2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
64 #define ZONE_UPDATE_INTERVAL 1000
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 level
)
131 // capital and taxi hub masks
134 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
135 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF
: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
146 // new continent starting masks (It will be accessible only at new map)
147 switch(Player::TeamForRace(race
))
149 case ALLIANCE
: SetTaximaskNode(100); break;
150 case HORDE
: SetTaximaskNode(99); break;
152 // level dependent taxi hubs
154 SetTaximaskNode(213); //Shattered Sun Staging Area
157 void PlayerTaxi::LoadTaxiMask(const char* data
)
159 Tokens tokens
= StrSplit(data
, " ");
162 Tokens::iterator iter
;
163 for (iter
= tokens
.begin(), index
= 0;
164 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
166 // load and set bits only for existed taxi nodes
167 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
171 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
175 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
176 data
<< sTaxiNodesMask
[i
]; // all existed nodes
180 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
181 data
<< uint32(m_taximask
[i
]); // known nodes
185 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values
)
187 ClearTaxiDestinations();
189 Tokens tokens
= StrSplit(values
," ");
191 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
193 uint32 node
= uint32(atol(iter
->c_str()));
194 AddTaxiDestination(node
);
197 if(m_TaxiDestinations
.empty())
201 if(m_TaxiDestinations
.size() < 2)
204 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
208 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
216 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
218 if(m_TaxiDestinations
.empty())
221 std::ostringstream ss
;
223 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
224 ss
<< m_TaxiDestinations
[i
] << " ";
229 uint32
PlayerTaxi::GetCurrentTaxiPath() const
231 if(m_TaxiDestinations
.size() < 2)
237 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
242 //== Player ====================================================
244 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
246 UpdateMask
Player::updateVisualBits
;
248 Player::Player (WorldSession
*session
): Unit()
255 m_objectType
|= TYPEMASK_PLAYER
;
256 m_objectTypeId
= TYPEID_PLAYER
;
258 m_valuesCount
= PLAYER_END
;
265 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
266 SetAcceptTicket(true);
268 // players always accept
269 if(GetSession()->GetSecurity() == SEC_PLAYER
)
270 SetAcceptWhispers(true);
278 m_usedTalentCount
= 0;
281 m_weaponChangeTimer
= 0;
284 m_zoneUpdateTimer
= 0;
288 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
290 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
291 // this must help in case next save after mass player load after server startup
292 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
294 clearResurrectRequestData();
296 m_SpellModRemoveCount
= 0;
298 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
302 // group is initialized in the reference constructor
303 SetGroupInvite(NULL
);
304 m_groupUpdateMask
= 0;
305 m_auraUpdateMask
= 0;
309 m_GuildIdInvited
= 0;
310 m_ArenaTeamIdInvited
= 0;
312 m_atLoginFlags
= AT_LOGIN_NONE
;
321 PlayerTalkClass
= new PlayerMenu( GetSession() );
322 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
324 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
325 m_Tutorials
[ aX
] = 0x00;
326 m_TutorialsChanged
= false;
328 m_DailyQuestChanged
= false;
329 m_lastDailyQuestTime
= 0;
332 m_weaponChangeTimer
= 0;
340 m_deathExpireTime
= 0;
344 m_DetectInvTimer
= 1000;
346 m_bgBattleGroundID
= 0;
347 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
349 m_bgBattleGroundQueueID
[j
].bgType
= 0;
350 m_bgBattleGroundQueueID
[j
].invited
= false;
354 m_logintime
= time(NULL
);
355 m_Last_tick
= m_logintime
;
356 m_WeaponProficiency
= 0;
357 m_ArmorProficiency
= 0;
360 m_canDualWield
= false;
363 m_temporaryUnsummonedPetNumber
= 0;
364 //cache for UNIT_CREATED_BY_SPELL to allow
365 //returning reagents for temporarily removed pets
366 //when dying/logging out
369 ////////////////////Rest System/////////////////////
376 rest_type
=REST_TYPE_NO
;
377 ////////////////////Rest System/////////////////////
379 m_mailsLoaded
= false;
380 m_mailsUpdated
= false;
382 m_nextMailDelivereTime
= 0;
384 m_resetTalentsCost
= 0;
385 m_resetTalentsTime
= 0;
386 m_itemUpdateQueueBlocked
= false;
388 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
389 m_forced_speed_changes
[i
] = 0;
393 /////////////////// Instance System /////////////////////
396 m_InstanceValid
= true;
397 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
399 for (int i
= 0; i
< BASEMOD_END
; i
++)
401 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
402 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
406 m_lastHonorUpdateTime
= time(NULL
);
415 //Default movement to run mode
416 m_unit_movement_flags
= 0;
419 m_bgAfkReportedTimer
= 0;
420 m_contestedPvPTimer
= 0;
422 m_declinedname
= NULL
;
427 CleanupsBeforeDelete();
429 // it must be unloaded already in PlayerLogout and accessed only for loggined player
432 // Note: buy back item already deleted from DB when player was saved
433 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
440 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
443 //all mailed items should be deleted, also all mail should be deallocated
444 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
447 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
448 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
450 delete PlayerTalkClass
;
454 m_transport
->RemovePassenger(this);
457 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
459 delete ItemSetEff
[x
];
461 // clean up player-instance binds, may unload some instance saves
462 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
463 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
464 itr
->second
.save
->RemovePlayer(this);
466 delete m_declinedname
;
469 void Player::CleanupsBeforeDelete()
471 if(m_uint32Values
) // only for fully created Object
474 DuelComplete(DUEL_INTERUPTED
);
476 Unit::CleanupsBeforeDelete();
479 bool Player::Create( uint32 guidlow
, std::string name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
481 //FIXME: outfitId not used in player creating
483 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
487 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
490 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
494 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
497 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
499 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
500 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
501 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
507 SetMapId(info
->mapId
);
508 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
510 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
513 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
517 uint8 powertype
= cEntry
->powerType
;
525 unitfield
= 0x00000000;
528 unitfield
= 0x00110000;
531 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
535 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
536 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
541 SetDisplayId(info
->displayId_f
);
542 SetNativeDisplayId(info
->displayId_f
);
545 SetDisplayId(info
->displayId_m
);
546 SetNativeDisplayId(info
->displayId_m
);
549 sLog
.outError("Invalid gender %u for player",gender
);
554 setFactionForRace(m_race
);
556 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( ( race
) | ( class_
<< 8 ) | ( gender
<< 16 ) | ( powertype
<< 24 ) ) );
557 SetUInt32Value(UNIT_FIELD_BYTES_1
, unitfield
);
558 SetByteValue(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_UNK3
| UNIT_BYTE2_FLAG_UNK5
);
559 SetUInt32Value(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
560 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
562 //-1 is default value
563 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
565 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
566 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
567 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
569 SetUInt32Value( PLAYER_GUILDID
, 0 );
570 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
571 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
573 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
574 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
575 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
576 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
577 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
578 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
580 // set starting level
581 SetUInt32Value( UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
) );
584 m_Last_tick
= time(NULL
);
585 m_Played_time
[0] = 0;
586 m_Played_time
[1] = 0;
588 // base stats and related field values
590 InitTaxiNodesForLevel();
591 InitTalentForLevel();
592 InitPrimaryProffesions(); // to max set before any spell added
594 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
595 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
596 SetHealth(GetMaxHealth());
597 if (getPowerType()==POWER_MANA
)
599 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
600 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
603 learnDefaultSpells(true);
605 std::list
<uint16
>::const_iterator action_itr
[4];
606 for(int i
=0; i
<4; i
++)
607 action_itr
[i
] = info
->action
[i
].begin();
609 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
612 for(int i
=0; i
<4 ;i
++)
613 taction
[i
] = (*action_itr
[i
]);
615 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
617 for(int i
=0; i
<4 ;i
++)
621 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
623 uint32 titem_id
= item_id_itr
->item_id
;
624 uint32 titem_amount
= item_id_itr
->item_amount
;
626 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
630 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, titem_amount
, false );
631 if( msg
== EQUIP_ERR_OK
)
633 EquipNewItem( eDest
, titem_id
, titem_amount
, true);
634 AutoUnequipOffhandIfNeed();
635 continue; // equipped, to next
639 ItemPosCountVec sDest
;
640 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
641 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
642 if( msg
== EQUIP_ERR_OK
)
644 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
645 continue; // stored, to next
648 // item can't be added
649 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,race
,class_
,msg
);
652 // bags and main-hand weapon must equipped at this moment
653 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
654 // or ammo not equipped in special bag
655 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
657 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
660 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
661 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
662 if( msg
== EQUIP_ERR_OK
)
664 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
665 EquipItem( eDest
, pItem
, true);
667 // move other items to more appropriate slots (ammo not equipped in special bag)
670 ItemPosCountVec sDest
;
671 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
672 if( msg
== EQUIP_ERR_OK
)
674 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
675 pItem
= StoreItem( sDest
, pItem
, true);
678 // if this is ammo then use it
679 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
680 if( msg
== EQUIP_ERR_OK
)
681 SetAmmo( pItem
->GetProto()->ItemId
);
685 // all item positions resolved
690 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
692 uint32 BreathRegen
= (uint32
)-1;
694 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
695 data
<< (uint32
)Type
;
700 data
<< (uint32
)0; // spell id
701 GetSession()->SendPacket(&data
);
704 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
706 if(Type
==BREATH_TIMER
)
707 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
709 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
710 data
<< (uint32
)Type
;
711 data
<< CurrentValue
;
715 data
<< (uint32
)0; // spell id
716 GetSession()->SendPacket( &data
);
719 void Player::StopMirrorTimer(MirrorTimerType Type
)
721 if(Type
==BREATH_TIMER
)
724 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
725 data
<< (uint32
)Type
;
726 GetSession()->SendPacket( &data
);
729 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
731 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
732 data
<< (uint64
)guid
;
733 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
734 data
<< (uint32
)damage
;
737 //m_session->SendPacket(&data);
738 //Let other players see that you get damage
739 SendMessageToSet(&data
, true);
740 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
742 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
744 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
745 DurabilityLossAll(0.10f
,false);
746 // durability lost message
747 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
748 GetSession()->SendPacket(&data
);
752 void Player::HandleDrowning()
757 //if have water breath , then remove bar
758 if(waterbreath
|| isGameMaster() || !isAlive())
760 StopMirrorTimer(BREATH_TIMER
);
765 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
767 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
768 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
769 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
771 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
773 //single trigger timer
774 if (!(m_isunderwater
& 0x02))
776 m_isunderwater
|= 0x02;
777 m_breathTimer
= UnderWaterTime
+ 1000;
779 //single trigger "Breathbar"
780 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
782 m_isunderwater
|= 0x04;
783 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
785 //continius trigger drowning "Damage"
786 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
788 //TODO: Check this formula
789 uint64 guid
= GetGUID();
790 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
792 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
793 m_breathTimer
= 2000;
796 //single trigger retract bar
797 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
799 m_isunderwater
= 0x08;
801 uint32 BreathRegen
= 10;
802 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
803 m_isunderwater
= 0x10;
806 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
808 StopMirrorTimer(BREATH_TIMER
);
813 void Player::HandleLava()
815 bool ValidArea
= false;
817 if ((m_isunderwater
& 0x80) && isAlive())
819 //Single trigger Set BreathTimer
820 if (!(m_isunderwater
& 0x80))
822 m_isunderwater
|= 0x04;
823 m_breathTimer
= 1000;
825 //Reset BreathTimer and still in the lava
828 uint64 guid
= GetGUID();
829 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
830 uint32 dmgZone
= GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
832 // Deal lava damage only in lava zones.
