float spirit
= GetStat(STAT_SPIRIT
);
4717 float regen
= spirit
* moreRatio
->ratio
;
4721 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4723 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4725 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4726 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4727 // stat used stored in miscValueB for this aura
4728 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4729 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4730 if ((*i
)->GetMiscValue() & (1<<cr
))
4731 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4734 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4736 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4737 float RatingChange
= 0.0f
;
4739 bool affectStats
= CanModifyStats();
4743 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4744 case CR_DEFENSE_SKILL
:
4745 UpdateDefenseBonusesMod();
4748 UpdateDodgePercentage();
4751 UpdateParryPercentage();
4754 UpdateBlockPercentage();
4757 UpdateMeleeHitChances();
4760 UpdateRangedHitChances();
4763 UpdateSpellHitChances();
4768 UpdateCritPercentage(BASE_ATTACK
);
4769 UpdateCritPercentage(OFF_ATTACK
);
4772 case CR_CRIT_RANGED
:
4774 UpdateCritPercentage(RANGED_ATTACK
);
4778 UpdateAllSpellCritChances();
4780 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4781 case CR_HIT_TAKEN_RANGED
:
4783 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4785 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4786 case CR_CRIT_TAKEN_RANGED
:
4788 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4790 case CR_HASTE_MELEE
:
4791 RatingChange
= value
/ RatingCoeffecient
;
4792 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4793 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4795 case CR_HASTE_RANGED
:
4796 RatingChange
= value
/ RatingCoeffecient
;
4797 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4799 case CR_HASTE_SPELL
:
4800 RatingChange
= value
/ RatingCoeffecient
;
4801 ApplyCastTimePercentMod(RatingChange
,apply
);
4803 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4804 case CR_WEAPON_SKILL_OFFHAND
:
4805 case CR_WEAPON_SKILL_RANGED
:
4810 UpdateExpertise(BASE_ATTACK
);
4811 UpdateExpertise(OFF_ATTACK
);
4814 case CR_ARMOR_PENETRATION
:
4819 void Player::SetRegularAttackTime()
4821 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4823 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4824 if(tmpitem
&& !tmpitem
->IsBroken())
4826 ItemPrototype
const *proto
= tmpitem
->GetProto();
4828 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4830 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4835 //skill+step, checking for max value
4836 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4842 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4843 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4846 if(i
>=PLAYER_MAX_SKILLS
)
4849 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4850 uint32 value
= SKILL_VALUE(data
);
4851 uint32 max
= SKILL_MAX(data
);
4853 if ((!max
) || (!value
) || (value
>= max
))
4856 if (value
*512 < max
*urand(0,512))
4858 uint32 new_value
= value
+step
;
4862 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4863 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4870 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4872 if ( SkillValue
>= GrayLevel
)
4873 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4874 if ( SkillValue
>= GreenLevel
)
4875 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4876 if ( SkillValue
>= YellowLevel
)
4877 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4878 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4881 bool Player::UpdateCraftSkill(uint32 spellid
)
4883 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4885 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4886 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4888 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4890 if(_spell_idx
->second
->skillId
)
4892 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4894 // Alchemy Discoveries here
4895 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4896 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4898 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4899 learnSpell(discoveredSpell
,false);
4902 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4904 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4905 _spell_idx
->second
->max_value
,
4906 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4907 _spell_idx
->second
->min_value
),
4914 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4916 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4918 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4920 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4923 case SKILL_HERBALISM
:
4924 case SKILL_LOCKPICKING
:
4925 case SKILL_JEWELCRAFTING
:
4926 case SKILL_INSCRIPTION
:
4927 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4928 case SKILL_SKINNING
:
4929 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4930 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4932 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4934 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4935 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4937 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4942 bool Player::UpdateFishingSkill()
4944 sLog
.outDebug("UpdateFishingSkill");
4946 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4948 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4950 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4952 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4955 // levels sync. with spell requirement for skill levels to learn
4956 // bonus abilities in sSkillLineAbilityStore
4957 // Used only to avoid scan DBC at each skill grow
4958 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4960 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4962 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4966 if(Chance
<= 0) // speedup in 0 chance case
4968 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4973 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4974 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4975 if ( i
>= PLAYER_MAX_SKILLS
)
4978 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4979 uint16 SkillValue
= SKILL_VALUE(data
);
4980 uint16 MaxValue
= SKILL_MAX(data
);
4982 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4985 int32 Roll
= irand(1,1000);
4987 if ( Roll
<= Chance
)
4989 uint32 new_value
= SkillValue
+step
;
4990 if(new_value
> MaxValue
)
4991 new_value
= MaxValue
;
4993 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4994 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
4996 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
4998 learnSkillRewardedSpells( SkillId
, new_value
);
5002 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5003 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5007 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5011 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5013 // no skill gain in pvp
5014 Unit
*pVictim
= getVictim();
5015 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5019 return; // always maximized SKILL_FERAL_COMBAT in fact
5021 if(m_form
== FORM_TREE
)
5022 return; // use weapon but not skill up
5024 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5030 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5033 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5034 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5035 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5041 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5043 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5047 UpdateAllCritPercentages();
5050 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5052 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5053 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5054 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5055 if(moblevel
< greylevel
)
5058 if (moblevel
> plevel
+ 5)
5059 moblevel
= plevel
+ 5;
5061 uint32 lvldif
= moblevel
- greylevel
;
5065 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5069 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5072 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5073 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5076 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5078 if(roll_chance_f(chance
))
5083 UpdateWeaponSkill(attType
);
5089 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5091 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5092 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5094 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5095 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5096 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5098 if(talent
) // permanent bonus stored in high part
5099 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5100 else // temporary/item bonus stored in low part
5101 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5106 void Player::UpdateSkillsForLevel()
5108 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5109 uint32 maxSkill
= GetMaxSkillValueForLevel();
5111 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5113 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5114 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5116 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5118 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5122 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5125 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5126 uint32 max
= SKILL_MAX(data
);
5127 uint32 val
= SKILL_VALUE(data
);
5129 /// update only level dependent max skill values
5132 /// miximize skill always
5134 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5135 /// update max skill value if current max skill not maximized
5136 else if(max
!= maxconfskill
)
5137 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5142 void Player::UpdateSkillsToMaxSkillsForLevel()
5144 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5145 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5147 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5148 if( IsProfessionOrRidingSkill(pskill
))
5150 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5152 uint32 max
= SKILL_MAX(data
);
5155 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5157 if(pskill
== SKILL_DEFENSE
)
5158 UpdateDefenseBonusesMod();
5162 // This functions sets a skill line value (and adds if doesn't exist yet)
5163 // To "remove" a skill line, set it's values to zero
5164 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5170 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5171 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5173 if(i
<PLAYER_MAX_SKILLS
) //has skill
5177 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5178 learnSkillRewardedSpells(id
, currVal
);
5179 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5180 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5184 // clear skill fields
5185 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5186 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5187 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5189 // remove all spells that related to this skill
5190 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5191 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5192 if (pAbility
->skillId
==id
)
5193 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5196 else if(currVal
) //add
5198 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5199 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5201 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5204 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5207 // enable unlearn button for primary professions only
5208 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5209 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5211 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5212 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5213 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5214 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5216 // apply skill bonuses
5217 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5219 // temporary bonuses
5220 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5221 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5222 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5223 (*j
)->ApplyModifier(true);
5225 // permanent bonuses
5226 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5227 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5228 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5229 (*j
)->ApplyModifier(true);
5231 // Learn all spells for skill
5232 learnSkillRewardedSpells(id
, currVal
);
5238 bool Player::HasSkill(uint32 skill
) const
5240 if(!skill
)return false;
5241 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5243 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5251 uint16
Player::GetSkillValue(uint32 skill
) const
5256 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5258 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5260 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5262 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5263 result
+= SKILL_TEMP_BONUS(bonus
);
5264 result
+= SKILL_PERM_BONUS(bonus
);
5265 return result
< 0 ? 0 : result
;
5271 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5274 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5276 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5278 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5280 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5281 result
+= SKILL_TEMP_BONUS(bonus
);
5282 result
+= SKILL_PERM_BONUS(bonus
);
5283 return result
< 0 ? 0 : result
;
5289 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5292 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5294 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5296 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5302 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5305 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5307 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5309 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5310 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5311 return result
< 0 ? 0 : result
;
5317 uint16
Player::GetPureSkillValue(uint32 skill
) const
5320 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5322 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5324 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5330 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5335 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5337 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5339 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5346 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5351 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5353 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5355 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5362 void Player::SendInitialActionButtons() const
5364 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5366 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5367 data
<< uint8(0); // can be 0, 1, 2
5368 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5370 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5371 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5373 data
<< uint16(itr
->second
.action
);
5374 data
<< uint8(itr
->second
.misc
);
5375 data
<< uint8(itr
->second
.type
);
5383 GetSession()->SendPacket( &data
);
5384 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5387 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5389 if(button
>= MAX_ACTION_BUTTONS
)
5391 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5395 // check cheating with adding non-known spells to action bar
5396 if(type
==ACTION_BUTTON_SPELL
)
5398 if(!sSpellStore
.LookupEntry(action
))
5400 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5404 if(!HasSpell(action
))
5406 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5411 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5413 if (buttonItr
==m_actionButtons
.end())
5414 { // just add new button
5415 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5418 { // change state of current button
5419 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5420 buttonItr
->second
= ActionButton(action
,type
,misc
);
5421 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5424 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5428 void Player::removeActionButton(uint8 button
)
5430 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5431 if (buttonItr
==m_actionButtons
.end())
5434 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5435 m_actionButtons
.erase(buttonItr
); // new and not saved
5437 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5439 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5442 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5444 // prevent crash when a bad coord is sent by the client
5445 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5447 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5453 const float old_x
= GetPositionX();
5454 const float old_y
= GetPositionY();
5455 const float old_z
= GetPositionZ();
5456 const float old_r
= GetOrientation();
5458 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5460 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5461 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5463 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5465 // move and update visible state if need
5466 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5468 // reread after Map::Relocation
5475 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5476 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5479 // code block for underwater state update
5480 UpdateUnderwaterState(m
, x
, y
, z
);
5482 CheckExploreSystem();
5487 void Player::SaveRecallPosition()
5489 m_recallMap
= GetMapId();
5490 m_recallX
= GetPositionX();
5491 m_recallY
= GetPositionY();
5492 m_recallZ
= GetPositionZ();
5493 m_recallO
= GetOrientation();
5496 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5498 GetMap()->MessageBroadcast(this, data
, self
);
5501 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5503 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5506 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5508 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5511 void Player::SendDirectMessage(WorldPacket
*data
)
5513 GetSession()->SendPacket(data
);
5516 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5518 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5519 data
<< uint32(CinematicSequenceId
);
5520 SendDirectMessage(&data
);
5523 void Player::SendMovieStart(uint32 MovieId
)
5525 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5526 data
<< uint32(MovieId
);
5527 SendDirectMessage(&data
);
5530 void Player::CheckExploreSystem()
5538 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5539 if(areaFlag
==0xffff)
5541 int offset
= areaFlag
/ 32;
5545 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5549 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5550 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5552 if( !(currFields
& val
) )
5554 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5556 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5558 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5561 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5563 else if(p
->area_level
> 0)
5565 uint32 area
= p
->ID
;
5566 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5568 SendExplorationExperience(area
,0);
5572 int32 diff
= int32(getLevel()) - p
->area_level
;
5576 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5580 int32 exploration_percent
= (100-((diff
-5)*5));
5581 if (exploration_percent
> 100)
5582 exploration_percent
= 100;
5583 else if (exploration_percent
< 0)
5584 exploration_percent
= 0;
5586 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5590 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5594 SendExplorationExperience(area
,XP
);
5596 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5601 uint32
Player::TeamForRace(uint8 race
)
5603 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5606 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5610 switch(rEntry
->TeamID
)
5612 case 7: return ALLIANCE
;
5613 case 1: return HORDE
;
5616 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5620 uint32
Player::getFactionForRace(uint8 race
)
5622 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5625 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5629 return rEntry
->FactionID
;
5632 void Player::setFactionForRace(uint8 race
)
5634 m_team
= TeamForRace(race
);
5635 setFaction( getFactionForRace(race
) );
5638 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5640 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5641 return GetReputationMgr().GetRank(factionEntry
);
5644 //Calculate total reputation percent player gain with quest/creature level
5645 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5647 float percent
= 100.0f
;
5649 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5651 if(rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5654 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5656 percent
+= rep
> 0 ? repMod
: -repMod
;
5661 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5664 //Calculates how many reputation points player gains in victim's enemy factions
5665 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5667 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5670 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5675 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5677 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5678 donerep1
= int32(donerep1
*rate
);
5679 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5680 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5681 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5682 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5684 // Wiki: Team factions value divided by 2
5685 if (factionEntry1
&& Rep
->is_teamaward1
)
5687 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5688 if(team1_factionEntry
)
5689 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5693 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5695 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5696 donerep2
= int32(donerep2
*rate
);
5697 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5698 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5699 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5700 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5702 // Wiki: Team factions value divided by 2
5703 if (factionEntry2
&& Rep
->is_teamaward2
)
5705 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5706 if(team2_factionEntry
)
5707 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5712 //Calculate how many reputation points player gain with the quest
5713 void Player::RewardReputation(Quest
const *pQuest
)
5715 // quest reputation reward/loss
5716 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5718 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5720 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
5721 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5723 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5727 // TODO: implement reputation spillover
5730 void Player::UpdateArenaFields(void)
5732 /* arena calcs go here */
5735 void Player::UpdateHonorFields()
5737 /// called when rewarding honor and at each save
5738 uint64 now
= time(NULL
);
5739 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5741 if(m_lastHonorUpdateTime
< today
)
5743 uint64 yesterday
= today
- DAY
;
5745 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5747 // update yesterday's contribution
5748 if(m_lastHonorUpdateTime
>= yesterday
)
5750 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5752 // this is the first update today, reset today's contribution
5753 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5754 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5758 // no honor/kills yesterday or today, reset
5759 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5760 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5764 m_lastHonorUpdateTime
= now
;
5767 ///Calculate the amount of honor gained based on the victim
5768 ///and the size of the group for which the honor is divided
5769 ///An exact honor value can also be given (overriding the calcs)
5770 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5772 // do not reward honor in arenas, but enable onkill spellproc
5775 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5778 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5784 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5785 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5788 uint64 victim_guid
= 0;
5789 uint32 victim_rank
= 0;
5791 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5792 UpdateHonorFields();
5796 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5799 victim_guid
= uVictim
->GetGUID();
5801 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5803 Player
*pVictim
= (Player
*)uVictim
;
5805 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5808 float f
= 1; //need for total kills (?? need more info)
5810 uint32 k_level
= getLevel();
5811 uint32 v_level
= pVictim
->getLevel();
5814 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5816 // [1..14] Alliance honor titles and player name
5817 // [15..28] Horde honor titles and player name
5818 // [29..38] Other title and player name
5820 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5821 // Get Killer titles, CharTitlesEntry::bit_index
5823 // title[1..14] -> rank[5..18]
5824 // title[15..28] -> rank[5..18]
5825 // title[other] -> 0
5826 if (victim_title
== 0)
5827 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5828 else if (victim_title
< 15)
5829 victim_rank
= victim_title
+ 4;
5830 else if (victim_title
< 29)
5831 victim_rank
= victim_title
- 14 + 4;
5833 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5836 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5841 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5843 int32 v_rank
=1; //need more info
5845 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5846 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5848 // count the number of playerkills in one day
5849 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5850 // and those in a lifetime
5851 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5852 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5853 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
5854 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
5858 Creature
*cVictim
= (Creature
*)uVictim
;
5860 if (!cVictim
->isRacialLeader())
5863 honor
= 100; // ??? need more info
5864 victim_rank
= 19; // HK: Leader
5868 if (uVictim
!= NULL
)
5870 honor
*= sWorld
.getRate(RATE_HONOR
);
5875 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5878 // honor - for show honor points in log
5879 // victim_guid - for show victim name in log
5880 // victim_rank [1..4] HK: <dishonored rank>
5881 // victim_rank [5..19] HK: <alliance\horde rank>
5882 // victim_rank [0,20+] HK: <>
5883 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5884 data
<< (uint32
) honor
;
5885 data
<< (uint64
) victim_guid
;
5886 data
<< (uint32
) victim_rank
;
5888 GetSession()->SendPacket(&data
);
5891 ModifyHonorPoints(int32(honor
));
5893 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5897 void Player::ModifyHonorPoints( int32 value
)
5901 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5902 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5904 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5907 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5910 void Player::ModifyArenaPoints( int32 value
)
5914 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5915 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5917 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5920 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5923 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5925 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
5929 uint32 id
= result
->Fetch()[0].GetUInt32();
5934 uint32
Player::GetRankFromDB(uint64 guid
)
5936 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
5939 uint32 v
= result
->Fetch()[0].GetUInt32();
5947 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
5949 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid
), type
);
5953 uint32 id
= (*result
)[0].GetUInt32();
5958 uint32
Player::GetZoneIdFromDB(uint64 guid
)
5960 uint32 guidLow
= GUID_LOPART(guid
);
5961 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
5964 Field
* fields
= result
->Fetch();
5965 uint32 zone
= fields
[0].GetUInt32();
5970 // stored zone is zero, use generic and slow zone detection
5971 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
5974 fields
= result
->Fetch();
5975 uint32 map
= fields
[0].GetUInt32();
5976 float posx
= fields
[1].GetFloat();
5977 float posy
= fields
[2].GetFloat();
5978 float posz
= fields
[3].GetFloat();
5981 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
5983 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
5989 void Player::UpdateArea(uint32 newArea
)
5991 // FFA_PVP flags are area and not zone id dependent
5992 // so apply them accordingly
5993 m_areaUpdateId
= newArea
;
5995 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
5997 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6000 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6004 // remove ffa flag only if not ffapvp realm
6005 // removal in sanctuaries and capitals is handled in zone update
6006 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6007 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6010 UpdateAreaDependentAuras(newArea
);
6013 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6015 if(m_zoneUpdateId
!= newZone
)
6016 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6018 m_zoneUpdateId
= newZone
;
6019 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6021 // zone changed, so area changed as well, update it
6022 UpdateArea(newArea
);
6024 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6028 if (sWorld
.getConfig(CONFIG_WEATHER
))
6030 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6033 wth
->SendWeatherUpdateToPlayer(this);
6037 if(!sWorld
.AddWeather(zone
->ID
))
6039 // send fine weather packet to remove old zone's weather
6040 Weather::SendFineWeatherUpdateToPlayer(this);
6045 // in PvP, any not controlled zone (except zone->team == 6, default case)
6046 // in PvE, only opposition team capital
6050 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6052 case AREATEAM_HORDE
:
6053 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6056 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6057 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6059 default: // 6 in fact
6060 pvpInfo
.inHostileArea
= false;
6064 if(pvpInfo
.inHostileArea
) // in hostile area
6066 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6067 UpdatePvP(true, true);
6069 else // in friendly area
6071 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6072 pvpInfo
.endTimer
= time(0); // start toggle-off
6075 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6077 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6078 if(sWorld
.IsFFAPvPRealm())
6079 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6083 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6086 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6088 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6089 SetRestType(REST_TYPE_IN_CITY
);
6090 InnEnter(time(0),GetMapId(),0,0,0);
6092 if(sWorld
.IsFFAPvPRealm())
6093 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6095 else // anywhere else
6097 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6099 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6101 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6103 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6104 SetRestType(REST_TYPE_NO
);
6106 if(sWorld
.IsFFAPvPRealm())
6107 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6110 else // not in tavern (leave city then)
6112 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6113 SetRestType(REST_TYPE_NO
);
6115 // Set player to FFA PVP when not in rested environment.
6116 if(sWorld
.IsFFAPvPRealm())
6117 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6122 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6123 // if player resurrected at teleport this will be applied in resurrect code
6125 DestroyZoneLimitedItem( true, newZone
);
6127 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6128 AutoUnequipOffhandIfNeed();
6130 // recent client version not send leave/join channel packets for built-in local channels
6131 UpdateLocalChannels( newZone
);
6135 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6137 UpdateZoneDependentAuras(newZone
);
6140 //If players are too far way of duel flag... then player loose the duel
6141 void Player::CheckDuelDistance(time_t currTime
)
6146 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6147 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6151 if(duel
->outOfBound
== 0)
6153 if(!IsWithinDistInMap(obj
, 50))
6155 duel
->outOfBound
= currTime
;
6157 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6158 GetSession()->SendPacket(&data
);
6163 if(IsWithinDistInMap(obj
, 40))
6165 duel
->outOfBound
= 0;
6167 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6168 GetSession()->SendPacket(&data
);
6170 else if(currTime
>= (duel
->outOfBound
+10))
6172 DuelComplete(DUEL_FLED
);
6177 void Player::DuelComplete(DuelCompleteType type
)
6179 // duel not requested
6183 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6184 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6185 GetSession()->SendPacket(&data
);
6186 duel
->opponent
->GetSession()->SendPacket(&data
);
6188 if(type
!= DUEL_INTERUPTED
)
6190 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6191 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6192 data
<< duel
->opponent
->GetName();
6194 SendMessageToSet(&data
,true);
6197 if (type
== DUEL_WON
)
6199 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6201 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6204 // cool-down duel spell
6205 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6212 GetSession()->SendPacket(&data);
6213 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6214 data<<duel->opponent->GetGUID();
6218 duel->opponent->GetSession()->SendPacket(&data);*/
6220 //Remove Duel Flag object
6221 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6223 duel
->initiator
->RemoveGameObject(obj
,true);
6226 std::vector
<uint32
> auras2remove
;
6227 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6228 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6230 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6231 auras2remove
.push_back(i
->second
->GetId());
6234 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6235 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6237 auras2remove
.clear();
6238 AuraMap
const& auras
= GetAuras();
6239 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6241 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6242 auras2remove
.push_back(i
->second
->GetId());
6244 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6245 RemoveAurasDueToSpell(auras2remove
[i
]);
6247 // cleanup combo points
6248 if(GetComboTarget()==duel
->opponent
->GetGUID())
6250 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6253 if(duel
->opponent
->GetComboTarget()==GetGUID())
6254 duel
->opponent
->ClearComboPoints();
6255 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6256 duel
->opponent
->ClearComboPoints();
6259 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6260 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6261 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6262 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6264 delete duel
->opponent
->duel
;
6265 duel
->opponent
->duel
= NULL
;
6270 //---------------------------------------------------------//
6272 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6274 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6277 // not apply/remove mods for broken item
6278 if(item
->IsBroken())
6281 ItemPrototype
const *proto
= item
->GetProto();
6286 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6288 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6289 if(attacktype
< MAX_ATTACK
)
6290 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6292 _ApplyItemBonuses(proto
,slot
,apply
);
6294 if( slot
==EQUIPMENT_SLOT_RANGED
)
6295 _ApplyAmmoBonuses();
6297 ApplyItemEquipSpell(item
,apply
);
6298 ApplyEnchantment(item
, apply
);
6300 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6301 CorrectMetaGemEnchants(slot
, apply
);
6303 sLog
.outDebug("_ApplyItemMods complete.");
6306 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6308 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6311 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6313 uint32 statType
= 0;
6316 if(proto
->ScalingStatDistribution
)
6318 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6320 statType
= ssd
->StatMod
[i
];
6322 if(uint32 modifier
= ssd
->Modifier
[i
])
6324 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6325 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6327 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6328 val
= (multiplier
* modifier
) / 10000;
6335 statType
= proto
->ItemStat
[i
].ItemStatType
;
6336 val
= proto
->ItemStat
[i
].ItemStatValue
;
6345 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6347 case ITEM_MOD_HEALTH
: // modify HP
6348 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6350 case ITEM_MOD_AGILITY
: // modify agility
6351 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6352 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6354 case ITEM_MOD_STRENGTH
: //modify strength
6355 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6356 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6358 case ITEM_MOD_INTELLECT
: //modify intellect
6359 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6360 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6362 case ITEM_MOD_SPIRIT
: //modify spirit
6363 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6364 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6366 case ITEM_MOD_STAMINA
: //modify stamina
6367 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6368 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6370 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6371 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6373 case ITEM_MOD_DODGE_RATING
:
6374 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6376 case ITEM_MOD_PARRY_RATING
:
6377 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6379 case ITEM_MOD_BLOCK_RATING
:
6380 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6382 case ITEM_MOD_HIT_MELEE_RATING
:
6383 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6385 case ITEM_MOD_HIT_RANGED_RATING
:
6386 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6388 case ITEM_MOD_HIT_SPELL_RATING
:
6389 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6391 case ITEM_MOD_CRIT_MELEE_RATING
:
6392 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6394 case ITEM_MOD_CRIT_RANGED_RATING
:
6395 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6397 case ITEM_MOD_CRIT_SPELL_RATING
:
6398 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6400 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6401 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6403 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6404 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6406 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6407 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6409 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6410 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6412 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6413 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6415 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6416 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6418 case ITEM_MOD_HASTE_MELEE_RATING
:
6419 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6421 case ITEM_MOD_HASTE_RANGED_RATING
:
6422 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6424 case ITEM_MOD_HASTE_SPELL_RATING
:
6425 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6427 case ITEM_MOD_HIT_RATING
:
6428 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6429 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6430 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6432 case ITEM_MOD_CRIT_RATING
:
6433 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6434 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6435 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6437 case ITEM_MOD_HIT_TAKEN_RATING
:
6438 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6439 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6440 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6442 case ITEM_MOD_CRIT_TAKEN_RATING
:
6443 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6444 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6445 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6447 case ITEM_MOD_RESILIENCE_RATING
:
6448 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6449 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6450 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6452 case ITEM_MOD_HASTE_RATING
:
6453 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6454 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6455 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6457 case ITEM_MOD_EXPERTISE_RATING
:
6458 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6460 case ITEM_MOD_ATTACK_POWER
:
6461 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6462 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6464 case ITEM_MOD_RANGED_ATTACK_POWER
:
6465 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6467 case ITEM_MOD_FERAL_ATTACK_POWER
:
6468 ApplyFeralAPBonus(int32(val
), apply
);
6470 case ITEM_MOD_SPELL_HEALING_DONE
:
6471 ApplySpellHealingBonus(int32(val
), apply
);
6473 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6474 ApplySpellDamageBonus(int32(val
), apply
);
6476 case ITEM_MOD_MANA_REGENERATION
:
6477 ApplyManaRegenBonus(int32(val
), apply
);
6479 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6480 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6482 case ITEM_MOD_SPELL_POWER
:
6483 ApplySpellHealingBonus(int32(val
), apply
);
6484 ApplySpellDamageBonus(int32(val
), apply
);
6490 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6493 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6496 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6499 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6501 if (proto
->NatureRes
)
6502 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6504 if (proto
->FrostRes
)
6505 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6507 if (proto
->ShadowRes
)
6508 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6510 if (proto
->ArcaneRes
)
6511 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6513 WeaponAttackType attType
= BASE_ATTACK
;
6514 float damage
= 0.0f
;
6516 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6517 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6518 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6520 attType
= RANGED_ATTACK
;
6522 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6524 attType
= OFF_ATTACK
;
6527 if (proto
->Damage
[0].DamageMin
> 0 )
6529 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6530 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6531 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6534 if (proto
->Damage
[0].DamageMax
> 0 )
6536 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6537 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6540 // Druids get feral AP bonus from weapon dps
6541 if(getClass() == CLASS_DRUID
)
6543 int32 feral_bonus
= proto
->getFeralBonus();
6544 if (feral_bonus
> 0)
6545 ApplyFeralAPBonus(feral_bonus
, apply
);
6548 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6553 if(slot
== EQUIPMENT_SLOT_RANGED
)
6554 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6555 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6556 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6557 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6558 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6561 if(CanModifyStats() && (damage
|| proto
->Delay
))
6562 UpdateDamagePhysical(attType
);
6565 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6567 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6568 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6569 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6571 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6572 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6573 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6575 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6576 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6577 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6580 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6582 // generic not weapon specific case processes in aura code
6583 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6586 BaseModGroup mod
= BASEMOD_END
;
6589 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6590 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6591 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6595 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6597 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6601 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6603 // ignore spell mods for not wands
6604 Modifier
const* modifier
= aura
->GetModifier();
6605 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6608 // generic not weapon specific case processes in aura code
6609 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6612 UnitMods unitMod
= UNIT_MOD_END
;
6615 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6616 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6617 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6621 UnitModifierType unitModType
= TOTAL_VALUE
;
6622 switch(modifier
->m_auraname
)
6624 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6625 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6629 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6631 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6635 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6640 ItemPrototype
const *proto
= item
->GetProto();
6644 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6646 _Spell
const& spellData
= proto
->Spells
[i
];
6649 if(!spellData
.SpellId
)
6652 // wrong triggering type
6653 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6656 // check if it is valid spell
6657 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6661 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6665 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6669 // Cannot be used in this stance/form
6670 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6673 if(form_change
) // check aura active state from other form
6676 for (int k
=0; k
< 3; ++k
)
6678 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6679 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6681 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6691 if(found
) // and skip re-cast already active aura at form change
6695 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6697 CastSpell(this,spellInfo
,true,item
);
6701 if(form_change
) // check aura compatibility
6703 // Cannot be used in this stance/form
6704 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6705 return; // and remove only not compatible at form change
6709 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6711 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6715 void Player::UpdateEquipSpellsAtFormChange()
6717 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6719 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6721 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6722 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6726 // item set bonuses not dependent from item broken state
6727 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6729 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6733 for(uint32 y
=0;y
<8; ++y
)
6735 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6739 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6740 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6745 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6747 if(!item
|| item
->IsBroken())
6750 ItemPrototype
const *proto
= item
->GetProto();
6754 if (!Target
|| Target
== this )
6757 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6759 _Spell
const& spellData
= proto
->Spells
[i
];
6762 if(!spellData
.SpellId
)
6765 // wrong triggering type
6766 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6769 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6772 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6776 // not allow proc extra attack spell at extra attack
6777 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6780 float chance
= spellInfo
->procChance
;
6782 if(spellData
.SpellPPMRate
)
6784 uint32 WeaponSpeed
= GetAttackTime(attType
);
6785 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6787 else if(chance
> 100.0f
)
6789 chance
= GetWeaponProcChance();
6792 if (roll_chance_f(chance
))
6793 CastSpell(Target
, spellInfo
->Id
, true, item
);
6796 // item combat enchantments
6797 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6799 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6800 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6801 if(!pEnchant
) continue;
6802 for (int s
=0;s
<3;s
++)
6804 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6807 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6810 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6814 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6815 if (roll_chance_f(chance
))
6817 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6818 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6820 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6826 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6828 ItemPrototype
const* proto
= item
->GetProto();
6829 // special learning case
6830 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6832 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6833 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6835 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6838 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6839 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6843 Spell
*spell
= new Spell(this, spellInfo
, false);
6844 spell
->m_CastItem
= item
;
6845 spell
->m_cast_count
= cast_count
; //set count of casts
6846 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6847 spell
->prepare(&targets
);
6851 // use triggered flag only for items with many spell casts and for not first cast
6854 // item spells casted at use
6855 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6857 _Spell
const& spellData
= proto
->Spells
[i
];
6860 if(!spellData
.SpellId
)
6863 // wrong triggering type
6864 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6867 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6870 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6874 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6875 spell
->m_CastItem
= item
;
6876 spell
->m_cast_count
= cast_count
; // set count of casts
6877 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6878 spell
->prepare(&targets
);
6883 // Item enchantments spells casted at use
6884 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6886 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6887 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6888 if(!pEnchant
) continue;
6889 for (int s
=0;s
<3;s
++)
6891 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6894 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6897 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6901 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6902 spell
->m_CastItem
= item
;
6903 spell
->m_cast_count
= cast_count
; // set count of casts
6904 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6905 spell
->prepare(&targets
);
6912 void Player::_RemoveAllItemMods()
6914 sLog
.outDebug("_RemoveAllItemMods start.");
6916 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6920 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6924 // item set bonuses not dependent from item broken state
6926 RemoveItemsSetItem(this,proto
);
6928 if(m_items
[i
]->IsBroken())
6931 ApplyItemEquipSpell(m_items
[i
],false);
6932 ApplyEnchantment(m_items
[i
], false);
6936 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6940 if(m_items
[i
]->IsBroken())
6942 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6946 uint32 attacktype
= Player::GetAttackBySlot(i
);
6947 if(attacktype
< MAX_ATTACK
)
6948 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6950 _ApplyItemBonuses(proto
,i
, false);
6952 if( i
== EQUIPMENT_SLOT_RANGED
)
6953 _ApplyAmmoBonuses();
6957 sLog
.outDebug("_RemoveAllItemMods complete.");
6960 void Player::_ApplyAllItemMods()
6962 sLog
.outDebug("_ApplyAllItemMods start.");
6964 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6968 if(m_items
[i
]->IsBroken())
6971 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6975 uint32 attacktype
= Player::GetAttackBySlot(i
);
6976 if(attacktype
< MAX_ATTACK
)
6977 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6979 _ApplyItemBonuses(proto
,i
, true);
6981 if( i
== EQUIPMENT_SLOT_RANGED
)
6982 _ApplyAmmoBonuses();
6986 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6990 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6994 // item set bonuses not dependent from item broken state
6996 AddItemsSetItem(this,m_items
[i
]);
6998 if(m_items
[i
]->IsBroken())
7001 ApplyItemEquipSpell(m_items
[i
],true);
7002 ApplyEnchantment(m_items
[i
], true);
7006 sLog
.outDebug("_ApplyAllItemMods complete.");
7009 void Player::_ApplyAmmoBonuses()
7012 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7016 float currentAmmoDPS
;
7018 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7019 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7020 currentAmmoDPS
= 0.0f
;
7022 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7024 if(currentAmmoDPS
== GetAmmoDPS())
7027 m_ammoDPS
= currentAmmoDPS
;
7029 if(CanModifyStats())
7030 UpdateDamagePhysical(RANGED_ATTACK
);
7033 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7038 // check ranged weapon
7039 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7040 if(!weapon
|| weapon
->IsBroken() )
7043 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7044 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7047 // check ammo ws. weapon compatibility
7048 switch(weapon_proto
->SubClass
)
7050 case ITEM_SUBCLASS_WEAPON_BOW
:
7051 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7052 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7055 case ITEM_SUBCLASS_WEAPON_GUN
:
7056 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7066 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7067 Called by remove insignia spell effect */
7068 void Player::RemovedInsignia(Player
* looterPlr
)
7070 if (!GetBattleGroundId())
7073 // If not released spirit, do it !
