[7602] Fixed possible crash at instant stealth aura apply interrupt at internal visib...
[AHbot.git] / src / game / Player.cpp
blob7faf4cdd0f898e667c00e701bb81bf1b142ef0b7
1 /*
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
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "SpellMgr.h"
25 #include "World.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
29 #include "Player.h"
30 #include "Vehicle.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.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"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "Util.h"
51 #include "Transports.h"
52 #include "Weather.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
56 #include "Chat.h"
57 #include "Database/DatabaseImpl.h"
58 #include "Spell.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
62 #include <cmath>
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)
78 enum CharacterFlags
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()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
131 // class specific initial known nodes
132 switch(chrClass)
134 case CLASS_DEATH_KNIGHT:
136 for(int i = 0; i < TaxiMaskSize; ++i)
137 m_taximask[i] |= sOldContinentsNodesMask[i];
138 break;
142 // race specific initial known nodes: capital and taxi hub masks
143 switch(race)
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
165 if(level>=68)
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data)
171 Tokens tokens = StrSplit(data, " ");
173 int index;
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 )
185 if(all)
187 for (uint8 i=0; i<TaxiMaskSize; i++)
188 data << uint32(sTaxiNodesMask[i]); // all existed nodes
190 else
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())
210 return true;
212 // Check integrity
213 if(m_TaxiDestinations.size() < 2)
214 return false;
216 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
218 uint32 cost;
219 uint32 path;
220 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
221 if(!path)
222 return false;
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr.GetTaxiMount(GetTaxiSource(),team))
227 return false;
229 return true;
232 std::string PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations.empty())
235 return "";
237 std::ostringstream ss;
239 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
240 ss << m_TaxiDestinations[i] << " ";
242 return ss.str();
245 uint32 PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations.size() < 2)
248 return 0;
250 uint32 path;
251 uint32 cost;
253 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
255 return path;
258 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
260 ss << "'";
261 for(int i = 0; i < TaxiMaskSize; ++i)
262 ss << taxi.m_taximask[i] << " ";
263 ss << "'";
264 return ss;
267 //== Player ====================================================
269 UpdateMask Player::updateVisualBits;
271 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
273 m_transport = 0;
275 m_speakTime = 0;
276 m_speakCount = 0;
278 m_objectType |= TYPEMASK_PLAYER;
279 m_objectTypeId = TYPEID_PLAYER;
281 m_valuesCount = PLAYER_END;
283 m_session = session;
285 m_divider = 0;
287 m_ExtraFlags = 0;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER)
293 SetAcceptWhispers(true);
295 m_curSelection = 0;
296 m_lootGuid = 0;
298 m_comboTarget = 0;
299 m_comboPoints = 0;
301 m_usedTalentCount = 0;
302 m_questRewardTalentCount = 0;
304 m_regenTimer = 0;
305 m_weaponChangeTimer = 0;
307 m_zoneUpdateId = 0;
308 m_zoneUpdateTimer = 0;
310 m_areaUpdateId = 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);
324 m_social = NULL;
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL);
328 m_groupUpdateMask = 0;
329 m_auraUpdateMask = 0;
331 duel = NULL;
333 m_GuildIdInvited = 0;
334 m_ArenaTeamIdInvited = 0;
336 m_atLoginFlags = AT_LOGIN_NONE;
338 m_dontMove = false;
340 pTrader = 0;
341 ClearTrade();
343 m_cinematic = 0;
345 PlayerTalkClass = new PlayerMenu( GetSession() );
346 m_currentBuybackSlot = BUYBACK_SLOT_START;
348 for ( int aX = 0 ; aX < 8 ; aX++ )
349 m_Tutorials[ aX ] = 0x00;
350 m_TutorialsChanged = false;
352 m_DailyQuestChanged = false;
353 m_lastDailyQuestTime = 0;
355 for (int i=0; i<MAX_TIMERS; i++)
356 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
358 m_MirrorTimerFlags = UNDERWATER_NONE;
359 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
360 m_isInWater = false;
361 m_drunkTimer = 0;
362 m_drunk = 0;
363 m_restTime = 0;
364 m_deathTimer = 0;
365 m_deathExpireTime = 0;
367 m_swingErrorMsg = 0;
369 m_DetectInvTimer = 1*IN_MILISECONDS;
371 m_bgBattleGroundID = 0;
372 m_bgTypeID = BATTLEGROUND_TYPE_NONE;
373 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
375 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
376 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
378 m_bgTeam = 0;
380 m_logintime = time(NULL);
381 m_Last_tick = m_logintime;
382 m_WeaponProficiency = 0;
383 m_ArmorProficiency = 0;
384 m_canParry = false;
385 m_canBlock = false;
386 m_canDualWield = false;
387 m_canTitanGrip = false;
388 m_ammoDPS = 0.0f;
390 m_temporaryUnsummonedPetNumber = 0;
391 //cache for UNIT_CREATED_BY_SPELL to allow
392 //returning reagents for temporarily removed pets
393 //when dying/logging out
394 m_oldpetspell = 0;
396 ////////////////////Rest System/////////////////////
397 time_inn_enter=0;
398 inn_pos_mapid=0;
399 inn_pos_x=0;
400 inn_pos_y=0;
401 inn_pos_z=0;
402 m_rest_bonus=0;
403 rest_type=REST_TYPE_NO;
404 ////////////////////Rest System/////////////////////
406 m_mailsLoaded = false;
407 m_mailsUpdated = false;
408 unReadMails = 0;
409 m_nextMailDelivereTime = 0;
411 m_resetTalentsCost = 0;
412 m_resetTalentsTime = 0;
413 m_itemUpdateQueueBlocked = false;
415 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
416 m_forced_speed_changes[i] = 0;
418 m_stableSlots = 0;
420 /////////////////// Instance System /////////////////////
422 m_HomebindTimer = 0;
423 m_InstanceValid = true;
424 m_dungeonDifficulty = DIFFICULTY_NORMAL;
426 m_lastPotionId = 0;
428 for (int i = 0; i < BASEMOD_END; i++)
430 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
431 m_auraBaseMod[i][PCT_MOD] = 1.0f;
434 for (int i = 0; i < MAX_COMBAT_RATING; i++)
435 m_baseRatingValue[i] = 0;
437 m_baseSpellDamage = 0;
438 m_baseSpellHealing = 0;
439 m_baseFeralAP = 0;
440 m_baseManaRegen = 0;
442 // Honor System
443 m_lastHonorUpdateTime = time(NULL);
445 // Player summoning
446 m_summon_expire = 0;
447 m_summon_mapid = 0;
448 m_summon_x = 0.0f;
449 m_summon_y = 0.0f;
450 m_summon_z = 0.0f;
452 //Default movement to run mode
453 m_unit_movement_flags = 0;
455 m_mover = this;
457 m_miniPet = 0;
458 m_bgAfkReportedTimer = 0;
459 m_contestedPvPTimer = 0;
461 m_declinedname = NULL;
462 m_runes = NULL;
464 m_lastFallTime = 0;
465 m_lastFallZ = 0;
468 Player::~Player ()
470 CleanupsBeforeDelete();
472 // it must be unloaded already in PlayerLogout and accessed only for loggined player
473 //m_social = NULL;
475 // Note: buy back item already deleted from DB when player was saved
476 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
478 if(m_items[i])
479 delete m_items[i];
481 CleanupChannels();
483 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
484 delete itr->second;
486 //all mailed items should be deleted, also all mail should be deallocated
487 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
488 delete *itr;
490 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
491 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
493 delete PlayerTalkClass;
495 if (m_transport)
497 m_transport->RemovePassenger(this);
500 for(size_t x = 0; x < ItemSetEff.size(); x++)
501 if(ItemSetEff[x])
502 delete ItemSetEff[x];
504 // clean up player-instance binds, may unload some instance saves
505 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
506 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
507 itr->second.save->RemovePlayer(this);
509 delete m_declinedname;
510 delete m_runes;
513 void Player::CleanupsBeforeDelete()
515 if(m_uint32Values) // only for fully created Object
517 TradeCancel(false);
518 DuelComplete(DUEL_INTERUPTED);
520 Unit::CleanupsBeforeDelete();
523 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 )
525 //FIXME: outfitId not used in player creating
527 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
529 m_name = name;
531 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
532 if(!info)
534 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
535 return false;
538 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
539 m_items[i] = NULL;
541 m_race = race;
542 m_class = class_;
544 SetMapId(info->mapId);
545 Relocate(info->positionX,info->positionY,info->positionZ);
547 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
548 if(!cEntry)
550 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
551 return false;
554 uint8 powertype = cEntry->powerType;
556 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
557 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
559 switch(gender)
561 case GENDER_FEMALE:
562 SetDisplayId(info->displayId_f );
563 SetNativeDisplayId(info->displayId_f );
564 break;
565 case GENDER_MALE:
566 SetDisplayId(info->displayId_m );
567 SetNativeDisplayId(info->displayId_m );
568 break;
569 default:
570 sLog.outError("Invalid gender %u for player",gender);
571 return false;
572 break;
575 setFactionForRace(m_race);
577 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
579 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
580 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
581 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
582 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
583 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
584 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
586 // -1 is default value
587 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
589 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
590 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
591 SetByteValue(PLAYER_BYTES_3, 0, gender);
593 SetUInt32Value( PLAYER_GUILDID, 0 );
594 SetUInt32Value( PLAYER_GUILDRANK, 0 );
595 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
597 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
599 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
600 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
601 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
602 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
603 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
605 // set starting level
606 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
607 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
608 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
610 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
612 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
613 if(gm_level > start_level)
614 start_level = gm_level;
617 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
619 InitRunes();
621 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
622 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
623 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
625 // Played time
626 m_Last_tick = time(NULL);
627 m_Played_time[0] = 0;
628 m_Played_time[1] = 0;
630 // base stats and related field values
631 InitStatsForLevel();
632 InitTaxiNodesForLevel();
633 InitGlyphsForLevel();
634 InitTalentForLevel();
635 InitPrimaryProffesions(); // to max set before any spell added
637 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
638 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
639 SetHealth(GetMaxHealth());
640 if (getPowerType()==POWER_MANA)
642 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
643 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
646 if(getPowerType() == POWER_RUNIC_POWER)
648 SetPower(POWER_RUNE, 8);
649 SetMaxPower(POWER_RUNE, 8);
650 SetPower(POWER_RUNIC_POWER, 0);
651 SetMaxPower(POWER_RUNIC_POWER, 1000);
654 // original spells
655 learnDefaultSpells();
657 // original action bar
658 std::list<uint16>::const_iterator action_itr[4];
659 for(int i=0; i<4; i++)
660 action_itr[i] = info->action[i].begin();
662 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
664 uint16 taction[4];
665 for(int i=0; i<4 ;i++)
666 taction[i] = (*action_itr[i]);
668 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
670 for(int i=0; i<4 ;i++)
671 ++action_itr[i];
674 // original items
675 CharStartOutfitEntry const* oEntry = NULL;
676 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
678 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
680 if(entry->RaceClassGender == RaceClassGender)
682 oEntry = entry;
683 break;
688 if(oEntry)
690 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
692 if(oEntry->ItemId[j] <= 0)
693 continue;
695 uint32 item_id = oEntry->ItemId[j];
698 // Hack for not existed item id in dbc 3.0.3
699 if(item_id==40582)
700 continue;
702 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
703 if(!iProto)
705 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
706 continue;
709 // max stack by default (mostly 1), 1 for infinity stackable
710 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
712 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
714 switch(iProto->Spells[0].SpellCategory)
716 case 11: // food
717 if(iProto->Stackable > 4)
718 count = 4;
719 break;
720 case 59: // drink
721 if(iProto->Stackable > 2)
722 count = 2;
723 break;
727 StoreNewItemInBestSlots(item_id, count);
731 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
732 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
734 // bags and main-hand weapon must equipped at this moment
735 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
736 // or ammo not equipped in special bag
737 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
739 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
741 uint16 eDest;
742 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
743 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
744 if( msg == EQUIP_ERR_OK )
746 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
747 EquipItem( eDest, pItem, true);
749 // move other items to more appropriate slots (ammo not equipped in special bag)
750 else
752 ItemPosCountVec sDest;
753 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
754 if( msg == EQUIP_ERR_OK )
756 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
757 pItem = StoreItem( sDest, pItem, true);
760 // if this is ammo then use it
761 uint8 msg = CanUseAmmo( pItem->GetEntry() );
762 if( msg == EQUIP_ERR_OK )
763 SetAmmo( pItem->GetEntry() );
767 // all item positions resolved
769 return true;
772 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
774 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
776 // attempt equip by one
777 while(titem_amount > 0)
779 uint16 eDest;
780 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
781 if( msg != EQUIP_ERR_OK )
782 break;
784 EquipNewItem( eDest, titem_id, true);
785 AutoUnequipOffhandIfNeed();
786 --titem_amount;
789 if(titem_amount == 0)
790 return true; // equipped
792 // attempt store
793 ItemPosCountVec sDest;
794 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
795 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
796 if( msg == EQUIP_ERR_OK )
798 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
799 return true; // stored
802 // item can't be added
803 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 return false;
807 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
809 if (MaxValue == DISABLED_MIRROR_TIMER)
811 if (CurrentValue!=DISABLED_MIRROR_TIMER)
812 StopMirrorTimer(Type);
813 return;
815 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
816 data << (uint32)Type;
817 data << CurrentValue;
818 data << MaxValue;
819 data << Regen;
820 data << (uint8)0;
821 data << (uint32)0; // spell id
822 GetSession()->SendPacket( &data );
825 void Player::StopMirrorTimer(MirrorTimerType Type)
827 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
828 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
829 data << (uint32)Type;
830 GetSession()->SendPacket( &data );
833 void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
835 if(!isAlive() || isGameMaster())
836 return;
838 // Absorb, resist some environmental damage type
839 uint32 absorb = 0;
840 uint32 resist = 0;
841 if (type == DAMAGE_LAVA)
842 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
843 else if (type == DAMAGE_SLIME)
844 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
846 damage-=absorb+resist;
848 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
849 data << uint64(GetGUID());
850 data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
851 data << uint32(damage);
852 data << uint32(absorb);
853 data << uint32(resist);
854 SendMessageToSet(&data, true);
856 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
858 if(!isAlive())
860 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
862 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
863 DurabilityLossAll(0.10f,false);
864 // durability lost message
865 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
866 GetSession()->SendPacket(&data);
869 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
873 int32 Player::getMaxTimer(MirrorTimerType timer)
875 switch (timer)
877 case FATIGUE_TIMER:
878 return MINUTE*IN_MILISECONDS;
879 case BREATH_TIMER:
881 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
882 return DISABLED_MIRROR_TIMER;
883 int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
884 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
885 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
886 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
887 return UnderWaterTime;
889 case FIRE_TIMER:
891 if (!isAlive())
892 return DISABLED_MIRROR_TIMER;
893 return 1*IN_MILISECONDS;
895 default:
896 return 0;
898 return 0;
901 void Player::UpdateMirrorTimers()
903 // Desync flags for update on next HandleDrowning
904 if (m_MirrorTimerFlags)
905 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
908 void Player::HandleDrowning(uint32 time_diff)
910 if (!m_MirrorTimerFlags)
911 return;
913 // In water
914 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
916 // Breath timer not activated - activate it
917 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
919 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
920 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
922 else // If activated - do tick
924 m_MirrorTimer[BREATH_TIMER]-=time_diff;
925 // Timer limit - need deal damage
926 if (m_MirrorTimer[BREATH_TIMER] < 0)
928 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
929 // Calculate and deal damage
930 // TODO: Check this formula
931 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
932 EnvironmentalDamage(DAMAGE_DROWNING, damage);
934 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
935 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
938 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
940 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
941 // Need breath regen
942 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
943 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
944 StopMirrorTimer(BREATH_TIMER);
945 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
946 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
949 // In dark water
950 if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
952 // Fatigue timer not activated - activate it
953 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
955 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
956 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
958 else
960 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
961 // Timer limit - need deal damage or teleport ghost to graveyard
962 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
964 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
965 if (isAlive()) // Calculate and deal damage
967 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
968 EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
970 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
971 RepopAtGraveyard();
973 else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
974 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
977 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
979 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
980 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
981 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
982 StopMirrorTimer(FATIGUE_TIMER);
983 else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
984 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
987 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
989 // Breath timer not activated - activate it
990 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
991 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
992 else
994 m_MirrorTimer[FIRE_TIMER]-=time_diff;
995 if (m_MirrorTimer[FIRE_TIMER] < 0)
997 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
998 // Calculate and deal damage
999 // TODO: Check this formula
1000 uint32 damage = urand(600, 700);
1001 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
1002 EnvironmentalDamage(DAMAGE_LAVA, damage);
1003 else
1004 EnvironmentalDamage(DAMAGE_SLIME, damage);
1008 else
1009 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
1011 // Recheck timers flag
1012 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
1013 for (int i = 0; i< MAX_TIMERS; ++i)
1014 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
1016 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1017 break;
1019 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1022 ///The player sobers by 256 every 10 seconds
1023 void Player::HandleSobering()
1025 m_drunkTimer = 0;
1027 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1028 SetDrunkValue(drunk);
1031 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1033 if(value >= 23000)
1034 return DRUNKEN_SMASHED;
1035 if(value >= 12800)
1036 return DRUNKEN_DRUNK;
1037 if(value & 0xFFFE)
1038 return DRUNKEN_TIPSY;
1039 return DRUNKEN_SOBER;
1042 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1044 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1046 m_drunk = newDrunkenValue;
1047 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1049 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1051 // special drunk invisibility detection
1052 if(newDrunkenState >= DRUNKEN_DRUNK)
1053 m_detectInvisibilityMask |= (1<<6);
1054 else
1055 m_detectInvisibilityMask &= ~(1<<6);
1057 if(newDrunkenState == oldDrunkenState)
1058 return;
1060 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1061 data << uint64(GetGUID());
1062 data << uint32(newDrunkenState);
1063 data << uint32(itemId);
1065 SendMessageToSet(&data, true);
1068 void Player::Update( uint32 p_time )
1070 if(!IsInWorld())
1071 return;
1073 // undelivered mail
1074 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1076 SendNewMail();
1077 ++unReadMails;
1079 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1080 m_nextMailDelivereTime = 0;
1083 Unit::Update( p_time );
1085 // update player only attacks
1086 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1088 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1091 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1093 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1096 time_t now = time (NULL);
1098 UpdatePvPFlag(now);
1100 UpdateContestedPvP(p_time);
1102 UpdateDuelFlag(now);
1104 CheckDuelDistance(now);
1106 UpdateAfkReport(now);
1108 // Update items that have just a limited lifetime
1109 if (now>m_Last_tick)
1110 UpdateItemDuration(uint32(now- m_Last_tick));
1112 if (!m_timedquests.empty())
1114 std::set<uint32>::iterator iter = m_timedquests.begin();
1115 while (iter != m_timedquests.end())
1117 QuestStatusData& q_status = mQuestStatus[*iter];
1118 if( q_status.m_timer <= p_time )
1120 uint32 quest_id = *iter;
1121 ++iter; // current iter will be removed in FailTimedQuest
1122 FailTimedQuest( quest_id );
1124 else
1126 q_status.m_timer -= p_time;
1127 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1128 ++iter;
1133 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1135 Unit *pVictim = getVictim();
1136 if( !IsNonMeleeSpellCasted(false) && pVictim)
1138 // default combat reach 10
1139 // TODO add weapon,skill check
1141 float pldistance = ATTACK_DISTANCE;
1143 if (isAttackReady(BASE_ATTACK))
1145 if(!IsWithinDistInMap(pVictim, pldistance))
1147 setAttackTimer(BASE_ATTACK,100);
1148 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1150 SendAttackSwingNotInRange();
1151 m_swingErrorMsg = 1;
1154 //120 degrees of radiant range
1155 else if( !HasInArc( 2*M_PI/3, pVictim ))
1157 setAttackTimer(BASE_ATTACK,100);
1158 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1160 SendAttackSwingBadFacingAttack();
1161 m_swingErrorMsg = 2;
1164 else
1166 m_swingErrorMsg = 0; // reset swing error state
1168 // prevent base and off attack in same time, delay attack at 0.2 sec
1169 if(haveOffhandWeapon())
1171 uint32 off_att = getAttackTimer(OFF_ATTACK);
1172 if(off_att < ATTACK_DISPLAY_DELAY)
1173 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1175 AttackerStateUpdate(pVictim, BASE_ATTACK);
1176 resetAttackTimer(BASE_ATTACK);
1180 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1182 if(!IsWithinDistInMap(pVictim, pldistance))
1184 setAttackTimer(OFF_ATTACK,100);
1186 else if( !HasInArc( 2*M_PI/3, pVictim ))
1188 setAttackTimer(OFF_ATTACK,100);
1190 else
1192 // prevent base and off attack in same time, delay attack at 0.2 sec
1193 uint32 base_att = getAttackTimer(BASE_ATTACK);
1194 if(base_att < ATTACK_DISPLAY_DELAY)
1195 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1196 // do attack
1197 AttackerStateUpdate(pVictim, OFF_ATTACK);
1198 resetAttackTimer(OFF_ATTACK);
1202 Unit *owner = pVictim->GetOwner();
1203 Unit *u = owner ? owner : pVictim;
1204 if(u->IsPvP() && (!duel || duel->opponent != u))
1206 UpdatePvP(true);
1207 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1212 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1214 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1216 int time_inn = time(NULL)-GetTimeInnEnter();
1217 if (time_inn >= 10) //freeze update
1219 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1220 //speed collect rest bonus (section/in hour)
1221 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1222 UpdateInnerTime(time(NULL));
1227 if(m_regenTimer > 0)
1229 if(p_time >= m_regenTimer)
1230 m_regenTimer = 0;
1231 else
1232 m_regenTimer -= p_time;
1235 if (m_weaponChangeTimer > 0)
1237 if(p_time >= m_weaponChangeTimer)
1238 m_weaponChangeTimer = 0;
1239 else
1240 m_weaponChangeTimer -= p_time;
1243 if (m_zoneUpdateTimer > 0)
1245 if(p_time >= m_zoneUpdateTimer)
1247 uint32 newzone, newarea;
1248 GetZoneAndAreaId(newzone,newarea);
1250 if( m_zoneUpdateId != newzone )
1251 UpdateZone(newzone,newarea); // also update area
1252 else
1254 // use area updates as well
1255 // needed for free far all arenas for example
1256 if( m_areaUpdateId != newarea )
1257 UpdateArea(newarea);
1259 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1262 else
1263 m_zoneUpdateTimer -= p_time;
1266 if (isAlive())
1268 RegenerateAll();
1271 if (m_deathState == JUST_DIED)
1273 KillPlayer();
1276 if(m_nextSave > 0)
1278 if(p_time >= m_nextSave)
1280 // m_nextSave reseted in SaveToDB call
1281 SaveToDB();
1282 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1284 else
1286 m_nextSave -= p_time;
1290 //Handle Water/drowning
1291 HandleDrowning(p_time);
1293 //Handle detect stealth players
1294 if (m_DetectInvTimer > 0)
1296 if (p_time >= m_DetectInvTimer)
1298 m_DetectInvTimer = 3000;
1299 HandleStealthedUnitsDetection();
1301 else
1302 m_DetectInvTimer -= p_time;
1305 // Played time
1306 if (now > m_Last_tick)
1308 uint32 elapsed = uint32(now - m_Last_tick);
1309 m_Played_time[0] += elapsed; // Total played time
1310 m_Played_time[1] += elapsed; // Level played time
1311 m_Last_tick = now;
1314 if (m_drunk)
1316 m_drunkTimer += p_time;
1318 if (m_drunkTimer > 10*IN_MILISECONDS)
1319 HandleSobering();
1322 // not auto-free ghost from body in instances
1323 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1325 if(p_time >= m_deathTimer)
1327 m_deathTimer = 0;
1328 BuildPlayerRepop();
1329 RepopAtGraveyard();
1331 else
1332 m_deathTimer -= p_time;
1335 UpdateEnchantTime(p_time);
1336 UpdateHomebindTime(p_time);
1338 // group update
1339 SendUpdateToOutOfRangeGroupMembers();
1341 Pet* pet = GetPet();
1342 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1344 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1345 return;
1349 void Player::setDeathState(DeathState s)
1351 uint32 ressSpellId = 0;
1353 bool cur = isAlive();
1355 if(s == JUST_DIED && cur)
1357 // drunken state is cleared on death
1358 SetDrunkValue(0);
1359 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1360 ClearComboPoints();
1362 clearResurrectRequestData();
1364 // remove form before other mods to prevent incorrect stats calculation
1365 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1367 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1368 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1370 // remove uncontrolled pets
1371 RemoveMiniPet();
1372 RemoveGuardians();
1374 // save value before aura remove in Unit::setDeathState
1375 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1377 // passive spell
1378 if(!ressSpellId)
1379 ressSpellId = GetResurrectionSpellId();
1380 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1381 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1384 Unit::setDeathState(s);
1386 // restore resurrection spell id for player after aura remove
1387 if(s == JUST_DIED && cur && ressSpellId)
1388 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1390 if(isAlive() && !cur)
1392 //clear aura case after resurrection by another way (spells will be applied before next death)
1393 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1395 // restore default warrior stance
1396 if(getClass()== CLASS_WARRIOR)
1397 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1401 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1403 Field *fields = result->Fetch();
1405 *p_data << uint64(GetGUID());
1406 *p_data << m_name;
1408 *p_data << uint8(getRace());
1409 uint8 pClass = getClass();
1410 *p_data << uint8(pClass);
1411 *p_data << uint8(getGender());
1413 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1414 *p_data << uint8(bytes);
1415 *p_data << uint8(bytes >> 8);
1416 *p_data << uint8(bytes >> 16);
1417 *p_data << uint8(bytes >> 24);
1419 bytes = GetUInt32Value(PLAYER_BYTES_2);
1420 *p_data << uint8(bytes);
1422 *p_data << uint8(getLevel()); // player level
1423 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1424 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1425 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1426 *p_data << uint32(zoneId);
1427 *p_data << uint32(GetMapId());
1429 *p_data << GetPositionX();
1430 *p_data << GetPositionY();
1431 *p_data << GetPositionZ();
1433 // guild id
1434 *p_data << (result ? fields[13].GetUInt32() : 0);
1436 uint32 char_flags = 0;
1437 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1438 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1439 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1440 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1441 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1442 char_flags |= CHARACTER_FLAG_GHOST;
1443 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1444 char_flags |= CHARACTER_FLAG_RENAME;
1445 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1446 char_flags |= CHARACTER_FLAG_DECLINED;
1448 *p_data << uint32(char_flags); // character flags
1449 // character customize (flags?)
1450 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1451 *p_data << uint8(1); // unknown
1453 // Pets info
1455 uint32 petDisplayId = 0;
1456 uint32 petLevel = 0;
1457 uint32 petFamily = 0;
1459 // show pet at selection character in character list only for non-ghost character
1460 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1462 uint32 entry = fields[10].GetUInt32();
1463 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1464 if(cInfo)
1466 petDisplayId = fields[11].GetUInt32();
1467 petLevel = fields[12].GetUInt32();
1468 petFamily = cInfo->family;
1472 *p_data << uint32(petDisplayId);
1473 *p_data << uint32(petLevel);
1474 *p_data << uint32(petFamily);
1477 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1479 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1480 uint32 item_id = GetUInt32Value(visualbase);
1481 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1482 SpellItemEnchantmentEntry const *enchant = NULL;
1484 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1486 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1487 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1488 break;
1491 if (proto != NULL)
1493 *p_data << uint32(proto->DisplayInfoID);
1494 *p_data << uint8(proto->InventoryType);
1495 *p_data << uint32(enchant ? enchant->aura_id : 0);
1497 else
1499 *p_data << uint32(0);
1500 *p_data << uint8(0);
1501 *p_data << uint32(0); // enchant?
1504 *p_data << uint32(0); // first bag display id
1505 *p_data << uint8(0); // first bag inventory type
1506 *p_data << uint32(0); // enchant?
1509 bool Player::ToggleAFK()
1511 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1513 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1515 // afk player not allowed in battleground
1516 if(state && InBattleGround())
1517 LeaveBattleground();
1519 return state;
1522 bool Player::ToggleDND()
1524 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1526 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1529 uint8 Player::chatTag() const
1531 // it's bitmask
1532 // 0x8 - ??
1533 // 0x4 - gm
1534 // 0x2 - dnd
1535 // 0x1 - afk
1536 if(isGMChat())
1537 return 4;
1538 else if(isDND())
1539 return 3;
1540 if(isAFK())
1541 return 1;
1542 else
1543 return 0;
1546 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1548 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1550 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1551 return false;
1554 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1555 Pet* pet = GetPet();
1557 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1559 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1560 // don't let gm level > 1 either
1561 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1562 return false;
1564 // client without expansion support
1565 if(GetSession()->Expansion() < mEntry->Expansion())
1567 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1569 if(GetTransport())
1570 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1572 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1574 return false; // normal client can't teleport to this map...
1576 else
1578 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1581 // if we were on a transport, leave
1582 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1584 m_transport->RemovePassenger(this);
1585 m_transport = NULL;
1586 m_movementInfo.t_x = 0.0f;
1587 m_movementInfo.t_y = 0.0f;
1588 m_movementInfo.t_z = 0.0f;
1589 m_movementInfo.t_o = 0.0f;
1590 m_movementInfo.t_time = 0;
1593 SetSemaphoreTeleport(true);
1595 // The player was ported to another map and looses the duel immediately.
1596 // We have to perform this check before the teleport, otherwise the
1597 // ObjectAccessor won't find the flag.
1598 if (duel && GetMapId()!=mapid)
1600 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1601 if (obj)
1602 DuelComplete(DUEL_FLED);
1605 // reset movement flags at teleport, because player will continue move with these flags after teleport
1606 SetUnitMovementFlags(0);
1608 if ((GetMapId() == mapid) && (!m_transport))
1610 // prepare zone change detect
1611 uint32 old_zone = GetZoneId();
1613 // near teleport
1614 if(!GetSession()->PlayerLogout())
1616 WorldPacket data;
1617 BuildTeleportAckMsg(&data, x, y, z, orientation);
1618 GetSession()->SendPacket(&data);
1619 SetPosition( x, y, z, orientation, true);
1621 else
1622 // this will be used instead of the current location in SaveToDB
1623 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1625 SetFallInformation(0, z);
1627 //BuildHeartBeatMsg(&data);
1628 //SendMessageToSet(&data, true);
1629 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1631 //same map, only remove pet if out of range
1632 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1634 if(pet->isControlled() && !pet->isTemporarySummoned() )
1635 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1636 else
1637 m_temporaryUnsummonedPetNumber = 0;
1639 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1643 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1644 CombatStop();
1646 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1648 // resummon pet
1649 if(pet && m_temporaryUnsummonedPetNumber)
1651 Pet* NewPet = new Pet;
1652 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1653 delete NewPet;
1655 m_temporaryUnsummonedPetNumber = 0;
1659 uint32 newzone, newarea;
1660 GetZoneAndAreaId(newzone,newarea);
1662 if(!GetSession()->PlayerLogout())
1664 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1665 SetSemaphoreTeleport(false);
1667 UpdateZone(newzone,newarea);
1670 // new zone
1671 if(old_zone != newzone)
1673 // honorless target
1674 if(pvpInfo.inHostileArea)
1675 CastSpell(this, 2479, true);
1678 else
1680 // far teleport to another map
1681 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1682 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1684 // Check enter rights before map getting to avoid creating instance copy for player
1685 // this check not dependent from map instance copy and same for all instance copies of selected map
1686 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1688 SetSemaphoreTeleport(false);
1689 return false;
1692 // If the map is not created, assume it is possible to enter it.
1693 // It will be created in the WorldPortAck.
1694 Map *map = MapManager::Instance().FindMap(mapid);
1695 if (!map || map->CanEnter(this))
1697 SetSelection(0);
1699 CombatStop();
1701 ResetContestedPvP();
1703 // remove player from battleground on far teleport (when changing maps)
1704 if(BattleGround const* bg = GetBattleGround())
1706 // Note: at battleground join battleground id set before teleport
1707 // and we already will found "current" battleground
1708 // just need check that this is targeted map or leave
1709 if(bg->GetMapId() != mapid)
1710 LeaveBattleground(false); // don't teleport to entry point
1713 // remove pet on map change
1714 if (pet)
1716 //leaving map -> delete pet right away (doing this later will cause problems)
1717 if(pet->isControlled() && !pet->isTemporarySummoned())
1718 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1719 else
1720 m_temporaryUnsummonedPetNumber = 0;
1722 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1725 // remove all dyn objects
1726 RemoveAllDynObjects();
1728 // stop spellcasting
1729 // not attempt interrupt teleportation spell at caster teleport
1730 if(!(options & TELE_TO_SPELL))
1731 if(IsNonMeleeSpellCasted(true))
1732 InterruptNonMeleeSpells(true);
1734 if(!GetSession()->PlayerLogout())
1736 // send transfer packets
1737 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1738 data << uint32(mapid);
1739 if (m_transport)
1741 data << m_transport->GetEntry() << GetMapId();
1743 GetSession()->SendPacket(&data);
1745 data.Initialize(SMSG_NEW_WORLD, (20));
1746 if (m_transport)
1748 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1750 else
1752 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1754 GetSession()->SendPacket( &data );
1755 SendSavedInstances();
1757 // remove from old map now
1758 if(oldmap) oldmap->Remove(this, false);
1761 // new final coordinates
1762 float final_x = x;
1763 float final_y = y;
1764 float final_z = z;
1765 float final_o = orientation;
1767 if(m_transport)
1769 final_x += m_movementInfo.t_x;
1770 final_y += m_movementInfo.t_y;
1771 final_z += m_movementInfo.t_z;
1772 final_o += m_movementInfo.t_o;
1775 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1776 SetFallInformation(0, final_z);
1777 // if the player is saved before worldportack (at logout for example)
1778 // this will be used instead of the current location in SaveToDB
1780 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
1782 // move packet sent by client always after far teleport
1783 // SetPosition(final_x, final_y, final_z, final_o, true);
1784 SetDontMove(true);
1786 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1788 else
1789 return false;
1791 return true;
1794 void Player::AddToWorld()
1796 ///- Do not add/remove the player from the object storage
1797 ///- It will crash when updating the ObjectAccessor
1798 ///- The player should only be added when logging in
1799 Unit::AddToWorld();
1801 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1803 if(m_items[i])
1804 m_items[i]->AddToWorld();
1808 void Player::RemoveFromWorld()
1810 // cleanup
1811 if(IsInWorld())
1813 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1814 Uncharm();
1815 UnsummonAllTotems();
1816 RemoveMiniPet();
1817 RemoveGuardians();
1820 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1822 if(m_items[i])
1823 m_items[i]->RemoveFromWorld();
1826 ///- Do not add/remove the player from the object storage
1827 ///- It will crash when updating the ObjectAccessor
1828 ///- The player should only be removed when logging out
1829 Unit::RemoveFromWorld();
1832 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1834 float addRage;
1836 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1838 if(attacker)
1840 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1842 // talent who gave more rage on attack
1843 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1845 else
1847 addRage = damage/rageconversion*2.5;
1849 // Berserker Rage effect
1850 if(HasAura(18499,0))
1851 addRage *= 1.3;
1854 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1856 ModifyPower(POWER_RAGE, uint32(addRage*10));
1859 void Player::RegenerateAll()
1861 if (m_regenTimer != 0)
1862 return;
1863 uint32 regenDelay = 2000;
1865 // Not in combat or they have regeneration
1866 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1867 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1869 RegenerateHealth();
1870 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1872 Regenerate(POWER_RAGE);
1873 if(getClass() == CLASS_DEATH_KNIGHT)
1874 Regenerate(POWER_RUNIC_POWER);
1878 Regenerate( POWER_ENERGY );
1880 Regenerate( POWER_MANA );
1882 if(getClass() == CLASS_DEATH_KNIGHT)
1883 Regenerate( POWER_RUNE );
1885 m_regenTimer = regenDelay;
1888 void Player::Regenerate(Powers power)
1890 uint32 curValue = GetPower(power);
1891 uint32 maxValue = GetMaxPower(power);
1893 float addvalue = 0.0f;
1895 switch (power)
1897 case POWER_MANA:
1899 bool recentCast = IsUnderLastManaUseEffect();
1900 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1901 if (recentCast)
1903 // Mangos Updates Mana in intervals of 2s, which is correct
1904 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1906 else
1908 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1910 } break;
1911 case POWER_RAGE: // Regenerate rage
1913 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1914 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1915 } break;
1916 case POWER_ENERGY: // Regenerate energy (rogue)
1917 addvalue = 20;
1918 break;
1919 case POWER_RUNIC_POWER:
1921 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1922 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1923 } break;
1924 case POWER_RUNE:
1926 for(uint32 i = 0; i < MAX_RUNES; ++i)
1927 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1928 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1929 } break;
1930 case POWER_FOCUS:
1931 case POWER_HAPPINESS:
1932 break;
1935 // Mana regen calculated in Player::UpdateManaRegen()
1936 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1937 if(power != POWER_MANA)
1939 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1940 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1941 if ((*i)->GetModifier()->m_miscvalue == power)
1942 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1945 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1947 curValue += uint32(addvalue);
1948 if (curValue > maxValue)
1949 curValue = maxValue;
1951 else
1953 if(curValue <= uint32(addvalue))
1954 curValue = 0;
1955 else
1956 curValue -= uint32(addvalue);
1958 SetPower(power, curValue);
1961 void Player::RegenerateHealth()
1963 uint32 curValue = GetHealth();
1964 uint32 maxValue = GetMaxHealth();
1966 if (curValue >= maxValue) return;
1968 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1970 float addvalue = 0.0f;
1972 // polymorphed case
1973 if ( IsPolymorphed() )
1974 addvalue = GetMaxHealth()/3;
1975 // normal regen case (maybe partly in combat case)
1976 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1978 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1979 if (!isInCombat())
1981 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1982 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1983 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1985 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1986 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1988 if(!IsStandState())
1989 addvalue *= 1.5;
1992 // always regeneration bonus (including combat)
1993 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1995 if(addvalue < 0)
1996 addvalue = 0;
1998 ModifyHealth(int32(addvalue));
2001 bool Player::CanInteractWithNPCs(bool alive) const
2003 if(alive && !isAlive())
2004 return false;
2005 if(isInFlight())
2006 return false;
2008 return true;
2011 bool Player::IsUnderWater() const
2013 return IsInWater() &&
2014 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2017 void Player::SetInWater(bool apply)
2019 if(m_isInWater==apply)
2020 return;
2022 //define player in water by opcodes
2023 //move player's guid into HateOfflineList of those mobs
2024 //which can't swim and move guid back into ThreatList when
2025 //on surface.
2026 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2027 m_isInWater = apply;
2029 // remove auras that need water/land
2030 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2032 getHostilRefManager().updateThreatTables();
2035 void Player::SetGameMaster(bool on)
2037 if(on)
2039 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2040 setFaction(35);
2041 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2043 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2044 ResetContestedPvP();
2046 getHostilRefManager().setOnlineOfflineState(false);
2047 CombatStop();
2049 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2051 else
2053 // restore phase
2054 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2055 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2057 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2058 setFactionForRace(getRace());
2059 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2061 // restore FFA PvP Server state
2062 if(sWorld.IsFFAPvPRealm())
2063 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2065 // restore FFA PvP area state, remove not allowed for GM mounts
2066 UpdateArea(m_areaUpdateId);
2068 getHostilRefManager().setOnlineOfflineState(true);
2071 ObjectAccessor::UpdateVisibilityForPlayer(this);
2074 void Player::SetGMVisible(bool on)
2076 if(on)
2078 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2080 // Reapply stealth/invisibility if active or show if not any
2081 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2082 SetVisibility(VISIBILITY_GROUP_STEALTH);
2083 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2084 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2085 else
2086 SetVisibility(VISIBILITY_ON);
2088 else
2090 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2092 SetAcceptWhispers(false);
2093 SetGameMaster(true);
2095 SetVisibility(VISIBILITY_OFF);
2099 bool Player::IsGroupVisibleFor(Player* p) const
2101 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2103 default: return IsInSameGroupWith(p);
2104 case 1: return IsInSameRaidWith(p);
2105 case 2: return GetTeam()==p->GetTeam();
2109 bool Player::IsInSameGroupWith(Player const* p) const
2111 return p==this || GetGroup() != NULL &&
2112 GetGroup() == p->GetGroup() &&
2113 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2116 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2117 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2118 void Player::UninviteFromGroup()
2120 Group* group = GetGroupInvite();
2121 if(!group)
2122 return;
2124 group->RemoveInvite(this);
2126 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2128 if(group->IsCreated())
2130 group->Disband(true);
2131 objmgr.RemoveGroup(group);
2133 else
2134 group->RemoveAllInvites();
2136 delete group;
2140 void Player::RemoveFromGroup(Group* group, uint64 guid)
2142 if(group)
2144 if (group->RemoveMember(guid, 0) <= 1)
2146 // group->Disband(); already disbanded in RemoveMember
2147 objmgr.RemoveGroup(group);
2148 delete group;
2149 // removemember sets the player's group pointer to NULL
2154 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2156 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2157 data << uint64(victim ? victim->GetGUID() : 0); // guid
2158 data << uint32(GivenXP+RestXP); // given experience
2159 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2160 if(victim)
2162 data << uint32(GivenXP); // experience without rested bonus
2163 data << float(1); // 1 - none 0 - 100% group bonus output
2165 data << uint8(0); // new 2.4.0
2166 GetSession()->SendPacket(&data);
2169 void Player::GiveXP(uint32 xp, Unit* victim)
2171 if ( xp < 1 )
2172 return;
2174 if(!isAlive())
2175 return;
2177 uint32 level = getLevel();
2179 // XP to money conversion processed in Player::RewardQuest
2180 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2181 return;
2183 // handle SPELL_AURA_MOD_XP_PCT auras
2184 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2185 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2186 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2188 // XP resting bonus for kill
2189 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2191 SendLogXPGain(xp,victim,rested_bonus_xp);
2193 uint32 curXP = GetUInt32Value(PLAYER_XP);
2194 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2195 uint32 newXP = curXP + xp + rested_bonus_xp;
2197 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2199 newXP -= nextLvlXP;
2201 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2202 GiveLevel(level + 1);
2204 level = getLevel();
2205 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2208 SetUInt32Value(PLAYER_XP, newXP);
2211 // Update player to next level
2212 // Current player experience not update (must be update by caller)
2213 void Player::GiveLevel(uint32 level)
2215 if ( level == getLevel() )
2216 return;
2218 PlayerLevelInfo info;
2219 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2221 PlayerClassLevelInfo classInfo;
2222 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2224 // send levelup info to client
2225 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2226 data << uint32(level);
2227 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2228 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2229 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2230 data << uint32(0);
2231 data << uint32(0);
2232 data << uint32(0);
2233 data << uint32(0);
2234 data << uint32(0);
2235 data << uint32(0);
2236 // end for
2237 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2238 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2240 GetSession()->SendPacket(&data);
2242 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2244 //update level, max level of skills
2245 if(getLevel()!= level)
2246 m_Played_time[1] = 0; // Level Played Time reset
2247 SetLevel(level);
2248 UpdateSkillsForLevel ();
2250 // save base values (bonuses already included in stored stats
2251 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2252 SetCreateStat(Stats(i), info.stats[i]);
2254 SetCreateHealth(classInfo.basehealth);
2255 SetCreateMana(classInfo.basemana);
2257 InitTalentForLevel();
2258 InitTaxiNodesForLevel();
2259 InitGlyphsForLevel();
2261 UpdateAllStats();
2263 // set current level health and mana/energy to maximum after applying all mods.
2264 SetHealth(GetMaxHealth());
2265 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2266 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2267 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2268 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2269 SetPower(POWER_FOCUS, 0);
2270 SetPower(POWER_HAPPINESS, 0);
2272 // give level to summoned pet
2273 Pet* pet = GetPet();
2274 if(pet && pet->getPetType()==SUMMON_PET)
2275 pet->GivePetLevel(level);
2276 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2279 void Player::InitTalentForLevel()
2281 uint32 level = getLevel();
2282 // talents base at level diff ( talents = level - 9 but some can be used already)
2283 if(level < 10)
2285 // Remove all talent points
2286 if(m_usedTalentCount > 0) // Free any used talents
2288 resetTalents(true);
2289 SetFreeTalentPoints(0);
2292 else
2294 uint32 talentPointsForLevel = CalculateTalentsPoints();
2296 // if used more that have then reset
2297 if(m_usedTalentCount > talentPointsForLevel)
2299 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2300 resetTalents(true);
2301 else
2302 SetFreeTalentPoints(0);
2304 // else update amount of free points
2305 else
2306 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2310 void Player::InitStatsForLevel(bool reapplyMods)
2312 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2313 _RemoveAllStatBonuses();
2315 PlayerClassLevelInfo classInfo;
2316 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2318 PlayerLevelInfo info;
2319 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2321 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2322 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2324 UpdateSkillsForLevel ();
2326 // set default cast time multiplier
2327 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2329 // reset size before reapply auras
2330 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2332 // save base values (bonuses already included in stored stats
2333 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2334 SetCreateStat(Stats(i), info.stats[i]);
2336 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2337 SetStat(Stats(i), info.stats[i]);
2339 SetCreateHealth(classInfo.basehealth);
2341 //set create powers
2342 SetCreateMana(classInfo.basemana);
2344 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2346 InitStatBuffMods();
2348 //reset rating fields values
2349 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2350 SetUInt32Value(index, 0);
2352 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2353 for (int i = 0; i < 7; i++)
2355 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2356 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2357 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2360 //reset attack power, damage and attack speed fields
2361 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2362 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2363 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2365 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2366 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2367 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2368 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2369 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2370 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2372 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2373 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2374 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2375 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2376 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2377 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2379 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2380 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2381 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2382 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2384 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2385 for (uint8 i = 0; i < 7; ++i)
2386 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2388 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2389 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2390 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2392 // Dodge percentage
2393 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2395 // set armor (resistance 0) to original value (create_agility*2)
2396 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2397 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2398 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2399 // set other resistance to original value (0)
2400 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2402 SetResistance(SpellSchools(i), 0);
2403 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2404 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2407 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2408 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2409 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2411 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2412 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2414 // Reset no reagent cost field
2415 for(int i = 0; i < 3; i++)
2416 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2417 // Init data for form but skip reapply item mods for form
2418 InitDataForForm(reapplyMods);
2420 // save new stats
2421 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2422 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2424 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2426 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2427 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2429 // cleanup unit flags (will be re-applied if need at aura load).
2430 RemoveFlag( UNIT_FIELD_FLAGS,
2431 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2432 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2433 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2434 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2435 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2436 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2438 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2440 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2441 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2443 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2444 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2446 // restore if need some important flags
2447 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2449 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2450 _ApplyAllStatBonuses();
2452 // set current level health and mana/energy to maximum after applying all mods.
2453 SetHealth(GetMaxHealth());
2454 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2455 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2456 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2457 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2458 SetPower(POWER_FOCUS, 0);
2459 SetPower(POWER_HAPPINESS, 0);
2460 SetPower(POWER_RUNIC_POWER, 0);
2463 void Player::SendInitialSpells()
2465 time_t curTime = time(NULL);
2466 time_t infTime = curTime + MONTH/2;
2468 uint16 spellCount = 0;
2470 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2471 data << uint8(0);
2473 size_t countPos = data.wpos();
2474 data << uint16(spellCount); // spell count placeholder
2476 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2478 if(itr->second->state == PLAYERSPELL_REMOVED)
2479 continue;
2481 if(!itr->second->active || itr->second->disabled)
2482 continue;
2484 data << uint16(itr->first);
2485 data << uint16(0); // it's not slot id
2487 spellCount +=1;
2490 data.put<uint16>(countPos,spellCount); // write real count value
2492 uint16 spellCooldowns = m_spellCooldowns.size();
2493 data << uint16(spellCooldowns);
2494 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2496 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2497 if(!sEntry)
2498 continue;
2500 // not send infinity cooldown
2501 if(itr->second.end > infTime)
2502 continue;
2504 data << uint16(itr->first);
2506 time_t cooldown = 0;
2507 if(itr->second.end > curTime)
2508 cooldown = (itr->second.end-curTime)*IN_MILISECONDS;
2510 data << uint16(itr->second.itemid); // cast item id
2511 data << uint16(sEntry->Category); // spell category
2512 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2514 data << uint32(0); // cooldown
2515 data << uint32(cooldown); // category cooldown
2517 else
2519 data << uint32(cooldown); // cooldown
2520 data << uint32(0); // category cooldown
2524 GetSession()->SendPacket(&data);
2526 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2529 void Player::RemoveMail(uint32 id)
2531 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2533 if ((*itr)->messageID == id)
2535 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2536 m_mail.erase(itr);
2537 return;
2542 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2544 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2545 data << (uint32) mailId;
2546 data << (uint32) mailAction;
2547 data << (uint32) mailError;
2548 if ( mailError == MAIL_ERR_BAG_FULL )
2549 data << (uint32) equipError;
2550 else if( mailAction == MAIL_ITEM_TAKEN )
2552 data << (uint32) item_guid; // item guid low?