848 if (dmgZone
/ 5 & 0x408)
852 // if is valid area and is not gamemaster then deal damage
853 if ( ValidArea
&& !isGameMaster() )
854 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
856 m_breathTimer
= 1000;
860 //Death timer disabled and WaterFlags reset
861 else if (m_deathState
== DEAD
)
868 ///The player sobers by 256 every 10 seconds
869 void Player::HandleSobering()
873 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
874 SetDrunkValue(drunk
);
877 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
880 return DRUNKEN_SMASHED
;
882 return DRUNKEN_DRUNK
;
884 return DRUNKEN_TIPSY
;
885 return DRUNKEN_SOBER
;
888 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
890 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
892 m_drunk
= newDrunkenValue
;
893 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
895 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
897 // special drunk invisibility detection
898 if(newDrunkenState
>= DRUNKEN_DRUNK
)
899 m_detectInvisibilityMask
|= (1<<6);
901 m_detectInvisibilityMask
&= ~(1<<6);
903 if(newDrunkenState
== oldDrunkenState
)
906 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
908 data
<< uint32(newDrunkenState
);
909 data
<< uint32(itemId
);
911 SendMessageToSet(&data
, true);
914 void Player::Update( uint32 p_time
)
920 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
925 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
926 m_nextMailDelivereTime
= 0;
929 Unit::Update( p_time
);
931 // update player only attacks
932 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
934 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
937 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
939 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
942 time_t now
= time (NULL
);
946 UpdateContestedPvP(p_time
);
950 CheckDuelDistance(now
);
952 UpdateAfkReport(now
);
954 CheckExploreSystem();
956 // Update items that have just a limited lifetime
958 UpdateItemDuration(uint32(now
- m_Last_tick
));
960 if (!m_timedquests
.empty())
962 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
963 while (iter
!= m_timedquests
.end())
965 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
966 if( q_status
.m_timer
<= p_time
)
968 uint32 quest_id
= *iter
;
969 ++iter
; // current iter will be removed in FailTimedQuest
970 FailTimedQuest( quest_id
);
974 q_status
.m_timer
-= p_time
;
975 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
981 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
983 Unit
*pVictim
= getVictim();
984 if( !IsNonMeleeSpellCasted(false) && pVictim
)
986 // default combat reach 10
987 // TODO add weapon,skill check
989 float pldistance
= ATTACK_DISTANCE
;
991 if (isAttackReady(BASE_ATTACK
))
993 if(!IsWithinDistInMap(pVictim
, pldistance
))
995 setAttackTimer(BASE_ATTACK
,100);
996 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
998 SendAttackSwingNotInRange();
1002 //120 degrees of radiant range
1003 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1005 setAttackTimer(BASE_ATTACK
,100);
1006 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1008 SendAttackSwingBadFacingAttack();
1009 m_swingErrorMsg
= 2;
1014 m_swingErrorMsg
= 0; // reset swing error state
1016 // prevent base and off attack in same time, delay attack at 0.2 sec
1017 if(haveOffhandWeapon())
1019 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1020 if(off_att
< ATTACK_DISPLAY_DELAY
)
1021 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1023 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1024 resetAttackTimer(BASE_ATTACK
);
1028 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1030 if(!IsWithinDistInMap(pVictim
, pldistance
))
1032 setAttackTimer(OFF_ATTACK
,100);
1034 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1036 setAttackTimer(OFF_ATTACK
,100);
1040 // prevent base and off attack in same time, delay attack at 0.2 sec
1041 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1042 if(base_att
< ATTACK_DISPLAY_DELAY
)
1043 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1045 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1046 resetAttackTimer(OFF_ATTACK
);
1050 Unit
*owner
= pVictim
->GetOwner();
1051 Unit
*u
= owner
? owner
: pVictim
;
1052 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1055 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1060 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1062 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1064 int time_inn
= time(NULL
)-GetTimeInnEnter();
1065 if (time_inn
>= 10) //freeze update
1067 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1068 //speed collect rest bonus (section/in hour)
1069 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1070 UpdateInnerTime(time(NULL
));
1075 if(m_regenTimer
> 0)
1077 if(p_time
>= m_regenTimer
)
1080 m_regenTimer
-= p_time
;
1083 if (m_weaponChangeTimer
> 0)
1085 if(p_time
>= m_weaponChangeTimer
)
1086 m_weaponChangeTimer
= 0;
1088 m_weaponChangeTimer
-= p_time
;
1091 if (m_zoneUpdateTimer
> 0)
1093 if(p_time
>= m_zoneUpdateTimer
)
1095 uint32 newzone
= GetZoneId();
1096 if( m_zoneUpdateId
!= newzone
)
1097 UpdateZone(newzone
); // also update area
1100 // use area updates as well
1101 // needed for free far all arenas for example
1102 uint32 newarea
= GetAreaId();
1103 if( m_areaUpdateId
!= newarea
)
1104 UpdateArea(newarea
);
1106 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1110 m_zoneUpdateTimer
-= p_time
;
1118 if (m_deathState
== JUST_DIED
)
1125 if(p_time
>= m_nextSave
)
1127 // m_nextSave reseted in SaveToDB call
1129 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1133 m_nextSave
-= p_time
;
1138 if(m_breathTimer
> 0)
1140 if(p_time
>= m_breathTimer
)
1143 m_breathTimer
-= p_time
;
1147 //Handle Water/drowning
1153 //Handle detect stealth players
1154 if (m_DetectInvTimer
> 0)
1156 if (p_time
>= m_DetectInvTimer
)
1158 m_DetectInvTimer
= 3000;
1159 HandleStealthedUnitsDetection();
1162 m_DetectInvTimer
-= p_time
;
1166 if (now
> m_Last_tick
)
1168 uint32 elapsed
= uint32(now
- m_Last_tick
);
1169 m_Played_time
[0] += elapsed
; // Total played time
1170 m_Played_time
[1] += elapsed
; // Level played time
1176 m_drunkTimer
+= p_time
;
1178 if (m_drunkTimer
> 10000)
1182 // not auto-free ghost from body in instances
1183 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1185 if(p_time
>= m_deathTimer
)
1192 m_deathTimer
-= p_time
;
1195 UpdateEnchantTime(p_time
);
1196 UpdateHomebindTime(p_time
);
1199 SendUpdateToOutOfRangeGroupMembers();
1201 Pet
* pet
= GetPet();
1202 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1204 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1209 void Player::setDeathState(DeathState s
)
1211 uint32 ressSpellId
= 0;
1213 bool cur
= isAlive();
1215 if(s
== JUST_DIED
&& cur
)
1217 // drunken state is cleared on death
1219 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1222 clearResurrectRequestData();
1224 // remove form before other mods to prevent incorrect stats calculation
1225 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1227 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1228 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1230 // remove uncontrolled pets
1234 // save value before aura remove in Unit::setDeathState
1235 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1239 ressSpellId
= GetResurrectionSpellId();
1241 Unit::setDeathState(s
);
1243 // restore resurrection spell id for player after aura remove
1244 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1245 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1247 if(isAlive() && !cur
)
1249 //clear aura case after resurrection by another way (spells will be applied before next death)
1250 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1252 // restore default warrior stance
1253 if(getClass()== CLASS_WARRIOR
)
1254 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1258 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1260 *p_data
<< GetGUID();
1263 *p_data
<< getRace();
1264 uint8 pClass
= getClass();
1266 *p_data
<< getGender();
1268 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1269 *p_data
<< uint8(bytes
);
1270 *p_data
<< uint8(bytes
>> 8);
1271 *p_data
<< uint8(bytes
>> 16);
1272 *p_data
<< uint8(bytes
>> 24);
1274 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1275 *p_data
<< uint8(bytes
);
1277 *p_data
<< uint8(getLevel()); // player level
1278 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1279 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1282 *p_data
<< GetMapId();
1284 *p_data
<< GetPositionX();
1285 *p_data
<< GetPositionY();
1286 *p_data
<< GetPositionZ();
1288 *p_data
<< GetUInt32Value(PLAYER_GUILDID
); // guild id
1290 uint32 char_flags
= 0;
1291 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1292 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1293 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1294 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1295 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1296 char_flags
|= CHARACTER_FLAG_GHOST
;
1297 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1298 char_flags
|= CHARACTER_FLAG_RENAME
;
1299 // always send the flag if declined names aren't used
1300 // to let the client select a default method of declining the name
1301 if(!sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) || (result
&& result
->Fetch()[13].GetCppString() != ""))
1302 char_flags
|= CHARACTER_FLAG_DECLINED
;
1304 *p_data
<< (uint32
)char_flags
; // character flags
1306 *p_data
<< (uint8
)1; // unknown
1310 uint32 petDisplayId
= 0;
1311 uint32 petLevel
= 0;
1312 uint32 petFamily
= 0;
1314 // show pet at selection character in character list only for non-ghost character
1315 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1317 Field
* fields
= result
->Fetch();
1319 uint32 entry
= fields
[10].GetUInt32();
1320 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1323 petDisplayId
= fields
[11].GetUInt32();
1324 petLevel
= fields
[12].GetUInt32();
1325 petFamily
= cInfo
->family
;
1329 *p_data
<< (uint32
)petDisplayId
;
1330 *p_data
<< (uint32
)petLevel
;
1331 *p_data
<< (uint32
)petFamily
;
1334 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1335 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1338 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1343 Field *fields = result->Fetch();
1344 uint8 slot = fields[0].GetUInt8() & 255;
1345 uint32 item_id = fields[1].GetUInt32();
1346 if( slot >= EQUIPMENT_SLOT_END )
1349 items[slot] = objmgr.GetItemPrototype(item_id);
1352 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1355 } while (result->NextRow());
1359 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1361 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1362 uint32 item_id
= GetUInt32Value(visualbase
);
1363 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1364 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1366 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1368 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1369 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1375 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1376 *p_data
<< (uint8
)proto
->InventoryType
;
1377 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
1381 *p_data
<< (uint32
)0;
1382 *p_data
<< (uint8
)0;
1383 *p_data
<< (uint32
)0; // enchant?
1386 *p_data
<< (uint32
)0; // first bag display id
1387 *p_data
<< (uint8
)0; // first bag inventory type
1388 *p_data
<< (uint32
)0; // enchant?
1391 bool Player::ToggleAFK()
1393 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1395 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1397 // afk player not allowed in battleground
1398 if(state
&& InBattleGround())
1399 LeaveBattleground();
1404 bool Player::ToggleDND()
1406 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1408 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1411 uint8
Player::chatTag() const
1428 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1430 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1432 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1436 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1437 Pet
* pet
= GetPet();
1439 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1441 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1442 if(!InBattleGround() && mEntry
->IsBattleGround() && !GetSession()->GetSecurity())
1445 // client without expansion support
1446 if(GetSession()->Expansion() < mEntry
->Expansion())
1448 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1451 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1453 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL1
);
1455 return false; // normal client can't teleport to this map...
1459 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1462 // if we were on a transport, leave
1463 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1465 m_transport
->RemovePassenger(this);
1467 m_movementInfo
.t_x
= 0.0f
;
1468 m_movementInfo
.t_y
= 0.0f
;
1469 m_movementInfo
.t_z
= 0.0f
;
1470 m_movementInfo
.t_o
= 0.0f
;
1471 m_movementInfo
.t_time
= 0;
1474 SetSemaphoreTeleport(true);
1476 // The player was ported to another map and looses the duel immediately.
1477 // We have to perform this check before the teleport, otherwise the
1478 // ObjectAccessor won't find the flag.
1479 if (duel
&& GetMapId()!=mapid
)
1481 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1483 DuelComplete(DUEL_FLED
);
1486 // reset movement flags at teleport, because player will continue move with these flags after teleport
1487 SetUnitMovementFlags(0);
1489 if ((GetMapId() == mapid
) && (!m_transport
))
1491 // prepare zone change detect
1492 uint32 old_zone
= GetZoneId();
1495 if(!GetSession()->PlayerLogout())
1498 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1499 GetSession()->SendPacket(&data
);
1500 SetPosition( x
, y
, z
, orientation
, true);
1503 // this will be used instead of the current location in SaveToDB
1504 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1506 //BuildHeartBeatMsg(&data);
1507 //SendMessageToSet(&data, true);
1508 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1510 //same map, only remove pet if out of range
1511 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1513 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1514 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1516 m_temporaryUnsummonedPetNumber
= 0;
1518 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1522 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1525 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1528 if(pet
&& m_temporaryUnsummonedPetNumber
)
1530 Pet
* NewPet
= new Pet
;
1531 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1534 m_temporaryUnsummonedPetNumber
= 0;
1538 if(!GetSession()->PlayerLogout())
1540 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1541 SetSemaphoreTeleport(false);
1543 UpdateZone(GetZoneId());
1547 if(old_zone
!= GetZoneId())
1550 if(pvpInfo
.inHostileArea
)
1551 CastSpell(this, 2479, true);
1556 // far teleport to another map
1557 Map
* oldmap
= IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL
;
1558 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1560 // Check enter rights before map getting to avoid creating instance copy for player
1561 // this check not dependent from map instance copy and same for all instance copies of selected map
1562 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1564 SetSemaphoreTeleport(false);
1568 // If the map is not created, assume it is possible to enter it.
1569 // It will be created in the WorldPortAck.