7074 if(m_deathTimer
> 0)
7081 Corpse
*corpse
= GetCorpse();
7085 // We have to convert player corpse to bones, not to be able to resurrect there
7086 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7087 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7091 // Now we must make bones lootable, and send player loot
7092 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7094 // We store the level of our player in the gold field
7095 // We retrieve this information at Player::SendLoot()
7096 bones
->loot
.gold
= getLevel();
7097 bones
->lootRecipient
= looterPlr
;
7098 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7101 void Player::SendLootRelease( uint64 guid
)
7103 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7104 data
<< uint64(guid
) << uint8(1);
7105 SendDirectMessage( &data
);
7108 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7110 if (uint64 lguid
= GetLootGUID())
7111 m_session
->DoLootRelease(lguid
);
7114 PermissionTypes permission
= ALL_PERMISSION
;
7116 sLog
.outDebug("Player::SendLoot");
7117 if (IS_GAMEOBJECT_GUID(guid
))
7119 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7120 GameObject
*go
= GetMap()->GetGameObject(guid
);
7122 // not check distance for GO in case owned GO (fishing bobber case, for example)
7123 // And permit out of range GO with no owner in case fishing hole
7124 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7126 SendLootRelease(guid
);
7132 if (go
->getLootState() == GO_READY
)
7134 uint32 lootid
= go
->GetLootId();
7138 sLog
.outDebug(" if(lootid)");
7140 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7143 if (loot_type
== LOOT_FISHING
)
7144 go
->getFishLoot(loot
,this);
7146 go
->SetLootState(GO_ACTIVATED
);
7149 else if (IS_ITEM_GUID(guid
))
7151 Item
*item
= GetItemByGuid( guid
);
7155 SendLootRelease(guid
);
7161 if (!item
->m_lootGenerated
)
7163 item
->m_lootGenerated
= true;
7168 case LOOT_DISENCHANTING
:
7169 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7171 case LOOT_PROSPECTING
:
7172 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7175 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7178 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7179 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7184 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7186 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7188 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7190 SendLootRelease(guid
);
7194 loot
= &bones
->loot
;
7196 if (!bones
->lootForBody
)
7198 bones
->lootForBody
= true;
7199 uint32 pLevel
= bones
->loot
.gold
;
7200 bones
->loot
.clear();
7201 // It may need a better formula
7202 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7203 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7206 if (bones
->lootRecipient
!= this)
7207 permission
= NONE_PERMISSION
;
7211 Creature
*creature
= GetMap()->GetCreature(guid
);
7213 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7214 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7216 SendLootRelease(guid
);
7220 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7222 SendLootRelease(guid
);
7226 loot
= &creature
->loot
;
7228 if (loot_type
== LOOT_PICKPOCKETING
)
7230 if (!creature
->lootForPickPocketed
)
7232 creature
->lootForPickPocketed
= true;
7235 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7236 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7238 // Generate extra money for pick pocket loot
7239 const uint32 a
= urand(0, creature
->getLevel()/2);
7240 const uint32 b
= urand(0, getLevel()/2);
7241 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7246 // the player whose group may loot the corpse
7247 Player
*recipient
= creature
->GetLootRecipient();
7250 creature
->SetLootRecipient(this);
7254 if (creature
->lootForPickPocketed
)
7256 creature
->lootForPickPocketed
= false;
7260 if (!creature
->lootForBody
)
7262 creature
->lootForBody
= true;
7265 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7266 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7268 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7270 if (Group
* group
= recipient
->GetGroup())
7272 group
->UpdateLooterGuid(creature
,true);
7274 switch (group
->GetLootMethod())
7277 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7278 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7280 case NEED_BEFORE_GREED
:
7281 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7284 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7292 // possible only if creature->lootForBody && loot->empty() at spell cast check
7293 if (loot_type
== LOOT_SKINNING
)
7296 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7298 // set group rights only for loot_type != LOOT_SKINNING
7301 if(Group
* group
= GetGroup())
7303 if (group
== recipient
->GetGroup())
7305 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7306 permission
= ALL_PERMISSION
;
7307 else if (group
->GetLooterGuid() == GetGUID())
7309 if (group
->GetLootMethod() == MASTER_LOOT
)
7310 permission
= MASTER_PERMISSION
;
7312 permission
= ALL_PERMISSION
;
7315 permission
= GROUP_PERMISSION
;
7318 permission
= NONE_PERMISSION
;
7320 else if (recipient
== this)
7321 permission
= ALL_PERMISSION
;
7323 permission
= NONE_PERMISSION
;
7330 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7333 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7334 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7338 // need know merged fishing/corpse loot type for achievements
7339 loot
->loot_type
= loot_type
;
7341 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7343 data
<< uint64(guid
);
7344 data
<< uint8(loot_type
);
7345 data
<< LootView(*loot
, this, permission
);
7347 SendDirectMessage(&data
);
7349 // add 'this' player as one of the players that are looting 'loot'
7350 if (permission
!= NONE_PERMISSION
)
7351 loot
->AddLooter(GetGUID());
7353 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7354 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7357 void Player::SendNotifyLootMoneyRemoved()
7359 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7360 GetSession()->SendPacket( &data
);
7363 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7365 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7366 data
<< uint8(lootSlot
);
7367 GetSession()->SendPacket( &data
);
7370 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7372 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7375 GetSession()->SendPacket(&data
);
7378 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7380 // data depends on zoneid/mapid...
7381 BattleGround
* bg
= GetBattleGround();
7382 uint16 NumberOfFields
= 0;
7383 uint32 mapid
= GetMapId();
7385 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7387 // may be exist better way to do this...
7410 NumberOfFields
= 41;
7413 NumberOfFields
= 15;
7416 NumberOfFields
= 83;
7419 NumberOfFields
= 16;
7423 NumberOfFields
= 40;
7426 NumberOfFields
= 27;
7429 NumberOfFields
= 39;
7432 NumberOfFields
= 38;
7435 NumberOfFields
= 37;
7440 NumberOfFields
= 11;
7443 NumberOfFields
= 11;
7446 NumberOfFields
= 12;
7450 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7451 data
<< uint32(mapid
); // mapid
7452 data
<< uint32(zoneid
); // zone id
7453 data
<< uint32(areaid
); // area id, new 2.1.0
7454 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7455 data
<< uint32(0x8d8) << uint32(0x0); // 1
7456 data
<< uint32(0x8d7) << uint32(0x0); // 2
7457 data
<< uint32(0x8d6) << uint32(0x0); // 3
7458 data
<< uint32(0x8d5) << uint32(0x0); // 4
7459 data
<< uint32(0x8d4) << uint32(0x0); // 5
7460 data
<< uint32(0x8d3) << uint32(0x0); // 6
7461 // 7 1 - Arena season in progress, 0 - end of season
7462 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7463 // 8 Arena season id
7464 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7465 if(mapid
== 530) // Outland
7467 data
<< uint32(0x9bf) << uint32(0x0); // 7
7468 data
<< uint32(0x9bd) << uint32(0xF); // 8
7469 data
<< uint32(0x9bb) << uint32(0xF); // 9
7484 data
<< uint32(0x7ae) << uint32(0x1); // 7
7485 data
<< uint32(0x532) << uint32(0x1); // 8
7486 data
<< uint32(0x531) << uint32(0x0); // 9
7487 data
<< uint32(0x52e) << uint32(0x0); // 10
7488 data
<< uint32(0x571) << uint32(0x0); // 11
7489 data
<< uint32(0x570) << uint32(0x0); // 12
7490 data
<< uint32(0x567) << uint32(0x1); // 13
7491 data
<< uint32(0x566) << uint32(0x1); // 14
7492 data
<< uint32(0x550) << uint32(0x1); // 15
7493 data
<< uint32(0x544) << uint32(0x0); // 16
7494 data
<< uint32(0x536) << uint32(0x0); // 17
7495 data
<< uint32(0x535) << uint32(0x1); // 18
7496 data
<< uint32(0x518) << uint32(0x0); // 19
7497 data
<< uint32(0x517) << uint32(0x0); // 20
7498 data
<< uint32(0x574) << uint32(0x0); // 21
7499 data
<< uint32(0x573) << uint32(0x0); // 22
7500 data
<< uint32(0x572) << uint32(0x0); // 23
7501 data
<< uint32(0x56f) << uint32(0x0); // 24
7502 data
<< uint32(0x56e) << uint32(0x0); // 25
7503 data
<< uint32(0x56d) << uint32(0x0); // 26
7504 data
<< uint32(0x56c) << uint32(0x0); // 27
7505 data
<< uint32(0x56b) << uint32(0x0); // 28
7506 data
<< uint32(0x56a) << uint32(0x1); // 29
7507 data
<< uint32(0x569) << uint32(0x1); // 30
7508 data
<< uint32(0x568) << uint32(0x1); // 13
7509 data
<< uint32(0x565) << uint32(0x0); // 32
7510 data
<< uint32(0x564) << uint32(0x0); // 33
7511 data
<< uint32(0x563) << uint32(0x0); // 34
7512 data
<< uint32(0x562) << uint32(0x0); // 35
7513 data
<< uint32(0x561) << uint32(0x0); // 36
7514 data
<< uint32(0x560) << uint32(0x0); // 37
7515 data
<< uint32(0x55f) << uint32(0x0); // 38
7516 data
<< uint32(0x55e) << uint32(0x0); // 39
7517 data
<< uint32(0x55d) << uint32(0x0); // 40
7518 data
<< uint32(0x3c6) << uint32(0x4); // 41
7519 data
<< uint32(0x3c4) << uint32(0x6); // 42
7520 data
<< uint32(0x3c2) << uint32(0x4); // 43
7521 data
<< uint32(0x516) << uint32(0x1); // 44
7522 data
<< uint32(0x515) << uint32(0x0); // 45
7523 data
<< uint32(0x3b6) << uint32(0x6); // 46
7524 data
<< uint32(0x55c) << uint32(0x0); // 47
7525 data
<< uint32(0x55b) << uint32(0x0); // 48
7526 data
<< uint32(0x55a) << uint32(0x0); // 49
7527 data
<< uint32(0x559) << uint32(0x0); // 50
7528 data
<< uint32(0x558) << uint32(0x0); // 51
7529 data
<< uint32(0x557) << uint32(0x0); // 52
7530 data
<< uint32(0x556) << uint32(0x0); // 53
7531 data
<< uint32(0x555) << uint32(0x0); // 54
7532 data
<< uint32(0x554) << uint32(0x1); // 55
7533 data
<< uint32(0x553) << uint32(0x1); // 56
7534 data
<< uint32(0x552) << uint32(0x1); // 57
7535 data
<< uint32(0x551) << uint32(0x1); // 58
7536 data
<< uint32(0x54f) << uint32(0x0); // 59
7537 data
<< uint32(0x54e) << uint32(0x0); // 60
7538 data
<< uint32(0x54d) << uint32(0x1); // 61
7539 data
<< uint32(0x54c) << uint32(0x0); // 62
7540 data
<< uint32(0x54b) << uint32(0x0); // 63
7541 data
<< uint32(0x545) << uint32(0x0); // 64
7542 data
<< uint32(0x543) << uint32(0x1); // 65
7543 data
<< uint32(0x542) << uint32(0x0); // 66
7544 data
<< uint32(0x540) << uint32(0x0); // 67
7545 data
<< uint32(0x53f) << uint32(0x0); // 68
7546 data
<< uint32(0x53e) << uint32(0x0); // 69
7547 data
<< uint32(0x53d) << uint32(0x0); // 70
7548 data
<< uint32(0x53c) << uint32(0x0); // 71
7549 data
<< uint32(0x53b) << uint32(0x0); // 72
7550 data
<< uint32(0x53a) << uint32(0x1); // 73
7551 data
<< uint32(0x539) << uint32(0x0); // 74
7552 data
<< uint32(0x538) << uint32(0x0); // 75
7553 data
<< uint32(0x537) << uint32(0x0); // 76
7554 data
<< uint32(0x534) << uint32(0x0); // 77
7555 data
<< uint32(0x533) << uint32(0x0); // 78
7556 data
<< uint32(0x530) << uint32(0x0); // 79
7557 data
<< uint32(0x52f) << uint32(0x0); // 80
7558 data
<< uint32(0x52d) << uint32(0x1); // 81
7561 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7562 bg
->FillInitialWorldStates(data
);
7565 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7566 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7567 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7568 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7569 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7570 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7571 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7572 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7576 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7577 bg
->FillInitialWorldStates(data
);
7580 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7581 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7582 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7583 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7584 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7585 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7586 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7587 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7588 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7589 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7590 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7591 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7592 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7593 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7594 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7595 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7596 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7597 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7598 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7599 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7600 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7601 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7602 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7603 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7604 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7605 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7606 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7607 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7608 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7609 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7610 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7611 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7615 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7616 bg
->FillInitialWorldStates(data
);
7619 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7620 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7621 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7622 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7623 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7624 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7625 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7626 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7627 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7628 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7629 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7630 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7631 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7632 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7633 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7634 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7635 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7636 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7637 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7638 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7639 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7640 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7641 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7642 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7643 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7644 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7645 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7646 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7647 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7648 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7649 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7650 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7651 // and some more ... unknown
7654 case 3483: // Hellfire Peninsula
7655 data
<< uint32(0x9ba) << uint32(0x1); // 10
7656 data
<< uint32(0x9b9) << uint32(0x1); // 11
7657 data
<< uint32(0x9b5) << uint32(0x0); // 12
7658 data
<< uint32(0x9b4) << uint32(0x1); // 13
7659 data
<< uint32(0x9b3) << uint32(0x0); // 14
7660 data
<< uint32(0x9b2) << uint32(0x0); // 15
7661 data
<< uint32(0x9b1) << uint32(0x1); // 16
7662 data
<< uint32(0x9b0) << uint32(0x0); // 17
7663 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7664 data
<< uint32(0x9ac) << uint32(0x0); // 19
7665 data
<< uint32(0x9a8) << uint32(0x0); // 20
7666 data
<< uint32(0x9a7) << uint32(0x0); // 21
7667 data
<< uint32(0x9a6) << uint32(0x1); // 22
7669 case 3519: // Terokkar Forest
7670 data
<< uint32(0xa41) << uint32(0x0); // 10
7671 data
<< uint32(0xa40) << uint32(0x14); // 11
7672 data
<< uint32(0xa3f) << uint32(0x0); // 12
7673 data
<< uint32(0xa3e) << uint32(0x0); // 13
7674 data
<< uint32(0xa3d) << uint32(0x5); // 14
7675 data
<< uint32(0xa3c) << uint32(0x0); // 15
7676 data
<< uint32(0xa87) << uint32(0x0); // 16
7677 data
<< uint32(0xa86) << uint32(0x0); // 17
7678 data
<< uint32(0xa85) << uint32(0x0); // 18
7679 data
<< uint32(0xa84) << uint32(0x0); // 19
7680 data
<< uint32(0xa83) << uint32(0x0); // 20
7681 data
<< uint32(0xa82) << uint32(0x0); // 21
7682 data
<< uint32(0xa81) << uint32(0x0); // 22
7683 data
<< uint32(0xa80) << uint32(0x0); // 23
7684 data
<< uint32(0xa7e) << uint32(0x0); // 24
7685 data
<< uint32(0xa7d) << uint32(0x0); // 25
7686 data
<< uint32(0xa7c) << uint32(0x0); // 26
7687 data
<< uint32(0xa7b) << uint32(0x0); // 27
7688 data
<< uint32(0xa7a) << uint32(0x0); // 28
7689 data
<< uint32(0xa79) << uint32(0x0); // 29
7690 data
<< uint32(0x9d0) << uint32(0x5); // 30
7691 data
<< uint32(0x9ce) << uint32(0x0); // 31
7692 data
<< uint32(0x9cd) << uint32(0x0); // 32
7693 data
<< uint32(0x9cc) << uint32(0x0); // 33
7694 data
<< uint32(0xa88) << uint32(0x0); // 34
7695 data
<< uint32(0xad0) << uint32(0x0); // 35
7696 data
<< uint32(0xacf) << uint32(0x1); // 36
7698 case 3521: // Zangarmarsh
7699 data
<< uint32(0x9e1) << uint32(0x0); // 10
7700 data
<< uint32(0x9e0) << uint32(0x0); // 11
7701 data
<< uint32(0x9df) << uint32(0x0); // 12
7702 data
<< uint32(0xa5d) << uint32(0x1); // 13
7703 data
<< uint32(0xa5c) << uint32(0x0); // 14
7704 data
<< uint32(0xa5b) << uint32(0x1); // 15
7705 data
<< uint32(0xa5a) << uint32(0x0); // 16
7706 data
<< uint32(0xa59) << uint32(0x1); // 17
7707 data
<< uint32(0xa58) << uint32(0x0); // 18
7708 data
<< uint32(0xa57) << uint32(0x0); // 19
7709 data
<< uint32(0xa56) << uint32(0x0); // 20
7710 data
<< uint32(0xa55) << uint32(0x1); // 21
7711 data
<< uint32(0xa54) << uint32(0x0); // 22
7712 data
<< uint32(0x9e7) << uint32(0x0); // 23
7713 data
<< uint32(0x9e6) << uint32(0x0); // 24
7714 data
<< uint32(0x9e5) << uint32(0x0); // 25
7715 data
<< uint32(0xa00) << uint32(0x0); // 26
7716 data
<< uint32(0x9ff) << uint32(0x1); // 27
7717 data
<< uint32(0x9fe) << uint32(0x0); // 28
7718 data
<< uint32(0x9fd) << uint32(0x0); // 29
7719 data
<< uint32(0x9fc) << uint32(0x1); // 30
7720 data
<< uint32(0x9fb) << uint32(0x0); // 31
7721 data
<< uint32(0xa62) << uint32(0x0); // 32
7722 data
<< uint32(0xa61) << uint32(0x1); // 33
7723 data
<< uint32(0xa60) << uint32(0x1); // 34
7724 data
<< uint32(0xa5f) << uint32(0x0); // 35
7726 case 3698: // Nagrand Arena
7727 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7728 bg
->FillInitialWorldStates(data
);
7731 data
<< uint32(0xa0f) << uint32(0x0); // 7
7732 data
<< uint32(0xa10) << uint32(0x0); // 8
7733 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7736 case 3702: // Blade's Edge Arena
7737 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7738 bg
->FillInitialWorldStates(data
);
7741 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7742 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7743 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7746 case 3968: // Ruins of Lordaeron
7747 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7748 bg
->FillInitialWorldStates(data
);
7751 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7752 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7753 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7756 case 3703: // Shattrath City
7759 data
<< uint32(0x914) << uint32(0x0); // 7
7760 data
<< uint32(0x913) << uint32(0x0); // 8
7761 data
<< uint32(0x912) << uint32(0x0); // 9
7762 data
<< uint32(0x915) << uint32(0x0); // 10
7765 GetSession()->SendPacket(&data
);
7768 uint32
Player::GetXPRestBonus(uint32 xp
)
7770 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7772 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7775 SetRestBonus( GetRestBonus() - rested_bonus
);
7777 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7778 return rested_bonus
;
7781 void Player::SetBindPoint(uint64 guid
)
7783 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7784 data
<< uint64(guid
);
7785 GetSession()->SendPacket( &data
);
7788 void Player::SendTalentWipeConfirm(uint64 guid
)
7790 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7791 data
<< uint64(guid
);
7792 data
<< uint32(resetTalentsCost());
7793 GetSession()->SendPacket( &data
);
7796 void Player::SendPetSkillWipeConfirm()
7798 Pet
* pet
= GetPet();
7801 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7802 data
<< pet
->GetGUID();
7803 data
<< uint32(pet
->resetTalentsCost());
7804 GetSession()->SendPacket( &data
);
7807 /*********************************************************/
7808 /*** STORAGE SYSTEM ***/
7809 /*********************************************************/
7811 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7816 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7818 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7822 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7823 else if(charges
<= 1)
7825 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7826 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7831 void Player::SetSheath( uint32 sheathed
)
7835 case SHEATH_STATE_UNARMED
: // no prepared weapon
7836 SetVirtualItemSlot(0,NULL
);
7837 SetVirtualItemSlot(1,NULL
);
7838 SetVirtualItemSlot(2,NULL
);
7840 case SHEATH_STATE_MELEE
: // prepared melee weapon
7842 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7843 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7844 SetVirtualItemSlot(2,NULL
);
7846 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7847 SetVirtualItemSlot(0,NULL
);
7848 SetVirtualItemSlot(1,NULL
);
7849 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7852 SetVirtualItemSlot(0,NULL
);
7853 SetVirtualItemSlot(1,NULL
);
7854 SetVirtualItemSlot(2,NULL
);
7857 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7860 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7862 uint8 pClass
= getClass();
7865 slots
[0] = NULL_SLOT
;
7866 slots
[1] = NULL_SLOT
;
7867 slots
[2] = NULL_SLOT
;
7868 slots
[3] = NULL_SLOT
;
7869 switch( proto
->InventoryType
)
7872 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7875 slots
[0] = EQUIPMENT_SLOT_NECK
;
7877 case INVTYPE_SHOULDERS
:
7878 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7881 slots
[0] = EQUIPMENT_SLOT_BODY
;
7884 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7887 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7890 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7893 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7896 slots
[0] = EQUIPMENT_SLOT_FEET
;
7898 case INVTYPE_WRISTS
:
7899 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7902 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7904 case INVTYPE_FINGER
:
7905 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7906 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7908 case INVTYPE_TRINKET
:
7909 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7910 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7913 slots
[0] = EQUIPMENT_SLOT_BACK
;
7915 case INVTYPE_WEAPON
:
7917 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7919 // suggest offhand slot only if know dual wielding
7920 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7922 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7925 case INVTYPE_SHIELD
:
7926 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7928 case INVTYPE_RANGED
:
7929 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7931 case INVTYPE_2HWEAPON
:
7932 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7933 if (CanDualWield() && CanTitanGrip())
7934 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7936 case INVTYPE_TABARD
:
7937 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7939 case INVTYPE_WEAPONMAINHAND
:
7940 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7942 case INVTYPE_WEAPONOFFHAND
:
7943 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7945 case INVTYPE_HOLDABLE
:
7946 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7948 case INVTYPE_THROWN
:
7949 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7951 case INVTYPE_RANGEDRIGHT
:
7952 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7955 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
7956 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
7957 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
7958 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
7962 switch(proto
->SubClass
)
7964 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7965 if (pClass
== CLASS_PALADIN
)
7966 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7968 case ITEM_SUBCLASS_ARMOR_IDOL
:
7969 if (pClass
== CLASS_DRUID
)
7970 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7972 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7973 if (pClass
== CLASS_SHAMAN
)
7974 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7976 case ITEM_SUBCLASS_ARMOR_MISC
:
7977 if (pClass
== CLASS_WARLOCK
)
7978 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7980 case ITEM_SUBCLASS_ARMOR_SIGIL
:
7981 if (pClass
== CLASS_DEATH_KNIGHT
)
7982 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7991 if( slot
!= NULL_SLOT
)
7993 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7995 for (int i
= 0; i
< 4; ++i
)
7997 if ( slots
[i
] == slot
)
8004 // search free slot at first
8005 for (int i
= 0; i
< 4; ++i
)
8007 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8009 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8010 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8015 // if not found free and can swap return first appropriate from used
8016 for (int i
= 0; i
< 4; ++i
)
8018 if ( slots
[i
] != NULL_SLOT
&& swap
)
8027 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8030 uint32 tempcount
= 0;
8032 uint8 res
= EQUIP_ERR_OK
;
8034 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8036 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8037 if( pItem
&& pItem
->GetEntry() == item
)
8039 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8040 if(ires
==EQUIP_ERR_OK
)
8042 tempcount
+= pItem
->GetCount();
8043 if( tempcount
>= count
)
8044 return EQUIP_ERR_OK
;
8050 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8052 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8053 if( pItem
&& pItem
->GetEntry() == item
)
8055 tempcount
+= pItem
->GetCount();
8056 if( tempcount
>= count
)
8057 return EQUIP_ERR_OK
;
8060 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8062 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8063 if( pItem
&& pItem
->GetEntry() == item
)
8065 tempcount
+= pItem
->GetCount();
8066 if( tempcount
>= count
)
8067 return EQUIP_ERR_OK
;
8071 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8073 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8076 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8078 pItem
= GetItemByPos( i
, j
);
8079 if( pItem
&& pItem
->GetEntry() == item
)
8081 tempcount
+= pItem
->GetCount();
8082 if( tempcount
>= count
)
8083 return EQUIP_ERR_OK
;
8089 // not found req. item count and have unequippable items
8093 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8096 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8098 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8099 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8100 count
+= pItem
->GetCount();
8102 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8104 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8105 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8106 count
+= pItem
->GetCount();
8108 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8110 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8112 count
+= pBag
->GetItemCount(item
,skipItem
);
8115 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8117 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8119 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8120 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8121 count
+= pItem
->GetGemCountWithID(item
);
8127 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8129 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8130 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8131 count
+= pItem
->GetCount();
8133 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8135 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8137 count
+= pBag
->GetItemCount(item
,skipItem
);
8140 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8142 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8144 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8145 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8146 count
+= pItem
->GetGemCountWithID(item
);
8154 Item
* Player::GetItemByGuid( uint64 guid
) const
8156 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8158 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8159 if( pItem
&& pItem
->GetGUID() == guid
)
8162 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8164 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8165 if( pItem
&& pItem
->GetGUID() == guid
)
8169 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8171 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8174 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8176 Item
* pItem
= pBag
->GetItemByPos( j
);
8177 if( pItem
&& pItem
->GetGUID() == guid
)
8182 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8184 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8187 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8189 Item
* pItem
= pBag
->GetItemByPos( j
);
8190 if( pItem
&& pItem
->GetGUID() == guid
)
8199 Item
* Player::GetItemByPos( uint16 pos
) const
8201 uint8 bag
= pos
>> 8;
8202 uint8 slot
= pos
& 255;
8203 return GetItemByPos( bag
, slot
);
8206 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8208 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8209 return m_items
[slot
];
8210 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8211 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8213 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8215 return pBag
->GetItemByPos(slot
);
8220 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8225 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8226 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8227 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8228 default: return NULL
;
8231 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8232 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8238 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8244 Item
* Player::GetShield(bool useable
) const
8246 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8247 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8253 if( item
->IsBroken())
8259 uint32
Player::GetAttackBySlot( uint8 slot
)
8263 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8264 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8265 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8266 default: return MAX_ATTACK
;
8270 bool Player::HasBankBagSlot( uint8 slot
) const
8272 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8273 if( slot
< maxslot
)
8278 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8280 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8282 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8284 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8286 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8291 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8293 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8295 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8300 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8302 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8304 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8306 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8311 bool Player::IsBagPos( uint16 pos
)
8313 uint8 bag
= pos
>> 8;
8314 uint8 slot
= pos
& 255;
8315 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8317 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8322 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8328 if (bag
== INVENTORY_SLOT_BAG_0
)
8330 // any post selected
8331 if (slot
== NULL_SLOT
)
8335 if (slot
< EQUIPMENT_SLOT_END
)
8339 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8343 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8347 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8351 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8355 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8361 // bag content slots
8362 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8364 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8368 // any post selected
8369 if (slot
== NULL_SLOT
)
8372 return slot
< pBag
->GetBagSize();
8375 // bank bag content slots
8376 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8378 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8382 // any post selected
8383 if (slot
== NULL_SLOT
)
8386 return slot
< pBag
->GetBagSize();
8394 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8396 uint32 tempcount
= 0;
8397 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8399 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8400 if( pItem
&& pItem
->GetEntry() == item
)
8402 tempcount
+= pItem
->GetCount();
8403 if( tempcount
>= count
)
8407 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8409 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8410 if( pItem
&& pItem
->GetEntry() == item
)
8412 tempcount
+= pItem
->GetCount();
8413 if( tempcount
>= count
)
8417 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8419 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8421 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8423 Item
* pItem
= GetItemByPos( i
, j
);
8424 if( pItem
&& pItem
->GetEntry() == item
)
8426 tempcount
+= pItem
->GetCount();
8427 if( tempcount
>= count
)
8436 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8438 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8439 if( pItem
&& pItem
->GetEntry() == item
)
8441 tempcount
+= pItem
->GetCount();
8442 if( tempcount
>= count
)
8446 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8448 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8450 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8452 Item
* pItem
= GetItemByPos( i
, j
);
8453 if( pItem
&& pItem
->GetEntry() == item
)
8455 tempcount
+= pItem
->GetCount();
8456 if( tempcount
>= count
)
8467 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8469 uint32 tempcount
= 0;
8470 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8472 if(i
==int(except_slot
))
8475 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8476 if( pItem
&& pItem
->GetEntry() == item
)
8478 tempcount
+= pItem
->GetCount();
8479 if( tempcount
>= count
)
8484 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8485 if (pProto
&& pProto
->GemProperties
)
8487 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8489 if(i
==int(except_slot
))
8492 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8493 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8495 tempcount
+= pItem
->GetGemCountWithID(item
);
8496 if( tempcount
>= count
)
8505 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8507 uint32 tempcount
= 0;
8508 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8510 if(i
==int(except_slot
))
8513 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8517 ItemPrototype
const *pProto
= pItem
->GetProto();
8521 if (pProto
->ItemLimitCategory
== limitCategory
)
8523 tempcount
+= pItem
->GetCount();
8524 if( tempcount
>= count
)
8528 if( pProto
->Socket
[0].Color
)
8530 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8531 if( tempcount
>= count
)
8539 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8541 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8545 *no_space_count
= count
;
8546 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8550 if(pProto
->MaxCount
<= 0)
8551 return EQUIP_ERR_OK
;
8553 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8555 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8558 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8559 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8562 return EQUIP_ERR_OK
;
8565 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8568 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8570 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8571 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8574 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8576 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8577 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8580 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8582 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8584 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8586 pItem
= GetItemByPos( i
, j
);
8587 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8595 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8597 Item
* pItem2
= GetItemByPos( bag
, slot
);
8599 // ignore move item (this slot will be empty at move)
8600 if(pItem2
==pSrcItem
)
8605 // empty specific slot - check item fit to slot
8606 if( !pItem2
|| swap
)
8608 if( bag
== INVENTORY_SLOT_BAG_0
)
8611 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8612 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8614 // currencytoken case (disabled until proper implement)
8615 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8616 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8619 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8620 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8624 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8626 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8628 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8630 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8632 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8633 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8636 // non empty stack with space
8637 need_space
= pProto
->GetMaxStackSize();
8639 // non empty slot, check item type
8643 if(pItem2
->GetEntry() != pProto
->ItemId
)
8644 return EQUIP_ERR_ITEM_CANT_STACK
;
8647 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8648 return EQUIP_ERR_ITEM_CANT_STACK
;
8650 // free stack space or infinity
8651 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8654 if(need_space
> count
)
8657 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8658 if(!newPosition
.isContainedIn(dest
))
8660 dest
.push_back(newPosition
);
8661 count
-= need_space
;
8663 return EQUIP_ERR_OK
;
8666 uint8
Player::_CanStoreItem_InBag( uint8 bag
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool merge
, bool non_specialized
, Item
* pSrcItem
, uint8 skip_bag
, uint8 skip_slot
) const
8668 // skip specific bag already processed in first called _CanStoreItem_InBag
8670 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8672 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8674 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8676 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8678 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8680 // specialized bag mode or non-specilized