2553 data << (uint32) item_count; // item count?
2555 GetSession()->SendPacket(&data);
2558 void Player::SendNewMail()
2560 // deliver undelivered mail
2561 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2562 data << (uint32) 0;
2563 GetSession()->SendPacket(&data);
2566 void Player::UpdateNextMailTimeAndUnreads()
2568 // calculate next delivery time (min. from non-delivered mails
2569 // and recalculate unReadMail
2570 time_t cTime = time(NULL);
2571 m_nextMailDelivereTime = 0;
2572 unReadMails = 0;
2573 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2575 if((*itr)->deliver_time > cTime)
2577 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2578 m_nextMailDelivereTime = (*itr)->deliver_time;
2580 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2581 ++unReadMails;
2585 void Player::AddNewMailDeliverTime(time_t deliver_time)
2587 if(deliver_time <= time(NULL)) // ready now
2589 ++unReadMails;
2590 SendNewMail();
2592 else // not ready and no have ready mails
2594 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2595 m_nextMailDelivereTime = deliver_time;
2599 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2601 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2602 if (!spellInfo)
2604 // do character spell book cleanup (all characters)
2605 if(!IsInWorld() && !learning) // spell load case
2607 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2608 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2610 else
2611 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2613 return false;
2616 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2618 // do character spell book cleanup (all characters)
2619 if(!IsInWorld() && !learning) // spell load case
2621 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2622 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2624 else
2625 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2627 return false;
2630 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2632 bool dependent_set = false;
2633 bool disabled_case = false;
2634 bool superceded_old = false;
2636 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2637 if (itr != m_spells.end())
2639 uint32 next_active_spell_id = 0;
2640 // fix activate state for non-stackable low rank (and find next spell for !active case)
2641 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2643 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2644 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2646 if(HasSpell(next_itr->second))
2648 // high rank already known so this must !active
2649 active = false;
2650 next_active_spell_id = next_itr->second;
2651 break;
2656 // not do anything if already known in expected state
2657 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2658 itr->second->dependent == dependent && itr->second->disabled == disabled)
2660 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2661 itr->second->state = PLAYERSPELL_UNCHANGED;
2663 return false;
2666 // dependent spell known as not dependent, overwrite state
2667 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2669 itr->second->dependent = dependent;
2670 if (itr->second->state != PLAYERSPELL_NEW)
2671 itr->second->state = PLAYERSPELL_CHANGED;
2672 dependent_set = true;
2675 // update active state for known spell
2676 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2678 itr->second->active = active;
2680 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2681 itr->second->state = PLAYERSPELL_UNCHANGED;
2682 else if(itr->second->state != PLAYERSPELL_NEW)
2683 itr->second->state = PLAYERSPELL_CHANGED;
2685 if(active)
2687 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2688 CastSpell (this,spell_id,true);
2690 else if(IsInWorld())
2692 if(next_active_spell_id)
2694 // update spell ranks in spellbook and action bar
2695 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2696 data << uint16(spell_id);
2697 data << uint16(next_active_spell_id);
2698 GetSession()->SendPacket( &data );
2700 else
2702 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2703 data << uint16(spell_id);
2704 GetSession()->SendPacket(&data);
2708 return active; // learn (show in spell book if active now)
2711 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2713 if(itr->second->state != PLAYERSPELL_NEW)
2714 itr->second->state = PLAYERSPELL_CHANGED;
2715 itr->second->disabled = disabled;
2717 if(disabled)
2718 return false;
2720 disabled_case = true;
2722 else switch(itr->second->state)
2724 case PLAYERSPELL_UNCHANGED: // known saved spell
2725 return false;
2726 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2728 delete itr->second;
2729 m_spells.erase(itr);
2730 state = PLAYERSPELL_CHANGED;
2731 break; // need re-add
2733 default: // known not saved yet spell (new or modified)
2735 // can be in case spell loading but learned at some previous spell loading
2736 if(!IsInWorld() && !learning && !dependent_set)
2737 itr->second->state = PLAYERSPELL_UNCHANGED;
2739 return false;
2744 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2746 // talent: unlearn all other talent ranks (high and low)
2747 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2749 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2751 for(int i=0; i < MAX_TALENT_RANK; ++i)
2753 // skip learning spell and no rank spell case
2754 uint32 rankSpellId = talentInfo->RankID[i];
2755 if(!rankSpellId || rankSpellId==spell_id)
2756 continue;
2758 removeSpell(rankSpellId);
2762 // non talent spell: learn low ranks (recursive call)
2763 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2765 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2766 addSpell(prev_spell,active,true,true,disabled);
2767 else // at normal learning
2768 learnSpell(prev_spell,true);
2771 PlayerSpell *newspell = new PlayerSpell;
2772 newspell->state = state;
2773 newspell->active = active;
2774 newspell->dependent = dependent;
2775 newspell->disabled = disabled;
2777 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2778 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2780 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2782 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2783 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2784 if(!i_spellInfo) continue;
2786 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2788 if(itr->second->active)
2790 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2792 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2794 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2795 data << uint16(itr->first);
2796 data << uint16(spell_id);
2797 GetSession()->SendPacket( &data );
2800 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2801 itr->second->active = false;
2802 if(itr->second->state != PLAYERSPELL_NEW)
2803 itr->second->state = PLAYERSPELL_CHANGED;
2804 superceded_old = true; // new spell replace old in action bars and spell book.
2806 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2808 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2810 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2811 data << uint16(spell_id);
2812 data << uint16(itr->first);
2813 GetSession()->SendPacket( &data );
2816 // mark new spell as disable (not learned yet for client and will not learned)
2817 newspell->active = false;
2818 if(newspell->state != PLAYERSPELL_NEW)
2819 newspell->state = PLAYERSPELL_CHANGED;
2826 m_spells[spell_id] = newspell;
2828 // return false if spell disabled
2829 if (newspell->disabled)
2830 return false;
2833 uint32 talentCost = GetTalentSpellCost(spell_id);
2835 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2836 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2837 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2839 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2840 CastSpell(this, spell_id, true);
2842 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2843 else if (IsPassiveSpell(spell_id))
2845 if(IsNeedCastPassiveSpellAtLearn(spellInfo))
2846 CastSpell(this, spell_id, true);
2848 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2850 CastSpell(this, spell_id, true);
2851 return false;
2854 // update used talent points count
2855 m_usedTalentCount += talentCost;
2857 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2858 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2860 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2861 SetFreePrimaryProffesions(freeProfs-1);
2864 // add dependent skills
2865 uint16 maxskill = GetMaxSkillValueForLevel();
2867 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2869 if(spellLearnSkill)
2871 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2872 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2874 if(skill_value < spellLearnSkill->value)
2875 skill_value = spellLearnSkill->value;
2877 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2879 if(skill_max_value < new_skill_max_value)
2880 skill_max_value = new_skill_max_value;
2882 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2884 else
2886 // not ranked skills
2887 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2888 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2890 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2892 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2893 if(!pSkill)
2894 continue;
2896 if(HasSkill(pSkill->id))
2897 continue;
2899 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2900 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2901 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
2903 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2905 case SKILL_RANGE_LANGUAGE:
2906 SetSkill(pSkill->id, 300, 300 );
2907 break;
2908 case SKILL_RANGE_LEVEL:
2909 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2910 break;
2911 case SKILL_RANGE_MONO:
2912 SetSkill(pSkill->id, 1, 1 );
2913 break;
2914 default:
2915 break;
2921 // learn dependent spells
2922 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2923 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2925 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2927 if(!itr->second.autoLearned)
2929 if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
2930 addSpell(itr->second.spell,itr->second.active,true,true,false);
2931 else // at normal learning
2932 learnSpell(itr->second.spell,true);
2936 if(IsInWorld())
2938 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
2939 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,spell_id);
2942 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2943 return active && !disabled && !superceded_old;
2946 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
2948 bool need_cast = false;
2950 switch(spellInfo->Id)
2952 // some spells not have stance data expacted cast at form change or present
2953 case 5420: need_cast = (m_form == FORM_TREE); break;
2954 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2955 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2956 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2957 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2958 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2959 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2960 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2961 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2962 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2963 // another spells have proper stance data
2964 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2967 //Check CasterAuraStates
2968 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
2971 void Player::learnSpell(uint32 spell_id, bool dependent)
2973 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2975 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2976 bool active = disabled ? itr->second->active : true;
2978 bool learning = addSpell(spell_id,active,true,dependent,false);
2980 // learn all disabled higher ranks (recursive)
2981 if(disabled)
2983 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2984 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2986 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2987 if (iter != m_spells.end() && iter->second->disabled)
2988 learnSpell(i->second,false);
2992 // prevent duplicated entires in spell book, also not send if not in world (loading)
2993 if(!learning || !IsInWorld ())
2994 return;
2996 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2997 data << uint32(spell_id);
2998 GetSession()->SendPacket(&data);
3001 void Player::removeSpell(uint32 spell_id, bool disabled, bool update_action_bar_for_low_rank)
3003 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3004 if (itr == m_spells.end())
3005 return;
3007 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
3008 return;
3010 // unlearn non talent higher ranks (recursive)
3011 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3012 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3013 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3014 removeSpell(itr2->second,disabled);
3016 bool cur_active = itr->second->active;
3017 bool cur_dependent = itr->second->dependent;
3019 if (disabled)
3021 itr->second->disabled = disabled;
3022 if(itr->second->state != PLAYERSPELL_NEW)
3023 itr->second->state = PLAYERSPELL_CHANGED;
3025 else
3027 if(itr->second->state == PLAYERSPELL_NEW)
3029 delete itr->second;
3030 m_spells.erase(itr);
3032 else
3033 itr->second->state = PLAYERSPELL_REMOVED;
3036 RemoveAurasDueToSpell(spell_id);
3038 // remove pet auras
3039 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
3040 RemovePetAura(petSpell);
3042 // free talent points
3043 uint32 talentCosts = GetTalentSpellCost(spell_id);
3044 if(talentCosts > 0)
3046 if(talentCosts < m_usedTalentCount)
3047 m_usedTalentCount -= talentCosts;
3048 else
3049 m_usedTalentCount = 0;
3052 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3053 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3055 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
3056 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
3057 SetFreePrimaryProffesions(freeProfs);
3060 // remove dependent skill
3061 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3062 if(spellLearnSkill)
3064 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
3065 if(!prev_spell) // first rank, remove skill
3066 SetSkill(spellLearnSkill->skill,0,0);
3067 else
3069 // search prev. skill setting by spell ranks chain
3070 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3071 while(!prevSkill && prev_spell)
3073 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3074 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3077 if(!prevSkill) // not found prev skill setting, remove skill
3078 SetSkill(spellLearnSkill->skill,0,0);
3079 else // set to prev. skill setting values
3081 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3082 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3084 if(skill_value > prevSkill->value)
3085 skill_value = prevSkill->value;
3087 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3089 if(skill_max_value > new_skill_max_value)
3090 skill_max_value = new_skill_max_value;
3092 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3097 else
3099 // not ranked skills
3100 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3101 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3103 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3105 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3106 if(!pSkill)
3107 continue;
3109 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3110 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3111 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
3113 // not reset skills for professions and racial abilities
3114 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3115 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3116 continue;
3118 SetSkill(pSkill->id, 0, 0 );
3123 // remove dependent spells
3124 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3125 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3127 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3128 removeSpell(itr2->second.spell, disabled);
3130 // activate lesser rank in spellbook/action bar, and cast it if need
3131 bool prev_activate = false;
3133 if(uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3135 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3137 // if talent then lesser rank also talent and need learn
3138 if(talentCosts)
3139 learnSpell (prev_id,false);
3140 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3141 else if(cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3143 // need manually update dependence state (learn spell ignore like attempts)
3144 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3145 if (prev_itr != m_spells.end())
3147 if(prev_itr->second->dependent != cur_dependent)
3149 prev_itr->second->dependent = cur_dependent;
3150 if(prev_itr->second->state != PLAYERSPELL_NEW)
3151 prev_itr->second->state = PLAYERSPELL_CHANGED;
3154 // now re-learn if need re-activate
3155 if(cur_active && !prev_itr->second->active)
3157 if(addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3159 if(update_action_bar_for_low_rank)
3161 // downgrade spell ranks in spellbook and action bar
3162 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
3163 data << uint16(spell_id);
3164 data << uint16(prev_id);
3165 GetSession()->SendPacket( &data );
3166 prev_activate = true;
3174 // remove from spell book if not replaced by lesser rank
3175 if(!prev_activate)
3177 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3178 data << uint16(spell_id);
3179 GetSession()->SendPacket(&data);
3183 void Player::RemoveArenaSpellCooldowns()
3185 // remove cooldowns on spells that has < 15 min CD
3186 SpellCooldowns::iterator itr, next;
3187 // iterate spell cooldowns
3188 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3190 next = itr;
3191 ++next;
3192 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3193 // check if spellentry is present and if the cooldown is less than 15 mins
3194 if( entry &&
3195 entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
3196 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
3198 // notify player
3199 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3200 data << uint32(itr->first);
3201 data << uint64(GetGUID());
3202 GetSession()->SendPacket(&data);
3203 // remove cooldown
3204 m_spellCooldowns.erase(itr);
3209 void Player::RemoveAllSpellCooldown()
3211 if(!m_spellCooldowns.empty())
3213 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3215 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3216 data << uint32(itr->first);
3217 data << uint64(GetGUID());
3218 GetSession()->SendPacket(&data);
3220 m_spellCooldowns.clear();
3224 void Player::_LoadSpellCooldowns(QueryResult *result)
3226 // some cooldowns can be already set at aura loading...
3228 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3230 if(result)
3232 time_t curTime = time(NULL);
3236 Field *fields = result->Fetch();
3238 uint32 spell_id = fields[0].GetUInt32();
3239 uint32 item_id = fields[1].GetUInt32();
3240 time_t db_time = (time_t)fields[2].GetUInt64();
3242 if(!sSpellStore.LookupEntry(spell_id))
3244 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3245 continue;
3248 // skip outdated cooldown
3249 if(db_time <= curTime)
3250 continue;
3252 AddSpellCooldown(spell_id, item_id, db_time);
3254 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3256 while( result->NextRow() );
3258 delete result;
3262 void Player::_SaveSpellCooldowns()
3264 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3266 time_t curTime = time(NULL);
3267 time_t infTime = curTime + MONTH/2;
3269 // remove outdated and save active
3270 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3272 if(itr->second.end <= curTime)
3273 m_spellCooldowns.erase(itr++);
3274 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3276 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));
3277 ++itr;
3279 else
3280 ++itr;
3284 uint32 Player::resetTalentsCost() const
3286 // The first time reset costs 1 gold
3287 if(m_resetTalentsCost < 1*GOLD)
3288 return 1*GOLD;
3289 // then 5 gold
3290 else if(m_resetTalentsCost < 5*GOLD)
3291 return 5*GOLD;
3292 // After that it increases in increments of 5 gold
3293 else if(m_resetTalentsCost < 10*GOLD)
3294 return 10*GOLD;
3295 else
3297 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3298 if(months > 0)
3300 // This cost will be reduced by a rate of 5 gold per month
3301 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3302 // to a minimum of 10 gold.
3303 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3305 else
3307 // After that it increases in increments of 5 gold
3308 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3309 // until it hits a cap of 50 gold.
3310 if(new_cost > 50*GOLD)
3311 new_cost = 50*GOLD;
3312 return new_cost;
3317 bool Player::resetTalents(bool no_cost)
3319 // not need after this call
3320 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3322 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3323 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3326 uint32 talentPointsForLevel = CalculateTalentsPoints();
3328 if (m_usedTalentCount == 0)
3330 SetFreeTalentPoints(talentPointsForLevel);
3331 return false;
3334 uint32 cost = 0;
3336 if(!no_cost)
3338 cost = resetTalentsCost();
3340 if (GetMoney() < cost)
3342 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3343 return false;
3347 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3349 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3351 if (!talentInfo) continue;
3353 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3355 if(!talentTabInfo)
3356 continue;
3358 // unlearn only talents for character class
3359 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3360 // to prevent unexpected lost normal learned spell skip another class talents
3361 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3362 continue;
3364 for (int j = 0; j < MAX_TALENT_RANK; j++)
3366 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3368 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3370 ++itr;
3371 continue;
3374 // remove learned spells (all ranks)
3375 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3377 // unlearn if first rank is talent or learned by talent
3378 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3380 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3381 itr = GetSpellMap().begin();
3382 continue;
3384 else
3385 ++itr;
3390 SetFreeTalentPoints(talentPointsForLevel);
3392 if(!no_cost)
3394 ModifyMoney(-(int32)cost);
3395 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3397 m_resetTalentsCost = cost;
3398 m_resetTalentsTime = time(NULL);
3401 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3402 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3404 if(m_canTitanGrip)
3406 m_canTitanGrip = false;
3407 if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET))
3408 AutoUnequipOffhandIfNeed();
3411 return true;
3414 Mail* Player::GetMail(uint32 id)
3416 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3418 if ((*itr)->messageID == id)
3420 return (*itr);
3423 return NULL;
3426 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3428 if(target == this)
3430 Object::_SetCreateBits(updateMask, target);
3432 else
3434 for(uint16 index = 0; index < m_valuesCount; index++)
3436 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3437 updateMask->SetBit(index);
3442 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3444 if(target == this)
3446 Object::_SetUpdateBits(updateMask, target);
3448 else
3450 Object::_SetUpdateBits(updateMask, target);
3451 *updateMask &= updateVisualBits;
3455 void Player::InitVisibleBits()
3457 updateVisualBits.SetCount(PLAYER_END);
3459 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3460 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3461 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3462 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3463 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3464 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3465 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3466 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3467 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3468 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3469 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3470 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3471 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3472 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3473 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3474 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3475 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3476 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3477 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3478 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3479 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3480 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3481 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3482 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3483 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3484 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3485 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3486 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3487 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3488 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3489 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3490 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3491 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3492 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3493 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3494 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3495 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3496 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3497 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3498 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3499 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3500 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3501 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3502 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3503 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3504 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3505 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3506 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3507 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3508 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3509 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3510 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3511 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3512 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3513 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3515 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3516 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3517 updateVisualBits.SetBit(PLAYER_FLAGS);
3518 updateVisualBits.SetBit(PLAYER_GUILDID);
3519 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3520 updateVisualBits.SetBit(PLAYER_BYTES);
3521 updateVisualBits.SetBit(PLAYER_BYTES_2);
3522 updateVisualBits.SetBit(PLAYER_BYTES_3);
3523 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3524 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3526 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3527 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3528 updateVisualBits.SetBit(i);
3530 // Players visible items are not inventory stuff
3531 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3533 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3535 // item creator
3536 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3537 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3539 // item entry
3540 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3542 // item enchantments
3543 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3544 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3546 // random properties
3547 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3548 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3549 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3552 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3555 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3557 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3559 if(m_items[i] == NULL)
3560 continue;
3562 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3565 if(target == this)
3567 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3569 if(m_items[i] == NULL)
3570 continue;
3572 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3574 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3576 if(m_items[i] == NULL)
3577 continue;
3579 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3583 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3586 void Player::DestroyForPlayer( Player *target ) const
3588 Unit::DestroyForPlayer( target );
3590 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3592 if(m_items[i] == NULL)
3593 continue;
3595 m_items[i]->DestroyForPlayer( target );
3598 if(target == this)
3600 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3602 if(m_items[i] == NULL)
3603 continue;
3605 m_items[i]->DestroyForPlayer( target );
3607 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3609 if(m_items[i] == NULL)
3610 continue;
3612 m_items[i]->DestroyForPlayer( target );
3617 bool Player::HasSpell(uint32 spell) const
3619 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3620 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3621 !itr->second->disabled);
3624 bool Player::HasActiveSpell(uint32 spell) const
3626 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3627 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3628 itr->second->active && !itr->second->disabled);
3631 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3633 if (!trainer_spell)
3634 return TRAINER_SPELL_RED;
3636 if (!trainer_spell->learnedSpell)
3637 return TRAINER_SPELL_RED;
3639 // known spell
3640 if(HasSpell(trainer_spell->learnedSpell))
3641 return TRAINER_SPELL_GRAY;
3643 // check race/class requirement
3644 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3645 return TRAINER_SPELL_RED;
3647 // check level requirement
3648 if(getLevel() < trainer_spell->reqLevel)
3649 return TRAINER_SPELL_RED;
3651 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
3653 // check prev.rank requirement
3654 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3655 return TRAINER_SPELL_RED;
3657 // check additional spell requirement
3658 if(spell_chain->req && !HasSpell(spell_chain->req))
3659 return TRAINER_SPELL_RED;
3662 // check skill requirement
3663 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3664 return TRAINER_SPELL_RED;
3666 // exist, already checked at loading
3667 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3669 // secondary prof. or not prof. spell
3670 uint32 skill = spell->EffectMiscValue[1];
3672 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3673 return TRAINER_SPELL_GREEN;
3675 // check primary prof. limit
3676 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3677 return TRAINER_SPELL_RED;
3679 return TRAINER_SPELL_GREEN;
3682 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3684 uint32 guid = GUID_LOPART(playerguid);
3686 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3687 // bones will be deleted by corpse/bones deleting thread shortly
3688 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3690 // remove from guild
3691 uint32 guildId = GetGuildIdFromDB(playerguid);
3692 if(guildId != 0)
3694 Guild* guild = objmgr.GetGuildById(guildId);
3695 if(guild)
3696 guild->DelMember(guid);
3699 // remove from arena teams
3700 LeaveAllArenaTeams(playerguid);
3702 // the player was uninvited already on logout so just remove from group
3703 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3704 if(resultGroup)
3706 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3707 delete resultGroup;
3708 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3709 if(group)
3711 RemoveFromGroup(group, playerguid);
3715 // remove signs from petitions (also remove petitions if owner);
3716 RemovePetitionsAndSigns(playerguid, 10);
3718 // return back all mails with COD and Item 0 1 2 3 4 5 6
3719 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);
3720 if(resultMail)
3724 Field *fields = resultMail->Fetch();
3726 uint32 mail_id = fields[0].GetUInt32();
3727 uint16 mailTemplateId= fields[1].GetUInt16();
3728 uint32 sender = fields[2].GetUInt32();
3729 std::string subject = fields[3].GetCppString();
3730 uint32 itemTextId = fields[4].GetUInt32();
3731 uint32 money = fields[5].GetUInt32();
3732 bool has_items = fields[6].GetBool();
3734 //we can return mail now
3735 //so firstly delete the old one
3736 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3738 MailItemsInfo mi;
3739 if(has_items)
3741 // data needs to be at first place for Item::LoadFromDB
3742 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);
3743 if(resultItems)
3747 Field *fields2 = resultItems->Fetch();
3749 uint32 item_guidlow = fields2[1].GetUInt32();
3750 uint32 item_template = fields2[2].GetUInt32();
3752 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3753 if(!itemProto)
3755 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3756 continue;
3759 Item *pItem = NewItemOrBag(itemProto);
3760 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3762 pItem->FSetState(ITEM_REMOVED);
3763 pItem->SaveToDB(); // it also deletes item object !
3764 continue;
3767 mi.AddItem(item_guidlow, item_template, pItem);
3769 while (resultItems->NextRow());
3771 delete resultItems;
3775 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3777 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3779 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3781 while (resultMail->NextRow());
3783 delete resultMail;
3786 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3787 // Get guids of character's pets, will deleted in transaction
3788 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3790 // NOW we can finally clear other DB data related to character
3791 CharacterDatabase.BeginTransaction();
3792 if (resultPets)
3796 Field *fields3 = resultPets->Fetch();
3797 uint32 petguidlow = fields3[0].GetUInt32();
3798 Pet::DeleteFromDB(petguidlow);
3799 } while (resultPets->NextRow());
3800 delete resultPets;
3803 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3804 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3805 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3806 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3807 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3808 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3809 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3810 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3811 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3812 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3813 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3814 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3815 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3816 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3817 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3818 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3819 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3820 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3821 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3822 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3823 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3824 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3825 CharacterDatabase.CommitTransaction();
3827 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3828 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3831 void Player::SetMovement(PlayerMovementType pType)
3833 WorldPacket data;
3834 switch(pType)
3836 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3837 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3838 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3839 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3840 default:
3841 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3842 return;
3844 data.append(GetPackGUID());
3845 data << uint32(0);
3846 GetSession()->SendPacket( &data );
3849 /* Preconditions:
3850 - a resurrectable corpse must not be loaded for the player (only bones)
3851 - the player must be in world
3853 void Player::BuildPlayerRepop()
3855 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3856 data.append(GetPackGUID());
3857 GetSession()->SendPacket(&data);
3859 if(getRace() == RACE_NIGHTELF)
3860 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)
3861 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3863 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3864 // there must be SMSG.STOP_MIRROR_TIMER
3865 // there we must send 888 opcode
3867 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3868 if(GetCorpse())
3870 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3871 assert(false);
3874 // create a corpse and place it at the player's location
3875 CreateCorpse();
3876 Corpse *corpse = GetCorpse();
3877 if(!corpse)
3879 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3880 return;
3882 GetMap()->Add(corpse);
3884 // convert player body to ghost
3885 SetHealth( 1 );
3887 SetMovement(MOVE_WATER_WALK);
3888 if(!GetSession()->isLogingOut())
3889 SetMovement(MOVE_UNROOT);
3891 // BG - remove insignia related
3892 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3894 SendCorpseReclaimDelay();
3896 // to prevent cheating
3897 corpse->ResetGhostTime();
3899 StopMirrorTimers(); //disable timers(bars)
3901 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3903 // set and clear other
3904 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
3907 void Player::SendDelayResponse(const uint32 ml_seconds)
3909 //FIXME: is this delay time arg really need? 50msec by default in code
3910 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3911 data << (uint32)time(NULL);
3912 data << (uint32)0;
3913 GetSession()->SendPacket( &data );
3916 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3918 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3919 data << uint32(-1);
3920 data << float(0);
3921 data << float(0);
3922 data << float(0);
3923 GetSession()->SendPacket(&data);
3925 // speed change, land walk
3927 // remove death flag + set aura
3928 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3929 if(getRace() == RACE_NIGHTELF)
3930 RemoveAurasDueToSpell(20584); // speed bonuses
3931 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3933 setDeathState(ALIVE);
3935 SetMovement(MOVE_LAND_WALK);
3936 SetMovement(MOVE_UNROOT);
3938 m_deathTimer = 0;
3940 // set health/powers (0- will be set in caller)
3941 if(restore_percent>0.0f)
3943 SetHealth(uint32(GetMaxHealth()*restore_percent));
3944 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3945 SetPower(POWER_RAGE, 0);
3946 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3949 // trigger update zone for alive state zone updates
3950 uint32 newzone, newarea;
3951 GetZoneAndAreaId(newzone,newarea);
3952 UpdateZone(newzone,newarea);
3954 // update visibility
3955 ObjectAccessor::UpdateVisibilityForPlayer(this);
3957 if(!applySickness)
3958 return;
3960 //Characters from level 1-10 are not affected by resurrection sickness.
3961 //Characters from level 11-19 will suffer from one minute of sickness
3962 //for each level they are above 10.
3963 //Characters level 20 and up suffer from ten minutes of sickness.
3964 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3966 if(int32(getLevel()) >= startLevel)
3968 // set resurrection sickness
3969 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3971 // not full duration
3972 if(int32(getLevel()) < startLevel+9)
3974 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3976 for(int i =0; i < 3; ++i)
3978 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3980 Aur->SetAuraDuration(delta*IN_MILISECONDS);
3981 Aur->SendAuraUpdate(false);
3988 void Player::KillPlayer()
3990 SetMovement(MOVE_ROOT);
3992 StopMirrorTimers(); //disable timers(bars)
3994 setDeathState(CORPSE);
3995 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3997 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3998 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
4000 // 6 minutes until repop at graveyard
4001 m_deathTimer = 6*MINUTE*IN_MILISECONDS;
4003 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4005 // don't create corpse at this moment, player might be falling
4007 // update visibility
4008 ObjectAccessor::UpdateObjectVisibility(this);
4011 void Player::CreateCorpse()
4013 // prevent existence 2 corpse for player
4014 SpawnCorpseBones();
4016 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4018 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4019 SetPvPDeath(false);
4021 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4023 delete corpse;
4024 return;
4027 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4028 _pb = GetUInt32Value(PLAYER_BYTES);
4029 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4031 uint8 race = (uint8)(_uf);
4032 uint8 skin = (uint8)(_pb);
4033 uint8 face = (uint8)(_pb >> 8);
4034 uint8 hairstyle = (uint8)(_pb >> 16);
4035 uint8 haircolor = (uint8)(_pb >> 24);
4036 uint8 facialhair = (uint8)(_pb2);
4038 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4039 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4041 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4042 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4044 uint32 flags = CORPSE_FLAG_UNK2;
4045 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4046 flags |= CORPSE_FLAG_HIDE_HELM;
4047 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4048 flags |= CORPSE_FLAG_HIDE_CLOAK;
4049 if(InBattleGround() && !InArena())
4050 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4051 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4053 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4055 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4057 uint32 iDisplayID;
4058 uint16 iIventoryType;
4059 uint32 _cfi;
4060 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
4062 if(m_items[i])
4064 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4065 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
4067 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
4068 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
4072 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4073 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
4074 assert(entry);
4075 if(entry->map_type != MAP_BATTLEGROUND)
4076 corpse->SaveToDB();
4078 // register for player, but not show
4079 ObjectAccessor::Instance().AddCorpse(corpse);
4082 void Player::SpawnCorpseBones()
4084 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4085 SaveToDB(); // prevent loading as ghost without corpse
4088 Corpse* Player::GetCorpse() const
4090 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4093 void Player::DurabilityLossAll(double percent, bool inventory)
4095 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4096 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4097 DurabilityLoss(pItem,percent);
4099 if(inventory)
4101 // bags not have durability
4102 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4104 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4105 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4106 DurabilityLoss(pItem,percent);
4108 // keys not have durability
4109 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4111 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4112 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4113 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4114 if(Item* pItem = GetItemByPos( i, j ))
4115 DurabilityLoss(pItem,percent);
4119 void Player::DurabilityLoss(Item* item, double percent)
4121 if(!item )
4122 return;
4124 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4126 if(!pMaxDurability)
4127 return;
4129 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4131 if(pDurabilityLoss < 1 )
4132 pDurabilityLoss = 1;
4134 DurabilityPointsLoss(item,pDurabilityLoss);
4137 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4139 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4140 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4141 DurabilityPointsLoss(pItem,points);
4143 if(inventory)
4145 // bags not have durability
4146 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4148 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4149 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4150 DurabilityPointsLoss(pItem,points);
4152 // keys not have durability
4153 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4155 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4156 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4157 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4158 if(Item* pItem = GetItemByPos( i, j ))
4159 DurabilityPointsLoss(pItem,points);
4163 void Player::DurabilityPointsLoss(Item* item, int32 points)
4165 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4166 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4167 int32 pNewDurability = pOldDurability - points;
4169 if (pNewDurability < 0)
4170 pNewDurability = 0;
4171 else if (pNewDurability > pMaxDurability)
4172 pNewDurability = pMaxDurability;
4174 if (pOldDurability != pNewDurability)
4176 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4177 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4178 _ApplyItemMods(item,item->GetSlot(), false);
4180 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4182 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4183 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4184 _ApplyItemMods(item,item->GetSlot(), true);
4186 item->SetState(ITEM_CHANGED, this);
4190 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4192 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4193 DurabilityPointsLoss(pItem,1);
4196 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4198 uint32 TotalCost = 0;
4199 // equipped, backpack, bags itself
4200 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4201 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4203 // bank, buyback and keys not repaired
4205 // items in inventory bags
4206 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4207 for(int i = 0; i < MAX_BAG_SIZE; i++)
4208 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4209 return TotalCost;
4212 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4214 Item* item = GetItemByPos(pos);
4216 uint32 TotalCost = 0;
4217 if(!item)
4218 return TotalCost;
4220 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4221 if(!maxDurability)
4222 return TotalCost;
4224 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4226 if(cost)
4228 uint32 LostDurability = maxDurability - curDurability;
4229 if(LostDurability>0)
4231 ItemPrototype const *ditemProto = item->GetProto();
4233 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4234 if(!dcost)
4236 sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4237 return TotalCost;
4240 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4241 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4242 if(!dQualitymodEntry)
4244 sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4245 return TotalCost;
4248 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4249 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4251 costs = uint32(costs * discountMod);
4253 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4254 costs = 1;
4256 if (guildBank)
4258 if (GetGuildId()==0)
4260 DEBUG_LOG("You are not member of a guild");
4261 return TotalCost;
4264 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4265 if (!pGuild)
4266 return TotalCost;
4268 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4270 DEBUG_LOG("You do not have rights to withdraw for repairs");
4271 return TotalCost;
4274 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4276 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4277 return TotalCost;
4280 if (pGuild->GetGuildBankMoney() < costs)
4282 DEBUG_LOG("There is not enough money in bank");
4283 return TotalCost;
4286 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4287 TotalCost = costs;
4289 else if (GetMoney() < costs)
4291 DEBUG_LOG("You do not have enough money");
4292 return TotalCost;
4294 else
4295 ModifyMoney( -int32(costs) );
4299 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4300 item->SetState(ITEM_CHANGED, this);
4302 // reapply mods for total broken and repaired item if equipped
4303 if(IsEquipmentPos(pos) && !curDurability)
4304 _ApplyItemMods(item,pos & 255, true);
4305 return TotalCost;
4308 void Player::RepopAtGraveyard()
4310 // note: this can be called also when the player is alive
4311 // for example from WorldSession::HandleMovementOpcodes
4313 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4315 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4316 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4318 ResurrectPlayer(0.5f);
4319 SpawnCorpseBones();
4322 WorldSafeLocsEntry const *ClosestGrave = NULL;
4324 // Special handle for battleground maps
4325 if( BattleGround *bg = GetBattleGround() )
4326 ClosestGrave = bg->GetClosestGraveYard(this);
4327 else
4328 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4330 // stop countdown until repop
4331 m_deathTimer = 0;
4333 // if no grave found, stay at the current location
4334 // and don't show spirit healer location
4335 if(ClosestGrave)
4337 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4338 if(isDead()) // not send if alive, because it used in TeleportTo()
4340 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4341 data << ClosestGrave->map_id;
4342 data << ClosestGrave->x;
4343 data << ClosestGrave->y;
4344 data << ClosestGrave->z;
4345 GetSession()->SendPacket(&data);
4350 void Player::JoinedChannel(Channel *c)
4352 m_channels.push_back(c);
4355 void Player::LeftChannel(Channel *c)
4357 m_channels.remove(c);
4360 void Player::CleanupChannels()
4362 while(!m_channels.empty())
4364 Channel* ch = *m_channels.begin();
4365 m_channels.erase(m_channels.begin()); // remove from player's channel list
4366 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4367 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4368 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4371 sLog.outDebug("Player: channels cleaned up!");
4374 void Player::UpdateLocalChannels(uint32 newZone )
4376 if(m_channels.empty())
4377 return;
4379 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4380 if(!current_zone)
4381 return;
4383 ChannelMgr* cMgr = channelMgr(GetTeam());
4384 if(!cMgr)
4385 return;
4387 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4389 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4391 next = i; ++next;
4393 // skip non built-in channels
4394 if(!(*i)->IsConstant())
4395 continue;
4397 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4398 if(!ch)
4399 continue;
4401 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4402 continue;
4404 // new channel
4405 char new_channel_name_buf[100];
4406 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4407 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4409 if((*i)!=new_channel)
4411 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4413 // leave old channel
4414 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4415 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4416 LeftChannel(*i); // remove from player's channel list
4417 cMgr->LeftChannel(name); // delete if empty
4420 sLog.outDebug("Player: channels cleaned up!");
4423 void Player::LeaveLFGChannel()
4425 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4427 if((*i)->IsLFG())
4429 (*i)->Leave(GetGUID());
4430 break;
4435 void Player::UpdateDefense()
4437 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4439 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4441 // update dependent from defense skill part
4442 UpdateDefenseBonusesMod();
4446 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4448 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4450 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4451 return;
4454 float val = 1.0f;
4456 switch(modType)
4458 case FLAT_MOD:
4459 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4460 break;
4461 case PCT_MOD:
4462 if(amount <= -100.0f)
4463 amount = -200.0f;
4465 val = (100.0f + amount) / 100.0f;
4466 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4467 break;
4470 if(!CanModifyStats())
4471 return;
4473 switch(modGroup)
4475 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4476 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4477 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4478 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4479 default: break;
4483 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4485 if(modGroup >= BASEMOD_END || modType > MOD_END)
4487 sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4488 return 0.0f;
4491 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4492 return 0.0f;
4494 return m_auraBaseMod[modGroup][modType];
4497 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4499 if(modGroup >= BASEMOD_END)
4501 sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4502 return 0.0f;
4505 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4506 return 0.0f;
4508 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4511 uint32 Player::GetShieldBlockValue() const
4513 float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
4515 value = (value < 0) ? 0 : value;
4517 return uint32(value);
4520 float Player::GetMeleeCritFromAgility()
4522 uint32 level = getLevel();
4523 uint32 pclass = getClass();
4525 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4527 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4528 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4529 if (critBase==NULL || critRatio==NULL)
4530 return 0.0f;
4532 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4533 return crit*100.0f;
4536 float Player::GetDodgeFromAgility()
4538 // Table for base dodge values
4539 float dodge_base[MAX_CLASSES] = {
4540 0.0075f, // Warrior
4541 0.00652f, // Paladin
4542 -0.0545f, // Hunter
4543 -0.0059f, // Rogue
4544 0.03183f, // Priest
4545 0.0114f, // DK
4546 0.0167f, // Shaman
4547 0.034575f, // Mage
4548 0.02011f, // Warlock
4549 0.0f, // ??
4550 -0.0187f // Druid
4552 // Crit/agility to dodge/agility coefficient multipliers
4553 float crit_to_dodge[MAX_CLASSES] = {
4554 1.1f, // Warrior
4555 1.0f, // Paladin
4556 1.6f, // Hunter
4557 2.0f, // Rogue
4558 1.0f, // Priest
4559 1.0f, // DK?
4560 1.0f, // Shaman
4561 1.0f, // Mage
4562 1.0f, // Warlock
4563 0.0f, // ??