1570 Map
*map
= MapManager::Instance().FindMap(mapid
);
1571 if (!map
|| map
->CanEnter(this))
1577 ResetContestedPvP();
1579 // remove player from battleground on far teleport (when changing maps)
1580 if(BattleGround
const* bg
= GetBattleGround())
1582 // Note: at battleground join battleground id set before teleport
1583 // and we already will found "current" battleground
1584 // just need check that this is targeted map or leave
1585 if(bg
->GetMapId() != mapid
)
1586 LeaveBattleground(false); // don't teleport to entry point
1589 // remove pet on map change
1592 //leaving map -> delete pet right away (doing this later will cause problems)
1593 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1594 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1596 m_temporaryUnsummonedPetNumber
= 0;
1598 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1601 // remove all dyn objects
1602 RemoveAllDynObjects();
1604 // stop spellcasting
1605 // not attempt interrupt teleportation spell at caster teleport
1606 if(!(options
& TELE_TO_SPELL
))
1607 if(IsNonMeleeSpellCasted(true))
1608 InterruptNonMeleeSpells(true);
1610 if(!GetSession()->PlayerLogout())
1612 // send transfer packets
1613 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1614 data
<< uint32(mapid
);
1617 data
<< m_transport
->GetEntry() << GetMapId();
1619 GetSession()->SendPacket(&data
);
1621 data
.Initialize(SMSG_NEW_WORLD
, (20));
1624 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1628 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1630 GetSession()->SendPacket( &data
);
1631 SendSavedInstances();
1633 // remove from old map now
1634 if(oldmap
) oldmap
->Remove(this, false);
1637 // new final coordinates
1641 float final_o
= orientation
;
1645 final_x
+= m_movementInfo
.t_x
;
1646 final_y
+= m_movementInfo
.t_y
;
1647 final_z
+= m_movementInfo
.t_z
;
1648 final_o
+= m_movementInfo
.t_o
;
1651 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1652 // if the player is saved before worldportack (at logout for example)
1653 // this will be used instead of the current location in SaveToDB
1655 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1657 // move packet sent by client always after far teleport
1658 // SetPosition(final_x, final_y, final_z, final_o, true);
1661 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1669 void Player::AddToWorld()
1671 ///- Do not add/remove the player from the object storage
1672 ///- It will crash when updating the ObjectAccessor
1673 ///- The player should only be added when logging in
1676 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1679 m_items
[i
]->AddToWorld();
1683 void Player::RemoveFromWorld()
1688 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1690 UnsummonAllTotems();
1695 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1698 m_items
[i
]->RemoveFromWorld();
1701 ///- Do not add/remove the player from the object storage
1702 ///- It will crash when updating the ObjectAccessor
1703 ///- The player should only be removed when logging out
1704 Unit::RemoveFromWorld();
1707 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1711 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1715 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1717 // talent who gave more rage on attack
1718 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1722 addRage
= damage
/rageconversion
*2.5;
1724 // Berserker Rage effect
1725 if(HasAura(18499,0))
1729 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1731 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1734 void Player::RegenerateAll()
1736 if (m_regenTimer
!= 0)
1738 uint32 regenDelay
= 2000;
1740 // Not in combat or they have regeneration
1741 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1742 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1745 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1746 Regenerate(POWER_RAGE
);
1749 Regenerate( POWER_ENERGY
);
1751 Regenerate( POWER_MANA
);
1753 m_regenTimer
= regenDelay
;
1756 void Player::Regenerate(Powers power
)
1758 uint32 curValue
= GetPower(power
);
1759 uint32 maxValue
= GetMaxPower(power
);
1761 float addvalue
= 0.0f
;
1767 bool recentCast
= IsUnderLastManaUseEffect();
1768 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1771 // Mangos Updates Mana in intervals of 2s, which is correct
1772 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT
) * ManaIncreaseRate
* 2.00f
;
1776 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN
) * ManaIncreaseRate
* 2.00f
;
1779 case POWER_RAGE
: // Regenerate rage
1781 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1782 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1784 case POWER_ENERGY
: // Regenerate energy (rogue)
1788 case POWER_HAPPINESS
:
1792 // Mana regen calculated in Player::UpdateManaRegen()
1793 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1794 if(power
!= POWER_MANA
)
1796 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1797 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1798 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1799 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1802 if (power
!= POWER_RAGE
)
1804 curValue
+= uint32(addvalue
);
1805 if (curValue
> maxValue
)
1806 curValue
= maxValue
;
1810 if(curValue
<= uint32(addvalue
))
1813 curValue
-= uint32(addvalue
);
1815 SetPower(power
, curValue
);
1818 void Player::RegenerateHealth()
1820 uint32 curValue
= GetHealth();
1821 uint32 maxValue
= GetMaxHealth();
1823 if (curValue
>= maxValue
) return;
1825 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1827 float addvalue
= 0.0f
;
1830 if ( IsPolymorphed() )
1831 addvalue
= GetMaxHealth()/3;
1832 // normal regen case (maybe partly in combat case)
1833 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1835 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1838 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1839 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1840 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1842 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1843 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1849 // always regeneration bonus (including combat)
1850 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1855 ModifyHealth(int32(addvalue
));
1858 bool Player::CanInteractWithNPCs(bool alive
) const
1860 if(alive
&& !isAlive())
1868 bool Player::IsUnderWater() const
1870 return IsInWater() &&
1871 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1874 void Player::SetInWater(bool apply
)
1876 if(m_isInWater
==apply
)
1879 //define player in water by opcodes
1880 //move player's guid into HateOfflineList of those mobs
1881 //which can't swim and move guid back into ThreatList when
1883 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1884 m_isInWater
= apply
;
1886 // remove auras that need water/land
1887 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1889 getHostilRefManager().updateThreatTables();
1892 void Player::SetGameMaster(bool on
)
1896 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1898 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1900 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1901 ResetContestedPvP();
1903 getHostilRefManager().setOnlineOfflineState(false);
1908 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1909 setFactionForRace(getRace());
1910 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1912 // restore FFA PvP Server state
1913 if(sWorld
.IsFFAPvPRealm())
1914 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
1916 // restore FFA PvP area state, remove not allowed for GM mounts
1917 UpdateArea(m_areaUpdateId
);
1919 getHostilRefManager().setOnlineOfflineState(true);
1922 ObjectAccessor::UpdateVisibilityForPlayer(this);
1925 void Player::SetGMVisible(bool on
)
1929 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
1931 // Reapply stealth/invisibility if active or show if not any
1932 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
1933 SetVisibility(VISIBILITY_GROUP_STEALTH
);
1934 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
1935 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
1937 SetVisibility(VISIBILITY_ON
);
1941 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
1943 SetAcceptWhispers(false);
1944 SetGameMaster(true);
1946 SetVisibility(VISIBILITY_OFF
);
1950 bool Player::IsGroupVisibleFor(Player
* p
) const
1952 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
1954 default: return IsInSameGroupWith(p
);
1955 case 1: return IsInSameRaidWith(p
);
1956 case 2: return GetTeam()==p
->GetTeam();
1960 bool Player::IsInSameGroupWith(Player
const* p
) const
1962 return p
==this || GetGroup() != NULL
&&
1963 GetGroup() == p
->GetGroup() &&
1964 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
1967 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
1968 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
1969 void Player::UninviteFromGroup()
1971 if(GetGroupInvite()) // uninvited invitee
1973 Group
* group
= GetGroupInvite();
1974 group
->RemoveInvite(this);
1976 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
1978 if(group
->IsCreated())
1980 group
->Disband(true);
1981 objmgr
.RemoveGroup(group
);
1984 group
->RemoveAllInvites();
1991 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
1995 if (group
->RemoveMember(guid
, 0) <= 1)
1997 // group->Disband(); already disbanded in RemoveMember
1998 objmgr
.RemoveGroup(group
);
2000 // removemember sets the player's group pointer to NULL
2005 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2007 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2008 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2009 data
<< uint32(GivenXP
+RestXP
); // given experience
2010 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2013 data
<< uint32(GivenXP
); // experience without rested bonus
2014 data
<< float(1); // 1 - none 0 - 100% group bonus output
2016 data
<< uint8(0); // new 2.4.0
2017 GetSession()->SendPacket(&data
);
2020 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2028 uint32 level
= getLevel();
2030 // XP to money conversion processed in Player::RewardQuest
2031 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2034 // handle SPELL_AURA_MOD_XP_PCT auras
2035 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2036 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2037 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2039 // XP resting bonus for kill
2040 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2042 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2044 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2045 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2046 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2048 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2052 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2053 GiveLevel(level
+ 1);
2056 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2059 SetUInt32Value(PLAYER_XP
, newXP
);
2062 // Update player to next level
2063 // Current player experience not update (must be update by caller)
2064 void Player::GiveLevel(uint32 level
)
2066 if ( level
== getLevel() )
2069 PlayerLevelInfo info
;
2070 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2072 PlayerClassLevelInfo classInfo
;
2073 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2075 // send levelup info to client
2076 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2077 data
<< uint32(level
);
2078 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2079 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2080 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2086 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2087 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2089 GetSession()->SendPacket(&data
);
2091 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2093 //update level, max level of skills
2094 if(getLevel()!= level
)
2095 m_Played_time
[1] = 0; // Level Played Time reset
2099 // save base values (bonuses already included in stored stats
2100 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2101 SetCreateStat(Stats(i
), info
.stats
[i
]);
2103 SetCreateHealth(classInfo
.basehealth
);
2104 SetCreateMana(classInfo
.basemana
);
2106 InitTalentForLevel();
2107 InitTaxiNodesForLevel();
2111 // set current level health and mana/energy to maximum after applying all mods.
2112 SetHealth(GetMaxHealth());
2113 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2114 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2115 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2116 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2117 SetPower(POWER_FOCUS
, 0);
2118 SetPower(POWER_HAPPINESS
, 0);
2120 // give level to summoned pet
2121 Pet
* pet
= GetPet();
2122 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2123 pet
->GivePetLevel(level
);
2126 void Player::InitTalentForLevel()
2128 uint32 level
= getLevel();
2129 // talents base at level diff ( talents = level - 9 but some can be used already)
2132 // Remove all talent points
2133 if(m_usedTalentCount
> 0) // Free any used talents
2136 SetFreeTalentPoints(0);
2141 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2142 // if used more that have then reset
2143 if(m_usedTalentCount
> talentPointsForLevel
)
2145 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2148 SetFreeTalentPoints(0);
2150 // else update amount of free points
2152 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2156 void Player::InitStatsForLevel(bool reapplyMods
)
2158 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2159 _RemoveAllStatBonuses();
2161 PlayerClassLevelInfo classInfo
;
2162 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2164 PlayerLevelInfo info
;
2165 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2167 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2168 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2172 // set default cast time multiplier
2173 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2175 // reset size before reapply auras
2176 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2178 // save base values (bonuses already included in stored stats
2179 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2180 SetCreateStat(Stats(i
), info
.stats
[i
]);
2182 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2183 SetStat(Stats(i
), info
.stats
[i
]);
2185 SetCreateHealth(classInfo
.basehealth
);
2188 SetCreateMana(classInfo
.basemana
);
2190 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2194 //reset rating fields values
2195 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2196 SetUInt32Value(index
, 0);
2198 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2199 for (int i
= 0; i
< 7; i
++)
2201 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2202 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2203 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2206 //reset attack power, damage and attack speed fields
2207 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2208 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2209 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2211 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2212 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2213 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2214 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2215 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2216 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2218 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2219 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2220 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2221 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2222 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2223 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2225 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2226 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2227 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2228 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2230 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2231 for (uint8 i
= 0; i
< 7; ++i
)
2232 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2234 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2235 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2236 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2239 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2241 // set armor (resistance 0) to original value (create_agility*2)
2242 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2243 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2244 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2245 // set other resistance to original value (0)
2246 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2248 SetResistance(SpellSchools(i
), 0);
2249 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2250 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2253 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2254 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2255 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2257 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2258 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2260 // Init data for form but skip reapply item mods for form
2261 InitDataForForm(reapplyMods
);
2264 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2265 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2267 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2269 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2270 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2272 // cleanup unit flags (will be re-applied if need at aura load).
2273 RemoveFlag( UNIT_FIELD_FLAGS
,
2274 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2275 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2276 UNIT_FLAG_DISABLE_ROTATE
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2277 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2278 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2279 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2281 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2282 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2284 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2286 // restore if need some important flags
2287 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2289 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2290 _ApplyAllStatBonuses();
2292 // set current level health and mana/energy to maximum after applying all mods.
2293 SetHealth(GetMaxHealth());
2294 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2295 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2296 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2297 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2298 SetPower(POWER_FOCUS
, 0);
2299 SetPower(POWER_HAPPINESS
, 0);
2302 void Player::SendInitialSpells()
2304 uint16 spellCount
= 0;
2306 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2309 size_t countPos
= data
.wpos();
2310 data
<< uint16(spellCount
); // spell count placeholder
2312 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2314 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2317 if(!itr
->second
->active
|| itr
->second
->disabled
)
2320 data
<< uint16(itr
->first
);
2321 //data << uint16(itr->second->slotId);
2322 data
<< uint16(0); // it's not slot id
2327 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2329 uint16 spellCooldowns
= m_spellCooldowns
.size();
2330 data
<< uint16(spellCooldowns
);
2331 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); itr
++)
2333 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2337 data
<< uint16(itr
->first
);
2339 time_t cooldown
= 0;
2340 time_t curTime
= time(NULL
);
2341 if(itr
->second
.end
> curTime
)
2342 cooldown
= (itr
->second
.end
-curTime
)*1000;
2344 data
<< uint16(itr
->second
.itemid
); // cast item id
2345 data
<< uint16(sEntry
->Category
); // spell category
2346 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2349 data
<< uint32(cooldown
);
2353 data
<< uint32(cooldown
);
2358 GetSession()->SendPacket(&data
);
2360 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2363 void Player::RemoveMail(uint32 id
)
2365 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2367 if ((*itr
)->messageID
== id
)
2369 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2376 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2378 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2379 data
<< (uint32
) mailId
;
2380 data
<< (uint32
) mailAction
;
2381 data
<< (uint32
) mailError
;
2382 if ( mailError
== MAIL_ERR_BAG_FULL
)
2383 data
<< (uint32
) equipError
;
2384 else if( mailAction
== MAIL_ITEM_TAKEN
)
2386 data
<< (uint32
) item_guid
; // item guid low?
2387 data
<< (uint32
) item_count
; // item count?
2389 GetSession()->SendPacket(&data
);
2392 void Player::SendNewMail()
2394 // deliver undelivered mail
2395 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2397 GetSession()->SendPacket(&data
);
2400 void Player::UpdateNextMailTimeAndUnreads()
2402 // calculate next delivery time (min. from non-delivered mails
2403 // and recalculate unReadMail
2404 time_t cTime
= time(NULL
);
2405 m_nextMailDelivereTime
= 0;
2407 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2409 if((*itr
)->deliver_time
> cTime
)
2411 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2412 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2414 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2419 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2421 if(deliver_time
<= time(NULL
)) // ready now
2426 else // not ready and no have ready mails
2428 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2429 m_nextMailDelivereTime
= deliver_time
;
2433 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2435 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2438 // do character spell book cleanup (all characters)
2439 if(loading
&& !learning
) // spell load case
2441 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2442 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2445 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2450 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2452 // do character spell book cleanup (all characters)
2453 if(loading
&& !learning
) // spell load case
2455 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2456 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2459 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2464 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2466 bool disabled_case
= false;
2467 bool superceded_old
= false;
2469 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2470 if (itr
!= m_spells
.end())
2472 // update active state for known spell
2473 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2475 itr
->second
->active
= active
;
2477 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2478 if(loading
&& !learning
)
2479 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2480 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2481 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2485 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2486 data
<< uint16(spell_id
);
2487 GetSession()->SendPacket(&data
);
2489 return active
; // learn (show in spell book if active now)
2492 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2494 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2495 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2496 itr
->second
->disabled
= disabled
;
2501 disabled_case
= true;
2503 else switch(itr
->second
->state
)
2505 case PLAYERSPELL_UNCHANGED
: // known saved spell
2507 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2510 m_spells
.erase(itr
);
2511 state
= PLAYERSPELL_CHANGED
;
2512 break; // need re-add
2514 default: // known not saved yet spell (new or modified)
2516 // can be in case spell loading but learned at some previous spell loading
2517 if(loading
&& !learning
)
2518 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2525 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2527 // talent: unlearn all other talent ranks (high and low)
2528 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2530 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2532 for(int i
=0; i
<5; ++i
)
2534 // skip learning spell and no rank spell case
2535 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2536 if(!rankSpellId
|| rankSpellId
==spell_id
)
2539 // skip unknown ranks
2540 if(!HasSpell(rankSpellId
))
2543 removeSpell(rankSpellId
);
2547 // non talent spell: learn low ranks (recursive call)
2548 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2550 if(loading
) // at spells loading, no output, but allow save
2551 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2552 else // at normal learning
2553 learnSpell(prev_spell
);
2556 PlayerSpell
*newspell
= new PlayerSpell
;
2557 newspell
->active
= active
;
2558 newspell
->state
= state
;
2559 newspell
->disabled
= disabled
;
2561 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2562 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2564 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2566 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2567 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2568 if(!i_spellInfo
) continue;
2570 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2572 if(itr
->second
->active
)
2574 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2576 if(!loading
) // not send spell (re-/over-)learn packets at loading
2578 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2579 data
<< uint16(itr
->first
);
2580 data
<< uint16(spell_id
);
2581 GetSession()->SendPacket( &data
);
2584 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2585 itr
->second
->active
= false;
2586 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2587 superceded_old
= true; // new spell replace old in action bars and spell book.