8681 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8682 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8684 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8685 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8687 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8689 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8693 Item
* pItem2
= GetItemByPos( bag
, j
);
8695 // ignore move item (this slot will be empty at move)
8696 if(pItem2
==pSrcItem
)
8699 // if merge skip empty, if !merge skip non-empty
8700 if((pItem2
!=NULL
)!=merge
)
8705 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8707 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8708 if(need_space
> count
)
8711 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8712 if(!newPosition
.isContainedIn(dest
))
8714 dest
.push_back(newPosition
);
8715 count
-= need_space
;
8718 return EQUIP_ERR_OK
;
8724 uint32 need_space
= pProto
->GetMaxStackSize();
8725 if(need_space
> count
)
8728 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8729 if(!newPosition
.isContainedIn(dest
))
8731 dest
.push_back(newPosition
);
8732 count
-= need_space
;
8735 return EQUIP_ERR_OK
;
8739 return EQUIP_ERR_OK
;
8742 uint8
Player::_CanStoreItem_InInventorySlots( uint8 slot_begin
, uint8 slot_end
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool merge
, Item
* pSrcItem
, uint8 skip_bag
, uint8 skip_slot
) const
8744 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8746 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8747 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8750 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8752 // ignore move item (this slot will be empty at move)
8753 if(pItem2
==pSrcItem
)
8756 // if merge skip empty, if !merge skip non-empty
8757 if((pItem2
!=NULL
)!=merge
)
8762 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8764 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8765 if(need_space
> count
)
8767 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8768 if(!newPosition
.isContainedIn(dest
))
8770 dest
.push_back(newPosition
);
8771 count
-= need_space
;
8774 return EQUIP_ERR_OK
;
8780 uint32 need_space
= pProto
->GetMaxStackSize();
8781 if(need_space
> count
)
8784 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8785 if(!newPosition
.isContainedIn(dest
))
8787 dest
.push_back(newPosition
);
8788 count
-= need_space
;
8791 return EQUIP_ERR_OK
;
8795 return EQUIP_ERR_OK
;
8798 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8800 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8802 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8806 *no_space_count
= count
;
8807 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8810 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8813 *no_space_count
= count
;
8814 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8817 // check count of items (skip for auto move for same player from bank)
8818 uint32 no_similar_count
= 0; // can't store this amount similar items
8819 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8820 if(res
!=EQUIP_ERR_OK
)
8822 if(count
==no_similar_count
)
8825 *no_space_count
= no_similar_count
;
8828 count
-= no_similar_count
;
8832 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8834 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8835 if(res
!=EQUIP_ERR_OK
)
8838 *no_space_count
= count
+ no_similar_count
;
8844 if(no_similar_count
==0)
8845 return EQUIP_ERR_OK
;
8848 *no_space_count
= count
+ no_similar_count
;
8849 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8853 // not specific slot or have space for partly store only in specific slot
8856 if( bag
!= NULL_BAG
)
8858 // search stack in bag for merge to
8859 if( pProto
->Stackable
!= 1 )
8861 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8863 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8864 if(res
!=EQUIP_ERR_OK
)
8867 *no_space_count
= count
+ no_similar_count
;
8873 if(no_similar_count
==0)
8874 return EQUIP_ERR_OK
;
8877 *no_space_count
= count
+ no_similar_count
;
8878 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8881 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8882 if(res
!=EQUIP_ERR_OK
)
8885 *no_space_count
= count
+ no_similar_count
;
8891 if(no_similar_count
==0)
8892 return EQUIP_ERR_OK
;
8895 *no_space_count
= count
+ no_similar_count
;
8896 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8899 else // equipped bag
8901 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8902 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8903 if(res
!=EQUIP_ERR_OK
)
8904 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8906 if(res
!=EQUIP_ERR_OK
)
8909 *no_space_count
= count
+ no_similar_count
;
8915 if(no_similar_count
==0)
8916 return EQUIP_ERR_OK
;
8919 *no_space_count
= count
+ no_similar_count
;
8920 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8925 // search free slot in bag for place to
8926 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8928 // search free slot - keyring case
8929 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8931 uint32 keyringSize
= GetMaxKeyringSize();
8932 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8933 if(res
!=EQUIP_ERR_OK
)
8936 *no_space_count
= count
+ no_similar_count
;
8942 if(no_similar_count
==0)
8943 return EQUIP_ERR_OK
;
8946 *no_space_count
= count
+ no_similar_count
;
8947 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8950 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8951 if(res
!=EQUIP_ERR_OK
)
8954 *no_space_count
= count
+ no_similar_count
;
8960 if(no_similar_count
==0)
8961 return EQUIP_ERR_OK
;
8964 *no_space_count
= count
+ no_similar_count
;
8965 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8968 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
8970 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8971 if(res
!=EQUIP_ERR_OK
)
8974 *no_space_count
= count
+ no_similar_count
;
8980 if(no_similar_count
==0)
8981 return EQUIP_ERR_OK
;
8984 *no_space_count
= count
+ no_similar_count
;
8985 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8989 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8990 if(res
!=EQUIP_ERR_OK
)
8993 *no_space_count
= count
+ no_similar_count
;
8999 if(no_similar_count
==0)
9000 return EQUIP_ERR_OK
;
9003 *no_space_count
= count
+ no_similar_count
;
9004 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9007 else // equipped bag
9009 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9010 if(res
!=EQUIP_ERR_OK
)
9011 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9013 if(res
!=EQUIP_ERR_OK
)
9016 *no_space_count
= count
+ no_similar_count
;
9022 if(no_similar_count
==0)
9023 return EQUIP_ERR_OK
;
9026 *no_space_count
= count
+ no_similar_count
;
9027 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9032 // not specific bag or have space for partly store only in specific bag
9034 // search stack for merge to
9035 if( pProto
->Stackable
!= 1 )
9037 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9038 if(res
!=EQUIP_ERR_OK
)
9041 *no_space_count
= count
+ no_similar_count
;
9047 if(no_similar_count
==0)
9048 return EQUIP_ERR_OK
;
9051 *no_space_count
= count
+ no_similar_count
;
9052 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9055 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9056 if(res
!=EQUIP_ERR_OK
)
9059 *no_space_count
= count
+ no_similar_count
;
9065 if(no_similar_count
==0)
9066 return EQUIP_ERR_OK
;
9069 *no_space_count
= count
+ no_similar_count
;
9070 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9073 if( pProto
->BagFamily
)
9075 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9077 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9078 if(res
!=EQUIP_ERR_OK
)
9083 if(no_similar_count
==0)
9084 return EQUIP_ERR_OK
;
9087 *no_space_count
= count
+ no_similar_count
;
9088 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9093 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9095 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9096 if(res
!=EQUIP_ERR_OK
)
9101 if(no_similar_count
==0)
9102 return EQUIP_ERR_OK
;
9105 *no_space_count
= count
+ no_similar_count
;
9106 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9111 // search free slot - special bag case
9112 if( pProto
->BagFamily
)
9114 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9116 uint32 keyringSize
= GetMaxKeyringSize();
9117 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9118 if(res
!=EQUIP_ERR_OK
)
9121 *no_space_count
= count
+ no_similar_count
;
9127 if(no_similar_count
==0)
9128 return EQUIP_ERR_OK
;
9131 *no_space_count
= count
+ no_similar_count
;
9132 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9135 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9137 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9138 if(res
!=EQUIP_ERR_OK
)
9141 *no_space_count
= count
+ no_similar_count
;
9147 if(no_similar_count
==0)
9148 return EQUIP_ERR_OK
;
9151 *no_space_count
= count
+ no_similar_count
;
9152 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9156 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9158 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9159 if(res
!=EQUIP_ERR_OK
)
9164 if(no_similar_count
==0)
9165 return EQUIP_ERR_OK
;
9168 *no_space_count
= count
+ no_similar_count
;
9169 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9175 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9176 if(res
!=EQUIP_ERR_OK
)
9179 *no_space_count
= count
+ no_similar_count
;
9185 if(no_similar_count
==0)
9186 return EQUIP_ERR_OK
;
9189 *no_space_count
= count
+ no_similar_count
;
9190 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9193 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9195 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9196 if(res
!=EQUIP_ERR_OK
)
9201 if(no_similar_count
==0)
9202 return EQUIP_ERR_OK
;
9205 *no_space_count
= count
+ no_similar_count
;
9206 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9211 *no_space_count
= count
+ no_similar_count
;
9213 return EQUIP_ERR_INVENTORY_FULL
;
9216 //////////////////////////////////////////////////////////////////////////
9217 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9222 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9223 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9224 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9225 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9227 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9228 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9229 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9230 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9232 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9234 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9236 if (pItem2
&& !pItem2
->IsInTrade())
9238 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9242 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9244 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9246 if (pItem2
&& !pItem2
->IsInTrade())
9248 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9252 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9254 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9256 if (pItem2
&& !pItem2
->IsInTrade())
9258 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9262 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9264 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9266 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9268 pItem2
= GetItemByPos( i
, j
);
9269 if (pItem2
&& !pItem2
->IsInTrade())
9271 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9277 // check free space for all items
9278 for (int k
= 0; k
< count
; ++k
)
9280 Item
*pItem
= pItems
[k
];
9283 if (!pItem
) continue;
9285 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9286 ItemPrototype
const *pProto
= pItem
->GetProto();
9290 return EQUIP_ERR_ITEM_NOT_FOUND
;
9293 if(pItem
->IsBindedNotWith(GetGUID()))
9294 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9297 ItemPrototype
const *pBagProto
;
9299 // item is 'one item only'
9300 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9301 if(res
!= EQUIP_ERR_OK
)
9304 // search stack for merge to
9305 if( pProto
->Stackable
!= 1 )
9307 bool b_found
= false;
9309 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9311 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9312 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9314 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9319 if (b_found
) continue;
9321 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9323 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9324 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9326 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9331 if (b_found
) continue;
9333 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9335 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9336 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9338 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9343 if (b_found
) continue;
9345 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9347 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9350 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9352 pItem2
= GetItemByPos( t
, j
);
9353 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9355 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9362 if (b_found
) continue;
9366 if( pProto
->BagFamily
)
9368 bool b_found
= false;
9369 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9371 uint32 keyringSize
= GetMaxKeyringSize();
9372 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9374 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9376 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9383 if (b_found
) continue;
9385 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9387 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9389 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9391 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9398 if (b_found
) continue;
9400 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9402 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9405 pBagProto
= pBag
->GetProto();
9407 // not plain container check
9408 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9409 ItemCanGoIntoBag(pProto
,pBagProto
) )
9411 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9413 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9415 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9423 if (b_found
) continue;
9427 bool b_found
= false;
9428 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9430 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9432 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9437 if (b_found
) continue;
9439 // search free slot in bags
9440 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9442 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9445 pBagProto
= pBag
->GetProto();
9447 // special bag already checked
9448 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9451 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9453 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9455 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9463 // no free slot found?
9465 return EQUIP_ERR_INVENTORY_FULL
;
9468 return EQUIP_ERR_OK
;
9471 //////////////////////////////////////////////////////////////////////////
9472 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9475 Item
*pItem
= Item::CreateItem( item
, 1, this );
9478 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9483 return EQUIP_ERR_ITEM_NOT_FOUND
;
9486 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9491 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9492 ItemPrototype
const *pProto
= pItem
->GetProto();
9495 if(pItem
->IsBindedNotWith(GetGUID()))
9496 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9498 // check count of items (skip for auto move for same player from bank)
9499 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9500 if(res
!= EQUIP_ERR_OK
)
9503 // check this only in game
9506 // May be here should be more stronger checks; STUNNED checked
9507 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9508 if (hasUnitState(UNIT_STAT_STUNNED
))
9509 return EQUIP_ERR_YOU_ARE_STUNNED
;
9511 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9513 // - in-progress arenas
9514 if( !pProto
->CanChangeEquipStateInCombat() )
9517 return EQUIP_ERR_NOT_IN_COMBAT
;
9519 if(BattleGround
* bg
= GetBattleGround())
9520 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9521 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9524 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9525 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9527 if(IsNonMeleeSpellCasted(false))
9528 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9531 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9532 if( eslot
== NULL_SLOT
)
9533 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9535 uint8 msg
= CanUseItem( pItem
, not_loading
);
9536 if( msg
!= EQUIP_ERR_OK
)
9538 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9539 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9541 // if swap ignore item (equipped also)
9542 if(uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9545 // check unique-equipped special item classes
9546 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9548 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9550 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9552 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9554 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9556 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9557 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9559 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9566 uint32 type
= pProto
->InventoryType
;
9568 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9570 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9573 return EQUIP_ERR_CANT_DUAL_WIELD
;
9575 else if (type
== INVTYPE_2HWEAPON
)
9577 if(!CanDualWield() || !CanTitanGrip())
9578 return EQUIP_ERR_CANT_DUAL_WIELD
;
9582 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9585 // equip two-hand weapon case (with possible unequip 2 items)
9586 if( type
== INVTYPE_2HWEAPON
)
9588 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9590 if (!CanTitanGrip())
9591 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9593 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9594 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9596 if (!CanTitanGrip())
9598 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9599 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9600 ItemPosCountVec off_dest
;
9601 if( offItem
&& (!not_loading
||
9602 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9603 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9604 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9607 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9608 return EQUIP_ERR_OK
;
9612 return EQUIP_ERR_ITEM_NOT_FOUND
;
9614 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9617 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9619 // Applied only to equipped items and bank bags
9620 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9621 return EQUIP_ERR_OK
;
9623 Item
* pItem
= GetItemByPos(pos
);
9625 // Applied only to existed equipped item
9627 return EQUIP_ERR_OK
;
9629 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9631 ItemPrototype
const *pProto
= pItem
->GetProto();
9633 return EQUIP_ERR_ITEM_NOT_FOUND
;
9635 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9637 // - in-progress arenas
9638 if( !pProto
->CanChangeEquipStateInCombat() )
9641 return EQUIP_ERR_NOT_IN_COMBAT
;
9643 if(BattleGround
* bg
= GetBattleGround())
9644 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9645 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9648 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9649 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9651 return EQUIP_ERR_OK
;
9654 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9657 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9659 uint32 count
= pItem
->GetCount();
9661 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9662 ItemPrototype
const *pProto
= pItem
->GetProto();
9664 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9666 if( pItem
->IsBindedNotWith(GetGUID()) )
9667 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9669 // check count of items (skip for auto move for same player from bank)
9670 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9671 if(res
!= EQUIP_ERR_OK
)
9675 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9677 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9679 if (!pItem
->IsBag())
9680 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9682 if( !HasBankBagSlot( slot
) )
9683 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9685 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9689 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9690 if(res
!=EQUIP_ERR_OK
)
9694 return EQUIP_ERR_OK
;
9697 // not specific slot or have space for partly store only in specific slot
9700 if( bag
!= NULL_BAG
)
9702 if( pProto
->InventoryType
== INVTYPE_BAG
)
9704 Bag
*pBag
= (Bag
*)pItem
;
9705 if( pBag
&& !pBag
->IsEmpty() )
9706 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9709 // search stack in bag for merge to
9710 if( pProto
->Stackable
!= 1 )
9712 if( bag
== INVENTORY_SLOT_BAG_0
)
9714 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9715 if(res
!=EQUIP_ERR_OK
)
9719 return EQUIP_ERR_OK
;
9723 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9724 if(res
!=EQUIP_ERR_OK
)
9725 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9727 if(res
!=EQUIP_ERR_OK
)
9731 return EQUIP_ERR_OK
;
9735 // search free slot in bag
9736 if( bag
== INVENTORY_SLOT_BAG_0
)
9738 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9739 if(res
!=EQUIP_ERR_OK
)
9743 return EQUIP_ERR_OK
;
9747 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9748 if(res
!= EQUIP_ERR_OK
)
9749 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9751 if(res
!= EQUIP_ERR_OK
)
9755 return EQUIP_ERR_OK
;
9759 // not specific bag or have space for partly store only in specific bag
9761 // search stack for merge to
9762 if( pProto
->Stackable
!= 1 )
9765 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9766 if(res
!= EQUIP_ERR_OK
)
9770 return EQUIP_ERR_OK
;
9773 if( pProto
->BagFamily
)
9775 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9777 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9778 if(res
!=EQUIP_ERR_OK
)
9782 return EQUIP_ERR_OK
;
9786 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9788 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9789 if(res
!=EQUIP_ERR_OK
)
9793 return EQUIP_ERR_OK
;
9797 // search free place in special bag
9798 if( pProto
->BagFamily
)
9800 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9802 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9803 if(res
!=EQUIP_ERR_OK
)
9807 return EQUIP_ERR_OK
;
9811 // search free space
9812 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9813 if(res
!=EQUIP_ERR_OK
)
9817 return EQUIP_ERR_OK
;
9819 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9821 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9822 if(res
!=EQUIP_ERR_OK
)
9826 return EQUIP_ERR_OK
;
9828 return EQUIP_ERR_BANK_FULL
;
9831 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9835 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9836 if( !isAlive() && not_loading
)
9837 return EQUIP_ERR_YOU_ARE_DEAD
;
9839 // return EQUIP_ERR_YOU_ARE_STUNNED;
9840 ItemPrototype
const *pProto
= pItem
->GetProto();
9843 if( pItem
->IsBindedNotWith(GetGUID()) )
9844 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9845 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9846 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9847 if( pItem
->GetSkill() != 0 )
9849 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9850 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9852 if( pProto
->RequiredSkill
!= 0 )
9854 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9855 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9856 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9857 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9859 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9860 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9861 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9862 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9863 if( getLevel() < pProto
->RequiredLevel
)
9864 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9865 return EQUIP_ERR_OK
;
9868 return EQUIP_ERR_ITEM_NOT_FOUND
;
9871 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9873 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9877 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9879 if( pProto
->RequiredSkill
!= 0 )
9881 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9883 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9886 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9888 if( getLevel() < pProto
->RequiredLevel
)
9895 uint8
Player::CanUseAmmo( uint32 item
) const
9897 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9899 return EQUIP_ERR_YOU_ARE_DEAD
;
9901 // return EQUIP_ERR_YOU_ARE_STUNNED;
9902 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9905 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9906 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9907 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9908 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9909 if( pProto
->RequiredSkill
!= 0 )
9911 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9912 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9913 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9914 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9916 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9917 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9918 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9919 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9921 if( getLevel() < pProto
->RequiredLevel
)
9922 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9925 if(GetDummyAura(46699))
9926 return EQUIP_ERR_BAG_FULL6
;
9928 return EQUIP_ERR_OK
;
9930 return EQUIP_ERR_ITEM_NOT_FOUND
;
9933 void Player::SetAmmo( uint32 item
)
9939 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9945 uint8 msg
= CanUseAmmo( item
);
9946 if( msg
!= EQUIP_ERR_OK
)
9948 SendEquipError( msg
, NULL
, NULL
);
9953 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9955 _ApplyAmmoBonuses();
9958 void Player::RemoveAmmo()
9960 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9964 if(CanModifyStats())
9965 UpdateDamagePhysical(RANGED_ATTACK
);
9968 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9969 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9972 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9973 count
+= itr
->count
;
9975 Item
*pItem
= Item::CreateItem( item
, count
, this );
9978 ItemAddedQuestCheck( item
, count
);
9979 if(randomPropertyId
)
9980 pItem
->SetItemRandomProperties(randomPropertyId
);
9981 pItem
= StoreItem( dest
, pItem
, update
);
9986 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9991 Item
* lastItem
= pItem
;
9992 uint32 entry
= pItem
->GetEntry();
9993 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9995 uint16 pos
= itr
->pos
;
9996 uint32 count
= itr
->count
;
10000 if(itr
== dest
.end())
10002 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10006 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10008 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10012 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10013 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10018 uint8 bag
= pos
>> 8;
10019 uint8 slot
= pos
& 255;
10021 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10023 Item
*pItem2
= GetItemByPos( bag
, slot
);
10028 pItem
= pItem
->CloneItem(count
, this);
10030 pItem
->SetCount(count
);
10035 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10036 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10037 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10038 pItem
->SetBinding( true );
10040 if (bag
== INVENTORY_SLOT_BAG_0
)
10042 m_items
[slot
] = pItem
;
10043 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10044 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10045 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10047 pItem
->SetSlot( slot
);
10048 pItem
->SetContainer( NULL
);
10050 // need update known currency
10051 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10052 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10054 if (IsInWorld() && update
)
10056 pItem
->AddToWorld();
10057 pItem
->SendUpdateToPlayer( this );
10060 pItem
->SetState(ITEM_CHANGED
, this);
10062 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10064 pBag
->StoreItem( slot
, pItem
, update
);
10065 if( IsInWorld() && update
)
10067 pItem
->AddToWorld();
10068 pItem
->SendUpdateToPlayer( this );
10070 pItem
->SetState(ITEM_CHANGED
, this);
10071 pBag
->SetState(ITEM_CHANGED
, this);
10074 AddEnchantmentDurations(pItem
);
10075 AddItemDurations(pItem
);
10081 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10082 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10083 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10084 pItem2
->SetBinding( true );
10086 pItem2
->SetCount( pItem2
->GetCount() + count
);
10087 if (IsInWorld() && update
)
10088 pItem2
->SendUpdateToPlayer( this );
10092 // delete item (it not in any slot currently)
10093 if (IsInWorld() && update
)
10095 pItem
->RemoveFromWorld();
10096 pItem
->DestroyForPlayer( this );
10099 RemoveEnchantmentDurations(pItem
);
10100 RemoveItemDurations(pItem
);
10102 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10103 pItem
->SetState(ITEM_REMOVED
, this);
10106 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10107 AddEnchantmentDurations(pItem2
);
10109 pItem2
->SetState(ITEM_CHANGED
, this);
10115 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10117 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10119 ItemAddedQuestCheck( item
, 1 );
10120 return EquipItem( pos
, pItem
, update
);
10126 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10129 AddEnchantmentDurations(pItem
);
10130 AddItemDurations(pItem
);
10132 uint8 bag
= pos
>> 8;
10133 uint8 slot
= pos
& 255;
10135 Item
*pItem2
= GetItemByPos( bag
, slot
);
10139 VisualizeItem( slot
, pItem
);
10143 ItemPrototype
const *pProto
= pItem
->GetProto();
10145 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10146 if(pProto
&& pProto
->ItemSet
)
10147 AddItemsSetItem(this, pItem
);
10149 _ApplyItemMods(pItem
, slot
, true);
10151 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10153 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10155 if (getClass() == CLASS_ROGUE
)
10156 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10158 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10161 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10164 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10166 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10167 data
<< uint64(GetGUID());
10169 data
<< uint32(cooldownSpell
);
10171 GetSession()->SendPacket(&data
);
10176 if( IsInWorld() && update
)
10178 pItem
->AddToWorld();
10179 pItem
->SendUpdateToPlayer( this );
10182 ApplyEquipCooldown(pItem
);
10184 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10185 UpdateExpertise(BASE_ATTACK
);
10186 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10187 UpdateExpertise(OFF_ATTACK
);
10191 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10192 if( IsInWorld() && update
)
10193 pItem2
->SendUpdateToPlayer( this );
10195 // delete item (it not in any slot currently)
10196 //pItem->DeleteFromDB();
10197 if( IsInWorld() && update
)
10199 pItem
->RemoveFromWorld();
10200 pItem
->DestroyForPlayer( this );
10203 RemoveEnchantmentDurations(pItem
);
10204 RemoveItemDurations(pItem
);
10206 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10207 pItem
->SetState(ITEM_REMOVED
, this);
10208 pItem2
->SetState(ITEM_CHANGED
, this);
10210 ApplyEquipCooldown(pItem2
);
10215 // only for full equip instead adding to stack
10216 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10221 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10225 AddEnchantmentDurations(pItem
);
10226 AddItemDurations(pItem
);
10228 uint8 slot
= pos
& 255;
10229 VisualizeItem( slot
, pItem
);
10233 pItem
->AddToWorld();
10234 pItem
->SendUpdateToPlayer( this );
10239 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10243 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10244 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10245 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10249 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10250 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10254 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10259 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10260 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10261 pItem
->SetBinding( true );
10263 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10265 m_items
[slot
] = pItem
;
10266 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10267 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10268 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10269 pItem
->SetSlot( slot
);
10270 pItem
->SetContainer( NULL
);
10272 if( slot
< EQUIPMENT_SLOT_END
)
10273 SetVisibleItemSlot(slot
, pItem
);
10275 pItem
->SetState(ITEM_CHANGED
, this);
10278 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10280 // note: removeitem does not actually change the item
10281 // it only takes the item out of storage temporarily
10282 // note2: if removeitem is to be used for delinking
10283 // the item must be removed from the player's updatequeue
10285 Item
*pItem
= GetItemByPos( bag
, slot
);
10288 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10290 RemoveEnchantmentDurations(pItem
);
10291 RemoveItemDurations(pItem
);
10293 if( bag
== INVENTORY_SLOT_BAG_0
)
10295 if ( slot
< INVENTORY_SLOT_BAG_END
)
10297 ItemPrototype
const *pProto
= pItem
->GetProto();
10298 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10300 if(pProto
&& pProto
->ItemSet
)
10301 RemoveItemsSetItem(this, pProto
);
10303 _ApplyItemMods(pItem
, slot
, false);
10305 // remove item dependent auras and casts (only weapon and armor slots)
10306 if(slot
< EQUIPMENT_SLOT_END
)
10308 RemoveItemDependentAurasAndCasts(pItem
);
10310 // remove held enchantments, update expertise
10311 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10313 if (pItem
->GetItemSuffixFactor())
10315 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10316 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10320 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10321 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10324 UpdateExpertise(BASE_ATTACK
);
10326 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10327 UpdateExpertise(OFF_ATTACK
);
10330 // need update known currency
10331 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10332 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10334 m_items
[slot
] = NULL
;
10335 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10337 if ( slot
< EQUIPMENT_SLOT_END
)
10338 SetVisibleItemSlot(slot
, NULL
);
10342 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10344 pBag
->RemoveItem(slot
, update
);
10346 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10347 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10348 pItem
->SetSlot( NULL_SLOT
);
10349 if( IsInWorld() && update
)
10350 pItem
->SendUpdateToPlayer( this );
10354 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10355 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10357 if(Item
* it
= GetItemByPos(bag
,slot
))
10359 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10360 RemoveItem(bag
, slot
, update
);
10361 it
->RemoveFromUpdateQueueOf(this);
10362 if(it
->IsInWorld())
10364 it
->RemoveFromWorld();
10365 it
->DestroyForPlayer( this );
10370 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10371 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10373 // update quest counters
10374 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10377 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10379 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10380 if(pLastItem
== pItem
)
10382 // update owner for last item (this can be original item with wrong owner
10383 if(pLastItem
->GetOwnerGUID() != GetGUID())
10384 pLastItem
->SetOwnerGUID(GetGUID());
10386 // if this original item then it need create record in inventory
10387 // in case trade we already have item in other player inventory
10388 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10392 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10394 Item
*pItem
= GetItemByPos( bag
, slot
);
10397 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10399 // start from destroy contained items (only equipped bag can have its)
10400 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10402 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10403 DestroyItem(slot
, i
, update
);
10406 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10407 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10409 RemoveEnchantmentDurations(pItem
);
10410 RemoveItemDurations(pItem
);
10412 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10414 if( bag
== INVENTORY_SLOT_BAG_0
)
10416 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10418 // equipment and equipped bags can have applied bonuses
10419 if ( slot
< INVENTORY_SLOT_BAG_END
)
10421 ItemPrototype
const *pProto
= pItem
->GetProto();
10423 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10424 if(pProto
&& pProto
->ItemSet
)
10425 RemoveItemsSetItem(this, pProto
);
10427 _ApplyItemMods(pItem
, slot
, false);
10430 if ( slot
< EQUIPMENT_SLOT_END
)
10432 // remove item dependent auras and casts (only weapon and armor slots)
10433 RemoveItemDependentAurasAndCasts(pItem
);
10435 // update expertise
10436 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10437 UpdateExpertise(BASE_ATTACK
);
10438 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10439 UpdateExpertise(OFF_ATTACK
);
10441 // equipment visual show
10442 SetVisibleItemSlot(slot
, NULL
);
10444 // need update known currency
10445 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10446 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10448 m_items
[slot
] = NULL
;
10450 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10451 pBag
->RemoveItem(slot
, update
);
10453 if( IsInWorld() && update
)
10455 pItem
->RemoveFromWorld();
10456 pItem
->DestroyForPlayer(this);
10459 //pItem->SetOwnerGUID(0);
10460 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10461 pItem
->SetSlot( NULL_SLOT
);
10462 pItem
->SetState(ITEM_REMOVED
, this);
10466 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10468 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10469 uint32 remcount
= 0;
10472 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10474 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10476 if (pItem
->GetEntry() == item
)
10478 if (pItem
->GetCount() + remcount
<= count
)
10480 // all items in inventory can unequipped
10481 remcount
+= pItem
->GetCount();
10482 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10484 if (remcount
>= count
)
10489 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10490 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10491 if (IsInWorld() & update
)
10492 pItem
->SendUpdateToPlayer( this );
10493 pItem
->SetState(ITEM_CHANGED
, this);
10500 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10502 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10504 if (pItem
->GetEntry() == item
)
10506 if (pItem
->GetCount() + remcount
<= count
)
10508 // all keys can be unequipped
10509 remcount
+= pItem
->GetCount();
10510 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10512 if (remcount
>= count
)