4564 1.7f // Druid
4567 uint32 level = getLevel();
4568 uint32 pclass = getClass();
4570 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4572 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4573 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4574 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4575 return 0.0f;
4577 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4578 return dodge*100.0f;
4581 float Player::GetSpellCritFromIntellect()
4583 uint32 level = getLevel();
4584 uint32 pclass = getClass();
4586 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4588 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4589 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4590 if (critBase==NULL || critRatio==NULL)
4591 return 0.0f;
4593 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4594 return crit*100.0f;
4597 float Player::GetRatingCoefficient(CombatRating cr) const
4599 uint32 level = getLevel();
4601 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4603 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4604 if (Rating == NULL)
4605 return 1.0f; // By default use minimum coefficient (not must be called)
4607 return Rating->ratio;
4610 float Player::GetRatingBonusValue(CombatRating cr) const
4612 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4615 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4617 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4618 if (melee>25.0f) melee = 25.0f;
4619 return uint32 (melee * damage /100.0f);
4622 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4624 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4625 if (ranged>25.0f) ranged=25.0f;
4626 return uint32 (ranged * damage /100.0f);
4629 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4631 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4632 // In wow script resilience limited to 25%
4633 if (spell>25.0f)
4634 spell = 25.0f;
4635 return uint32 (spell * damage / 100.0f);
4638 uint32 Player::GetDotDamageReduction(uint32 damage) const
4640 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4641 // Dot resilience not limited (limit it by 100%)
4642 if (spellDot > 100.0f)
4643 spellDot = 100.0f;
4644 return uint32 (spellDot * damage / 100.0f);
4647 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4649 switch (attType)
4651 case BASE_ATTACK:
4652 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4653 case OFF_ATTACK:
4654 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4655 default:
4656 break;
4658 return 0.0f;
4661 float Player::OCTRegenHPPerSpirit()
4663 uint32 level = getLevel();
4664 uint32 pclass = getClass();
4666 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4668 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4669 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4670 if (baseRatio==NULL || moreRatio==NULL)
4671 return 0.0f;
4673 // Formula from PaperDollFrame script
4674 float spirit = GetStat(STAT_SPIRIT);
4675 float baseSpirit = spirit;
4676 if (baseSpirit>50) baseSpirit = 50;
4677 float moreSpirit = spirit - baseSpirit;
4678 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4679 return regen;
4682 float Player::OCTRegenMPPerSpirit()
4684 uint32 level = getLevel();
4685 uint32 pclass = getClass();
4687 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4689 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4690 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4691 if (moreRatio==NULL)
4692 return 0.0f;
4694 // Formula get from PaperDollFrame script
4695 float spirit = GetStat(STAT_SPIRIT);
4696 float regen = spirit * moreRatio->ratio;
4697 return regen;
4700 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4702 m_baseRatingValue[cr]+=(apply ? value : -value);
4704 int32 amount = uint32(m_baseRatingValue[cr]);
4705 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4706 // stat used stored in miscValueB for this aura
4707 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4708 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4709 if ((*i)->GetMiscValue() & (1<<cr))
4710 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4711 if (amount < 0)
4712 amount = 0;
4713 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4715 float RatingCoeffecient = GetRatingCoefficient(cr);
4716 float RatingChange = 0.0f;
4718 bool affectStats = CanModifyStats();
4720 switch (cr)
4722 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4723 case CR_DEFENSE_SKILL:
4724 UpdateDefenseBonusesMod();
4725 break;
4726 case CR_DODGE:
4727 UpdateDodgePercentage();
4728 break;
4729 case CR_PARRY:
4730 UpdateParryPercentage();
4731 break;
4732 case CR_BLOCK:
4733 UpdateBlockPercentage();
4734 break;
4735 case CR_HIT_MELEE:
4736 UpdateMeleeHitChances();
4737 break;
4738 case CR_HIT_RANGED:
4739 UpdateRangedHitChances();
4740 break;
4741 case CR_HIT_SPELL:
4742 UpdateSpellHitChances();
4743 break;
4744 case CR_CRIT_MELEE:
4745 if(affectStats)
4747 UpdateCritPercentage(BASE_ATTACK);
4748 UpdateCritPercentage(OFF_ATTACK);
4750 break;
4751 case CR_CRIT_RANGED:
4752 if(affectStats)
4753 UpdateCritPercentage(RANGED_ATTACK);
4754 break;
4755 case CR_CRIT_SPELL:
4756 if(affectStats)
4757 UpdateAllSpellCritChances();
4758 break;
4759 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4760 case CR_HIT_TAKEN_RANGED:
4761 break;
4762 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4763 break;
4764 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4765 case CR_CRIT_TAKEN_RANGED:
4766 break;
4767 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4768 break;
4769 case CR_HASTE_MELEE:
4770 RatingChange = value / RatingCoeffecient;
4771 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4772 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4773 break;
4774 case CR_HASTE_RANGED:
4775 RatingChange = value / RatingCoeffecient;
4776 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4777 break;
4778 case CR_HASTE_SPELL:
4779 RatingChange = value / RatingCoeffecient;
4780 ApplyCastTimePercentMod(RatingChange,apply);
4781 break;
4782 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4783 case CR_WEAPON_SKILL_OFFHAND:
4784 case CR_WEAPON_SKILL_RANGED:
4785 break;
4786 case CR_EXPERTISE:
4787 if(affectStats)
4789 UpdateExpertise(BASE_ATTACK);
4790 UpdateExpertise(OFF_ATTACK);
4792 break;
4796 void Player::SetRegularAttackTime()
4798 for(int i = 0; i < MAX_ATTACK; ++i)
4800 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4801 if(tmpitem && !tmpitem->IsBroken())
4803 ItemPrototype const *proto = tmpitem->GetProto();
4804 if(proto->Delay)
4805 SetAttackTime(WeaponAttackType(i), proto->Delay);
4806 else
4807 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4812 //skill+step, checking for max value
4813 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4815 if(!skill_id)
4816 return false;
4818 uint16 i=0;
4819 for (; i < PLAYER_MAX_SKILLS; i++)
4820 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4821 break;
4823 if(i>=PLAYER_MAX_SKILLS)
4824 return false;
4826 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4827 uint32 value = SKILL_VALUE(data);
4828 uint32 max = SKILL_MAX(data);
4830 if ((!max) || (!value) || (value >= max))
4831 return false;
4833 if (value*512 < max*urand(0,512))
4835 uint32 new_value = value+step;
4836 if(new_value > max)
4837 new_value = max;
4839 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4840 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
4841 return true;
4844 return false;
4847 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4849 if ( SkillValue >= GrayLevel )
4850 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4851 if ( SkillValue >= GreenLevel )
4852 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4853 if ( SkillValue >= YellowLevel )
4854 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4855 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4858 bool Player::UpdateCraftSkill(uint32 spellid)
4860 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4862 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4863 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4865 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4867 if(_spell_idx->second->skillId)
4869 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4871 // Alchemy Discoveries here
4872 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4873 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4875 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4876 learnSpell(discoveredSpell,false);
4879 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4881 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4882 _spell_idx->second->max_value,
4883 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4884 _spell_idx->second->min_value),
4885 craft_skill_gain);
4888 return false;
4891 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4893 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4895 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4897 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4898 switch (SkillId)
4900 case SKILL_HERBALISM:
4901 case SKILL_LOCKPICKING:
4902 case SKILL_JEWELCRAFTING:
4903 case SKILL_INSCRIPTION:
4904 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4905 case SKILL_SKINNING:
4906 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4907 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4908 else
4909 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4910 case SKILL_MINING:
4911 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4912 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4913 else
4914 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4916 return false;
4919 bool Player::UpdateFishingSkill()
4921 sLog.outDebug("UpdateFishingSkill");
4923 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4925 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4927 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4929 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4932 // levels sync. with spell requirement for skill levels to learn
4933 // bonus abilities in sSkillLineAbilityStore
4934 // Used only to avoid scan DBC at each skill grow
4935 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
4937 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4939 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4940 if ( !SkillId )
4941 return false;
4943 if(Chance <= 0) // speedup in 0 chance case
4945 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4946 return false;
4949 uint16 i=0;
4950 for (; i < PLAYER_MAX_SKILLS; i++)
4951 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4952 if ( i >= PLAYER_MAX_SKILLS )
4953 return false;
4955 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4956 uint16 SkillValue = SKILL_VALUE(data);
4957 uint16 MaxValue = SKILL_MAX(data);
4959 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4960 return false;
4962 int32 Roll = irand(1,1000);
4964 if ( Roll <= Chance )
4966 uint32 new_value = SkillValue+step;
4967 if(new_value > MaxValue)
4968 new_value = MaxValue;
4970 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4971 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
4973 if((SkillValue < *bsl && new_value >= *bsl))
4975 learnSkillRewardedSpells( SkillId, new_value);
4976 break;
4979 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
4980 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4981 return true;
4984 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4985 return false;
4988 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4990 // no skill gain in pvp
4991 Unit *pVictim = getVictim();
4992 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4993 return;
4995 if(IsInFeralForm())
4996 return; // always maximized SKILL_FERAL_COMBAT in fact
4998 if(m_form == FORM_TREE)
4999 return; // use weapon but not skill up
5001 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
5003 switch(attType)
5005 case BASE_ATTACK:
5007 Item *tmpitem = GetWeaponForAttack(attType,true);
5009 if (!tmpitem)
5010 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5011 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5012 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5013 break;
5015 case OFF_ATTACK:
5016 case RANGED_ATTACK:
5018 Item *tmpitem = GetWeaponForAttack(attType,true);
5019 if (tmpitem)
5020 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5021 break;
5024 UpdateAllCritPercentages();
5027 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5029 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5030 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5031 uint32 moblevel = pVictim->getLevelForTarget(this);
5032 if(moblevel < greylevel)
5033 return;
5035 if (moblevel > plevel + 5)
5036 moblevel = plevel + 5;
5038 uint32 lvldif = moblevel - greylevel;
5039 if(lvldif < 3)
5040 lvldif = 3;
5042 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5043 if(skilldif <= 0)
5044 return;
5046 float chance = float(3 * lvldif * skilldif) / plevel;
5047 if(!defence)
5049 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5050 chance *= 0.1f * GetStat(STAT_INTELLECT);
5053 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5055 if(roll_chance_f(chance))
5057 if(defence)
5058 UpdateDefense();
5059 else
5060 UpdateWeaponSkill(attType);
5062 else
5063 return;
5066 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5068 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5069 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
5071 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5072 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5073 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5075 if(talent) // permanent bonus stored in high part
5076 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5077 else // temporary/item bonus stored in low part
5078 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5079 return;
5083 void Player::UpdateSkillsForLevel()
5085 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5086 uint32 maxSkill = GetMaxSkillValueForLevel();
5088 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5090 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5091 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5093 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5095 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5096 if(!pSkill)
5097 continue;
5099 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5100 continue;
5102 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5103 uint32 max = SKILL_MAX(data);
5104 uint32 val = SKILL_VALUE(data);
5106 /// update only level dependent max skill values
5107 if(max!=1)
5109 /// miximize skill always
5110 if(alwaysMaxSkill)
5111 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5112 /// update max skill value if current max skill not maximized
5113 else if(max != maxconfskill)
5114 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5119 void Player::UpdateSkillsToMaxSkillsForLevel()
5121 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5122 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5124 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5125 if( IsProfessionOrRidingSkill(pskill))
5126 continue;
5127 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5129 uint32 max = SKILL_MAX(data);
5131 if(max > 1)
5132 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5134 if(pskill == SKILL_DEFENSE)
5135 UpdateDefenseBonusesMod();
5139 // This functions sets a skill line value (and adds if doesn't exist yet)
5140 // To "remove" a skill line, set it's values to zero
5141 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5143 if(!id)
5144 return;
5146 uint16 i=0;
5147 for (; i < PLAYER_MAX_SKILLS; i++)
5148 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5150 if(i<PLAYER_MAX_SKILLS) //has skill
5152 if(currVal)
5154 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5155 learnSkillRewardedSpells(id, currVal);
5156 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5157 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5159 else //remove
5161 // clear skill fields
5162 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5163 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5164 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5166 // remove all spells that related to this skill
5167 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5168 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5169 if (pAbility->skillId==id)
5170 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5173 else if(currVal) //add
5175 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5176 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5178 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5179 if(!pSkill)
5181 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5182 return;
5184 // enable unlearn button for primary professions only
5185 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5186 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5187 else
5188 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5189 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5190 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5191 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5193 // apply skill bonuses
5194 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5196 // temporary bonuses
5197 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5198 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5199 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5200 (*i)->ApplyModifier(true);
5202 // permanent bonuses
5203 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5204 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5205 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5206 (*i)->ApplyModifier(true);
5208 // Learn all spells for skill
5209 learnSkillRewardedSpells(id, currVal);
5210 return;
5215 bool Player::HasSkill(uint32 skill) const
5217 if(!skill)return false;
5218 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5220 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5222 return true;
5225 return false;
5228 uint16 Player::GetSkillValue(uint32 skill) const
5230 if(!skill)
5231 return 0;
5233 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5235 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5237 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5239 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5240 result += SKILL_TEMP_BONUS(bonus);
5241 result += SKILL_PERM_BONUS(bonus);
5242 return result < 0 ? 0 : result;
5245 return 0;
5248 uint16 Player::GetMaxSkillValue(uint32 skill) const
5250 if(!skill)return 0;
5251 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5253 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5255 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5257 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5258 result += SKILL_TEMP_BONUS(bonus);
5259 result += SKILL_PERM_BONUS(bonus);
5260 return result < 0 ? 0 : result;
5263 return 0;
5266 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5268 if(!skill)return 0;
5269 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5271 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5273 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5276 return 0;
5279 uint16 Player::GetBaseSkillValue(uint32 skill) const
5281 if(!skill)return 0;
5282 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5284 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5286 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5287 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5288 return result < 0 ? 0 : result;
5291 return 0;
5294 uint16 Player::GetPureSkillValue(uint32 skill) const
5296 if(!skill)return 0;
5297 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5299 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5301 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5304 return 0;
5307 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5309 if(!skill)
5310 return 0;
5312 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5314 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5316 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5320 return 0;
5323 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5325 if(!skill)
5326 return 0;
5328 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5330 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5332 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5336 return 0;
5339 void Player::SendInitialActionButtons()
5341 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5343 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5344 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5346 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5347 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5349 data << uint16(itr->second.action);
5350 data << uint8(itr->second.misc);
5351 data << uint8(itr->second.type);
5353 else
5355 data << uint32(0);
5359 GetSession()->SendPacket( &data );
5360 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5363 bool Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5365 if(button >= MAX_ACTION_BUTTONS)
5367 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5368 return false;
5371 // check cheating with adding non-known spells to action bar
5372 if(type==ACTION_BUTTON_SPELL)
5374 if(!sSpellStore.LookupEntry(action))
5376 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5377 return false;
5380 if(!HasSpell(action))
5382 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5383 return false;
5387 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5389 if (buttonItr==m_actionButtons.end())
5390 { // just add new button
5391 m_actionButtons[button] = ActionButton(action,type,misc);
5393 else
5394 { // change state of current button
5395 ActionButtonUpdateState uState = buttonItr->second.uState;
5396 buttonItr->second = ActionButton(action,type,misc);
5397 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5400 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5401 return true;
5404 void Player::removeActionButton(uint8 button)
5406 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5407 if (buttonItr==m_actionButtons.end())
5408 return;
5410 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5411 m_actionButtons.erase(buttonItr); // new and not saved
5412 else
5413 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5415 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5418 void Player::SetDontMove(bool dontMove)
5420 m_dontMove = dontMove;
5423 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5425 // prevent crash when a bad coord is sent by the client
5426 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5428 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5429 return false;
5432 Map *m = GetMap();
5434 const float old_x = GetPositionX();
5435 const float old_y = GetPositionY();
5436 const float old_z = GetPositionZ();
5437 const float old_r = GetOrientation();
5439 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5441 if (teleport || old_x != x || old_y != y || old_z != z)
5442 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5443 else
5444 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5446 // move and update visible state if need
5447 m->PlayerRelocation(this, x, y, z, orientation);
5449 // reread after Map::Relocation
5450 m = GetMap();
5451 x = GetPositionX();
5452 y = GetPositionY();
5453 z = GetPositionZ();
5455 // group update
5456 if(GetGroup() && (old_x != x || old_y != y))
5457 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5460 // code block for underwater state update
5461 UpdateUnderwaterState(m, x, y, z);
5463 CheckExploreSystem();
5465 return true;
5468 void Player::SaveRecallPosition()
5470 m_recallMap = GetMapId();
5471 m_recallX = GetPositionX();
5472 m_recallY = GetPositionY();
5473 m_recallZ = GetPositionZ();
5474 m_recallO = GetOrientation();
5477 void Player::SendMessageToSet(WorldPacket *data, bool self)
5479 GetMap()->MessageBroadcast(this, data, self);
5482 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5484 GetMap()->MessageDistBroadcast(this, data, dist, self);
5487 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5489 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5492 void Player::SendDirectMessage(WorldPacket *data)
5494 GetSession()->SendPacket(data);
5497 void Player::CheckExploreSystem()
5499 if (!isAlive())
5500 return;
5502 if (isInFlight())
5503 return;
5505 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5506 if(areaFlag==0xffff)
5507 return;
5508 int offset = areaFlag / 32;
5510 if(offset >= 128)
5512 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);
5513 return;
5516 uint32 val = (uint32)(1 << (areaFlag % 32));
5517 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5519 if( !(currFields & val) )
5521 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5523 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5525 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5526 if(!p)
5528 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5530 else if(p->area_level > 0)
5532 uint32 area = p->ID;
5533 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5535 SendExplorationExperience(area,0);
5537 else
5539 int32 diff = int32(getLevel()) - p->area_level;
5540 uint32 XP = 0;
5541 if (diff < -5)
5543 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5545 else if (diff > 5)
5547 int32 exploration_percent = (100-((diff-5)*5));
5548 if (exploration_percent > 100)
5549 exploration_percent = 100;
5550 else if (exploration_percent < 0)
5551 exploration_percent = 0;
5553 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5555 else
5557 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5560 GiveXP( XP, NULL );
5561 SendExplorationExperience(area,XP);
5563 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5568 uint32 Player::TeamForRace(uint8 race)
5570 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5571 if(!rEntry)
5573 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5574 return ALLIANCE;
5577 switch(rEntry->TeamID)
5579 case 7: return ALLIANCE;
5580 case 1: return HORDE;
5583 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5584 return ALLIANCE;
5587 uint32 Player::getFactionForRace(uint8 race)
5589 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5590 if(!rEntry)
5592 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5593 return 0;
5596 return rEntry->FactionID;
5599 void Player::setFactionForRace(uint8 race)
5601 m_team = TeamForRace(race);
5602 setFaction( getFactionForRace(race) );
5605 ReputationRank Player::GetReputationRank(uint32 faction) const
5607 FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
5608 return GetReputationMgr().GetRank(factionEntry);
5611 //Calculate total reputation percent player gain with quest/creature level
5612 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5614 float percent = 100.0f;
5616 float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
5618 if(rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
5619 percent *= rate;
5621 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5623 percent += rep > 0 ? repMod : -repMod;
5625 if(percent <= 0.0f)
5626 return 0;
5628 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5631 //Calculates how many reputation points player gains in victim's enemy factions
5632 void Player::RewardReputation(Unit *pVictim, float rate)
5634 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5635 return;
5637 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5639 if(!Rep)
5640 return;
5642 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5644 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5645 donerep1 = int32(donerep1*rate);
5646 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5647 uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
5648 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5649 GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
5651 // Wiki: Team factions value divided by 2
5652 if(Rep->is_teamaward1)
5654 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5655 if(team1_factionEntry)
5656 GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
5660 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5662 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5663 donerep2 = int32(donerep2*rate);
5664 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5665 uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
5666 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5667 GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
5669 // Wiki: Team factions value divided by 2
5670 if(Rep->is_teamaward2)
5672 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5673 if(team2_factionEntry)
5674 GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
5679 //Calculate how many reputation points player gain with the quest
5680 void Player::RewardReputation(Quest const *pQuest)
5682 // quest reputation reward/loss
5683 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5685 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5687 int32 rep = CalculateReputationGain(GetQuestLevel(pQuest),pQuest->RewRepValue[i],true);
5688 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5689 if(factionEntry)
5690 GetReputationMgr().ModifyReputation(factionEntry, rep);
5694 // TODO: implement reputation spillover
5697 void Player::UpdateArenaFields(void)
5699 /* arena calcs go here */
5702 void Player::UpdateHonorFields()
5704 /// called when rewarding honor and at each save
5705 uint64 now = time(NULL);
5706 uint64 today = uint64(time(NULL) / DAY) * DAY;
5708 if(m_lastHonorUpdateTime < today)
5710 uint64 yesterday = today - DAY;
5712 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5714 // update yesterday's contribution
5715 if(m_lastHonorUpdateTime >= yesterday )
5717 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5719 // this is the first update today, reset today's contribution
5720 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5721 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5723 else
5725 // no honor/kills yesterday or today, reset
5726 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5727 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5731 m_lastHonorUpdateTime = now;
5734 ///Calculate the amount of honor gained based on the victim
5735 ///and the size of the group for which the honor is divided
5736 ///An exact honor value can also be given (overriding the calcs)
5737 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5739 // do not reward honor in arenas, but enable onkill spellproc
5740 if(InArena())
5742 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5743 return false;
5745 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5746 return false;
5748 return true;
5751 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5752 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5753 return false;
5755 uint64 victim_guid = 0;
5756 uint32 victim_rank = 0;
5758 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5759 UpdateHonorFields();
5761 if(honor <= 0)
5763 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5764 return false;
5766 victim_guid = uVictim->GetGUID();
5768 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5770 Player *pVictim = (Player *)uVictim;
5772 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5773 return false;
5775 float f = 1; //need for total kills (?? need more info)
5776 uint32 k_grey = 0;
5777 uint32 k_level = getLevel();
5778 uint32 v_level = pVictim->getLevel();
5781 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5782 // [0] Just name
5783 // [1..14] Alliance honor titles and player name
5784 // [15..28] Horde honor titles and player name
5785 // [29..38] Other title and player name
5786 // [39+] Nothing
5787 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5788 // Get Killer titles, CharTitlesEntry::bit_index
5789 // Ranks:
5790 // title[1..14] -> rank[5..18]
5791 // title[15..28] -> rank[5..18]
5792 // title[other] -> 0
5793 if (victim_title == 0)
5794 victim_guid = 0; // Don't show HK: <rank> message, only log.
5795 else if (victim_title < 15)
5796 victim_rank = victim_title + 4;
5797 else if (victim_title < 29)
5798 victim_rank = victim_title - 14 + 4;
5799 else
5800 victim_guid = 0; // Don't show HK: <rank> message, only log.
5803 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
5805 if(v_level<=k_grey)
5806 return false;
5808 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
5810 int32 v_rank =1; //need more info
5812 honor = ((f * diff_level * (190 + v_rank*10))/6);
5813 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
5815 // count the number of playerkills in one day
5816 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
5817 // and those in a lifetime
5818 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
5820 else
5822 Creature *cVictim = (Creature *)uVictim;
5824 if (!cVictim->isRacialLeader())
5825 return false;
5827 honor = 100; // ??? need more info
5828 victim_rank = 19; // HK: Leader
5832 if (uVictim != NULL)
5834 honor *= sWorld.getRate(RATE_HONOR);
5836 if(groupsize > 1)
5837 honor /= groupsize;
5839 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5842 // honor - for show honor points in log
5843 // victim_guid - for show victim name in log
5844 // victim_rank [1..4] HK: <dishonored rank>
5845 // victim_rank [5..19] HK: <alliance\horde rank>
5846 // victim_rank [0,20+] HK: <>
5847 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
5848 data << (uint32) honor;
5849 data << (uint64) victim_guid;
5850 data << (uint32) victim_rank;
5852 GetSession()->SendPacket(&data);
5854 // add honor points
5855 ModifyHonorPoints(int32(honor));
5857 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
5858 return true;
5861 void Player::ModifyHonorPoints( int32 value )
5863 if(value < 0)
5865 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
5866 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
5867 else
5868 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
5870 else
5871 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
5874 void Player::ModifyArenaPoints( int32 value )
5876 if(value < 0)
5878 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
5879 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
5880 else
5881 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
5883 else
5884 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
5887 uint32 Player::GetGuildIdFromDB(uint64 guid)
5889 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
5890 if(!result)
5891 return 0;
5893 uint32 id = result->Fetch()[0].GetUInt32();
5894 delete result;
5895 return id;
5898 uint32 Player::GetRankFromDB(uint64 guid)
5900 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
5901 if( result )
5903 uint32 v = result->Fetch()[0].GetUInt32();
5904 delete result;
5905 return v;
5907 else
5908 return 0;
5911 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
5913 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);
5914 if(!result)
5915 return 0;
5917 uint32 id = (*result)[0].GetUInt32();
5918 delete result;
5919 return id;
5922 uint32 Player::GetZoneIdFromDB(uint64 guid)
5924 uint32 guidLow = GUID_LOPART(guid);
5925 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
5926 if (!result)
5927 return 0;
5928 Field* fields = result->Fetch();
5929 uint32 zone = fields[0].GetUInt32();
5930 delete result;
5932 if (!zone)
5934 // stored zone is zero, use generic and slow zone detection
5935 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
5936 if( !result )
5937 return 0;
5938 fields = result->Fetch();
5939 uint32 map = fields[0].GetUInt32();
5940 float posx = fields[1].GetFloat();
5941 float posy = fields[2].GetFloat();
5942 float posz = fields[3].GetFloat();
5943 delete result;
5945 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
5947 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
5950 return zone;
5953 void Player::UpdateArea(uint32 newArea)
5955 // FFA_PVP flags are area and not zone id dependent
5956 // so apply them accordingly
5957 m_areaUpdateId = newArea;
5959 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
5961 if(area && (area->flags & AREA_FLAG_ARENA))
5963 if(!isGameMaster())
5964 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
5966 else
5968 // remove ffa flag only if not ffapvp realm
5969 // removal in sanctuaries and capitals is handled in zone update
5970 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
5971 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
5974 UpdateAreaDependentAuras(newArea);
5977 void Player::UpdateZone(uint32 newZone, uint32 newArea)
5979 if(m_zoneUpdateId != newZone)
5980 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
5982 m_zoneUpdateId = newZone;
5983 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
5985 // zone changed, so area changed as well, update it
5986 UpdateArea(newArea);
5988 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
5989 if(!zone)
5990 return;
5992 if (sWorld.getConfig(CONFIG_WEATHER))
5994 Weather *wth = sWorld.FindWeather(zone->ID);
5995 if(wth)
5997 wth->SendWeatherUpdateToPlayer(this);
5999 else
6001 if(!sWorld.AddWeather(zone->ID))
6003 // send fine weather packet to remove old zone's weather
6004 Weather::SendFineWeatherUpdateToPlayer(this);
6009 pvpInfo.inHostileArea =
6010 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6011 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6012 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6013 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6015 if(pvpInfo.inHostileArea) // in hostile area
6017 if(!IsPvP() || pvpInfo.endTimer != 0)
6018 UpdatePvP(true, true);
6020 else // in friendly area
6022 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6023 pvpInfo.endTimer = time(0); // start toggle-off
6026 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6028 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6029 if(sWorld.IsFFAPvPRealm())
6030 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6032 else
6034 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6037 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6039 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6040 SetRestType(REST_TYPE_IN_CITY);
6041 InnEnter(time(0),GetMapId(),0,0,0);
6043 if(sWorld.IsFFAPvPRealm())
6044 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6046 else // anywhere else
6048 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6050 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6052 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6054 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6055 SetRestType(REST_TYPE_NO);
6057 if(sWorld.IsFFAPvPRealm())
6058 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6061 else // not in tavern (leave city then)
6063 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6064 SetRestType(REST_TYPE_NO);
6066 // Set player to FFA PVP when not in rested environment.
6067 if(sWorld.IsFFAPvPRealm())
6068 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6073 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6074 // if player resurrected at teleport this will be applied in resurrect code
6075 if(isAlive())
6076 DestroyZoneLimitedItem( true, newZone );
6078 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6079 AutoUnequipOffhandIfNeed();
6081 // recent client version not send leave/join channel packets for built-in local channels
6082 UpdateLocalChannels( newZone );
6084 // group update
6085 if(GetGroup())
6086 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6088 UpdateZoneDependentAuras(newZone);
6091 //If players are too far way of duel flag... then player loose the duel
6092 void Player::CheckDuelDistance(time_t currTime)
6094 if(!duel)
6095 return;
6097 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6098 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6099 if(!obj)
6100 return;
6102 if(duel->outOfBound == 0)
6104 if(!IsWithinDistInMap(obj, 50))
6106 duel->outOfBound = currTime;
6108 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6109 GetSession()->SendPacket(&data);
6112 else
6114 if(IsWithinDistInMap(obj, 40))
6116 duel->outOfBound = 0;
6118 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6119 GetSession()->SendPacket(&data);
6121 else if(currTime >= (duel->outOfBound+10))
6123 DuelComplete(DUEL_FLED);
6128 void Player::DuelComplete(DuelCompleteType type)
6130 // duel not requested
6131 if(!duel)
6132 return;
6134 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6135 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6136 GetSession()->SendPacket(&data);
6137 duel->opponent->GetSession()->SendPacket(&data);
6139 if(type != DUEL_INTERUPTED)
6141 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6142 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6143 data << duel->opponent->GetName();
6144 data << GetName();
6145 SendMessageToSet(&data,true);
6148 // cool-down duel spell
6149 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6151 data<<GetGUID();
6152 data<<uint8(0x0);
6154 data<<(uint32)7266;
6155 data<<uint32(0x0);
6156 GetSession()->SendPacket(&data);
6157 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6158 data<<duel->opponent->GetGUID();
6159 data<<uint8(0x0);
6160 data<<(uint32)7266;
6161 data<<uint32(0x0);
6162 duel->opponent->GetSession()->SendPacket(&data);*/
6164 //Remove Duel Flag object
6165 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6166 if(obj)
6167 duel->initiator->RemoveGameObject(obj,true);
6169 /* remove auras */
6170 std::vector<uint32> auras2remove;
6171 AuraMap const& vAuras = duel->opponent->GetAuras();
6172 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6174 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6175 auras2remove.push_back(i->second->GetId());
6178 for(size_t i=0; i<auras2remove.size(); i++)
6179 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6181 auras2remove.clear();
6182 AuraMap const& auras = GetAuras();
6183 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6185 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6186 auras2remove.push_back(i->second->GetId());
6188 for(size_t i=0; i<auras2remove.size(); i++)
6189 RemoveAurasDueToSpell(auras2remove[i]);
6191 // cleanup combo points
6192 if(GetComboTarget()==duel->opponent->GetGUID())
6193 ClearComboPoints();
6194 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6195 ClearComboPoints();
6197 if(duel->opponent->GetComboTarget()==GetGUID())
6198 duel->opponent->ClearComboPoints();
6199 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6200 duel->opponent->ClearComboPoints();
6202 //cleanups
6203 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6204 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6205 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6206 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6208 delete duel->opponent->duel;
6209 duel->opponent->duel = NULL;
6210 delete duel;
6211 duel = NULL;
6214 //---------------------------------------------------------//
6216 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6218 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6219 return;
6221 // not apply/remove mods for broken item
6222 if(item->IsBroken())
6223 return;
6225 ItemPrototype const *proto = item->GetProto();
6227 if(!proto)
6228 return;
6230 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6232 uint32 attacktype = Player::GetAttackBySlot(slot);
6233 if(attacktype < MAX_ATTACK)
6234 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6236 _ApplyItemBonuses(proto,slot,apply);
6238 if( slot==EQUIPMENT_SLOT_RANGED )
6239 _ApplyAmmoBonuses();
6241 ApplyItemEquipSpell(item,apply);
6242 ApplyEnchantment(item, apply);
6244 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6245 CorrectMetaGemEnchants(slot, apply);
6247 sLog.outDebug("_ApplyItemMods complete.");
6250 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6252 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6253 return;
6255 for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6257 uint32 statType = 0;
6258 int32 val = 0;
6260 if(proto->ScalingStatDistribution)
6262 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6264 statType = ssd->StatMod[i];
6266 if(uint32 modifier = ssd->Modifier[i])
6268 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6269 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6271 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6272 val = (multiplier * modifier) / 10000;
6277 else
6279 statType = proto->ItemStat[i].ItemStatType;
6280 val = proto->ItemStat[i].ItemStatValue;
6283 if(val == 0)
6284 continue;
6286 switch (statType)
6288 case ITEM_MOD_MANA:
6289 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6290 break;
6291 case ITEM_MOD_HEALTH: // modify HP
6292 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6293 break;
6294 case ITEM_MOD_AGILITY: // modify agility
6295 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6296 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6297 break;
6298 case ITEM_MOD_STRENGTH: //modify strength
6299 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6300 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6301 break;
6302 case ITEM_MOD_INTELLECT: //modify intellect
6303 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6304 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6305 break;
6306 case ITEM_MOD_SPIRIT: //modify spirit
6307 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6308 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6309 break;
6310 case ITEM_MOD_STAMINA: //modify stamina
6311 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6312 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6313 break;
6314 case ITEM_MOD_DEFENSE_SKILL_RATING:
6315 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6316 break;
6317 case ITEM_MOD_DODGE_RATING:
6318 ApplyRatingMod(CR_DODGE, int32(val), apply);
6319 break;
6320 case ITEM_MOD_PARRY_RATING:
6321 ApplyRatingMod(CR_PARRY, int32(val), apply);
6322 break;
6323 case ITEM_MOD_BLOCK_RATING:
6324 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6325 break;
6326 case ITEM_MOD_HIT_MELEE_RATING:
6327 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6328 break;
6329 case ITEM_MOD_HIT_RANGED_RATING:
6330 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6331 break;
6332 case ITEM_MOD_HIT_SPELL_RATING:
6333 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6334 break;
6335 case ITEM_MOD_CRIT_MELEE_RATING:
6336 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6337 break;
6338 case ITEM_MOD_CRIT_RANGED_RATING:
6339 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6340 break;
6341 case ITEM_MOD_CRIT_SPELL_RATING:
6342 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6343 break;
6344 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6345 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6346 break;
6347 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6348 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6349 break;
6350 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6351 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6352 break;
6353 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6354 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6355 break;
6356 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6357 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6358 break;
6359 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6360 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6361 break;
6362 case ITEM_MOD_HASTE_MELEE_RATING:
6363 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6364 break;
6365 case ITEM_MOD_HASTE_RANGED_RATING:
6366 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6367 break;
6368 case ITEM_MOD_HASTE_SPELL_RATING:
6369 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6370 break;
6371 case ITEM_MOD_HIT_RATING:
6372 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6373 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6374 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6375 break;
6376 case ITEM_MOD_CRIT_RATING:
6377 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6378 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6379 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6380 break;
6381 case ITEM_MOD_HIT_TAKEN_RATING:
6382 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6383 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6384 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6385 break;
6386 case ITEM_MOD_CRIT_TAKEN_RATING:
6387 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6388 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6389 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6390 break;
6391 case ITEM_MOD_RESILIENCE_RATING:
6392 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6393 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6394 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6395 break;
6396 case ITEM_MOD_HASTE_RATING:
6397 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6398 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6399 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6400 break;
6401 case ITEM_MOD_EXPERTISE_RATING:
6402 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6403 break;
6404 case ITEM_MOD_ATTACK_POWER:
6405 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6406 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6407 break;
6408 case ITEM_MOD_RANGED_ATTACK_POWER:
6409 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6410 break;
6411 case ITEM_MOD_FERAL_ATTACK_POWER:
6412 ApplyFeralAPBonus(int32(val), apply);
6413 break;
6414 case ITEM_MOD_SPELL_HEALING_DONE:
6415 ApplySpellHealingBonus(int32(val), apply);
6416 break;
6417 case ITEM_MOD_SPELL_DAMAGE_DONE:
6418 ApplySpellDamageBonus(int32(val), apply);
6419 break;
6420 case ITEM_MOD_MANA_REGENERATION:
6421 ApplyManaRegenBonus(int32(val), apply);
6422 break;
6423 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6424 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6425 break;
6426 case ITEM_MOD_SPELL_POWER:
6427 ApplySpellHealingBonus(int32(val), apply);
6428 ApplySpellDamageBonus(int32(val), apply);
6429 break;
6433 if (proto->Armor)
6434 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6436 if (proto->Block)
6437 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6439 if (proto->HolyRes)
6440 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6442 if (proto->FireRes)
6443 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6445 if (proto->NatureRes)
6446 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6448 if (proto->FrostRes)
6449 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6451 if (proto->ShadowRes)
6452 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6454 if (proto->ArcaneRes)
6455 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6457 WeaponAttackType attType = BASE_ATTACK;
6458 float damage = 0.0f;
6460 if( slot == EQUIPMENT_SLOT_RANGED && (
6461 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6462 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6464 attType = RANGED_ATTACK;
6466 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6468 attType = OFF_ATTACK;
6471 if (proto->Damage[0].DamageMin > 0 )
6473 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6474 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6475 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6478 if (proto->Damage[0].DamageMax > 0 )
6480 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6481 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6484 // Druids get feral AP bonus from weapon dps
6485 if(getClass() == CLASS_DRUID)
6487 int32 feral_bonus = proto->getFeralBonus();
6488 if (feral_bonus > 0)
6489 ApplyFeralAPBonus(feral_bonus, apply);
6492 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6493 return;
6495 if (proto->Delay)
6497 if(slot == EQUIPMENT_SLOT_RANGED)
6498 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6499 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6500 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6501 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6502 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6505 if(CanModifyStats() && (damage || proto->Delay))
6506 UpdateDamagePhysical(attType);
6509 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6511 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6512 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6513 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6515 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6516 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6517 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6519 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6520 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6521 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6524 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6526 // generic not weapon specific case processes in aura code
6527 if(aura->GetSpellProto()->EquippedItemClass == -1)
6528 return;
6530 BaseModGroup mod = BASEMOD_END;
6531 switch(attackType)
6533 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6534 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6535 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6536 default: return;
6539 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6541 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6545 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6547 // ignore spell mods for not wands
6548 Modifier const* modifier = aura->GetModifier();
6549 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6550 return;
6552 // generic not weapon specific case processes in aura code
6553 if(aura->GetSpellProto()->EquippedItemClass == -1)
6554 return;
6556 UnitMods unitMod = UNIT_MOD_END;
6557 switch(attackType)
6559 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6560 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6561 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6562 default: return;
6565 UnitModifierType unitModType = TOTAL_VALUE;
6566 switch(modifier->m_auraname)
6568 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6569 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6570 default: return;
6573 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6575 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6579 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6581 if(!item)
6582 return;
6584 ItemPrototype const *proto = item->GetProto();
6585 if(!proto)
6586 return;
6588 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6590 _Spell const& spellData = proto->Spells[i];
6592 // no spell
6593 if(!spellData.SpellId )
6594 continue;
6596 // wrong triggering type
6597 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6598 continue;
6600 // check if it is valid spell
6601 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6602 if(!spellproto)
6603 continue;
6605 ApplyEquipSpell(spellproto,item,apply,form_change);
6609 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6611 if(apply)
6613 // Cannot be used in this stance/form
6614 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
6615 return;
6617 if(form_change) // check aura active state from other form
6619 bool found = false;
6620 for (int k=0; k < 3; ++k)
6622 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6623 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6625 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6627 found = true;
6628 break;
6631 if(found)
6632 break;
6635 if(found) // and skip re-cast already active aura at form change
6636 return;
6639 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6641 CastSpell(this,spellInfo,true,item);
6643 else
6645 if(form_change) // check aura compatibility
6647 // Cannot be used in this stance/form
6648 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
6649 return; // and remove only not compatible at form change
6652 if(item)
6653 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6654 else
6655 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6659 void Player::UpdateEquipSpellsAtFormChange()
6661 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6663 if(m_items[i] && !m_items[i]->IsBroken())
6665 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6666 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6670 // item set bonuses not dependent from item broken state
6671 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6673 ItemSetEffect* eff = ItemSetEff[setindex];
6674 if(!eff)
6675 continue;
6677 for(uint32 y=0;y<8; ++y)
6679 SpellEntry const* spellInfo = eff->spells[y];
6680 if(!spellInfo)
6681 continue;
6683 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6684 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6689 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6691 if(!item || item->IsBroken())
6692 return;
6694 ItemPrototype const *proto = item->GetProto();
6695 if(!proto)
6696 return;
6698 if (!Target || Target == this )
6699 return;
6701 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6703 _Spell const& spellData = proto->Spells[i];
6705 // no spell
6706 if(!spellData.SpellId )
6707 continue;
6709 // wrong triggering type
6710 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6711 continue;
6713 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6714 if(!spellInfo)
6716 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6717 continue;
6720 // not allow proc extra attack spell at extra attack
6721 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6722 return;
6724 float chance = spellInfo->procChance;
6726 if(spellData.SpellPPMRate)
6728 uint32 WeaponSpeed = GetAttackTime(attType);
6729 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6731 else if(chance > 100.0f)
6733 chance = GetWeaponProcChance();
6736 if (roll_chance_f(chance))
6737 CastSpell(Target, spellInfo->Id, true, item);
6740 // item combat enchantments
6741 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6743 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6744 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6745 if(!pEnchant) continue;
6746 for (int s=0;s<3;s++)
6748 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6749 continue;
6751 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6752 if (!spellInfo)
6754 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6755 continue;
6758 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6759 if (roll_chance_f(chance))
6761 if(IsPositiveSpell(pEnchant->spellid[s]))
6762 CastSpell(this, pEnchant->spellid[s], true, item);
6763 else
6764 CastSpell(Target, pEnchant->spellid[s], true, item);
6770 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
6772 ItemPrototype const* proto = item->GetProto();
6773 // special learning case
6774 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
6776 uint32 learn_spell_id = proto->Spells[0].SpellId;
6777 uint32 learning_spell_id = proto->Spells[1].SpellId;
6779 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
6780 if(!spellInfo)
6782 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
6783 SendEquipError(EQUIP_ERR_NONE,item,NULL);
6784 return;
6787 Spell *spell = new Spell(this, spellInfo, false);
6788 spell->m_CastItem = item;
6789 spell->m_cast_count = cast_count; //set count of casts
6790 spell->m_currentBasePoints[0] = learning_spell_id;
6791 spell->prepare(&targets);
6792 return;
6795 // use triggered flag only for items with many spell casts and for not first cast
6796 int count = 0;
6798 // item spells casted at use
6799 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6801 _Spell const& spellData = proto->Spells[i];
6803 // no spell
6804 if(!spellData.SpellId)
6805 continue;
6807 // wrong triggering type
6808 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
6809 continue;
6811 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6812 if(!spellInfo)
6814 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
6815 continue;
6818 Spell *spell = new Spell(this, spellInfo, (count > 0));
6819 spell->m_CastItem = item;
6820 spell->m_cast_count = cast_count; // set count of casts
6821 spell->m_glyphIndex = glyphIndex; // glyph index
6822 spell->prepare(&targets);
6824 ++count;
6827 // Item enchantments spells casted at use
6828 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6830 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6831 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6832 if(!pEnchant) continue;
6833 for (int s=0;s<3;s++)
6835 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
6836 continue;
6838 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6839 if (!spellInfo)
6841 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6842 continue;
6845 Spell *spell = new Spell(this, spellInfo, (count > 0));
6846 spell->m_CastItem = item;
6847 spell->m_cast_count = cast_count; // set count of casts
6848 spell->m_glyphIndex = glyphIndex; // glyph index
6849 spell->prepare(&targets);
6851 ++count;
6856 void Player::_RemoveAllItemMods()
6858 sLog.outDebug("_RemoveAllItemMods start.");
6860 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6862 if(m_items[i])
6864 ItemPrototype const *proto = m_items[i]->GetProto();
6865 if(!proto)
6866 continue;
6868 // item set bonuses not dependent from item broken state
6869 if(proto->ItemSet)
6870 RemoveItemsSetItem(this,proto);
6872 if(m_items[i]->IsBroken())
6873 continue;
6875 ApplyItemEquipSpell(m_items[i],false);
6876 ApplyEnchantment(m_items[i], false);
6880 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6882 if(m_items[i])
6884 if(m_items[i]->IsBroken())
6885 continue;
6886 ItemPrototype const *proto = m_items[i]->GetProto();
6887 if(!proto)
6888 continue;
6890 uint32 attacktype = Player::GetAttackBySlot(i);
6891 if(attacktype < MAX_ATTACK)
6892 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6894 _ApplyItemBonuses(proto,i, false);
6896 if( i == EQUIPMENT_SLOT_RANGED )
6897 _ApplyAmmoBonuses();
6901 sLog.outDebug("_RemoveAllItemMods complete.");
6904 void Player::_ApplyAllItemMods()
6906 sLog.outDebug("_ApplyAllItemMods start.");
6908 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6910 if(m_items[i])
6912 if(m_items[i]->IsBroken())
6913 continue;
6915 ItemPrototype const *proto = m_items[i]->GetProto();
6916 if(!proto)
6917 continue;
6919 uint32 attacktype = Player::GetAttackBySlot(i);
6920 if(attacktype < MAX_ATTACK)
6921 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6923 _ApplyItemBonuses(proto,i, true);
6925 if( i == EQUIPMENT_SLOT_RANGED )
6926 _ApplyAmmoBonuses();
6930 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6932 if(m_items[i])
6934 ItemPrototype const *proto = m_items[i]->GetProto();
6935 if(!proto)
6936 continue;
6938 // item set bonuses not dependent from item broken state
6939 if(proto->ItemSet)
6940 AddItemsSetItem(this,m_items[i]);
6942 if(m_items[i]->IsBroken())
6943 continue;
6945 ApplyItemEquipSpell(m_items[i],true);
6946 ApplyEnchantment(m_items[i], true);
6950 sLog.outDebug("_ApplyAllItemMods complete.");
6953 void Player::_ApplyAmmoBonuses()
6955 // check ammo
6956 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
6957 if(!ammo_id)
6958 return;
6960 float currentAmmoDPS;
6962 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
6963 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
6964 currentAmmoDPS = 0.0f;
6965 else
6966 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
6968 if(currentAmmoDPS == GetAmmoDPS())
6969 return;
6971 m_ammoDPS = currentAmmoDPS;
6973 if(CanModifyStats())
6974 UpdateDamagePhysical(RANGED_ATTACK);
6977 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
6979 if(!ammo_proto)
6980 return false;
6982 // check ranged weapon
6983 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
6984 if(!weapon || weapon->IsBroken() )
6985 return false;
6987 ItemPrototype const* weapon_proto = weapon->GetProto();
6988 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
6989 return false;
6991 // check ammo ws. weapon compatibility
6992 switch(weapon_proto->SubClass)
6994 case ITEM_SUBCLASS_WEAPON_BOW:
6995 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
6996 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
6997 return false;
6998 break;
6999 case ITEM_SUBCLASS_WEAPON_GUN:
7000 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7001 return false;
7002 break;
7003 default:
7004 return false;
7007 return true;
7010 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7011 Called by remove insignia spell effect */
7012 void Player::RemovedInsignia(Player* looterPlr)
7014 if (!GetBattleGroundId())
7015 return;
7017 // If not released spirit, do it !
7018 if(m_deathTimer > 0)
7020 m_deathTimer = 0;
7021 BuildPlayerRepop();
7022 RepopAtGraveyard();
7025 Corpse *corpse = GetCorpse();
7026 if (!corpse)
7027 return;
7029 // We have to convert player corpse to bones, not to be able to resurrect there
7030 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7031 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7032 if (!bones)
7033 return;
7035 // Now we must make bones lootable, and send player loot
7036 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7038 // We store the level of our player in the gold field
7039 // We retrieve this information at Player::SendLoot()
7040 bones->loot.gold = getLevel();
7041 bones->lootRecipient = looterPlr;
7042 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7045 /*Loot type MUST be
7046 1-corpse, go
7047 2-skinning
7048 3-Fishing
7051 void Player::SendLootRelease( uint64 guid )
7053 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7054 data << uint64(guid) << uint8(1);
7055 SendDirectMessage( &data );
7058 void Player::SendLoot(uint64 guid, LootType loot_type)
7060 if (uint64 lguid = GetLootGUID())
7061 m_session->DoLootRelease(lguid);
7063 Loot *loot = 0;
7064 PermissionTypes permission = ALL_PERMISSION;
7066 sLog.outDebug("Player::SendLoot");
7067 if (IS_GAMEOBJECT_GUID(guid))
7069 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7070 GameObject *go =
7071 ObjectAccessor::GetGameObject(*this, guid);
7073 // not check distance for GO in case owned GO (fishing bobber case, for example)
7074 // And permit out of range GO with no owner in case fishing hole
7075 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7077 SendLootRelease(guid);
7078 return;
7081 loot = &go->loot;
7083 if(go->getLootState() == GO_READY)
7085 uint32 lootid = go->GetLootId();
7087 if(lootid)
7089 sLog.outDebug(" if(lootid)");
7090 loot->clear();
7091 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7094 if(loot_type == LOOT_FISHING)
7095 go->getFishLoot(loot,this);
7097 go->SetLootState(GO_ACTIVATED);
7100 else if (IS_ITEM_GUID(guid))
7102 Item *item = GetItemByGuid( guid );
7104 if (!item)
7106 SendLootRelease(guid);
7107 return;
7110 if(loot_type == LOOT_DISENCHANTING)
7112 loot = &item->loot;
7114 if(!item->m_lootGenerated)
7116 item->m_lootGenerated = true;
7117 loot->clear();
7118 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7121 else if(loot_type == LOOT_PROSPECTING)
7123 loot = &item->loot;
7125 if(!item->m_lootGenerated)
7127 item->m_lootGenerated = true;
7128 loot->clear();
7129 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7132 else if(loot_type == LOOT_MILLING)
7134 loot = &item->loot;
7136 if(!item->m_lootGenerated)
7138 item->m_lootGenerated = true;
7139 loot->clear();
7140 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7143 else
7145 loot = &item->loot;
7147 if(!item->m_lootGenerated)
7149 item->m_lootGenerated = true;
7150 loot->clear();
7151 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7153 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7157 else if (IS_CORPSE_GUID(guid)) // remove insignia
7159 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7161 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7163 SendLootRelease(guid);
7164 return;
7167 loot = &bones->loot;
7169 if (!bones->lootForBody)
7171 bones->lootForBody = true;
7172 uint32 pLevel = bones->loot.gold;
7173 bones->loot.clear();
7174 // It may need a better formula
7175 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7176 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7179 if (bones->lootRecipient != this)
7180 permission = NONE_PERMISSION;
7182 else
7184 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7186 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7187 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7189 SendLootRelease(guid);
7190 return;
7193 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7195 SendLootRelease(guid);
7196 return;
7199 loot = &creature->loot;
7201 if(loot_type == LOOT_PICKPOCKETING)
7203 if ( !creature->lootForPickPocketed )
7205 creature->lootForPickPocketed = true;
7206 loot->clear();
7208 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7209 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7211 // Generate extra money for pick pocket loot
7212 const uint32 a = urand(0, creature->getLevel()/2);
7213 const uint32 b = urand(0, getLevel()/2);
7214 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7217 else
7219 // the player whose group may loot the corpse
7220 Player *recipient = creature->GetLootRecipient();
7221 if (!recipient)
7223 creature->SetLootRecipient(this);
7224 recipient = this;
7227 if (creature->lootForPickPocketed)
7229 creature->lootForPickPocketed = false;
7230 loot->clear();
7233 if(!creature->lootForBody)
7235 creature->lootForBody = true;
7236 loot->clear();
7238 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7239 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7241 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7243 if(Group* group = recipient->GetGroup())
7245 group->UpdateLooterGuid(creature,true);
7247 switch (group->GetLootMethod())
7249 case GROUP_LOOT:
7250 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7251 group->GroupLoot(recipient->GetGUID(), loot, creature);
7252 break;
7253 case NEED_BEFORE_GREED:
7254 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7255 break;
7256 case MASTER_LOOT:
7257 group->MasterLoot(recipient->GetGUID(), loot, creature);
7258 break;
7259 default:
7260 break;
7265 // possible only if creature->lootForBody && loot->empty() at spell cast check
7266 if (loot_type == LOOT_SKINNING)
7268 loot->clear();
7269 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7271 // set group rights only for loot_type != LOOT_SKINNING
7272 else
7274 if(Group* group = GetGroup())
7276 if( group == recipient->GetGroup() )
7278 if(group->GetLootMethod() == FREE_FOR_ALL)
7279 permission = ALL_PERMISSION;
7280 else if(group->GetLooterGuid() == GetGUID())
7282 if(group->GetLootMethod() == MASTER_LOOT)
7283 permission = MASTER_PERMISSION;
7284 else
7285 permission = ALL_PERMISSION;
7287 else
7288 permission = GROUP_PERMISSION;
7290 else
7291 permission = NONE_PERMISSION;
7293 else if(recipient == this)
7294 permission = ALL_PERMISSION;
7295 else
7296 permission = NONE_PERMISSION;
7301 SetLootGUID(guid);
7303 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7304 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7305 loot_type = LOOT_SKINNING;
7307 if(loot_type == LOOT_FISHINGHOLE)
7308 loot_type = LOOT_FISHING;
7310 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7312 data << uint64(guid);
7313 data << uint8(loot_type);
7314 data << LootView(*loot, this, permission);
7316 SendDirectMessage(&data);
7318 // add 'this' player as one of the players that are looting 'loot'
7319 if (permission != NONE_PERMISSION)
7320 loot->AddLooter(GetGUID());
7322 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7323 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7326 void Player::SendNotifyLootMoneyRemoved()
7328 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7329 GetSession()->SendPacket( &data );
7332 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7334 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7335 data << uint8(lootSlot);
7336 GetSession()->SendPacket( &data );
7339 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7341 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7342 data << Field;
7343 data << Value;
7344 GetSession()->SendPacket(&data);
7347 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7349 // data depends on zoneid/mapid...
7350 BattleGround* bg = GetBattleGround();
7351 uint16 NumberOfFields = 0;
7352 uint32 mapid = GetMapId();
7354 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7356 // may be exist better way to do this...