2589 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2591 if(!loading
) // not send spell (re-/over-)learn packets at loading
2593 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2594 data
<< uint16(spell_id
);
2595 data
<< uint16(itr
->first
);
2596 GetSession()->SendPacket( &data
);
2599 // mark new spell as disable (not learned yet for client and will not learned)
2600 newspell
->active
= false;
2601 if(newspell
->state
!= PLAYERSPELL_NEW
)
2602 newspell
->state
= PLAYERSPELL_CHANGED
;
2609 uint16 tmpslot
=slot_id
;
2611 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2614 PlayerSpellMap::iterator itr
;
2615 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2617 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2619 if (itr
->second
->slotId
> maxid
)
2620 maxid
= itr
->second
->slotId
;
2622 tmpslot
= maxid
+ 1;
2625 newspell
->slotId
= tmpslot
;
2626 m_spells
[spell_id
] = newspell
;
2628 // return false if spell disabled
2629 if (newspell
->disabled
)
2633 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2635 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2636 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2637 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2639 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2640 CastSpell(this, spell_id
, true);
2642 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2643 else if (IsPassiveSpell(spell_id
))
2645 // if spell doesn't require a stance or the player is in the required stance
2646 if( ( !spellInfo
->Stances
&&
2647 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2648 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2649 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2650 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2651 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2652 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2653 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2654 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2655 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2656 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2657 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2658 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2659 //Check CasterAuraStates
2660 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2661 CastSpell(this, spell_id
, true);
2663 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2665 CastSpell(this, spell_id
, true);
2669 // update used talent points count
2670 m_usedTalentCount
+= talentCost
;
2672 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2673 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2675 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2676 SetFreePrimaryProffesions(freeProfs
-1);
2679 // add dependent skills
2680 uint16 maxskill
= GetMaxSkillValueForLevel();
2682 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2686 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2687 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2689 if(skill_value
< spellLearnSkill
->value
)
2690 skill_value
= spellLearnSkill
->value
;
2692 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2694 if(skill_max_value
< new_skill_max_value
)
2695 skill_max_value
= new_skill_max_value
;
2697 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2701 // not ranked skills
2702 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2703 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2705 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2707 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2711 if(HasSkill(pSkill
->id
))
2714 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2715 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2716 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2717 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2718 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2720 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2722 case SKILL_RANGE_LANGUAGE
:
2723 SetSkill(pSkill
->id
, 300, 300 );
2725 case SKILL_RANGE_LEVEL
:
2726 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2728 case SKILL_RANGE_MONO
:
2729 SetSkill(pSkill
->id
, 1, 1 );
2738 // learn dependent spells
2739 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2740 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2742 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2744 if(!itr
->second
.autoLearned
)
2746 if(loading
) // at spells loading, no output, but allow save
2747 addSpell(itr
->second
.spell
,true,true,loading
);
2748 else // at normal learning
2749 learnSpell(itr
->second
.spell
);
2753 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2754 return active
&& !disabled
&& !superceded_old
;
2757 void Player::learnSpell(uint32 spell_id
)
2759 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2761 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2762 bool active
= disabled
? itr
->second
->active
: true;
2764 bool learning
= addSpell(spell_id
,active
);
2766 // learn all disabled higher ranks (recursive)
2767 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2768 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2770 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2771 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2772 learnSpell(i
->second
);
2775 // prevent duplicated entires in spell book
2779 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2780 data
<< uint32(spell_id
);
2781 GetSession()->SendPacket(&data
);
2784 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2786 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2787 if (itr
== m_spells
.end())
2790 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2793 // unlearn non talent higher ranks (recursive)
2794 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2795 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2796 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2797 removeSpell(itr2
->second
,disabled
);
2800 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2801 data
<< uint16(spell_id
);
2802 GetSession()->SendPacket(&data
);
2806 itr
->second
->disabled
= disabled
;
2807 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2808 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2812 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2815 m_spells
.erase(itr
);
2818 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2821 RemoveAurasDueToSpell(spell_id
);
2824 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2825 RemovePetAura(petSpell
);
2827 // free talent points
2828 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2831 if(talentCosts
< m_usedTalentCount
)
2832 m_usedTalentCount
-= talentCosts
;
2834 m_usedTalentCount
= 0;
2837 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2838 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2840 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2841 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2842 SetFreePrimaryProffesions(freeProfs
);
2845 // remove dependent skill
2846 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2849 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2850 if(!prev_spell
) // first rank, remove skill
2851 SetSkill(spellLearnSkill
->skill
,0,0);
2854 // search prev. skill setting by spell ranks chain
2855 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2856 while(!prevSkill
&& prev_spell
)
2858 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2859 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2862 if(!prevSkill
) // not found prev skill setting, remove skill
2863 SetSkill(spellLearnSkill
->skill
,0,0);
2864 else // set to prev. skill setting values
2866 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2867 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2869 if(skill_value
> prevSkill
->value
)
2870 skill_value
= prevSkill
->value
;
2872 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2874 if(skill_max_value
> new_skill_max_value
)
2875 skill_max_value
= new_skill_max_value
;
2877 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2884 // not ranked skills
2885 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2886 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2888 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2890 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2894 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2895 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2896 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2897 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2898 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2900 // not reset skills for professions and racial abilities
2901 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2902 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2905 SetSkill(pSkill
->id
, 0, 0 );
2910 // remove dependent spells
2911 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2912 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2914 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2915 removeSpell(itr2
->second
.spell
, disabled
);
2918 void Player::RemoveArenaSpellCooldowns()
2920 // remove cooldowns on spells that has < 15 min CD
2921 SpellCooldowns::iterator itr
, next
;
2922 // iterate spell cooldowns
2923 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
2927 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2928 // check if spellentry is present and if the cooldown is less than 15 mins
2930 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2931 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2934 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2935 data
<< uint32(itr
->first
);
2937 GetSession()->SendPacket(&data
);
2939 m_spellCooldowns
.erase(itr
);
2944 void Player::RemoveAllSpellCooldown()
2946 if(!m_spellCooldowns
.empty())
2948 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
2950 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2951 data
<< uint32(itr
->first
);
2952 data
<< uint64(GetGUID());
2953 GetSession()->SendPacket(&data
);
2955 m_spellCooldowns
.clear();
2959 void Player::_LoadSpellCooldowns(QueryResult
*result
)
2961 m_spellCooldowns
.clear();
2963 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
2967 time_t curTime
= time(NULL
);
2971 Field
*fields
= result
->Fetch();
2973 uint32 spell_id
= fields
[0].GetUInt32();
2974 uint32 item_id
= fields
[1].GetUInt32();
2975 time_t db_time
= (time_t)fields
[2].GetUInt64();
2977 if(!sSpellStore
.LookupEntry(spell_id
))
2979 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
2983 // skip outdated cooldown
2984 if(db_time
<= curTime
)
2987 AddSpellCooldown(spell_id
, item_id
, db_time
);
2989 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
2991 while( result
->NextRow() );
2997 void Player::_SaveSpellCooldowns()
2999 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3001 time_t curTime
= time(NULL
);
3003 // remove outdated and save active
3004 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3006 if(itr
->second
.end
<= curTime
)
3007 m_spellCooldowns
.erase(itr
++);
3010 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
));
3016 uint32
Player::resetTalentsCost() const
3018 // The first time reset costs 1 gold
3019 if(m_resetTalentsCost
< 1*GOLD
)
3022 else if(m_resetTalentsCost
< 5*GOLD
)
3024 // After that it increases in increments of 5 gold
3025 else if(m_resetTalentsCost
< 10*GOLD
)
3029 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3032 // This cost will be reduced by a rate of 5 gold per month
3033 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3034 // to a minimum of 10 gold.
3035 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3039 // After that it increases in increments of 5 gold
3040 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3041 // until it hits a cap of 50 gold.
3042 if(new_cost
> 50*GOLD
)
3049 bool Player::resetTalents(bool no_cost
)
3051 // not need after this call
3052 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3054 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3055 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3058 uint32 level
= getLevel();
3059 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3061 if (m_usedTalentCount
== 0)
3063 SetFreeTalentPoints(talentPointsForLevel
);
3071 cost
= resetTalentsCost();
3073 if (GetMoney() < cost
)
3075 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3080 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3082 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3084 if (!talentInfo
) continue;
3086 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3091 // unlearn only talents for character class
3092 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3093 // to prevent unexpected lost normal learned spell skip another class talents
3094 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3097 for (int j
= 0; j
< 5; j
++)
3099 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3101 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3107 // remove learned spells (all ranks)
3108 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3110 // unlearn if first rank is talent or learned by talent
3111 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3113 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3114 itr
= GetSpellMap().begin();
3123 SetFreeTalentPoints(talentPointsForLevel
);
3127 ModifyMoney(-(int32
)cost
);
3129 m_resetTalentsCost
= cost
;
3130 m_resetTalentsTime
= time(NULL
);
3133 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3134 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3139 bool Player::_removeSpell(uint16 spell_id
)
3141 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3142 if (itr
!= m_spells
.end())
3145 m_spells
.erase(itr
);
3151 Mail
* Player::GetMail(uint32 id
)
3153 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
3155 if ((*itr
)->messageID
== id
)
3163 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3167 Object::_SetCreateBits(updateMask
, target
);
3171 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3173 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3174 updateMask
->SetBit(index
);
3179 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3183 Object::_SetUpdateBits(updateMask
, target
);
3187 Object::_SetUpdateBits(updateMask
, target
);
3188 *updateMask
&= updateVisualBits
;
3192 void Player::InitVisibleBits()
3194 updateVisualBits
.SetCount(PLAYER_END
);
3196 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3198 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3199 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3200 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3202 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
);
3203 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+1);
3205 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
);
3206 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+1);
3208 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
);
3209 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+1);
3211 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
);
3212 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+1);
3214 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
);
3215 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+1);
3217 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3218 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3219 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3220 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3221 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3222 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3224 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3225 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3226 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3227 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3228 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3229 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3231 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3232 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3233 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3234 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3235 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3236 for(uint16 i
= UNIT_FIELD_AURA
; i
< UNIT_FIELD_AURASTATE
; ++i
)
3237 updateVisualBits
.SetBit(i
);
3238 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3239 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
);
3240 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3241 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3242 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3243 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3244 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3245 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3246 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3247 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3248 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3249 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3250 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3251 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3252 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3254 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
);
3255 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+1);
3256 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3257 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3258 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3259 updateVisualBits
.SetBit(PLAYER_BYTES
);
3260 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3261 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3262 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3263 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3265 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3266 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+=4)
3267 updateVisualBits
.SetBit(i
);
3269 //Players visible items are not inventory stuff
3270 //431) = 884 (0x374) = main weapon
3271 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3274 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 0);
3275 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 1);
3277 uint16 visual_base
= PLAYER_VISIBLE_ITEM_1_0
+ (i
*MAX_VISIBLE_ITEM_OFFSET
);
3280 updateVisualBits
.SetBit(visual_base
+ 0);
3282 // item enchantment IDs
3283 for(uint8 j
= 0; j
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++j
)
3284 updateVisualBits
.SetBit(visual_base
+ 1 + j
);
3286 // random properties
3287 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3288 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3291 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3294 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3296 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3298 if(m_items
[i
] == NULL
)
3301 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3307 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3309 if(m_items
[i
] == NULL
)
3312 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3314 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3316 if(m_items
[i
] == NULL
)
3319 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3323 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3326 void Player::DestroyForPlayer( Player
*target
) const
3328 Unit::DestroyForPlayer( target
);
3330 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3332 if(m_items
[i
] == NULL
)
3335 m_items
[i
]->DestroyForPlayer( target
);
3341 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3343 if(m_items
[i
] == NULL
)
3346 m_items
[i
]->DestroyForPlayer( target
);
3348 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3350 if(m_items
[i
] == NULL
)
3353 m_items
[i
]->DestroyForPlayer( target
);
3358 bool Player::HasSpell(uint32 spell
) const
3360 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3361 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3364 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3367 return TRAINER_SPELL_RED
;
3369 if (!trainer_spell
->spell
)
3370 return TRAINER_SPELL_RED
;
3373 if(HasSpell(trainer_spell
->spell
))
3374 return TRAINER_SPELL_GRAY
;
3376 // check race/class requirement
3377 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3378 return TRAINER_SPELL_RED
;
3380 // check level requirement
3381 if(getLevel() < trainer_spell
->reqlevel
)
3382 return TRAINER_SPELL_RED
;
3384 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3386 // check prev.rank requirement
3387 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3388 return TRAINER_SPELL_RED
;
3390 // check additional spell requirement
3391 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3392 return TRAINER_SPELL_RED
;
3395 // check skill requirement
3396 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3397 return TRAINER_SPELL_RED
;
3399 // exist, already checked at loading
3400 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3402 // secondary prof. or not prof. spell
3403 uint32 skill
= spell
->EffectMiscValue
[1];
3405 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3406 return TRAINER_SPELL_GREEN
;
3408 // check primary prof. limit
3409 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3410 return TRAINER_SPELL_RED
;
3412 return TRAINER_SPELL_GREEN
;
3415 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3417 uint32 guid
= GUID_LOPART(playerguid
);
3419 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3420 // bones will be deleted by corpse/bones deleting thread shortly
3421 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3423 // remove from guild
3424 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3427 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3429 guild
->DelMember(guid
);
3432 // the player was uninvited already on logout so just remove from group
3433 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3436 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3438 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3441 RemoveFromGroup(group
, playerguid
);
3445 // remove signs from petitions (also remove petitions if owner);
3446 RemovePetitionsAndSigns(playerguid
, 10);
3448 // return back all mails with COD and Item 0 1 2 3 4 5 6
3449 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
);
3454 Field
*fields
= resultMail
->Fetch();
3456 uint32 mail_id
= fields
[0].GetUInt32();
3457 uint16 mailTemplateId
= fields
[1].GetUInt16();
3458 uint32 sender
= fields
[2].GetUInt32();
3459 std::string subject
= fields
[3].GetCppString();
3460 uint32 itemTextId
= fields
[4].GetUInt32();
3461 uint32 money
= fields
[5].GetUInt32();
3462 bool has_items
= fields
[6].GetBool();
3464 //we can return mail now
3465 //so firstly delete the old one
3466 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3471 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
3476 Field
*fields2
= resultItems
->Fetch();
3478 uint32 item_guidlow
= fields2
[0].GetUInt32();
3479 uint32 item_template
= fields2
[1].GetUInt32();
3481 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3484 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3488 Item
*pItem
= NewItemOrBag(itemProto
);
3489 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
)))
3491 pItem
->FSetState(ITEM_REMOVED
);
3492 pItem
->SaveToDB(); // it also deletes item object !