10517 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10518 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10519 if (IsInWorld() & update
)
10520 pItem
->SendUpdateToPlayer( this );
10521 pItem
->SetState(ITEM_CHANGED
, this);
10528 // in inventory bags
10529 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10531 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10533 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10535 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10537 if (pItem
->GetEntry() == item
)
10539 // all items in bags can be unequipped
10540 if (pItem
->GetCount() + remcount
<= count
)
10542 remcount
+= pItem
->GetCount();
10543 DestroyItem( i
, j
, update
);
10545 if (remcount
>= count
)
10550 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10551 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10552 if (IsInWorld() && update
)
10553 pItem
->SendUpdateToPlayer( this );
10554 pItem
->SetState(ITEM_CHANGED
, this);
10563 // in equipment and bag list
10564 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10566 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10568 if (pItem
&& pItem
->GetEntry() == item
)
10570 if (pItem
->GetCount() + remcount
<= count
)
10572 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10574 remcount
+= pItem
->GetCount();
10575 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10577 if (remcount
>= count
)
10583 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10584 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10585 if (IsInWorld() & update
)
10586 pItem
->SendUpdateToPlayer( this );
10587 pItem
->SetState(ITEM_CHANGED
, this);
10595 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10597 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10600 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10601 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10602 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10603 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10605 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10606 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10607 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10608 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10610 // in inventory bags
10611 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10612 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10613 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10614 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10615 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10616 DestroyItem( i
, j
, update
);
10618 // in equipment and bag list
10619 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10620 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10621 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10622 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10625 void Player::DestroyConjuredItems( bool update
)
10627 // used when entering arena
10628 // destroys all conjured items
10629 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10632 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10633 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10634 if (pItem
->IsConjuredConsumable())
10635 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10637 // in inventory bags
10638 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10639 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10640 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10641 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10642 if (pItem
->IsConjuredConsumable())
10643 DestroyItem( i
, j
, update
);
10645 // in equipment and bag list
10646 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10647 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10648 if (pItem
->IsConjuredConsumable())
10649 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10652 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10657 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10659 if( pItem
->GetCount() <= count
)
10661 count
-= pItem
->GetCount();
10663 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10667 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10668 pItem
->SetCount( pItem
->GetCount() - count
);
10670 if( IsInWorld() & update
)
10671 pItem
->SendUpdateToPlayer( this );
10672 pItem
->SetState(ITEM_CHANGED
, this);
10676 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10678 uint8 srcbag
= src
>> 8;
10679 uint8 srcslot
= src
& 255;
10681 uint8 dstbag
= dst
>> 8;
10682 uint8 dstslot
= dst
& 255;
10684 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10687 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10691 // not let split all items (can be only at cheating)
10692 if(pSrcItem
->GetCount() == count
)
10694 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10698 // not let split more existed items (can be only at cheating)
10699 if(pSrcItem
->GetCount() < count
)
10701 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10705 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10707 //best error message found for attempting to split while looting
10708 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10712 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10713 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10716 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10720 if( IsInventoryPos( dst
) )
10722 // change item amount before check (for unique max count check)
10723 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10725 ItemPosCountVec dest
;
10726 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10727 if( msg
!= EQUIP_ERR_OK
)
10730 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10731 SendEquipError( msg
, pSrcItem
, NULL
);
10736 pSrcItem
->SendUpdateToPlayer( this );
10737 pSrcItem
->SetState(ITEM_CHANGED
, this);
10738 StoreItem( dest
, pNewItem
, true);
10740 else if( IsBankPos ( dst
) )
10742 // change item amount before check (for unique max count check)
10743 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10745 ItemPosCountVec dest
;
10746 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10747 if( msg
!= EQUIP_ERR_OK
)
10750 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10751 SendEquipError( msg
, pSrcItem
, NULL
);
10756 pSrcItem
->SendUpdateToPlayer( this );
10757 pSrcItem
->SetState(ITEM_CHANGED
, this);
10758 BankItem( dest
, pNewItem
, true);
10760 else if( IsEquipmentPos ( dst
) )
10762 // change item amount before check (for unique max count check), provide space for splitted items
10763 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10766 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10767 if( msg
!= EQUIP_ERR_OK
)
10770 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10771 SendEquipError( msg
, pSrcItem
, NULL
);
10776 pSrcItem
->SendUpdateToPlayer( this );
10777 pSrcItem
->SetState(ITEM_CHANGED
, this);
10778 EquipItem( dest
, pNewItem
, true);
10779 AutoUnequipOffhandIfNeed();
10783 void Player::SwapItem( uint16 src
, uint16 dst
)
10785 uint8 srcbag
= src
>> 8;
10786 uint8 srcslot
= src
& 255;
10788 uint8 dstbag
= dst
>> 8;
10789 uint8 dstslot
= dst
& 255;
10791 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10792 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10797 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10801 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10807 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10809 //best error message found for attempting to swap while looting
10810 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10814 // check unequip potability for equipped items and bank bags
10815 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10817 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10818 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10819 if(msg
!= EQUIP_ERR_OK
)
10821 SendEquipError( msg
, pSrcItem
, pDstItem
);
10826 // prevent put equipped/bank bag in self
10827 if( IsBagPos ( src
) && srcslot
== dstbag
)
10829 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10837 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10839 //best error message found for attempting to swap while looting
10840 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10844 // check unequip potability for equipped items and bank bags
10845 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10847 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10848 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10849 if(msg
!= EQUIP_ERR_OK
)
10851 SendEquipError( msg
, pSrcItem
, pDstItem
);
10857 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10858 // or swap empty bag with another empty or not empty bag (with items exchange)
10863 if( IsInventoryPos( dst
) )
10865 ItemPosCountVec dest
;
10866 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10867 if( msg
!= EQUIP_ERR_OK
)
10869 SendEquipError( msg
, pSrcItem
, NULL
);
10873 RemoveItem(srcbag
, srcslot
, true);
10874 StoreItem( dest
, pSrcItem
, true);
10876 else if( IsBankPos ( dst
) )
10878 ItemPosCountVec dest
;
10879 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10880 if( msg
!= EQUIP_ERR_OK
)
10882 SendEquipError( msg
, pSrcItem
, NULL
);
10886 RemoveItem(srcbag
, srcslot
, true);
10887 BankItem( dest
, pSrcItem
, true);
10889 else if( IsEquipmentPos ( dst
) )
10892 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10893 if( msg
!= EQUIP_ERR_OK
)
10895 SendEquipError( msg
, pSrcItem
, NULL
);
10899 RemoveItem(srcbag
, srcslot
, true);
10900 EquipItem(dest
, pSrcItem
, true);
10901 AutoUnequipOffhandIfNeed();
10907 // attempt merge to / fill target item
10908 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
10911 ItemPosCountVec sDest
;
10913 if( IsInventoryPos( dst
) )
10914 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10915 else if( IsBankPos ( dst
) )
10916 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10917 else if( IsEquipmentPos ( dst
) )
10918 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10922 // can be merge/fill
10923 if(msg
== EQUIP_ERR_OK
)
10925 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
10927 RemoveItem(srcbag
, srcslot
, true);
10929 if( IsInventoryPos( dst
) )
10930 StoreItem( sDest
, pSrcItem
, true);
10931 else if( IsBankPos ( dst
) )
10932 BankItem( sDest
, pSrcItem
, true);
10933 else if( IsEquipmentPos ( dst
) )
10935 EquipItem( eDest
, pSrcItem
, true);
10936 AutoUnequipOffhandIfNeed();
10941 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
10942 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
10943 pSrcItem
->SetState(ITEM_CHANGED
, this);
10944 pDstItem
->SetState(ITEM_CHANGED
, this);
10947 pSrcItem
->SendUpdateToPlayer( this );
10948 pDstItem
->SendUpdateToPlayer( this );
10955 // impossible merge/fill, do real swap
10958 // check src->dest move possibility
10959 ItemPosCountVec sDest
;
10961 if( IsInventoryPos( dst
) )
10962 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10963 else if( IsBankPos( dst
) )
10964 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10965 else if( IsEquipmentPos( dst
) )
10967 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10968 if( msg
== EQUIP_ERR_OK
)
10969 msg
= CanUnequipItem( eDest
, true );
10972 if( msg
!= EQUIP_ERR_OK
)
10974 SendEquipError( msg
, pSrcItem
, pDstItem
);
10978 // check dest->src move possibility
10979 ItemPosCountVec sDest2
;
10981 if( IsInventoryPos( src
) )
10982 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10983 else if( IsBankPos( src
) )
10984 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10985 else if( IsEquipmentPos( src
) )
10987 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10988 if( msg
== EQUIP_ERR_OK
)
10989 msg
= CanUnequipItem( eDest2
, true);
10992 if( msg
!= EQUIP_ERR_OK
)
10994 SendEquipError( msg
, pDstItem
, pSrcItem
);
10998 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
10999 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11001 Bag
* emptyBag
= NULL
;
11002 Bag
* fullBag
= NULL
;
11003 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11005 emptyBag
= (Bag
*)pSrcItem
;
11006 fullBag
= (Bag
*)pDstItem
;
11008 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11010 emptyBag
= (Bag
*)pDstItem
;
11011 fullBag
= (Bag
*)pSrcItem
;
11014 // bag swap (with items exchange) case
11015 if(emptyBag
&& fullBag
)
11017 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11021 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11023 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11027 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11028 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11030 // one from items not go to empty target bag
11031 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11039 if (count
> emptyBag
->GetBagSize())
11041 // too small targeted bag
11042 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11047 count
= 0; // will pos in new bag
11048 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11050 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11054 fullBag
->RemoveItem(i
, true);
11055 emptyBag
->StoreItem(count
, bagItem
, true);
11056 bagItem
->SetState(ITEM_CHANGED
, this);
11063 // now do moves, remove...
11064 RemoveItem(dstbag
, dstslot
, false);
11065 RemoveItem(srcbag
, srcslot
, false);
11068 if( IsInventoryPos( dst
) )
11069 StoreItem(sDest
, pSrcItem
, true);
11070 else if( IsBankPos( dst
) )
11071 BankItem(sDest
, pSrcItem
, true);
11072 else if( IsEquipmentPos( dst
) )
11073 EquipItem(eDest
, pSrcItem
, true);
11076 if( IsInventoryPos( src
) )
11077 StoreItem(sDest2
, pDstItem
, true);
11078 else if( IsBankPos( src
) )
11079 BankItem(sDest2
, pDstItem
, true);
11080 else if( IsEquipmentPos( src
) )
11081 EquipItem(eDest2
, pDstItem
, true);
11083 AutoUnequipOffhandIfNeed();
11086 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11090 uint32 slot
= m_currentBuybackSlot
;
11091 // if current back slot non-empty search oldest or free
11094 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11095 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11097 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11106 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11108 if(oldest_time
> i_time
)
11110 oldest_time
= i_time
;
11116 slot
= oldest_slot
;
11119 RemoveItemFromBuyBackSlot( slot
, true );
11120 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11122 m_items
[slot
] = pItem
;
11123 time_t base
= time(NULL
);
11124 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11125 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11127 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11128 ItemPrototype
const *pProto
= pItem
->GetProto();
11130 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11132 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11133 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11135 // move to next (for non filled list is move most optimized choice)
11136 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11137 ++m_currentBuybackSlot
;
11141 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11143 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11144 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11145 return m_items
[slot
];
11149 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11151 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11152 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11154 Item
*pItem
= m_items
[slot
];
11157 pItem
->RemoveFromWorld();
11158 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11161 m_items
[slot
] = NULL
;
11163 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11164 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11165 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11166 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11168 // if current backslot is filled set to now free slot
11169 if(m_items
[m_currentBuybackSlot
])
11170 m_currentBuybackSlot
= slot
;
11174 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11176 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11177 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11178 data
<< uint8(msg
);
11182 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11183 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11184 data
<< uint8(0); // not 0 there...
11186 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11191 if(ItemPrototype
const* proto
= pItem
->GetProto())
11192 level
= proto
->RequiredLevel
;
11194 data
<< uint32(level
); // new 2.4.0
11197 GetSession()->SendPacket(&data
);
11200 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11202 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11203 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11204 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11205 data
<< uint32(item
);
11207 data
<< uint32(param
);
11208 data
<< uint8(msg
);
11209 GetSession()->SendPacket(&data
);
11212 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11214 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11215 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11216 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11217 data
<< uint64(guid
);
11219 data
<< uint32(param
);
11220 data
<< uint8(msg
);
11221 GetSession()->SendPacket(&data
);
11224 void Player::ClearTrade()
11227 acceptTrade
= false;
11228 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11229 tradeItems
[i
] = NULL_SLOT
;
11232 void Player::TradeCancel(bool sendback
)
11236 // send yellow "Trade canceled" message to both traders
11240 ws
->SendCancelTrade();
11241 ws
= pTrader
->GetSession();
11242 if(!ws
->PlayerLogout())
11243 ws
->SendCancelTrade();
11247 pTrader
->ClearTrade();
11248 // prevent loss of reference
11249 pTrader
->pTrader
= NULL
;
11254 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11256 if(m_itemDuration
.empty())
11259 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11261 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11264 ++itr
; // current element can be erased in UpdateDuration
11266 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11267 item
->UpdateDuration(this,time
);
11271 void Player::UpdateEnchantTime(uint32 time
)
11273 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11277 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11279 next
= m_enchantDuration
.erase(itr
);
11281 else if(itr
->leftduration
<= time
)
11283 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11284 itr
->item
->ClearEnchantment(itr
->slot
);
11285 next
= m_enchantDuration
.erase(itr
);
11287 else if(itr
->leftduration
> time
)
11289 itr
->leftduration
-= time
;
11295 void Player::AddEnchantmentDurations(Item
*item
)
11297 for(int x
=0; x
<MAX_ENCHANTMENT_SLOT
; ++x
)
11299 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11302 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11304 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11308 void Player::RemoveEnchantmentDurations(Item
*item
)
11310 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11312 if(itr
->item
== item
)
11314 // save duration in item
11315 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11316 itr
= m_enchantDuration
.erase(itr
);
11323 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11325 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11326 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11329 if(itr
->slot
== slot
)
11331 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11333 // remove from stats
11334 ApplyEnchantment(itr
->item
, slot
, false, false);
11336 itr
->item
->ClearEnchantment(slot
);
11338 // remove from update list
11339 next
= m_enchantDuration
.erase(itr
);
11345 // remove enchants from inventory items
11346 // NOTE: no need to remove these from stats, since these aren't equipped
11348 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11350 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11351 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11352 pItem
->ClearEnchantment(slot
);
11355 // in inventory bags
11356 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11358 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11361 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11363 Item
* pItem
= pBag
->GetItemByPos(j
);
11364 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11365 pItem
->ClearEnchantment(slot
);
11371 // duration == 0 will remove item enchant
11372 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11377 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11380 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11382 if(itr
->item
== item
&& itr
->slot
== slot
)
11384 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11385 m_enchantDuration
.erase(itr
);
11389 if(item
&& duration
> 0 )
11391 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11392 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11396 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11398 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11399 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11402 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11407 if(!item
->IsEquipped())
11410 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11413 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11417 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11421 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11424 if (!item
->IsBroken())
11426 for (int s
= 0; s
< 3; ++s
)
11428 uint32 enchant_display_type
= pEnchant
->type
[s
];
11429 uint32 enchant_amount
= pEnchant
->amount
[s
];
11430 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11432 switch(enchant_display_type
)
11434 case ITEM_ENCHANTMENT_TYPE_NONE
:
11436 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11437 // processed in Player::CastItemCombatSpell
11439 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11440 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11441 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11442 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11443 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11444 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11445 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11447 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11448 if(enchant_spell_id
)
11452 int32 basepoints
= 0;
11453 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11454 if (item
->GetItemRandomPropertyId())
11456 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11459 // Search enchant_amount
11460 for (int k
= 0; k
< 3; ++k
)
11462 if(item_rand
->enchant_id
[k
] == enchant_id
)
11464 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11470 // Cast custom spell vs all equal basepoints getted from enchant_amount
11472 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11474 CastSpell(this, enchant_spell_id
, true, item
);
11477 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11480 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11481 if (!enchant_amount
)
11483 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11486 for (int k
= 0; k
< 3; ++k
)
11488 if(item_rand
->enchant_id
[k
] == enchant_id
)
11490 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11497 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11499 case ITEM_ENCHANTMENT_TYPE_STAT
:
11501 if (!enchant_amount
)
11503 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11504 if(item_rand_suffix
)
11506 for (int k
= 0; k
< 3; ++k
)
11508 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11510 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11517 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11518 switch (enchant_spell_id
)
11520 case ITEM_MOD_AGILITY
:
11521 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11522 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11523 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11525 case ITEM_MOD_STRENGTH
:
11526 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11527 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11528 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11530 case ITEM_MOD_INTELLECT
:
11531 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11532 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11533 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11535 case ITEM_MOD_SPIRIT
:
11536 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11537 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11538 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11540 case ITEM_MOD_STAMINA
:
11541 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11542 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11543 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11545 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11546 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11547 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11549 case ITEM_MOD_DODGE_RATING
:
11550 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11551 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11553 case ITEM_MOD_PARRY_RATING
:
11554 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11555 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11557 case ITEM_MOD_BLOCK_RATING
:
11558 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11559 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11561 case ITEM_MOD_HIT_MELEE_RATING
:
11562 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11563 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11565 case ITEM_MOD_HIT_RANGED_RATING
:
11566 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11567 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11569 case ITEM_MOD_HIT_SPELL_RATING
:
11570 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11571 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11573 case ITEM_MOD_CRIT_MELEE_RATING
:
11574 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11575 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11577 case ITEM_MOD_CRIT_RANGED_RATING
:
11578 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11579 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11581 case ITEM_MOD_CRIT_SPELL_RATING
:
11582 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11583 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11585 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11587 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11588 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11590 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11591 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11593 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11594 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11596 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11597 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11599 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11600 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11602 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11603 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11605 // case ITEM_MOD_HASTE_MELEE_RATING:
11606 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11608 // case ITEM_MOD_HASTE_RANGED_RATING:
11609 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11611 case ITEM_MOD_HASTE_SPELL_RATING
:
11612 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11614 case ITEM_MOD_HIT_RATING
:
11615 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11616 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11617 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11618 sLog
.outDebug("+ %u HIT", enchant_amount
);
11620 case ITEM_MOD_CRIT_RATING
:
11621 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11622 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11623 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11624 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11626 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11627 // case ITEM_MOD_HIT_TAKEN_RATING:
11628 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11629 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11630 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11632 // case ITEM_MOD_CRIT_TAKEN_RATING:
11633 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11634 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11635 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11637 case ITEM_MOD_RESILIENCE_RATING
:
11638 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11639 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11640 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11641 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11643 case ITEM_MOD_HASTE_RATING
:
11644 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11645 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11646 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11647 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11649 case ITEM_MOD_EXPERTISE_RATING
:
11650 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11651 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11653 case ITEM_MOD_ATTACK_POWER
:
11654 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11655 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11656 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11658 case ITEM_MOD_RANGED_ATTACK_POWER
:
11659 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11660 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11662 case ITEM_MOD_FERAL_ATTACK_POWER
:
11663 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11664 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11666 case ITEM_MOD_SPELL_HEALING_DONE
:
11667 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11668 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11670 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11671 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11672 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11674 case ITEM_MOD_MANA_REGENERATION
:
11675 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11676 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11678 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11679 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11680 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11682 case ITEM_MOD_SPELL_POWER
:
11683 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11684 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11685 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11692 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11694 if(getClass() == CLASS_SHAMAN
)
11696 float addValue
= 0.0f
;
11697 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11699 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11700 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11702 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11704 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11705 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11710 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11711 // processed in Player::CastItemUseSpell
11713 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11717 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11719 } /*switch(enchant_display_type)*/
11723 // visualize enchantment at player and equipped items
11724 if(slot
== PERM_ENCHANTMENT_SLOT
)
11725 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11727 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11728 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11736 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11738 AddEnchantmentDuration(item
, slot
, duration
);
11742 // duration == 0 will remove EnchantDuration
11743 AddEnchantmentDuration(item
, slot
, 0);
11748 void Player::SendEnchantmentDurations()
11750 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11752 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11756 void Player::SendItemDurations()
11758 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11760 (*itr
)->SendTimeUpdate(this);
11764 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11766 if(!item
) // prevent crash
11769 // last check 2.0.10
11770 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11771 data
<< uint64(GetGUID()); // player GUID
11772 data
<< uint32(received
); // 0=looted, 1=from npc
11773 data
<< uint32(created
); // 0=received, 1=created
11774 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11775 data
<< uint8(item
->GetBagSlot()); // bagslot
11776 // item slot, but when added to stack: 0xFFFFFFFF
11777 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11778 data
<< uint32(item
->GetEntry()); // item id
11779 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11780 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11781 data
<< uint32(count
); // count of items
11782 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
11784 if (broadcast
&& GetGroup())
11785 GetGroup()->BroadcastPacket(&data
, true);
11787 GetSession()->SendPacket(&data
);
11790 /*********************************************************/
11791 /*** QUEST SYSTEM ***/
11792 /*********************************************************/
11794 void Player::PrepareQuestMenu( uint64 guid
)
11797 QuestRelations
* pObjectQR
;
11798 QuestRelations
* pObjectQIR
;
11800 // pets also can have quests
11801 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
11804 pObject
= (Object
*)pCreature
;
11805 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11806 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11810 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11813 pObject
= (Object
*)pGameObject
;
11814 pObjectQR
= &objmgr
.mGOQuestRelations
;
11815 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11821 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11824 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11826 uint32 quest_id
= i
->second
;
11827 QuestStatus status
= GetQuestStatus( quest_id
);
11828 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11829 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11830 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11831 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11832 else if (status
== QUEST_STATUS_AVAILABLE
)
11833 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11836 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11838 uint32 quest_id
= i
->second
;
11839 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11840 if(!pQuest
) continue;
11842 QuestStatus status
= GetQuestStatus( quest_id
);
11844 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11845 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11846 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11847 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11851 void Player::SendPreparedQuest( uint64 guid
)
11853 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11854 if( questMenu
.Empty() )
11857 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11859 uint32 status
= qmi0
.m_qIcon
;
11861 // single element case
11862 if ( questMenu
.MenuItemCount() == 1 )
11864 // Auto open -- maybe also should verify there is no greeting
11865 uint32 quest_id
= qmi0
.m_qId
;
11866 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11870 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
11871 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11872 else if( status
== DIALOG_STATUS_UNK2
)
11873 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11874 // Send completable on repeatable quest if player don't have quest
11875 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11876 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11878 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11881 // multiply entries
11887 std::string title
= "";
11889 // need pet case for some quests
11890 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
11893 uint32 textid
= pCreature
->GetNpcTextId();
11894 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
11897 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11898 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11903 qe
= gossiptext
->Options
[0].Emotes
[0];
11905 if(!gossiptext
->Options
[0].Text_0
.empty())
11907 title
= gossiptext
->Options
[0].Text_0
;
11909 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11912 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11915 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11916 title
= nl
->Text_0
[0][loc_idx
];
11922 title
= gossiptext
->Options
[0].Text_1
;
11924 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11927 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11930 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11931 title
= nl
->Text_1
[0][loc_idx
];
11937 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11941 bool Player::IsActiveQuest( uint32 quest_id
) const
11943 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11945 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11948 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11951 QuestRelations
* pObjectQR
;
11952 QuestRelations
* pObjectQIR
;
11954 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
11957 pObject
= (Object
*)pCreature
;
11958 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11959 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11963 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11966 pObject
= (Object
*)pGameObject
;
11967 pObjectQR
= &objmgr
.mGOQuestRelations
;
11968 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11974 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11975 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11977 if (itr
->second
== nextQuestID
)
11978 return objmgr
.GetQuestTemplate(nextQuestID
);
11984 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11986 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11987 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11988 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11989 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11991 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11997 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11999 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12000 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12001 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12002 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12003 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12004 && SatisfyQuestDay( pQuest
, msg
);
12007 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12009 if( !SatisfyQuestLog( msg
) )
12012 uint32 srcitem
= pQuest
->GetSrcItemId();
12015 uint32 count
= pQuest
->GetSrcItemCount();
12016 ItemPosCountVec dest
;
12017 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12019 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12020 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12022 else if( msg2
!= EQUIP_ERR_OK
)
12024 SendEquipError( msg2
, NULL
, NULL
);
12031 bool Player::CanCompleteQuest( uint32 quest_id
)
12035 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12036 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12037 return false; // not allow re-complete quest
12039 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12044 // auto complete quest
12045 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12048 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12051 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12053 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12055 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12060 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12062 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12064 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12067 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12072 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12075 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12078 if ( qInfo
->GetRewOrReqMoney() < 0 )
12080 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12084 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12085 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12094 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12096 // Solve problem that player don't have the quest and try complete it.
12097 // if repeatable she must be able to complete event if player don't have it.