7357 switch(zoneid)
7359 case 0:
7360 case 1:
7361 case 4:
7362 case 8:
7363 case 10:
7364 case 11:
7365 case 12:
7366 case 36:
7367 case 38:
7368 case 40:
7369 case 41:
7370 case 51:
7371 case 267:
7372 case 1519:
7373 case 1537:
7374 case 2257:
7375 case 2918:
7376 NumberOfFields = 8;
7377 break;
7378 case 139:
7379 NumberOfFields = 41;
7380 break;
7381 case 1377:
7382 NumberOfFields = 15;
7383 break;
7384 case 2597:
7385 NumberOfFields = 83;
7386 break;
7387 case 3277:
7388 NumberOfFields = 16;
7389 break;
7390 case 3358:
7391 case 3820:
7392 NumberOfFields = 40;
7393 break;
7394 case 3483:
7395 NumberOfFields = 27;
7396 break;
7397 case 3518:
7398 NumberOfFields = 39;
7399 break;
7400 case 3519:
7401 NumberOfFields = 38;
7402 break;
7403 case 3521:
7404 NumberOfFields = 37;
7405 break;
7406 case 3698:
7407 case 3702:
7408 case 3968:
7409 NumberOfFields = 11;
7410 break;
7411 case 3703:
7412 NumberOfFields = 11;
7413 break;
7414 default:
7415 NumberOfFields = 12;
7416 break;
7419 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7420 data << uint32(mapid); // mapid
7421 data << uint32(zoneid); // zone id
7422 data << uint32(areaid); // area id, new 2.1.0
7423 data << uint16(NumberOfFields); // count of uint64 blocks
7424 data << uint32(0x8d8) << uint32(0x0); // 1
7425 data << uint32(0x8d7) << uint32(0x0); // 2
7426 data << uint32(0x8d6) << uint32(0x0); // 3
7427 data << uint32(0x8d5) << uint32(0x0); // 4
7428 data << uint32(0x8d4) << uint32(0x0); // 5
7429 data << uint32(0x8d3) << uint32(0x0); // 6
7430 // 7 1 - Arena season in progress, 0 - end of season
7431 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7432 // 8 Arena season id
7433 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7434 if(mapid == 530) // Outland
7436 data << uint32(0x9bf) << uint32(0x0); // 7
7437 data << uint32(0x9bd) << uint32(0xF); // 8
7438 data << uint32(0x9bb) << uint32(0xF); // 9
7440 switch(zoneid)
7442 case 1:
7443 case 11:
7444 case 12:
7445 case 38:
7446 case 40:
7447 case 51:
7448 case 1519:
7449 case 1537:
7450 case 2257:
7451 break;
7452 case 2597: // AV
7453 data << uint32(0x7ae) << uint32(0x1); // 7
7454 data << uint32(0x532) << uint32(0x1); // 8
7455 data << uint32(0x531) << uint32(0x0); // 9
7456 data << uint32(0x52e) << uint32(0x0); // 10
7457 data << uint32(0x571) << uint32(0x0); // 11
7458 data << uint32(0x570) << uint32(0x0); // 12
7459 data << uint32(0x567) << uint32(0x1); // 13
7460 data << uint32(0x566) << uint32(0x1); // 14
7461 data << uint32(0x550) << uint32(0x1); // 15
7462 data << uint32(0x544) << uint32(0x0); // 16
7463 data << uint32(0x536) << uint32(0x0); // 17
7464 data << uint32(0x535) << uint32(0x1); // 18
7465 data << uint32(0x518) << uint32(0x0); // 19
7466 data << uint32(0x517) << uint32(0x0); // 20
7467 data << uint32(0x574) << uint32(0x0); // 21
7468 data << uint32(0x573) << uint32(0x0); // 22
7469 data << uint32(0x572) << uint32(0x0); // 23
7470 data << uint32(0x56f) << uint32(0x0); // 24
7471 data << uint32(0x56e) << uint32(0x0); // 25
7472 data << uint32(0x56d) << uint32(0x0); // 26
7473 data << uint32(0x56c) << uint32(0x0); // 27
7474 data << uint32(0x56b) << uint32(0x0); // 28
7475 data << uint32(0x56a) << uint32(0x1); // 29
7476 data << uint32(0x569) << uint32(0x1); // 30
7477 data << uint32(0x568) << uint32(0x1); // 13
7478 data << uint32(0x565) << uint32(0x0); // 32
7479 data << uint32(0x564) << uint32(0x0); // 33
7480 data << uint32(0x563) << uint32(0x0); // 34
7481 data << uint32(0x562) << uint32(0x0); // 35
7482 data << uint32(0x561) << uint32(0x0); // 36
7483 data << uint32(0x560) << uint32(0x0); // 37
7484 data << uint32(0x55f) << uint32(0x0); // 38
7485 data << uint32(0x55e) << uint32(0x0); // 39
7486 data << uint32(0x55d) << uint32(0x0); // 40
7487 data << uint32(0x3c6) << uint32(0x4); // 41
7488 data << uint32(0x3c4) << uint32(0x6); // 42
7489 data << uint32(0x3c2) << uint32(0x4); // 43
7490 data << uint32(0x516) << uint32(0x1); // 44
7491 data << uint32(0x515) << uint32(0x0); // 45
7492 data << uint32(0x3b6) << uint32(0x6); // 46
7493 data << uint32(0x55c) << uint32(0x0); // 47
7494 data << uint32(0x55b) << uint32(0x0); // 48
7495 data << uint32(0x55a) << uint32(0x0); // 49
7496 data << uint32(0x559) << uint32(0x0); // 50
7497 data << uint32(0x558) << uint32(0x0); // 51
7498 data << uint32(0x557) << uint32(0x0); // 52
7499 data << uint32(0x556) << uint32(0x0); // 53
7500 data << uint32(0x555) << uint32(0x0); // 54
7501 data << uint32(0x554) << uint32(0x1); // 55
7502 data << uint32(0x553) << uint32(0x1); // 56
7503 data << uint32(0x552) << uint32(0x1); // 57
7504 data << uint32(0x551) << uint32(0x1); // 58
7505 data << uint32(0x54f) << uint32(0x0); // 59
7506 data << uint32(0x54e) << uint32(0x0); // 60
7507 data << uint32(0x54d) << uint32(0x1); // 61
7508 data << uint32(0x54c) << uint32(0x0); // 62
7509 data << uint32(0x54b) << uint32(0x0); // 63
7510 data << uint32(0x545) << uint32(0x0); // 64
7511 data << uint32(0x543) << uint32(0x1); // 65
7512 data << uint32(0x542) << uint32(0x0); // 66
7513 data << uint32(0x540) << uint32(0x0); // 67
7514 data << uint32(0x53f) << uint32(0x0); // 68
7515 data << uint32(0x53e) << uint32(0x0); // 69
7516 data << uint32(0x53d) << uint32(0x0); // 70
7517 data << uint32(0x53c) << uint32(0x0); // 71
7518 data << uint32(0x53b) << uint32(0x0); // 72
7519 data << uint32(0x53a) << uint32(0x1); // 73
7520 data << uint32(0x539) << uint32(0x0); // 74
7521 data << uint32(0x538) << uint32(0x0); // 75
7522 data << uint32(0x537) << uint32(0x0); // 76
7523 data << uint32(0x534) << uint32(0x0); // 77
7524 data << uint32(0x533) << uint32(0x0); // 78
7525 data << uint32(0x530) << uint32(0x0); // 79
7526 data << uint32(0x52f) << uint32(0x0); // 80
7527 data << uint32(0x52d) << uint32(0x1); // 81
7528 break;
7529 case 3277: // WS
7530 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7531 bg->FillInitialWorldStates(data);
7532 else
7534 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7535 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7536 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7537 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7538 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7539 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7540 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7541 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7543 break;
7544 case 3358: // AB
7545 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7546 bg->FillInitialWorldStates(data);
7547 else
7549 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7550 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7551 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7552 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7553 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7554 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7555 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7556 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7557 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7558 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7559 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7560 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7561 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7562 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7563 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7564 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7565 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7566 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7567 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7568 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7569 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7570 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7571 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7572 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7573 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7574 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7575 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7576 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7577 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7578 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7579 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7580 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7582 break;
7583 case 3820: // EY
7584 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7585 bg->FillInitialWorldStates(data);
7586 else
7588 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7589 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7590 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7591 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7592 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7593 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7594 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7595 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7596 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7597 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7598 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7599 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7600 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7601 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7602 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7603 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7604 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7605 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7606 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7607 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7608 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7609 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7610 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7611 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7612 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7613 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7614 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7615 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7616 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7617 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7618 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7619 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7620 // and some more ... unknown
7622 break;
7623 case 3483: // Hellfire Peninsula
7624 data << uint32(0x9ba) << uint32(0x1); // 10
7625 data << uint32(0x9b9) << uint32(0x1); // 11
7626 data << uint32(0x9b5) << uint32(0x0); // 12
7627 data << uint32(0x9b4) << uint32(0x1); // 13
7628 data << uint32(0x9b3) << uint32(0x0); // 14
7629 data << uint32(0x9b2) << uint32(0x0); // 15
7630 data << uint32(0x9b1) << uint32(0x1); // 16
7631 data << uint32(0x9b0) << uint32(0x0); // 17
7632 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7633 data << uint32(0x9ac) << uint32(0x0); // 19
7634 data << uint32(0x9a8) << uint32(0x0); // 20
7635 data << uint32(0x9a7) << uint32(0x0); // 21
7636 data << uint32(0x9a6) << uint32(0x1); // 22
7637 break;
7638 case 3519: // Terokkar Forest
7639 data << uint32(0xa41) << uint32(0x0); // 10
7640 data << uint32(0xa40) << uint32(0x14); // 11
7641 data << uint32(0xa3f) << uint32(0x0); // 12
7642 data << uint32(0xa3e) << uint32(0x0); // 13
7643 data << uint32(0xa3d) << uint32(0x5); // 14
7644 data << uint32(0xa3c) << uint32(0x0); // 15
7645 data << uint32(0xa87) << uint32(0x0); // 16
7646 data << uint32(0xa86) << uint32(0x0); // 17
7647 data << uint32(0xa85) << uint32(0x0); // 18
7648 data << uint32(0xa84) << uint32(0x0); // 19
7649 data << uint32(0xa83) << uint32(0x0); // 20
7650 data << uint32(0xa82) << uint32(0x0); // 21
7651 data << uint32(0xa81) << uint32(0x0); // 22
7652 data << uint32(0xa80) << uint32(0x0); // 23
7653 data << uint32(0xa7e) << uint32(0x0); // 24
7654 data << uint32(0xa7d) << uint32(0x0); // 25
7655 data << uint32(0xa7c) << uint32(0x0); // 26
7656 data << uint32(0xa7b) << uint32(0x0); // 27
7657 data << uint32(0xa7a) << uint32(0x0); // 28
7658 data << uint32(0xa79) << uint32(0x0); // 29
7659 data << uint32(0x9d0) << uint32(0x5); // 30
7660 data << uint32(0x9ce) << uint32(0x0); // 31
7661 data << uint32(0x9cd) << uint32(0x0); // 32
7662 data << uint32(0x9cc) << uint32(0x0); // 33
7663 data << uint32(0xa88) << uint32(0x0); // 34
7664 data << uint32(0xad0) << uint32(0x0); // 35
7665 data << uint32(0xacf) << uint32(0x1); // 36
7666 break;
7667 case 3521: // Zangarmarsh
7668 data << uint32(0x9e1) << uint32(0x0); // 10
7669 data << uint32(0x9e0) << uint32(0x0); // 11
7670 data << uint32(0x9df) << uint32(0x0); // 12
7671 data << uint32(0xa5d) << uint32(0x1); // 13
7672 data << uint32(0xa5c) << uint32(0x0); // 14
7673 data << uint32(0xa5b) << uint32(0x1); // 15
7674 data << uint32(0xa5a) << uint32(0x0); // 16
7675 data << uint32(0xa59) << uint32(0x1); // 17
7676 data << uint32(0xa58) << uint32(0x0); // 18
7677 data << uint32(0xa57) << uint32(0x0); // 19
7678 data << uint32(0xa56) << uint32(0x0); // 20
7679 data << uint32(0xa55) << uint32(0x1); // 21
7680 data << uint32(0xa54) << uint32(0x0); // 22
7681 data << uint32(0x9e7) << uint32(0x0); // 23
7682 data << uint32(0x9e6) << uint32(0x0); // 24
7683 data << uint32(0x9e5) << uint32(0x0); // 25
7684 data << uint32(0xa00) << uint32(0x0); // 26
7685 data << uint32(0x9ff) << uint32(0x1); // 27
7686 data << uint32(0x9fe) << uint32(0x0); // 28
7687 data << uint32(0x9fd) << uint32(0x0); // 29
7688 data << uint32(0x9fc) << uint32(0x1); // 30
7689 data << uint32(0x9fb) << uint32(0x0); // 31
7690 data << uint32(0xa62) << uint32(0x0); // 32
7691 data << uint32(0xa61) << uint32(0x1); // 33
7692 data << uint32(0xa60) << uint32(0x1); // 34
7693 data << uint32(0xa5f) << uint32(0x0); // 35
7694 break;
7695 case 3698: // Nagrand Arena
7696 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7697 bg->FillInitialWorldStates(data);
7698 else
7700 data << uint32(0xa0f) << uint32(0x0); // 7
7701 data << uint32(0xa10) << uint32(0x0); // 8
7702 data << uint32(0xa11) << uint32(0x0); // 9 show
7704 break;
7705 case 3702: // Blade's Edge Arena
7706 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7707 bg->FillInitialWorldStates(data);
7708 else
7710 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7711 data << uint32(0x9f1) << uint32(0x0); // 8 green
7712 data << uint32(0x9f3) << uint32(0x0); // 9 show
7714 break;
7715 case 3968: // Ruins of Lordaeron
7716 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7717 bg->FillInitialWorldStates(data);
7718 else
7720 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7721 data << uint32(0xbb9) << uint32(0x0); // 8 green
7722 data << uint32(0xbba) << uint32(0x0); // 9 show
7724 break;
7725 case 3703: // Shattrath City
7726 break;
7727 default:
7728 data << uint32(0x914) << uint32(0x0); // 7
7729 data << uint32(0x913) << uint32(0x0); // 8
7730 data << uint32(0x912) << uint32(0x0); // 9
7731 data << uint32(0x915) << uint32(0x0); // 10
7732 break;
7734 GetSession()->SendPacket(&data);
7737 uint32 Player::GetXPRestBonus(uint32 xp)
7739 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7741 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7742 rested_bonus = xp;
7744 SetRestBonus( GetRestBonus() - rested_bonus);
7746 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7747 return rested_bonus;
7750 void Player::SetBindPoint(uint64 guid)
7752 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7753 data << uint64(guid);
7754 GetSession()->SendPacket( &data );
7757 void Player::SendTalentWipeConfirm(uint64 guid)
7759 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7760 data << uint64(guid);
7761 data << uint32(resetTalentsCost());
7762 GetSession()->SendPacket( &data );
7765 void Player::SendPetSkillWipeConfirm()
7767 Pet* pet = GetPet();
7768 if(!pet)
7769 return;
7770 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7771 data << pet->GetGUID();
7772 data << uint32(pet->resetTalentsCost());
7773 GetSession()->SendPacket( &data );
7776 /*********************************************************/
7777 /*** STORAGE SYSTEM ***/
7778 /*********************************************************/
7780 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7782 assert(i < 3);
7783 if(i < 2 && item)
7785 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7786 return;
7787 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7788 if(charges == 0)
7789 return;
7790 if(charges > 1)
7791 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7792 else if(charges <= 1)
7794 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7795 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7800 void Player::SetSheath( uint32 sheathed )
7802 switch (sheathed)
7804 case SHEATH_STATE_UNARMED: // no prepared weapon
7805 SetVirtualItemSlot(0,NULL);
7806 SetVirtualItemSlot(1,NULL);
7807 SetVirtualItemSlot(2,NULL);
7808 break;
7809 case SHEATH_STATE_MELEE: // prepared melee weapon
7811 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7812 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7813 SetVirtualItemSlot(2,NULL);
7814 }; break;
7815 case SHEATH_STATE_RANGED: // prepared ranged weapon
7816 SetVirtualItemSlot(0,NULL);
7817 SetVirtualItemSlot(1,NULL);
7818 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7819 break;
7820 default:
7821 SetVirtualItemSlot(0,NULL);
7822 SetVirtualItemSlot(1,NULL);
7823 SetVirtualItemSlot(2,NULL);
7824 break;
7826 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7829 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7831 uint8 pClass = getClass();
7833 uint8 slots[4];
7834 slots[0] = NULL_SLOT;
7835 slots[1] = NULL_SLOT;
7836 slots[2] = NULL_SLOT;
7837 slots[3] = NULL_SLOT;
7838 switch( proto->InventoryType )
7840 case INVTYPE_HEAD:
7841 slots[0] = EQUIPMENT_SLOT_HEAD;
7842 break;
7843 case INVTYPE_NECK:
7844 slots[0] = EQUIPMENT_SLOT_NECK;
7845 break;
7846 case INVTYPE_SHOULDERS:
7847 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7848 break;
7849 case INVTYPE_BODY:
7850 slots[0] = EQUIPMENT_SLOT_BODY;
7851 break;
7852 case INVTYPE_CHEST:
7853 slots[0] = EQUIPMENT_SLOT_CHEST;
7854 break;
7855 case INVTYPE_ROBE:
7856 slots[0] = EQUIPMENT_SLOT_CHEST;
7857 break;
7858 case INVTYPE_WAIST:
7859 slots[0] = EQUIPMENT_SLOT_WAIST;
7860 break;
7861 case INVTYPE_LEGS:
7862 slots[0] = EQUIPMENT_SLOT_LEGS;
7863 break;
7864 case INVTYPE_FEET:
7865 slots[0] = EQUIPMENT_SLOT_FEET;
7866 break;
7867 case INVTYPE_WRISTS:
7868 slots[0] = EQUIPMENT_SLOT_WRISTS;
7869 break;
7870 case INVTYPE_HANDS:
7871 slots[0] = EQUIPMENT_SLOT_HANDS;
7872 break;
7873 case INVTYPE_FINGER:
7874 slots[0] = EQUIPMENT_SLOT_FINGER1;
7875 slots[1] = EQUIPMENT_SLOT_FINGER2;
7876 break;
7877 case INVTYPE_TRINKET:
7878 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7879 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7880 break;
7881 case INVTYPE_CLOAK:
7882 slots[0] = EQUIPMENT_SLOT_BACK;
7883 break;
7884 case INVTYPE_WEAPON:
7886 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7888 // suggest offhand slot only if know dual wielding
7889 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7890 if(CanDualWield())
7891 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7892 break;
7894 case INVTYPE_SHIELD:
7895 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7896 break;
7897 case INVTYPE_RANGED:
7898 slots[0] = EQUIPMENT_SLOT_RANGED;
7899 break;
7900 case INVTYPE_2HWEAPON:
7901 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7902 if (CanDualWield() && CanTitanGrip())
7903 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7904 break;
7905 case INVTYPE_TABARD:
7906 slots[0] = EQUIPMENT_SLOT_TABARD;
7907 break;
7908 case INVTYPE_WEAPONMAINHAND:
7909 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7910 break;
7911 case INVTYPE_WEAPONOFFHAND:
7912 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7913 break;
7914 case INVTYPE_HOLDABLE:
7915 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7916 break;
7917 case INVTYPE_THROWN:
7918 slots[0] = EQUIPMENT_SLOT_RANGED;
7919 break;
7920 case INVTYPE_RANGEDRIGHT:
7921 slots[0] = EQUIPMENT_SLOT_RANGED;
7922 break;
7923 case INVTYPE_BAG:
7924 slots[0] = INVENTORY_SLOT_BAG_START + 0;
7925 slots[1] = INVENTORY_SLOT_BAG_START + 1;
7926 slots[2] = INVENTORY_SLOT_BAG_START + 2;
7927 slots[3] = INVENTORY_SLOT_BAG_START + 3;
7928 break;
7929 case INVTYPE_RELIC:
7931 switch(proto->SubClass)
7933 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7934 if (pClass == CLASS_PALADIN)
7935 slots[0] = EQUIPMENT_SLOT_RANGED;
7936 break;
7937 case ITEM_SUBCLASS_ARMOR_IDOL:
7938 if (pClass == CLASS_DRUID)
7939 slots[0] = EQUIPMENT_SLOT_RANGED;
7940 break;
7941 case ITEM_SUBCLASS_ARMOR_TOTEM:
7942 if (pClass == CLASS_SHAMAN)
7943 slots[0] = EQUIPMENT_SLOT_RANGED;
7944 break;
7945 case ITEM_SUBCLASS_ARMOR_MISC:
7946 if (pClass == CLASS_WARLOCK)
7947 slots[0] = EQUIPMENT_SLOT_RANGED;
7948 break;
7949 case ITEM_SUBCLASS_ARMOR_SIGIL:
7950 if (pClass == CLASS_DEATH_KNIGHT)
7951 slots[0] = EQUIPMENT_SLOT_RANGED;
7952 break;
7954 break;
7956 default :
7957 return NULL_SLOT;
7960 if( slot != NULL_SLOT )
7962 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
7964 for (int i = 0; i < 4; i++)
7966 if ( slots[i] == slot )
7967 return slot;
7971 else
7973 // search free slot at first
7974 for (int i = 0; i < 4; i++)
7976 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
7978 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
7979 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
7980 return slots[i];
7984 // if not found free and can swap return first appropriate from used
7985 for (int i = 0; i < 4; i++)
7987 if ( slots[i] != NULL_SLOT && swap )
7988 return slots[i];
7992 // no free position
7993 return NULL_SLOT;
7996 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
7998 Item *pItem;
7999 uint32 tempcount = 0;
8001 uint8 res = EQUIP_ERR_OK;
8003 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8005 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8006 if( pItem && pItem->GetEntry() == item )
8008 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8009 if(ires==EQUIP_ERR_OK)
8011 tempcount += pItem->GetCount();
8012 if( tempcount >= count )
8013 return EQUIP_ERR_OK;
8015 else
8016 res = ires;
8019 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8021 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8022 if( pItem && pItem->GetEntry() == item )
8024 tempcount += pItem->GetCount();
8025 if( tempcount >= count )
8026 return EQUIP_ERR_OK;
8029 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8031 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8032 if( pItem && pItem->GetEntry() == item )
8034 tempcount += pItem->GetCount();
8035 if( tempcount >= count )
8036 return EQUIP_ERR_OK;
8039 Bag *pBag;
8040 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8042 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8043 if( pBag )
8045 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8047 pItem = GetItemByPos( i, j );
8048 if( pItem && pItem->GetEntry() == item )
8050 tempcount += pItem->GetCount();
8051 if( tempcount >= count )
8052 return EQUIP_ERR_OK;
8058 // not found req. item count and have unequippable items
8059 return res;
8062 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8064 uint32 count = 0;
8065 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8067 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8068 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8069 count += pItem->GetCount();
8071 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8073 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8074 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8075 count += pItem->GetCount();
8077 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8079 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8080 if( pBag )
8081 count += pBag->GetItemCount(item,skipItem);
8084 if(skipItem && skipItem->GetProto()->GemProperties)
8086 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8088 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8089 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8090 count += pItem->GetGemCountWithID(item);
8094 if(inBankAlso)
8096 for(int i = BANK_SLOT_ITEM_START; i < BANK_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 = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8104 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8105 if( pBag )
8106 count += pBag->GetItemCount(item,skipItem);
8109 if(skipItem && skipItem->GetProto()->GemProperties)
8111 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8113 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8114 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8115 count += pItem->GetGemCountWithID(item);
8120 return count;
8123 Item* Player::GetItemByGuid( uint64 guid ) const
8125 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8127 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8128 if( pItem && pItem->GetGUID() == guid )
8129 return pItem;
8131 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8133 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8134 if( pItem && pItem->GetGUID() == guid )
8135 return pItem;
8138 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8140 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8141 if( pBag )
8143 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8145 Item* pItem = pBag->GetItemByPos( j );
8146 if( pItem && pItem->GetGUID() == guid )
8147 return pItem;
8151 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8153 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8154 if( pBag )
8156 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8158 Item* pItem = pBag->GetItemByPos( j );
8159 if( pItem && pItem->GetGUID() == guid )
8160 return pItem;
8165 return NULL;
8168 Item* Player::GetItemByPos( uint16 pos ) const
8170 uint8 bag = pos >> 8;
8171 uint8 slot = pos & 255;
8172 return GetItemByPos( bag, slot );
8175 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8177 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8178 return m_items[slot];
8179 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8180 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8182 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8183 if ( pBag )
8184 return pBag->GetItemByPos(slot);
8186 return NULL;
8189 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8191 uint16 slot;
8192 switch (attackType)
8194 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8195 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8196 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8197 default: return NULL;
8200 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8201 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8202 return NULL;
8204 if(!useable)
8205 return item;
8207 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8208 return NULL;
8210 return item;
8213 Item* Player::GetShield(bool useable) const
8215 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8216 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8217 return NULL;
8219 if(!useable)
8220 return item;
8222 if( item->IsBroken())
8223 return NULL;
8225 return item;
8228 uint32 Player::GetAttackBySlot( uint8 slot )
8230 switch(slot)
8232 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8233 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8234 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8235 default: return MAX_ATTACK;
8239 bool Player::HasBankBagSlot( uint8 slot ) const
8241 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8242 if( slot < maxslot )
8243 return true;
8244 return false;
8247 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8249 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8250 return true;
8251 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8252 return true;
8253 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8254 return true;
8255 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8256 return true;
8257 return false;
8260 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8262 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8263 return true;
8264 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8265 return true;
8266 return false;
8269 bool Player::IsBankPos( uint8 bag, uint8 slot )
8271 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8272 return true;
8273 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8274 return true;
8275 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8276 return true;
8277 return false;
8280 bool Player::IsBagPos( uint16 pos )
8282 uint8 bag = pos >> 8;
8283 uint8 slot = pos & 255;
8284 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8285 return true;
8286 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8287 return true;
8288 return false;
8291 bool Player::IsValidPos( uint8 bag, uint8 slot )
8293 // post selected
8294 if(bag == NULL_BAG)
8295 return true;
8297 if (bag == INVENTORY_SLOT_BAG_0)
8299 // any post selected
8300 if (slot == NULL_SLOT)
8301 return true;
8303 // equipment
8304 if (slot < EQUIPMENT_SLOT_END)
8305 return true;
8307 // bag equip slots
8308 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8309 return true;
8311 // backpack slots
8312 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8313 return true;
8315 // keyring slots
8316 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8317 return true;
8319 // bank main slots
8320 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8321 return true;
8323 // bank bag slots
8324 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8325 return true;
8327 return false;
8330 // bag content slots
8331 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8333 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8334 if(!pBag)
8335 return false;
8337 // any post selected
8338 if (slot == NULL_SLOT)
8339 return true;
8341 return slot < pBag->GetBagSize();
8344 // bank bag content slots
8345 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8347 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8348 if(!pBag)
8349 return false;
8351 // any post selected
8352 if (slot == NULL_SLOT)
8353 return true;
8355 return slot < pBag->GetBagSize();
8358 // where this?
8359 return false;
8363 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8365 uint32 tempcount = 0;
8366 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8368 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8369 if( pItem && pItem->GetEntry() == item )
8371 tempcount += pItem->GetCount();
8372 if( tempcount >= count )
8373 return true;
8376 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8378 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8379 if( pItem && pItem->GetEntry() == item )
8381 tempcount += pItem->GetCount();
8382 if( tempcount >= count )
8383 return true;
8386 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8388 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8390 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8392 Item* pItem = GetItemByPos( i, j );
8393 if( pItem && pItem->GetEntry() == item )
8395 tempcount += pItem->GetCount();
8396 if( tempcount >= count )
8397 return true;
8403 if(inBankAlso)
8405 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8407 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8408 if( pItem && pItem->GetEntry() == item )
8410 tempcount += pItem->GetCount();
8411 if( tempcount >= count )
8412 return true;
8415 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8417 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8419 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8421 Item* pItem = GetItemByPos( i, j );
8422 if( pItem && pItem->GetEntry() == item )
8424 tempcount += pItem->GetCount();
8425 if( tempcount >= count )
8426 return true;
8433 return false;
8436 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8438 uint32 tempcount = 0;
8439 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8441 if(i==int(except_slot))
8442 continue;
8444 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8445 if( pItem && pItem->GetEntry() == item)
8447 tempcount += pItem->GetCount();
8448 if( tempcount >= count )
8449 return true;
8453 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8454 if (pProto && pProto->GemProperties)
8456 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8458 if(i==int(except_slot))
8459 continue;
8461 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8462 if( pItem && pItem->GetProto()->Socket[0].Color)
8464 tempcount += pItem->GetGemCountWithID(item);
8465 if( tempcount >= count )
8466 return true;
8471 return false;
8474 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
8476 uint32 tempcount = 0;
8477 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8479 if(i==int(except_slot))
8480 continue;
8482 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8483 if (!pItem)
8484 continue;
8486 ItemPrototype const *pProto = pItem->GetProto();
8487 if (!pProto)
8488 continue;
8490 if (pProto->ItemLimitCategory == limitCategory)
8492 tempcount += pItem->GetCount();
8493 if( tempcount >= count )
8494 return true;
8497 if( pProto->Socket[0].Color)
8499 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
8500 if( tempcount >= count )
8501 return true;
8505 return false;
8508 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8510 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8511 if( !pProto )
8513 if(no_space_count)
8514 *no_space_count = count;
8515 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8518 // no maximum
8519 if(pProto->MaxCount <= 0)
8520 return EQUIP_ERR_OK;
8522 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8524 if (curcount + count > uint32(pProto->MaxCount))
8526 if(no_space_count)
8527 *no_space_count = count +curcount - pProto->MaxCount;
8528 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8531 return EQUIP_ERR_OK;
8534 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8536 Item *pItem;
8537 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8539 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8540 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8541 return true;
8543 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8545 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8546 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8547 return true;
8549 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8551 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8553 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8555 pItem = GetItemByPos( i, j );
8556 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8557 return true;
8561 return false;
8564 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8566 Item* pItem2 = GetItemByPos( bag, slot );
8568 // ignore move item (this slot will be empty at move)
8569 if(pItem2==pSrcItem)
8570 pItem2 = NULL;
8572 uint32 need_space;
8574 // empty specific slot - check item fit to slot
8575 if( !pItem2 || swap )
8577 if( bag == INVENTORY_SLOT_BAG_0 )
8579 // keyring case
8580 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8581 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8583 // vanitypet case (not use, vanity pets stored as spells)
8584 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END)
8585 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8587 // currencytoken case (disabled until proper implement)
8588 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8589 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8591 // guestbag case (not use)
8592 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END)
8593 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8595 // prevent cheating
8596 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8597 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8599 else
8601 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8602 if( !pBag )
8603 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8605 ItemPrototype const* pBagProto = pBag->GetProto();
8606 if( !pBagProto )
8607 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8609 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8610 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8613 // non empty stack with space
8614 need_space = pProto->GetMaxStackSize();
8616 // non empty slot, check item type
8617 else
8619 // check item type
8620 if(pItem2->GetEntry() != pProto->ItemId)
8621 return EQUIP_ERR_ITEM_CANT_STACK;
8623 // check free space
8624 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8625 return EQUIP_ERR_ITEM_CANT_STACK;
8627 // free stack space or infinity
8628 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8631 if(need_space > count)
8632 need_space = count;
8634 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8635 if(!newPosition.isContainedIn(dest))
8637 dest.push_back(newPosition);
8638 count -= need_space;
8640 return EQUIP_ERR_OK;
8643 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
8645 // skip specific bag already processed in first called _CanStoreItem_InBag
8646 if(bag==skip_bag)
8647 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8649 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8650 if( !pBag )
8651 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8653 ItemPrototype const* pBagProto = pBag->GetProto();
8654 if( !pBagProto )
8655 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8657 // specialized bag mode or non-specilized
8658 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8659 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8661 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8662 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8664 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8666 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8667 if(j==skip_slot)
8668 continue;
8670 Item* pItem2 = GetItemByPos( bag, j );
8672 // ignore move item (this slot will be empty at move)
8673 if(pItem2==pSrcItem)
8674 pItem2 = NULL;
8676 // if merge skip empty, if !merge skip non-empty
8677 if((pItem2!=NULL)!=merge)
8678 continue;
8680 if( pItem2 )
8682 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8684 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8685 if(need_space > count)
8686 need_space = count;
8688 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8689 if(!newPosition.isContainedIn(dest))
8691 dest.push_back(newPosition);
8692 count -= need_space;
8694 if(count==0)
8695 return EQUIP_ERR_OK;
8699 else
8701 uint32 need_space = pProto->GetMaxStackSize();
8702 if(need_space > count)
8703 need_space = count;
8705 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8706 if(!newPosition.isContainedIn(dest))
8708 dest.push_back(newPosition);
8709 count -= need_space;
8711 if(count==0)
8712 return EQUIP_ERR_OK;
8716 return EQUIP_ERR_OK;
8719 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
8721 for(uint32 j = slot_begin; j < slot_end; j++)
8723 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8724 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8725 continue;
8727 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8729 // ignore move item (this slot will be empty at move)
8730 if(pItem2==pSrcItem)
8731 pItem2 = NULL;
8733 // if merge skip empty, if !merge skip non-empty
8734 if((pItem2!=NULL)!=merge)
8735 continue;
8737 if( pItem2 )
8739 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8741 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8742 if(need_space > count)
8743 need_space = count;
8744 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8745 if(!newPosition.isContainedIn(dest))
8747 dest.push_back(newPosition);
8748 count -= need_space;
8750 if(count==0)
8751 return EQUIP_ERR_OK;
8755 else
8757 uint32 need_space = pProto->GetMaxStackSize();
8758 if(need_space > count)
8759 need_space = count;
8761 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8762 if(!newPosition.isContainedIn(dest))
8764 dest.push_back(newPosition);
8765 count -= need_space;
8767 if(count==0)
8768 return EQUIP_ERR_OK;
8772 return EQUIP_ERR_OK;
8775 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8777 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8779 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8780 if( !pProto )
8782 if(no_space_count)
8783 *no_space_count = count;
8784 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8787 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8789 if(no_space_count)
8790 *no_space_count = count;
8791 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8794 // check count of items (skip for auto move for same player from bank)
8795 uint32 no_similar_count = 0; // can't store this amount similar items
8796 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8797 if(res!=EQUIP_ERR_OK)
8799 if(count==no_similar_count)
8801 if(no_space_count)
8802 *no_space_count = no_similar_count;
8803 return res;
8805 count -= no_similar_count;
8808 // in specific slot
8809 if( bag != NULL_BAG && slot != NULL_SLOT )
8811 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8812 if(res!=EQUIP_ERR_OK)
8814 if(no_space_count)
8815 *no_space_count = count + no_similar_count;
8816 return res;
8819 if(count==0)
8821 if(no_similar_count==0)
8822 return EQUIP_ERR_OK;
8824 if(no_space_count)
8825 *no_space_count = count + no_similar_count;
8826 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8830 // not specific slot or have space for partly store only in specific slot
8832 // in specific bag
8833 if( bag != NULL_BAG )
8835 // search stack in bag for merge to
8836 if( pProto->Stackable != 1 )
8838 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8840 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8841 if(res!=EQUIP_ERR_OK)
8843 if(no_space_count)
8844 *no_space_count = count + no_similar_count;
8845 return res;
8848 if(count==0)
8850 if(no_similar_count==0)
8851 return EQUIP_ERR_OK;
8853 if(no_space_count)
8854 *no_space_count = count + no_similar_count;
8855 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8858 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8859 if(res!=EQUIP_ERR_OK)
8861 if(no_space_count)
8862 *no_space_count = count + no_similar_count;
8863 return res;
8866 if(count==0)
8868 if(no_similar_count==0)
8869 return EQUIP_ERR_OK;
8871 if(no_space_count)
8872 *no_space_count = count + no_similar_count;
8873 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8876 else // equipped bag
8878 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8879 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8880 if(res!=EQUIP_ERR_OK)
8881 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8883 if(res!=EQUIP_ERR_OK)
8885 if(no_space_count)
8886 *no_space_count = count + no_similar_count;
8887 return res;
8890 if(count==0)
8892 if(no_similar_count==0)
8893 return EQUIP_ERR_OK;
8895 if(no_space_count)
8896 *no_space_count = count + no_similar_count;
8897 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8902 // search free slot in bag for place to
8903 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8905 // search free slot - keyring case
8906 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8908 uint32 keyringSize = GetMaxKeyringSize();
8909 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8910 if(res!=EQUIP_ERR_OK)
8912 if(no_space_count)
8913 *no_space_count = count + no_similar_count;
8914 return res;
8917 if(count==0)
8919 if(no_similar_count==0)
8920 return EQUIP_ERR_OK;
8922 if(no_space_count)
8923 *no_space_count = count + no_similar_count;
8924 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8927 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8928 if(res!=EQUIP_ERR_OK)
8930 if(no_space_count)
8931 *no_space_count = count + no_similar_count;
8932 return res;
8935 if(count==0)
8937 if(no_similar_count==0)
8938 return EQUIP_ERR_OK;
8940 if(no_space_count)
8941 *no_space_count = count + no_similar_count;
8942 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8945 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
8947 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8948 if(res!=EQUIP_ERR_OK)
8950 if(no_space_count)
8951 *no_space_count = count + no_similar_count;
8952 return res;
8955 if(count==0)
8957 if(no_similar_count==0)
8958 return EQUIP_ERR_OK;
8960 if(no_space_count)
8961 *no_space_count = count + no_similar_count;
8962 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8966 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
8967 if(res!=EQUIP_ERR_OK)
8969 if(no_space_count)
8970 *no_space_count = count + no_similar_count;
8971 return res;
8974 if(count==0)
8976 if(no_similar_count==0)
8977 return EQUIP_ERR_OK;
8979 if(no_space_count)
8980 *no_space_count = count + no_similar_count;
8981 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8984 else // equipped bag
8986 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
8987 if(res!=EQUIP_ERR_OK)
8988 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
8990 if(res!=EQUIP_ERR_OK)
8992 if(no_space_count)
8993 *no_space_count = count + no_similar_count;
8994 return res;
8997 if(count==0)
8999 if(no_similar_count==0)
9000 return EQUIP_ERR_OK;
9002 if(no_space_count)
9003 *no_space_count = count + no_similar_count;
9004 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9009 // not specific bag or have space for partly store only in specific bag
9011 // search stack for merge to
9012 if( pProto->Stackable != 1 )
9014 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9015 if(res!=EQUIP_ERR_OK)
9017 if(no_space_count)
9018 *no_space_count = count + no_similar_count;
9019 return res;
9022 if(count==0)
9024 if(no_similar_count==0)
9025 return EQUIP_ERR_OK;
9027 if(no_space_count)
9028 *no_space_count = count + no_similar_count;
9029 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9032 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9033 if(res!=EQUIP_ERR_OK)
9035 if(no_space_count)
9036 *no_space_count = count + no_similar_count;
9037 return res;
9040 if(count==0)
9042 if(no_similar_count==0)
9043 return EQUIP_ERR_OK;
9045 if(no_space_count)
9046 *no_space_count = count + no_similar_count;
9047 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9050 if( pProto->BagFamily )
9052 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9054 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9055 if(res!=EQUIP_ERR_OK)
9056 continue;
9058 if(count==0)
9060 if(no_similar_count==0)
9061 return EQUIP_ERR_OK;
9063 if(no_space_count)
9064 *no_space_count = count + no_similar_count;
9065 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9070 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9072 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9073 if(res!=EQUIP_ERR_OK)
9074 continue;
9076 if(count==0)
9078 if(no_similar_count==0)
9079 return EQUIP_ERR_OK;
9081 if(no_space_count)
9082 *no_space_count = count + no_similar_count;
9083 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9088 // search free slot - special bag case
9089 if( pProto->BagFamily )
9091 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9093 uint32 keyringSize = GetMaxKeyringSize();
9094 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9095 if(res!=EQUIP_ERR_OK)
9097 if(no_space_count)
9098 *no_space_count = count + no_similar_count;
9099 return res;
9102 if(count==0)
9104 if(no_similar_count==0)
9105 return EQUIP_ERR_OK;
9107 if(no_space_count)
9108 *no_space_count = count + no_similar_count;
9109 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9112 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9114 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9115 if(res!=EQUIP_ERR_OK)
9117 if(no_space_count)
9118 *no_space_count = count + no_similar_count;
9119 return res;
9122 if(count==0)
9124 if(no_similar_count==0)
9125 return EQUIP_ERR_OK;
9127 if(no_space_count)
9128 *no_space_count = count + no_similar_count;
9129 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9133 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9135 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9136 if(res!=EQUIP_ERR_OK)
9137 continue;
9139 if(count==0)
9141 if(no_similar_count==0)
9142 return EQUIP_ERR_OK;
9144 if(no_space_count)
9145 *no_space_count = count + no_similar_count;
9146 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9151 // search free slot
9152 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9153 if(res!=EQUIP_ERR_OK)
9155 if(no_space_count)
9156 *no_space_count = count + no_similar_count;
9157 return res;
9160 if(count==0)
9162 if(no_similar_count==0)
9163 return EQUIP_ERR_OK;
9165 if(no_space_count)
9166 *no_space_count = count + no_similar_count;
9167 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9170 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9172 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9173 if(res!=EQUIP_ERR_OK)
9174 continue;
9176 if(count==0)
9178 if(no_similar_count==0)
9179 return EQUIP_ERR_OK;
9181 if(no_space_count)
9182 *no_space_count = count + no_similar_count;
9183 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9187 if(no_space_count)
9188 *no_space_count = count + no_similar_count;
9190 return EQUIP_ERR_INVENTORY_FULL;
9193 //////////////////////////////////////////////////////////////////////////
9194 uint8 Player::CanStoreItems( Item **pItems,int count) const
9196 Item *pItem2;
9198 // fill space table
9199 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9200 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9201 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9202 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9204 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9205 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9206 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9207 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9209 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9211 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9213 if (pItem2 && !pItem2->IsInTrade())
9215 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9219 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9221 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9223 if (pItem2 && !pItem2->IsInTrade())
9225 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9229 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9231 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9233 if (pItem2 && !pItem2->IsInTrade())
9235 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9239 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9241 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9243 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9245 pItem2 = GetItemByPos( i, j );
9246 if (pItem2 && !pItem2->IsInTrade())
9248 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9254 // check free space for all items
9255 for (int k=0;k<count;k++)
9257 Item *pItem = pItems[k];
9259 // no item
9260 if (!pItem) continue;
9262 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9263 ItemPrototype const *pProto = pItem->GetProto();
9265 // strange item
9266 if( !pProto )
9267 return EQUIP_ERR_ITEM_NOT_FOUND;
9269 // item it 'bind'
9270 if(pItem->IsBindedNotWith(GetGUID()))
9271 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9273 Bag *pBag;
9274 ItemPrototype const *pBagProto;
9276 // item is 'one item only'
9277 uint8 res = CanTakeMoreSimilarItems(pItem);
9278 if(res != EQUIP_ERR_OK)
9279 return res;
9281 // search stack for merge to
9282 if( pProto->Stackable != 1 )
9284 bool b_found = false;
9286 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9288 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9289 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9291 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9292 b_found = true;
9293 break;
9296 if (b_found) continue;
9298 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9300 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9301 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9303 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9304 b_found = true;
9305 break;
9308 if (b_found) continue;
9310 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9312 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9313 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9315 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9316 b_found = true;
9317 break;
9320 if (b_found) continue;
9322 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9324 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9325 if( pBag )
9327 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9329 pItem2 = GetItemByPos( t, j );
9330 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9332 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9333 b_found = true;
9334 break;
9339 if (b_found) continue;
9342 // special bag case
9343 if( pProto->BagFamily )
9345 bool b_found = false;
9346 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9348 uint32 keyringSize = GetMaxKeyringSize();
9349 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9351 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9353 inv_keys[t-KEYRING_SLOT_START] = 1;
9354 b_found = true;
9355 break;
9360 if (b_found) continue;
9362 /* until proper implementation
9363 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9365 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9367 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9369 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9370 b_found = true;
9371 break;
9376 if (b_found) continue;
9379 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9381 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9382 if( pBag )
9384 pBagProto = pBag->GetProto();
9386 // not plain container check
9387 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9388 ItemCanGoIntoBag(pProto,pBagProto) )
9390 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9392 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9394 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9395 b_found = true;
9396 break;
9402 if (b_found) continue;
9405 // search free slot
9406 bool b_found = false;
9407 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9409 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9411 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9412 b_found = true;
9413 break;
9416 if (b_found) continue;
9418 // search free slot in bags
9419 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9421 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9422 if( pBag )
9424 pBagProto = pBag->GetProto();
9426 // special bag already checked
9427 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9428 continue;
9430 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9432 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9434 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9435 b_found = true;
9436 break;
9442 // no free slot found?