3496 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3498 while (resultItems
->NextRow());
3504 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3506 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3508 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3510 while (resultMail
->NextRow());
3515 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3516 // Get guids of character's pets, will deleted in transaction
3517 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3519 // NOW we can finally clear other DB data related to character
3520 CharacterDatabase
.BeginTransaction();
3525 Field
*fields3
= resultPets
->Fetch();
3526 uint32 petguidlow
= fields3
[0].GetUInt32();
3527 Pet::DeleteFromDB(petguidlow
);
3528 } while (resultPets
->NextRow());
3532 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3533 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3534 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3535 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3536 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3537 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3538 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3539 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3540 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3541 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3542 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3543 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3544 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3545 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3546 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3547 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3548 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3549 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3550 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3551 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3552 CharacterDatabase
.CommitTransaction();
3554 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3555 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3558 void Player::SetMovement(PlayerMovementType pType
)
3563 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3564 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3565 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3566 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3568 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3571 data
.append(GetPackGUID());
3573 GetSession()->SendPacket( &data
);
3577 - a resurrectable corpse must not be loaded for the player (only bones)
3578 - the player must be in world
3580 void Player::BuildPlayerRepop()
3582 if(getRace() == RACE_NIGHTELF
)
3583 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)
3584 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3586 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3587 // there must be SMSG.STOP_MIRROR_TIMER
3588 // there we must send 888 opcode
3590 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3593 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3597 // create a corpse and place it at the player's location
3599 Corpse
*corpse
= GetCorpse();
3602 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3605 GetMap()->Add(corpse
);
3607 // convert player body to ghost
3610 SetMovement(MOVE_WATER_WALK
);
3611 if(!GetSession()->isLogingOut())
3612 SetMovement(MOVE_UNROOT
);
3614 // BG - remove insignia related
3615 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3617 SendCorpseReclaimDelay();
3619 // to prevent cheating
3620 corpse
->ResetGhostTime();
3622 StopMirrorTimers(); //disable timers(bars)
3624 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3626 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3629 void Player::SendDelayResponse(const uint32 ml_seconds
)
3631 //FIXME: is this delay time arg really need? 50msec by default in code
3632 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3633 data
<< (uint32
)time(NULL
);
3635 GetSession()->SendPacket( &data
);
3638 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3640 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3645 GetSession()->SendPacket(&data
);
3647 // speed change, land walk
3649 // remove death flag + set aura
3650 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3651 if(getRace() == RACE_NIGHTELF
)
3652 RemoveAurasDueToSpell(20584); // speed bonuses
3653 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3655 setDeathState(ALIVE
);
3657 SetMovement(MOVE_LAND_WALK
);
3658 SetMovement(MOVE_UNROOT
);
3662 // set health/powers (0- will be set in caller)
3663 if(restore_percent
>0.0f
)
3665 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3666 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3667 SetPower(POWER_RAGE
, 0);
3668 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3671 // update visibility
3672 ObjectAccessor::UpdateVisibilityForPlayer(this);
3674 // some items limited to specific map
3675 DestroyZoneLimitedItem( true, GetZoneId());
3677 if(!applySickness
|| getLevel() <= 10)
3680 //Characters from level 1-10 are not affected by resurrection sickness.
3681 //Characters from level 11-19 will suffer from one minute of sickness
3682 //for each level they are above 10.
3683 //Characters level 20 and up suffer from ten minutes of sickness.
3684 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3686 if(int32(getLevel()) >= startLevel
)
3688 // set resurrection sickness
3689 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3691 // not full duration
3692 if(int32(getLevel()) < startLevel
+9)
3694 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3696 for(int i
=0; i
< 3; ++i
)
3698 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3700 Aur
->SetAuraDuration(delta
*1000);
3701 Aur
->UpdateAuraDuration();
3708 void Player::KillPlayer()
3710 SetMovement(MOVE_ROOT
);
3712 StopMirrorTimers(); //disable timers(bars)
3714 setDeathState(CORPSE
);
3715 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3717 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3718 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3720 // 6 minutes until repop at graveyard
3721 m_deathTimer
= 6*MINUTE
*1000;
3723 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3725 // don't create corpse at this moment, player might be falling
3727 // update visibility
3728 ObjectAccessor::UpdateObjectVisibility(this);
3731 void Player::CreateCorpse()
3733 // prevent existence 2 corpse for player
3736 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3738 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3741 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3742 GetPositionY(), GetPositionZ(), GetOrientation()))
3748 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3749 _pb
= GetUInt32Value(PLAYER_BYTES
);
3750 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3752 uint8 race
= (uint8
)(_uf
);
3753 uint8 skin
= (uint8
)(_pb
);
3754 uint8 face
= (uint8
)(_pb
>> 8);
3755 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3756 uint8 haircolor
= (uint8
)(_pb
>> 24);
3757 uint8 facialhair
= (uint8
)(_pb2
);
3759 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3760 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3762 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3763 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3765 uint32 flags
= CORPSE_FLAG_UNK2
;
3766 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3767 flags
|= CORPSE_FLAG_HIDE_HELM
;
3768 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3769 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3770 if(InBattleGround())
3771 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3772 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3774 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3776 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3779 uint16 iIventoryType
;
3781 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3785 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3786 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3788 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3789 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3793 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3794 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3796 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3799 // register for player, but not show
3800 ObjectAccessor::Instance().AddCorpse(corpse
);
3803 void Player::SpawnCorpseBones()
3805 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3806 SaveToDB(); // prevent loading as ghost without corpse
3809 Corpse
* Player::GetCorpse() const
3811 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3814 void Player::DurabilityLossAll(double percent
, bool inventory
)
3816 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3817 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3818 DurabilityLoss(pItem
,percent
);
3822 // bags not have durability
3823 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3825 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3826 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3827 DurabilityLoss(pItem
,percent
);
3829 // keys not have durability
3830 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3832 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3833 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3834 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3835 if(Item
* pItem
= GetItemByPos( i
, j
))
3836 DurabilityLoss(pItem
,percent
);
3840 void Player::DurabilityLoss(Item
* item
, double percent
)
3845 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3850 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3852 if(pDurabilityLoss
< 1 )
3853 pDurabilityLoss
= 1;
3855 DurabilityPointsLoss(item
,pDurabilityLoss
);
3858 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3860 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3861 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3862 DurabilityPointsLoss(pItem
,points
);
3866 // bags not have durability
3867 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3869 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3870 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3871 DurabilityPointsLoss(pItem
,points
);
3873 // keys not have durability
3874 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3876 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3877 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3878 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3879 if(Item
* pItem
= GetItemByPos( i
, j
))
3880 DurabilityPointsLoss(pItem
,points
);
3884 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3886 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3887 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3888 int32 pNewDurability
= pOldDurability
- points
;
3890 if (pNewDurability
< 0)
3892 else if (pNewDurability
> pMaxDurability
)
3893 pNewDurability
= pMaxDurability
;
3895 if (pOldDurability
!= pNewDurability
)
3897 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3898 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3899 _ApplyItemMods(item
,item
->GetSlot(), false);
3901 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
3903 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3904 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
3905 _ApplyItemMods(item
,item
->GetSlot(), true);
3907 item
->SetState(ITEM_CHANGED
, this);
3911 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
3913 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
3914 DurabilityPointsLoss(pItem
,1);
3917 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
3919 uint32 TotalCost
= 0;
3920 // equipped, backpack, bags itself
3921 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3922 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
3924 // bank, buyback and keys not repaired
3926 // items in inventory bags
3927 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
3928 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
3929 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
3933 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
3935 Item
* item
= GetItemByPos(pos
);
3937 uint32 TotalCost
= 0;
3941 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3945 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3949 uint32 LostDurability
= maxDurability
- curDurability
;
3950 if(LostDurability
>0)
3952 ItemPrototype
const *ditemProto
= item
->GetProto();
3954 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
3957 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
3961 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
3962 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
3963 if(!dQualitymodEntry
)
3965 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
3969 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
3970 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
3972 costs
= uint32(costs
* discountMod
);
3974 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
3979 if (GetGuildId()==0)
3981 DEBUG_LOG("You are not member of a guild");
3985 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
3989 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
3991 DEBUG_LOG("You do not have rights to withdraw for repairs");
3995 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
3997 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4001 if (pGuild
->GetGuildBankMoney() < costs
)
4003 DEBUG_LOG("There is not enough money in bank");
4007 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4010 else if (GetMoney() < costs
)
4012 DEBUG_LOG("You do not have enough money");
4016 ModifyMoney( -int32(costs
) );
4020 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4021 item
->SetState(ITEM_CHANGED
, this);
4023 // reapply mods for total broken and repaired item if equipped
4024 if(IsEquipmentPos(pos
) && !curDurability
)
4025 _ApplyItemMods(item
,pos
& 255, true);
4029 void Player::RepopAtGraveyard()
4031 // note: this can be called also when the player is alive
4032 // for example from WorldSession::HandleMovementOpcodes
4034 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4036 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4037 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4039 ResurrectPlayer(0.5f
);
4043 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4045 // Special handle for battleground maps
4046 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4048 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4049 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4051 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4053 // stop countdown until repop
4056 // if no grave found, stay at the current location
4057 // and don't show spirit healer location
4060 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4061 if(isDead()) // not send if alive, because it used in TeleportTo()
4063 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4064 data
<< ClosestGrave
->map_id
;
4065 data
<< ClosestGrave
->x
;
4066 data
<< ClosestGrave
->y
;
4067 data
<< ClosestGrave
->z
;
4068 GetSession()->SendPacket(&data
);
4073 void Player::JoinedChannel(Channel
*c
)
4075 m_channels
.push_back(c
);
4078 void Player::LeftChannel(Channel
*c
)
4080 m_channels
.remove(c
);
4083 void Player::CleanupChannels()
4085 while(!m_channels
.empty())
4087 Channel
* ch
= *m_channels
.begin();
4088 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4089 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4090 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4091 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4094 sLog
.outDebug("Player: channels cleaned up!");
4097 void Player::UpdateLocalChannels(uint32 newZone
)
4099 if(m_channels
.empty())
4102 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4106 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4110 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4112 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4116 // skip non built-in channels
4117 if(!(*i
)->IsConstant())
4120 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4124 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4128 char new_channel_name_buf
[100];
4129 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4130 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4132 if((*i
)!=new_channel
)
4134 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4136 // leave old channel
4137 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4138 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4139 LeftChannel(*i
); // remove from player's channel list
4140 cMgr
->LeftChannel(name
); // delete if empty
4143 sLog
.outDebug("Player: channels cleaned up!");
4146 void Player::LeaveLFGChannel()
4148 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4152 (*i
)->Leave(GetGUID());
4158 void Player::UpdateDefense()
4160 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4162 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4164 // update dependent from defense skill part
4165 UpdateDefenseBonusesMod();
4169 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4171 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4173 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4182 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4185 if(amount
<= -100.0f
)
4188 val
= (100.0f
+ amount
) / 100.0f
;
4189 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4193 if(!CanModifyStats())
4198 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4199 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4200 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4201 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4206 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4208 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4210 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4214 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4217 return m_auraBaseMod
[modGroup
][modType
];
4220 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4222 if(modGroup
>= BASEMOD_END
)
4224 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4228 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4231 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4234 uint32
Player::GetShieldBlockValue() const
4236 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4238 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
)/20 - 1;
4240 value
= (value
< 0) ? 0 : value
;
4242 return uint32(value
);
4245 float Player::GetMeleeCritFromAgility()
4247 uint32 level
= getLevel();
4248 uint32 pclass
= getClass();
4250 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4252 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4253 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4254 if (critBase
==NULL
|| critRatio
==NULL
)
4257 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4261 float Player::GetDodgeFromAgility()
4263 // Table for base dodge values
4264 float dodge_base
[MAX_CLASSES
] = {
4266 0.00652f
, // Paladin
4273 0.02011f
, // Warlock
4277 // Crit/agility to dodge/agility coefficient multipliers
4278 float crit_to_dodge
[MAX_CLASSES
] = {
4292 uint32 level
= getLevel();
4293 uint32 pclass
= getClass();
4295 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4297 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4298 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4299 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4302 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4303 return dodge
*100.0f
;
4306 float Player::GetSpellCritFromIntellect()
4308 uint32 level
= getLevel();
4309 uint32 pclass
= getClass();
4311 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4313 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4314 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4315 if (critBase
==NULL
|| critRatio
==NULL
)
4318 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4322 float Player::GetRatingCoefficient(CombatRating cr
) const
4324 uint32 level
= getLevel();
4326 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4328 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4330 return 1.0f
; // By default use minimum coefficient (not must be called)
4332 return Rating
->ratio
;
4335 float Player::GetRatingBonusValue(CombatRating cr
) const
4337 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4340 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4342 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4343 if (melee
>25.0f
) melee
= 25.0f
;
4344 return uint32 (melee
* damage
/100.0f
);
4347 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4349 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4350 if (ranged
>25.0f
) ranged
=25.0f
;
4351 return uint32 (ranged
* damage
/100.0f
);
4354 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4356 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4357 // In wow script resilience limited to 25%
4360 return uint32 (spell
* damage
/ 100.0f
);
4363 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4365 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4366 // Dot resilience not limited (limit it by 100%)
4367 if (spellDot
> 100.0f
)
4369 return uint32 (spellDot
* damage
/ 100.0f
);
4372 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4377 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4379 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4386 float Player::OCTRegenHPPerSpirit()
4388 uint32 level
= getLevel();
4389 uint32 pclass
= getClass();
4391 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4393 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4394 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4395 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4398 // Formula from PaperDollFrame script
4399 float spirit
= GetStat(STAT_SPIRIT
);
4400 float baseSpirit
= spirit
;
4401 if (baseSpirit
>50) baseSpirit
= 50;
4402 float moreSpirit
= spirit
- baseSpirit
;
4403 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4407 float Player::OCTRegenMPPerSpirit()
4409 uint32 level
= getLevel();
4410 uint32 pclass
= getClass();
4412 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4414 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4415 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4416 if (moreRatio
==NULL
)
4419 // Formula get from PaperDollFrame script
4420 float spirit
= GetStat(STAT_SPIRIT
);
4421 float regen
= spirit
* moreRatio
->ratio
;
4425 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4427 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, value
, apply
);
4429 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4430 float RatingChange
= 0.0f
;
4432 bool affectStats
= CanModifyStats();
4436 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4437 case CR_DEFENSE_SKILL
:
4438 UpdateDefenseBonusesMod();
4441 UpdateDodgePercentage();
4444 UpdateParryPercentage();
4447 UpdateBlockPercentage();
4450 RatingChange
= value
/ RatingCoeffecient
;
4451 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4454 RatingChange
= value
/ RatingCoeffecient
;
4455 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4458 RatingChange
= value
/ RatingCoeffecient
;
4459 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4464 UpdateCritPercentage(BASE_ATTACK
);
4465 UpdateCritPercentage(OFF_ATTACK
);
4468 case CR_CRIT_RANGED
:
4470 UpdateCritPercentage(RANGED_ATTACK
);