12098 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12099 if( !CanTakeQuest(pQuest
, false) )
12102 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12103 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12104 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12107 if( !CanRewardQuest(pQuest
, false) )
12113 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12115 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12116 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12119 // daily quest can't be rewarded (25 daily quest already completed)
12120 if(!SatisfyQuestDay(pQuest
,true))
12123 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12124 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12127 // prevent receive reward with quest items in bank
12128 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12130 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12132 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12133 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12136 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12142 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12143 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12149 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12151 // prevent receive reward with quest items in bank or for not completed quest
12152 if(!CanRewardQuest(pQuest
,msg
))
12155 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12157 if( pQuest
->RewChoiceItemId
[reward
] )
12159 ItemPosCountVec dest
;
12160 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12161 if( res
!= EQUIP_ERR_OK
)
12163 SendEquipError( res
, NULL
, NULL
);
12169 if ( pQuest
->GetRewItemsCount() > 0 )
12171 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12173 if( pQuest
->RewItemId
[i
] )
12175 ItemPosCountVec dest
;
12176 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12177 if( res
!= EQUIP_ERR_OK
)
12179 SendEquipError( res
, NULL
, NULL
);
12189 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12191 uint16 log_slot
= FindQuestSlot( 0 );
12192 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12194 uint32 quest_id
= pQuest
->GetQuestId();
12196 // if not exist then created with set uState==NEW and rewarded=false
12197 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12199 // check for repeatable quests status reset
12200 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12201 questStatusData
.m_explored
= false;
12203 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12205 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12206 questStatusData
.m_itemcount
[i
] = 0;
12209 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12211 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12212 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12215 GiveQuestSourceItem( pQuest
);
12216 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12218 if( pQuest
->GetRepObjectiveFaction() )
12219 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12220 GetReputationMgr().SetVisible(factionEntry
);
12223 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12225 uint32 limittime
= pQuest
->GetLimitTime();
12227 // shared timed quest
12228 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12229 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12231 AddTimedQuest( quest_id
);
12232 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12233 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12236 questStatusData
.m_timer
= 0;
12238 SetQuestSlot(log_slot
, quest_id
, qtime
);
12240 if (questStatusData
.uState
!= QUEST_NEW
)
12241 questStatusData
.uState
= QUEST_CHANGED
;
12243 //starting initial quest script
12244 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12245 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12247 // Some spells applied at quest activation
12248 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12249 if(saBounds
.first
!= saBounds
.second
)
12252 GetZoneAndAreaId(zone
,area
);
12254 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12255 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12256 if( !HasAura(itr
->second
->spellId
,0) )
12257 CastSpell(this,itr
->second
->spellId
,true);
12260 UpdateForQuestWorldObjects();
12263 void Player::CompleteQuest( uint32 quest_id
)
12267 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12269 uint16 log_slot
= FindQuestSlot( quest_id
);
12270 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12271 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12273 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12275 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12276 RewardQuest(qInfo
,0,this,false);
12278 SendQuestComplete( quest_id
);
12283 void Player::IncompleteQuest( uint32 quest_id
)
12287 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12289 uint16 log_slot
= FindQuestSlot( quest_id
);
12290 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12291 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12295 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12297 uint32 quest_id
= pQuest
->GetQuestId();
12299 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12301 if ( pQuest
->ReqItemId
[i
] )
12302 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12305 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12306 // SetTimedQuest( 0 );
12307 m_timedquests
.erase(pQuest
->GetQuestId());
12309 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12311 if( pQuest
->RewChoiceItemId
[reward
] )
12313 ItemPosCountVec dest
;
12314 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12316 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12317 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12322 if ( pQuest
->GetRewItemsCount() > 0 )
12324 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12326 if( pQuest
->RewItemId
[i
] )
12328 ItemPosCountVec dest
;
12329 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12331 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12332 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12338 RewardReputation( pQuest
);
12340 if( pQuest
->GetRewSpellCast() > 0 )
12341 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12342 else if( pQuest
->GetRewSpell() > 0)
12343 CastSpell( this, pQuest
->GetRewSpell(), true);
12345 uint16 log_slot
= FindQuestSlot( quest_id
);
12346 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12347 SetQuestSlot(log_slot
,0);
12349 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12351 // Not give XP in case already completed once repeatable quest
12352 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12354 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12355 GiveXP( XP
, NULL
);
12358 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12359 ModifyMoney( money
);
12360 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12363 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12364 if(pQuest
->GetRewOrReqMoney())
12366 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12368 if(pQuest
->GetRewOrReqMoney() > 0)
12369 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12373 if(pQuest
->GetRewHonorableKills())
12374 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12377 if(pQuest
->GetCharTitleId())
12379 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12380 SetTitle(titleEntry
);
12383 if(pQuest
->GetBonusTalents())
12385 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12386 InitTalentForLevel();
12389 // Send reward mail
12390 if(pQuest
->GetRewMailTemplateId())
12392 MailMessageType mailType
;
12393 uint32 senderGuidOrEntry
;
12394 switch(questGiver
->GetTypeId())
12397 mailType
= MAIL_CREATURE
;
12398 senderGuidOrEntry
= questGiver
->GetEntry();
12400 case TYPEID_GAMEOBJECT
:
12401 mailType
= MAIL_GAMEOBJECT
;
12402 senderGuidOrEntry
= questGiver
->GetEntry();
12405 mailType
= MAIL_ITEM
;
12406 senderGuidOrEntry
= questGiver
->GetEntry();
12408 case TYPEID_PLAYER
:
12409 mailType
= MAIL_NORMAL
;
12410 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12413 mailType
= MAIL_NORMAL
;
12414 senderGuidOrEntry
= GetGUIDLow();
12418 Loot questMailLoot
;
12420 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12423 MailItemsInfo mi
; // item list preparing
12425 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12426 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12428 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12430 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12432 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12433 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12438 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12441 if(pQuest
->IsDaily())
12443 SetDailyQuestStatus(quest_id
);
12444 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12447 if ( !pQuest
->IsRepeatable() )
12448 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12450 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12452 q_status
.m_rewarded
= true;
12455 SendQuestReward( pQuest
, XP
, questGiver
);
12457 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12458 if (pQuest
->GetZoneOrSort() > 0)
12459 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12460 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12461 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12466 // remove auras from spells with quest reward state limitations
12467 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12468 if(saEndBounds
.first
!= saEndBounds
.second
)
12470 GetZoneAndAreaId(zone
,area
);
12472 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12473 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12474 RemoveAurasDueToSpell(itr
->second
->spellId
);
12477 // Some spells applied at quest reward
12478 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12479 if(saBounds
.first
!= saBounds
.second
)
12482 GetZoneAndAreaId(zone
,area
);
12484 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12485 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12486 if( !HasAura(itr
->second
->spellId
,0) )
12487 CastSpell(this,itr
->second
->spellId
,true);
12491 void Player::FailQuest( uint32 quest_id
)
12495 IncompleteQuest( quest_id
);
12497 uint16 log_slot
= FindQuestSlot( quest_id
);
12498 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12500 SetQuestSlotTimer(log_slot
, 1 );
12501 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12503 SendQuestFailed( quest_id
);
12507 void Player::FailTimedQuest( uint32 quest_id
)
12511 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12513 q_status
.m_timer
= 0;
12514 if (q_status
.uState
!= QUEST_NEW
)
12515 q_status
.uState
= QUEST_CHANGED
;
12517 IncompleteQuest( quest_id
);
12519 uint16 log_slot
= FindQuestSlot( quest_id
);
12520 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12522 SetQuestSlotTimer(log_slot
, 1 );
12523 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12525 SendQuestTimerFailed( quest_id
);
12529 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12531 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12532 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12534 // skip zone zoneOrSort and 0 case skillOrClass
12535 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12538 int32 questSort
= -zoneOrSort
;
12539 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12541 // check class sort cases in zoneOrSort
12542 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12545 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12550 if( skillOrClass
< 0 )
12552 uint8 reqClass
= -int32(skillOrClass
);
12553 if(getClass() != reqClass
)
12556 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12561 else if( skillOrClass
> 0 )
12563 uint32 reqSkill
= skillOrClass
;
12564 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12567 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12575 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12577 if( getLevel() < qInfo
->GetMinLevel() )
12580 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12586 bool Player::SatisfyQuestLog( bool msg
)
12589 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12594 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12595 GetSession()->SendPacket( &data
);
12596 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12601 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12603 // No previous quest (might be first quest in a series)
12604 if( qInfo
->prevQuests
.empty())
12607 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12609 uint32 prevId
= abs(*iter
);
12611 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12612 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12614 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12616 // If any of the positive previous quests completed, return true
12617 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12619 // skip one-from-all exclusive group
12620 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12623 // each-from-all exclusive group ( < 0)
12624 // can be start if only all quests in prev quest exclusive group completed and rewarded
12625 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12626 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12628 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12630 for(; iter2
!= end
; ++iter2
)
12632 uint32 exclude_Id
= iter2
->second
;
12634 // skip checked quest id, only state of other quests in group is interesting
12635 if(exclude_Id
== prevId
)
12638 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12640 // alternative quest from group also must be completed and rewarded(reported)
12641 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12644 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12650 // If any of the negative previous quests active, return true
12651 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12652 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12654 // skip one-from-all exclusive group
12655 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12658 // each-from-all exclusive group ( < 0)
12659 // can be start if only all quests in prev quest exclusive group active
12660 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12661 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12663 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12665 for(; iter2
!= end
; ++iter2
)
12667 uint32 exclude_Id
= iter2
->second
;
12669 // skip checked quest id, only state of other quests in group is interesting
12670 if(exclude_Id
== prevId
)
12673 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12675 // alternative quest from group also must be active
12676 if( i_exstatus
== mQuestStatus
.end() ||
12677 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12678 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12681 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12690 // Has only positive prev. quests in non-rewarded state
12691 // and negative prev. quests in non-active state
12693 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12698 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12700 uint32 reqraces
= qInfo
->GetRequiredRaces();
12701 if ( reqraces
== 0 )
12703 if( (reqraces
& getRaceMask()) == 0 )
12706 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12712 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12714 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12715 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12718 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12722 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12723 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12726 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12733 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12735 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12736 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12739 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12745 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12747 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12750 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12756 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12758 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12759 if(qInfo
->GetExclusiveGroup() <= 0)
12762 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12763 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12765 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12767 for(; iter
!= end
; ++iter
)
12769 uint32 exclude_Id
= iter
->second
;
12771 // skip checked quest id, only state of other quests in group is interesting
12772 if(exclude_Id
== qInfo
->GetQuestId())
12775 // not allow have daily quest if daily quest from exclusive group already recently completed
12776 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12777 if( !SatisfyQuestDay(Nquest
, false) )
12780 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12784 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12786 // alternative quest already started or completed
12787 if( i_exstatus
!= mQuestStatus
.end()
12788 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12791 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12798 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12800 if(!qInfo
->GetNextQuestInChain())
12803 // next quest in chain already started or completed
12804 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12805 if( itr
!= mQuestStatus
.end()
12806 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12809 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12813 // check for all quests further up the chain
12814 // only necessary if there are quest chains with more than one quest that can be skipped
12815 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12819 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12821 // No previous quest in chain
12822 if( qInfo
->prevChainQuests
.empty())
12825 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12827 uint32 prevId
= *iter
;
12829 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12831 if( i_prevstatus
!= mQuestStatus
.end() )
12833 // If any of the previous quests in chain active, return false
12834 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12835 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12838 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12843 // check for all quests further down the chain
12844 // only necessary if there are quest chains with more than one quest that can be skipped
12845 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12849 // No previous quest in chain active
12853 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12855 if(!qInfo
->IsDaily())
12858 bool have_slot
= false;
12859 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12861 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12862 if(qInfo
->GetQuestId()==id
)
12872 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12879 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12881 uint32 srcitem
= pQuest
->GetSrcItemId();
12884 uint32 count
= pQuest
->GetSrcItemCount();
12888 ItemPosCountVec dest
;
12889 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12890 if( msg
== EQUIP_ERR_OK
)
12892 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12893 SendNewItem(item
, count
, true, false);
12896 // player already have max amount required item, just report success
12897 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12900 SendEquipError( msg
, NULL
, NULL
);
12907 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12909 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12912 uint32 srcitem
= qInfo
->GetSrcItemId();
12915 uint32 count
= qInfo
->GetSrcItemCount();
12919 // exist one case when destroy source quest item not possible:
12920 // non un-equippable item (equipped non-empty bag, for example)
12921 uint8 res
= CanUnequipItems(srcitem
,count
);
12922 if(res
!= EQUIP_ERR_OK
)
12925 SendEquipError( res
, NULL
, NULL
);
12929 DestroyItemCount(srcitem
, count
, true, true);
12935 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12937 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12940 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12941 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12942 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12943 && !qInfo
->IsRepeatable() )
12944 return itr
->second
.m_rewarded
;
12951 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12955 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12956 if( itr
!= mQuestStatus
.end() )
12957 return itr
->second
.m_status
;
12959 return QUEST_STATUS_NONE
;
12962 bool Player::CanShareQuest(uint32 quest_id
) const
12964 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12965 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12967 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12968 if( itr
!= mQuestStatus
.end() )
12969 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12974 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12976 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12979 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12981 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12982 m_timedquests
.erase(qInfo
->GetQuestId());
12985 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12987 q_status
.m_status
= status
;
12988 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12991 UpdateForQuestWorldObjects();
12994 // not used in MaNGOS, but used in scripting code
12995 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12997 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13001 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13002 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13003 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13008 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13010 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13012 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13014 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13015 if( reqitemcount
!= 0 )
13017 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13019 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13020 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13026 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13028 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13029 if ( GetQuestSlotQuestId(i
) == quest_id
)
13032 return MAX_QUEST_LOG_SIZE
;
13035 void Player::AreaExploredOrEventHappens( uint32 questId
)
13039 uint16 log_slot
= FindQuestSlot( questId
);
13040 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13042 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13044 if(!q_status
.m_explored
)
13046 q_status
.m_explored
= true;
13047 if (q_status
.uState
!= QUEST_NEW
)
13048 q_status
.uState
= QUEST_CHANGED
;
13051 if( CanCompleteQuest( questId
) )
13052 CompleteQuest( questId
);
13056 //not used in mangosd, function for external script library
13057 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13059 if( Group
*pGroup
= GetGroup() )
13061 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13063 Player
*pGroupGuy
= itr
->getSource();
13065 // for any leave or dead (with not released body) group member at appropriate distance
13066 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13067 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13071 AreaExploredOrEventHappens(questId
);
13074 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13076 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13078 uint32 questid
= GetQuestSlotQuestId(i
);
13079 if ( questid
== 0 )
13082 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13084 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13087 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13088 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13091 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13093 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13094 if ( reqitem
== entry
)
13096 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13097 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13098 if ( curitemcount
< reqitemcount
)
13100 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13101 q_status
.m_itemcount
[j
] += additemcount
;
13102 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13104 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13106 if ( CanCompleteQuest( questid
) )
13107 CompleteQuest( questid
);
13112 UpdateForQuestWorldObjects();
13115 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13117 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13119 uint32 questid
= GetQuestSlotQuestId(i
);
13122 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13125 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13128 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13130 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13131 if ( reqitem
== entry
)
13133 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13135 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13136 uint32 curitemcount
;
13137 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13138 curitemcount
= q_status
.m_itemcount
[j
];
13140 curitemcount
= GetItemCount(entry
,true);
13141 if ( curitemcount
< reqitemcount
+ count
)
13143 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13144 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13145 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13147 IncompleteQuest( questid
);
13153 UpdateForQuestWorldObjects();
13156 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13158 uint32 addkillcount
= 1;
13159 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13160 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13162 uint32 questid
= GetQuestSlotQuestId(i
);
13166 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13169 // just if !ingroup || !noraidgroup || raidgroup
13170 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13171 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13173 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13175 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13177 // skip GO activate objective or none
13178 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13181 // skip Cast at creature objective
13182 if(qInfo
->ReqSpell
[j
] !=0 )
13185 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13187 if ( reqkill
== entry
)
13189 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13190 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13191 if ( curkillcount
< reqkillcount
)
13193 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13194 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13196 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13198 if ( CanCompleteQuest( questid
) )
13199 CompleteQuest( questid
);
13201 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13210 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13212 bool isCreature
= IS_CREATURE_GUID(guid
);
13214 uint32 addCastCount
= 1;
13215 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13217 uint32 questid
= GetQuestSlotQuestId(i
);
13221 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13225 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13227 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13229 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13231 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13233 // skip kill creature objective (0) or wrong spell casts
13234 if(qInfo
->ReqSpell
[j
] != spell_id
)
13237 uint32 reqTarget
= 0;
13241 // creature activate objectives
13242 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13243 // checked at quest_template loading
13244 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13248 // GO activate objective
13249 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13250 // checked at quest_template loading
13251 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13254 // other not this creature/GO related objectives
13255 if( reqTarget
!= entry
)
13258 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13259 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13260 if ( curCastCount
< reqCastCount
)
13262 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13263 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13265 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13268 if ( CanCompleteQuest( questid
) )
13269 CompleteQuest( questid
);
13271 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13279 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13281 uint32 addTalkCount
= 1;
13282 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13284 uint32 questid
= GetQuestSlotQuestId(i
);
13288 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13292 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13294 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13296 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13298 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13300 // skip spell casts and Gameobject objectives
13301 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13304 uint32 reqTarget
= 0;
13306 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13307 // checked at quest_template loading
13308 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13312 if ( reqTarget
== entry
)
13314 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13315 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13316 if ( curTalkCount
< reqTalkCount
)
13318 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13319 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13321 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13323 if ( CanCompleteQuest( questid
) )
13324 CompleteQuest( questid
);
13326 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13335 void Player::MoneyChanged( uint32 count
)
13337 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13339 uint32 questid
= GetQuestSlotQuestId(i
);
13343 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13344 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13346 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13348 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13350 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13352 if ( CanCompleteQuest( questid
) )
13353 CompleteQuest( questid
);
13356 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13358 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13359 IncompleteQuest( questid
);
13365 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13367 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13369 if(uint32 questid
= GetQuestSlotQuestId(i
))
13371 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13373 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13375 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13376 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13378 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13379 if ( CanCompleteQuest( questid
) )
13380 CompleteQuest( questid
);
13382 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13384 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13385 IncompleteQuest( questid
);
13393 bool Player::HasQuestForItem( uint32 itemid
) const
13395 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13397 uint32 questid
= GetQuestSlotQuestId(i
);
13398 if ( questid
== 0 )
13401 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13402 if(qs_itr
== mQuestStatus
.end())
13405 QuestStatusData
const& q_status
= qs_itr
->second
;
13407 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13409 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13413 // hide quest if player is in raid-group and quest is no raid quest
13414 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13417 // There should be no mixed ReqItem/ReqSource drop
13418 // This part for ReqItem drop
13419 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13421 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13424 // This part - for ReqSource
13425 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13427 // examined item is a source item
13428 if (qinfo
->ReqSourceId
[j
] == itemid
)
13430 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13433 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13436 // allows custom amount drop when not 0
13437 if (qinfo
->ReqSourceCount
[j
])
13439 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13441 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13450 void Player::SendQuestComplete( uint32 quest_id
)
13454 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13455 data
<< uint32(quest_id
);
13456 GetSession()->SendPacket( &data
);
13457 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13461 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13463 uint32 questid
= pQuest
->GetQuestId();
13464 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13465 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13466 data
<< uint32(questid
);
13468 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13470 data
<< uint32(XP
);
13471 data
<< uint32(pQuest
->GetRewOrReqMoney());
13476 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13479 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13480 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13481 GetSession()->SendPacket( &data
);
13483 if (pQuest
->GetQuestCompleteScript() != 0)
13484 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13487 void Player::SendQuestFailed( uint32 quest_id
)
13491 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13493 data
<< uint32(0); // failed reason (4 for inventory is full)
13494 GetSession()->SendPacket( &data
);
13495 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13499 void Player::SendQuestTimerFailed( uint32 quest_id
)
13503 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13505 GetSession()->SendPacket( &data
);
13506 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13510 void Player::SendCanTakeQuestResponse( uint32 msg
)
13512 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13513 data
<< uint32(msg
);
13514 GetSession()->SendPacket( &data
);
13515 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13518 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13522 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13523 data
<< uint64(pPlayer
->GetGUID());
13524 data
<< uint8(msg
); // valid values: 0-8
13525 GetSession()->SendPacket( &data
);
13526 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13530 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13532 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13533 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13534 //data << pQuest->ReqItemId[item_idx];
13536 GetSession()->SendPacket( &data
);
13539 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13541 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13543 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13545 // client expected gameobject template id in form (id|0x80000000)
13546 entry
= (-entry
) | 0x80000000;
13548 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13549 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13550 data
<< uint32(pQuest
->GetQuestId());
13551 data
<< uint32(entry
);
13552 data
<< uint32(old_count
+ add_count
);
13553 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13554 data
<< uint64(guid
);
13555 GetSession()->SendPacket(&data
);
13557 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13558 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13559 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13562 /*********************************************************/
13563 /*** LOAD SYSTEM ***/
13564 /*********************************************************/
13566 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13568 bool delete_result
= true;
13571 // 0 1 2 3 4 5 6 7 8 9
13572 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13573 if(!result
) return false;
13575 else delete_result
= false;
13577 Field
*fields
= result
->Fetch();
13579 if(!LoadValues( fields
[1].GetString()))
13581 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13582 if(delete_result
) delete result
;
13586 // overwrite possible wrong/corrupted guid
13587 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13589 m_name
= fields
[2].GetCppString();
13591 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13592 SetMapId(fields
[6].GetUInt32());
13593 // the instance id is not needed at character enum
13595 m_Played_time
[0] = fields
[7].GetUInt32();
13596 m_Played_time
[1] = fields
[8].GetUInt32();
13598 m_atLoginFlags
= fields
[9].GetUInt32();
13600 // I don't see these used anywhere ..
13603 _LoadBoundInstances();*/
13605 if (delete_result
) delete result
;
13607 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13610 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13611 m_deathState
= DEAD
;
13616 void Player::_LoadDeclinedNames(QueryResult
* result
)
13622 delete m_declinedname
;
13624 m_declinedname
= new DeclinedName
;
13625 Field
*fields
= result
->Fetch();
13626 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13627 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13632 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13634 // arenateamid, played_week, played_season, personal_rating
13635 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13641 Field
*fields
= result
->Fetch();
13643 uint32 arenateamid
= fields
[0].GetUInt32();
13644 uint32 played_week
= fields
[1].GetUInt32();
13645 uint32 played_season
= fields
[2].GetUInt32();
13646 uint32 personal_rating
= fields
[3].GetUInt32();
13648 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13651 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13654 uint8 arenaSlot
= aTeam
->GetSlot();
13656 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13657 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13658 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13659 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13660 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13661 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13663 }while (result
->NextRow());
13667 void Player::_LoadEquipmentSets(QueryResult
*result
)
13669 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13676 Field
*fields
= result
->Fetch();
13678 EquipmentSet eqSet
;
13680 eqSet
.Guid
= fields
[0].GetUInt64();
13681 uint32 index
= fields
[1].GetUInt32();
13682 eqSet
.Name
= fields
[2].GetCppString();
13683 eqSet
.IconName
= fields
[3].GetCppString();
13684 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13686 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13687 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13689 m_EquipmentSets
[index
] = eqSet
;
13693 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13695 } while (result
->NextRow());
13699 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13701 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13705 Field
*fields
= result
->Fetch();
13707 x
= fields
[0].GetFloat();
13708 y
= fields
[1].GetFloat();
13709 z
= fields
[2].GetFloat();
13710 o
= fields
[3].GetFloat();
13711 mapid
= fields
[4].GetUInt32();
13712 in_flight
= !fields
[5].GetCppString().empty();
13718 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13720 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13724 Field
*fields
= result
->Fetch();
13726 data
= StrSplit(fields
[0].GetCppString(), " ");
13733 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13735 if(index
>= data
.size())
13738 return (uint32
)atoi(data
[index
].c_str());
13741 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13744 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13745 memcpy(&result
, &temp
, sizeof(result
));
13750 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13753 if(!LoadValuesArrayFromDB(data
,guid
))
13756 return GetUInt32ValueFromArray(data
,index
);
13759 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13762 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13763 memcpy(&result
, &temp
, sizeof(result
));
13768 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13770 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13771 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13772 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13776 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13780 Field
*fields
= result
->Fetch();
13782 uint32 dbAccountId
= fields
[1].GetUInt32();
13784 // check if the character's account in the db and the logged in account match.
13785 // player should be able to load/delete character only with correct account!
13786 if( dbAccountId
!= GetSession()->GetAccountId() )
13788 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13793 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13795 m_name
= fields
[3].GetCppString();
13797 // check name limitations
13798 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13801 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13805 if(!LoadValues( fields
[2].GetString()))
13807 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
13812 // overwrite possible wrong/corrupted guid
13813 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13815 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13816 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13818 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
13819 SetVisibleItemSlot(slot
, NULL
);
13823 delete m_items
[slot
];
13824 m_items
[slot
] = NULL
;
13828 // update money limits
13829 if(GetMoney() > MAX_MONEY_AMOUNT
)
13830 SetMoney(MAX_MONEY_AMOUNT
);
13832 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13835 m_race
= fields
[4].GetUInt8();
13836 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13837 //Other way is to saves m_team into characters table.
13838 setFactionForRace(m_race
);
13841 m_class
= fields
[5].GetUInt8();
13843 // load home bind and check in same time class/race pair, it used later for restore broken positions
13844 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13847 InitPrimaryProffesions(); // to max set before any spell loaded
13849 // init saved position, and fix it later if problematic
13850 uint32 transGUID
= fields
[24].GetUInt32();
13851 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13852 SetMapId(fields
[9].GetUInt32());
13853 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13855 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13857 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13859 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13860 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13861 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13863 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13865 // check arena teams integrity
13866 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13868 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13872 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13873 if(at
->HaveMember(GetGUID()))
13876 // arena team not exist or not member, cleanup fields
13877 for(int j
=0; j
< 6; ++j
)
13878 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13881 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13883 if(!IsPositionValid())
13885 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13886 RelocateToHomebind();
13890 m_movementInfo
.t_x
= 0.0f
;
13891 m_movementInfo
.t_y
= 0.0f
;
13892 m_movementInfo
.t_z
= 0.0f
;
13893 m_movementInfo
.t_o
= 0.0f
;
13896 uint32 bgid
= fields
[34].GetUInt32();
13897 uint32 bgteam
= fields
[35].GetUInt32();
13899 if(bgid
) //saved in BattleGround
13901 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13903 // check entry point and fix to homebind if need
13904 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
13905 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
13906 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
13908 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
13910 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
13912 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
13913 AddBattleGroundQueueId(bgQueueTypeId
);
13915 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
13918 //join player to battleground group
13919 currentBg
->EventPlayerLoggedIn(this, GetGUID());
13920 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
13922 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
13926 Relocate(GetBattleGroundEntryPoint());
13927 //RemoveArenaAuras(true);
13932 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13933 // if server restart after player save in BG or area
13934 // player can have current coordinates in to BG/Arean map, fix this
13935 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
13937 // return to BG master
13938 SetMapId(fields
[36].GetUInt32());
13939 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13941 // check entry point and fix to homebind if need
13942 mapEntry
= sMapStore
.LookupEntry(GetMapId());
13943 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
13944 RelocateToHomebind();
13948 if (transGUID
!= 0)
13950 m_movementInfo
.t_x
= fields
[20].GetFloat();
13951 m_movementInfo
.t_y
= fields
[21].GetFloat();
13952 m_movementInfo
.t_z
= fields
[22].GetFloat();
13953 m_movementInfo
.t_o
= fields
[23].GetFloat();
13955 if( !MaNGOS::IsValidMapCoord(
13956 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13957 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13958 // transport size limited
13959 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13961 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13962 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13963 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13965 RelocateToHomebind();
13967 m_movementInfo
.t_x
= 0.0f
;
13968 m_movementInfo
.t_y
= 0.0f
;
13969 m_movementInfo
.t_z
= 0.0f
;
13970 m_movementInfo
.t_o
= 0.0f
;
13976 if (transGUID
!= 0)
13978 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13980 if( (*iter
)->GetGUIDLow() == transGUID
)
13982 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
13983 // client without expansion support
13984 if(GetSession()->Expansion() < transMapEntry
->Expansion())
13986 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
13990 m_transport
= *iter
;
13991 m_transport
->AddPassenger(this);
13992 SetMapId(m_transport
->GetMapId());
13999 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14002 RelocateToHomebind();
14004 m_movementInfo
.t_x
= 0.0f
;
14005 m_movementInfo
.t_y
= 0.0f
;
14006 m_movementInfo
.t_z
= 0.0f
;
14007 m_movementInfo
.t_o
= 0.0f
;
14012 else // not transport case
14014 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14015 // client without expansion support
14016 if(GetSession()->Expansion() < mapEntry
->Expansion())
14018 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14019 RelocateToHomebind();
14023 // NOW player must have valid map
14024 // load the player's map here if it's not already loaded
14025 Map
*map
= GetMap();
14027 // since the player may not be bound to the map yet, make sure subsequent
14028 // getmap calls won't create new maps
14029 SetInstanceId(map
->GetInstanceId());
14031 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14032 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14034 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14036 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14038 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14041 SaveRecallPosition();
14043 time_t now
= time(NULL
);
14044 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14046 // since last logout (in seconds)
14047 uint64 time_diff
= uint64(now
- logoutTime
);
14049 // set value, including drunk invisibility detection
14050 // calculate sobering. after 15 minutes logged out, the player will be sober again
14052 if(time_diff
> 15*MINUTE
)
14055 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14056 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14057 SetDrunkValue(newDrunkenValue
);
14059 m_rest_bonus
= fields
[15].GetFloat();
14060 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14061 float bubble0
= 0.031;
14062 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14063 float bubble1
= 0.125;
14065 if((int32
)fields
[16].GetUInt32() > 0)
14067 float bubble
= fields
[17].GetUInt32() > 0
14068 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14069 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14071 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14074 m_cinematic
= fields
[12].GetUInt32();
14075 m_Played_time
[0]= fields
[13].GetUInt32();
14076 m_Played_time
[1]= fields
[14].GetUInt32();
14078 m_resetTalentsCost
= fields
[18].GetUInt32();
14079 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14081 // reserve some flags
14082 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14084 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14085 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14087 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14089 uint32 extraflags
= fields
[25].GetUInt32();
14091 m_stableSlots
= fields
[26].GetUInt32();
14092 if(m_stableSlots
> MAX_PET_STABLES
)
14094 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14095 m_stableSlots
= MAX_PET_STABLES
;
14098 m_atLoginFlags
= fields
[27].GetUInt32();
14101 // Update Honor kills data
14102 m_lastHonorUpdateTime
= logoutTime
;
14103 UpdateHonorFields();
14105 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14106 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14107 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14109 std::string taxi_nodes
= fields
[31].GetCppString();
14113 // clear channel spell data (if saved at channel spell casting)
14114 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14115 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14117 // clear charm/summon related fields
14124 // reset some aura modifiers before aura apply
14125 SetFarSightGUID(0);
14126 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14127 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14131 // make sure the unit is considered out of combat for proper loading
14134 // make sure the unit is considered not in duel for proper loading
14135 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14136 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14138 // remember loaded power/health values to restore after stats initialization and modifier applying
14139 uint32 savedHealth
= GetHealth();
14140 uint32 savedPower
[MAX_POWERS
];
14141 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14142 savedPower
[i
] = GetPower(Powers(i
));
14144 // reset stats before loading any modifiers
14145 InitStatsForLevel();
14146 InitTaxiNodesForLevel();
14147 InitGlyphsForLevel();
14150 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14152 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14155 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14158 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14159 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14160 m_deathState
= DEAD
;
14162 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14164 // after spell load, learn rewarded spell if need also
14165 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14166 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14168 // after spell and quest load
14169 InitTalentForLevel();
14170 learnDefaultSpells();
14172 // must be before inventory (some items required reputation check)
14173 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14175 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14177 // update items with duration and realtime
14178 UpdateItemDuration(time_diff
, true);
14180 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14182 // unread mails and next delivery time, actual mails not loaded
14183 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14185 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14187 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14188 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14189 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14191 if(!HasTitle(curTitle
))
14192 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14195 // Not finish taxi flight path
14196 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14198 // problems with taxi path loading
14199 TaxiNodesEntry
const* nodeEntry
= NULL
;
14200 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14201 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14203 if(!nodeEntry
) // don't know taxi start node, to homebind
14205 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14206 RelocateToHomebind();
14207 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14209 else // have start node, to it
14211 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14212 SetMapId(nodeEntry
->map_id
);
14213 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14214 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14216 m_taxi
.ClearTaxiDestinations();
14218 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14220 // save source node as recall coord to prevent recall and fall from sky
14221 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14222 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14223 m_recallMap
= nodeEntry
->map_id
;
14224 m_recallX
= nodeEntry
->x
;
14225 m_recallY
= nodeEntry
->y
;
14226 m_recallZ
= nodeEntry
->z
;
14228 // flight will started later
14231 // has to be called after last Relocate() in Player::LoadFromDB
14232 SetFallInformation(0, GetPositionZ());
14234 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14236 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14237 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14239 RemoveAllAurasOnDeath();
14241 //apply all stat bonuses from items and auras
14242 SetCanModifyStats(true);
14245 // restore remembered power/health values (but not more max values)
14246 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14247 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14248 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14250 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14254 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14256 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14259 case 0: break; // disable
14260 case 1: SetGameMaster(true); break; // enable
14261 case 2: // save state
14262 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14263 SetGameMaster(true);
14267 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14270 case 0: SetGMVisible(false); break; // invisible
14271 case 1: break; // visible
14272 case 2: // save state
14273 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14274 SetGMVisible(false);
14278 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14281 case 0: break; // disable
14282 case 1: SetAcceptTicket(true); break; // enable
14283 case 2: // save state
14284 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14285 SetAcceptTicket(true);
14289 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14292 case 0: break; // disable
14293 case 1: SetGMChat(true); break; // enable
14294 case 2: // save state
14295 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14300 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14303 case 0: break; // disable
14304 case 1: SetAcceptWhispers(true); break; // enable
14305 case 2: // save state
14306 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14307 SetAcceptWhispers(true);
14312 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14314 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14315 m_achievementMgr
.CheckAllAchievementCriteria();
14317 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14322 bool Player::isAllowedToLoot(Creature
* creature
)
14324 if(Player
* recipient
= creature
->GetLootRecipient())
14326 if (recipient
== this)
14328 if( Group
* otherGroup
= recipient
->GetGroup())
14330 Group
* thisGroup
= GetGroup();
14333 return thisGroup
== otherGroup
;
14338 // prevent other players from looting if the recipient got disconnected
14339 return !creature
->hasLootRecipient();
14342 void Player::_LoadActions(QueryResult
*result
)
14344 m_actionButtons
.clear();
14346 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14352 Field
*fields
= result
->Fetch();
14354 uint8 button
= fields
[0].GetUInt8();
14356 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14357 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14360 sLog
.outError( " ...at loading, and will deleted in DB also");
14362 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14363 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14366 while( result
->NextRow() );
14372 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14375 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14376 m_modAuras
[i
].clear();
14378 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14384 Field
*fields
= result
->Fetch();
14385 uint64 caster_guid
= fields
[0].GetUInt64();
14386 uint32 spellid
= fields
[1].GetUInt32();
14387 uint32 effindex
= fields
[2].GetUInt32();
14388 uint32 stackcount
= fields
[3].GetUInt32();
14389 int32 damage
= (int32
)fields
[4].GetUInt32();
14390 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14391 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14392 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14394 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14397 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14403 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14407 // negative effects should continue counting down after logout
14408 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14410 if(remaintime
<= int32(timediff
))
14413 remaintime
-= timediff
;
14416 // prevent wrong values of remaincharges
14417 if(spellproto
->procCharges
)
14419 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14420 remaincharges
= spellproto
->procCharges
;
14426 for(uint32 i
=0; i
<stackcount
; ++i
)
14428 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14430 damage
= aura
->GetModifier()->m_amount
;
14432 // reset stolen single target auras
14433 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14434 aura
->SetIsSingleTarget(false);
14436 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14438 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14441 while( result
->NextRow() );
14446 if(m_class
== CLASS_WARRIOR
)
14447 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14450 void Player::_LoadGlyphAuras()
14452 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14454 if (uint32 glyph
= GetGlyph(i
))
14456 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14458 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14460 if(gp
->TypeFlags
== gs
->TypeFlags
)
14462 CastSpell(this, gp
->SpellId
, true);
14466 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14469 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14472 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14474 // On any error remove glyph
14480 void Player::LoadCorpse()
14484 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14488 if(Corpse
*corpse
= GetCorpse())
14490 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14494 //Prevent Dead Player login without corpse
14495 ResurrectPlayer(0.5f
);
14500 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14502 //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
14503 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14504 //NOTE: the "order by `bag`" is important because it makes sure
14505 //the bagMap is filled before items in the bags are loaded
14506 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14507 //expected to be equipped before offhand items (TODO: fixme)
14509 uint32 zone
= GetZoneId();
14513 std::list
<Item
*> problematicItems
;
14515 // prevent items from being added to the queue when stored
14516 m_itemUpdateQueueBlocked
= true;
14519 Field
*fields
= result
->Fetch();
14520 uint32 bag_guid
= fields
[1].GetUInt32();
14521 uint8 slot
= fields
[2].GetUInt8();
14522 uint32 item_guid
= fields
[3].GetUInt32();
14523 uint32 item_id
= fields
[4].GetUInt32();
14525 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14529 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14530 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14531 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14535 Item
*item
= NewItemOrBag(proto
);
14537 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14539 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14540 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14541 item
->FSetState(ITEM_REMOVED
);
14542 item
->SaveToDB(); // it also deletes item object !