9443 if (!b_found)
9444 return EQUIP_ERR_INVENTORY_FULL;
9447 return EQUIP_ERR_OK;
9450 //////////////////////////////////////////////////////////////////////////
9451 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9453 dest = 0;
9454 Item *pItem = Item::CreateItem( item, 1, this );
9455 if( pItem )
9457 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9458 delete pItem;
9459 return result;
9462 return EQUIP_ERR_ITEM_NOT_FOUND;
9465 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9467 dest = 0;
9468 if( pItem )
9470 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9471 ItemPrototype const *pProto = pItem->GetProto();
9472 if( pProto )
9474 if(pItem->IsBindedNotWith(GetGUID()))
9475 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9477 // check count of items (skip for auto move for same player from bank)
9478 uint8 res = CanTakeMoreSimilarItems(pItem);
9479 if(res != EQUIP_ERR_OK)
9480 return res;
9482 // check this only in game
9483 if(not_loading)
9485 // May be here should be more stronger checks; STUNNED checked
9486 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9487 if (hasUnitState(UNIT_STAT_STUNNED))
9488 return EQUIP_ERR_YOU_ARE_STUNNED;
9490 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9491 // - combat
9492 // - in-progress arenas
9493 if( !pProto->CanChangeEquipStateInCombat() )
9495 if( isInCombat() )
9496 return EQUIP_ERR_NOT_IN_COMBAT;
9498 if(BattleGround* bg = GetBattleGround())
9499 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9500 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9503 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9504 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9506 if(IsNonMeleeSpellCasted(false))
9507 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9510 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9511 if( eslot == NULL_SLOT )
9512 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9514 uint8 msg = CanUseItem( pItem , not_loading );
9515 if( msg != EQUIP_ERR_OK )
9516 return msg;
9517 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9518 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9520 // if swap ignore item (equipped also)
9521 if(uint8 res = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
9522 return res;
9524 // check unique-equipped special item classes
9525 if (pProto->Class == ITEM_CLASS_QUIVER)
9527 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9529 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9531 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9533 if( pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot ) )
9535 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9536 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9537 else
9538 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9545 uint32 type = pProto->InventoryType;
9547 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9549 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9551 if(!CanDualWield())
9552 return EQUIP_ERR_CANT_DUAL_WIELD;
9554 else if (type == INVTYPE_2HWEAPON)
9556 if(!CanDualWield() || !CanTitanGrip())
9557 return EQUIP_ERR_CANT_DUAL_WIELD;
9560 if(IsTwoHandUsed())
9561 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9564 // equip two-hand weapon case (with possible unequip 2 items)
9565 if( type == INVTYPE_2HWEAPON )
9567 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9569 if (!CanTitanGrip())
9570 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9572 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9573 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9575 if (!CanTitanGrip())
9577 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9578 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9579 ItemPosCountVec off_dest;
9580 if( offItem && (!not_loading ||
9581 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9582 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9583 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9586 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9587 return EQUIP_ERR_OK;
9590 if( !swap )
9591 return EQUIP_ERR_ITEM_NOT_FOUND;
9592 else
9593 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9596 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9598 // Applied only to equipped items and bank bags
9599 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9600 return EQUIP_ERR_OK;
9602 Item* pItem = GetItemByPos(pos);
9604 // Applied only to existed equipped item
9605 if( !pItem )
9606 return EQUIP_ERR_OK;
9608 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9610 ItemPrototype const *pProto = pItem->GetProto();
9611 if( !pProto )
9612 return EQUIP_ERR_ITEM_NOT_FOUND;
9614 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9615 // - combat
9616 // - in-progress arenas
9617 if( !pProto->CanChangeEquipStateInCombat() )
9619 if( isInCombat() )
9620 return EQUIP_ERR_NOT_IN_COMBAT;
9622 if(BattleGround* bg = GetBattleGround())
9623 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9624 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9627 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9628 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9630 return EQUIP_ERR_OK;
9633 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9635 if( !pItem )
9636 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9638 uint32 count = pItem->GetCount();
9640 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9641 ItemPrototype const *pProto = pItem->GetProto();
9642 if( !pProto )
9643 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9645 if( pItem->IsBindedNotWith(GetGUID()) )
9646 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9648 // check count of items (skip for auto move for same player from bank)
9649 uint8 res = CanTakeMoreSimilarItems(pItem);
9650 if(res != EQUIP_ERR_OK)
9651 return res;
9653 // in specific slot
9654 if( bag != NULL_BAG && slot != NULL_SLOT )
9656 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9658 if (!pItem->IsBag())
9659 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9661 Bag *pBag = (Bag*)pItem;
9662 if( !HasBankBagSlot( slot ) )
9663 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9665 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9666 return cantuse;
9669 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9670 if(res!=EQUIP_ERR_OK)
9671 return res;
9673 if(count==0)
9674 return EQUIP_ERR_OK;
9677 // not specific slot or have space for partly store only in specific slot
9679 // in specific bag
9680 if( bag != NULL_BAG )
9682 if( pProto->InventoryType == INVTYPE_BAG )
9684 Bag *pBag = (Bag*)pItem;
9685 if( pBag && !pBag->IsEmpty() )
9686 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9689 // search stack in bag for merge to
9690 if( pProto->Stackable != 1 )
9692 if( bag == INVENTORY_SLOT_BAG_0 )
9694 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9695 if(res!=EQUIP_ERR_OK)
9696 return res;
9698 if(count==0)
9699 return EQUIP_ERR_OK;
9701 else
9703 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9704 if(res!=EQUIP_ERR_OK)
9705 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9707 if(res!=EQUIP_ERR_OK)
9708 return res;
9710 if(count==0)
9711 return EQUIP_ERR_OK;
9715 // search free slot in bag
9716 if( bag == INVENTORY_SLOT_BAG_0 )
9718 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9719 if(res!=EQUIP_ERR_OK)
9720 return res;
9722 if(count==0)
9723 return EQUIP_ERR_OK;
9725 else
9727 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9728 if(res!=EQUIP_ERR_OK)
9729 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9731 if(res!=EQUIP_ERR_OK)
9732 return res;
9734 if(count==0)
9735 return EQUIP_ERR_OK;
9739 // not specific bag or have space for partly store only in specific bag
9741 // search stack for merge to
9742 if( pProto->Stackable != 1 )
9744 // in slots
9745 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9746 if(res!=EQUIP_ERR_OK)
9747 return res;
9749 if(count==0)
9750 return EQUIP_ERR_OK;
9752 // in special bags
9753 if( pProto->BagFamily )
9755 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9757 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9758 if(res!=EQUIP_ERR_OK)
9759 continue;
9761 if(count==0)
9762 return EQUIP_ERR_OK;
9766 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9768 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9769 if(res!=EQUIP_ERR_OK)
9770 continue;
9772 if(count==0)
9773 return EQUIP_ERR_OK;
9777 // search free place in special bag
9778 if( pProto->BagFamily )
9780 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9782 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9783 if(res!=EQUIP_ERR_OK)
9784 continue;
9786 if(count==0)
9787 return EQUIP_ERR_OK;
9791 // search free space
9792 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9793 if(res!=EQUIP_ERR_OK)
9794 return res;
9796 if(count==0)
9797 return EQUIP_ERR_OK;
9799 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9801 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9802 if(res!=EQUIP_ERR_OK)
9803 continue;
9805 if(count==0)
9806 return EQUIP_ERR_OK;
9808 return EQUIP_ERR_BANK_FULL;
9811 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9813 if( pItem )
9815 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9816 if( !isAlive() && not_loading )
9817 return EQUIP_ERR_YOU_ARE_DEAD;
9818 //if( isStunned() )
9819 // return EQUIP_ERR_YOU_ARE_STUNNED;
9820 ItemPrototype const *pProto = pItem->GetProto();
9821 if( pProto )
9823 if( pItem->IsBindedNotWith(GetGUID()) )
9824 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9825 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9826 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9827 if( pItem->GetSkill() != 0 )
9829 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9830 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9832 if( pProto->RequiredSkill != 0 )
9834 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9835 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9836 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9837 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9839 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9840 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9841 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9842 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9843 if( getLevel() < pProto->RequiredLevel )
9844 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9845 return EQUIP_ERR_OK;
9848 return EQUIP_ERR_ITEM_NOT_FOUND;
9851 bool Player::CanUseItem( ItemPrototype const *pProto )
9853 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9855 if( pProto )
9857 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9858 return false;
9859 if( pProto->RequiredSkill != 0 )
9861 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9862 return false;
9863 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9864 return false;
9866 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9867 return false;
9868 if( getLevel() < pProto->RequiredLevel )
9869 return false;
9870 return true;
9872 return false;
9875 uint8 Player::CanUseAmmo( uint32 item ) const
9877 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9878 if( !isAlive() )
9879 return EQUIP_ERR_YOU_ARE_DEAD;
9880 //if( isStunned() )
9881 // return EQUIP_ERR_YOU_ARE_STUNNED;
9882 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9883 if( pProto )
9885 if( pProto->InventoryType!= INVTYPE_AMMO )
9886 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9887 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9888 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9889 if( pProto->RequiredSkill != 0 )
9891 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9892 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9893 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9894 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9896 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9897 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9898 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9899 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9901 if( getLevel() < pProto->RequiredLevel )
9902 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9904 // Requires No Ammo
9905 if(GetDummyAura(46699))
9906 return EQUIP_ERR_BAG_FULL6;
9908 return EQUIP_ERR_OK;
9910 return EQUIP_ERR_ITEM_NOT_FOUND;
9913 void Player::SetAmmo( uint32 item )
9915 if(!item)
9916 return;
9918 // already set
9919 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
9920 return;
9922 // check ammo
9923 if(item)
9925 uint8 msg = CanUseAmmo( item );
9926 if( msg != EQUIP_ERR_OK )
9928 SendEquipError( msg, NULL, NULL );
9929 return;
9933 SetUInt32Value(PLAYER_AMMO_ID, item);
9935 _ApplyAmmoBonuses();
9938 void Player::RemoveAmmo()
9940 SetUInt32Value(PLAYER_AMMO_ID, 0);
9942 m_ammoDPS = 0.0f;
9944 if(CanModifyStats())
9945 UpdateDamagePhysical(RANGED_ATTACK);
9948 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9949 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
9951 uint32 count = 0;
9952 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
9953 count += itr->count;
9955 Item *pItem = Item::CreateItem( item, count, this );
9956 if( pItem )
9958 ItemAddedQuestCheck( item, count );
9959 if(randomPropertyId)
9960 pItem->SetItemRandomProperties(randomPropertyId);
9961 pItem = StoreItem( dest, pItem, update );
9963 return pItem;
9966 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
9968 if( !pItem )
9969 return NULL;
9971 Item* lastItem = pItem;
9973 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
9975 uint16 pos = itr->pos;
9976 uint32 count = itr->count;
9978 ++itr;
9980 if(itr == dest.end())
9982 lastItem = _StoreItem(pos,pItem,count,false,update);
9983 break;
9986 lastItem = _StoreItem(pos,pItem,count,true,update);
9989 return lastItem;
9992 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9993 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
9995 if( !pItem )
9996 return NULL;
9998 uint8 bag = pos >> 8;
9999 uint8 slot = pos & 255;
10001 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10003 Item *pItem2 = GetItemByPos( bag, slot );
10005 if( !pItem2 )
10007 if(clone)
10008 pItem = pItem->CloneItem(count,this);
10009 else
10010 pItem->SetCount(count);
10012 if(!pItem)
10013 return NULL;
10015 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10016 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10017 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10018 pItem->SetBinding( true );
10020 if( bag == INVENTORY_SLOT_BAG_0 )
10022 m_items[slot] = pItem;
10023 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10024 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10025 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10027 pItem->SetSlot( slot );
10028 pItem->SetContainer( NULL );
10030 // need update known currency
10031 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10032 UpdateKnownCurrencies(pItem->GetEntry(),true);
10034 if( IsInWorld() && update )
10036 pItem->AddToWorld();
10037 pItem->SendUpdateToPlayer( this );
10040 pItem->SetState(ITEM_CHANGED, this);
10042 else
10044 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10045 if( pBag )
10047 pBag->StoreItem( slot, pItem, update );
10048 if( IsInWorld() && update )
10050 pItem->AddToWorld();
10051 pItem->SendUpdateToPlayer( this );
10053 pItem->SetState(ITEM_CHANGED, this);
10054 pBag->SetState(ITEM_CHANGED, this);
10058 AddEnchantmentDurations(pItem);
10059 AddItemDurations(pItem);
10061 return pItem;
10063 else
10065 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10066 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10067 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10068 pItem2->SetBinding( true );
10070 pItem2->SetCount( pItem2->GetCount() + count );
10071 if( IsInWorld() && update )
10072 pItem2->SendUpdateToPlayer( this );
10074 if(!clone)
10076 // delete item (it not in any slot currently)
10077 if( IsInWorld() && update )
10079 pItem->RemoveFromWorld();
10080 pItem->DestroyForPlayer( this );
10083 RemoveEnchantmentDurations(pItem);
10084 RemoveItemDurations(pItem);
10086 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10087 pItem->SetState(ITEM_REMOVED, this);
10089 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10090 AddEnchantmentDurations(pItem2);
10092 pItem2->SetState(ITEM_CHANGED, this);
10094 return pItem2;
10098 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10100 Item *pItem = Item::CreateItem( item, 1, this );
10101 if( pItem )
10103 ItemAddedQuestCheck( item, 1 );
10104 Item * retItem = EquipItem( pos, pItem, update );
10106 return retItem;
10108 return NULL;
10111 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10113 if( pItem )
10115 AddEnchantmentDurations(pItem);
10116 AddItemDurations(pItem);
10118 uint8 bag = pos >> 8;
10119 uint8 slot = pos & 255;
10121 Item *pItem2 = GetItemByPos( bag, slot );
10123 if( !pItem2 )
10125 VisualizeItem( slot, pItem);
10127 if(isAlive())
10129 ItemPrototype const *pProto = pItem->GetProto();
10131 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10132 if(pProto && pProto->ItemSet)
10133 AddItemsSetItem(this,pItem);
10135 _ApplyItemMods(pItem, slot, true);
10137 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10139 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10141 if (getClass() == CLASS_ROGUE)
10142 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10144 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10146 if (!spellProto)
10147 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10148 else
10150 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10152 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10153 data << uint64(GetGUID());
10154 data << uint8(1);
10155 data << uint32(cooldownSpell);
10156 data << uint32(0);
10157 GetSession()->SendPacket(&data);
10162 if( IsInWorld() && update )
10164 pItem->AddToWorld();
10165 pItem->SendUpdateToPlayer( this );
10168 ApplyEquipCooldown(pItem);
10170 if( slot == EQUIPMENT_SLOT_MAINHAND )
10171 UpdateExpertise(BASE_ATTACK);
10172 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10173 UpdateExpertise(OFF_ATTACK);
10175 else
10177 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10178 if( IsInWorld() && update )
10179 pItem2->SendUpdateToPlayer( this );
10181 // delete item (it not in any slot currently)
10182 //pItem->DeleteFromDB();
10183 if( IsInWorld() && update )
10185 pItem->RemoveFromWorld();
10186 pItem->DestroyForPlayer( this );
10189 RemoveEnchantmentDurations(pItem);
10190 RemoveItemDurations(pItem);
10192 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10193 pItem->SetState(ITEM_REMOVED, this);
10194 pItem2->SetState(ITEM_CHANGED, this);
10196 ApplyEquipCooldown(pItem2);
10198 return pItem2;
10202 // only for full equip instead adding to stack
10203 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10204 return pItem;
10207 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10209 if( pItem )
10211 AddEnchantmentDurations(pItem);
10212 AddItemDurations(pItem);
10214 uint8 slot = pos & 255;
10215 VisualizeItem( slot, pItem);
10217 if( IsInWorld() )
10219 pItem->AddToWorld();
10220 pItem->SendUpdateToPlayer( this );
10225 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10227 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10228 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10229 // entry // Size: 1
10230 // inspected enchantments // Size: 6
10231 // ? // Size: 5
10232 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10233 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10234 // // = 16
10236 if(pItem)
10238 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10240 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10241 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10243 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10244 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10246 // Use SetInt16Value to prevent set high part to FFFF for negative value
10247 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10248 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10250 else
10252 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10254 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10255 SetUInt32Value(VisibleBase + 0, 0);
10257 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10258 SetUInt32Value(VisibleBase + 1 + i, 0);
10260 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10261 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10265 void Player::VisualizeItem( uint8 slot, Item *pItem)
10267 if(!pItem)
10268 return;
10270 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10271 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10272 pItem->SetBinding( true );
10274 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10276 m_items[slot] = pItem;
10277 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10278 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10279 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10280 pItem->SetSlot( slot );
10281 pItem->SetContainer( NULL );
10283 if( slot < EQUIPMENT_SLOT_END )
10284 SetVisibleItemSlot(slot,pItem);
10286 pItem->SetState(ITEM_CHANGED, this);
10289 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10291 // note: removeitem does not actually change the item
10292 // it only takes the item out of storage temporarily
10293 // note2: if removeitem is to be used for delinking
10294 // the item must be removed from the player's updatequeue
10296 Item *pItem = GetItemByPos( bag, slot );
10297 if( pItem )
10299 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10301 RemoveEnchantmentDurations(pItem);
10302 RemoveItemDurations(pItem);
10304 if( bag == INVENTORY_SLOT_BAG_0 )
10306 if ( slot < INVENTORY_SLOT_BAG_END )
10308 ItemPrototype const *pProto = pItem->GetProto();
10309 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10311 if(pProto && pProto->ItemSet)
10312 RemoveItemsSetItem(this,pProto);
10314 _ApplyItemMods(pItem, slot, false);
10316 // remove item dependent auras and casts (only weapon and armor slots)
10317 if(slot < EQUIPMENT_SLOT_END)
10319 RemoveItemDependentAurasAndCasts(pItem);
10321 // remove held enchantments, update expertise
10322 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10324 if (pItem->GetItemSuffixFactor())
10326 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10327 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10329 else
10331 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10332 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10335 UpdateExpertise(BASE_ATTACK);
10337 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10338 UpdateExpertise(OFF_ATTACK);
10341 // need update known currency
10342 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10343 UpdateKnownCurrencies(pItem->GetEntry(),false);
10345 m_items[slot] = NULL;
10346 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10348 if ( slot < EQUIPMENT_SLOT_END )
10349 SetVisibleItemSlot(slot,NULL);
10351 else
10353 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10354 if( pBag )
10355 pBag->RemoveItem(slot, update);
10357 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10358 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10359 pItem->SetSlot( NULL_SLOT );
10360 if( IsInWorld() && update )
10361 pItem->SendUpdateToPlayer( this );
10365 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10366 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10368 if(Item* it = GetItemByPos(bag,slot))
10370 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10371 RemoveItem( bag,slot,update);
10372 it->RemoveFromUpdateQueueOf(this);
10373 if(it->IsInWorld())
10375 it->RemoveFromWorld();
10376 it->DestroyForPlayer( this );
10381 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10382 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10384 // update quest counters
10385 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10387 // store item
10388 Item* pLastItem = StoreItem( dest, pItem, update);
10390 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10391 if(pLastItem==pItem)
10393 // update owner for last item (this can be original item with wrong owner
10394 if(pLastItem->GetOwnerGUID() != GetGUID())
10395 pLastItem->SetOwnerGUID(GetGUID());
10397 // if this original item then it need create record in inventory
10398 // in case trade we already have item in other player inventory
10399 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10403 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10405 Item *pItem = GetItemByPos( bag, slot );
10406 if( pItem )
10408 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10410 // start from destroy contained items (only equipped bag can have its)
10411 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10413 for (int i = 0; i < MAX_BAG_SIZE; i++)
10414 DestroyItem(slot,i,update);
10417 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10418 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10420 RemoveEnchantmentDurations(pItem);
10421 RemoveItemDurations(pItem);
10423 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10425 if( bag == INVENTORY_SLOT_BAG_0 )
10427 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10429 // equipment and equipped bags can have applied bonuses
10430 if ( slot < INVENTORY_SLOT_BAG_END )
10432 ItemPrototype const *pProto = pItem->GetProto();
10434 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10435 if(pProto && pProto->ItemSet)
10436 RemoveItemsSetItem(this,pProto);
10438 _ApplyItemMods(pItem, slot, false);
10441 if ( slot < EQUIPMENT_SLOT_END )
10443 // remove item dependent auras and casts (only weapon and armor slots)
10444 RemoveItemDependentAurasAndCasts(pItem);
10446 // update expertise
10447 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10448 UpdateExpertise(BASE_ATTACK);
10449 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10450 UpdateExpertise(OFF_ATTACK);
10452 // equipment visual show
10453 SetVisibleItemSlot(slot,NULL);
10455 // need update known currency
10456 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10457 UpdateKnownCurrencies(pItem->GetEntry(),false);
10459 m_items[slot] = NULL;
10461 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10462 pBag->RemoveItem(slot, update);
10464 if( IsInWorld() && update )
10466 pItem->RemoveFromWorld();
10467 pItem->DestroyForPlayer(this);
10470 //pItem->SetOwnerGUID(0);
10471 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10472 pItem->SetSlot( NULL_SLOT );
10473 pItem->SetState(ITEM_REMOVED, this);
10477 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10479 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10480 uint32 remcount = 0;
10482 // in inventory
10483 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10485 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10487 if (pItem->GetEntry() == item)
10489 if (pItem->GetCount() + remcount <= count)
10491 // all items in inventory can unequipped
10492 remcount += pItem->GetCount();
10493 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10495 if (remcount >=count)
10496 return;
10498 else
10500 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10501 pItem->SetCount( pItem->GetCount() - count + remcount );
10502 if (IsInWorld() & update)
10503 pItem->SendUpdateToPlayer( this );
10504 pItem->SetState(ITEM_CHANGED, this);
10505 return;
10511 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10513 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10515 if (pItem->GetEntry() == item)
10517 if (pItem->GetCount() + remcount <= count)
10519 // all keys can be unequipped
10520 remcount += pItem->GetCount();
10521 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10523 if (remcount >=count)
10524 return;
10526 else
10528 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10529 pItem->SetCount( pItem->GetCount() - count + remcount );
10530 if (IsInWorld() & update)
10531 pItem->SendUpdateToPlayer( this );
10532 pItem->SetState(ITEM_CHANGED, this);
10533 return;
10539 // in inventory bags
10540 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10542 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10544 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10546 if(Item* pItem = pBag->GetItemByPos(j))
10548 if (pItem->GetEntry() == item)
10550 // all items in bags can be unequipped
10551 if (pItem->GetCount() + remcount <= count)
10553 remcount += pItem->GetCount();
10554 DestroyItem( i, j, update );
10556 if (remcount >=count)
10557 return;
10559 else
10561 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10562 pItem->SetCount( pItem->GetCount() - count + remcount );
10563 if (IsInWorld() && update)
10564 pItem->SendUpdateToPlayer( this );
10565 pItem->SetState(ITEM_CHANGED, this);
10566 return;
10574 // in equipment and bag list
10575 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10577 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10579 if (pItem && pItem->GetEntry() == item)
10581 if (pItem->GetCount() + remcount <= count)
10583 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10585 remcount += pItem->GetCount();
10586 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10588 if (remcount >=count)
10589 return;
10592 else
10594 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10595 pItem->SetCount( pItem->GetCount() - count + remcount );
10596 if (IsInWorld() & update)
10597 pItem->SendUpdateToPlayer( this );
10598 pItem->SetState(ITEM_CHANGED, this);
10599 return;
10606 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10608 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10610 // in inventory
10611 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10612 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10613 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10614 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10616 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10617 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10618 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10619 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10621 // in inventory bags
10622 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10623 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10624 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10625 if (Item* pItem = pBag->GetItemByPos(j))
10626 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10627 DestroyItem( i, j, update);
10629 // in equipment and bag list
10630 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10631 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10632 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10633 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10636 void Player::DestroyConjuredItems( bool update )
10638 // used when entering arena
10639 // destroys all conjured items
10640 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10642 // in inventory
10643 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10644 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10645 if (pItem->IsConjuredConsumable())
10646 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10648 // in inventory bags
10649 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10650 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10651 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10652 if (Item* pItem = pBag->GetItemByPos(j))
10653 if (pItem->IsConjuredConsumable())
10654 DestroyItem( i, j, update);
10656 // in equipment and bag list
10657 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10658 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10659 if (pItem->IsConjuredConsumable())
10660 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10663 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10665 if(!pItem)
10666 return;
10668 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10670 if( pItem->GetCount() <= count )
10672 count-= pItem->GetCount();
10674 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10676 else
10678 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10679 pItem->SetCount( pItem->GetCount() - count );
10680 count = 0;
10681 if( IsInWorld() & update )
10682 pItem->SendUpdateToPlayer( this );
10683 pItem->SetState(ITEM_CHANGED, this);
10687 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10689 uint8 srcbag = src >> 8;
10690 uint8 srcslot = src & 255;
10692 uint8 dstbag = dst >> 8;
10693 uint8 dstslot = dst & 255;
10695 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10696 if( !pSrcItem )
10698 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10699 return;
10702 // not let split all items (can be only at cheating)
10703 if(pSrcItem->GetCount() == count)
10705 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10706 return;
10709 // not let split more existed items (can be only at cheating)
10710 if(pSrcItem->GetCount() < count)
10712 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10713 return;
10716 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10718 //best error message found for attempting to split while looting
10719 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10720 return;
10723 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10724 Item *pNewItem = pSrcItem->CloneItem( count, this );
10725 if( !pNewItem )
10727 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10728 return;
10731 if( IsInventoryPos( dst ) )
10733 // change item amount before check (for unique max count check)
10734 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10736 ItemPosCountVec dest;
10737 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10738 if( msg != EQUIP_ERR_OK )
10740 delete pNewItem;
10741 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10742 SendEquipError( msg, pSrcItem, NULL );
10743 return;
10746 if( IsInWorld() )
10747 pSrcItem->SendUpdateToPlayer( this );
10748 pSrcItem->SetState(ITEM_CHANGED, this);
10749 StoreItem( dest, pNewItem, true);
10751 else if( IsBankPos ( dst ) )
10753 // change item amount before check (for unique max count check)
10754 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10756 ItemPosCountVec dest;
10757 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10758 if( msg != EQUIP_ERR_OK )
10760 delete pNewItem;
10761 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10762 SendEquipError( msg, pSrcItem, NULL );
10763 return;
10766 if( IsInWorld() )
10767 pSrcItem->SendUpdateToPlayer( this );
10768 pSrcItem->SetState(ITEM_CHANGED, this);
10769 BankItem( dest, pNewItem, true);
10771 else if( IsEquipmentPos ( dst ) )
10773 // change item amount before check (for unique max count check), provide space for splitted items
10774 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10776 uint16 dest;
10777 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10778 if( msg != EQUIP_ERR_OK )
10780 delete pNewItem;
10781 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10782 SendEquipError( msg, pSrcItem, NULL );
10783 return;
10786 if( IsInWorld() )
10787 pSrcItem->SendUpdateToPlayer( this );
10788 pSrcItem->SetState(ITEM_CHANGED, this);
10789 EquipItem( dest, pNewItem, true);
10790 AutoUnequipOffhandIfNeed();
10794 void Player::SwapItem( uint16 src, uint16 dst )
10796 uint8 srcbag = src >> 8;
10797 uint8 srcslot = src & 255;
10799 uint8 dstbag = dst >> 8;
10800 uint8 dstslot = dst & 255;
10802 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10803 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10805 if( !pSrcItem )
10806 return;
10808 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10810 if(!isAlive() )
10812 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10813 return;
10816 // SRC checks
10818 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10820 //best error message found for attempting to swap while looting
10821 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10822 return;
10825 // check unequip potability for equipped items and bank bags
10826 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10828 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10829 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty());
10830 if(msg != EQUIP_ERR_OK)
10832 SendEquipError( msg, pSrcItem, pDstItem );
10833 return;
10837 // prevent put equipped/bank bag in self
10838 if( IsBagPos ( src ) && srcslot == dstbag)
10840 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10841 return;
10844 // DST checks
10846 if (pDstItem)
10848 if(pDstItem->m_lootGenerated) // prevent swap looting item
10850 //best error message found for attempting to swap while looting
10851 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
10852 return;
10855 // check unequip potability for equipped items and bank bags
10856 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
10858 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10859 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty());
10860 if(msg != EQUIP_ERR_OK)
10862 SendEquipError( msg, pSrcItem, pDstItem );
10863 return;
10868 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10869 // or swap empty bag with another empty or not empty bag (with items exchange)
10871 // Move case
10872 if( !pDstItem )
10874 if( IsInventoryPos( dst ) )
10876 ItemPosCountVec dest;
10877 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10878 if( msg != EQUIP_ERR_OK )
10880 SendEquipError( msg, pSrcItem, NULL );
10881 return;
10884 RemoveItem(srcbag, srcslot, true);
10885 StoreItem( dest, pSrcItem, true);
10887 else if( IsBankPos ( dst ) )
10889 ItemPosCountVec dest;
10890 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10891 if( msg != EQUIP_ERR_OK )
10893 SendEquipError( msg, pSrcItem, NULL );
10894 return;
10897 RemoveItem(srcbag, srcslot, true);
10898 BankItem( dest, pSrcItem, true);
10900 else if( IsEquipmentPos ( dst ) )
10902 uint16 dest;
10903 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10904 if( msg != EQUIP_ERR_OK )
10906 SendEquipError( msg, pSrcItem, NULL );
10907 return;
10910 RemoveItem(srcbag, srcslot, true);
10911 EquipItem( dest, pSrcItem, true);
10912 AutoUnequipOffhandIfNeed();
10915 return;
10918 // attempt merge to / fill target item
10919 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
10921 uint8 msg;
10922 ItemPosCountVec sDest;
10923 uint16 eDest;
10924 if( IsInventoryPos( dst ) )
10925 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
10926 else if( IsBankPos ( dst ) )
10927 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
10928 else if( IsEquipmentPos ( dst ) )
10929 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
10930 else
10931 return;
10933 // can be merge/fill
10934 if(msg == EQUIP_ERR_OK)
10936 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
10938 RemoveItem(srcbag, srcslot, true);
10940 if( IsInventoryPos( dst ) )
10941 StoreItem( sDest, pSrcItem, true);
10942 else if( IsBankPos ( dst ) )
10943 BankItem( sDest, pSrcItem, true);
10944 else if( IsEquipmentPos ( dst ) )
10946 EquipItem( eDest, pSrcItem, true);
10947 AutoUnequipOffhandIfNeed();
10950 else
10952 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
10953 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
10954 pSrcItem->SetState(ITEM_CHANGED, this);
10955 pDstItem->SetState(ITEM_CHANGED, this);
10956 if( IsInWorld() )
10958 pSrcItem->SendUpdateToPlayer( this );
10959 pDstItem->SendUpdateToPlayer( this );
10962 return;
10966 // impossible merge/fill, do real swap
10967 uint8 msg;
10969 // check src->dest move possibility
10970 ItemPosCountVec sDest;
10971 uint16 eDest;
10972 if( IsInventoryPos( dst ) )
10973 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
10974 else if( IsBankPos( dst ) )
10975 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
10976 else if( IsEquipmentPos( dst ) )
10978 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
10979 if( msg == EQUIP_ERR_OK )
10980 msg = CanUnequipItem( eDest, true );
10983 if( msg != EQUIP_ERR_OK )
10985 SendEquipError( msg, pSrcItem, pDstItem );
10986 return;
10989 // check dest->src move possibility
10990 ItemPosCountVec sDest2;
10991 uint16 eDest2;
10992 if( IsInventoryPos( src ) )
10993 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
10994 else if( IsBankPos( src ) )
10995 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
10996 else if( IsEquipmentPos( src ) )
10998 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
10999 if( msg == EQUIP_ERR_OK )
11000 msg = CanUnequipItem( eDest2, true);
11003 if( msg != EQUIP_ERR_OK )
11005 SendEquipError( msg, pDstItem, pSrcItem );
11006 return;
11009 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11010 if(pSrcItem->IsBag() && pDstItem->IsBag())
11012 Bag* emptyBag = NULL;
11013 Bag* fullBag = NULL;
11014 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11016 emptyBag = (Bag*)pSrcItem;
11017 fullBag = (Bag*)pDstItem;
11019 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11021 emptyBag = (Bag*)pDstItem;
11022 fullBag = (Bag*)pSrcItem;
11025 // bag swap (with items exchange) case
11026 if(emptyBag && fullBag)
11028 ItemPrototype const* emotyProto = emptyBag->GetProto();
11030 uint32 count = 0;
11032 for(int i=0; i < fullBag->GetBagSize(); ++i)
11034 Item *bagItem = fullBag->GetItemByPos(i);
11035 if (!bagItem)
11036 continue;
11038 ItemPrototype const* bagItemProto = bagItem->GetProto();
11039 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11041 // one from items not go to empry target bag
11042 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11043 return;
11046 ++count;
11050 if (count > emptyBag->GetBagSize())
11052 // too small targeted bag
11053 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11054 return;
11057 // Items swap
11058 count = 0; // will pos in new bag
11059 for(int i=0; i< fullBag->GetBagSize(); ++i)
11061 Item *bagItem = fullBag->GetItemByPos(i);
11062 if (!bagItem)
11063 continue;
11065 fullBag->RemoveItem(i, true);
11066 emptyBag->StoreItem(count, bagItem, true);
11067 bagItem->SetState(ITEM_CHANGED, this);
11069 ++count;
11074 // now do moves, remove...
11075 RemoveItem(dstbag, dstslot, false);
11076 RemoveItem(srcbag, srcslot, false);
11078 // add to dest
11079 if( IsInventoryPos( dst ) )
11080 StoreItem(sDest, pSrcItem, true);
11081 else if( IsBankPos( dst ) )
11082 BankItem(sDest, pSrcItem, true);
11083 else if( IsEquipmentPos( dst ) )
11084 EquipItem(eDest, pSrcItem, true);
11086 // add to src
11087 if( IsInventoryPos( src ) )
11088 StoreItem(sDest2, pDstItem, true);
11089 else if( IsBankPos( src ) )
11090 BankItem(sDest2, pDstItem, true);
11091 else if( IsEquipmentPos( src ) )
11092 EquipItem(eDest2, pDstItem, true);
11094 AutoUnequipOffhandIfNeed();
11097 void Player::AddItemToBuyBackSlot( Item *pItem )
11099 if( pItem )
11101 uint32 slot = m_currentBuybackSlot;
11102 // if current back slot non-empty search oldest or free
11103 if(m_items[slot])
11105 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11106 uint32 oldest_slot = BUYBACK_SLOT_START;
11108 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11110 // found empty
11111 if(!m_items[i])
11113 slot = i;
11114 break;
11117 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11119 if(oldest_time > i_time)
11121 oldest_time = i_time;
11122 oldest_slot = i;
11126 // find oldest
11127 slot = oldest_slot;
11130 RemoveItemFromBuyBackSlot( slot, true );
11131 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11133 m_items[slot] = pItem;
11134 time_t base = time(NULL);
11135 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11136 uint32 eslot = slot - BUYBACK_SLOT_START;
11138 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11139 ItemPrototype const *pProto = pItem->GetProto();
11140 if( pProto )
11141 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11142 else
11143 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11144 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11146 // move to next (for non filled list is move most optimized choice)
11147 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11148 ++m_currentBuybackSlot;
11152 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11154 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11155 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11156 return m_items[slot];
11157 return NULL;
11160 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11162 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11163 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11165 Item *pItem = m_items[slot];
11166 if( pItem )
11168 pItem->RemoveFromWorld();
11169 if(del) pItem->SetState(ITEM_REMOVED, this);
11172 m_items[slot] = NULL;
11174 uint32 eslot = slot - BUYBACK_SLOT_START;
11175 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11176 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11177 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11179 // if current backslot is filled set to now free slot
11180 if(m_items[m_currentBuybackSlot])
11181 m_currentBuybackSlot = slot;
11185 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11187 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11188 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11189 data << uint8(msg);
11191 if(msg)
11193 data << uint64(pItem ? pItem->GetGUID() : 0);
11194 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11195 data << uint8(0); // not 0 there...
11197 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11199 uint32 level = 0;
11201 if(pItem)
11202 if(ItemPrototype const* proto = pItem->GetProto())
11203 level = proto->RequiredLevel;
11205 data << uint32(level); // new 2.4.0
11208 GetSession()->SendPacket(&data);
11211 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11213 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11214 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11215 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11216 data << uint32(item);
11217 if( param > 0 )
11218 data << uint32(param);
11219 data << uint8(msg);
11220 GetSession()->SendPacket(&data);
11223 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11225 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11226 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11227 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11228 data << uint64(guid);
11229 if( param > 0 )
11230 data << uint32(param);
11231 data << uint8(msg);
11232 GetSession()->SendPacket(&data);
11235 void Player::ClearTrade()
11237 tradeGold = 0;
11238 acceptTrade = false;
11239 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11240 tradeItems[i] = NULL_SLOT;
11243 void Player::TradeCancel(bool sendback)
11245 if(pTrader)
11247 // send yellow "Trade canceled" message to both traders
11248 WorldSession* ws;
11249 ws = GetSession();
11250 if(sendback)
11251 ws->SendCancelTrade();
11252 ws = pTrader->GetSession();
11253 if(!ws->PlayerLogout())
11254 ws->SendCancelTrade();
11256 // cleanup
11257 ClearTrade();
11258 pTrader->ClearTrade();
11259 // prevent loss of reference
11260 pTrader->pTrader = NULL;
11261 pTrader = NULL;
11265 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11267 if(m_itemDuration.empty())
11268 return;
11270 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11272 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11274 Item* item = *itr;
11275 ++itr; // current element can be erased in UpdateDuration
11277 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11278 item->UpdateDuration(this,time);
11282 void Player::UpdateEnchantTime(uint32 time)
11284 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11286 assert(itr->item);
11287 next=itr;
11288 if(!itr->item->GetEnchantmentId(itr->slot))
11290 next = m_enchantDuration.erase(itr);
11292 else if(itr->leftduration <= time)
11294 ApplyEnchantment(itr->item,itr->slot,false,false);
11295 itr->item->ClearEnchantment(itr->slot);
11296 next = m_enchantDuration.erase(itr);
11298 else if(itr->leftduration > time)
11300 itr->leftduration -= time;
11301 ++next;
11306 void Player::AddEnchantmentDurations(Item *item)
11308 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11310 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11311 continue;
11313 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11314 if( duration > 0 )
11315 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11319 void Player::RemoveEnchantmentDurations(Item *item)
11321 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11323 if(itr->item == item)
11325 // save duration in item
11326 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11327 itr = m_enchantDuration.erase(itr);
11329 else
11330 ++itr;
11334 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11336 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11337 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11339 next = itr;
11340 if(itr->slot==slot)
11342 if(itr->item && itr->item->GetEnchantmentId(slot))
11344 // remove from stats
11345 ApplyEnchantment(itr->item,slot,false,false);
11346 // remove visual
11347 itr->item->ClearEnchantment(slot);
11349 // remove from update list
11350 next = m_enchantDuration.erase(itr);
11352 else
11353 ++next;
11356 // remove enchants from inventory items
11357 // NOTE: no need to remove these from stats, since these aren't equipped
11358 // in inventory
11359 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11361 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11362 if( pItem && pItem->GetEnchantmentId(slot) )
11363 pItem->ClearEnchantment(slot);
11366 // in inventory bags
11367 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11369 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11370 if( pBag )
11372 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11374 Item* pItem = pBag->GetItemByPos(j);
11375 if( pItem && pItem->GetEnchantmentId(slot) )
11376 pItem->ClearEnchantment(slot);
11382 // duration == 0 will remove item enchant
11383 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11385 if(!item)
11386 return;
11388 if(slot >= MAX_ENCHANTMENT_SLOT)
11389 return;
11391 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11393 if(itr->item == item && itr->slot == slot)
11395 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11396 m_enchantDuration.erase(itr);
11397 break;
11400 if(item && duration > 0 )
11402 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11403 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11407 void Player::ApplyEnchantment(Item *item,bool apply)
11409 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11410 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11413 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11415 if(!item)
11416 return;
11418 if(!item->IsEquipped())
11419 return;
11421 if(slot >= MAX_ENCHANTMENT_SLOT)
11422 return;
11424 uint32 enchant_id = item->GetEnchantmentId(slot);
11425 if(!enchant_id)
11426 return;
11428 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11429 if(!pEnchant)
11430 return;
11432 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11433 return;
11435 for (int s=0; s<3; s++)
11437 uint32 enchant_display_type = pEnchant->type[s];
11438 uint32 enchant_amount = pEnchant->amount[s];
11439 uint32 enchant_spell_id = pEnchant->spellid[s];
11441 switch(enchant_display_type)
11443 case ITEM_ENCHANTMENT_TYPE_NONE:
11444 break;
11445 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11446 // processed in Player::CastItemCombatSpell
11447 break;
11448 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11449 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11450 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11451 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11452 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11453 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11454 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11455 break;
11456 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11457 if(enchant_spell_id)
11459 if(apply)
11461 int32 basepoints = 0;
11462 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11463 if (item->GetItemRandomPropertyId())
11465 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11466 if (item_rand)
11468 // Search enchant_amount
11469 for (int k=0; k<3; k++)
11471 if(item_rand->enchant_id[k] == enchant_id)
11473 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11474 break;
11479 // Cast custom spell vs all equal basepoints getted from enchant_amount
11480 if (basepoints)
11481 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11482 else
11483 CastSpell(this,enchant_spell_id,true,item);
11485 else
11486 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11488 break;
11489 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11490 if (!enchant_amount)
11492 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11493 if(item_rand)
11495 for (int k=0; k<3; k++)
11497 if(item_rand->enchant_id[k] == enchant_id)
11499 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11500 break;
11506 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11507 break;
11508 case ITEM_ENCHANTMENT_TYPE_STAT:
11510 if (!enchant_amount)
11512 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11513 if(item_rand_suffix)
11515 for (int k=0; k<3; k++)
11517 if(item_rand_suffix->enchant_id[k] == enchant_id)
11519 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11520 break;
11526 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11527 switch (enchant_spell_id)
11529 case ITEM_MOD_AGILITY:
11530 sLog.outDebug("+ %u AGILITY",enchant_amount);
11531 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11532 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11533 break;
11534 case ITEM_MOD_STRENGTH:
11535 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11536 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11537 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11538 break;
11539 case ITEM_MOD_INTELLECT:
11540 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11541 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11542 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11543 break;
11544 case ITEM_MOD_SPIRIT:
11545 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11546 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11547 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11548 break;
11549 case ITEM_MOD_STAMINA:
11550 sLog.outDebug("+ %u STAMINA",enchant_amount);
11551 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11552 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11553 break;
11554 case ITEM_MOD_DEFENSE_SKILL_RATING:
11555 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11556 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11557 break;
11558 case ITEM_MOD_DODGE_RATING:
11559 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11560 sLog.outDebug("+ %u DODGE", enchant_amount);
11561 break;
11562 case ITEM_MOD_PARRY_RATING:
11563 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11564 sLog.outDebug("+ %u PARRY", enchant_amount);
11565 break;
11566 case ITEM_MOD_BLOCK_RATING:
11567 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11568 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11569 break;
11570 case ITEM_MOD_HIT_MELEE_RATING:
11571 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11572 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11573 break;
11574 case ITEM_MOD_HIT_RANGED_RATING:
11575 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11576 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11577 break;
11578 case ITEM_MOD_HIT_SPELL_RATING:
11579 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11580 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11581 break;
11582 case ITEM_MOD_CRIT_MELEE_RATING:
11583 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11584 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11585 break;
11586 case ITEM_MOD_CRIT_RANGED_RATING:
11587 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11588 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11589 break;
11590 case ITEM_MOD_CRIT_SPELL_RATING:
11591 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11592 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11593 break;
11594 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11595 // in Enchantments
11596 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11597 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11598 // break;
11599 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11600 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11601 // break;
11602 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11603 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11604 // break;
11605 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11606 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11607 // break;
11608 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11609 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11610 // break;
11611 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11612 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11613 // break;
11614 // case ITEM_MOD_HASTE_MELEE_RATING:
11615 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11616 // break;
11617 // case ITEM_MOD_HASTE_RANGED_RATING:
11618 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11619 // break;
11620 case ITEM_MOD_HASTE_SPELL_RATING:
11621 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11622 break;
11623 case ITEM_MOD_HIT_RATING:
11624 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11625 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11626 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11627 sLog.outDebug("+ %u HIT", enchant_amount);
11628 break;
11629 case ITEM_MOD_CRIT_RATING:
11630 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11631 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11632 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11633 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11634 break;
11635 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11636 // case ITEM_MOD_HIT_TAKEN_RATING:
11637 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11638 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11639 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11640 // break;
11641 // case ITEM_MOD_CRIT_TAKEN_RATING:
11642 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11643 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11644 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11645 // break;
11646 case ITEM_MOD_RESILIENCE_RATING:
11647 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11648 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11649 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11650 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11651 break;
11652 case ITEM_MOD_HASTE_RATING:
11653 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11654 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11655 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11656 sLog.outDebug("+ %u HASTE", enchant_amount);
11657 break;
11658 case ITEM_MOD_EXPERTISE_RATING:
11659 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11660 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11661 break;
11662 case ITEM_MOD_ATTACK_POWER:
11663 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
11664 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11665 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
11666 break;
11667 case ITEM_MOD_RANGED_ATTACK_POWER:
11668 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11669 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
11670 break;
11671 case ITEM_MOD_FERAL_ATTACK_POWER:
11672 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
11673 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
11674 break;
11675 case ITEM_MOD_SPELL_HEALING_DONE:
11676 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11677 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
11678 break;
11679 case ITEM_MOD_SPELL_DAMAGE_DONE:
11680 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11681 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
11682 break;
11683 case ITEM_MOD_MANA_REGENERATION:
11684 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
11685 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
11686 break;
11687 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11688 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11689 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11690 break;
11691 case ITEM_MOD_SPELL_POWER:
11692 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11693 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11694 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
11695 break;
11696 default:
11697 break;
11699 break;
11701 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11703 if(getClass() == CLASS_SHAMAN)
11705 float addValue = 0.0f;
11706 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11708 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11709 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11711 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11713 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11714 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11717 break;
11719 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
11720 // processed in Player::CastItemUseSpell
11721 break;
11722 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
11723 // nothing do..
11724 break;
11725 default:
11726 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
11727 break;
11728 } /*switch(enchant_display_type)*/
11729 } /*for*/
11731 // visualize enchantment at player and equipped items
11732 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11734 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11735 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11738 if(apply_dur)
11740 if(apply)
11742 // set duration
11743 uint32 duration = item->GetEnchantmentDuration(slot);
11744 if(duration > 0)
11745 AddEnchantmentDuration(item,slot,duration);
11747 else
11749 // duration == 0 will remove EnchantDuration
11750 AddEnchantmentDuration(item,slot,0);
11755 void Player::SendEnchantmentDurations()
11757 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11759 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11763 void Player::SendItemDurations()
11765 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11767 (*itr)->SendTimeUpdate(this);
11771 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11773 if(!item) // prevent crash
11774 return;
11776 // last check 2.0.10
11777 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11778 data << GetGUID(); // player GUID
11779 data << uint32(received); // 0=looted, 1=from npc
11780 data << uint32(created); // 0=received, 1=created
11781 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11782 data << (uint8)item->GetBagSlot(); // bagslot
11783 // item slot, but when added to stack: 0xFFFFFFFF
11784 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11785 data << uint32(item->GetEntry()); // item id
11786 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11787 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11788 data << uint32(count); // count of items
11789 data << GetItemCount(item->GetEntry()); // count of items in inventory
11791 if (broadcast && GetGroup())
11792 GetGroup()->BroadcastPacket(&data, true);
11793 else
11794 GetSession()->SendPacket(&data);
11797 /*********************************************************/
11798 /*** QUEST SYSTEM ***/
11799 /*********************************************************/
11801 void Player::PrepareQuestMenu( uint64 guid )
11803 Object *pObject;
11804 QuestRelations* pObjectQR;
11805 QuestRelations* pObjectQIR;
11806 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11807 if( pCreature )
11809 pObject = (Object*)pCreature;
11810 pObjectQR = &objmgr.mCreatureQuestRelations;
11811 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11813 else
11815 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11816 if( pGameObject )
11818 pObject = (Object*)pGameObject;
11819 pObjectQR = &objmgr.mGOQuestRelations;
11820 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11822 else
11823 return;
11826 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11827 qm.ClearMenu();
11829 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11831 uint32 quest_id = i->second;
11832 QuestStatus status = GetQuestStatus( quest_id );
11833 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11834 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11835 else if ( status == QUEST_STATUS_INCOMPLETE )
11836 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11837 else if (status == QUEST_STATUS_AVAILABLE )
11838 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11841 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11843 uint32 quest_id = i->second;
11844 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11845 if(!pQuest) continue;
11847 QuestStatus status = GetQuestStatus( quest_id );
11849 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11850 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11851 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11852 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11856 void Player::SendPreparedQuest( uint64 guid )
11858 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11859 if( questMenu.Empty() )
11860 return;
11862 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11864 uint32 status = qmi0.m_qIcon;
11866 // single element case
11867 if ( questMenu.MenuItemCount() == 1 )
11869 // Auto open -- maybe also should verify there is no greeting
11870 uint32 quest_id = qmi0.m_qId;
11871 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11872 if ( pQuest )
11874 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11875 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11876 else if( status == DIALOG_STATUS_INCOMPLETE )
11877 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11878 // Send completable on repeatable quest if player don't have quest
11879 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11880 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11881 else
11882 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11885 // multiply entries
11886 else
11888 QEmote qe;
11889 qe._Delay = 0;
11890 qe._Emote = 0;
11891 std::string title = "";
11892 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11893 if( pCreature )
11895 uint32 textid = pCreature->GetNpcTextId();
11896 GossipText const* gossiptext = objmgr.GetGossipText(textid);
11897 if( !gossiptext )
11899 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11900 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11901 title = "";
11903 else
11905 qe = gossiptext->Options[0].Emotes[0];
11907 if(!gossiptext->Options[0].Text_0.empty())
11909 title = gossiptext->Options[0].Text_0;
11911 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11912 if (loc_idx >= 0)
11914 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11915 if (nl)
11917 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11918 title = nl->Text_0[0][loc_idx];
11922 else
11924 title = gossiptext->Options[0].Text_1;
11926 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11927 if (loc_idx >= 0)
11929 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11930 if (nl)
11932 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11933 title = nl->Text_1[0][loc_idx];
11939 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11943 bool Player::IsActiveQuest( uint32 quest_id ) const
11945 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11947 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11950 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11952 Object *pObject;
11953 QuestRelations* pObjectQR;
11954 QuestRelations* pObjectQIR;
11956 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11957 if( pCreature )
11959 pObject = (Object*)pCreature;
11960 pObjectQR = &objmgr.mCreatureQuestRelations;
11961 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11963 else
11965 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11966 if( pGameObject )
11968 pObject = (Object*)pGameObject;
11969 pObjectQR = &objmgr.mGOQuestRelations;
11970 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11972 else
11973 return NULL;
11976 uint32 nextQuestID = pQuest->GetNextQuestInChain();
11977 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
11979 if (itr->second == nextQuestID)
11980 return objmgr.GetQuestTemplate(nextQuestID);
11983 return NULL;
11986 bool Player::CanSeeStartQuest( Quest const *pQuest )
11988 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
11989 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
11990 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
11991 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
11993 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
11996 return false;
11999 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12001 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12002 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12003 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12004 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12005 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12006 && SatisfyQuestDay( pQuest, msg );
12009 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12011 if( !SatisfyQuestLog( msg ) )
12012 return false;
12014 uint32 srcitem = pQuest->GetSrcItemId();
12015 if( srcitem > 0 )
12017 uint32 count = pQuest->GetSrcItemCount();
12018 ItemPosCountVec dest;
12019 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12021 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12022 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12023 return true;
12024 else if( msg != EQUIP_ERR_OK )
12026 SendEquipError( msg, NULL, NULL );
12027 return false;
12030 return true;
12033 bool Player::CanCompleteQuest( uint32 quest_id )
12035 if( quest_id )
12037 QuestStatusData& q_status = mQuestStatus[quest_id];
12038 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12039 return false; // not allow re-complete quest
12041 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12043 if(!qInfo)
12044 return false;
12046 // auto complete quest
12047 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12048 return true;
12050 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12053 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12055 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12057 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12058 return false;
12062 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12064 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12066 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12067 continue;
12069 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12070 return false;
12074 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12075 return false;
12077 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12078 return false;
12080 if ( qInfo->GetRewOrReqMoney() < 0 )
12082 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12083 return false;
12086 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12087 if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12088 return false;
12090 return true;
12093 return false;
12096 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12098 // Solve problem that player don't have the quest and try complete it.
12099 // if repeatable she must be able to complete event if player don't have it.