4474 UpdateAllSpellCritChances();
4476 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4477 case CR_HIT_TAKEN_RANGED
:
4479 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4481 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4482 case CR_CRIT_TAKEN_RANGED
:
4484 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4486 case CR_HASTE_MELEE
:
4487 RatingChange
= value
/ RatingCoeffecient
;
4488 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4489 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4491 case CR_HASTE_RANGED
:
4492 RatingChange
= value
/ RatingCoeffecient
;
4493 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4495 case CR_HASTE_SPELL
:
4496 RatingChange
= value
/ RatingCoeffecient
;
4497 ApplyCastTimePercentMod(RatingChange
,apply
);
4499 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4500 case CR_WEAPON_SKILL_OFFHAND
:
4501 case CR_WEAPON_SKILL_RANGED
:
4506 UpdateExpertise(BASE_ATTACK
);
4507 UpdateExpertise(OFF_ATTACK
);
4513 void Player::SetRegularAttackTime()
4515 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4517 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4518 if(tmpitem
&& !tmpitem
->IsBroken())
4520 ItemPrototype
const *proto
= tmpitem
->GetProto();
4522 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4524 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4529 //skill+step, checking for max value
4530 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4536 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4537 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4540 if(i
>=PLAYER_MAX_SKILLS
)
4543 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4544 uint32 value
= SKILL_VALUE(data
);
4545 uint32 max
= SKILL_MAX(data
);
4547 if ((!max
) || (!value
) || (value
>= max
))
4550 if (value
*512 < max
*urand(0,512))
4552 uint32 new_value
= value
+step
;
4556 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4563 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4565 if ( SkillValue
>= GrayLevel
)
4566 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4567 if ( SkillValue
>= GreenLevel
)
4568 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4569 if ( SkillValue
>= YellowLevel
)
4570 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4571 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4574 bool Player::UpdateCraftSkill(uint32 spellid
)
4576 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4578 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4579 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4581 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4583 if(_spell_idx
->second
->skillId
)
4585 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4587 // Alchemy Discoveries here
4588 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4589 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4591 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4592 learnSpell(discoveredSpell
);
4595 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4597 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4598 _spell_idx
->second
->max_value
,
4599 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4600 _spell_idx
->second
->min_value
),
4607 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4609 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4611 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4613 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4616 case SKILL_HERBALISM
:
4617 case SKILL_LOCKPICKING
:
4618 case SKILL_JEWELCRAFTING
:
4619 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4620 case SKILL_SKINNING
:
4621 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4622 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4624 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4626 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4627 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4629 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4634 bool Player::UpdateFishingSkill()
4636 sLog
.outDebug("UpdateFishingSkill");
4638 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4640 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4642 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4644 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4647 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4649 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4653 if(Chance
<= 0) // speedup in 0 chance case
4655 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4660 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4661 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4662 if ( i
>= PLAYER_MAX_SKILLS
)
4665 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4666 uint16 SkillValue
= SKILL_VALUE(data
);
4667 uint16 MaxValue
= SKILL_MAX(data
);
4669 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4672 int32 Roll
= irand(1,1000);
4674 if ( Roll
<= Chance
)
4676 uint32 new_value
= SkillValue
+step
;
4677 if(new_value
> MaxValue
)
4678 new_value
= MaxValue
;
4680 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4681 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4685 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4689 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4691 // no skill gain in pvp
4692 Unit
*pVictim
= getVictim();
4693 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4697 return; // always maximized SKILL_FERAL_COMBAT in fact
4699 if(m_form
== FORM_TREE
)
4700 return; // use weapon but not skill up
4702 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4708 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4711 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4712 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4713 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4719 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4721 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4725 UpdateAllCritPercentages();
4728 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4732 case MELEE_HIT_CRIT
:
4733 case MELEE_HIT_DODGE
:
4734 case MELEE_HIT_PARRY
:
4735 case MELEE_HIT_BLOCK
:
4736 case MELEE_HIT_BLOCK_CRIT
:
4743 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4744 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4745 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4746 if(moblevel
< greylevel
)
4749 if (moblevel
> plevel
+ 5)
4750 moblevel
= plevel
+ 5;
4752 uint32 lvldif
= moblevel
- greylevel
;
4756 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4760 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4763 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4764 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4767 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4769 if(roll_chance_f(chance
))
4774 UpdateWeaponSkill(attType
);
4780 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4782 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4783 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4785 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4786 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4787 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4789 if(talent
) // permanent bonus stored in high part
4790 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4791 else // temporary/item bonus stored in low part
4792 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4797 void Player::UpdateMaxSkills()
4799 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4801 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4802 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4804 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4806 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4810 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4813 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4814 uint32 max
= SKILL_MAX(data
);
4815 uint32 val
= SKILL_VALUE(data
);
4817 // update only level dependent max skill values
4818 if(max
!=1 && max
!= maxconfskill
)
4820 uint32 max_Skill
= GetMaxSkillValueForLevel();
4821 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,max_Skill
));
4826 void Player::UpdateSkillsToMaxSkillsForLevel()
4828 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4829 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4831 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4832 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4834 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4836 uint32 max
= SKILL_MAX(data
);
4839 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4841 if(pskill
== SKILL_DEFENSE
)
4842 UpdateDefenseBonusesMod();
4846 // This functions sets a skill line value (and adds if doesn't exist yet)
4847 // To "remove" a skill line, set it's values to zero
4848 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4854 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4855 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4857 if(i
<PLAYER_MAX_SKILLS
) //has skill
4860 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4863 // clear skill fields
4864 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4865 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4866 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4868 // remove spells that depend on this skill when removing the skill
4869 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4872 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4875 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4876 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4878 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4880 if (_spell_idx
->second
->skillId
== id
)
4882 // this may remove more than one spell (dependents)
4883 removeSpell(itr
->first
);
4884 next
= m_spells
.begin();
4891 else if(currVal
) //add
4893 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4894 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4896 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
4899 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
4902 // enable unlearn button for primary professions only
4903 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
4904 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
4906 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
4907 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4909 // apply skill bonuses
4910 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4912 // temporary bonuses
4913 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
4914 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
4915 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4916 (*i
)->ApplyModifier(true);
4918 // permanent bonuses
4919 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
4920 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
4921 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4922 (*i
)->ApplyModifier(true);
4924 // Learn all spells for skill
4925 learnSkillRewardedSpells(id
);
4931 bool Player::HasSkill(uint32 skill
) const
4933 if(!skill
)return false;
4934 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4936 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4944 uint16
Player::GetSkillValue(uint32 skill
) const
4949 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4951 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4953 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4955 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4956 result
+= SKILL_TEMP_BONUS(bonus
);
4957 result
+= SKILL_PERM_BONUS(bonus
);
4958 return result
< 0 ? 0 : result
;
4964 uint16
Player::GetMaxSkillValue(uint32 skill
) const
4967 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4969 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4971 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4973 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4974 result
+= SKILL_TEMP_BONUS(bonus
);
4975 result
+= SKILL_PERM_BONUS(bonus
);
4976 return result
< 0 ? 0 : result
;
4982 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
4985 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4987 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4989 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
4995 uint16
Player::GetBaseSkillValue(uint32 skill
) const
4998 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5000 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5002 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5003 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5004 return result
< 0 ? 0 : result
;
5010 uint16
Player::GetPureSkillValue(uint32 skill
) const
5013 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5015 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5017 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5023 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5028 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5030 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5032 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5039 void Player::SendInitialActionButtons()
5041 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5043 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5044 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5046 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5047 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5049 data
<< uint16(itr
->second
.action
);
5050 data
<< uint8(itr
->second
.misc
);
5051 data
<< uint8(itr
->second
.type
);
5059 GetSession()->SendPacket( &data
);
5060 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5063 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5065 if(button
>= MAX_ACTION_BUTTONS
)
5067 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5071 // check cheating with adding non-known spells to action bar
5072 if(type
==ACTION_BUTTON_SPELL
)
5074 if(!sSpellStore
.LookupEntry(action
))
5076 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5080 if(!HasSpell(action
))
5082 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5087 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5089 if (buttonItr
==m_actionButtons
.end())
5090 { // just add new button
5091 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5094 { // change state of current button
5095 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5096 buttonItr
->second
= ActionButton(action
,type
,misc
);
5097 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5100 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5103 void Player::removeActionButton(uint8 button
)
5105 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5106 if (buttonItr
==m_actionButtons
.end())
5109 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5110 m_actionButtons
.erase(buttonItr
); // new and not saved
5112 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5114 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5117 void Player::SetDontMove(bool dontMove
)
5119 m_dontMove
= dontMove
;
5122 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5124 // prevent crash when a bad coord is sent by the client
5125 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5127 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5131 Map
*m
= MapManager::Instance().GetMap(GetMapId(), this);
5133 const float old_x
= GetPositionX();
5134 const float old_y
= GetPositionY();
5135 const float old_z
= GetPositionZ();
5136 const float old_r
= GetOrientation();
5138 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5140 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5141 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5143 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5145 // move and update visible state if need
5146 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5148 // reread after Map::Relocation
5149 m
= MapManager::Instance().GetMap(GetMapId(), this);
5155 // code block for underwater state update
5156 UpdateUnderwaterState(m
, x
, y
, z
);
5158 CheckExploreSystem();
5162 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5167 void Player::SaveRecallPosition()
5169 m_recallMap
= GetMapId();
5170 m_recallX
= GetPositionX();
5171 m_recallY
= GetPositionY();
5172 m_recallZ
= GetPositionZ();
5173 m_recallO
= GetOrientation();
5176 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5178 MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data
, self
);
5181 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5183 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
);
5186 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5188 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5191 void Player::SendDirectMessage(WorldPacket
*data
)
5193 GetSession()->SendPacket(data
);
5196 void Player::CheckExploreSystem()
5204 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5205 if(areaFlag
==0xffff)
5207 int offset
= areaFlag
/ 32;
5211 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5215 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5216 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5218 if( !(currFields
& val
) )
5220 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5222 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5225 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5227 else if(p
->area_level
> 0)
5229 uint32 area
= p
->ID
;
5230 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5232 SendExplorationExperience(area
,0);
5236 int32 diff
= int32(getLevel()) - p
->area_level
;
5240 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5244 int32 exploration_percent
= (100-((diff
-5)*5));
5245 if (exploration_percent
> 100)
5246 exploration_percent
= 100;
5247 else if (exploration_percent
< 0)
5248 exploration_percent
= 0;
5250 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5254 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5258 SendExplorationExperience(area
,XP
);
5260 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5265 uint32
Player::TeamForRace(uint8 race
)
5267 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5270 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5274 switch(rEntry
->TeamID
)
5276 case 7: return ALLIANCE
;
5277 case 1: return HORDE
;
5280 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5284 uint32
Player::getFactionForRace(uint8 race
)
5286 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5289 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5293 return rEntry
->FactionID
;
5296 void Player::setFactionForRace(uint8 race
)
5298 m_team
= TeamForRace(race
);
5299 setFaction( getFactionForRace(race
) );
5302 void Player::UpdateReputation() const
5304 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5306 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5308 SendFactionState(&(itr
->second
));
5312 void Player::SendFactionState(FactionState
const* faction
) const
5314 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5316 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5317 data
<< (float) 0; // unk 2.4.0
5318 data
<< (uint32
) 1; // count
5320 data
<< (uint32
) faction
->ReputationListID
;
5321 data
<< (uint32
) faction
->Standing
;
5323 GetSession()->SendPacket(&data
);
5327 void Player::SendInitialReputations()
5329 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5330 data
<< uint32 (0x00000080);
5334 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); itr
++)
5336 // fill in absent fields
5337 for (; a
!= itr
->first
; a
++)
5339 data
<< uint8 (0x00);
5340 data
<< uint32 (0x00000000);
5343 // fill in encountered data
5344 data
<< uint8 (itr
->second
.Flags
);
5345 data
<< uint32 (itr
->second
.Standing
);
5350 // fill in absent fields
5351 for (; a
!= 128; a
++)
5353 data
<< uint8 (0x00);
5354 data
<< uint32 (0x00000000);
5357 GetSession()->SendPacket(&data
);
5360 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5362 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5363 if (itr
!= m_factions
.end())
5364 return &itr
->second
;
5369 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5371 // not allow declare war to own faction
5372 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5376 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5380 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5382 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5384 faction
->Changed
= true;
5387 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5389 // always invisible or hidden faction can't be inactive
5390 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5394 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5398 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5400 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5402 faction
->Changed
= true;
5405 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5407 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5409 if(!factionTemplateEntry
)
5412 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5415 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5417 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5421 if(factionEntry
->reputationListID
< 0)
5424 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5425 if (itr
== m_factions
.end())
5428 SetFactionVisible(&itr
->second
);
5431 void Player::SetFactionVisible(FactionState
* faction
)
5433 // always invisible or hidden faction can't be make visible
5434 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5438 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5441 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5442 faction
->Changed
= true;
5444 if(!m_session
->PlayerLoading())
5446 // make faction visible in reputation list at client
5447 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5448 data
<< faction
->ReputationListID
;
5449 GetSession()->SendPacket(&data
);
5453 void Player::SetInitialFactions()
5455 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5457 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5459 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5461 FactionState newFaction
;
5462 newFaction
.ID
= factionEntry
->ID
;
5463 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5464 newFaction
.Standing
= 0;
5465 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5466 newFaction
.Changed
= true;
5468 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5473 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5478 uint32 raceMask
= getRaceMask();
5479 uint32 classMask
= getClassMask();
5480 for (int i
=0; i
< 4; i
++)
5482 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5483 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5484 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5485 return factionEntry
->ReputationFlags
[i
];
5490 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5495 uint32 raceMask
= getRaceMask();
5496 uint32 classMask
= getClassMask();
5497 for (int i
=0; i
< 4; i
++)
5499 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5500 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5501 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5502 return factionEntry
->BaseRepValue
[i
];
5505 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5509 int32
Player::GetReputation(uint32 faction_id
) const
5511 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5515 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5519 return GetReputation(factionEntry
);
5522 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5524 // Faction without recorded reputation. Just ignore.