14546 // not allow have in alive state item limited to another map/zone
14547 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14549 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14550 item
->FSetState(ITEM_REMOVED
);
14551 item
->SaveToDB(); // it also deletes item object !
14555 // "Conjured items disappear if you are logged out for more than 15 minutes"
14556 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14558 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14559 item
->FSetState(ITEM_REMOVED
);
14560 item
->SaveToDB(); // it also deletes item object !
14564 bool success
= true;
14568 // the item is not in a bag
14569 item
->SetContainer( NULL
);
14570 item
->SetSlot(slot
);
14572 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14574 ItemPosCountVec dest
;
14575 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14576 item
= StoreItem(dest
, item
, true);
14580 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14583 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14584 QuickEquipItem(dest
, item
);
14588 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14590 ItemPosCountVec dest
;
14591 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14592 item
= BankItem(dest
, item
, true);
14599 // store bags that may contain items in them
14600 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14601 bagMap
[item_guid
] = (Bag
*)item
;
14606 item
->SetSlot(NULL_SLOT
);
14607 // the item is in a bag, find the bag
14608 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14609 if(itr
!= bagMap
.end())
14610 itr
->second
->StoreItem(slot
, item
, true );
14615 // item's state may have changed after stored
14617 item
->SetState(ITEM_UNCHANGED
, this);
14620 sLog
.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid
, item_id
, bag_guid
, slot
);
14621 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14622 problematicItems
.push_back(item
);
14624 } while (result
->NextRow());
14627 m_itemUpdateQueueBlocked
= false;
14629 // send by mail problematic items
14630 while(!problematicItems
.empty())
14633 MailItemsInfo mi
; // item list preparing
14635 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14637 Item
* item
= problematicItems
.front();
14638 problematicItems
.pop_front();
14640 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14643 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14645 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14649 _ApplyAllItemMods();
14652 // load mailed item which should receive current player
14653 void Player::_LoadMailedItems(Mail
*mail
)
14655 // data needs to be at first place for Item::LoadFromDB
14656 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
14662 Field
*fields
= result
->Fetch();
14663 uint32 item_guid_low
= fields
[1].GetUInt32();
14664 uint32 item_template
= fields
[2].GetUInt32();
14666 mail
->AddItem(item_guid_low
, item_template
);
14668 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14672 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14673 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14674 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14678 Item
*item
= NewItemOrBag(proto
);
14680 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14682 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14683 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14684 item
->FSetState(ITEM_REMOVED
);
14685 item
->SaveToDB(); // it also deletes item object !
14690 } while (result
->NextRow());
14695 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14697 //set a count of unread mails
14698 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14701 Field
*fieldMail
= resultUnread
->Fetch();
14702 unReadMails
= fieldMail
[0].GetUInt8();
14703 delete resultUnread
;
14706 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14707 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14708 if (resultDelivery
)
14710 Field
*fieldMail
= resultDelivery
->Fetch();
14711 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14712 delete resultDelivery
;
14716 void Player::_LoadMail()
14719 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14720 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
14725 Field
*fields
= result
->Fetch();
14726 Mail
*m
= new Mail
;
14727 m
->messageID
= fields
[0].GetUInt32();
14728 m
->messageType
= fields
[1].GetUInt8();
14729 m
->sender
= fields
[2].GetUInt32();
14730 m
->receiver
= fields
[3].GetUInt32();
14731 m
->subject
= fields
[4].GetCppString();
14732 m
->itemTextId
= fields
[5].GetUInt32();
14733 bool has_items
= fields
[6].GetBool();
14734 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14735 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14736 m
->money
= fields
[9].GetUInt32();
14737 m
->COD
= fields
[10].GetUInt32();
14738 m
->checked
= fields
[11].GetUInt32();
14739 m
->stationery
= fields
[12].GetUInt8();
14740 m
->mailTemplateId
= fields
[13].GetInt16();
14742 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14744 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14745 m
->mailTemplateId
= 0;
14748 m
->state
= MAIL_STATE_UNCHANGED
;
14751 _LoadMailedItems(m
);
14753 m_mail
.push_back(m
);
14754 } while( result
->NextRow() );
14757 m_mailsLoaded
= true;
14760 void Player::LoadPet()
14762 //fixme: the pet should still be loaded if the player is not in world
14763 // just not added to the map
14766 Pet
*pet
= new Pet
;
14767 if(!pet
->LoadPetFromDB(this,0,0,true))
14772 void Player::_LoadQuestStatus(QueryResult
*result
)
14774 mQuestStatus
.clear();
14778 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14779 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
14785 Field
*fields
= result
->Fetch();
14787 uint32 quest_id
= fields
[0].GetUInt32();
14788 // used to be new, no delete?
14789 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14793 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14795 uint32 qstatus
= fields
[1].GetUInt32();
14796 if(qstatus
< MAX_QUEST_STATUS
)
14797 questStatusData
.m_status
= QuestStatus(qstatus
);
14800 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14801 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14804 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14805 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14807 time_t quest_time
= time_t(fields
[4].GetUInt64());
14809 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14811 AddTimedQuest( quest_id
);
14813 if (quest_time
<= sWorld
.GetGameTime())
14814 questStatusData
.m_timer
= 1;
14816 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14821 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14822 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14823 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14824 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14825 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14826 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14827 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14828 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14830 questStatusData
.uState
= QUEST_UNCHANGED
;
14832 // add to quest log
14833 if( slot
< MAX_QUEST_LOG_SIZE
&&
14834 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14835 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14836 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14838 SetQuestSlot(slot
,quest_id
,quest_time
);
14840 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14841 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14843 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14844 if(questStatusData
.m_creatureOrGOcount
[idx
])
14845 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14850 if(questStatusData
.m_rewarded
)
14852 // learn rewarded spell if unknown
14853 learnQuestRewardedSpells(pQuest
);
14855 // set rewarded title if any
14856 if(pQuest
->GetCharTitleId())
14858 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14859 SetTitle(titleEntry
);
14862 if(pQuest
->GetBonusTalents())
14863 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
14866 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14869 while( result
->NextRow() );
14874 // clear quest log tail
14875 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14879 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14881 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14882 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14884 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14888 uint32 quest_daily_idx
= 0;
14892 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14894 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14898 Field
*fields
= result
->Fetch();
14900 uint32 quest_id
= fields
[0].GetUInt32();
14902 // save _any_ from daily quest times (it must be after last reset anyway)
14903 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14905 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14909 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14912 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14914 while( result
->NextRow() );
14919 m_DailyQuestChanged
= false;
14922 void Player::_LoadSpells(QueryResult
*result
)
14924 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14930 Field
*fields
= result
->Fetch();
14932 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
14934 while( result
->NextRow() );
14940 void Player::_LoadGroup(QueryResult
*result
)
14942 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14945 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14947 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14950 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14951 SetGroup(group
, subgroup
);
14952 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14954 // the group leader may change the instance difficulty while the player is offline
14955 SetDifficulty(group
->GetDifficulty());
14961 void Player::_LoadBoundInstances(QueryResult
*result
)
14963 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
14964 m_boundInstances
[i
].clear();
14966 Group
*group
= GetGroup();
14968 //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
14973 Field
*fields
= result
->Fetch();
14974 bool perm
= fields
[1].GetBool();
14975 uint32 mapId
= fields
[2].GetUInt32();
14976 uint32 instanceId
= fields
[0].GetUInt32();
14977 uint8 difficulty
= fields
[3].GetUInt8();
14978 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14979 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14980 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14981 // and in that case it is not used
14983 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
14984 if(!mapEntry
|| !mapEntry
->IsDungeon())
14986 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
14987 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14993 sLog
.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group
->GetLeaderGUID()), mapId
, instanceId
, difficulty
);
14994 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14998 // since non permanent binds are always solo bind, they can always be reset
14999 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15000 if(save
) BindToInstance(save
, perm
, true);
15001 } while(result
->NextRow());
15006 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15008 // some instances only have one difficulty
15009 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15010 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15012 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15013 if(itr
!= m_boundInstances
[difficulty
].end())
15014 return &itr
->second
;
15019 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15021 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15022 UnbindInstance(itr
, difficulty
, unload
);
15025 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15027 if(itr
!= m_boundInstances
[difficulty
].end())
15029 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15030 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15031 m_boundInstances
[difficulty
].erase(itr
++);
15035 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15039 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15042 // update the save when the group kills a boss
15043 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15044 if(!load
) CharacterDatabase
.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save
->GetInstanceId(), permanent
, GetGUIDLow(), bind
.save
->GetInstanceId());
15047 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15049 if(bind
.save
!= save
)
15051 if(bind
.save
) bind
.save
->RemovePlayer(this);
15052 save
->AddPlayer(this);
15055 if(permanent
) save
->SetCanReset(false);
15058 bind
.perm
= permanent
;
15059 if(!load
) sLog
.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save
->GetMapId(), save
->GetInstanceId(), save
->GetDifficulty());
15066 void Player::SendRaidInfo()
15068 uint32 counter
= 0;
15070 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15072 size_t p_counter
= data
.wpos();
15073 data
<< uint32(counter
); // placeholder
15075 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15077 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15079 if(itr
->second
.perm
)
15081 InstanceSave
*save
= itr
->second
.save
;
15082 data
<< uint32(save
->GetMapId());
15083 data
<< uint32(save
->GetResetTime() - time(NULL
));
15084 data
<< uint32(save
->GetInstanceId());
15085 data
<< uint32(save
->GetDifficulty());
15090 data
.put
<uint32
>(p_counter
,counter
);
15091 GetSession()->SendPacket(&data
);
15095 - called on every successful teleportation to a map
15097 void Player::SendSavedInstances()
15099 bool hasBeenSaved
= false;
15102 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15104 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15106 if(itr
->second
.perm
) // only permanent binds are sent
15108 hasBeenSaved
= true;
15114 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15115 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15116 data
<< uint32(hasBeenSaved
);
15117 GetSession()->SendPacket(&data
);
15122 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15124 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15126 if(itr
->second
.perm
)
15128 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15129 data
<< uint32(itr
->second
.save
->GetMapId());
15130 GetSession()->SendPacket(&data
);
15136 /// convert the player's binds to the group
15137 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15139 bool has_binds
= false;
15140 bool has_solo
= false;
15142 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15143 assert(player_guid
);
15145 // copy all binds to the group, when changing leader it's assumed the character
15146 // will not have any solo binds
15150 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15152 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15155 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15156 // permanent binds are not removed
15157 if(!itr
->second
.perm
)
15159 player
->UnbindInstance(itr
, i
, true); // increments itr
15168 // if the player's not online we don't know what binds it has
15169 if(!player
|| !group
|| has_binds
) CharacterDatabase
.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid
));
15170 // the following should not get executed when changing leaders
15171 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15174 bool Player::_LoadHomeBind(QueryResult
*result
)
15176 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15179 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15184 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15187 Field
*fields
= result
->Fetch();
15188 m_homebindMapId
= fields
[0].GetUInt32();
15189 m_homebindZoneId
= fields
[1].GetUInt16();
15190 m_homebindX
= fields
[2].GetFloat();
15191 m_homebindY
= fields
[3].GetFloat();
15192 m_homebindZ
= fields
[4].GetFloat();
15195 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15197 // accept saved data only for valid position (and non instanceable), and accessable
15198 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15199 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15204 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15209 m_homebindMapId
= info
->mapId
;
15210 m_homebindZoneId
= info
->zoneId
;
15211 m_homebindX
= info
->positionX
;
15212 m_homebindY
= info
->positionY
;
15213 m_homebindZ
= info
->positionZ
;
15215 CharacterDatabase
.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId
, (uint32
)m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15218 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15219 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15224 /*********************************************************/
15225 /*** SAVE SYSTEM ***/
15226 /*********************************************************/
15228 void Player::SaveToDB()
15230 // delay auto save at any saves (manual, in code, or autosave)
15231 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15233 // first save/honor gain after midnight will also update the player's honor fields
15234 UpdateHonorFields();
15236 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15237 //save, far from tavern/city
15238 //save, but in tavern/city
15239 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15242 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15243 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15244 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15245 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15246 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15247 uint32 tmp_displayid
= GetDisplayId();
15249 // Set player sit state to standing on save, also stealth and shifted form
15250 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15251 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15252 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15253 SetDisplayId(GetNativeDisplayId());
15255 bool inworld
= IsInWorld();
15257 CharacterDatabase
.BeginTransaction();
15259 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15261 std::string sql_name
= m_name
;
15262 CharacterDatabase
.escape_string(sql_name
);
15264 std::ostringstream ss
;
15265 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15266 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15267 "taximask, online, cinematic, "
15268 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15269 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15270 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15271 << GetGUIDLow() << ", "
15272 << GetSession()->GetAccountId() << ", '"
15273 << sql_name
<< "', "
15275 << m_class
<< ", ";
15277 if(!IsBeingTeleported())
15279 ss
<< GetMapId() << ", "
15280 << (uint32
)GetDifficulty() << ", "
15281 << finiteAlways(GetPositionX()) << ", "
15282 << finiteAlways(GetPositionY()) << ", "
15283 << finiteAlways(GetPositionZ()) << ", "
15284 << finiteAlways(GetOrientation()) << ", '";
15288 ss
<< GetTeleportDest().mapid
<< ", "
15289 << (uint32
)GetDifficulty() << ", "
15290 << finiteAlways(GetTeleportDest().x
) << ", "
15291 << finiteAlways(GetTeleportDest().y
) << ", "
15292 << finiteAlways(GetTeleportDest().z
) << ", "
15293 << finiteAlways(GetTeleportDest().o
) << ", '";
15297 for( i
= 0; i
< m_valuesCount
; ++i
)
15299 ss
<< GetUInt32Value(i
) << " ";
15304 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15307 ss
<< (inworld
? 1 : 0);
15313 ss
<< m_Played_time
[0];
15315 ss
<< m_Played_time
[1];
15318 ss
<< finiteAlways(m_rest_bonus
);
15320 ss
<< (uint64
)time(NULL
);
15322 ss
<< is_save_resting
;
15324 ss
<< m_resetTalentsCost
;
15326 ss
<< (uint64
)m_resetTalentsTime
;
15329 ss
<< finiteAlways(m_movementInfo
.t_x
);
15331 ss
<< finiteAlways(m_movementInfo
.t_y
);
15333 ss
<< finiteAlways(m_movementInfo
.t_z
);
15335 ss
<< finiteAlways(m_movementInfo
.t_o
);
15338 ss
<< m_transport
->GetGUIDLow();
15343 ss
<< m_ExtraFlags
;
15346 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15349 ss
<< uint32(m_atLoginFlags
);
15355 ss
<< (uint64
)m_deathExpireTime
;
15358 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15360 ss
<< GetBattleGroundId();
15364 ss
<< m_bgEntryPoint
.mapid
<< ", "
15365 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15366 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15367 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15368 << finiteAlways(m_bgEntryPoint
.o
);
15371 CharacterDatabase
.Execute( ss
.str().c_str() );
15373 if(m_mailsUpdated
) //save mails only when needed
15377 _SaveQuestStatus();
15378 _SaveDailyQuestStatus();
15380 _SaveSpellCooldowns();
15383 m_achievementMgr
.SaveToDB();
15384 m_reputationMgr
.SaveToDB();
15385 _SaveEquipmentSets();
15386 GetSession()->SaveTutorialsData(); // changed only while character in game
15388 CharacterDatabase
.CommitTransaction();
15390 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15391 SetDisplayId(tmp_displayid
);
15392 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15393 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15394 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15395 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15397 // save pet (hunter pet level and experience and all type pets health/mana).
15398 if(Pet
* pet
= GetPet())
15399 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15402 // fast save function for item/money cheating preventing - save only inventory and money state
15403 void Player::SaveInventoryAndGoldToDB()
15406 //money is in data field
15407 SaveDataFieldToDB();
15410 void Player::_SaveActions()
15412 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15414 switch (itr
->second
.uState
)
15416 case ACTIONBUTTON_NEW
:
15417 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15418 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15419 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15422 case ACTIONBUTTON_CHANGED
:
15423 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15424 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15425 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15428 case ACTIONBUTTON_DELETED
:
15429 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15430 m_actionButtons
.erase(itr
++);
15439 void Player::_SaveAuras()
15441 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15443 AuraMap
const& auras
= GetAuras();
15448 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15449 uint32 stackCounter
= 1;
15451 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15453 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15455 AuraMap::const_iterator itr2
= itr
;
15456 // save previous spellEffectPair to db
15459 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15461 //skip all auras from spells that are passive or need a shapeshift
15462 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15464 //do not save single target auras (unless they were cast by the player)
15465 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15468 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15469 for (i
= 0; i
< 3; ++i
)
15470 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15471 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15476 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15477 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15478 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->GetAuraCharges()));
15483 if(itr
== auras
.end())
15487 if (lastEffectPair
== itr
->first
)
15491 lastEffectPair
= itr
->first
;
15497 void Player::_SaveInventory()
15499 // force items in buyback slots to new state
15500 // and remove those that aren't already
15501 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15503 Item
*item
= m_items
[i
];
15504 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15505 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15506 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15507 m_items
[i
]->FSetState(ITEM_NEW
);
15510 // update enchantment durations
15511 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15513 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15517 if (m_itemUpdateQueue
.empty()) return;
15519 // do not save if the update queue is corrupt
15520 bool error
= false;
15521 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15523 Item
*item
= m_itemUpdateQueue
[i
];
15524 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15525 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15529 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow());
15532 else if (test
!= item
)
15534 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow(), test
->GetGUIDLow());
15541 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15542 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15546 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15548 Item
*item
= m_itemUpdateQueue
[i
];
15549 if(!item
) continue;
15551 Bag
*container
= item
->GetContainer();
15552 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15554 switch(item
->GetState())
15557 CharacterDatabase
.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid
, item
->GetSlot(), item
->GetGUIDLow(), item
->GetEntry());
15560 CharacterDatabase
.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid
, item
->GetSlot(), item
->GetEntry(), item
->GetGUIDLow());
15563 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15565 case ITEM_UNCHANGED
:
15569 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15571 m_itemUpdateQueue
.clear();
15574 void Player::_SaveMail()
15576 if (!m_mailsLoaded
)
15579 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15582 if (m
->state
== MAIL_STATE_CHANGED
)
15584 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15585 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15586 if(m
->removedItems
.size())
15588 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15589 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15590 m
->removedItems
.clear();
15592 m
->state
= MAIL_STATE_UNCHANGED
;
15594 else if (m
->state
== MAIL_STATE_DELETED
)
15597 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15598 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15600 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15601 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15602 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15606 //deallocate deleted mails...
15607 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15609 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15614 itr
= m_mail
.begin();
15620 m_mailsUpdated
= false;
15623 void Player::_SaveQuestStatus()
15625 // we don't need transactions here.
15626 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15628 switch (i
->second
.uState
)
15631 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15632 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15633 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15635 case QUEST_CHANGED
:
15636 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15637 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15639 case QUEST_UNCHANGED
:
15642 i
->second
.uState
= QUEST_UNCHANGED
;
15646 void Player::_SaveDailyQuestStatus()
15648 if(!m_DailyQuestChanged
)
15651 m_DailyQuestChanged
= false;
15653 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15655 // we don't need transactions here.
15656 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15657 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15658 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15659 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15660 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15663 void Player::_SaveSpells()
15665 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15667 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15668 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15670 // add only changed/new not dependent spells
15671 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15672 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15674 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15676 delete itr
->second
;
15677 m_spells
.erase(itr
++);
15681 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15688 void Player::outDebugValues() const
15690 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15693 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15694 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15695 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15696 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15697 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15698 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15699 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15700 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15701 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15702 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15703 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15704 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15707 /*********************************************************/
15708 /*** FLOOD FILTER SYSTEM ***/
15709 /*********************************************************/
15711 void Player::UpdateSpeakTime()
15713 // ignore chat spam protection for GMs in any mode
15714 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15717 time_t current
= time (NULL
);
15718 if(m_speakTime
> current
)
15720 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15725 if(m_speakCount
>= max_count
)
15727 // prevent overwrite mute time, if message send just before mutes set, for example.
15728 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15729 if(GetSession()->m_muteTime
< new_mute
)
15730 GetSession()->m_muteTime
= new_mute
;
15738 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15741 bool Player::CanSpeak() const
15743 return GetSession()->m_muteTime
<= time (NULL
);
15746 /*********************************************************/
15747 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15748 /*********************************************************/
15750 void Player::SendAttackSwingNotInRange()
15752 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15753 GetSession()->SendPacket( &data
);
15756 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15758 std::ostringstream ss
;
15759 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15760 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15761 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15762 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15763 sLog
.outDebug(ss
.str().c_str());
15764 CharacterDatabase
.Execute(ss
.str().c_str());
15767 void Player::SaveDataFieldToDB()
15769 std::ostringstream ss
;
15770 ss
<<"UPDATE characters SET data='";
15772 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15774 ss
<< GetUInt32Value(i
) << " ";
15776 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15778 CharacterDatabase
.Execute(ss
.str().c_str());
15781 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15783 std::ostringstream ss2
;
15784 ss2
<<"UPDATE characters SET data='";
15786 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15788 ss2
<<tokens
[i
]<<" ";
15790 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15792 return CharacterDatabase
.Execute(ss2
.str().c_str());
15795 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15798 snprintf(buf
,11,"%u",value
);
15800 if(index
>= tokens
.size())
15803 tokens
[index
] = buf
;
15806 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15809 if(!LoadValuesArrayFromDB(tokens
,guid
))
15812 if(index
>= tokens
.size())
15816 snprintf(buf
,11,"%u",value
);
15817 tokens
[index
] = buf
;
15819 SaveValuesArrayInDB(tokens
,guid
);
15822 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15825 memcpy(&temp
, &value
, sizeof(value
));
15826 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15829 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15832 if(!LoadValuesArrayFromDB(tokens
, guid
))
15835 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15836 uint8 race
= unit_bytes0
& 0xFF;
15837 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15839 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15843 unit_bytes0
&= ~(0xFF << 16);
15844 unit_bytes0
|= (gender
<< 16);
15845 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15847 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15848 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15850 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15852 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15853 player_bytes2
&= ~0xFF;
15854 player_bytes2
|= facialHair
;
15855 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15857 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15858 player_bytes3
&= ~0xFF;
15859 player_bytes3
|= gender
;
15860 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15862 SaveValuesArrayInDB(tokens
, guid
);
15865 void Player::SendAttackSwingNotStanding()
15867 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15868 GetSession()->SendPacket( &data
);
15871 void Player::SendAttackSwingDeadTarget()
15873 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15874 GetSession()->SendPacket( &data
);
15877 void Player::SendAttackSwingCantAttack()
15879 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15880 GetSession()->SendPacket( &data
);
15883 void Player::SendAttackSwingCancelAttack()
15885 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15886 GetSession()->SendPacket( &data
);
15889 void Player::SendAttackSwingBadFacingAttack()
15891 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15892 GetSession()->SendPacket( &data
);
15895 void Player::SendAutoRepeatCancel()
15897 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15898 data
.append(GetPackGUID()); // may be it's target guid
15899 GetSession()->SendPacket( &data
);
15902 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15904 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15906 data
<< Experience
;
15907 GetSession()->SendPacket(&data
);
15910 void Player::SendDungeonDifficulty(bool IsInGroup
)
15912 uint8 val
= 0x00000001;
15913 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15914 data
<< (uint32
)GetDifficulty();
15915 data
<< uint32(val
);
15916 data
<< uint32(IsInGroup
);
15917 GetSession()->SendPacket(&data
);
15920 void Player::SendResetFailedNotify(uint32 mapid
)
15922 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15923 data
<< uint32(mapid
);
15924 GetSession()->SendPacket(&data
);
15927 /// Reset all solo instances and optionally send a message on success for each
15928 void Player::ResetInstances(uint8 method
)
15930 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15932 // we assume that when the difficulty changes, all instances that can be reset will be
15933 uint8 dif
= GetDifficulty();
15935 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15937 InstanceSave
*p
= itr
->second
.save
;
15938 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15939 if(!entry
|| !p
->CanReset())
15945 if(method
== INSTANCE_RESET_ALL
)
15947 // the "reset all instances" method can only reset normal maps
15948 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15955 // if the map is loaded, reset it
15956 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15957 if(map
&& map
->IsDungeon())
15958 ((InstanceMap
*)map
)->Reset(method
);
15960 // since this is a solo instance there should not be any players inside
15961 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15962 SendResetInstanceSuccess(p
->GetMapId());
15965 m_boundInstances
[dif
].erase(itr
++);
15967 // the following should remove the instance save from the manager and delete it as well
15968 p
->RemovePlayer(this);
15972 void Player::SendResetInstanceSuccess(uint32 MapId
)
15974 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15976 GetSession()->SendPacket(&data
);
15979 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15981 // TODO: find what other fail reasons there are besides players in the instance
15982 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15985 GetSession()->SendPacket(&data
);
15988 /*********************************************************/
15989 /*** Update timers ***/
15990 /*********************************************************/
15992 ///checks the 15 afk reports per 5 minutes limit
15993 void Player::UpdateAfkReport(time_t currTime
)
15995 if(m_bgAfkReportedTimer
<= currTime
)
15997 m_bgAfkReportedCount
= 0;
15998 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16002 void Player::UpdateContestedPvP(uint32 diff
)
16004 if(!m_contestedPvPTimer
||isInCombat())
16006 if(m_contestedPvPTimer
<= diff
)
16008 ResetContestedPvP();
16011 m_contestedPvPTimer
-= diff
;
16014 void Player::UpdatePvPFlag(time_t currTime
)
16018 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16024 void Player::UpdateDuelFlag(time_t currTime
)
16026 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16029 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16030 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16032 duel
->startTimer
= 0;
16033 duel
->startTime
= currTime
;
16034 duel
->opponent
->duel
->startTimer
= 0;
16035 duel
->opponent
->duel
->startTime
= currTime
;
16038 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16043 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16045 //returning of reagents only for players, so best done here
16046 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16047 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16051 for(uint32 i
= 0; i
< 7; ++i
)
16053 if(spellInfo
->Reagent
[i
] > 0)
16055 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16056 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16057 if( msg
== EQUIP_ERR_OK
)
16059 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16061 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16066 m_temporaryUnsummonedPetNumber
= 0;
16069 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16072 // only if current pet in slot
16073 switch(pet
->getPetType())
16079 m_guardianPets
.erase(pet
->GetGUID());
16082 if(GetPetGUID() == pet
->GetGUID())
16091 switch(pet
->GetEntry())
16093 //warlock pets except imp are removed(?) when logging out
16098 mode
= PET_SAVE_NOT_IN_SLOT
;
16103 pet
->SavePetToDB(mode
);
16105 pet
->CleanupsBeforeDelete();
16106 pet
->AddObjectToRemoveList();
16107 pet
->m_removed
= true;
16109 if(pet
->isControlled())
16111 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16113 GetSession()->SendPacket(&data
);
16116 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16120 void Player::RemoveMiniPet()
16122 if(Pet
* pet
= GetMiniPet())
16124 pet
->Remove(PET_SAVE_AS_DELETED
);
16129 Pet
* Player::GetMiniPet()
16133 return ObjectAccessor::GetPet(m_miniPet
);
16136 void Player::RemoveGuardians()
16138 while(!m_guardianPets
.empty())
16140 uint64 guid
= *m_guardianPets
.begin();
16141 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16142 pet
->Remove(PET_SAVE_AS_DELETED
);
16144 m_guardianPets
.erase(guid
);
16148 bool Player::HasGuardianWithEntry(uint32 entry
)
16150 // pet guid middle part is entry (and creature also)
16151 // and in guardian list must be guardians with same entry _always_
16152 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16154 if(Pet
* pet
= ObjectAccessor::GetPet(*itr
))
16155 if (pet
->GetEntry() == entry
)
16162 void Player::Uncharm()
16164 Unit
* charm
= GetCharm();
16168 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16169 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16172 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16174 *data
<< (uint8
)msgtype
;
16175 *data
<< (uint32
)language
;
16176 *data
<< (uint64
)GetGUID();
16177 *data
<< (uint32
)language
; //language 2.1.0 ?
16178 *data
<< (uint64
)GetGUID();
16179 *data
<< (uint32
)(text
.length()+1);
16181 *data
<< (uint8
)chatTag();
16184 void Player::Say(const std::string
& text
, const uint32 language
)
16186 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16187 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16188 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16191 void Player::Yell(const std::string
& text
, const uint32 language
)
16193 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16194 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16195 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16198 void Player::TextEmote(const std::string
& text
)
16200 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16201 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16202 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16205 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16207 if (language
!= LANG_ADDON
) // if not addon data
16208 language
= LANG_UNIVERSAL
; // whispers should always be readable
16210 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16212 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16213 if(!rPlayer
->isDND() || isGameMaster())
16215 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16216 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16217 rPlayer
->GetSession()->SendPacket(&data
);
16219 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16220 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16221 GetSession()->SendPacket(&data
);
16225 // announce to player that player he is whispering to is dnd and cannot receive his message
16226 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16229 if(!isAcceptWhispers())
16231 SetAcceptWhispers(true);
16232 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16235 // announce to player that player he is whispering to is afk
16236 if(rPlayer
->isAFK())
16237 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16239 // if player whisper someone, auto turn of dnd to be able to receive an answer
16240 if(isDND() && !rPlayer
->isGameMaster())
16244 void Player::PetSpellInitialize()
16246 Pet
* pet
= GetPet();
16251 sLog
.outDebug("Pet Spells Groups");
16253 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16255 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
16256 data
<< uint64(pet
->GetGUID());
16257 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16259 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16262 for(uint32 i
= 0; i
< 10; ++i
)
16264 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16267 size_t spellsCountPos
= data
.wpos();
16271 data
<< uint8(addlist
); // placeholder
16273 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16276 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16278 if(itr
->second
->state
== PETSPELL_REMOVED
)
16281 data
<< uint16(itr
->first
);
16282 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16287 data
.put
<uint8
>(spellsCountPos
, addlist
);
16289 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16290 data
<< uint8(cooldownsCount
);
16292 time_t curTime
= time(NULL
);
16294 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16296 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16298 data
<< uint32(itr
->first
); // spellid
16299 data
<< uint16(0); // spell category?