12100 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12101 if( !CanTakeQuest(pQuest, false) )
12102 return false;
12104 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12105 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12106 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12107 return false;
12109 if( !CanRewardQuest(pQuest, false) )
12110 return false;
12112 return true;
12115 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12117 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12118 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12119 return false;
12121 // daily quest can't be rewarded (25 daily quest already completed)
12122 if(!SatisfyQuestDay(pQuest,true))
12123 return false;
12125 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12126 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12127 return false;
12129 // prevent receive reward with quest items in bank
12130 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12132 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12134 if( pQuest->ReqItemCount[i]!= 0 &&
12135 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12137 if(msg)
12138 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12139 return false;
12144 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12145 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12146 return false;
12148 return true;
12151 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12153 // prevent receive reward with quest items in bank or for not completed quest
12154 if(!CanRewardQuest(pQuest,msg))
12155 return false;
12157 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12159 if( pQuest->RewChoiceItemId[reward] )
12161 ItemPosCountVec dest;
12162 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12163 if( res != EQUIP_ERR_OK )
12165 SendEquipError( res, NULL, NULL );
12166 return false;
12171 if ( pQuest->GetRewItemsCount() > 0 )
12173 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12175 if( pQuest->RewItemId[i] )
12177 ItemPosCountVec dest;
12178 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12179 if( res != EQUIP_ERR_OK )
12181 SendEquipError( res, NULL, NULL );
12182 return false;
12188 return true;
12191 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12193 uint16 log_slot = FindQuestSlot( 0 );
12194 assert(log_slot < MAX_QUEST_LOG_SIZE);
12196 uint32 quest_id = pQuest->GetQuestId();
12198 // if not exist then created with set uState==NEW and rewarded=false
12199 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12201 // check for repeatable quests status reset
12202 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12203 questStatusData.m_explored = false;
12205 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12207 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12208 questStatusData.m_itemcount[i] = 0;
12211 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12213 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12214 questStatusData.m_creatureOrGOcount[i] = 0;
12217 GiveQuestSourceItem( pQuest );
12218 AdjustQuestReqItemCount( pQuest, questStatusData );
12220 if( pQuest->GetRepObjectiveFaction() )
12221 if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
12222 GetReputationMgr().SetVisible(factionEntry);
12224 uint32 qtime = 0;
12225 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12227 uint32 limittime = pQuest->GetLimitTime();
12229 // shared timed quest
12230 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12231 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
12233 AddTimedQuest( quest_id );
12234 questStatusData.m_timer = limittime * IN_MILISECONDS;
12235 qtime = static_cast<uint32>(time(NULL)) + limittime;
12237 else
12238 questStatusData.m_timer = 0;
12240 SetQuestSlot(log_slot, quest_id, qtime);
12242 if (questStatusData.uState != QUEST_NEW)
12243 questStatusData.uState = QUEST_CHANGED;
12245 //starting initial quest script
12246 if(questGiver && pQuest->GetQuestStartScript()!=0)
12247 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12249 // Some spells applied at quest activation
12250 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
12251 if(saBounds.first != saBounds.second)
12253 uint32 zone, area;
12254 GetZoneAndAreaId(zone,area);
12256 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12257 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12258 if( !HasAura(itr->second->spellId,0) )
12259 CastSpell(this,itr->second->spellId,true);
12262 UpdateForQuestsGO();
12265 void Player::CompleteQuest( uint32 quest_id )
12267 if( quest_id )
12269 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12271 uint16 log_slot = FindQuestSlot( quest_id );
12272 if( log_slot < MAX_QUEST_LOG_SIZE)
12273 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12275 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12277 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12278 RewardQuest(qInfo,0,this,false);
12279 else
12280 SendQuestComplete( quest_id );
12285 void Player::IncompleteQuest( uint32 quest_id )
12287 if( quest_id )
12289 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12291 uint16 log_slot = FindQuestSlot( quest_id );
12292 if( log_slot < MAX_QUEST_LOG_SIZE)
12293 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12297 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12299 uint32 quest_id = pQuest->GetQuestId();
12301 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12303 if ( pQuest->ReqItemId[i] )
12304 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12307 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12308 // SetTimedQuest( 0 );
12309 m_timedquests.erase(pQuest->GetQuestId());
12311 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12313 if( pQuest->RewChoiceItemId[reward] )
12315 ItemPosCountVec dest;
12316 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12318 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12319 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12324 if ( pQuest->GetRewItemsCount() > 0 )
12326 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12328 if( pQuest->RewItemId[i] )
12330 ItemPosCountVec dest;
12331 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12333 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12334 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12340 RewardReputation( pQuest );
12342 if( pQuest->GetRewSpellCast() > 0 )
12343 CastSpell( this, pQuest->GetRewSpellCast(), true);
12344 else if( pQuest->GetRewSpell() > 0)
12345 CastSpell( this, pQuest->GetRewSpell(), true);
12347 uint16 log_slot = FindQuestSlot( quest_id );
12348 if( log_slot < MAX_QUEST_LOG_SIZE)
12349 SetQuestSlot(log_slot,0);
12351 QuestStatusData& q_status = mQuestStatus[quest_id];
12353 // Not give XP in case already completed once repeatable quest
12354 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12356 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12357 GiveXP( XP , NULL );
12358 else
12360 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
12361 ModifyMoney( money );
12362 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
12365 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12366 if(pQuest->GetRewOrReqMoney())
12368 ModifyMoney( pQuest->GetRewOrReqMoney() );
12370 if(pQuest->GetRewOrReqMoney() > 0)
12371 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
12374 // honor reward
12375 if(pQuest->GetRewHonorableKills())
12376 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12378 // title reward
12379 if(pQuest->GetCharTitleId())
12381 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12382 SetTitle(titleEntry);
12385 if(pQuest->GetBonusTalents())
12387 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12388 InitTalentForLevel();
12391 // Send reward mail
12392 if(pQuest->GetRewMailTemplateId())
12394 MailMessageType mailType;
12395 uint32 senderGuidOrEntry;
12396 switch(questGiver->GetTypeId())
12398 case TYPEID_UNIT:
12399 mailType = MAIL_CREATURE;
12400 senderGuidOrEntry = questGiver->GetEntry();
12401 break;
12402 case TYPEID_GAMEOBJECT:
12403 mailType = MAIL_GAMEOBJECT;
12404 senderGuidOrEntry = questGiver->GetEntry();
12405 break;
12406 case TYPEID_ITEM:
12407 mailType = MAIL_ITEM;
12408 senderGuidOrEntry = questGiver->GetEntry();
12409 break;
12410 case TYPEID_PLAYER:
12411 mailType = MAIL_NORMAL;
12412 senderGuidOrEntry = questGiver->GetGUIDLow();
12413 break;
12414 default:
12415 mailType = MAIL_NORMAL;
12416 senderGuidOrEntry = GetGUIDLow();
12417 break;
12420 Loot questMailLoot;
12422 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
12424 // fill mail
12425 MailItemsInfo mi; // item list preparing
12427 uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
12428 for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
12430 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12432 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12434 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12435 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12440 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12443 if(pQuest->IsDaily())
12445 SetDailyQuestStatus(quest_id);
12446 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12449 if ( !pQuest->IsRepeatable() )
12450 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12451 else
12452 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12454 q_status.m_rewarded = true;
12456 if(announce)
12457 SendQuestReward( pQuest, XP, questGiver );
12459 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12460 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12461 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12463 uint32 zone = 0;
12464 uint32 area = 0;
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)
12481 if(!zone || !area)
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 )
12493 if( 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 )
12509 if( 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 )
12536 return true;
12538 int32 questSort = -zoneOrSort;
12539 uint8 reqSortClass = ClassByQuestSort(questSort);
12541 // check class sort cases in zoneOrSort
12542 if( reqSortClass != 0 && getClass() != reqSortClass)
12544 if( msg )
12545 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12546 return false;
12549 // check class
12550 if( skillOrClass < 0 )
12552 uint8 reqClass = -int32(skillOrClass);
12553 if(getClass() != reqClass)
12555 if( msg )
12556 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12557 return false;
12560 // check skill
12561 else if( skillOrClass > 0 )
12563 uint32 reqSkill = skillOrClass;
12564 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12566 if( msg )
12567 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12568 return false;
12572 return true;
12575 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12577 if( getLevel() < qInfo->GetMinLevel() )
12579 if( msg )
12580 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12581 return false;
12583 return true;
12586 bool Player::SatisfyQuestLog( bool msg )
12588 // exist free slot
12589 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12590 return true;
12592 if( msg )
12594 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12595 GetSession()->SendPacket( &data );
12596 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12598 return false;
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())
12605 return true;
12607 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12609 uint32 prevId = abs(*iter);
12611 QuestStatusMap::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)
12621 return true;
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::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12626 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12628 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12630 for(; iter != end; ++iter)
12632 uint32 exclude_Id = iter->second;
12634 // skip checked quest id, only state of other quests in group is interesting
12635 if(exclude_Id == prevId)
12636 continue;
12638 QuestStatusMap::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 )
12643 if( msg )
12644 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12645 return false;
12648 return true;
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)
12656 return true;
12658 // each-from-all exclusive group ( < 0)
12659 // can be start if only all quests in prev quest exclusive group active
12660 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12661 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12663 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12665 for(; iter != end; ++iter)
12667 uint32 exclude_Id = iter->second;
12669 // skip checked quest id, only state of other quests in group is interesting
12670 if(exclude_Id == prevId)
12671 continue;
12673 QuestStatusMap::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)) )
12680 if( msg )
12681 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12682 return false;
12685 return true;
12690 // Has only positive prev. quests in non-rewarded state
12691 // and negative prev. quests in non-active state
12692 if( msg )
12693 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12695 return false;
12698 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12700 uint32 reqraces = qInfo->GetRequiredRaces();
12701 if ( reqraces == 0 )
12702 return true;
12703 if( (reqraces & getRaceMask()) == 0 )
12705 if( msg )
12706 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12707 return false;
12709 return true;
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())
12717 if( msg )
12718 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12719 return false;
12722 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12723 if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12725 if( msg )
12726 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12727 return false;
12730 return true;
12733 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12735 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12736 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12738 if( msg )
12739 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12740 return false;
12742 return true;
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) )
12749 if( msg )
12750 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12751 return false;
12753 return true;
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)
12760 return true;
12762 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12763 ObjectMgr::ExclusiveQuestGroups::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())
12773 continue;
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) )
12779 if( msg )
12780 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12781 return false;
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) )
12790 if( msg )
12791 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12792 return false;
12795 return true;
12798 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12800 if(!qInfo->GetNextQuestInChain())
12801 return true;
12803 // next quest in chain already started or completed
12804 QuestStatusMap::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) )
12808 if( msg )
12809 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12810 return false;
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 );
12816 return true;
12819 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12821 // No previous quest in chain
12822 if( qInfo->prevChainQuests.empty())
12823 return true;
12825 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12827 uint32 prevId = *iter;
12829 QuestStatusMap::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)))
12837 if( msg )
12838 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12839 return false;
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 ) )
12846 // return false;
12849 // No previous quest in chain active
12850 return true;
12853 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12855 if(!qInfo->IsDaily())
12856 return true;
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)
12863 return false;
12865 if(!id)
12866 have_slot = true;
12869 if(!have_slot)
12871 if( msg )
12872 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12873 return false;
12876 return true;
12879 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12881 uint32 srcitem = pQuest->GetSrcItemId();
12882 if( srcitem > 0 )
12884 uint32 count = pQuest->GetSrcItemCount();
12885 if( count <= 0 )
12886 count = 1;
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);
12894 return true;
12896 // player already have max amount required item, just report success
12897 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12898 return true;
12899 else
12900 SendEquipError( msg, NULL, NULL );
12901 return false;
12904 return true;
12907 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12909 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12910 if( qInfo )
12912 uint32 srcitem = qInfo->GetSrcItemId();
12913 if( srcitem > 0 )
12915 uint32 count = qInfo->GetSrcItemCount();
12916 if( count <= 0 )
12917 count = 1;
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)
12924 if(msg)
12925 SendEquipError( res, NULL, NULL );
12926 return false;
12929 DestroyItemCount(srcitem, count, true, true);
12932 return true;
12935 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12937 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12938 if( qInfo )
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;
12946 return false;
12948 return false;
12951 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
12953 if( quest_id )
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;
12971 return false;
12974 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
12976 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12977 if( qInfo )
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 UpdateForQuestsGO();
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);
12998 if( !qInfo )
12999 return 0;
13001 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13002 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13003 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13005 return 0;
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 quest_id = pQuest->GetQuestId();
13018 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13020 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13021 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13027 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13029 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13030 if ( GetQuestSlotQuestId(i) == quest_id )
13031 return i;
13033 return MAX_QUEST_LOG_SIZE;
13036 void Player::AreaExploredOrEventHappens( uint32 questId )
13038 if( questId )
13040 uint16 log_slot = FindQuestSlot( questId );
13041 if( log_slot < MAX_QUEST_LOG_SIZE)
13043 QuestStatusData& q_status = mQuestStatus[questId];
13045 if(!q_status.m_explored)
13047 q_status.m_explored = true;
13048 if (q_status.uState != QUEST_NEW)
13049 q_status.uState = QUEST_CHANGED;
13052 if( CanCompleteQuest( questId ) )
13053 CompleteQuest( questId );
13057 //not used in mangosd, function for external script library
13058 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13060 if( Group *pGroup = GetGroup() )
13062 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13064 Player *pGroupGuy = itr->getSource();
13066 // for any leave or dead (with not released body) group member at appropriate distance
13067 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13068 pGroupGuy->AreaExploredOrEventHappens(questId);
13071 else
13072 AreaExploredOrEventHappens(questId);
13075 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13077 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13079 uint32 questid = GetQuestSlotQuestId(i);
13080 if ( questid == 0 )
13081 continue;
13083 QuestStatusData& q_status = mQuestStatus[questid];
13085 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13086 continue;
13088 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13089 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13090 continue;
13092 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13094 uint32 reqitem = qInfo->ReqItemId[j];
13095 if ( reqitem == entry )
13097 uint32 reqitemcount = qInfo->ReqItemCount[j];
13098 uint32 curitemcount = q_status.m_itemcount[j];
13099 if ( curitemcount < reqitemcount )
13101 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13102 q_status.m_itemcount[j] += additemcount;
13103 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13105 SendQuestUpdateAddItem( qInfo, j, additemcount );
13107 if ( CanCompleteQuest( questid ) )
13108 CompleteQuest( questid );
13109 return;
13113 UpdateForQuestsGO();
13114 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13117 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13119 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13121 uint32 questid = GetQuestSlotQuestId(i);
13122 if(!questid)
13123 continue;
13124 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13125 if ( !qInfo )
13126 continue;
13127 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13128 continue;
13130 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13132 uint32 reqitem = qInfo->ReqItemId[j];
13133 if ( reqitem == entry )
13135 QuestStatusData& q_status = mQuestStatus[questid];
13137 uint32 reqitemcount = qInfo->ReqItemCount[j];
13138 uint32 curitemcount;
13139 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13140 curitemcount = q_status.m_itemcount[j];
13141 else
13142 curitemcount = GetItemCount(entry,true);
13143 if ( curitemcount < reqitemcount + count )
13145 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13146 q_status.m_itemcount[j] = curitemcount - remitemcount;
13147 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13149 IncompleteQuest( questid );
13151 return;
13155 UpdateForQuestsGO();
13158 void Player::KilledMonster( uint32 entry, uint64 guid )
13160 uint32 addkillcount = 1;
13161 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13162 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13164 uint32 questid = GetQuestSlotQuestId(i);
13165 if(!questid)
13166 continue;
13168 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13169 if( !qInfo )
13170 continue;
13171 // just if !ingroup || !noraidgroup || raidgroup
13172 QuestStatusData& q_status = mQuestStatus[questid];
13173 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13175 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13177 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13179 // skip GO activate objective or none
13180 if(qInfo->ReqCreatureOrGOId[j] <=0)
13181 continue;
13183 // skip Cast at creature objective
13184 if(qInfo->ReqSpell[j] !=0 )
13185 continue;
13187 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13189 if ( reqkill == entry )
13191 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13192 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13193 if ( curkillcount < reqkillcount )
13195 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13196 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13198 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13200 if ( CanCompleteQuest( questid ) )
13201 CompleteQuest( questid );
13203 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13204 continue;
13212 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13214 bool isCreature = IS_CREATURE_GUID(guid);
13216 uint32 addCastCount = 1;
13217 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
13219 uint32 questid = GetQuestSlotQuestId(i);
13220 if(!questid)
13221 continue;
13223 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13224 if ( !qInfo )
13225 continue;
13227 QuestStatusData& q_status = mQuestStatus[questid];
13229 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13231 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13233 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13235 // skip kill creature objective (0) or wrong spell casts
13236 if(qInfo->ReqSpell[j] != spell_id )
13237 continue;
13239 uint32 reqTarget = 0;
13241 if(isCreature)
13243 // creature activate objectives
13244 if(qInfo->ReqCreatureOrGOId[j] > 0)
13245 // checked at quest_template loading
13246 reqTarget = qInfo->ReqCreatureOrGOId[j];
13248 else
13250 // GO activate objective
13251 if(qInfo->ReqCreatureOrGOId[j] < 0)
13252 // checked at quest_template loading
13253 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13256 // other not this creature/GO related objectives
13257 if( reqTarget != entry )
13258 continue;
13260 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13261 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13262 if ( curCastCount < reqCastCount )
13264 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13265 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13267 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13270 if ( CanCompleteQuest( questid ) )
13271 CompleteQuest( questid );
13273 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13274 break;
13281 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13283 uint32 addTalkCount = 1;
13284 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13286 uint32 questid = GetQuestSlotQuestId(i);
13287 if(!questid)
13288 continue;
13290 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13291 if ( !qInfo )
13292 continue;
13294 QuestStatusData& q_status = mQuestStatus[questid];
13296 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13298 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13300 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13302 // skip spell casts and Gameobject objectives
13303 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13304 continue;
13306 uint32 reqTarget = 0;
13308 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13309 // checked at quest_template loading
13310 reqTarget = qInfo->ReqCreatureOrGOId[j];
13311 else
13312 continue;
13314 if ( reqTarget == entry )
13316 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13317 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13318 if ( curTalkCount < reqTalkCount )
13320 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13321 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13323 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13325 if ( CanCompleteQuest( questid ) )
13326 CompleteQuest( questid );
13328 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13329 continue;
13337 void Player::MoneyChanged( uint32 count )
13339 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13341 uint32 questid = GetQuestSlotQuestId(i);
13342 if (!questid)
13343 continue;
13345 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13346 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13348 QuestStatusData& q_status = mQuestStatus[questid];
13350 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13352 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13354 if ( CanCompleteQuest( questid ) )
13355 CompleteQuest( questid );
13358 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13360 if(int32(count) < -qInfo->GetRewOrReqMoney())
13361 IncompleteQuest( questid );
13367 void Player::ReputationChanged(FactionEntry const* factionEntry )
13369 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13371 if(uint32 questid = GetQuestSlotQuestId(i))
13373 if(Quest const* qInfo = objmgr.GetQuestTemplate(questid))
13375 if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
13377 QuestStatusData& q_status = mQuestStatus[questid];
13378 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13380 if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
13381 if ( CanCompleteQuest( questid ) )
13382 CompleteQuest( questid );
13384 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13386 if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
13387 IncompleteQuest( questid );
13395 bool Player::HasQuestForItem( uint32 itemid ) const
13397 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13399 uint32 questid = GetQuestSlotQuestId(i);
13400 if ( questid == 0 )
13401 continue;
13403 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
13404 if(qs_itr == mQuestStatus.end())
13405 continue;
13407 QuestStatusData const& q_status = qs_itr->second;
13409 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13411 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
13412 if(!qinfo)
13413 continue;
13415 // hide quest if player is in raid-group and quest is no raid quest
13416 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13417 continue;
13419 // There should be no mixed ReqItem/ReqSource drop
13420 // This part for ReqItem drop
13421 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13423 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13424 return true;
13426 // This part - for ReqSource
13427 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13429 // examined item is a source item
13430 if (qinfo->ReqSourceId[j] == itemid)
13432 ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
13434 // 'unique' item
13435 if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
13436 return true;
13438 // allows custom amount drop when not 0
13439 if (qinfo->ReqSourceCount[j])
13441 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13442 return true;
13443 } else if (GetItemCount(itemid,true) < pProto->Stackable)
13444 return true;
13449 return false;
13452 void Player::SendQuestComplete( uint32 quest_id )
13454 if( quest_id )
13456 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13457 data << uint32(quest_id);
13458 GetSession()->SendPacket( &data );
13459 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13463 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13465 uint32 questid = pQuest->GetQuestId();
13466 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13467 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13468 data << uint32(questid);
13470 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13472 data << uint32(XP);
13473 data << uint32(pQuest->GetRewOrReqMoney());
13475 else
13477 data << uint32(0);
13478 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13481 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13482 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13483 GetSession()->SendPacket( &data );
13485 if (pQuest->GetQuestCompleteScript() != 0)
13486 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13489 void Player::SendQuestFailed( uint32 quest_id )
13491 if( quest_id )
13493 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13494 data << quest_id;
13495 data << uint32(0); // failed reason (4 for inventory is full)
13496 GetSession()->SendPacket( &data );
13497 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13501 void Player::SendQuestTimerFailed( uint32 quest_id )
13503 if( quest_id )
13505 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13506 data << quest_id;
13507 GetSession()->SendPacket( &data );
13508 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13512 void Player::SendCanTakeQuestResponse( uint32 msg )
13514 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13515 data << uint32(msg);
13516 GetSession()->SendPacket( &data );
13517 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13520 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13522 if( pPlayer )
13524 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13525 data << uint64(pPlayer->GetGUID());
13526 data << uint8(msg); // valid values: 0-8
13527 GetSession()->SendPacket( &data );
13528 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13532 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13534 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13535 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13536 //data << pQuest->ReqItemId[item_idx];
13537 //data << count;
13538 GetSession()->SendPacket( &data );
13541 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13543 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13545 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13546 if (entry < 0)
13547 // client expected gameobject template id in form (id|0x80000000)
13548 entry = (-entry) | 0x80000000;
13550 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13551 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13552 data << uint32(pQuest->GetQuestId());
13553 data << uint32(entry);
13554 data << uint32(old_count + add_count);
13555 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13556 data << uint64(guid);
13557 GetSession()->SendPacket(&data);
13559 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13560 if( log_slot < MAX_QUEST_LOG_SIZE)
13561 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13564 /*********************************************************/
13565 /*** LOAD SYSTEM ***/
13566 /*********************************************************/
13568 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13570 bool delete_result = true;
13571 if(!result)
13573 // 0 1 2 3 4 5 6 7 8 9
13574 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13575 if(!result) return false;
13577 else delete_result = false;
13579 Field *fields = result->Fetch();
13581 if(!LoadValues( fields[1].GetString()))
13583 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13584 if(delete_result) delete result;
13585 return false;
13588 // overwrite possible wrong/corrupted guid
13589 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13591 m_name = fields[2].GetCppString();
13593 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13594 SetMapId(fields[6].GetUInt32());
13595 // the instance id is not needed at character enum
13597 m_Played_time[0] = fields[7].GetUInt32();
13598 m_Played_time[1] = fields[8].GetUInt32();
13600 m_atLoginFlags = fields[9].GetUInt32();
13602 // I don't see these used anywhere ..
13603 /*_LoadGroup();
13605 _LoadBoundInstances();*/
13607 if (delete_result) delete result;
13609 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13610 m_items[i] = NULL;
13612 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13613 m_deathState = DEAD;
13615 return true;
13618 void Player::_LoadDeclinedNames(QueryResult* result)
13620 if(!result)
13621 return;
13623 if(m_declinedname)
13624 delete m_declinedname;
13626 m_declinedname = new DeclinedName;
13627 Field *fields = result->Fetch();
13628 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13629 m_declinedname->name[i] = fields[i].GetCppString();
13631 delete result;
13634 void Player::_LoadArenaTeamInfo(QueryResult *result)
13636 // arenateamid, played_week, played_season, personal_rating
13637 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13638 if (!result)
13639 return;
13643 Field *fields = result->Fetch();
13645 uint32 arenateamid = fields[0].GetUInt32();
13646 uint32 played_week = fields[1].GetUInt32();
13647 uint32 played_season = fields[2].GetUInt32();
13648 uint32 personal_rating = fields[3].GetUInt32();
13650 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13651 if(!aTeam)
13653 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13654 continue;
13656 uint8 arenaSlot = aTeam->GetSlot();
13658 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13659 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13660 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13661 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13662 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13663 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13665 }while (result->NextRow());
13666 delete result;
13669 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13671 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13672 if(!result)
13673 return false;
13675 Field *fields = result->Fetch();
13677 x = fields[0].GetFloat();
13678 y = fields[1].GetFloat();
13679 z = fields[2].GetFloat();
13680 o = fields[3].GetFloat();
13681 mapid = fields[4].GetUInt32();
13682 in_flight = !fields[5].GetCppString().empty();
13684 delete result;
13685 return true;
13688 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13690 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13691 if( !result )
13692 return false;
13694 Field *fields = result->Fetch();
13696 data = StrSplit(fields[0].GetCppString(), " ");
13698 delete result;
13700 return true;
13703 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13705 if(index >= data.size())
13706 return 0;
13708 return (uint32)atoi(data[index].c_str());
13711 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13713 float result;
13714 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13715 memcpy(&result, &temp, sizeof(result));
13717 return result;
13720 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13722 Tokens data;
13723 if(!LoadValuesArrayFromDB(data,guid))
13724 return 0;
13726 return GetUInt32ValueFromArray(data,index);
13729 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13731 float result;
13732 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13733 memcpy(&result, &temp, sizeof(result));
13735 return result;
13738 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13740 //// 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
13741 //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);
13742 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13744 if(!result)
13746 sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13747 return false;
13750 Field *fields = result->Fetch();
13752 uint32 dbAccountId = fields[1].GetUInt32();
13754 // check if the character's account in the db and the logged in account match.
13755 // player should be able to load/delete character only with correct account!
13756 if( dbAccountId != GetSession()->GetAccountId() )
13758 sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13759 delete result;
13760 return false;
13763 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13765 m_name = fields[3].GetCppString();
13767 // check name limitations
13768 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13770 delete result;
13771 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13772 return false;
13775 if(!LoadValues( fields[2].GetString()))
13777 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13778 delete result;
13779 return false;
13782 // overwrite possible wrong/corrupted guid
13783 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13785 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13786 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13788 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13789 SetVisibleItemSlot(slot,NULL);
13791 if (m_items[slot])
13793 delete m_items[slot];
13794 m_items[slot] = NULL;
13798 // update money limits
13799 if(GetMoney() > MAX_MONEY_AMOUNT)
13800 SetMoney(MAX_MONEY_AMOUNT);
13802 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13803 outDebugValues();
13805 m_race = fields[4].GetUInt8();
13806 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13807 //Other way is to saves m_team into characters table.
13808 setFactionForRace(m_race);
13809 SetCharm(NULL);
13811 m_class = fields[5].GetUInt8();
13813 // load home bind and check in same time class/race pair, it used later for restore broken positions
13814 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13815 return false;
13817 InitPrimaryProffesions(); // to max set before any spell loaded
13819 // init saved position, and fix it later if problematic
13820 uint32 transGUID = fields[24].GetUInt32();
13821 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13822 SetMapId(fields[9].GetUInt32());
13823 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13825 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13827 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
13829 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
13830 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
13831 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
13833 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
13835 // check arena teams integrity
13836 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13838 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13839 if(!arena_team_id)
13840 continue;
13842 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13843 if(at->HaveMember(GetGUID()))
13844 continue;
13846 // arena team not exist or not member, cleanup fields
13847 for(int j =0; j < 6; ++j)
13848 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13851 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13853 if(!IsPositionValid())
13855 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());
13856 RelocateToHomebind();
13858 transGUID = 0;
13860 m_movementInfo.t_x = 0.0f;
13861 m_movementInfo.t_y = 0.0f;
13862 m_movementInfo.t_z = 0.0f;
13863 m_movementInfo.t_o = 0.0f;
13866 uint32 bgid = fields[34].GetUInt32();
13867 uint32 bgteam = fields[35].GetUInt32();
13869 if(bgid) //saved in BattleGround
13871 SetBattleGroundEntryPoint(fields[36].GetUInt32(),fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13873 // check entry point and fix to homebind if need
13874 MapEntry const* mapEntry = sMapStore.LookupEntry(m_bgEntryPoint.mapid);
13875 if(!mapEntry || mapEntry->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint))
13876 SetBattleGroundEntryPoint(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ,0.0f);
13878 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(bgid, BATTLEGROUND_TYPE_NONE);
13880 if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
13882 BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
13883 uint32 queueSlot = AddBattleGroundQueueId(bgQueueTypeId);
13885 SetBattleGroundId(currentBg->GetInstanceID(), currentBg->GetTypeID());
13886 SetBGTeam(bgteam);
13888 //join player to battleground group
13889 currentBg->EventPlayerLoggedIn(this, GetGUID());
13890 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam);
13892 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
13894 else
13896 Relocate(GetBattleGroundEntryPoint());
13897 //RemoveArenaAuras(true);
13900 else
13902 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
13903 // if server restart after player save in BG or area
13904 // player can have current coordinates in to BG/Arean map, fix this
13905 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
13907 // return to BG master
13908 SetMapId(fields[36].GetUInt32());
13909 Relocate(fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13911 // check entry point and fix to homebind if need
13912 mapEntry = sMapStore.LookupEntry(GetMapId());
13913 if(!mapEntry || mapEntry->IsBattleGroundOrArena() || !IsPositionValid())
13914 RelocateToHomebind();
13918 if (transGUID != 0)
13920 m_movementInfo.t_x = fields[20].GetFloat();
13921 m_movementInfo.t_y = fields[21].GetFloat();
13922 m_movementInfo.t_z = fields[22].GetFloat();
13923 m_movementInfo.t_o = fields[23].GetFloat();
13925 if( !MaNGOS::IsValidMapCoord(
13926 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13927 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13928 // transport size limited
13929 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13931 sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13932 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13933 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13935 RelocateToHomebind();
13937 m_movementInfo.t_x = 0.0f;
13938 m_movementInfo.t_y = 0.0f;
13939 m_movementInfo.t_z = 0.0f;
13940 m_movementInfo.t_o = 0.0f;
13942 transGUID = 0;
13946 if (transGUID != 0)
13948 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13950 if( (*iter)->GetGUIDLow() == transGUID)
13952 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
13953 // client without expansion support
13954 if(GetSession()->Expansion() < transMapEntry->Expansion())
13956 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
13957 break;
13960 m_transport = *iter;
13961 m_transport->AddPassenger(this);
13962 SetMapId(m_transport->GetMapId());
13963 break;
13967 if(!m_transport)
13969 sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
13970 guid,transGUID);
13972 RelocateToHomebind();
13974 m_movementInfo.t_x = 0.0f;
13975 m_movementInfo.t_y = 0.0f;
13976 m_movementInfo.t_z = 0.0f;
13977 m_movementInfo.t_o = 0.0f;
13979 transGUID = 0;
13982 else // not transport case
13984 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
13985 // client without expansion support
13986 if(GetSession()->Expansion() < mapEntry->Expansion())
13988 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
13989 RelocateToHomebind();
13993 // NOW player must have valid map
13994 // load the player's map here if it's not already loaded
13995 Map *map = GetMap();
13997 // since the player may not be bound to the map yet, make sure subsequent
13998 // getmap calls won't create new maps
13999 SetInstanceId(map->GetInstanceId());
14001 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14002 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14004 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14005 if(at)
14006 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14007 else
14008 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());
14011 SaveRecallPosition();
14013 time_t now = time(NULL);
14014 time_t logoutTime = time_t(fields[16].GetUInt64());
14016 // since last logout (in seconds)
14017 uint64 time_diff = uint64(now - logoutTime);
14019 // set value, including drunk invisibility detection
14020 // calculate sobering. after 15 minutes logged out, the player will be sober again
14021 float soberFactor;
14022 if(time_diff > 15*MINUTE)
14023 soberFactor = 0;
14024 else
14025 soberFactor = 1-time_diff/(15.0f*MINUTE);
14026 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14027 SetDrunkValue(newDrunkenValue);
14029 m_rest_bonus = fields[15].GetFloat();
14030 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14031 float bubble0 = 0.031;
14032 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14033 float bubble1 = 0.125;
14035 if((int32)fields[16].GetUInt32() > 0)
14037 float bubble = fields[17].GetUInt32() > 0
14038 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14039 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14041 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14044 m_cinematic = fields[12].GetUInt32();
14045 m_Played_time[0]= fields[13].GetUInt32();
14046 m_Played_time[1]= fields[14].GetUInt32();
14048 m_resetTalentsCost = fields[18].GetUInt32();
14049 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14051 // reserve some flags
14052 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14054 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14055 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14057 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14059 uint32 extraflags = fields[25].GetUInt32();
14061 m_stableSlots = fields[26].GetUInt32();
14062 if(m_stableSlots > 4)
14064 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14065 m_stableSlots = 4;
14068 m_atLoginFlags = fields[27].GetUInt32();
14070 // Honor system
14071 // Update Honor kills data
14072 m_lastHonorUpdateTime = logoutTime;
14073 UpdateHonorFields();
14075 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14076 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14077 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14079 std::string taxi_nodes = fields[31].GetCppString();
14081 delete result;
14083 // clear channel spell data (if saved at channel spell casting)
14084 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14085 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14087 // clear charm/summon related fields
14088 SetCharm(NULL);
14089 SetPet(NULL);
14090 SetCharmerGUID(0);
14091 SetOwnerGUID(0);
14092 SetCreatorGUID(0);
14094 // reset some aura modifiers before aura apply
14095 SetFarSightGUID(0);
14096 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14097 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14099 _LoadSkills();
14101 // make sure the unit is considered out of combat for proper loading
14102 ClearInCombat();
14104 // make sure the unit is considered not in duel for proper loading
14105 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14106 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14108 // remember loaded power/health values to restore after stats initialization and modifier applying
14109 uint32 savedHealth = GetHealth();
14110 uint32 savedPower[MAX_POWERS];
14111 for(uint32 i = 0; i < MAX_POWERS; ++i)
14112 savedPower[i] = GetPower(Powers(i));
14114 // reset stats before loading any modifiers
14115 InitStatsForLevel();
14116 InitTaxiNodesForLevel();
14117 InitGlyphsForLevel();
14118 InitRunes();
14120 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14122 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14123 //_LoadMail();
14125 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14126 _LoadGlyphAuras();
14128 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14129 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14130 m_deathState = DEAD;
14132 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14134 // after spell load, learn rewarded spell if need also
14135 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14136 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14138 // after spell and quest load
14139 InitTalentForLevel();
14140 learnDefaultSpells();
14142 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14144 // must be before inventory (some items required reputation check)
14145 m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14147 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14149 // update items with duration and realtime
14150 UpdateItemDuration(time_diff, true);
14152 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14154 // unread mails and next delivery time, actual mails not loaded
14155 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14157 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14159 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14160 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14161 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14163 if(!HasTitle(curTitle))
14164 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14167 // Not finish taxi flight path
14168 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14170 // problems with taxi path loading
14171 TaxiNodesEntry const* nodeEntry = NULL;
14172 if(uint32 node_id = m_taxi.GetTaxiSource())
14173 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14175 if(!nodeEntry) // don't know taxi start node, to homebind
14177 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14178 RelocateToHomebind();
14179 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14181 else // have start node, to it
14183 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14184 SetMapId(nodeEntry->map_id);
14185 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14186 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14188 m_taxi.ClearTaxiDestinations();
14190 else if(uint32 node_id = m_taxi.GetTaxiSource())
14192 // save source node as recall coord to prevent recall and fall from sky
14193 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14194 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14195 m_recallMap = nodeEntry->map_id;
14196 m_recallX = nodeEntry->x;
14197 m_recallY = nodeEntry->y;
14198 m_recallZ = nodeEntry->z;
14200 // flight will started later
14203 // has to be called after last Relocate() in Player::LoadFromDB
14204 SetFallInformation(0, GetPositionZ());
14206 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14208 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14209 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14210 if(!isAlive())
14211 RemoveAllAurasOnDeath();
14213 //apply all stat bonuses from items and auras
14214 SetCanModifyStats(true);
14215 UpdateAllStats();
14217 // restore remembered power/health values (but not more max values)
14218 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14219 for(uint32 i = 0; i < MAX_POWERS; ++i)
14220 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14222 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14223 outDebugValues();
14225 // GM state
14226 if(GetSession()->GetSecurity() > SEC_PLAYER)
14228 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14230 default:
14231 case 0: break; // disable
14232 case 1: SetGameMaster(true); break; // enable
14233 case 2: // save state
14234 if(extraflags & PLAYER_EXTRA_GM_ON)
14235 SetGameMaster(true);
14236 break;
14239 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14241 default:
14242 case 0: SetGMVisible(false); break; // invisible
14243 case 1: break; // visible
14244 case 2: // save state
14245 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14246 SetGMVisible(false);
14247 break;
14250 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14252 default:
14253 case 0: break; // disable
14254 case 1: SetAcceptTicket(true); break; // enable
14255 case 2: // save state
14256 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14257 SetAcceptTicket(true);
14258 break;
14261 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14263 default:
14264 case 0: break; // disable
14265 case 1: SetGMChat(true); break; // enable
14266 case 2: // save state
14267 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14268 SetGMChat(true);
14269 break;
14272 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14274 default:
14275 case 0: break; // disable
14276 case 1: SetAcceptWhispers(true); break; // enable
14277 case 2: // save state
14278 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14279 SetAcceptWhispers(true);
14280 break;
14284 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14286 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14287 m_achievementMgr.CheckAllAchievementCriteria();
14288 return true;
14291 bool Player::isAllowedToLoot(Creature* creature)
14293 if(Player* recipient = creature->GetLootRecipient())
14295 if (recipient == this)
14296 return true;
14297 if( Group* otherGroup = recipient->GetGroup())
14299 Group* thisGroup = GetGroup();
14300 if(!thisGroup)
14301 return false;
14302 return thisGroup == otherGroup;
14304 return false;
14306 else
14307 // prevent other players from looting if the recipient got disconnected
14308 return !creature->hasLootRecipient();
14311 void Player::_LoadActions(QueryResult *result)
14313 m_actionButtons.clear();
14315 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14317 if(result)
14321 Field *fields = result->Fetch();
14323 uint8 button = fields[0].GetUInt8();
14325 if(addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()))
14326 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14327 else
14329 sLog.outError( " ...at loading, and will deleted in DB also");
14331 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14332 m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
14335 while( result->NextRow() );
14337 delete result;
14341 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14343 m_Auras.clear();
14344 for (int i = 0; i < TOTAL_AURAS; i++)
14345 m_modAuras[i].clear();
14347 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14349 if(result)
14353 Field *fields = result->Fetch();
14354 uint64 caster_guid = fields[0].GetUInt64();
14355 uint32 spellid = fields[1].GetUInt32();
14356 uint32 effindex = fields[2].GetUInt32();
14357 uint32 stackcount = fields[3].GetUInt32();
14358 int32 damage = (int32)fields[4].GetUInt32();
14359 int32 maxduration = (int32)fields[5].GetUInt32();
14360 int32 remaintime = (int32)fields[6].GetUInt32();
14361 int32 remaincharges = (int32)fields[7].GetUInt32();
14363 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14364 if(!spellproto)
14366 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14367 continue;
14370 if(effindex >= 3)
14372 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14373 continue;
14376 // negative effects should continue counting down after logout
14377 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14379 if(remaintime <= int32(timediff))
14380 continue;
14382 remaintime -= timediff;
14385 // prevent wrong values of remaincharges
14386 if(spellproto->procCharges)
14388 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14389 remaincharges = spellproto->procCharges;
14391 else
14392 remaincharges = 0;
14395 for(uint32 i=0; i<stackcount; i++)
14397 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14398 if(!damage)
14399 damage = aura->GetModifier()->m_amount;
14401 // reset stolen single target auras
14402 if (caster_guid != GetGUID() && aura->IsSingleTarget())
14403 aura->SetIsSingleTarget(false);
14405 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14406 AddAura(aura);
14407 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14410 while( result->NextRow() );
14412 delete result;
14415 if(m_class == CLASS_WARRIOR)
14416 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14419 void Player::_LoadGlyphAuras()
14421 for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
14423 if (uint32 glyph = GetGlyph(i))
14425 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14427 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14429 if(gp->TypeFlags == gs->TypeFlags)
14431 CastSpell(this, gp->SpellId, true);
14432 continue;
14434 else
14435 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14437 else
14438 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14440 else
14441 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14443 // On any error remove glyph
14444 SetGlyph(i, 0);
14449 void Player::LoadCorpse()
14451 if( isAlive() )
14453 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14455 else
14457 if(Corpse *corpse = GetCorpse())
14459 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14461 else
14463 //Prevent Dead Player login without corpse
14464 ResurrectPlayer(0.5f);
14469 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14471 //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());
14472 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14473 //NOTE: the "order by `bag`" is important because it makes sure
14474 //the bagMap is filled before items in the bags are loaded
14475 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14476 //expected to be equipped before offhand items (TODO: fixme)
14478 uint32 zone = GetZoneId();
14480 if (result)
14482 std::list<Item*> problematicItems;
14484 // prevent items from being added to the queue when stored
14485 m_itemUpdateQueueBlocked = true;
14488 Field *fields = result->Fetch();
14489 uint32 bag_guid = fields[1].GetUInt32();
14490 uint8 slot = fields[2].GetUInt8();
14491 uint32 item_guid = fields[3].GetUInt32();
14492 uint32 item_id = fields[4].GetUInt32();
14494 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14496 if(!proto)
14498 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14499 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14500 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14501 continue;
14504 Item *item = NewItemOrBag(proto);
14506 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14508 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14509 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14510 item->FSetState(ITEM_REMOVED);
14511 item->SaveToDB(); // it also deletes item object !
14512 continue;
14515 // not allow have in alive state item limited to another map/zone
14516 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14518 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14519 item->FSetState(ITEM_REMOVED);
14520 item->SaveToDB(); // it also deletes item object !
14521 continue;
14524 // "Conjured items disappear if you are logged out for more than 15 minutes"
14525 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14527 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14528 item->FSetState(ITEM_REMOVED);
14529 item->SaveToDB(); // it also deletes item object !
14530 continue;
14533 bool success = true;
14535 if (!bag_guid)
14537 // the item is not in a bag
14538 item->SetContainer( NULL );
14539 item->SetSlot(slot);
14541 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14543 ItemPosCountVec dest;
14544 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14545 item = StoreItem(dest, item, true);
14546 else
14547 success = false;
14549 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14551 uint16 dest;
14552 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14553 QuickEquipItem(dest, item);
14554 else
14555 success = false;
14557 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14559 ItemPosCountVec dest;
14560 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14561 item = BankItem(dest, item, true);
14562 else
14563 success = false;
14566 if(success)
14568 // store bags that may contain items in them
14569 if(item->IsBag() && IsBagPos(item->GetPos()))
14570 bagMap[item_guid] = (Bag*)item;
14573 else
14575 item->SetSlot(NULL_SLOT);
14576 // the item is in a bag, find the bag
14577 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14578 if(itr != bagMap.end())
14579 itr->second->StoreItem(slot, item, true );
14580 else
14581 success = false;
14584 // item's state may have changed after stored
14585 if (success)
14586 item->SetState(ITEM_UNCHANGED, this);
14587 else
14589 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);
14590 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14591 problematicItems.push_back(item);
14593 } while (result->NextRow());
14595 delete result;
14596 m_itemUpdateQueueBlocked = false;
14598 // send by mail problematic items
14599 while(!problematicItems.empty())
14601 // fill mail
14602 MailItemsInfo mi; // item list preparing
14604 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14606 Item* item = problematicItems.front();
14607 problematicItems.pop_front();
14609 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14612 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14614 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14617 //if(isAlive())
14618 _ApplyAllItemMods();
14621 // load mailed item which should receive current player
14622 void Player::_LoadMailedItems(Mail *mail)
14624 // data needs to be at first place for Item::LoadFromDB
14625 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);
14626 if(!result)
14627 return;
14631 Field *fields = result->Fetch();
14632 uint32 item_guid_low = fields[1].GetUInt32();
14633 uint32 item_template = fields[2].GetUInt32();
14635 mail->AddItem(item_guid_low, item_template);
14637 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14639 if(!proto)
14641 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);
14642 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14643 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14644 continue;
14647 Item *item = NewItemOrBag(proto);
14649 if(!item->LoadFromDB(item_guid_low, 0, result))
14651 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14652 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14653 item->FSetState(ITEM_REMOVED);
14654 item->SaveToDB(); // it also deletes item object !
14655 continue;
14658 AddMItem(item);
14659 } while (result->NextRow());
14661 delete result;
14664 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14666 //set a count of unread mails
14667 //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);
14668 if (resultUnread)
14670 Field *fieldMail = resultUnread->Fetch();
14671 unReadMails = fieldMail[0].GetUInt8();
14672 delete resultUnread;
14675 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14676 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14677 if (resultDelivery)
14679 Field *fieldMail = resultDelivery->Fetch();
14680 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14681 delete resultDelivery;
14685 void Player::_LoadMail()
14687 m_mail.clear();
14688 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14689 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());
14690 if(result)
14694 Field *fields = result->Fetch();
14695 Mail *m = new Mail;
14696 m->messageID = fields[0].GetUInt32();
14697 m->messageType = fields[1].GetUInt8();
14698 m->sender = fields[2].GetUInt32();
14699 m->receiver = fields[3].GetUInt32();
14700 m->subject = fields[4].GetCppString();
14701 m->itemTextId = fields[5].GetUInt32();
14702 bool has_items = fields[6].GetBool();
14703 m->expire_time = (time_t)fields[7].GetUInt64();
14704 m->deliver_time = (time_t)fields[8].GetUInt64();
14705 m->money = fields[9].GetUInt32();
14706 m->COD = fields[10].GetUInt32();
14707 m->checked = fields[11].GetUInt32();
14708 m->stationery = fields[12].GetUInt8();
14709 m->mailTemplateId = fields[13].GetInt16();
14711 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14713 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14714 m->mailTemplateId = 0;
14717 m->state = MAIL_STATE_UNCHANGED;
14719 if (has_items)
14720 _LoadMailedItems(m);
14722 m_mail.push_back(m);
14723 } while( result->NextRow() );
14724 delete result;
14726 m_mailsLoaded = true;
14729 void Player::LoadPet()
14731 //fixme: the pet should still be loaded if the player is not in world
14732 // just not added to the map
14733 if(IsInWorld())
14735 Pet *pet = new Pet;
14736 if(!pet->LoadPetFromDB(this,0,0,true))
14737 delete pet;
14741 void Player::_LoadQuestStatus(QueryResult *result)
14743 mQuestStatus.clear();
14745 uint32 slot = 0;
14747 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14748 //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());
14750 if(result)
14754 Field *fields = result->Fetch();
14756 uint32 quest_id = fields[0].GetUInt32();
14757 // used to be new, no delete?