5528 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5529 if (itr
!= m_factions
.end())
5530 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5535 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5537 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5539 return MIN_REPUTATION_RANK
;
5541 return GetReputationRank(factionEntry
);
5544 ReputationRank
Player::ReputationToRank(int32 standing
) const
5546 int32 Limit
= Reputation_Cap
+ 1;
5547 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5549 Limit
-= ReputationRank_Length
[i
];
5550 if (standing
>= Limit
)
5551 return ReputationRank(i
);
5553 return MIN_REPUTATION_RANK
;
5556 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5558 int32 Reputation
= GetReputation(factionEntry
);
5559 return ReputationToRank(Reputation
);
5562 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5564 int32 Reputation
= GetBaseReputation(factionEntry
);
5565 return ReputationToRank(Reputation
);
5568 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5570 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5572 if(!factionTemplateEntry
)
5574 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5578 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5580 // Faction without recorded reputation. Just ignore.
5584 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5587 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5589 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5593 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5595 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5596 if(factionEntryCalc
)
5597 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5602 return ModifyOneFactionReputation(factionEntry
, standing
);
5605 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5607 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5608 if (itr
!= m_factions
.end())
5610 int32 BaseRep
= GetBaseReputation(factionEntry
);
5611 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5613 if (new_rep
> Reputation_Cap
)
5614 new_rep
= Reputation_Cap
;
5616 if (new_rep
< Reputation_Bottom
)
5617 new_rep
= Reputation_Bottom
;
5619 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5620 SetFactionAtWar(&itr
->second
,true);
5622 itr
->second
.Standing
= new_rep
- BaseRep
;
5623 itr
->second
.Changed
= true;
5625 SetFactionVisible(&itr
->second
);
5627 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5629 if(uint32 questid
= GetQuestSlotQuestId(i
))
5631 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5632 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5634 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5635 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5637 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5638 if ( CanCompleteQuest( questid
) )
5639 CompleteQuest( questid
);
5641 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5643 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5644 IncompleteQuest( questid
);
5650 SendFactionState(&(itr
->second
));
5657 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5659 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5661 if(!factionTemplateEntry
)
5663 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5667 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5669 // Faction without recorded reputation. Just ignore.
5673 return SetFactionReputation(factionEntry
, standing
);
5676 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5678 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5682 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5684 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5685 if(factionEntryCalc
)
5686 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5691 return SetOneFactionReputation(factionEntry
, standing
);
5694 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5696 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5697 if (itr
!= m_factions
.end())
5699 if (standing
> Reputation_Cap
)
5700 standing
= Reputation_Cap
;
5702 if (standing
< Reputation_Bottom
)
5703 standing
= Reputation_Bottom
;
5705 int32 BaseRep
= GetBaseReputation(factionEntry
);
5706 itr
->second
.Standing
= standing
- BaseRep
;
5707 itr
->second
.Changed
= true;
5709 SetFactionVisible(&itr
->second
);
5711 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5712 SetFactionAtWar(&itr
->second
,true);
5714 SendFactionState(&(itr
->second
));
5720 //Calculate total reputation percent player gain with quest/creature level
5721 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5723 // for grey creature kill received 20%, in other case 100.
5724 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5726 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5728 percent
+= rep
> 0 ? repMod
: -repMod
;
5733 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5736 //Calculates how many reputation points player gains in victim's enemy factions
5737 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5739 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5742 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5747 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5749 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5750 donerep1
= int32(donerep1
*rate
);
5751 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5752 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5753 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5754 ModifyFactionReputation(factionEntry1
, donerep1
);
5756 // Wiki: Team factions value divided by 2
5757 if(Rep
->is_teamaward1
)
5759 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5760 if(team1_factionEntry
)
5761 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5765 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5767 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5768 donerep2
= int32(donerep2
*rate
);
5769 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5770 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5771 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5772 ModifyFactionReputation(factionEntry2
, donerep2
);
5774 // Wiki: Team factions value divided by 2
5775 if(Rep
->is_teamaward2
)
5777 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5778 if(team2_factionEntry
)
5779 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5784 //Calculate how many reputation points player gain with the quest
5785 void Player::RewardReputation(Quest
const *pQuest
)
5787 // quest reputation reward/loss
5788 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5790 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5792 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5793 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5795 ModifyFactionReputation(factionEntry
, rep
);
5799 // TODO: implement reputation spillover
5802 void Player::UpdateArenaFields(void)
5804 /* arena calcs go here */
5807 void Player::UpdateHonorFields()
5809 /// called when rewarding honor and at each save
5810 uint64 now
= time(NULL
);
5811 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5813 if(m_lastHonorUpdateTime
< today
)
5815 uint64 yesterday
= today
- DAY
;
5817 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5819 // update yesterday's contribution
5820 if(m_lastHonorUpdateTime
>= yesterday
)
5822 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5824 // this is the first update today, reset today's contribution
5825 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5826 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5830 // no honor/kills yesterday or today, reset
5831 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5832 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5836 m_lastHonorUpdateTime
= now
;
5839 ///Calculate the amount of honor gained based on the victim
5840 ///and the size of the group for which the honor is divided
5841 ///An exact honor value can also be given (overriding the calcs)
5842 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5844 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5845 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5848 uint64 victim_guid
= 0;
5849 uint32 victim_rank
= 0;
5851 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5852 UpdateHonorFields();
5856 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5859 victim_guid
= uVictim
->GetGUID();
5861 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5863 Player
*pVictim
= (Player
*)uVictim
;
5865 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5868 float f
= 1; //need for total kills (?? need more info)
5870 uint32 k_level
= getLevel();
5871 uint32 v_level
= pVictim
->getLevel();
5874 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5876 // [1..14] Alliance honor titles and player name
5877 // [15..28] Horde honor titles and player name
5878 // [29..38] Other title and player name
5880 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5881 // Get Killer titles, CharTitlesEntry::bit_index
5883 // title[1..14] -> rank[5..18]
5884 // title[15..28] -> rank[5..18]
5885 // title[other] -> 0
5886 if (victim_title
== 0)
5887 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5888 else if (victim_title
< 15)
5889 victim_rank
= victim_title
+ 4;
5890 else if (victim_title
< 29)
5891 victim_rank
= victim_title
- 14 + 4;
5893 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5898 else if( k_level
<= 39 )
5899 k_grey
= k_level
- 5 - k_level
/10;
5901 k_grey
= k_level
- 1 - k_level
/5;
5906 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5908 int32 v_rank
=1; //need more info
5910 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5911 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5913 // count the number of playerkills in one day
5914 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5915 // and those in a lifetime
5916 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5920 Creature
*cVictim
= (Creature
*)uVictim
;
5922 if (!cVictim
->isRacialLeader())
5925 honor
= 100; // ??? need more info
5926 victim_rank
= 19; // HK: Leader
5930 if (uVictim
!= NULL
)
5932 honor
*= sWorld
.getRate(RATE_HONOR
);
5937 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5940 // honor - for show honor points in log
5941 // victim_guid - for show victim name in log
5942 // victim_rank [1..4] HK: <dishonored rank>
5943 // victim_rank [5..19] HK: <alliance\horde rank>
5944 // victim_rank [0,20+] HK: <>
5945 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5946 data
<< (uint32
) honor
;
5947 data
<< (uint64
) victim_guid
;
5948 data
<< (uint32
) victim_rank
;
5950 GetSession()->SendPacket(&data
);
5953 ModifyHonorPoints(int32(honor
));
5955 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5959 void Player::ModifyHonorPoints( int32 value
)
5963 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5964 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5966 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5969 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5972 void Player::ModifyArenaPoints( int32 value
)
5976 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5977 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5979 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5982 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5985 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5987 std::ostringstream ss
;
5988 ss
<<"SELECT guildid FROM guild_member WHERE guid='"<<guid
<<"'";
5989 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
5992 uint32 v
= result
->Fetch()[0].GetUInt32();
6000 uint32
Player::GetRankFromDB(uint64 guid
)
6002 std::ostringstream ss
;
6003 ss
<<"SELECT rank FROM guild_member WHERE guid='"<<guid
<<"'";
6004 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6007 uint32 v
= result
->Fetch()[0].GetUInt32();
6015 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6017 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
);
6021 uint32 id
= (*result
)[0].GetUInt32();
6026 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6028 std::ostringstream ss
;
6030 ss
<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6031 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6034 Field
* fields
= result
->Fetch();
6035 uint32 zone
= fields
[0].GetUInt32();
6040 // stored zone is zero, use generic and slow zone detection
6042 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6043 result
= CharacterDatabase
.Query(ss
.str().c_str());
6046 fields
= result
->Fetch();
6047 uint32 map
= fields
[0].GetUInt32();
6048 float posx
= fields
[1].GetFloat();
6049 float posy
= fields
[2].GetFloat();
6052 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6055 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6056 CharacterDatabase
.Execute(ss
.str().c_str());
6062 void Player::UpdateArea(uint32 newArea
)
6064 // FFA_PVP flags are area and not zone id dependent
6065 // so apply them accordingly
6066 m_areaUpdateId
= newArea
;
6068 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6070 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6073 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6077 // remove ffa flag only if not ffapvp realm
6078 // removal in sanctuaries and capitals is handled in zone update
6079 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6080 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6083 UpdateAreaDependentAuras(newArea
);
6086 void Player::UpdateZone(uint32 newZone
)
6088 m_zoneUpdateId
= newZone
;
6089 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6091 // zone changed, so area changed as well, update it
6092 UpdateArea(GetAreaId());
6094 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6098 if (sWorld
.getConfig(CONFIG_WEATHER
))
6100 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6103 wth
->SendWeatherUpdateToPlayer(this);
6107 if(!sWorld
.AddWeather(zone
->ID
))
6109 // send fine weather packet to remove old zone's weather
6110 Weather::SendFineWeatherUpdateToPlayer(this);
6115 pvpInfo
.inHostileArea
=
6116 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6117 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6118 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6119 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6121 if(pvpInfo
.inHostileArea
) // in hostile area
6123 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6124 UpdatePvP(true, true);
6126 else // in friendly area
6128 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6129 pvpInfo
.endTimer
= time(0); // start toggle-off
6132 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6134 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6135 if(sWorld
.IsFFAPvPRealm())
6136 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6140 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6143 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6145 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6146 SetRestType(REST_TYPE_IN_CITY
);
6147 InnEnter(time(0),GetMapId(),0,0,0);
6149 if(sWorld
.IsFFAPvPRealm())
6150 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6152 else // anywhere else
6154 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6156 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6158 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6160 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6161 SetRestType(REST_TYPE_NO
);
6163 if(sWorld
.IsFFAPvPRealm())
6164 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6167 else // not in tavern (leave city then)
6169 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6170 SetRestType(REST_TYPE_NO
);
6172 // Set player to FFA PVP when not in rested environment.