16300 data
<< uint32(cooldown
); // cooldown
16301 data
<< uint32(0); // category cooldown
16304 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16306 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16308 data
<< uint32(itr
->first
); // spellid
16309 data
<< uint16(0); // spell category?
16310 data
<< uint32(0); // cooldown
16311 data
<< uint32(cooldown
); // category cooldown
16314 GetSession()->SendPacket(&data
);
16317 void Player::PossessSpellInitialize()
16319 Unit
* charm
= GetCharm();
16324 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16328 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16332 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
16333 data
<< uint64(charm
->GetGUID());
16338 for(uint32 i
= 0; i
< 10; ++i
)
16340 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16343 data
<< uint8(0); // spells count
16344 data
<< uint8(0); // cooldowns count
16346 GetSession()->SendPacket(&data
);
16349 void Player::CharmSpellInitialize()
16351 Unit
* charm
= GetCharm();
16356 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16359 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16365 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16367 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16369 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16371 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16373 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16379 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+4*addlist
+1);
16380 data
<< uint64(charm
->GetGUID());
16384 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16385 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16387 data
<< uint8(0) << uint8(0) << uint16(0);
16389 for(uint32 i
= 0; i
< 10; ++i
)
16391 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16394 data
<< uint8(addlist
);
16398 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16400 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16401 if(cspell
->spellId
)
16403 data
<< uint16(cspell
->spellId
);
16404 data
<< uint16(cspell
->active
);
16409 data
<< uint8(0); // cooldowns count
16411 GetSession()->SendPacket(&data
);
16414 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16416 if (!mod
|| !spellInfo
)
16419 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16421 // prevent apply to any spell except spell that trigger expire
16424 if(mod
->lastAffected
!= spell
)
16427 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16431 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16434 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16436 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16438 for(int eff
=0;eff
<96;++eff
)
16442 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16443 else _mask2
= uint64(1) << (eff
-64);
16444 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16447 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16449 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16450 val
+= (*itr
)->value
;
16452 val
+= apply
? mod
->value
: -(mod
->value
);
16453 WorldPacket
data(Opcode
, (1+1+4));
16454 data
<< uint8(eff
);
16455 data
<< uint8(mod
->op
);
16456 data
<< int32(val
);
16457 SendDirectMessage(&data
);
16462 m_spellMods
[mod
->op
].push_back(mod
);
16465 if (mod
->charges
== -1)
16466 --m_SpellModRemoveCount
;
16467 m_spellMods
[mod
->op
].remove(mod
);
16472 void Player::RemoveSpellMods(Spell
const* spell
)
16474 if(!spell
|| (m_SpellModRemoveCount
== 0))
16477 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16479 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16481 SpellModifier
*mod
= *itr
;
16484 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16486 RemoveAurasDueToSpell(mod
->spellId
);
16487 if (m_spellMods
[i
].empty())
16490 itr
= m_spellMods
[i
].begin();
16496 // send Proficiency
16497 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16499 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16500 data
<< pr1
<< pr2
;
16501 GetSession()->SendPacket (&data
);
16504 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16506 QueryResult
*result
= NULL
;
16508 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16510 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16513 do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
16514 { // and SendPetitionQueryOpcode reads data from the DB
16515 Field
*fields
= result
->Fetch();
16516 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16517 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16519 // send update if charter owner in game
16520 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16522 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16524 } while ( result
->NextRow() );
16529 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16531 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16534 CharacterDatabase
.BeginTransaction();
16537 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16538 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16542 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16543 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16545 CharacterDatabase
.CommitTransaction();
16548 void Player::LeaveAllArenaTeams(uint64 guid
)
16550 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
16556 Field
*fields
= result
->Fetch();
16557 uint32 at_id
= fields
[0].GetUInt32();
16560 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16562 at
->DelMember(guid
);
16564 } while (result
->NextRow());
16569 void Player::SetRestBonus (float rest_bonus_new
)
16571 // Prevent resting on max level
16572 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16573 rest_bonus_new
= 0;
16575 if(rest_bonus_new
< 0)
16576 rest_bonus_new
= 0;
16578 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16580 if(rest_bonus_new
> rest_bonus_max
)
16581 m_rest_bonus
= rest_bonus_max
;
16583 m_rest_bonus
= rest_bonus_new
;
16585 // update data for client
16586 if(m_rest_bonus
>10)
16587 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16588 else if(m_rest_bonus
<=1)
16589 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16592 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16595 void Player::HandleStealthedUnitsDetection()
16597 std::list
<Unit
*> stealthedUnits
;
16599 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16601 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16602 cell
.SetNoCreate();
16604 MaNGOS::AnyStealthedCheck u_check
;
16605 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16607 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16608 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16610 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16611 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16612 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16614 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16618 i
= stealthedUnits
.erase(i
);
16622 if ((*i
)->isVisibleForOrDetect(this,true))
16625 (*i
)->SendUpdateToPlayer(this);
16626 m_clientGUIDs
.insert((*i
)->GetGUID());
16628 #ifdef MANGOS_DEBUG
16629 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16630 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16633 // target aura duration for caster show only if target exist at caster client
16634 // send data at target visibility change (adding to client)
16635 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16636 SendAurasForTarget(*i
);
16638 i
= stealthedUnits
.erase(i
);
16646 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16648 if(nodes
.size() < 2)
16651 // not let cheating with start flight mounted
16654 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16655 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16656 GetSession()->SendPacket(&data
);
16660 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16662 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16663 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16664 GetSession()->SendPacket(&data
);
16668 // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
16669 if(GetSession()->isLogingOut() ||
16670 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16671 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16672 IsNonMeleeSpellCasted(false) ||
16675 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16676 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16677 GetSession()->SendPacket(&data
);
16681 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16684 uint32 sourcenode
= nodes
[0];
16686 // starting node too far away (cheat?)
16687 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16690 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16691 data
<< uint32(ERR_TAXINOSUCHPATH
);
16692 GetSession()->SendPacket(&data
);
16696 // check node starting pos data set case if provided
16697 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16699 if (node
->map_id
!= GetMapId() ||
16700 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16701 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16702 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16703 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16705 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16706 data
<< uint32(ERR_TAXITOOFARAWAY
);
16707 GetSession()->SendPacket(&data
);
16711 // node must have pos if not spell case (npc!=0)
16714 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16715 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16716 GetSession()->SendPacket(&data
);
16720 // Prepare to flight start now
16722 // stop combat at start taxi flight if any
16725 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16728 // clean not finished taxi path if any
16729 m_taxi
.ClearTaxiDestinations();
16731 // 0 element current node
16732 m_taxi
.AddTaxiDestination(sourcenode
);
16734 // fill destinations path tail
16735 uint32 sourcepath
= 0;
16736 uint32 totalcost
= 0;
16738 uint32 prevnode
= sourcenode
;
16739 uint32 lastnode
= 0;
16741 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16745 lastnode
= nodes
[i
];
16746 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16750 m_taxi
.ClearTaxiDestinations();
16756 if(prevnode
== sourcenode
)
16759 m_taxi
.AddTaxiDestination(lastnode
);
16761 prevnode
= lastnode
;
16764 if(!mount_id
) // if not provide then attempt use default.
16765 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16767 if (mount_id
== 0 || sourcepath
== 0)
16769 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16770 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16771 GetSession()->SendPacket(&data
);
16772 m_taxi
.ClearTaxiDestinations();
16776 uint32 money
= GetMoney();
16779 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16781 if(money
< totalcost
)
16783 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16784 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16785 GetSession()->SendPacket(&data
);
16786 m_taxi
.ClearTaxiDestinations();
16790 //Checks and preparations done, DO FLIGHT
16791 ModifyMoney(-(int32
)totalcost
);
16792 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16793 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
16795 // prevent stealth flight
16796 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16798 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16799 data
<< uint32(ERR_TAXIOK
);
16800 GetSession()->SendPacket(&data
);
16802 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16804 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16809 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16811 // last check 2.0.10
16812 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16814 data
<< uint8(0x0); // flags (0x1, 0x2)
16815 time_t curTime
= time(NULL
);
16816 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16818 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16820 uint32 unSpellId
= itr
->first
;
16821 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16828 // Not send cooldown for this spells
16829 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16832 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16835 data
<< unTimeMs
; // in m.secs
16836 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16839 GetSession()->SendPacket(&data
);
16842 void Player::InitDataForForm(bool reapplyMods
)
16844 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16845 if(ssEntry
&& ssEntry
->attackSpeed
)
16847 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16848 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16849 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16852 SetRegularAttackTime();
16858 if(getPowerType()!=POWER_ENERGY
)
16859 setPowerType(POWER_ENERGY
);
16863 case FORM_DIREBEAR
:
16865 if(getPowerType()!=POWER_RAGE
)
16866 setPowerType(POWER_RAGE
);
16869 default: // 0, for example
16871 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16872 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16873 setPowerType(Powers(cEntry
->powerType
));
16878 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16880 UpdateEquipSpellsAtFormChange();
16882 UpdateAttackPowerAndDamage();
16883 UpdateAttackPowerAndDamage(true);
16886 // Return true is the bought item has a max count to force refresh of window by caller
16887 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16889 // cheating attempt
16890 if(count
< 1) count
= 1;
16895 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16898 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16902 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16905 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16906 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16910 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16911 if(!vItems
|| vItems
->Empty())
16913 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16917 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16918 if(vendor_slot
>= vItems
->GetItemCount())
16920 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16924 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16926 // check current item amount if it limited
16927 if( crItem
->maxcount
!= 0 )
16929 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16931 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16936 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16938 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16942 if(crItem
->ExtendedCost
)
16944 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16947 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16951 // honor points price
16952 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16954 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16958 // arena points price
16959 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16961 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16966 for (uint8 i
= 0; i
< 5; ++i
)
16968 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16970 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16975 // check for personal arena rating requirement
16976 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16978 // probably not the proper equip err
16979 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16984 uint32 price
= pProto
->BuyPrice
* count
;
16986 // reputation discount
16987 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16989 if( GetMoney() < price
)
16991 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16995 uint8 bag
= 0; // init for case invalid bagGUID
16997 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17000 if( bagguid
== GetGUID() )
17002 bag
= INVENTORY_SLOT_BAG_0
;
17006 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17008 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17011 if( bagguid
== pBag
->GetGUID() )
17021 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17023 ItemPosCountVec dest
;
17024 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17025 if( msg
!= EQUIP_ERR_OK
)
17027 SendEquipError( msg
, NULL
, NULL
);
17031 ModifyMoney( -(int32
)price
);
17032 if(crItem
->ExtendedCost
) // case for new honor system
17034 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17035 if(iece
->reqhonorpoints
)
17036 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17037 if(iece
->reqarenapoints
)
17038 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17039 for (uint8 i
= 0; i
< 5; ++i
)
17041 if(iece
->reqitem
[i
])
17042 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17046 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17048 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17050 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17051 data
<< pCreature
->GetGUID();
17052 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17053 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17054 data
<< (uint32
)count
;
17055 GetSession()->SendPacket(&data
);
17057 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17060 else if( IsEquipmentPos( bag
, slot
) )
17062 if(pProto
->BuyCount
* count
!= 1)
17064 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17069 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17070 if( msg
!= EQUIP_ERR_OK
)
17072 SendEquipError( msg
, NULL
, NULL
);
17076 ModifyMoney( -(int32
)price
);
17077 if(crItem
->ExtendedCost
) // case for new honor system
17079 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17080 if(iece
->reqhonorpoints
)
17081 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17082 if(iece
->reqarenapoints
)
17083 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17084 for (uint8 i
= 0; i
< 5; ++i
)
17086 if(iece
->reqitem
[i
])
17087 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17091 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17093 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17095 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17096 data
<< pCreature
->GetGUID();
17097 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17098 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17099 data
<< (uint32
)count
;
17100 GetSession()->SendPacket(&data
);
17102 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17104 AutoUnequipOffhandIfNeed();
17109 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17113 return crItem
->maxcount
!=0;
17116 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17118 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17119 // the personal rating of the arena team must match the required limit as well
17120 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17121 uint32 max_personal_rating
= 0;
17122 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17124 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17126 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17127 uint32 t_rating
= at
->GetRating();
17128 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17129 if(max_personal_rating
< p_rating
)
17130 max_personal_rating
= p_rating
;
17133 return max_personal_rating
;
17136 void Player::UpdateHomebindTime(uint32 time
)
17138 // GMs never get homebind timer online
17139 if (m_InstanceValid
|| isGameMaster())
17141 if(m_HomebindTimer
) // instance valid, but timer not reset
17144 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17147 GetSession()->SendPacket(&data
);
17149 // instance is valid, reset homebind timer
17150 m_HomebindTimer
= 0;
17152 else if (m_HomebindTimer
> 0)
17154 if (time
>= m_HomebindTimer
)
17156 // teleport to nearest graveyard
17157 RepopAtGraveyard();
17160 m_HomebindTimer
-= time
;
17164 // instance is invalid, start homebind timer
17165 m_HomebindTimer
= 60000;
17166 // send message to player
17167 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17168 data
<< m_HomebindTimer
;
17170 GetSession()->SendPacket(&data
);
17171 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17175 void Player::UpdatePvP(bool state
, bool ovrride
)
17177 if(!state
|| ovrride
)
17180 if(Pet
* pet
= GetPet())
17181 pet
->SetPvP(state
);
17182 if(Unit
* charmed
= GetCharm())
17183 charmed
->SetPvP(state
);
17185 pvpInfo
.endTimer
= 0;
17189 if(pvpInfo
.endTimer
!= 0)
17190 pvpInfo
.endTimer
= time(NULL
);
17195 if(Pet
* pet
= GetPet())
17196 pet
->SetPvP(state
);
17197 if(Unit
* charmed
= GetCharm())
17198 charmed
->SetPvP(state
);
17203 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17205 // init cooldown values
17210 // some special item spells without correct cooldown in SpellInfo
17211 // cooldown information stored in item prototype
17212 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17216 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17218 for(int idx
= 0; idx
< 5; ++idx
)
17220 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17222 cat
= proto
->Spells
[idx
].SpellCategory
;
17223 rec
= proto
->Spells
[idx
].SpellCooldown
;
17224 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17231 // if no cooldown found above then base at DBC data
17232 if(rec
< 0 && catrec
< 0)
17234 cat
= spellInfo
->Category
;
17235 rec
= spellInfo
->RecoveryTime
;
17236 catrec
= spellInfo
->CategoryRecoveryTime
;
17239 time_t curTime
= time(NULL
);
17244 // overwrite time for selected category
17245 if(infinityCooldown
)
17247 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17248 // but not allow ignore until reset or re-login
17249 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17250 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17254 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17255 // prevent 0 cooldowns set by another way
17256 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17257 rec
= GetAttackTime(RANGED_ATTACK
);
17259 // Now we have cooldown data (if found any), time to apply mods
17261 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17264 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17266 // replace negative cooldowns by 0
17267 if (rec
< 0) rec
= 0;
17268 if (catrec
< 0) catrec
= 0;
17270 // no cooldown after applying spell mods
17271 if( rec
== 0 && catrec
== 0)
17274 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17275 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17278 // self spell cooldown
17280 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17283 if (cat
&& catrec
> 0)
17285 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17286 if(i_scstore
!= sSpellCategoryStore
.end())
17288 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17290 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17293 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17299 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17303 sc
.itemid
= itemid
;
17304 m_spellCooldowns
[spellid
] = sc
;
17307 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17309 // start cooldowns at server side, if any
17310 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17312 // Send activate cooldown timer (possible 0) at client side
17313 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17314 data
<< spellInfo
->Id
;
17316 SendDirectMessage(&data
);
17319 void Player::UpdatePotionCooldown(Spell
* spell
)
17321 // no potion used i combat or still in combat
17322 if(!m_lastPotionId
|| isInCombat())
17325 // Call not from spell cast, send cooldown event for item spells if no in combat
17328 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17329 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17330 for(int idx
= 0; idx
< 5; ++idx
)
17331 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17332 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17333 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17335 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17337 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17339 m_lastPotionId
= 0;
17342 //slot to be excluded while counting
17343 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17345 if(!enchantmentcondition
)
17348 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17353 uint8 curcount
[4] = {0, 0, 0, 0};
17355 //counting current equipped gem colors
17356 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17360 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17361 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17363 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17365 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17369 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17373 uint32 gemid
= enchantEntry
->GemID
;
17377 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17381 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17385 uint8 GemColor
= gemProperty
->color
;
17387 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17389 if(tmpcolormask
& GemColor
)
17396 bool activate
= true;
17398 for(int i
= 0; i
< 5; ++i
)
17400 if(!Condition
->Color
[i
])
17403 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17405 // if have <CompareColor> use them as count, else use <value> from Condition
17406 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17408 switch(Condition
->Comparator
[i
])
17410 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17411 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17413 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17414 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17416 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17417 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17422 sLog
.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition
, curcount
[0], curcount
[1], curcount
[2], curcount
[3], activate
? "yes" : "no");
17427 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17429 //cycle all equipped items
17430 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17432 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17433 if(slot
== exceptslot
)
17436 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17438 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17441 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17443 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17447 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17451 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17454 //was enchant active with/without item?
17455 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17456 //should it now be?
17457 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17459 // ignore item gem conditions
17460 //if state changed, (dis)apply enchant
17461 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17468 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17469 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17471 //cycle all equipped items
17472 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17474 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17475 if(slot
== exceptslot
)
17478 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17480 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17483 //cycle all (gem)enchants
17484 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17486 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17487 if(!enchant_id
) //if no enchant go to next enchant(slot)
17490 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17494 //only metagems to be (de)activated, so only enchants with condition
17495 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17497 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17502 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17504 if(BattleGround
*bg
= GetBattleGround())
17506 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17508 // call after remove to be sure that player resurrected for correct cast
17509 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17511 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17512 CastSpell(this, 26013, true); // Deserter
17517 bool Player::CanJoinToBattleground() const
17519 // check Deserter debuff
17520 if(GetDummyAura(26013))
17526 bool Player::CanReportAfkDueToLimit()
17528 // a player can complain about 15 people per 5 minutes
17529 if(m_bgAfkReportedCount
>= 15)
17531 ++m_bgAfkReportedCount
;
17535 ///This player has been blamed to be inactive in a battleground
17536 void Player::ReportedAfkBy(Player
* reporter
)
17538 BattleGround
*bg
= GetBattleGround();
17539 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17542 // check if player has 'Idle' or 'Inactive' debuff
17543 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17545 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17546 // 3 players have to complain to apply debuff
17547 if(m_bgAfkReporter
.size() >= 3)
17549 // cast 'Idle' spell
17550 CastSpell(this, 43680, true);
17551 m_bgAfkReporter
.clear();
17556 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17558 // gamemaster in GM mode see all, including ghosts
17559 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17562 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17563 if (InBattleGround())
17565 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17570 // Live player see live player or dead player with not realized corpse
17571 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17573 return isAlive() || m_deathTimer
> 0;
17576 // Ghost see other friendly ghosts, that's for sure
17577 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17580 // Dead player see live players near own corpse
17583 Corpse
*corpse
= pl
->GetCorpse();
17586 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17587 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17592 // and not see any other
17596 bool Player::IsVisibleGloballyFor( Player
* u
) const
17601 // Always can see self
17605 // Visible units, always are visible for all players
17606 if (GetVisibility() == VISIBILITY_ON
)
17609 // GMs are visible for higher gms (or players are visible for gms)
17610 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17611 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17613 // non faction visibility non-breakable for non-GMs
17614 if (GetVisibility() == VISIBILITY_OFF
)
17617 // non-gm stealth/invisibility not hide from global player lists
17621 void Player::UpdateVisibilityOf(WorldObject
* target
)
17623 if(HaveAtClient(target
))
17625 if(!target
->isVisibleForInState(this,true))
17627 target
->DestroyForPlayer(this);
17628 m_clientGUIDs
.erase(target
->GetGUID());
17630 #ifdef MANGOS_DEBUG
17631 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17632 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17638 if(target
->isVisibleForInState(this,false))
17640 target
->SendUpdateToPlayer(this);
17641 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17642 m_clientGUIDs
.insert(target
->GetGUID());
17644 #ifdef MANGOS_DEBUG
17645 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17646 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17649 // target aura duration for caster show only if target exist at caster client
17650 // send data at target visibility change (adding to client)
17651 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17652 SendAurasForTarget((Unit
*)target
);
17654 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17655 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17661 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17663 s64
.insert(target
->GetGUID());
17667 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17669 if(!target
->IsTransport())
17670 s64
.insert(target
->GetGUID());
17674 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17676 if(HaveAtClient(target
))
17678 if(!target
->isVisibleForInState(this,true))
17680 target
->BuildOutOfRangeUpdateBlock(&data
);
17681 m_clientGUIDs
.erase(target
->GetGUID());
17683 #ifdef MANGOS_DEBUG
17684 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17685 sLog
.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),target
->GetEntry(),GetGUIDLow(),GetDistance(target
));
17691 if(target
->isVisibleForInState(this,false))
17693 visibleNow
.insert(target
);
17694 target
->BuildUpdate(data_updates
);
17695 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17696 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17698 #ifdef MANGOS_DEBUG
17699 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17700 sLog
.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),target
->GetEntry(),GetGUIDLow(),GetDistance(target
));
17706 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17707 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17708 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17709 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17710 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17712 void Player::InitPrimaryProffesions()
17714 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17717 void Player::SendComboPoints()
17719 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17722 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17723 data
.append(combotarget
->GetPackGUID());
17724 data
<< uint8(m_comboPoints
);
17725 GetSession()->SendPacket(&data
);
17729 void Player::AddComboPoints(Unit
* target
, int8 count
)
17734 // without combo points lost (duration checked in aura)
17735 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17737 if(target
->GetGUID() == m_comboTarget
)
17739 m_comboPoints
+= count
;
17744 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17745 target2
->RemoveComboPointHolder(GetGUIDLow());
17747 m_comboTarget
= target
->GetGUID();
17748 m_comboPoints
= count
;
17750 target
->AddComboPointHolder(GetGUIDLow());
17753 if (m_comboPoints
> 5) m_comboPoints
= 5;
17754 if (m_comboPoints
< 0) m_comboPoints
= 0;
17759 void Player::ClearComboPoints()
17764 // without combopoints lost (duration checked in aura)
17765 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17771 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17772 target
->RemoveComboPointHolder(GetGUIDLow());
17777 void Player::SetGroup(Group
*group
, int8 subgroup
)
17783 // never use SetGroup without a subgroup unless you specify NULL for group
17784 assert(subgroup
>= 0);
17785 m_group
.link(group
, this);
17786 m_group
.setSubGroup((uint8
)subgroup
);
17790 void Player::SendInitialPacketsBeforeAddToMap()
17792 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17793 data
<< uint32(0); // unknown, may be rest state time or experience
17794 GetSession()->SendPacket(&data
);
17796 GetSocial()->SendSocialList();
17799 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17800 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17801 data
<< (uint32
) m_homebindMapId
;
17802 data
<< (uint32
) m_homebindZoneId
;
17803 GetSession()->SendPacket(&data
);
17805 // SMSG_SET_PROFICIENCY
17806 // SMSG_UPDATE_AURA_DURATION
17808 SendTalentsInfoData(false);
17809 SendInitialSpells();
17811 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17812 data
<< uint32(0); // count, for(count) uint32;
17813 GetSession()->SendPacket(&data
);
17815 SendInitialActionButtons();
17816 m_reputationMgr
.SendInitialReputations();
17817 m_achievementMgr
.SendAllAchievementData();
17820 uint32 newzone
, newarea
;
17821 GetZoneAndAreaId(newzone
,newarea
);
17822 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17824 SendEquipmentSetList();
17826 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17827 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17828 data
<< (float)0.01666667f
; // game speed
17829 data
<< uint32(0); // added in 3.1.2
17830 GetSession()->SendPacket( &data
);
17832 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17833 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17834 m_movementInfo
.flags
|= MOVEMENTFLAG_FLYING2
;
17839 void Player::SendInitialPacketsAfterAddToMap()
17841 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17842 data
<< uint32(0x00000000); // on blizz it increments periodically
17843 GetSession()->SendPacket(&data
);
17845 CastSpell(this, 836, true); // LOGINEFFECT
17847 // set some aura effects that send packet to player client after add player to map
17848 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17849 // same auras state lost at far teleport, send it one more time in this case also
17850 static const AuraType auratypes
[] =
17852 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17853 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17854 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17856 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17858 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17859 if(!auraList
.empty())
17860 auraList
.front()->ApplyModifier(true,true);
17863 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17864 SetMovement(MOVE_ROOT
);
17866 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17867 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17869 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
17870 data2
.append(GetPackGUID());
17871 data2
<< (uint32
)2;
17872 SendMessageToSet(&data2
,true);
17875 SendAurasForTarget(this);
17876 SendEnchantmentDurations(); // must be after add to map
17877 SendItemDurations(); // must be after add to map
17880 void Player::SendUpdateToOutOfRangeGroupMembers()
17882 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17884 if(Group
* group
= GetGroup())
17885 group
->UpdatePlayerOutOfRange(this);
17887 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17888 m_auraUpdateMask
= 0;
17889 if(Pet
*pet
= GetPet())
17890 pet
->ResetAuraUpdateMask();
17893 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17895 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17896 data
<< uint32(mapid
);
17897 data
<< uint8(reason
); // transfer abort reason
17900 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17901 case TRANSFER_ABORT_DIFFICULTY
:
17902 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17903 data
<< uint8(arg
);
17906 GetSession()->SendPacket(&data
);
17909 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17911 // type of warning, based on the time remaining until reset
17914 type
= RAID_INSTANCE_WELCOME
;
17915 else if(time
> 900 && time
<= 3600)
17916 type
= RAID_INSTANCE_WARNING_HOURS
;
17917 else if(time
> 300 && time
<= 900)
17918 type
= RAID_INSTANCE_WARNING_MIN
;
17920 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17921 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17922 data
<< uint32(type
);
17923 data
<< uint32(mapid
);
17924 data
<< uint32(time
);
17925 GetSession()->SendPacket(&data
);
17928 void Player::ApplyEquipCooldown( Item
* pItem
)
17930 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
17932 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17935 if( !spellData
.SpellId
)
17938 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17939 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17942 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17944 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17945 data
<< pItem
->GetGUID();
17946 data
<< uint32(spellData
.SpellId
);
17947 GetSession()->SendPacket(&data
);
17951 void Player::resetSpells()
17953 // not need after this call
17954 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17956 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17957 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17960 // make full copy of map (spells removed and marked as deleted at another spell remove
17961 // and we can't use original map for safe iterative with visit each spell at loop end
17962 PlayerSpellMap smap
= GetSpellMap();
17964 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17965 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17967 learnDefaultSpells();
17968 learnQuestRewardedSpells();
17971 void Player::learnDefaultSpells()
17973 // learn default race/class spells
17974 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17975 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
17977 uint32 tspell
= *itr
;
17978 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
17979 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
17980 addSpell(tspell
,true,true,true,false);
17981 else // but send in normal spell in game learn case
17982 learnSpell(tspell
,true);
17986 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17988 uint32 spell_id
= quest
->GetRewSpellCast();
17990 // skip quests without rewarded spell
17994 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17998 // check learned spells state
17999 bool found
= false;
18000 for(int i
=0; i
< 3; ++i
)
18002 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18009 // skip quests with not teaching spell or already known spell
18013 // prevent learn non first rank unknown profession and second specialization for same profession)
18014 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18015 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18017 // not have first rank learned (unlearned prof?)
18018 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18019 if( !HasSpell(first_spell
) )
18022 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18027 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18029 // search other specialization for same prof
18030 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18032 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18035 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18039 // compare only specializations
18040 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18043 // compare same chain spells
18044 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18047 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18048 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18054 CastSpell( this, spell_id
, true);
18057 void Player::learnQuestRewardedSpells()
18059 // learn spells received from quest completing
18060 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18062 // skip no rewarded quests
18063 if(!itr
->second
.m_rewarded
)
18066 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18070 learnQuestRewardedSpells(quest
);
18074 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18076 uint32 raceMask
= getRaceMask();
18077 uint32 classMask
= getClassMask();
18078 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18080 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18081 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18083 // Check race if set
18084 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18086 // Check class if set
18087 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18090 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18092 // need unlearn spell
18093 if (skill_value
< pAbility
->req_skill_value
)
18094 removeSpell(pAbility
->spellId
);
18096 else if (!IsInWorld())
18097 addSpell(pAbility
->spellId
,true,true,true,false);
18099 learnSpell(pAbility
->spellId
,true);
18104 void Player::SendAurasForTarget(Unit
*target
)
18106 if(target
->GetVisibleAuras()->empty()) // speedup things
18109 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18110 data
.append(target
->GetPackGUID());
18112 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18113 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18115 for(uint32 j
= 0; j
< 3; ++j
)
18117 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18119 data
<< uint8(aura
->GetAuraSlot());
18120 data
<< uint32(aura
->GetId());
18124 uint8 auraFlags
= aura
->GetAuraFlags();
18126 data
<< uint8(auraFlags
);
18128 data
<< uint8(aura
->GetAuraLevel());
18130 data
<< uint8(aura
->GetAuraCharges());
18132 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18134 data
<< uint8(0); // packed GUID of someone (caster?)