14758 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14759 if( pQuest )
14761 // find or create
14762 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14764 uint32 qstatus = fields[1].GetUInt32();
14765 if(qstatus < MAX_QUEST_STATUS)
14766 questStatusData.m_status = QuestStatus(qstatus);
14767 else
14769 questStatusData.m_status = QUEST_STATUS_NONE;
14770 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14773 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14774 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14776 time_t quest_time = time_t(fields[4].GetUInt64());
14778 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14780 AddTimedQuest( quest_id );
14782 if (quest_time <= sWorld.GetGameTime())
14783 questStatusData.m_timer = 1;
14784 else
14785 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
14787 else
14788 quest_time = 0;
14790 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14791 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14792 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14793 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14794 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14795 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14796 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14797 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14799 questStatusData.uState = QUEST_UNCHANGED;
14801 // add to quest log
14802 if( slot < MAX_QUEST_LOG_SIZE &&
14803 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14804 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14805 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14807 SetQuestSlot(slot,quest_id,quest_time);
14809 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14810 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14812 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14813 if(questStatusData.m_creatureOrGOcount[idx])
14814 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14816 ++slot;
14819 if(questStatusData.m_rewarded)
14821 // learn rewarded spell if unknown
14822 learnQuestRewardedSpells(pQuest);
14824 // set rewarded title if any
14825 if(pQuest->GetCharTitleId())
14827 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14828 SetTitle(titleEntry);
14831 if(pQuest->GetBonusTalents())
14832 m_questRewardTalentCount+=pQuest->GetBonusTalents();
14835 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14838 while( result->NextRow() );
14840 delete result;
14843 // clear quest log tail
14844 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14845 SetQuestSlot(i,0);
14848 void Player::_LoadDailyQuestStatus(QueryResult *result)
14850 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14851 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14853 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14855 if(result)
14857 uint32 quest_daily_idx = 0;
14861 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14863 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14864 break;
14867 Field *fields = result->Fetch();
14869 uint32 quest_id = fields[0].GetUInt32();
14871 // save _any_ from daily quest times (it must be after last reset anyway)
14872 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14874 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14875 if( !pQuest )
14876 continue;
14878 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14879 ++quest_daily_idx;
14881 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14883 while( result->NextRow() );
14885 delete result;
14888 m_DailyQuestChanged = false;
14891 void Player::_LoadSpells(QueryResult *result)
14893 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14895 if(result)
14899 Field *fields = result->Fetch();
14901 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, false, fields[2].GetBool());
14903 while( result->NextRow() );
14905 delete result;
14909 void Player::_LoadTutorials(QueryResult *result)
14911 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14913 if(result)
14917 Field *fields = result->Fetch();
14919 for (int iI=0; iI<8; iI++)
14920 m_Tutorials[iI] = fields[iI].GetUInt32();
14922 while( result->NextRow() );
14924 delete result;
14927 m_TutorialsChanged = false;
14930 void Player::_LoadGroup(QueryResult *result)
14932 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14933 if(result)
14935 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14936 delete result;
14937 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14938 if(group)
14940 uint8 subgroup = group->GetMemberGroup(GetGUID());
14941 SetGroup(group, subgroup);
14942 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14944 // the group leader may change the instance difficulty while the player is offline
14945 SetDifficulty(group->GetDifficulty());
14951 void Player::_LoadBoundInstances(QueryResult *result)
14953 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14954 m_boundInstances[i].clear();
14956 Group *group = GetGroup();
14958 //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));
14959 if(result)
14963 Field *fields = result->Fetch();
14964 bool perm = fields[1].GetBool();
14965 uint32 mapId = fields[2].GetUInt32();
14966 uint32 instanceId = fields[0].GetUInt32();
14967 uint8 difficulty = fields[3].GetUInt8();
14968 time_t resetTime = (time_t)fields[4].GetUInt64();
14969 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14970 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14971 // and in that case it is not used
14973 MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
14974 if(!mapEntry || !mapEntry->IsDungeon())
14976 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
14977 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14978 continue;
14981 if(!perm && group)
14983 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);
14984 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14985 continue;
14988 // since non permanent binds are always solo bind, they can always be reset
14989 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14990 if(save) BindToInstance(save, perm, true);
14991 } while(result->NextRow());
14992 delete result;
14996 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14998 // some instances only have one difficulty
14999 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15000 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15002 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15003 if(itr != m_boundInstances[difficulty].end())
15004 return &itr->second;
15005 else
15006 return NULL;
15009 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15011 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15012 UnbindInstance(itr, difficulty, unload);
15015 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15017 if(itr != m_boundInstances[difficulty].end())
15019 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15020 itr->second.save->RemovePlayer(this); // save can become invalid
15021 m_boundInstances[difficulty].erase(itr++);
15025 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15027 if(save)
15029 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15030 if(bind.save)
15032 // update the save when the group kills a boss
15033 if(permanent != bind.perm || save != bind.save)
15034 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());
15036 else
15037 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15039 if(bind.save != save)
15041 if(bind.save) bind.save->RemovePlayer(this);
15042 save->AddPlayer(this);
15045 if(permanent) save->SetCanReset(false);
15047 bind.save = save;
15048 bind.perm = permanent;
15049 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());
15050 return &bind;
15052 else
15053 return NULL;
15056 void Player::SendRaidInfo()
15058 uint32 counter = 0;
15060 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15062 size_t p_counter = data.wpos();
15063 data << uint32(counter); // placeholder
15065 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15067 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15069 if(itr->second.perm)
15071 InstanceSave *save = itr->second.save;
15072 data << uint32(save->GetMapId());
15073 data << uint32(save->GetResetTime() - time(NULL));
15074 data << uint32(save->GetInstanceId());
15075 data << uint32(save->GetDifficulty());
15076 ++counter;
15080 data.put<uint32>(p_counter,counter);
15081 GetSession()->SendPacket(&data);
15085 - called on every successful teleportation to a map
15087 void Player::SendSavedInstances()
15089 bool hasBeenSaved = false;
15090 WorldPacket data;
15092 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15094 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15096 if(itr->second.perm) // only permanent binds are sent
15098 hasBeenSaved = true;
15099 break;
15104 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15105 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15106 data << uint32(hasBeenSaved);
15107 GetSession()->SendPacket(&data);
15109 if(!hasBeenSaved)
15110 return;
15112 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15114 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15116 if(itr->second.perm)
15118 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15119 data << uint32(itr->second.save->GetMapId());
15120 GetSession()->SendPacket(&data);
15126 /// convert the player's binds to the group
15127 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15129 bool has_binds = false;
15130 bool has_solo = false;
15132 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15133 assert(player_guid);
15135 // copy all binds to the group, when changing leader it's assumed the character
15136 // will not have any solo binds
15138 if(player)
15140 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15142 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15144 has_binds = true;
15145 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15146 // permanent binds are not removed
15147 if(!itr->second.perm)
15149 player->UnbindInstance(itr, i, true); // increments itr
15150 has_solo = true;
15152 else
15153 ++itr;
15158 // if the player's not online we don't know what binds it has
15159 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));
15160 // the following should not get executed when changing leaders
15161 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15164 bool Player::_LoadHomeBind(QueryResult *result)
15166 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15167 if(!info)
15169 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
15170 return false;
15173 bool ok = false;
15174 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15175 if (result)
15177 Field *fields = result->Fetch();
15178 m_homebindMapId = fields[0].GetUInt32();
15179 m_homebindZoneId = fields[1].GetUInt16();
15180 m_homebindX = fields[2].GetFloat();
15181 m_homebindY = fields[3].GetFloat();
15182 m_homebindZ = fields[4].GetFloat();
15183 delete result;
15185 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
15187 // accept saved data only for valid position (and non instanceable), and accessable
15188 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15189 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
15191 ok = true;
15193 else
15194 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15197 if(!ok)
15199 m_homebindMapId = info->mapId;
15200 m_homebindZoneId = info->zoneId;
15201 m_homebindX = info->positionX;
15202 m_homebindY = info->positionY;
15203 m_homebindZ = info->positionZ;
15205 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);
15208 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15209 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15211 return true;
15214 /*********************************************************/
15215 /*** SAVE SYSTEM ***/
15216 /*********************************************************/
15218 void Player::SaveToDB()
15220 // delay auto save at any saves (manual, in code, or autosave)
15221 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15223 // first save/honor gain after midnight will also update the player's honor fields
15224 UpdateHonorFields();
15226 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15227 //save, far from tavern/city
15228 //save, but in tavern/city
15229 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15230 outDebugValues();
15232 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15233 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15234 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15235 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15236 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15237 uint32 tmp_displayid = GetDisplayId();
15239 // Set player sit state to standing on save, also stealth and shifted form
15240 SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_STAND);
15241 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15242 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15243 SetDisplayId(GetNativeDisplayId());
15245 bool inworld = IsInWorld();
15247 CharacterDatabase.BeginTransaction();
15249 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15251 std::string sql_name = m_name;
15252 CharacterDatabase.escape_string(sql_name);
15254 std::ostringstream ss;
15255 ss << "INSERT INTO characters (guid,account,name,race,class,"
15256 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15257 "taximask, online, cinematic, "
15258 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15259 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15260 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15261 << GetGUIDLow() << ", "
15262 << GetSession()->GetAccountId() << ", '"
15263 << sql_name << "', "
15264 << m_race << ", "
15265 << m_class << ", ";
15267 if(!IsBeingTeleported())
15269 ss << GetMapId() << ", "
15270 << (uint32)GetDifficulty() << ", "
15271 << finiteAlways(GetPositionX()) << ", "
15272 << finiteAlways(GetPositionY()) << ", "
15273 << finiteAlways(GetPositionZ()) << ", "
15274 << finiteAlways(GetOrientation()) << ", '";
15276 else
15278 ss << GetTeleportDest().mapid << ", "
15279 << (uint32)GetDifficulty() << ", "
15280 << finiteAlways(GetTeleportDest().x) << ", "
15281 << finiteAlways(GetTeleportDest().y) << ", "
15282 << finiteAlways(GetTeleportDest().z) << ", "
15283 << finiteAlways(GetTeleportDest().o) << ", '";
15286 uint16 i;
15287 for( i = 0; i < m_valuesCount; i++ )
15289 ss << GetUInt32Value(i) << " ";
15292 ss << "', ";
15294 ss << m_taxi; // string with TaxiMaskSize numbers
15296 ss << ", ";
15297 ss << (inworld ? 1 : 0);
15299 ss << ", ";
15300 ss << m_cinematic;
15302 ss << ", ";
15303 ss << m_Played_time[0];
15304 ss << ", ";
15305 ss << m_Played_time[1];
15307 ss << ", ";
15308 ss << finiteAlways(m_rest_bonus);
15309 ss << ", ";
15310 ss << (uint64)time(NULL);
15311 ss << ", ";
15312 ss << is_save_resting;
15313 ss << ", ";
15314 ss << m_resetTalentsCost;
15315 ss << ", ";
15316 ss << (uint64)m_resetTalentsTime;
15318 ss << ", ";
15319 ss << finiteAlways(m_movementInfo.t_x);
15320 ss << ", ";
15321 ss << finiteAlways(m_movementInfo.t_y);
15322 ss << ", ";
15323 ss << finiteAlways(m_movementInfo.t_z);
15324 ss << ", ";
15325 ss << finiteAlways(m_movementInfo.t_o);
15326 ss << ", ";
15327 if (m_transport)
15328 ss << m_transport->GetGUIDLow();
15329 else
15330 ss << "0";
15332 ss << ", ";
15333 ss << m_ExtraFlags;
15335 ss << ", ";
15336 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15338 ss << ", ";
15339 ss << uint32(m_atLoginFlags);
15341 ss << ", ";
15342 ss << GetZoneId();
15344 ss << ", ";
15345 ss << (uint64)m_deathExpireTime;
15347 ss << ", '";
15348 ss << m_taxi.SaveTaxiDestinationsToString();
15349 ss << "', '0', ";
15350 ss << GetBattleGroundId();
15351 ss << ", ";
15352 ss << GetBGTeam();
15353 ss << ", ";
15354 ss << m_bgEntryPoint.mapid << ", "
15355 << finiteAlways(m_bgEntryPoint.x) << ", "
15356 << finiteAlways(m_bgEntryPoint.y) << ", "
15357 << finiteAlways(m_bgEntryPoint.z) << ", "
15358 << finiteAlways(m_bgEntryPoint.o);
15359 ss << ")";
15361 CharacterDatabase.Execute( ss.str().c_str() );
15363 if(m_mailsUpdated) //save mails only when needed
15364 _SaveMail();
15366 _SaveInventory();
15367 _SaveQuestStatus();
15368 _SaveDailyQuestStatus();
15369 _SaveTutorials();
15370 _SaveSpells();
15371 _SaveSpellCooldowns();
15372 _SaveActions();
15373 _SaveAuras();
15374 m_achievementMgr.SaveToDB();
15375 m_reputationMgr.SaveToDB();
15377 CharacterDatabase.CommitTransaction();
15379 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15380 SetDisplayId(tmp_displayid);
15381 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15382 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15383 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15384 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15386 // save pet (hunter pet level and experience and all type pets health/mana).
15387 if(Pet* pet = GetPet())
15388 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15391 // fast save function for item/money cheating preventing - save only inventory and money state
15392 void Player::SaveInventoryAndGoldToDB()
15394 _SaveInventory();
15395 //money is in data field
15396 SaveDataFieldToDB();
15399 void Player::_SaveActions()
15401 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15403 switch (itr->second.uState)
15405 case ACTIONBUTTON_NEW:
15406 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15407 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15408 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15409 ++itr;
15410 break;
15411 case ACTIONBUTTON_CHANGED:
15412 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15413 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15414 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15415 ++itr;
15416 break;
15417 case ACTIONBUTTON_DELETED:
15418 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15419 m_actionButtons.erase(itr++);
15420 break;
15421 default:
15422 ++itr;
15423 break;
15428 void Player::_SaveAuras()
15430 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15432 AuraMap const& auras = GetAuras();
15434 if (auras.empty())
15435 return;
15437 spellEffectPair lastEffectPair = auras.begin()->first;
15438 uint32 stackCounter = 1;
15440 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15442 if(itr == auras.end() || lastEffectPair != itr->first)
15444 AuraMap::const_iterator itr2 = itr;
15445 // save previous spellEffectPair to db
15446 itr2--;
15448 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15450 //skip all auras from spells that are passive or need a shapeshift
15451 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15453 //do not save single target auras (unless they were cast by the player)
15454 if (!(itr2->second->GetCasterGUID() != GetGUID() && itr2->second->IsSingleTarget()))
15456 uint8 i;
15457 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15458 for (i = 0; i < 3; i++)
15459 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15460 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15461 break;
15463 if (i == 3)
15465 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15466 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15467 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()));
15472 if(itr == auras.end())
15473 break;
15476 if (lastEffectPair == itr->first)
15477 stackCounter++;
15478 else
15480 lastEffectPair = itr->first;
15481 stackCounter = 1;
15486 void Player::_SaveInventory()
15488 // force items in buyback slots to new state
15489 // and remove those that aren't already
15490 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15492 Item *item = m_items[i];
15493 if (!item || item->GetState() == ITEM_NEW) continue;
15494 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15495 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15496 m_items[i]->FSetState(ITEM_NEW);
15499 // update enchantment durations
15500 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15502 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15505 // if no changes
15506 if (m_itemUpdateQueue.empty()) return;
15508 // do not save if the update queue is corrupt
15509 bool error = false;
15510 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15512 Item *item = m_itemUpdateQueue[i];
15513 if(!item || item->GetState() == ITEM_REMOVED) continue;
15514 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15516 if (test == NULL)
15518 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());
15519 error = true;
15521 else if (test != item)
15523 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());
15524 error = true;
15528 if (error)
15530 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15531 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15532 return;
15535 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15537 Item *item = m_itemUpdateQueue[i];
15538 if(!item) continue;
15540 Bag *container = item->GetContainer();
15541 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15543 switch(item->GetState())
15545 case ITEM_NEW:
15546 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());
15547 break;
15548 case ITEM_CHANGED:
15549 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());
15550 break;
15551 case ITEM_REMOVED:
15552 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15553 break;
15554 case ITEM_UNCHANGED:
15555 break;
15558 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15560 m_itemUpdateQueue.clear();
15563 void Player::_SaveMail()
15565 if (!m_mailsLoaded)
15566 return;
15568 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15570 Mail *m = (*itr);
15571 if (m->state == MAIL_STATE_CHANGED)
15573 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'",
15574 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15575 if(m->removedItems.size())
15577 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15578 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15579 m->removedItems.clear();
15581 m->state = MAIL_STATE_UNCHANGED;
15583 else if (m->state == MAIL_STATE_DELETED)
15585 if (m->HasItems())
15586 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15587 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15588 if (m->itemTextId)
15589 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15590 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15591 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15595 //deallocate deleted mails...
15596 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15598 if ((*itr)->state == MAIL_STATE_DELETED)
15600 Mail* m = *itr;
15601 m_mail.erase(itr);
15602 delete m;
15603 itr = m_mail.begin();
15605 else
15606 ++itr;
15609 m_mailsUpdated = false;
15612 void Player::_SaveQuestStatus()
15614 // we don't need transactions here.
15615 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15617 switch (i->second.uState)
15619 case QUEST_NEW :
15620 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15621 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15622 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]);
15623 break;
15624 case QUEST_CHANGED :
15625 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' ",
15626 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 );
15627 break;
15628 case QUEST_UNCHANGED:
15629 break;
15631 i->second.uState = QUEST_UNCHANGED;
15635 void Player::_SaveDailyQuestStatus()
15637 if(!m_DailyQuestChanged)
15638 return;
15640 m_DailyQuestChanged = false;
15642 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15644 // we don't need transactions here.
15645 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15646 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15647 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15648 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15649 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15652 void Player::_SaveSpells()
15654 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
15656 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15657 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15659 // add only changed/new not dependent spells
15660 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
15661 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);
15663 if (itr->second->state == PLAYERSPELL_REMOVED)
15665 delete itr->second;
15666 m_spells.erase(itr++);
15668 else
15670 itr->second->state = PLAYERSPELL_UNCHANGED;
15671 ++itr;
15677 void Player::_SaveTutorials()
15679 if(!m_TutorialsChanged)
15680 return;
15682 uint32 Rows=0;
15683 // it's better than rebuilding indexes multiple times
15684 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15685 if(result)
15687 Rows = result->Fetch()[0].GetUInt32();
15688 delete result;
15691 if (Rows)
15693 CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15694 m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
15696 else
15698 CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
15701 m_TutorialsChanged = false;
15704 void Player::outDebugValues() const
15706 if(!sLog.IsOutDebug()) // optimize disabled debug output
15707 return;
15709 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15710 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15711 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15712 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15713 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15714 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15715 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15716 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15717 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15718 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15719 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15720 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15723 /*********************************************************/
15724 /*** FLOOD FILTER SYSTEM ***/
15725 /*********************************************************/
15727 void Player::UpdateSpeakTime()
15729 // ignore chat spam protection for GMs in any mode
15730 if(GetSession()->GetSecurity() > SEC_PLAYER)
15731 return;
15733 time_t current = time (NULL);
15734 if(m_speakTime > current)
15736 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15737 if(!max_count)
15738 return;
15740 ++m_speakCount;
15741 if(m_speakCount >= max_count)
15743 // prevent overwrite mute time, if message send just before mutes set, for example.
15744 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15745 if(GetSession()->m_muteTime < new_mute)
15746 GetSession()->m_muteTime = new_mute;
15748 m_speakCount = 0;
15751 else
15752 m_speakCount = 0;
15754 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15757 bool Player::CanSpeak() const
15759 return GetSession()->m_muteTime <= time (NULL);
15762 /*********************************************************/
15763 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15764 /*********************************************************/
15766 void Player::SendAttackSwingNotInRange()
15768 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15769 GetSession()->SendPacket( &data );
15772 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15774 std::ostringstream ss;
15775 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15776 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15777 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15778 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15779 sLog.outDebug(ss.str().c_str());
15780 CharacterDatabase.Execute(ss.str().c_str());
15783 void Player::SaveDataFieldToDB()
15785 std::ostringstream ss;
15786 ss<<"UPDATE characters SET data='";
15788 for(uint16 i = 0; i < m_valuesCount; i++ )
15790 ss << GetUInt32Value(i) << " ";
15792 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15794 CharacterDatabase.Execute(ss.str().c_str());
15797 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15799 std::ostringstream ss2;
15800 ss2<<"UPDATE characters SET data='";
15801 int i=0;
15802 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15804 ss2<<tokens[i]<<" ";
15806 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15808 return CharacterDatabase.Execute(ss2.str().c_str());
15811 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15813 char buf[11];
15814 snprintf(buf,11,"%u",value);
15816 if(index >= tokens.size())
15817 return;
15819 tokens[index] = buf;
15822 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15824 Tokens tokens;
15825 if(!LoadValuesArrayFromDB(tokens,guid))
15826 return;
15828 if(index >= tokens.size())
15829 return;
15831 char buf[11];
15832 snprintf(buf,11,"%u",value);
15833 tokens[index] = buf;
15835 SaveValuesArrayInDB(tokens,guid);
15838 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15840 uint32 temp;
15841 memcpy(&temp, &value, sizeof(value));
15842 Player::SetUInt32ValueInDB(index, temp, guid);
15845 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
15847 Tokens tokens;
15848 if(!LoadValuesArrayFromDB(tokens, guid))
15849 return;
15851 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
15852 uint8 race = unit_bytes0 & 0xFF;
15853 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
15855 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
15856 if(!info)
15857 return;
15859 unit_bytes0 &= ~(0xFF << 16);
15860 unit_bytes0 |= (gender << 16);
15861 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
15863 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
15864 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
15866 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
15868 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
15869 player_bytes2 &= ~0xFF;
15870 player_bytes2 |= facialHair;
15871 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
15873 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
15874 player_bytes3 &= ~0xFF;
15875 player_bytes3 |= gender;
15876 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
15878 SaveValuesArrayInDB(tokens, guid);
15881 void Player::SendAttackSwingNotStanding()
15883 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15884 GetSession()->SendPacket( &data );
15887 void Player::SendAttackSwingDeadTarget()
15889 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15890 GetSession()->SendPacket( &data );
15893 void Player::SendAttackSwingCantAttack()
15895 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15896 GetSession()->SendPacket( &data );
15899 void Player::SendAttackSwingCancelAttack()
15901 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15902 GetSession()->SendPacket( &data );
15905 void Player::SendAttackSwingBadFacingAttack()
15907 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15908 GetSession()->SendPacket( &data );
15911 void Player::SendAutoRepeatCancel()
15913 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15914 data.append(GetPackGUID()); // may be it's target guid
15915 GetSession()->SendPacket( &data );
15918 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15920 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15921 data << Area;
15922 data << Experience;
15923 GetSession()->SendPacket(&data);
15926 void Player::SendDungeonDifficulty(bool IsInGroup)
15928 uint8 val = 0x00000001;
15929 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15930 data << (uint32)GetDifficulty();
15931 data << uint32(val);
15932 data << uint32(IsInGroup);
15933 GetSession()->SendPacket(&data);
15936 void Player::SendResetFailedNotify(uint32 mapid)
15938 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15939 data << uint32(mapid);
15940 GetSession()->SendPacket(&data);
15943 /// Reset all solo instances and optionally send a message on success for each
15944 void Player::ResetInstances(uint8 method)
15946 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15948 // we assume that when the difficulty changes, all instances that can be reset will be
15949 uint8 dif = GetDifficulty();
15951 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15953 InstanceSave *p = itr->second.save;
15954 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15955 if(!entry || !p->CanReset())
15957 ++itr;
15958 continue;
15961 if(method == INSTANCE_RESET_ALL)
15963 // the "reset all instances" method can only reset normal maps
15964 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15966 ++itr;
15967 continue;
15971 // if the map is loaded, reset it
15972 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15973 if(map && map->IsDungeon())
15974 ((InstanceMap*)map)->Reset(method);
15976 // since this is a solo instance there should not be any players inside
15977 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15978 SendResetInstanceSuccess(p->GetMapId());
15980 p->DeleteFromDB();
15981 m_boundInstances[dif].erase(itr++);
15983 // the following should remove the instance save from the manager and delete it as well
15984 p->RemovePlayer(this);
15988 void Player::SendResetInstanceSuccess(uint32 MapId)
15990 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15991 data << MapId;
15992 GetSession()->SendPacket(&data);
15995 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15997 // TODO: find what other fail reasons there are besides players in the instance
15998 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15999 data << reason;
16000 data << MapId;
16001 GetSession()->SendPacket(&data);
16004 /*********************************************************/
16005 /*** Update timers ***/
16006 /*********************************************************/
16008 ///checks the 15 afk reports per 5 minutes limit
16009 void Player::UpdateAfkReport(time_t currTime)
16011 if(m_bgAfkReportedTimer <= currTime)
16013 m_bgAfkReportedCount = 0;
16014 m_bgAfkReportedTimer = currTime+5*MINUTE;
16018 void Player::UpdateContestedPvP(uint32 diff)
16020 if(!m_contestedPvPTimer||isInCombat())
16021 return;
16022 if(m_contestedPvPTimer <= diff)
16024 ResetContestedPvP();
16026 else
16027 m_contestedPvPTimer -= diff;
16030 void Player::UpdatePvPFlag(time_t currTime)
16032 if(!IsPvP())
16033 return;
16034 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16035 return;
16037 UpdatePvP(false);
16040 void Player::UpdateDuelFlag(time_t currTime)
16042 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16043 return;
16045 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16046 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16048 duel->startTimer = 0;
16049 duel->startTime = currTime;
16050 duel->opponent->duel->startTimer = 0;
16051 duel->opponent->duel->startTime = currTime;
16054 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16056 if(!pet)
16057 pet = GetPet();
16059 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16061 //returning of reagents only for players, so best done here
16062 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16063 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16065 if(spellInfo)
16067 for(uint32 i = 0; i < 7; ++i)
16069 if(spellInfo->Reagent[i] > 0)
16071 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16072 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16073 if( msg == EQUIP_ERR_OK )
16075 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16076 if(IsInWorld())
16077 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16082 m_temporaryUnsummonedPetNumber = 0;
16085 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16086 return;
16088 // only if current pet in slot
16089 switch(pet->getPetType())
16091 case MINI_PET:
16092 m_miniPet = 0;
16093 break;
16094 case GUARDIAN_PET:
16095 m_guardianPets.erase(pet->GetGUID());
16096 break;
16097 default:
16098 if(GetPetGUID() == pet->GetGUID())
16099 SetPet(NULL);
16100 break;
16103 pet->CombatStop();
16105 if(returnreagent)
16107 switch(pet->GetEntry())
16109 //warlock pets except imp are removed(?) when logging out
16110 case 1860:
16111 case 1863:
16112 case 417:
16113 case 17252:
16114 mode = PET_SAVE_NOT_IN_SLOT;
16115 break;
16119 pet->SavePetToDB(mode);
16121 pet->CleanupsBeforeDelete();
16122 pet->AddObjectToRemoveList();
16123 pet->m_removed = true;
16125 if(pet->isControlled())
16127 WorldPacket data(SMSG_PET_SPELLS, 8+4);
16128 data << uint64(0);
16129 data << uint32(0);
16130 GetSession()->SendPacket(&data);
16132 if(GetGroup())
16133 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16137 void Player::RemoveMiniPet()
16139 if(Pet* pet = GetMiniPet())
16141 pet->Remove(PET_SAVE_AS_DELETED);
16142 m_miniPet = 0;
16146 Pet* Player::GetMiniPet()
16148 if(!m_miniPet)
16149 return NULL;
16150 return ObjectAccessor::GetPet(m_miniPet);
16153 void Player::RemoveGuardians()
16155 while(!m_guardianPets.empty())
16157 uint64 guid = *m_guardianPets.begin();
16158 if(Pet* pet = ObjectAccessor::GetPet(guid))
16159 pet->Remove(PET_SAVE_AS_DELETED);
16161 m_guardianPets.erase(guid);
16165 bool Player::HasGuardianWithEntry(uint32 entry)
16167 // pet guid middle part is entry (and creature also)
16168 // and in guardian list must be guardians with same entry _always_
16169 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16170 if(GUID_ENPART(*itr)==entry)
16171 return true;
16173 return false;
16176 void Player::Uncharm()
16178 Unit* charm = GetCharm();
16179 if(!charm)
16180 return;
16182 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16183 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16186 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16188 *data << (uint8)msgtype;
16189 *data << (uint32)language;
16190 *data << (uint64)GetGUID();
16191 *data << (uint32)language; //language 2.1.0 ?
16192 *data << (uint64)GetGUID();
16193 *data << (uint32)(text.length()+1);
16194 *data << text;
16195 *data << (uint8)chatTag();
16198 void Player::Say(const std::string& text, const uint32 language)
16200 WorldPacket data(SMSG_MESSAGECHAT, 200);
16201 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16202 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16205 void Player::Yell(const std::string& text, const uint32 language)
16207 WorldPacket data(SMSG_MESSAGECHAT, 200);
16208 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16209 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16212 void Player::TextEmote(const std::string& text)
16214 WorldPacket data(SMSG_MESSAGECHAT, 200);
16215 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16216 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16219 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16221 if (language != LANG_ADDON) // if not addon data
16222 language = LANG_UNIVERSAL; // whispers should always be readable
16224 Player *rPlayer = objmgr.GetPlayer(receiver);
16226 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16227 if(!rPlayer->isDND() || isGameMaster())
16229 WorldPacket data(SMSG_MESSAGECHAT, 200);
16230 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16231 rPlayer->GetSession()->SendPacket(&data);
16233 data.Initialize(SMSG_MESSAGECHAT, 200);
16234 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16235 GetSession()->SendPacket(&data);
16237 else
16239 // announce to player that player he is whispering to is dnd and cannot receive his message
16240 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16243 if(!isAcceptWhispers())
16245 SetAcceptWhispers(true);
16246 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16249 // announce to player that player he is whispering to is afk
16250 if(rPlayer->isAFK())
16251 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16253 // if player whisper someone, auto turn of dnd to be able to receive an answer
16254 if(isDND() && !rPlayer->isGameMaster())
16255 ToggleDND();
16258 void Player::PetSpellInitialize()
16260 Pet* pet = GetPet();
16262 if(!pet)
16263 return;
16265 sLog.outDebug("Pet Spells Groups");
16267 CharmInfo *charmInfo = pet->GetCharmInfo();
16269 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16270 data << uint64(pet->GetGUID());
16271 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16272 data << uint32(0);
16273 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16275 // action bar loop
16276 for(uint32 i = 0; i < 10; i++)
16278 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16281 size_t spellsCountPos = data.wpos();
16283 // spells count
16284 uint8 addlist = 0;
16285 data << uint8(addlist); // placeholder
16287 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16289 // spells loop
16290 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16292 if(itr->second->state == PETSPELL_REMOVED)
16293 continue;
16295 data << uint16(itr->first);
16296 data << uint16(itr->second->active); // pet spell active state isn't boolean
16297 ++addlist;
16301 data.put<uint8>(spellsCountPos, addlist);
16303 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16304 data << uint8(cooldownsCount);
16306 time_t curTime = time(NULL);
16308 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16310 time_t cooldown = 0;
16312 if(itr->second > curTime)
16313 cooldown = (itr->second - curTime) * IN_MILISECONDS;
16315 data << uint16(itr->first); // spellid
16316 data << uint16(0); // spell category?
16317 data << uint32(itr->second); // cooldown
16318 data << uint32(0); // category cooldown
16321 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16323 time_t cooldown = 0;
16325 if(itr->second > curTime)
16326 cooldown = (itr->second - curTime) * IN_MILISECONDS;
16328 data << uint16(itr->first); // spellid
16329 data << uint16(0); // spell category?
16330 data << uint32(0); // cooldown
16331 data << uint32(itr->second); // category cooldown
16334 GetSession()->SendPacket(&data);
16337 void Player::PossessSpellInitialize()
16339 Unit* charm = GetCharm();
16341 if(!charm)
16342 return;
16344 CharmInfo *charmInfo = charm->GetCharmInfo();
16346 if(!charmInfo)
16348 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16349 return;
16352 uint8 addlist = 0;
16353 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16355 //16
16356 data << uint64(charm->GetGUID());
16357 data << uint32(0x00000000);
16358 data << uint32(0);
16359 data << uint32(0);
16361 for(uint32 i = 0; i < 10; i++) //40
16363 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16366 data << uint8(addlist); //1
16368 uint8 count = 0;
16369 data << uint8(count); // cooldowns count
16371 GetSession()->SendPacket(&data);
16374 void Player::CharmSpellInitialize()
16376 Unit* charm = GetCharm();
16378 if(!charm)
16379 return;
16381 CharmInfo *charmInfo = charm->GetCharmInfo();
16382 if(!charmInfo)
16384 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16385 return;
16388 uint8 addlist = 0;
16390 if(charm->GetTypeId() != TYPEID_PLAYER)
16392 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16394 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16396 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16398 if(charmInfo->GetCharmSpell(i)->spellId)
16399 ++addlist;
16404 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16406 data << uint64(charm->GetGUID());
16407 data << uint32(0x00000000);
16408 data << uint32(0);
16409 if(charm->GetTypeId() != TYPEID_PLAYER)
16410 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16411 else
16412 data << uint8(0) << uint8(0);
16413 data << uint16(0);
16415 for(uint32 i = 0; i < 10; i++) //40
16417 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16420 data << uint8(addlist); //1
16422 if(addlist)
16424 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16426 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16427 if(cspell->spellId)
16429 data << uint16(cspell->spellId);
16430 data << uint16(cspell->active);
16435 uint8 count = 0;
16436 data << uint8(count); // cooldowns count
16438 GetSession()->SendPacket(&data);
16441 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16443 if (!mod || !spellInfo)
16444 return false;
16446 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16448 // prevent apply to any spell except spell that trigger expire
16449 if(spell)
16451 if(mod->lastAffected != spell)
16452 return false;
16454 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16455 return false;
16458 return spellmgr.IsAffectedByMod(spellInfo, mod);
16461 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16463 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16465 for(int eff=0;eff<96;++eff)
16467 uint64 _mask = 0;
16468 uint64 _mask2= 0;
16469 if (eff<64) _mask = uint64(1) << (eff- 0);
16470 else _mask2= uint64(1) << (eff-64);
16471 if ( mod->mask & _mask || mod->mask2 & _mask2)
16473 int32 val = 0;
16474 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16476 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16477 val += (*itr)->value;
16479 val += apply ? mod->value : -(mod->value);
16480 WorldPacket data(Opcode, (1+1+4));
16481 data << uint8(eff);
16482 data << uint8(mod->op);
16483 data << int32(val);
16484 SendDirectMessage(&data);
16488 if (apply)
16489 m_spellMods[mod->op].push_back(mod);
16490 else
16492 if (mod->charges == -1)
16493 --m_SpellModRemoveCount;
16494 m_spellMods[mod->op].remove(mod);
16495 delete mod;
16499 void Player::RemoveSpellMods(Spell const* spell)
16501 if(!spell || (m_SpellModRemoveCount == 0))
16502 return;
16504 for(int i=0;i<MAX_SPELLMOD;++i)
16506 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16508 SpellModifier *mod = *itr;
16509 ++itr;
16511 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16513 RemoveAurasDueToSpell(mod->spellId);
16514 if (m_spellMods[i].empty())
16515 break;
16516 else
16517 itr = m_spellMods[i].begin();
16523 // send Proficiency
16524 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16526 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16527 data << pr1 << pr2;
16528 GetSession()->SendPacket (&data);
16531 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16533 QueryResult *result = NULL;
16534 if(type==10)
16535 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16536 else
16537 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16538 if(result)
16540 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.
16541 { // and SendPetitionQueryOpcode reads data from the DB
16542 Field *fields = result->Fetch();
16543 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16544 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16546 // send update if charter owner in game
16547 Player* owner = objmgr.GetPlayer(ownerguid);
16548 if(owner)
16549 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16551 } while ( result->NextRow() );
16553 delete result;
16555 if(type==10)
16556 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16557 else
16558 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16561 CharacterDatabase.BeginTransaction();
16562 if(type == 10)
16564 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16565 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16567 else
16569 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16570 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16572 CharacterDatabase.CommitTransaction();
16575 void Player::LeaveAllArenaTeams(uint64 guid)
16577 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));
16578 if(!result)
16579 return;
16583 Field *fields = result->Fetch();
16584 uint32 at_id = fields[0].GetUInt32();
16585 if(at_id != 0)
16587 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16588 if(at)
16589 at->DelMember(guid);
16591 } while (result->NextRow());
16593 delete result;
16596 void Player::SetRestBonus (float rest_bonus_new)
16598 // Prevent resting on max level
16599 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16600 rest_bonus_new = 0;
16602 if(rest_bonus_new < 0)
16603 rest_bonus_new = 0;
16605 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16607 if(rest_bonus_new > rest_bonus_max)
16608 m_rest_bonus = rest_bonus_max;
16609 else
16610 m_rest_bonus = rest_bonus_new;
16612 // update data for client
16613 if(m_rest_bonus>10)
16614 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16615 else if(m_rest_bonus<=1)
16616 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16618 //RestTickUpdate
16619 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16622 void Player::HandleStealthedUnitsDetection()
16624 std::list<Unit*> stealthedUnits;
16626 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16627 Cell cell(p);
16628 cell.data.Part.reserved = ALL_DISTRICT;
16629 cell.SetNoCreate();
16631 MaNGOS::AnyStealthedCheck u_check;
16632 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
16634 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16635 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16637 CellLock<GridReadGuard> cell_lock(cell, p);
16638 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16639 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16641 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16643 if((*i)==this)
16645 i = stealthedUnits.erase(i);
16646 continue;
16649 if ((*i)->isVisibleForOrDetect(this,true))
16652 (*i)->SendUpdateToPlayer(this);
16653 m_clientGUIDs.insert((*i)->GetGUID());
16655 #ifdef MANGOS_DEBUG
16656 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16657 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16658 #endif
16660 // target aura duration for caster show only if target exist at caster client
16661 // send data at target visibility change (adding to client)
16662 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16663 SendAurasForTarget(*i);
16665 i = stealthedUnits.erase(i);
16666 continue;
16669 ++i;
16673 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16675 if(nodes.size() < 2)
16676 return false;
16678 // not let cheating with start flight mounted
16679 if(IsMounted())
16681 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16682 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16683 GetSession()->SendPacket(&data);
16684 return false;
16687 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16689 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16690 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16691 GetSession()->SendPacket(&data);
16692 return false;
16695 // 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
16696 if(GetSession()->isLogingOut() ||
16697 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16698 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16699 IsNonMeleeSpellCasted(false) ||
16700 isInCombat())
16702 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16703 data << uint32(ERR_TAXIPLAYERBUSY);
16704 GetSession()->SendPacket(&data);
16705 return false;
16708 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16709 return false;
16711 uint32 sourcenode = nodes[0];
16713 // starting node too far away (cheat?)
16714 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16715 if( !node || node->map_id != GetMapId() ||
16716 (node->x - GetPositionX())*(node->x - GetPositionX())+
16717 (node->y - GetPositionY())*(node->y - GetPositionY())+
16718 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16719 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16721 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16722 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16723 GetSession()->SendPacket(&data);
16724 return false;
16727 // Prepare to flight start now
16729 // stop combat at start taxi flight if any
16730 CombatStop();
16732 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16733 TradeCancel(true);
16735 // clean not finished taxi path if any
16736 m_taxi.ClearTaxiDestinations();
16738 // 0 element current node
16739 m_taxi.AddTaxiDestination(sourcenode);
16741 // fill destinations path tail
16742 uint32 sourcepath = 0;
16743 uint32 totalcost = 0;
16745 uint32 prevnode = sourcenode;
16746 uint32 lastnode = 0;
16748 for(uint32 i = 1; i < nodes.size(); ++i)
16750 uint32 path, cost;
16752 lastnode = nodes[i];
16753 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16755 if(!path)
16757 m_taxi.ClearTaxiDestinations();
16758 return false;
16761 totalcost += cost;
16763 if(prevnode == sourcenode)
16764 sourcepath = path;
16766 m_taxi.AddTaxiDestination(lastnode);
16768 prevnode = lastnode;
16771 if(!mount_id) // if not provide then attempt use default.
16772 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16774 if (mount_id == 0 || sourcepath == 0)
16776 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16777 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16778 GetSession()->SendPacket(&data);
16779 m_taxi.ClearTaxiDestinations();
16780 return false;
16783 uint32 money = GetMoney();
16785 if(npc)
16787 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16790 if(money < totalcost)
16792 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16793 data << uint32(ERR_TAXINOTENOUGHMONEY);
16794 GetSession()->SendPacket(&data);
16795 m_taxi.ClearTaxiDestinations();
16796 return false;
16799 //Checks and preparations done, DO FLIGHT
16800 ModifyMoney(-(int32)totalcost);
16801 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
16803 // prevent stealth flight
16804 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16806 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16807 data << uint32(ERR_TAXIOK);
16808 GetSession()->SendPacket(&data);
16810 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16812 GetSession()->SendDoFlight(mount_id, sourcepath);
16814 return true;
16817 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16819 // last check 2.0.10
16820 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16821 data << GetGUID();
16822 data << uint8(0x0); // flags (0x1, 0x2)
16823 time_t curTime = time(NULL);
16824 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16826 if (itr->second->state == PLAYERSPELL_REMOVED)
16827 continue;
16828 uint32 unSpellId = itr->first;
16829 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16830 if (!spellInfo)
16832 ASSERT(spellInfo);
16833 continue;
16836 // Not send cooldown for this spells
16837 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16838 continue;
16840 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16842 data << unSpellId;
16843 data << unTimeMs; // in m.secs
16844 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
16847 GetSession()->SendPacket(&data);
16850 void Player::InitDataForForm(bool reapplyMods)
16852 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16853 if(ssEntry && ssEntry->attackSpeed)
16855 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16856 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16857 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16859 else
16860 SetRegularAttackTime();
16862 switch(m_form)
16864 case FORM_CAT:
16866 if(getPowerType()!=POWER_ENERGY)
16867 setPowerType(POWER_ENERGY);
16868 break;
16870 case FORM_BEAR:
16871 case FORM_DIREBEAR:
16873 if(getPowerType()!=POWER_RAGE)
16874 setPowerType(POWER_RAGE);
16875 break;
16877 default: // 0, for example
16879 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16880 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16881 setPowerType(Powers(cEntry->powerType));
16882 break;
16886 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16887 if (!reapplyMods)
16888 UpdateEquipSpellsAtFormChange();
16890 UpdateAttackPowerAndDamage();
16891 UpdateAttackPowerAndDamage(true);
16894 // Return true is the bought item has a max count to force refresh of window by caller
16895 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16897 // cheating attempt
16898 if(count < 1) count = 1;
16900 if(!isAlive())
16901 return false;
16903 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16904 if( !pProto )
16906 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16907 return false;
16910 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16911 if (!pCreature)
16913 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16914 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16915 return false;
16918 VendorItemData const* vItems = pCreature->GetVendorItems();
16919 if(!vItems || vItems->Empty())
16921 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16922 return false;
16925 size_t vendor_slot = vItems->FindItemSlot(item);
16926 if(vendor_slot >= vItems->GetItemCount())
16928 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16929 return false;
16932 VendorItem const* crItem = vItems->m_items[vendor_slot];
16934 // check current item amount if it limited
16935 if( crItem->maxcount != 0 )
16937 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16939 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16940 return false;
16944 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16946 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16947 return false;
16950 if(crItem->ExtendedCost)
16952 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16953 if(!iece)
16955 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16956 return false;
16959 // honor points price
16960 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16962 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16963 return false;
16966 // arena points price
16967 if(GetArenaPoints() < (iece->reqarenapoints * count))
16969 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16970 return false;
16973 // item base price
16974 for (uint8 i = 0; i < 5; ++i)
16976 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16978 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16979 return false;
16983 // check for personal arena rating requirement
16984 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16986 // probably not the proper equip err
16987 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16988 return false;
16992 uint32 price = pProto->BuyPrice * count;
16994 // reputation discount
16995 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16997 if( GetMoney() < price )
16999 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17000 return false;
17003 uint8 bag = 0; // init for case invalid bagGUID
17005 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17007 Bag *pBag;
17008 if( bagguid == GetGUID() )
17010 bag = INVENTORY_SLOT_BAG_0;
17012 else
17014 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17016 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17017 if( pBag )
17019 if( bagguid == pBag->GetGUID() )
17021 bag = i;
17022 break;
17029 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17031 ItemPosCountVec dest;
17032 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17033 if( msg != EQUIP_ERR_OK )
17035 SendEquipError( msg, NULL, NULL );
17036 return false;
17039 ModifyMoney( -(int32)price );
17040 if(crItem->ExtendedCost) // case for new honor system
17042 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17043 if(iece->reqhonorpoints)
17044 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17045 if(iece->reqarenapoints)
17046 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17047 for (uint8 i = 0; i < 5; ++i)
17049 if(iece->reqitem[i])
17050 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17054 if(Item *it = StoreNewItem( dest, item, true ))
17056 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17058 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17059 data << pCreature->GetGUID();
17060 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17061 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17062 data << (uint32)count;
17063 GetSession()->SendPacket(&data);
17065 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17068 else if( IsEquipmentPos( bag, slot ) )
17070 if(pProto->BuyCount * count != 1)
17072 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17073 return false;
17076 uint16 dest;
17077 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17078 if( msg != EQUIP_ERR_OK )
17080 SendEquipError( msg, NULL, NULL );
17081 return false;
17084 ModifyMoney( -(int32)price );
17085 if(crItem->ExtendedCost) // case for new honor system
17087 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17088 if(iece->reqhonorpoints)
17089 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17090 if(iece->reqarenapoints)
17091 ModifyArenaPoints( - int32(iece->reqarenapoints));
17092 for (uint8 i = 0; i < 5; ++i)
17094 if(iece->reqitem[i])
17095 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17099 if(Item *it = EquipNewItem( dest, item, true ))
17101 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17103 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17104 data << pCreature->GetGUID();
17105 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17106 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17107 data << (uint32)count;
17108 GetSession()->SendPacket(&data);
17110 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17112 AutoUnequipOffhandIfNeed();
17115 else
17117 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17118 return false;
17121 return crItem->maxcount!=0;
17124 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17126 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17127 // the personal rating of the arena team must match the required limit as well
17128 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17129 uint32 max_personal_rating = 0;
17130 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17132 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17134 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17135 uint32 t_rating = at->GetRating();
17136 p_rating = p_rating<t_rating? p_rating : t_rating;
17137 if(max_personal_rating < p_rating)
17138 max_personal_rating = p_rating;
17141 return max_personal_rating;
17144 void Player::UpdateHomebindTime(uint32 time)
17146 // GMs never get homebind timer online
17147 if (m_InstanceValid || isGameMaster())
17149 if(m_HomebindTimer) // instance valid, but timer not reset
17151 // hide reminder
17152 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17153 data << uint32(0);
17154 data << uint32(0);
17155 GetSession()->SendPacket(&data);
17157 // instance is valid, reset homebind timer
17158 m_HomebindTimer = 0;
17160 else if (m_HomebindTimer > 0)
17162 if (time >= m_HomebindTimer)
17164 // teleport to homebind location
17165 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17167 else
17168 m_HomebindTimer -= time;
17170 else
17172 // instance is invalid, start homebind timer
17173 m_HomebindTimer = 60000;
17174 // send message to player
17175 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17176 data << m_HomebindTimer;
17177 data << uint32(1);
17178 GetSession()->SendPacket(&data);
17179 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17183 void Player::UpdatePvP(bool state, bool ovrride)
17185 if(!state || ovrride)
17187 SetPvP(state);
17188 if(Pet* pet = GetPet())
17189 pet->SetPvP(state);
17190 if(Unit* charmed = GetCharm())
17191 charmed->SetPvP(state);
17193 pvpInfo.endTimer = 0;
17195 else
17197 if(pvpInfo.endTimer != 0)
17198 pvpInfo.endTimer = time(NULL);
17199 else
17201 SetPvP(state);
17203 if(Pet* pet = GetPet())
17204 pet->SetPvP(state);
17205 if(Unit* charmed = GetCharm())
17206 charmed->SetPvP(state);
17211 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
17213 // init cooldown values
17214 uint32 cat = 0;
17215 int32 rec = -1;
17216 int32 catrec = -1;
17218 // some special item spells without correct cooldown in SpellInfo
17219 // cooldown information stored in item prototype
17220 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17222 if(itemId)
17224 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
17226 for(int idx = 0; idx < 5; ++idx)
17228 if(proto->Spells[idx].SpellId == spellInfo->Id)
17230 cat = proto->Spells[idx].SpellCategory;
17231 rec = proto->Spells[idx].SpellCooldown;
17232 catrec = proto->Spells[idx].SpellCategoryCooldown;
17233 break;
17239 // if no cooldown found above then base at DBC data
17240 if(rec < 0 && catrec < 0)
17242 cat = spellInfo->Category;
17243 rec = spellInfo->RecoveryTime;
17244 catrec = spellInfo->CategoryRecoveryTime;
17247 time_t curTime = time(NULL);
17249 time_t catrecTime;
17250 time_t recTime;
17252 // overwrite time for selected category
17253 if(infinityCooldown)
17255 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17256 // but not allow ignore until reset or re-login
17257 catrecTime = catrec > 0 ? curTime+MONTH : 0;
17258 recTime = rec > 0 ? curTime+MONTH : catrecTime;
17260 else
17262 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17263 // prevent 0 cooldowns set by another way
17264 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
17265 rec = GetAttackTime(RANGED_ATTACK);
17267 // Now we have cooldown data (if found any), time to apply mods
17268 if(rec > 0)
17269 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
17271 if(catrec > 0)
17272 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
17274 // replace negative cooldowns by 0
17275 if (rec < 0) rec = 0;
17276 if (catrec < 0) catrec = 0;
17278 // no cooldown after applying spell mods
17279 if( rec == 0 && catrec == 0)
17280 return;
17282 catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
17283 recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
17286 // self spell cooldown
17287 if(recTime > 0)
17288 AddSpellCooldown(spellInfo->Id, itemId, recTime);
17290 // category spells
17291 if (cat && catrec > 0)
17293 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
17294 if(i_scstore != sSpellCategoryStore.end())
17296 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
17298 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
17299 continue;
17301 AddSpellCooldown(*i_scset, itemId, catrecTime);
17307 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17309 SpellCooldown sc;
17310 sc.end = end_time;
17311 sc.itemid = itemid;
17312 m_spellCooldowns[spellid] = sc;
17315 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
17317 // start cooldowns at server side, if any
17318 AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
17320 // Send activate cooldown timer (possible 0) at client side
17321 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17322 data << spellInfo->Id;
17323 data << GetGUID();
17324 SendDirectMessage(&data);
17327 void Player::UpdatePotionCooldown(Spell* spell)
17329 // no potion used i combat or still in combat
17330 if(!m_lastPotionId || isInCombat())
17331 return;
17333 // Call not from spell cast, send cooldown event for item spells if no in combat
17334 if(!spell)
17336 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17337 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
17338 for(int idx = 0; idx < 5; ++idx)
17339 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
17340 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
17341 SendCooldownEvent(spellInfo,m_lastPotionId);
17343 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17344 else
17345 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
17347 m_lastPotionId = 0;
17350 //slot to be excluded while counting
17351 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17353 if(!enchantmentcondition)
17354 return true;
17356 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17358 if(!Condition)
17359 return true;
17361 uint8 curcount[4] = {0, 0, 0, 0};
17363 //counting current equipped gem colors
17364 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17366 if(i == slot)
17367 continue;
17368 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17369 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17371 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17373 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17374 if(!enchant_id)
17375 continue;
17377 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17378 if(!enchantEntry)
17379 continue;
17381 uint32 gemid = enchantEntry->GemID;
17382 if(!gemid)
17383 continue;
17385 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17386 if(!gemProto)
17387 continue;
17389 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17390 if(!gemProperty)
17391 continue;
17393 uint8 GemColor = gemProperty->color;
17395 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17397 if(tmpcolormask & GemColor)
17398 ++curcount[b];
17404 bool activate = true;
17406 for(int i = 0; i < 5; i++)
17408 if(!Condition->Color[i])
17409 continue;
17411 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17413 // if have <CompareColor> use them as count, else use <value> from Condition
17414 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17416 switch(Condition->Comparator[i])
17418 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17419 activate &= (_cur_gem < _cmp_gem) ? true : false;
17420 break;
17421 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17422 activate &= (_cur_gem > _cmp_gem) ? true : false;
17423 break;
17424 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17425 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17426 break;
17430 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");
17432 return activate;
17435 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17437 //cycle all equipped items
17438 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17440 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17441 if(slot == exceptslot)
17442 continue;
17444 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17446 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17447 continue;
17449 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17451 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17452 if(!enchant_id)
17453 continue;
17455 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17456 if(!enchantEntry)
17457 continue;
17459 uint32 condition = enchantEntry->EnchantmentCondition;
17460 if(condition)
17462 //was enchant active with/without item?
17463 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17464 //should it now be?
17465 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17467 // ignore item gem conditions
17468 //if state changed, (dis)apply enchant
17469 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17476 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17477 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17479 //cycle all equipped items
17480 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17482 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17483 if(slot == exceptslot)
17484 continue;
17486 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17488 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17489 continue;
17491 //cycle all (gem)enchants
17492 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17494 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17495 if(!enchant_id) //if no enchant go to next enchant(slot)
17496 continue;
17498 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17499 if(!enchantEntry)
17500 continue;
17502 //only metagems to be (de)activated, so only enchants with condition
17503 uint32 condition = enchantEntry->EnchantmentCondition;
17504 if(condition)
17505 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17510 void Player::LeaveBattleground(bool teleportToEntryPoint)
17512 if(BattleGround *bg = GetBattleGround())
17514 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17516 // call after remove to be sure that player resurrected for correct cast
17517 if( bg->isBattleGround() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
17519 if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
17520 CastSpell(this, 26013, true); // Deserter
17525 bool Player::CanJoinToBattleground() const
17527 // check Deserter debuff
17528 if(GetDummyAura(26013))
17529 return false;
17531 return true;
17534 bool Player::CanReportAfkDueToLimit()
17536 // a player can complain about 15 people per 5 minutes
17537 if(m_bgAfkReportedCount >= 15)
17538 return false;
17539 ++m_bgAfkReportedCount;
17540 return true;
17543 ///This player has been blamed to be inactive in a battleground
17544 void Player::ReportedAfkBy(Player* reporter)
17546 BattleGround *bg = GetBattleGround();
17547 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17548 return;
17550 // check if player has 'Idle' or 'Inactive' debuff
17551 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17553 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17554 // 3 players have to complain to apply debuff
17555 if(m_bgAfkReporter.size() >= 3)
17557 // cast 'Idle' spell
17558 CastSpell(this, 43680, true);
17559 m_bgAfkReporter.clear();
17564 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17566 // gamemaster in GM mode see all, including ghosts
17567 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17568 return true;
17570 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17571 if (InBattleGround())
17573 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17574 return false;
17575 return true;
17578 // Live player see live player or dead player with not realized corpse
17579 if(pl->isAlive() || pl->m_deathTimer > 0)
17581 return isAlive() || m_deathTimer > 0;
17584 // Ghost see other friendly ghosts, that's for sure
17585 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17586 return true;
17588 // Dead player see live players near own corpse
17589 if(isAlive())
17591 Corpse *corpse = pl->GetCorpse();
17592 if(corpse)
17594 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17595 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17596 return true;
17600 // and not see any other
17601 return false;
17604 bool Player::IsVisibleGloballyFor( Player* u ) const
17606 if(!u)
17607 return false;
17609 // Always can see self
17610 if (u==this)
17611 return true;
17613 // Visible units, always are visible for all players
17614 if (GetVisibility() == VISIBILITY_ON)
17615 return true;
17617 // GMs are visible for higher gms (or players are visible for gms)
17618 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17619 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17621 // non faction visibility non-breakable for non-GMs
17622 if (GetVisibility() == VISIBILITY_OFF)
17623 return false;
17625 // non-gm stealth/invisibility not hide from global player lists
17626 return true;
17629 void Player::UpdateVisibilityOf(WorldObject* target)
17631 if(HaveAtClient(target))
17633 if(!target->isVisibleForInState(this,true))
17635 target->DestroyForPlayer(this);
17636 m_clientGUIDs.erase(target->GetGUID());
17638 #ifdef MANGOS_DEBUG
17639 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17640 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17641 #endif
17644 else
17646 if(target->isVisibleForInState(this,false))
17648 target->SendUpdateToPlayer(this);
17649 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17650 m_clientGUIDs.insert(target->GetGUID());
17652 #ifdef MANGOS_DEBUG
17653 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17654 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17655 #endif
17657 // target aura duration for caster show only if target exist at caster client
17658 // send data at target visibility change (adding to client)
17659 if(target!=this && target->isType(TYPEMASK_UNIT))
17660 SendAurasForTarget((Unit*)target);
17662 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17663 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17668 template<class T>
17669 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17671 s64.insert(target->GetGUID());
17674 template<>
17675 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17677 if(!target->IsTransport())
17678 s64.insert(target->GetGUID());
17681 template<class T>
17682 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17684 if(HaveAtClient(target))
17686 if(!target->isVisibleForInState(this,true))
17688 target->BuildOutOfRangeUpdateBlock(&data);
17689 m_clientGUIDs.erase(target->GetGUID());
17691 #ifdef MANGOS_DEBUG
17692 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17693 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));
17694 #endif
17697 else
17699 if(target->isVisibleForInState(this,false))
17701 visibleNow.insert(target);
17702 target->BuildUpdate(data_updates);
17703 target->BuildCreateUpdateBlockForPlayer(&data, this);
17704 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17706 #ifdef MANGOS_DEBUG
17707 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17708 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));
17709 #endif
17714 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17715 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17716 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17717 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17718 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17720 void Player::InitPrimaryProffesions()
17722 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17725 void Player::SendComboPoints()
17727 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17728 if (combotarget)
17730 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17731 data.append(combotarget->GetPackGUID());
17732 data << uint8(m_comboPoints);
17733 GetSession()->SendPacket(&data);
17737 void Player::AddComboPoints(Unit* target, int8 count)
17739 if(!count)
17740 return;
17742 // without combo points lost (duration checked in aura)
17743 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17745 if(target->GetGUID() == m_comboTarget)
17747 m_comboPoints += count;
17749 else
17751 if(m_comboTarget)
17752 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17753 target->RemoveComboPointHolder(GetGUIDLow());
17755 m_comboTarget = target->GetGUID();
17756 m_comboPoints = count;
17758 target->AddComboPointHolder(GetGUIDLow());
17761 if (m_comboPoints > 5) m_comboPoints = 5;
17762 if (m_comboPoints < 0) m_comboPoints = 0;
17764 SendComboPoints();
17767 void Player::ClearComboPoints()
17769 if(!m_comboTarget)
17770 return;
17772 // without combopoints lost (duration checked in aura)
17773 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17775 m_comboPoints = 0;
17777 SendComboPoints();
17779 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17780 target->RemoveComboPointHolder(GetGUIDLow());
17782 m_comboTarget = 0;
17785 void Player::SetGroup(Group *group, int8 subgroup)
17787 if(group == NULL)
17788 m_group.unlink();
17789 else
17791 // never use SetGroup without a subgroup unless you specify NULL for group
17792 assert(subgroup >= 0);
17793 m_group.link(group, this);
17794 m_group.setSubGroup((uint8)subgroup);
17798 void Player::SendInitialPacketsBeforeAddToMap()
17800 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17801 data << uint32(0); // unknown, may be rest state time or experience
17802 GetSession()->SendPacket(&data);
17804 // Homebind
17805 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17806 data << m_homebindX << m_homebindY << m_homebindZ;
17807 data << (uint32) m_homebindMapId;
17808 data << (uint32) m_homebindZoneId;
17809 GetSession()->SendPacket(&data);
17811 // SMSG_SET_PROFICIENCY
17812 // SMSG_UPDATE_AURA_DURATION
17814 // tutorial stuff
17815 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17816 for (int i = 0; i < 8; ++i)
17817 data << uint32( GetTutorialInt(i) );
17818 GetSession()->SendPacket(&data);
17820 SendInitialSpells();
17822 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17823 data << uint32(0); // count, for(count) uint32;
17824 GetSession()->SendPacket(&data);
17826 SendInitialActionButtons();
17827 m_reputationMgr.SendInitialReputations();
17828 m_achievementMgr.SendAllAchievementData();
17830 // update zone
17831 uint32 newzone, newarea;
17832 GetZoneAndAreaId(newzone,newarea);
17833 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
17835 // SMSG_SET_AURA_SINGLE
17837 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17838 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17839 data << (float)0.01666667f; // game speed
17840 GetSession()->SendPacket( &data );
17842 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17843 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17844 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17846 m_mover = this;
17849 void Player::SendInitialPacketsAfterAddToMap()
17851 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17852 data << uint32(0x00000000); // on blizz it increments periodically
17853 GetSession()->SendPacket(&data);
17855 CastSpell(this, 836, true); // LOGINEFFECT
17857 // set some aura effects that send packet to player client after add player to map
17858 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17859 // same auras state lost at far teleport, send it one more time in this case also
17860 static const AuraType auratypes[] =
17862 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17863 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17864 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17866 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17868 Unit::AuraList const& auraList = GetAurasByType(*itr);
17869 if(!auraList.empty())
17870 auraList.front()->ApplyModifier(true,true);
17873 if(HasAuraType(SPELL_AURA_MOD_STUN))
17874 SetMovement(MOVE_ROOT);
17876 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17877 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17879 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17880 data.append(GetPackGUID());
17881 data << (uint32)2;
17882 SendMessageToSet(&data,true);
17885 SendAurasForTarget(this);
17886 SendEnchantmentDurations(); // must be after add to map
17887 SendItemDurations(); // must be after add to map
17890 void Player::SendUpdateToOutOfRangeGroupMembers()
17892 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17893 return;
17894 if(Group* group = GetGroup())
17895 group->UpdatePlayerOutOfRange(this);
17897 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17898 m_auraUpdateMask = 0;
17899 if(Pet *pet = GetPet())
17900 pet->ResetAuraUpdateMask();
17903 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17905 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17906 data << uint32(mapid);
17907 data << uint8(reason); // transfer abort reason
17908 switch(reason)
17910 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17911 case TRANSFER_ABORT_DIFFICULTY:
17912 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17913 data << uint8(arg);
17914 break;
17916 GetSession()->SendPacket(&data);
17919 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17921 // type of warning, based on the time remaining until reset
17922 uint32 type;
17923 if(time > 3600)
17924 type = RAID_INSTANCE_WELCOME;
17925 else if(time > 900 && time <= 3600)
17926 type = RAID_INSTANCE_WARNING_HOURS;
17927 else if(time > 300 && time <= 900)
17928 type = RAID_INSTANCE_WARNING_MIN;
17929 else
17930 type = RAID_INSTANCE_WARNING_MIN_SOON;
17931 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17932 data << uint32(type);
17933 data << uint32(mapid);
17934 data << uint32(time);
17935 GetSession()->SendPacket(&data);
17938 void Player::ApplyEquipCooldown( Item * pItem )
17940 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
17942 _Spell const& spellData = pItem->GetProto()->Spells[i];
17944 // no spell
17945 if( !spellData.SpellId )
17946 continue;
17948 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17949 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17950 continue;
17952 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17954 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17955 data << pItem->GetGUID();
17956 data << uint32(spellData.SpellId);
17957 GetSession()->SendPacket(&data);
17961 void Player::resetSpells()
17963 // not need after this call
17964 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17966 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17967 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17970 // make full copy of map (spells removed and marked as deleted at another spell remove
17971 // and we can't use original map for safe iterative with visit each spell at loop end
17972 PlayerSpellMap smap = GetSpellMap();
17974 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17975 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17977 learnDefaultSpells();
17978 learnQuestRewardedSpells();
17981 void Player::learnDefaultSpells()
17983 // learn default race/class spells
17984 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17985 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
17987 uint32 tspell = *itr;
17988 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
17989 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
17990 addSpell(tspell,true,true,true,false);
17991 else // but send in normal spell in game learn case
17992 learnSpell(tspell,true);
17996 void Player::learnQuestRewardedSpells(Quest const* quest)
17998 uint32 spell_id = quest->GetRewSpellCast();
18000 // skip quests without rewarded spell
18001 if( !spell_id )
18002 return;
18004 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18005 if(!spellInfo)
18006 return;
18008 // check learned spells state
18009 bool found = false;
18010 for(int i=0; i < 3; ++i)
18012 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18014 found = true;
18015 break;
18019 // skip quests with not teaching spell or already known spell
18020 if(!found)
18021 return;
18023 // prevent learn non first rank unknown profession and second specialization for same profession)
18024 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18025 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18027 // not have first rank learned (unlearned prof?)
18028 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18029 if( !HasSpell(first_spell) )
18030 return;
18032 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18033 if(!learnedInfo)
18034 return;
18036 // specialization
18037 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18039 // search other specialization for same prof
18040 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18042 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18043 continue;
18045 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18046 if(!itrInfo)
18047 return;
18049 // compare only specializations
18050 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18051 continue;
18053 // compare same chain spells
18054 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18055 continue;
18057 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18058 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18059 return;
18064 CastSpell( this, spell_id, true);
18067 void Player::learnQuestRewardedSpells()
18069 // learn spells received from quest completing
18070 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18072 // skip no rewarded quests
18073 if(!itr->second.m_rewarded)
18074 continue;
18076 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18077 if( !quest )
18078 continue;
18080 learnQuestRewardedSpells(quest);
18084 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18086 uint32 raceMask = getRaceMask();
18087 uint32 classMask = getClassMask();
18088 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18090 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18091 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18092 continue;
18093 // Check race if set
18094 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18095 continue;
18096 // Check class if set
18097 if (pAbility->classmask && !(pAbility->classmask & classMask))
18098 continue;
18100 if (sSpellStore.LookupEntry(pAbility->spellId))
18102 // need unlearn spell
18103 if (skill_value < pAbility->req_skill_value)
18104 removeSpell(pAbility->spellId);
18105 // need learn
18106 else if (!IsInWorld())
18107 addSpell(pAbility->spellId,true,true,true,false);
18108 else
18109 learnSpell(pAbility->spellId,true);
18114 void Player::SendAurasForTarget(Unit *target)
18116 if(target->GetVisibleAuras()->empty()) // speedup things
18117 return;
18119 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18120 data.append(target->GetPackGUID());
18122 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18123 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18125 for(uint32 j = 0; j < 3; ++j)
18127 if(Aura *aura = target->GetAura(itr->second, j))
18129 data << uint8(aura->GetAuraSlot());
18130 data << uint32(aura->GetId());
18132 if(aura->GetId())
18134 uint8 auraFlags = aura->GetAuraFlags();
18135 // flags
18136 data << uint8(auraFlags);
18137 // level
18138 data << uint8(aura->GetAuraLevel());
18139 // charges
18140 data << uint8(aura->GetAuraCharges());
18142 if(!(auraFlags & AFLAG_NOT_CASTER))
18144 data << uint8(0); // packed GUID of someone (caster?)
18147 if(auraFlags & AFLAG_DURATION) // include aura duration
18149 data << uint32(aura->GetAuraMaxDuration());
18150 data << uint32(aura->GetAuraDuration());
18153 break;
18158 GetSession()->SendPacket(&data);
18161 void Player::SetDailyQuestStatus( uint32 quest_id )
18163 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18165 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18167 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18168 m_lastDailyQuestTime = time(NULL); // last daily quest time
18169 m_DailyQuestChanged = true;
18170 break;
18175 void Player::ResetDailyQuestStatus()
18177 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18178 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18180 // DB data deleted in caller
18181 m_DailyQuestChanged = false;
18182 m_lastDailyQuestTime = 0;
18185 BattleGround* Player::GetBattleGround() const
18187 if(GetBattleGroundId()==0)
18188 return NULL;
18190 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgTypeID);
18193 bool Player::InArena() const
18195 BattleGround *bg = GetBattleGround();
18196 if(!bg || !bg->isArena())
18197 return false;
18199 return true;
18202 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
18204 // get a template bg instead of running one
18205 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18206 if(!bg)
18207 return false;
18209 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18210 return false;
18212 return true;
18215 BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
18217 //returned to hardcoded version of this function, because there is no way to code it dynamic
18218 uint32 level = getLevel();
18219 if( bgTypeId == BATTLEGROUND_AV )
18220 level--;
18222 uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18223 if( queue_id >= MAX_BATTLEGROUND_QUEUES )
18225 sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
18226 return QUEUE_ID_MAX_LEVEL_80;
18228 return BGQueueIdBasedOnLevel(queue_id);
18231 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18233 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18234 if(!vendor_faction || !vendor_faction->faction)
18235 return 1.0f;
18237 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18238 if(rank <= REP_NEUTRAL)
18239 return 1.0f;
18241 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18244 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18246 uint32 racemask = getRaceMask();
18247 uint32 classmask = getClassMask();
18249 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18250 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18251 if(lower==upper)
18252 return true;
18254 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18256 // skip wrong race skills
18257 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18258 continue;
18260 // skip wrong class skills
18261 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18262 continue;
18264 return true;
18267 return false;
18270 bool Player::HasQuestForGO(int32 GOId) const
18272 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
18274 uint32 questid = GetQuestSlotQuestId(i);
18275 if ( questid == 0 )
18276 continue;
18278 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
18279 if(qs_itr == mQuestStatus.end())
18280 continue;
18282 QuestStatusData const& qs = qs_itr->second;
18284 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18286 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
18287 if(!qinfo)
18288 continue;
18290 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18291 continue;
18293 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18295 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18296 continue;
18298 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18299 return true;
18303 return false;
18306 void Player::UpdateForQuestsGO()
18308 if(m_clientGUIDs.empty())
18309 return;
18311 UpdateData udata;
18312 WorldPacket packet;
18313 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18315 if(IS_GAMEOBJECT_GUID(*itr))
18317 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18318 if(obj)
18319 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18322 udata.BuildPacket(&packet);
18323 GetSession()->SendPacket(&packet);
18326 void Player::SummonIfPossible(bool agree)
18328 if(!agree)
18330 m_summon_expire = 0;
18331 return;
18334 // expire and auto declined
18335 if(m_summon_expire < time(NULL))
18336 return;
18338 // stop taxi flight at summon
18339 if(isInFlight())
18341 GetMotionMaster()->MovementExpired();
18342 m_taxi.ClearTaxiDestinations();
18345 // drop flag at summon
18346 // 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
18347 if(BattleGround *bg = GetBattleGround())
18348 bg->EventPlayerDroppedFlag(this);
18350 m_summon_expire = 0;
18352 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18355 void Player::RemoveItemDurations( Item *item )
18357 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18359 if(*itr==item)
18361 m_itemDuration.erase(itr);
18362 break;
18367 void Player::AddItemDurations( Item *item )
18369 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18371 m_itemDuration.push_back(item);
18372 item->SendTimeUpdate(this);
18376 void Player::AutoUnequipOffhandIfNeed()
18378 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18379 if(!offItem)
18380 return;
18382 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18383 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
18384 return;
18386 ItemPosCountVec off_dest;
18387 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18388 if( off_msg == EQUIP_ERR_OK )
18390 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18391 StoreItem( off_dest, offItem, true );
18393 else
18395 MailItemsInfo mi;
18396 mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
18397 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18398 CharacterDatabase.BeginTransaction();
18399 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
18400 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18401 CharacterDatabase.CommitTransaction();
18403 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
18404 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
18408 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18410 if(spellInfo->EquippedItemClass < 0)
18411 return true;
18413 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18414 // for optimize check 2 used cases only
18415 switch(spellInfo->EquippedItemClass)
18417 case ITEM_CLASS_WEAPON:
18419 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18420 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18421 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18422 return true;
18423 break;
18425 case ITEM_CLASS_ARMOR:
18427 // tabard not have dependent spells
18428 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18429 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18430 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18431 return true;
18433 // shields can be equipped to offhand slot
18434 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18435 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18436 return true;
18438 // ranged slot can have some armor subclasses
18439 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18440 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18441 return true;
18443 break;
18445 default:
18446 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18447 break;
18450 return false;
18453 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18455 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18456 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18457 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18458 return true;
18460 // Check no reagent use mask
18461 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18462 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18463 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18464 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18465 return true;
18467 return false;
18470 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18472 AuraMap& auras = GetAuras();
18473 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18475 Aura* aura = itr->second;
18477 // skip passive (passive item dependent spells work in another way) and not self applied auras
18478 SpellEntry const* spellInfo = aura->GetSpellProto();
18479 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18481 ++itr;
18482 continue;
18485 // skip if not item dependent or have alternative item
18486 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18488 ++itr;
18489 continue;
18492 // no alt item, remove aura, restart check
18493 RemoveAurasDueToSpell(aura->GetId());
18494 itr = auras.begin();
18497 // currently casted spells can be dependent from item
18498 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18500 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18501 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18502 InterruptSpell(i);
18506 uint32 Player::GetResurrectionSpellId()
18508 // search priceless resurrection possibilities
18509 uint32 prio = 0;
18510 uint32 spell_id = 0;
18511 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18512 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18514 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18515 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18517 switch((*itr)->GetId())
18519 case 20707: spell_id = 3026; break; // rank 1
18520 case 20762: spell_id = 20758; break; // rank 2
18521 case 20763: spell_id = 20759; break; // rank 3
18522 case 20764: spell_id = 20760; break; // rank 4
18523 case 20765: spell_id = 20761; break; // rank 5
18524 case 27239: spell_id = 27240; break; // rank 6
18525 case 47883: spell_id = 47882; break; // rank 7
18526 default:
18527 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18528 continue;
18531 prio = 3;
18533 // Twisting Nether // prio: 2 (max)
18534 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18536 prio = 2;
18537 spell_id = 23700;
18541 // Reincarnation (passive spell) // prio: 1
18542 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18543 spell_id = 21169;
18545 return spell_id;
18548 // Used in triggers for check "Only to targets that grant experience or honor" req
18549 bool Player::isHonorOrXPTarget(Unit* pVictim)
18551 uint32 v_level = pVictim->getLevel();
18552 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18554 // Victim level less gray level
18555 if(v_level<=k_grey)
18556 return false;
18558 if(pVictim->GetTypeId() == TYPEID_UNIT)
18560 if (((Creature*)pVictim)->isTotem() ||
18561 ((Creature*)pVictim)->isPet() ||
18562 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18563 return false;
18565 return true;
18568 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18570 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18572 // prepare data for near group iteration (PvP and !PvP cases)
18573 uint32 xp = 0;
18574 bool honored_kill = false;
18576 if(Group *pGroup = GetGroup())
18578 uint32 count = 0;
18579 uint32 sum_level = 0;
18580 Player* member_with_max_level = NULL;
18581 Player* not_gray_member_with_max_level = NULL;
18583 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18585 if(member_with_max_level)
18587 /// not get Xp in PvP or no not gray players in group
18588 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18590 /// skip in check PvP case (for speed, not used)
18591 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18592 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18593 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18595 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18597 Player* pGroupGuy = itr->getSource();
18598 if(!pGroupGuy)
18599 continue;
18601 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18602 continue; // member (alive or dead) or his corpse at req. distance
18604 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18605 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18606 honored_kill = true;
18608 // xp and reputation only in !PvP case
18609 if(!PvP)
18611 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18613 // if is in dungeon then all receive full reputation at kill
18614 // rewarded any alive/dead/near_corpse group member
18615 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18617 // XP updated only for alive group member
18618 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18619 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18621 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18623 pGroupGuy->GiveXP(itr_xp, pVictim);
18624 if(Pet* pet = pGroupGuy->GetPet())
18625 pet->GivePetXP(itr_xp/2);
18628 // quest objectives updated only for alive group member or dead but with not released body
18629 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18631 // normal creature (not pet/etc) can be only in !PvP case
18632 if(pVictim->GetTypeId()==TYPEID_UNIT)
18633 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18639 else // if (!pGroup)
18641 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18643 // honor can be in PvP and !PvP (racial leader) cases
18644 if(RewardHonor(pVictim,1))
18645 honored_kill = true;
18647 // xp and reputation only in !PvP case
18648 if(!PvP)
18650 RewardReputation(pVictim,1);
18651 GiveXP(xp, pVictim);
18653 if(Pet* pet = GetPet())
18654 pet->GivePetXP(xp);
18656 // normal creature (not pet/etc) can be only in !PvP case
18657 if(pVictim->GetTypeId()==TYPEID_UNIT)
18658 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18661 return xp || honored_kill;
18664 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
18666 uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
18668 // prepare data for near group iteration
18669 if(Group *pGroup = GetGroup())
18671 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18673 Player* pGroupGuy = itr->getSource();
18674 if(!pGroupGuy)
18675 continue;
18677 if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
18678 continue; // member (alive or dead) or his corpse at req. distance
18680 // quest objectives updated only for alive group member or dead but with not released body
18681 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18682 pGroupGuy->KilledMonster(creature_id, creature_guid);
18685 else // if (!pGroup)
18686 KilledMonster(creature_id, creature_guid);
18689 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18691 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18692 return true;
18694 if(isAlive())
18695 return false;
18697 Corpse* corpse = GetCorpse();
18698 if(!corpse)
18699 return false;
18701 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18704 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18706 Item* item = GetWeaponForAttack(attType,true);
18708 // unarmed only with base attack
18709 if(attType != BASE_ATTACK && !item)
18710 return 0;
18712 // weapon skill or (unarmed for base attack)
18713 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18714 return GetBaseSkillValue(skill);
18717 void Player::ResurectUsingRequestData()
18719 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18720 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18722 ResurrectPlayer(0.0f,false);
18724 if(GetMaxHealth() > m_resurrectHealth)
18725 SetHealth( m_resurrectHealth );
18726 else
18727 SetHealth( GetMaxHealth() );
18729 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18730 SetPower(POWER_MANA, m_resurrectMana );
18731 else
18732 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18734 SetPower(POWER_RAGE, 0 );
18736 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18738 SpawnCorpseBones();
18741 void Player::SetClientControl(Unit* target, uint8 allowMove)
18743 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18744 data.append(target->GetPackGUID());
18745 data << uint8(allowMove);
18746 GetSession()->SendPacket(&data);
18749 void Player::UpdateZoneDependentAuras( uint32 newZone )
18751 // remove new continent flight forms
18752 if( !IsAllowUseFlyMountsHere() )
18754 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18755 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18758 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18759 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
18760 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18761 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
18762 if( !HasAura(itr->second->spellId,0) )
18763 CastSpell(this,itr->second->spellId,true);
18766 void Player::UpdateAreaDependentAuras( uint32 newArea )
18768 // remove auras from spells with area limitations
18769 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18771 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18772 if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
18773 RemoveAura(iter);
18774 else
18775 ++iter;
18778 // some auras applied at subzone enter
18779 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
18780 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18781 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
18782 if( !HasAura(itr->second->spellId,0) )
18783 CastSpell(this,itr->second->spellId,true);
18786 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18788 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18789 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18791 return copseReclaimDelay[0];
18794 time_t now = time(NULL);
18795 // 0..2 full period
18796 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18797 return copseReclaimDelay[count];
18800 void Player::UpdateCorpseReclaimDelay()
18802 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18804 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18805 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18806 return;
18808 time_t now = time(NULL);
18809 if(now < m_deathExpireTime)
18811 // full and partly periods 1..3
18812 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18813 if(count < MAX_DEATH_COUNT)
18814 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18815 else
18816 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18818 else
18819 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18822 void Player::SendCorpseReclaimDelay(bool load)
18824 Corpse* corpse = GetCorpse();
18825 if(!corpse)
18826 return;
18828 uint32 delay;
18829 if(load)
18831 if(corpse->GetGhostTime() > m_deathExpireTime)
18832 return;
18834 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18836 uint32 count;
18837 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18838 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18840 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18841 if(count>=MAX_DEATH_COUNT)
18842 count = MAX_DEATH_COUNT-1;
18844 else
18845 count=0;
18847 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18849 time_t now = time(NULL);
18850 if(now >= expected_time)
18851 return;
18853 delay = expected_time-now;
18855 else
18856 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18858 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18859 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18860 data << uint32(delay*IN_MILISECONDS);
18861 GetSession()->SendPacket( &data );
18864 Player* Player::GetNextRandomRaidMember(float radius)
18866 Group *pGroup = GetGroup();
18867 if(!pGroup)
18868 return NULL;
18870 std::vector<Player*> nearMembers;
18871 nearMembers.reserve(pGroup->GetMembersCount());
18873 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18875 Player* Target = itr->getSource();
18877 // IsHostileTo check duel and controlled by enemy
18878 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18879 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18880 nearMembers.push_back(Target);
18883 if (nearMembers.empty())
18884 return NULL;
18886 uint32 randTarget = urand(0,nearMembers.size()-1);
18887 return nearMembers[randTarget];
18890 PartyResult Player::CanUninviteFromGroup() const
18892 const Group* grp = GetGroup();
18893 if(!grp)
18894 return PARTY_RESULT_YOU_NOT_IN_GROUP;
18896 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
18897 return PARTY_RESULT_YOU_NOT_LEADER;
18899 if(InBattleGround())
18900 return PARTY_RESULT_INVITE_RESTRICTED;
18902 return PARTY_RESULT_OK;
18905 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
18907 //we must move references from m_group to m_originalGroup
18908 SetOriginalGroup(GetGroup(), GetSubGroup());
18910 m_group.unlink();
18911 m_group.link(group, this);
18912 m_group.setSubGroup((uint8)subgroup);
18915 void Player::RemoveFromBattleGroundRaid()
18917 //remove existing reference
18918 m_group.unlink();
18919 if( Group* group = GetOriginalGroup() )
18921 m_group.link(group, this);
18922 m_group.setSubGroup(GetOriginalSubGroup());
18924 SetOriginalGroup(NULL);
18927 void Player::SetOriginalGroup(Group *group, int8 subgroup)
18929 if( group == NULL )
18930 m_originalGroup.unlink();
18931 else
18933 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18934 assert(subgroup >= 0);
18935 m_originalGroup.link(group, this);
18936 m_originalGroup.setSubGroup((uint8)subgroup);
18940 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18942 LiquidData liquid_status;
18943 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
18944 if (!res)
18946 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
18947 // Small hack for enable breath in WMO
18948 if (IsInWater())
18949 m_MirrorTimerFlags|=UNDERWATER_INWATER;
18950 return;
18953 // All liquids type - check under water position
18954 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
18956 if ( res & LIQUID_MAP_UNDER_WATER)
18957 m_MirrorTimerFlags |= UNDERWATER_INWATER;
18958 else
18959 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
18962 // Allow travel in dark water on taxi or transport
18963 if (liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER && !isInFlight() && !(GetUnitMovementFlags()&MOVEMENTFLAG_ONTRANSPORT))
18964 m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
18965 else
18966 m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
18968 // in lava check, anywhere in lava level
18969 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
18971 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
18972 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
18973 else
18974 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
18976 // in slime check, anywhere in slime level
18977 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
18979 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
18980 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
18981 else
18982 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
18986 void Player::SetCanParry( bool value )
18988 if(m_canParry==value)
18989 return;
18991 m_canParry = value;
18992 UpdateParryPercentage();
18995 void Player::SetCanBlock( bool value )
18997 if(m_canBlock==value)
18998 return;
19000 m_canBlock = value;
19001 UpdateBlockPercentage();
19004 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19006 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19007 if(itr->pos == pos)
19008 return true;
19010 return false;
19013 bool Player::CanUseBattleGroundObject()
19015 return ( //InBattleGround() && // in battleground - not need, check in other cases
19016 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19017 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19018 !isTotalImmune() && // not totally immune
19019 !HasStealthAura() && // not stealthed
19020 !HasInvisibilityAura() && // not invisible
19021 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19022 //TODO player cannot use object when he is invulnerable (immune) - (ice block, divine shield, divine protection, divine intervention ...)
19023 isAlive() // live player
19027 bool Player::CanCaptureTowerPoint()
19029 return ( !HasStealthAura() && // not stealthed
19030 !HasInvisibilityAura() && // not invisible
19031 isAlive() // live player
19035 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19037 uint32 level = getLevel();
19039 if(level > GT_MAX_LEVEL)
19040 level = GT_MAX_LEVEL; // max level in this dbc
19042 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19043 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19044 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19046 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19047 return 0;
19049 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19051 if(!bsc) // shouldn't happen
19052 return 0xFFFFFFFF;
19054 float cost = 0;
19056 if(hairstyle != newhairstyle)
19057 cost += bsc->cost; // full price
19059 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19060 cost += bsc->cost * 0.5f; // +1/2 of price
19062 if(facialhair != newfacialhair)
19063 cost += bsc->cost * 0.75f; // +3/4 of price
19065 return uint32(cost);
19068 void Player::InitGlyphsForLevel()
19070 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19071 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19072 if(gs->Order)
19073 SetGlyphSlot(gs->Order - 1, gs->Id);
19075 uint32 level = getLevel();
19076 uint32 value = 0;
19078 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19079 if(level >= 15)
19080 value |= (0x01 | 0x02);
19081 if(level >= 30)
19082 value |= 0x08;
19083 if(level >= 50)
19084 value |= 0x04;
19085 if(level >= 70)
19086 value |= 0x10;
19087 if(level >= 80)
19088 value |= 0x20;
19090 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19093 void Player::EnterVehicle(Vehicle *vehicle)
19095 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19096 if(!ve)
19097 return;
19099 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19100 if(!veSeat)
19101 return;
19103 vehicle->SetCharmerGUID(GetGUID());
19104 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19105 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19106 vehicle->setFaction(getFaction());
19108 SetCharm(vehicle); // charm
19109 SetFarSightGUID(vehicle->GetGUID()); // set view
19111 SetClientControl(vehicle, 1); // redirect controls to vehicle
19113 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19114 GetSession()->SendPacket(&data);
19116 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19117 data.append(GetPackGUID());
19118 data << uint32(0); // counter?
19119 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19120 data << uint16(0); // special flags
19121 data << uint32(getMSTime()); // time
19122 data << vehicle->GetPositionX(); // x
19123 data << vehicle->GetPositionY(); // y
19124 data << vehicle->GetPositionZ(); // z
19125 data << vehicle->GetOrientation(); // o
19126 // transport part, TODO: load/calculate seat offsets
19127 data << uint64(vehicle->GetGUID()); // transport guid
19128 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19129 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19130 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19131 data << float(0); // transport orientation
19132 data << uint32(getMSTime()); // transport time
19133 data << uint8(0); // seat
19134 // end of transport part
19135 data << uint32(0); // fall time
19136 GetSession()->SendPacket(&data);
19138 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19139 data << uint64(vehicle->GetGUID());
19140 data << uint32(0x00000000);
19141 data << uint32(0x00000000);
19142 data << uint32(0x00000101);
19144 for(uint32 i = 0; i < 10; ++i)
19145 data << uint16(0) << uint8(0) << uint8(i+8);
19147 data << uint8(0);
19148 data << uint8(0);
19149 GetSession()->SendPacket(&data);
19152 void Player::ExitVehicle(Vehicle *vehicle)
19154 vehicle->SetCharmerGUID(0);
19155 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19156 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19157 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19159 SetCharm(NULL);
19160 SetFarSightGUID(0);
19162 SetClientControl(vehicle, 0);
19164 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19165 data.append(GetPackGUID());
19166 data << uint32(0); // counter?
19167 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19168 data << uint16(0x40); // special flags
19169 data << uint32(getMSTime()); // time
19170 data << vehicle->GetPositionX(); // x
19171 data << vehicle->GetPositionY(); // y
19172 data << vehicle->GetPositionZ(); // z
19173 data << vehicle->GetOrientation(); // o
19174 data << uint32(0); // fall time
19175 GetSession()->SendPacket(&data);
19177 data.Initialize(SMSG_PET_SPELLS, 8+4);
19178 data << uint64(0);
19179 data << uint32(0);
19180 GetSession()->SendPacket(&data);
19182 // only for flyable vehicles?
19183 CastSpell(this, 45472, true); // Parachute
19186 bool Player::isTotalImmune()
19188 AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
19190 uint32 immuneMask = 0;
19191 for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
19193 immuneMask |= (*itr)->GetModifier()->m_miscvalue;
19194 if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
19195 return true;
19197 return false;
19200 bool Player::HasTitle(uint32 bitIndex)
19202 if (bitIndex > 128)
19203 return false;
19205 uint32 fieldIndexOffset = bitIndex/32;
19206 uint32 flag = 1 << (bitIndex%32);
19207 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19210 void Player::SetTitle(CharTitlesEntry const* title)
19212 uint32 fieldIndexOffset = title->bit_index/32;
19213 uint32 flag = 1 << (title->bit_index%32);
19214 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19217 void Player::ConvertRune(uint8 index, uint8 newType)
19219 SetCurrentRune(index, newType);
19221 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19222 data << uint8(index);
19223 data << uint8(newType);
19224 GetSession()->SendPacket(&data);
19227 void Player::ResyncRunes(uint8 count)
19229 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19230 for(uint32 i = 0; i < count; ++i)
19232 data << uint8(GetCurrentRune(i)); // rune type
19233 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19235 GetSession()->SendPacket(&data);
19238 void Player::AddRunePower(uint8 index)
19240 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19241 data << uint32(1 << index); // mask (0x00-0x3F probably)
19242 GetSession()->SendPacket(&data);
19245 void Player::InitRunes()
19247 if(getClass() != CLASS_DEATH_KNIGHT)
19248 return;
19250 m_runes = new Runes;
19252 m_runes->runeState = 0;
19254 for(uint32 i = 0; i < MAX_RUNES; ++i)
19256 SetBaseRune(i, i / 2); // init base types
19257 SetCurrentRune(i, i / 2); // init current types
19258 SetRuneCooldown(i, 0); // reset cooldowns
19259 m_runes->SetRuneState(i);
19262 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19263 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19266 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
19268 Loot loot;
19269 loot.FillLoot (loot_id,store,this,true);
19271 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
19272 for(uint32 i = 0; i < max_slot; ++i)
19274 LootItem* lootItem = loot.LootItemInSlot(i,this);
19276 ItemPosCountVec dest;
19277 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19278 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19279 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19280 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19281 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19282 if(msg != EQUIP_ERR_OK)
19284 SendEquipError( msg, NULL, NULL );
19285 continue;
19288 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19289 SendNewItem(pItem, lootItem->count, false, false, broadcast);
19293 uint32 Player::CalculateTalentsPoints() const
19295 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19297 if(getClass() != CLASS_DEATH_KNIGHT)
19298 return base_talent;
19300 uint32 talentPointsForLevel =
19301 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19302 + m_questRewardTalentCount;
19304 if(talentPointsForLevel > base_talent)
19305 talentPointsForLevel = base_talent;
19307 return talentPointsForLevel;
19310 bool Player::IsAllowUseFlyMountsHere() const
19312 if (isGameMaster())
19313 return true;
19315 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19316 return v_map == 530 || v_map == 571 && HasSpell(54197);
19319 void Player::learnSpellHighRank(uint32 spellid)
19321 learnSpell(spellid,false);
19323 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
19324 for(SpellChainMapNext::const_iterator itr = nextMap.lower_bound(spellid); itr != nextMap.upper_bound(spellid); ++itr)
19325 learnSpellHighRank(itr->second);
19328 void Player::_LoadSkills()
19330 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19332 // reset skill modifiers and set correct unlearn flags
19333 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
19335 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19337 // set correct unlearn bit
19338 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19339 if(!id) continue;
19341 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19342 if(!pSkill) continue;
19344 // enable unlearn button for primary professions only
19345 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19346 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19347 else
19348 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19350 // set fixed skill ranges
19351 switch(GetSkillRangeType(pSkill,false))
19353 case SKILL_RANGE_LANGUAGE: // 300..300
19354 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300));
19355 break;
19356 case SKILL_RANGE_MONO: // 1..1, grey monolite bar
19357 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1));
19358 break;
19359 default:
19360 break;
19363 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19364 learnSkillRewardedSpells(id, vskill);
19367 // special settings
19368 if(getClass()==CLASS_DEATH_KNIGHT)
19370 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19371 if(base_level < 1)
19372 base_level = 1;
19373 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19374 if(base_skill < 1)
19375 base_skill = 1; // skill mast be known and then > 0 in any case
19377 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19378 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19379 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19380 SetSkill(SKILL_AXES, base_skill,base_skill);
19381 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19382 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19383 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19384 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19385 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19386 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19387 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19388 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19389 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19390 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19391 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19392 SetSkill(SKILL_UNARMED, base_skill,base_skill);
19396 uint32 Player::GetPhaseMaskForSpawn() const
19398 uint32 phase = PHASEMASK_NORMAL;
19399 if(!isGameMaster())
19400 phase = GetPhaseMask();
19401 else
19403 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
19404 if(!phases.empty())
19405 phase = phases.front()->GetMiscValue();
19408 // some aura phases include 1 normal map in addition to phase itself
19409 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
19410 return n_phase;
19412 return PHASEMASK_NORMAL;
19415 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
19417 ItemPrototype const* pProto = pItem->GetProto();
19419 // proto based limitations
19420 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
19421 return res;
19423 // check unique-equipped on gems
19424 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
19426 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
19427 if(!enchant_id)
19428 continue;
19429 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
19430 if(!enchantEntry)
19431 continue;
19433 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
19434 if(!pGem)
19435 continue;
19437 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19438 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
19439 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
19441 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
19442 return res;
19445 return EQUIP_ERR_OK;
19448 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
19450 // check unique-equipped on item
19451 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
19453 // there is an equip limit on this item
19454 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
19455 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19458 // check unique-equipped limit
19459 if (itemProto->ItemLimitCategory)
19461 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
19462 if(!limitEntry)
19463 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19465 if(limit_count > limitEntry->maxCount)
19466 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
19468 // there is an equip limit on this item
19469 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
19470 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19473 return EQUIP_ERR_OK;
19476 void Player::HandleFall(MovementInfo const& movementInfo)
19478 // calculate total z distance of the fall
19479 float z_diff = m_lastFallZ - movementInfo.z;
19480 sLog.outDebug("zDiff = %f", z_diff);
19482 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19483 // 14.57 can be calculated by resolving damageperc formular below to 0
19484 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
19485 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
19486 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
19488 //Safe fall, fall height reduction
19489 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
19491 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
19493 if(damageperc >0 )
19495 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
19497 float height = movementInfo.z;
19498 UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
19500 if (damage > 0)
19502 //Prevent fall damage from being more than the player maximum health
19503 if (damage > GetMaxHealth())
19504 damage = GetMaxHealth();
19506 // Gust of Wind
19507 if (GetDummyAura(43621))
19508 damage = GetMaxHealth()/2;
19510 EnvironmentalDamage(DAMAGE_FALL, damage);
19512 // recheck alive, might have died of EnvironmentalDamage
19513 if (isAlive())
19514 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
19517 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19518 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);
19523 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
19525 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
19528 void Player::LearnTalent(uint32 talentId, uint32 talentRank)
19530 uint32 CurTalentPoints = GetFreeTalentPoints();
19532 if(CurTalentPoints == 0)
19533 return;
19535 if (talentRank >= MAX_TALENT_RANK)
19536 return;
19538 TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
19540 if(!talentInfo)
19541 return;
19543 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
19545 if(!talentTabInfo)
19546 return;
19548 // prevent learn talent for different class (cheating)
19549 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
19550 return;
19552 // find current max talent rank
19553 int32 curtalent_maxrank = 0;
19554 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19556 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
19558 curtalent_maxrank = k + 1;
19559 break;
19563 // we already have same or higher talent rank learned
19564 if(curtalent_maxrank >= (talentRank + 1))
19565 return;
19567 // check if we have enough talent points
19568 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19569 return;
19571 // Check if it requires another talent
19572 if (talentInfo->DependsOn > 0)
19574 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19576 bool hasEnoughRank = false;
19577 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
19579 if (depTalentInfo->RankID[i] != 0)
19580 if (HasSpell(depTalentInfo->RankID[i]))
19581 hasEnoughRank = true;
19583 if (!hasEnoughRank)
19584 return;
19588 // Find out how many points we have in this field
19589 uint32 spentPoints = 0;
19591 uint32 tTab = talentInfo->TalentTab;
19592 if (talentInfo->Row > 0)
19594 unsigned int numRows = sTalentStore.GetNumRows();
19595 for (unsigned int i = 0; i < numRows; i++) // Loop through all talents.
19597 // Someday, someone needs to revamp
19598 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19599 if (tmpTalent) // the way talents are tracked
19601 if (tmpTalent->TalentTab == tTab)
19603 for (int j = 0; j < MAX_TALENT_RANK; j++)
19605 if (tmpTalent->RankID[j] != 0)
19607 if (HasSpell(tmpTalent->RankID[j]))
19609 spentPoints += j + 1;
19618 // not have required min points spent in talent tree
19619 if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
19620 return;
19622 // spell not set in talent.dbc
19623 uint32 spellid = talentInfo->RankID[talentRank];
19624 if( spellid == 0 )
19626 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19627 return;
19630 // already known
19631 if(HasSpell(spellid))
19632 return;
19634 // learn! (other talent ranks will unlearned at learning)
19635 learnSpell(spellid, false);
19636 sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19638 // update free talent points
19639 SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19642 void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
19644 Pet *pet = GetPet();
19646 if(!pet)
19647 return;
19649 if(petGuid != pet->GetGUID())
19650 return;
19652 uint32 CurTalentPoints = pet->GetFreeTalentPoints();
19654 if(CurTalentPoints == 0)
19655 return;
19657 if (talentRank >= MAX_PET_TALENT_RANK)
19658 return;
19660 TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
19662 if(!talentInfo)
19663 return;
19665 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
19667 if(!talentTabInfo)
19668 return;
19670 CreatureInfo const *ci = pet->GetCreatureInfo();
19672 if(!ci)
19673 return;
19675 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
19677 if(!pet_family)
19678 return;
19680 if(pet_family->petTalentType < 0) // not hunter pet
19681 return;
19683 // prevent learn talent for different family (cheating)
19684 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
19685 return;
19687 // find current max talent rank
19688 int32 curtalent_maxrank = 0;
19689 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19691 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
19693 curtalent_maxrank = k + 1;
19694 break;
19698 // we already have same or higher talent rank learned
19699 if(curtalent_maxrank >= (talentRank + 1))
19700 return;
19702 // check if we have enough talent points
19703 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19704 return;
19706 // Check if it requires another talent
19707 if (talentInfo->DependsOn > 0)
19709 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19711 bool hasEnoughRank = false;
19712 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
19714 if (depTalentInfo->RankID[i] != 0)
19715 if (pet->HasSpell(depTalentInfo->RankID[i]))
19716 hasEnoughRank = true;
19718 if (!hasEnoughRank)
19719 return;
19723 // Find out how many points we have in this field
19724 uint32 spentPoints = 0;
19726 uint32 tTab = talentInfo->TalentTab;
19727 if (talentInfo->Row > 0)
19729 unsigned int numRows = sTalentStore.GetNumRows();
19730 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
19732 // Someday, someone needs to revamp
19733 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19734 if (tmpTalent) // the way talents are tracked
19736 if (tmpTalent->TalentTab == tTab)
19738 for (int j = 0; j < MAX_TALENT_RANK; j++)
19740 if (tmpTalent->RankID[j] != 0)
19742 if (pet->HasSpell(tmpTalent->RankID[j]))
19744 spentPoints += j + 1;
19753 // not have required min points spent in talent tree
19754 if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
19755 return;
19757 // spell not set in talent.dbc
19758 uint32 spellid = talentInfo->RankID[talentRank];
19759 if( spellid == 0 )
19761 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19762 return;
19765 // already known
19766 if(pet->HasSpell(spellid))
19767 return;
19769 // learn! (other talent ranks will unlearned at learning)
19770 pet->learnSpell(spellid);
19771 sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19773 // update free talent points
19774 pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19777 void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
19779 if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
19781 if(apply)
19782 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19783 else
19784 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19788 void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
19790 if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
19791 SetFallInformation(minfo.fallTime, minfo.z);