18137 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18139 data
<< uint32(aura
->GetAuraMaxDuration());
18140 data
<< uint32(aura
->GetAuraDuration());
18148 GetSession()->SendPacket(&data
);
18151 void Player::SetDailyQuestStatus( uint32 quest_id
)
18153 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18155 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18157 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18158 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18159 m_DailyQuestChanged
= true;
18165 void Player::ResetDailyQuestStatus()
18167 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18168 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18170 // DB data deleted in caller
18171 m_DailyQuestChanged
= false;
18172 m_lastDailyQuestTime
= 0;
18175 BattleGround
* Player::GetBattleGround() const
18177 if(GetBattleGroundId()==0)
18180 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18183 bool Player::InArena() const
18185 BattleGround
*bg
= GetBattleGround();
18186 if(!bg
|| !bg
->isArena())
18192 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18194 // get a template bg instead of running one
18195 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18199 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18205 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18207 //returned to hardcoded version of this function, because there is no way to code it dynamic
18208 uint32 level
= getLevel();
18209 if( bgTypeId
== BATTLEGROUND_AV
)
18212 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18213 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18215 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18216 return QUEUE_ID_MAX_LEVEL_80
;
18218 return BGQueueIdBasedOnLevel(queue_id
);
18221 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18223 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18224 if(!vendor_faction
|| !vendor_faction
->faction
)
18227 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18228 if(rank
<= REP_NEUTRAL
)
18231 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18234 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18236 uint32 racemask
= getRaceMask();
18237 uint32 classmask
= getClassMask();
18239 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18240 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18244 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18246 // skip wrong race skills
18247 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18250 // skip wrong class skills
18251 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18260 bool Player::HasQuestForGO(int32 GOId
) const
18262 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18264 uint32 questid
= GetQuestSlotQuestId(i
);
18265 if ( questid
== 0 )
18268 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18269 if(qs_itr
== mQuestStatus
.end())
18272 QuestStatusData
const& qs
= qs_itr
->second
;
18274 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18276 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18280 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18283 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18285 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18288 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18296 void Player::UpdateForQuestWorldObjects()
18298 if(m_clientGUIDs
.empty())
18302 WorldPacket packet
;
18303 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18305 if(IS_GAMEOBJECT_GUID(*itr
))
18307 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18309 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18311 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18313 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18316 // check if this unit requires quest specific flags
18318 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
18319 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(obj
->GetEntry()); itr
!= map
.upper_bound(obj
->GetEntry()); ++itr
)
18321 if(itr
->second
.questId
!= 0)
18323 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18330 udata
.BuildPacket(&packet
);
18331 GetSession()->SendPacket(&packet
);
18334 void Player::SummonIfPossible(bool agree
)
18338 m_summon_expire
= 0;
18342 // expire and auto declined
18343 if(m_summon_expire
< time(NULL
))
18346 // stop taxi flight at summon
18349 GetMotionMaster()->MovementExpired();
18350 m_taxi
.ClearTaxiDestinations();
18353 // drop flag at summon
18354 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18355 if(BattleGround
*bg
= GetBattleGround())
18356 bg
->EventPlayerDroppedFlag(this);
18358 m_summon_expire
= 0;
18360 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18362 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18365 void Player::RemoveItemDurations( Item
*item
)
18367 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18371 m_itemDuration
.erase(itr
);
18377 void Player::AddItemDurations( Item
*item
)
18379 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18381 m_itemDuration
.push_back(item
);
18382 item
->SendTimeUpdate(this);
18386 void Player::AutoUnequipOffhandIfNeed()
18388 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18392 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18393 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18396 ItemPosCountVec off_dest
;
18397 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18398 if( off_msg
== EQUIP_ERR_OK
)
18400 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18401 StoreItem( off_dest
, offItem
, true );
18406 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18407 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18408 CharacterDatabase
.BeginTransaction();
18409 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18410 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18411 CharacterDatabase
.CommitTransaction();
18413 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18414 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18418 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18420 if(spellInfo
->EquippedItemClass
< 0)
18423 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18424 // for optimize check 2 used cases only
18425 switch(spellInfo
->EquippedItemClass
)
18427 case ITEM_CLASS_WEAPON
:
18429 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18430 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18431 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18435 case ITEM_CLASS_ARMOR
:
18437 // tabard not have dependent spells
18438 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18439 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18440 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18443 // shields can be equipped to offhand slot
18444 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18445 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18448 // ranged slot can have some armor subclasses
18449 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18450 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18456 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18463 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18465 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18466 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18467 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18470 // Check no reagent use mask
18471 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18472 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18473 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18474 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18480 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18482 AuraMap
& auras
= GetAuras();
18483 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18485 Aura
* aura
= itr
->second
;
18487 // skip passive (passive item dependent spells work in another way) and not self applied auras
18488 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18489 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18495 // skip if not item dependent or have alternative item
18496 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18502 // no alt item, remove aura, restart check
18503 RemoveAurasDueToSpell(aura
->GetId());
18504 itr
= auras
.begin();
18507 // currently casted spells can be dependent from item
18508 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18510 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18511 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18516 uint32
Player::GetResurrectionSpellId()
18518 // search priceless resurrection possibilities
18520 uint32 spell_id
= 0;
18521 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18522 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18524 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18525 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18527 switch((*itr
)->GetId())
18529 case 20707: spell_id
= 3026; break; // rank 1
18530 case 20762: spell_id
= 20758; break; // rank 2
18531 case 20763: spell_id
= 20759; break; // rank 3
18532 case 20764: spell_id
= 20760; break; // rank 4
18533 case 20765: spell_id
= 20761; break; // rank 5
18534 case 27239: spell_id
= 27240; break; // rank 6
18535 case 47883: spell_id
= 47882; break; // rank 7
18537 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18543 // Twisting Nether // prio: 2 (max)
18544 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18551 // Reincarnation (passive spell) // prio: 1
18552 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18558 // Used in triggers for check "Only to targets that grant experience or honor" req
18559 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18561 uint32 v_level
= pVictim
->getLevel();
18562 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18564 // Victim level less gray level
18565 if(v_level
<=k_grey
)
18568 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18570 if (((Creature
*)pVictim
)->isTotem() ||
18571 ((Creature
*)pVictim
)->isPet() ||
18572 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18578 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18580 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18582 // prepare data for near group iteration (PvP and !PvP cases)
18584 bool honored_kill
= false;
18586 if(Group
*pGroup
= GetGroup())
18589 uint32 sum_level
= 0;
18590 Player
* member_with_max_level
= NULL
;
18591 Player
* not_gray_member_with_max_level
= NULL
;
18593 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18595 if(member_with_max_level
)
18597 /// not get Xp in PvP or no not gray players in group
18598 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18600 /// skip in check PvP case (for speed, not used)
18601 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18602 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18603 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18605 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18607 Player
* pGroupGuy
= itr
->getSource();
18611 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18612 continue; // member (alive or dead) or his corpse at req. distance
18614 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18615 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18616 honored_kill
= true;
18618 // xp and reputation only in !PvP case
18621 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18623 // if is in dungeon then all receive full reputation at kill
18624 // rewarded any alive/dead/near_corpse group member
18625 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18627 // XP updated only for alive group member
18628 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18629 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18631 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18633 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18634 if(Pet
* pet
= pGroupGuy
->GetPet())
18635 pet
->GivePetXP(itr_xp
/2);
18638 // quest objectives updated only for alive group member or dead but with not released body
18639 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18641 // normal creature (not pet/etc) can be only in !PvP case
18642 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18643 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18649 else // if (!pGroup)
18651 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18653 // honor can be in PvP and !PvP (racial leader) cases
18654 if(RewardHonor(pVictim
,1))
18655 honored_kill
= true;
18657 // xp and reputation only in !PvP case
18660 RewardReputation(pVictim
,1);
18661 GiveXP(xp
, pVictim
);
18663 if(Pet
* pet
= GetPet())
18664 pet
->GivePetXP(xp
);
18666 // normal creature (not pet/etc) can be only in !PvP case
18667 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18668 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18671 return xp
|| honored_kill
;
18674 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18676 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18678 // prepare data for near group iteration
18679 if(Group
*pGroup
= GetGroup())
18681 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18683 Player
* pGroupGuy
= itr
->getSource();
18687 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18688 continue; // member (alive or dead) or his corpse at req. distance
18690 // quest objectives updated only for alive group member or dead but with not released body
18691 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18692 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18695 else // if (!pGroup)
18696 KilledMonster(creature_id
, creature_guid
);
18699 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18701 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18707 Corpse
* corpse
= GetCorpse();
18711 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18714 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18716 Item
* item
= GetWeaponForAttack(attType
,true);
18718 // unarmed only with base attack
18719 if(attType
!= BASE_ATTACK
&& !item
)
18722 // weapon skill or (unarmed for base attack)
18723 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18724 return GetBaseSkillValue(skill
);
18727 void Player::ResurectUsingRequestData()
18729 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18730 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18732 ResurrectPlayer(0.0f
,false);
18734 if(GetMaxHealth() > m_resurrectHealth
)
18735 SetHealth( m_resurrectHealth
);
18737 SetHealth( GetMaxHealth() );
18739 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18740 SetPower(POWER_MANA
, m_resurrectMana
);
18742 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18744 SetPower(POWER_RAGE
, 0 );
18746 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18748 SpawnCorpseBones();
18751 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18753 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18754 data
.append(target
->GetPackGUID());
18755 data
<< uint8(allowMove
);
18756 GetSession()->SendPacket(&data
);
18759 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18761 // remove new continent flight forms
18762 if( !IsAllowUseFlyMountsHere() )
18764 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18765 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18768 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18769 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18770 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18771 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18772 if( !HasAura(itr
->second
->spellId
,0) )
18773 CastSpell(this,itr
->second
->spellId
,true);
18776 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18778 // remove auras from spells with area limitations
18779 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18781 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18782 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18788 // some auras applied at subzone enter
18789 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18790 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18791 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18792 if( !HasAura(itr
->second
->spellId
,0) )
18793 CastSpell(this,itr
->second
->spellId
,true);
18796 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18798 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18799 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18801 return copseReclaimDelay
[0];
18804 time_t now
= time(NULL
);
18805 // 0..2 full period
18806 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18807 return copseReclaimDelay
[count
];
18810 void Player::UpdateCorpseReclaimDelay()
18812 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18814 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18815 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18818 time_t now
= time(NULL
);
18819 if(now
< m_deathExpireTime
)
18821 // full and partly periods 1..3
18822 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18823 if(count
< MAX_DEATH_COUNT
)
18824 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18826 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18829 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18832 void Player::SendCorpseReclaimDelay(bool load
)
18834 Corpse
* corpse
= GetCorpse();
18841 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18844 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18847 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18848 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18850 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18851 if(count
>=MAX_DEATH_COUNT
)
18852 count
= MAX_DEATH_COUNT
-1;
18857 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18859 time_t now
= time(NULL
);
18860 if(now
>= expected_time
)
18863 delay
= expected_time
-now
;
18866 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18868 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18869 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18870 data
<< uint32(delay
*IN_MILISECONDS
);
18871 GetSession()->SendPacket( &data
);
18874 Player
* Player::GetNextRandomRaidMember(float radius
)
18876 Group
*pGroup
= GetGroup();
18880 std::vector
<Player
*> nearMembers
;
18881 nearMembers
.reserve(pGroup
->GetMembersCount());
18883 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18885 Player
* Target
= itr
->getSource();
18887 // IsHostileTo check duel and controlled by enemy
18888 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18889 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18890 nearMembers
.push_back(Target
);
18893 if (nearMembers
.empty())
18896 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18897 return nearMembers
[randTarget
];
18900 PartyResult
Player::CanUninviteFromGroup() const
18902 const Group
* grp
= GetGroup();
18904 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18906 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18907 return PARTY_RESULT_YOU_NOT_LEADER
;
18909 if(InBattleGround())
18910 return PARTY_RESULT_INVITE_RESTRICTED
;
18912 return PARTY_RESULT_OK
;
18915 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
18917 //we must move references from m_group to m_originalGroup
18918 SetOriginalGroup(GetGroup(), GetSubGroup());
18921 m_group
.link(group
, this);
18922 m_group
.setSubGroup((uint8
)subgroup
);
18925 void Player::RemoveFromBattleGroundRaid()
18927 //remove existing reference
18929 if( Group
* group
= GetOriginalGroup() )
18931 m_group
.link(group
, this);
18932 m_group
.setSubGroup(GetOriginalSubGroup());
18934 SetOriginalGroup(NULL
);
18937 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
18939 if( group
== NULL
)
18940 m_originalGroup
.unlink();
18943 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18944 assert(subgroup
>= 0);
18945 m_originalGroup
.link(group
, this);
18946 m_originalGroup
.setSubGroup((uint8
)subgroup
);
18950 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18952 LiquidData liquid_status
;
18953 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
18956 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
18957 // Small hack for enable breath in WMO
18959 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
18963 // All liquids type - check under water position
18964 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
18966 if ( res
& LIQUID_MAP_UNDER_WATER
)
18967 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
18969 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
18972 // Allow travel in dark water on taxi or transport
18973 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
18974 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
18976 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
18978 // in lava check, anywhere in lava level
18979 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
18981 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18982 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
18984 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
18986 // in slime check, anywhere in slime level
18987 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
18989 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18990 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
18992 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
18996 void Player::SetCanParry( bool value
)
18998 if(m_canParry
==value
)
19001 m_canParry
= value
;
19002 UpdateParryPercentage();
19005 void Player::SetCanBlock( bool value
)
19007 if(m_canBlock
==value
)
19010 m_canBlock
= value
;
19011 UpdateBlockPercentage();
19014 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19016 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19017 if(itr
->pos
== pos
)
19023 bool Player::CanUseBattleGroundObject()
19025 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19026 // maybe gameobject code should handle that ForceReaction usage
19027 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19028 return ( //InBattleGround() && // in battleground - not need, check in other cases
19029 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19030 //player cannot use object when he is invulnerable (immune)
19031 !isTotalImmune() && // not totally immune
19032 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19033 !HasStealthAura() && // not stealthed
19034 !HasInvisibilityAura() && // not invisible
19035 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19036 isAlive() // live player
19040 bool Player::CanCaptureTowerPoint()
19042 return ( !HasStealthAura() && // not stealthed
19043 !HasInvisibilityAura() && // not invisible
19044 isAlive() // live player
19048 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19050 uint32 level
= getLevel();
19052 if(level
> GT_MAX_LEVEL
)
19053 level
= GT_MAX_LEVEL
; // max level in this dbc
19055 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19056 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19057 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19059 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19062 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19064 if(!bsc
) // shouldn't happen
19069 if(hairstyle
!= newhairstyle
)
19070 cost
+= bsc
->cost
; // full price
19072 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19073 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19075 if(facialhair
!= newfacialhair
)
19076 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19078 return uint32(cost
);
19081 void Player::InitGlyphsForLevel()
19083 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19084 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19086 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19088 uint32 level
= getLevel();
19091 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19093 value
|= (0x01 | 0x02);
19103 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19106 void Player::EnterVehicle(Vehicle
*vehicle
)
19108 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19112 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19116 vehicle
->SetCharmerGUID(GetGUID());
19117 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19118 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19119 vehicle
->setFaction(getFaction());
19121 SetCharm(vehicle
); // charm
19122 SetFarSightGUID(vehicle
->GetGUID()); // set view
19124 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19126 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19127 GetSession()->SendPacket(&data
);
19129 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19130 data
.append(GetPackGUID());
19131 data
<< uint32(0); // counter?
19132 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19133 data
<< uint16(0); // special flags
19134 data
<< uint32(getMSTime()); // time
19135 data
<< vehicle
->GetPositionX(); // x
19136 data
<< vehicle
->GetPositionY(); // y
19137 data
<< vehicle
->GetPositionZ(); // z
19138 data
<< vehicle
->GetOrientation(); // o
19139 // transport part, TODO: load/calculate seat offsets
19140 data
<< uint64(vehicle
->GetGUID()); // transport guid
19141 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19142 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19143 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19144 data
<< float(0); // transport orientation
19145 data
<< uint32(getMSTime()); // transport time
19146 data
<< uint8(0); // seat
19147 // end of transport part
19148 data
<< uint32(0); // fall time
19149 GetSession()->SendPacket(&data
);
19151 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
19152 data
<< uint64(vehicle
->GetGUID());
19155 data
<< uint32(0x00000101);
19157 for(uint32 i
= 0; i
< 10; ++i
)
19158 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19162 GetSession()->SendPacket(&data
);
19165 void Player::ExitVehicle(Vehicle
*vehicle
)
19167 vehicle
->SetCharmerGUID(0);
19168 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19169 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19170 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19173 SetFarSightGUID(0);
19175 SetClientControl(vehicle
, 0);
19177 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19178 data
.append(GetPackGUID());
19179 data
<< uint32(0); // counter?
19180 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19181 data
<< uint16(0x40); // special flags
19182 data
<< uint32(getMSTime()); // time
19183 data
<< vehicle
->GetPositionX(); // x
19184 data
<< vehicle
->GetPositionY(); // y
19185 data
<< vehicle
->GetPositionZ(); // z
19186 data
<< vehicle
->GetOrientation(); // o
19187 data
<< uint32(0); // fall time
19188 GetSession()->SendPacket(&data
);
19190 data
.Initialize(SMSG_PET_SPELLS
, 8);
19192 GetSession()->SendPacket(&data
);
19194 // maybe called at dummy aura remove?
19195 // CastSpell(this, 45472, true); // Parachute
19198 bool Player::isTotalImmune()
19200 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19202 uint32 immuneMask
= 0;
19203 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19205 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19206 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19212 bool Player::HasTitle(uint32 bitIndex
)
19214 if (bitIndex
> 128)
19217 uint32 fieldIndexOffset
= bitIndex
/32;
19218 uint32 flag
= 1 << (bitIndex
%32);
19219 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19222 void Player::SetTitle(CharTitlesEntry
const* title
)
19224 uint32 fieldIndexOffset
= title
->bit_index
/32;
19225 uint32 flag
= 1 << (title
->bit_index
%32);
19226 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19229 void Player::ConvertRune(uint8 index
, uint8 newType
)
19231 SetCurrentRune(index
, newType
);
19233 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19234 data
<< uint8(index
);
19235 data
<< uint8(newType
);
19236 GetSession()->SendPacket(&data
);
19239 void Player::ResyncRunes(uint8 count
)
19241 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19242 for(uint32 i
= 0; i
< count
; ++i
)
19244 data
<< uint8(GetCurrentRune(i
)); // rune type
19245 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19247 GetSession()->SendPacket(&data
);
19250 void Player::AddRunePower(uint8 index
)
19252 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19253 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19254 GetSession()->SendPacket(&data
);
19257 void Player::InitRunes()
19259 if(getClass() != CLASS_DEATH_KNIGHT
)
19262 m_runes
= new Runes
;
19264 m_runes
->runeState
= 0;
19266 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19268 SetBaseRune(i
, i
/ 2); // init base types
19269 SetCurrentRune(i
, i
/ 2); // init current types
19270 SetRuneCooldown(i
, 0); // reset cooldowns
19271 m_runes
->SetRuneState(i
);
19274 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19275 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19278 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19281 loot
.FillLoot (loot_id
,store
,this,true);
19283 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19284 for(uint32 i
= 0; i
< max_slot
; ++i
)
19286 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19288 ItemPosCountVec dest
;
19289 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19290 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19291 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19292 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19293 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19294 if(msg
!= EQUIP_ERR_OK
)
19296 SendEquipError( msg
, NULL
, NULL
);
19300 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19301 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19305 uint32
Player::CalculateTalentsPoints() const
19307 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19309 if(getClass() != CLASS_DEATH_KNIGHT
)
19310 return base_talent
;
19312 uint32 talentPointsForLevel
=
19313 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19314 + m_questRewardTalentCount
;
19316 if(talentPointsForLevel
> base_talent
)
19317 talentPointsForLevel
= base_talent
;
19319 return talentPointsForLevel
;
19322 bool Player::IsAllowUseFlyMountsHere() const
19324 if (isGameMaster())
19327 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19328 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19331 void Player::learnSpellHighRank(uint32 spellid
)
19333 learnSpell(spellid
,false);
19335 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19336 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19337 learnSpellHighRank(itr
->second
);
19340 void Player::_LoadSkills()
19342 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19344 // reset skill modifiers and set correct unlearn flags
19345 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19347 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19349 // set correct unlearn bit
19350 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19353 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19354 if(!pSkill
) continue;
19356 // enable unlearn button for primary professions only
19357 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19358 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19360 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19362 // set fixed skill ranges
19363 switch(GetSkillRangeType(pSkill
,false))
19365 case SKILL_RANGE_LANGUAGE
: // 300..300
19366 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19368 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19369 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19375 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19376 learnSkillRewardedSpells(id
, vskill
);
19379 // special settings
19380 if(getClass()==CLASS_DEATH_KNIGHT
)
19382 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19385 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19387 base_skill
= 1; // skill mast be known and then > 0 in any case
19389 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19390 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19391 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19392 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19393 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19394 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19395 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19396 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19397 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19398 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19399 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19400 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19401 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19402 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19403 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19404 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19408 uint32
Player::GetPhaseMaskForSpawn() const
19410 uint32 phase
= PHASEMASK_NORMAL
;
19411 if(!isGameMaster())
19412 phase
= GetPhaseMask();
19415 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19416 if(!phases
.empty())
19417 phase
= phases
.front()->GetMiscValue();
19420 // some aura phases include 1 normal map in addition to phase itself
19421 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19424 return PHASEMASK_NORMAL
;
19427 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19429 ItemPrototype
const* pProto
= pItem
->GetProto();
19431 // proto based limitations
19432 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19435 // check unique-equipped on gems
19436 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19438 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19441 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19445 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19449 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19450 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19451 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19453 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19457 return EQUIP_ERR_OK
;
19460 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19462 // check unique-equipped on item
19463 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19465 // there is an equip limit on this item
19466 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19467 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19470 // check unique-equipped limit
19471 if (itemProto
->ItemLimitCategory
)
19473 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19475 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19477 if(limit_count
> limitEntry
->maxCount
)
19478 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19480 // there is an equip limit on this item
19481 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19482 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19485 return EQUIP_ERR_OK
;
19488 void Player::HandleFall(MovementInfo
const& movementInfo
)
19490 // calculate total z distance of the fall
19491 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19492 sLog
.outDebug("zDiff = %f", z_diff
);
19494 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19495 // 14.57 can be calculated by resolving damageperc formula below to 0
19496 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19497 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19498 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19500 //Safe fall, fall height reduction
19501 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19503 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19507 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19509 float height
= movementInfo
.z
;
19510 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19514 //Prevent fall damage from being more than the player maximum health
19515 if (damage
> GetMaxHealth())
19516 damage
= GetMaxHealth();
19519 if (GetDummyAura(43621))
19520 damage
= GetMaxHealth()/2;
19522 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19524 // recheck alive, might have died of EnvironmentalDamage
19526 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19529 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19530 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19535 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19537 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19540 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19542 uint32 CurTalentPoints
= GetFreeTalentPoints();
19544 if(CurTalentPoints
== 0)
19547 if (talentRank
>= MAX_TALENT_RANK
)
19550 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19555 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19560 // prevent learn talent for different class (cheating)
19561 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19564 // find current max talent rank
19565 int32 curtalent_maxrank
= 0;
19566 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19568 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19570 curtalent_maxrank
= k
+ 1;
19575 // we already have same or higher talent rank learned
19576 if(curtalent_maxrank
>= (talentRank
+ 1))
19579 // check if we have enough talent points
19580 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19583 // Check if it requires another talent
19584 if (talentInfo
->DependsOn
> 0)
19586 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19588 bool hasEnoughRank
= false;
19589 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19591 if (depTalentInfo
->RankID
[i
] != 0)
19592 if (HasSpell(depTalentInfo
->RankID
[i
]))
19593 hasEnoughRank
= true;
19595 if (!hasEnoughRank
)
19600 // Find out how many points we have in this field
19601 uint32 spentPoints
= 0;
19603 uint32 tTab
= talentInfo
->TalentTab
;
19604 if (talentInfo
->Row
> 0)
19606 unsigned int numRows
= sTalentStore
.GetNumRows();
19607 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19609 // Someday, someone needs to revamp
19610 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19611 if (tmpTalent
) // the way talents are tracked
19613 if (tmpTalent
->TalentTab
== tTab
)
19615 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19617 if (tmpTalent
->RankID
[j
] != 0)
19619 if (HasSpell(tmpTalent
->RankID
[j
]))
19621 spentPoints
+= j
+ 1;
19630 // not have required min points spent in talent tree
19631 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19634 // spell not set in talent.dbc
19635 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19638 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19643 if(HasSpell(spellid
))
19646 // learn! (other talent ranks will unlearned at learning)
19647 learnSpell(spellid
, false);
19648 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19650 // update free talent points
19651 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19654 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19656 Pet
*pet
= GetPet();
19661 if(petGuid
!= pet
->GetGUID())
19664 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19666 if(CurTalentPoints
== 0)
19669 if (talentRank
>= MAX_PET_TALENT_RANK
)
19672 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19677 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19682 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19687 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19692 if(pet_family
->petTalentType
< 0) // not hunter pet
19695 // prevent learn talent for different family (cheating)
19696 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19699 // find current max talent rank
19700 int32 curtalent_maxrank
= 0;
19701 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19703 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19705 curtalent_maxrank
= k
+ 1;
19710 // we already have same or higher talent rank learned
19711 if(curtalent_maxrank
>= (talentRank
+ 1))
19714 // check if we have enough talent points
19715 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19718 // Check if it requires another talent
19719 if (talentInfo
->DependsOn
> 0)
19721 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19723 bool hasEnoughRank
= false;
19724 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19726 if (depTalentInfo
->RankID
[i
] != 0)
19727 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19728 hasEnoughRank
= true;
19730 if (!hasEnoughRank
)
19735 // Find out how many points we have in this field
19736 uint32 spentPoints
= 0;
19738 uint32 tTab
= talentInfo
->TalentTab
;
19739 if (talentInfo
->Row
> 0)
19741 unsigned int numRows
= sTalentStore
.GetNumRows();
19742 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19744 // Someday, someone needs to revamp
19745 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19746 if (tmpTalent
) // the way talents are tracked
19748 if (tmpTalent
->TalentTab
== tTab
)
19750 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19752 if (tmpTalent
->RankID
[j
] != 0)
19754 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19756 spentPoints
+= j
+ 1;
19765 // not have required min points spent in talent tree
19766 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19769 // spell not set in talent.dbc
19770 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19773 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19778 if(pet
->HasSpell(spellid
))
19781 // learn! (other talent ranks will unlearned at learning)
19782 pet
->learnSpell(spellid
);
19783 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19785 // update free talent points
19786 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19789 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19791 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19794 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19796 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19800 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19802 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19803 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19806 void Player::UnsummonPetTemporaryIfAny()
19808 Pet
* pet
= GetPet();
19812 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19814 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19815 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19818 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19821 void Player::ResummonPetTemporaryUnSummonedIfAny()
19823 if(!m_temporaryUnsummonedPetNumber
)
19826 // not resummon in not appropriate state
19827 if(IsPetNeedBeTemporaryUnsummoned())
19833 Pet
* NewPet
= new Pet
;
19834 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19837 m_temporaryUnsummonedPetNumber
= 0;
19840 bool Player::canSeeSpellClickOn(Creature
const *c
) const
19842 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
19843 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(c
->GetEntry()); itr
!= map
.upper_bound(c
->GetEntry()); ++itr
)
19845 if(itr
->second
.questId
== 0 || GetQuestStatus(itr
->second
.questId
) == QUEST_STATUS_INCOMPLETE
)
19851 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
19853 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
19854 uint8 talentGroupCount
= 1;
19855 *data
<< uint8(talentGroupCount
); // talent group count (1 or 2)
19856 *data
<< uint8(0); // talent group index (0 or 1)
19858 if(talentGroupCount
)
19860 uint8 talentIdCount
= 0;
19861 size_t pos
= data
->wpos();
19862 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
19864 // find class talent tabs (all players have 3 talent tabs)
19865 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
19867 for(uint32 i
= 0; i
< 3; ++i
)
19869 uint32 talentTabId
= talentTabIds
[i
];
19871 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
19873 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
19877 // skip another tab talents
19878 if(talentInfo
->TalentTab
!= talentTabId
)
19881 // find max talent rank
19882 int32 curtalent_maxrank
= -1;
19883 for(int32 k
= 4; k
> -1; --k
)
19885 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19887 curtalent_maxrank
= k
;
19892 // not learned talent
19893 if(curtalent_maxrank
< 0)
19896 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
19897 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
19903 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
19905 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
19907 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
19908 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
19912 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
19914 uint32 unspentTalentPoints
= 0;
19915 size_t pointsPos
= data
->wpos();
19916 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
19918 uint8 talentIdCount
= 0;
19919 size_t countPos
= data
->wpos();
19920 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
19922 Pet
*pet
= GetPet();
19926 unspentTalentPoints
= pet
->GetFreeTalentPoints();
19928 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
19930 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19934 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19935 if(!pet_family
|| pet_family
->petTalentType
< 0)
19938 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
19940 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
19944 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19947 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
19949 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
19953 // skip another tab talents
19954 if(talentInfo
->TalentTab
!= talentTabId
)
19957 // find max talent rank
19958 int32 curtalent_maxrank
= -1;
19959 for(int32 k
= 4; k
> -1; --k
)
19961 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19963 curtalent_maxrank
= k
;
19968 // not learned talent
19969 if(curtalent_maxrank
< 0)
19972 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
19973 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
19978 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
19984 void Player::SendTalentsInfoData(bool pet
)
19986 if(GetSession()->PlayerLoading())
19989 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
19990 data
<< uint8(pet
? 1 : 0);
19992 BuildPetTalentsInfoData(&data
);
19994 BuildPlayerTalentsInfoData(&data
);
19995 GetSession()->SendPacket(&data
);
19998 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20000 uint32 slotUsedMask
= 0;
20001 size_t slotUsedMaskPos
= data
->wpos();
20002 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20004 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20006 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20011 slotUsedMask
|= (1 << i
);
20013 *data
<< uint32(item
->GetEntry()); // item entry
20015 uint16 enchantmentMask
= 0;
20016 size_t enchantmentMaskPos
= data
->wpos();
20017 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20019 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20021 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20026 enchantmentMask
|= (1 << j
);
20028 *data
<< uint16(enchId
); // enchantmentId?
20031 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20033 *data
<< uint16(0); // ?
20034 *data
<< uint8(0); // PGUID!
20035 *data
<< uint32(0); // seed?
20038 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20041 void Player::SendEquipmentSetList()
20044 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20045 size_t count_pos
= data
.wpos();
20046 data
<< uint32(count
); // count placeholder
20047 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20049 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20051 data
.appendPackGUID(itr
->second
.Guid
);
20052 data
<< uint32(itr
->first
);
20053 data
<< itr
->second
.Name
;
20054 data
<< itr
->second
.IconName
;
20055 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20056 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20058 ++count
; // client have limit but it checked at loading and set
20060 data
.put
<uint32
>(count_pos
, count
);
20061 GetSession()->SendPacket(&data
);
20064 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20066 if(eqset
.Guid
!= 0)
20068 bool found
= false;
20070 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20072 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20079 if(!found
) // something wrong...
20081 sLog
.outError("Player %s tried to save equipment set "I64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20086 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20088 EquipmentSetUpdateState old_state
= eqslot
.state
;
20092 if(eqset
.Guid
== 0)
20094 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20096 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20097 data
<< uint32(index
);
20098 data
.appendPackGUID(eqslot
.Guid
);
20099 GetSession()->SendPacket(&data
);
20102 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20105 void Player::_SaveEquipmentSets()
20107 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20109 uint32 index
= itr
->first
;
20110 EquipmentSet
& eqset
= itr
->second
;
20111 switch(eqset
.state
)
20113 case EQUIPMENT_SET_UNCHANGED
:
20115 break; // nothing do
20116 case EQUIPMENT_SET_CHANGED
:
20117 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"I64FMTD
"' AND setindex='%u'",
20118 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20119 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
20120 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20123 case EQUIPMENT_SET_NEW
:
20124 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"I64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20125 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20126 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
20127 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20130 case EQUIPMENT_SET_DELETED
:
20131 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="I64FMTD
, eqset
.Guid
);
20132 m_EquipmentSets
.erase(itr
++);
20138 void Player::DeleteEquipmentSet(uint64 setGuid
)
20140 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20142 if(itr
->second
.Guid
== setGuid
)
20144 itr
->second
.state
= EQUIPMENT_SET_DELETED
;