6173 if(sWorld
.IsFFAPvPRealm())
6174 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6179 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6180 // if player resurrected at teleport this will be applied in resurrect code
6182 DestroyZoneLimitedItem( true, newZone
);
6184 // recent client version not send leave/join channel packets for built-in local channels
6185 UpdateLocalChannels( newZone
);
6189 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6191 UpdateZoneDependentAuras(newZone
);
6194 //If players are too far way of duel flag... then player loose the duel
6195 void Player::CheckDuelDistance(time_t currTime
)
6200 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6201 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6205 if(duel
->outOfBound
== 0)
6207 if(!IsWithinDistInMap(obj
, 50))
6209 duel
->outOfBound
= currTime
;
6211 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6212 GetSession()->SendPacket(&data
);
6217 if(IsWithinDistInMap(obj
, 40))
6219 duel
->outOfBound
= 0;
6221 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6222 GetSession()->SendPacket(&data
);
6224 else if(currTime
>= (duel
->outOfBound
+10))
6226 DuelComplete(DUEL_FLED
);
6231 void Player::DuelComplete(DuelCompleteType type
)
6233 // duel not requested
6237 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6238 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6239 GetSession()->SendPacket(&data
);
6240 duel
->opponent
->GetSession()->SendPacket(&data
);
6242 if(type
!= DUEL_INTERUPTED
)
6244 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6245 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6246 data
<< duel
->opponent
->GetName();
6248 SendMessageToSet(&data
,true);
6251 // cool-down duel spell
6252 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6259 GetSession()->SendPacket(&data);
6260 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6261 data<<duel->opponent->GetGUID();
6265 duel->opponent->GetSession()->SendPacket(&data);*/
6267 //Remove Duel Flag object
6268 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6270 duel
->initiator
->RemoveGameObject(obj
,true);
6273 std::vector
<uint32
> auras2remove
;
6274 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6275 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); i
++)
6277 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6278 auras2remove
.push_back(i
->second
->GetId());
6281 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6282 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6284 auras2remove
.clear();
6285 AuraMap
const& auras
= GetAuras();
6286 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); i
++)
6288 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6289 auras2remove
.push_back(i
->second
->GetId());
6291 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6292 RemoveAurasDueToSpell(auras2remove
[i
]);
6294 // cleanup combo points
6295 if(GetComboTarget()==duel
->opponent
->GetGUID())
6297 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6300 if(duel
->opponent
->GetComboTarget()==GetGUID())
6301 duel
->opponent
->ClearComboPoints();
6302 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6303 duel
->opponent
->ClearComboPoints();
6306 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6307 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6308 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6309 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6311 delete duel
->opponent
->duel
;
6312 duel
->opponent
->duel
= NULL
;
6317 //---------------------------------------------------------//
6319 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6321 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6324 // not apply/remove mods for broken item
6325 if(item
->IsBroken())
6328 ItemPrototype
const *proto
= item
->GetProto();
6333 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6335 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6336 if(attacktype
< MAX_ATTACK
)
6337 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6339 _ApplyItemBonuses(proto
,slot
,apply
);
6341 if( slot
==EQUIPMENT_SLOT_RANGED
)
6342 _ApplyAmmoBonuses();
6344 ApplyItemEquipSpell(item
,apply
);
6345 ApplyEnchantment(item
, apply
);
6347 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6348 CorrectMetaGemEnchants(slot
, apply
);
6350 sLog
.outDebug("_ApplyItemMods complete.");
6353 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
,uint8 slot
,bool apply
)
6355 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6358 for (int i
= 0; i
< 10; i
++)
6360 float val
= float (proto
->ItemStat
[i
].ItemStatValue
);
6365 switch (proto
->ItemStat
[i
].ItemStatType
)
6368 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6370 case ITEM_MOD_HEALTH
: // modify HP
6371 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6373 case ITEM_MOD_AGILITY
: // modify agility
6374 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6375 ApplyStatBuffMod(STAT_AGILITY
, val
, apply
);
6377 case ITEM_MOD_STRENGTH
: //modify strength
6378 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6379 ApplyStatBuffMod(STAT_STRENGTH
, val
, apply
);
6381 case ITEM_MOD_INTELLECT
: //modify intellect
6382 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6383 ApplyStatBuffMod(STAT_INTELLECT
, val
, apply
);
6385 case ITEM_MOD_SPIRIT
: //modify spirit
6386 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6387 ApplyStatBuffMod(STAT_SPIRIT
, val
, apply
);
6389 case ITEM_MOD_STAMINA
: //modify stamina
6390 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6391 ApplyStatBuffMod(STAT_STAMINA
, val
, apply
);
6393 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6394 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6396 case ITEM_MOD_DODGE_RATING
:
6397 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6399 case ITEM_MOD_PARRY_RATING
:
6400 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6402 case ITEM_MOD_BLOCK_RATING
:
6403 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6405 case ITEM_MOD_HIT_MELEE_RATING
:
6406 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6408 case ITEM_MOD_HIT_RANGED_RATING
:
6409 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6411 case ITEM_MOD_HIT_SPELL_RATING
:
6412 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6414 case ITEM_MOD_CRIT_MELEE_RATING
:
6415 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6417 case ITEM_MOD_CRIT_RANGED_RATING
:
6418 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6420 case ITEM_MOD_CRIT_SPELL_RATING
:
6421 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6423 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6424 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6426 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6427 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6429 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6430 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6432 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6433 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6435 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6436 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6438 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6439 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6441 case ITEM_MOD_HASTE_MELEE_RATING
:
6442 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6444 case ITEM_MOD_HASTE_RANGED_RATING
:
6445 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6447 case ITEM_MOD_HASTE_SPELL_RATING
:
6448 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6450 case ITEM_MOD_HIT_RATING
:
6451 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6452 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6453 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6455 case ITEM_MOD_CRIT_RATING
:
6456 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6457 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6458 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6460 case ITEM_MOD_HIT_TAKEN_RATING
:
6461 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6462 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6463 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6465 case ITEM_MOD_CRIT_TAKEN_RATING
:
6466 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6467 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6468 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6470 case ITEM_MOD_RESILIENCE_RATING
:
6471 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6472 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6473 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6475 case ITEM_MOD_HASTE_RATING
:
6476 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6477 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6478 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6480 case ITEM_MOD_EXPERTISE_RATING
:
6481 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6487 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6490 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6493 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6496 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6498 if (proto
->NatureRes
)
6499 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6501 if (proto
->FrostRes
)
6502 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6504 if (proto
->ShadowRes
)
6505 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6507 if (proto
->ArcaneRes
)
6508 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6510 WeaponAttackType attType
= BASE_ATTACK
;
6511 float damage
= 0.0f
;
6513 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6514 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6515 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6517 attType
= RANGED_ATTACK
;
6519 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6521 attType
= OFF_ATTACK
;
6524 if (proto
->Damage
[0].DamageMin
> 0 )
6526 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6527 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6528 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6531 if (proto
->Damage
[0].DamageMax
> 0 )
6533 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6534 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6537 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6542 if(slot
== EQUIPMENT_SLOT_RANGED
)
6543 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6544 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6545 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6546 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6547 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6550 if(CanModifyStats() && (damage
|| proto
->Delay
))
6551 UpdateDamagePhysical(attType
);
6554 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6556 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6557 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6558 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6560 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6561 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6562 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6564 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6565 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6566 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6569 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6571 // generic not weapon specific case processes in aura code
6572 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6575 BaseModGroup mod
= BASEMOD_END
;
6578 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6579 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6580 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6584 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6586 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6590 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6592 // ignore spell mods for not wands
6593 Modifier
const* modifier
= aura
->GetModifier();
6594 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6597 // generic not weapon specific case processes in aura code
6598 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6601 UnitMods unitMod
= UNIT_MOD_END
;
6604 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6605 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6606 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6610 UnitModifierType unitModType
= TOTAL_VALUE
;
6611 switch(modifier
->m_auraname
)
6613 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6614 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6618 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6620 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6624 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6629 ItemPrototype
const *proto
= item
->GetProto();
6633 for (int i
= 0; i
< 5; i
++)
6635 _Spell
const& spellData
= proto
->Spells
[i
];
6638 if(!spellData
.SpellId
)
6641 // wrong triggering type
6642 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6645 // check if it is valid spell
6646 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6650 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6654 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6658 // Cannot be used in this stance/form
6659 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6662 if(form_change
) // check aura active state from other form
6665 for (int k
=0; k
< 3; ++k
)
6667 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6668 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6670 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6680 if(found
) // and skip re-cast already active aura at form change
6684 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6686 CastSpell(this,spellInfo
,true,item
);
6690 if(form_change
) // check aura compatibility
6692 // Cannot be used in this stance/form
6693 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6694 return; // and remove only not compatible at form change
6698 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6700 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6704 void Player::UpdateEquipSpellsAtFormChange()
6706 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6708 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6710 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6711 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6715 // item set bonuses not dependent from item broken state
6716 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6718 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6722 for(uint32 y
=0;y
<8; ++y
)
6724 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6728 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6729 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6734 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6736 if(!item
|| item
->IsBroken())
6739 ItemPrototype
const *proto
= item
->GetProto();
6743 if (!Target
|| Target
== this )
6746 for (int i
= 0; i
< 5; i
++)
6748 _Spell
const& spellData
= proto
->Spells
[i
];
6751 if(!spellData
.SpellId
)
6754 // wrong triggering type
6755 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6758 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6761 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6765 // not allow proc extra attack spell at extra attack
6766 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6769 float chance
= spellInfo
->procChance
;
6771 if(spellData
.SpellPPMRate
)
6773 uint32 WeaponSpeed
= GetAttackTime(attType
);
6774 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6776 else if(chance
> 100.0f
)
6778 chance
= GetWeaponProcChance();
6781 if (roll_chance_f(chance
))
6782 CastSpell(Target
, spellInfo
->Id
, true, item
);
6785 // item combat enchantments
6786 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6788 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6789 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6790 if(!pEnchant
) continue;
6791 for (int s
=0;s
<3;s
++)
6793 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6796 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6799 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6803 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6804 if (roll_chance_f(chance
))
6806 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6807 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6809 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6815 void Player::_RemoveAllItemMods()
6817 sLog
.outDebug("_RemoveAllItemMods start.");
6819 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6823 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6827 // item set bonuses not dependent from item broken state
6829 RemoveItemsSetItem(this,proto
);
6831 if(m_items
[i
]->IsBroken())
6834 ApplyItemEquipSpell(m_items
[i
],false);
6835 ApplyEnchantment(m_items
[i
], false);
6839 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6843 if(m_items
[i
]->IsBroken())
6845 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6849 uint32 attacktype
= Player::GetAttackBySlot(i
);
6850 if(attacktype
< MAX_ATTACK
)
6851 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6853 _ApplyItemBonuses(proto
,i
, false);
6855 if( i
== EQUIPMENT_SLOT_RANGED
)
6856 _ApplyAmmoBonuses();
6860 sLog
.outDebug("_RemoveAllItemMods complete.");
6863 void Player::_ApplyAllItemMods()
6865 sLog
.outDebug("_ApplyAllItemMods start.");
6867 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6871 if(m_items
[i
]->IsBroken())
6874 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6878 uint32 attacktype
= Player::GetAttackBySlot(i
);
6879 if(attacktype
< MAX_ATTACK
)
6880 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6882 _ApplyItemBonuses(proto
,i
, true);
6884 if( i
== EQUIPMENT_SLOT_RANGED
)
6885 _ApplyAmmoBonuses();
6889 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6893 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6897 // item set bonuses not dependent from item broken state
6899 AddItemsSetItem(this,m_items
[i
]);
6901 if(m_items
[i
]->IsBroken())
6904 ApplyItemEquipSpell(m_items
[i
],true);
6905 ApplyEnchantment(m_items
[i
], true);
6909 sLog
.outDebug("_ApplyAllItemMods complete.");
6912 void Player::_ApplyAmmoBonuses()
6915 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
6919 float currentAmmoDPS
;
6921 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
6922 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
6923 currentAmmoDPS
= 0.0f
;
6925 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
6927 if(currentAmmoDPS
== GetAmmoDPS())
6930 m_ammoDPS
= currentAmmoDPS
;
6932 if(CanModifyStats())
6933 UpdateDamagePhysical(RANGED_ATTACK
);
6936 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
6941 // check ranged weapon
6942 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
6943 if(!weapon
|| weapon
->IsBroken() )
6946 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
6947 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
6950 // check ammo ws. weapon compatibility
6951 switch(weapon_proto
->SubClass
)
6953 case ITEM_SUBCLASS_WEAPON_BOW
:
6954 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
6955 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
6958 case ITEM_SUBCLASS_WEAPON_GUN
:
6959 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
6969 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
6970 Called by remove insignia spell effect */
6971 void Player::RemovedInsignia(Player
* looterPlr
)
6973 if (!GetBattleGroundId())
6976 // If not released spirit, do it !
6977 if(m_deathTimer
> 0)
6984 Corpse
*corpse
= GetCorpse();
6988 // We have to convert player corpse to bones, not to be able to resurrect there
6989 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
6990 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
6994 // Now we must make bones lootable, and send player loot
6995 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
6997 // We store the level of our player in the gold field
6998 // We retrieve this information at Player::SendLoot()
6999 bones
->loot
.gold
= getLevel();
7000 bones
->lootRecipient
= looterPlr
;
7001 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7010 void Player::SendLootRelease( uint64 guid
)
7012 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7013 data
<< uint64(guid
) << uint8(1);
7014 SendDirectMessage( &data
);
7017 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7020 PermissionTypes permission
= ALL_PERMISSION
;
7022 sLog
.outDebug("Player::SendLoot");
7023 if (IS_GAMEOBJECT_GUID(guid
))
7025 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7027 ObjectAccessor::GetGameObject(*this, guid
);
7029 // not check distance for GO in case owned GO (fishing bobber case, for example)
7030 // And permit out of range GO with no owner in case fishing hole
7031 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7033 SendLootRelease(guid
);
7039 if(go
->getLootState() == GO_READY
)
7041 uint32 lootid
= go
->GetLootId();
7045 sLog
.outDebug(" if(lootid)");
7047 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7050 if(loot_type
== LOOT_FISHING
)
7051 go
->getFishLoot(loot
);
7053 go
->SetLootState(GO_ACTIVATED
);
7056 else if (IS_ITEM_GUID(guid
))
7058 Item
*item
= GetItemByGuid( guid
);
7062 SendLootRelease(guid
);
7066 if(loot_type
== LOOT_DISENCHANTING
)
7070 if(!item
->m_lootGenerated
)
7072 item
->m_lootGenerated
= true;
7074 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7077 else if(loot_type
== LOOT_PROSPECTING
)
7081 if(!item
->m_lootGenerated
)
7083 item
->m_lootGenerated
= true;
7085 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7092 if(!item
->m_lootGenerated
)
7094 item
->m_lootGenerated
= true;
7096 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7098 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7102 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7104 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7106 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7108 SendLootRelease(guid
);
7112 loot
= &bones
->loot
;
7114 if (!bones
->lootForBody
)
7116 bones
->lootForBody
= true;
7117 uint32 pLevel
= bones
->loot
.gold
;
7118 bones
->loot
.clear();
7119 // It may need a better formula
7120 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7121 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7124 if (bones
->lootRecipient
!= this)
7125 permission
= NONE_PERMISSION
;
7129 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7131 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7132 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7134 SendLootRelease(guid
);
7138 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7140 SendLootRelease(guid
);
7144 loot
= &creature
->loot
;
7146 if(loot_type
== LOOT_PICKPOCKETING
)
7148 if ( !creature
->lootForPickPocketed
)
7150 creature
->lootForPickPocketed
= true;
7153 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7154 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7156 // Generate extra money for pick pocket loot
7157 const uint32 a
= urand(0, creature
->getLevel()/2);
7158 const uint32 b
= urand(0, getLevel()/2);
7159 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7164 // the player whose group may loot the corpse
7165 Player
*recipient
= creature
->GetLootRecipient();
7168 creature
->SetLootRecipient(this);
7172 if (creature
->lootForPickPocketed
)
7174 creature
->lootForPickPocketed
= false;
7178 if(!creature
->lootForBody
)
7180 creature
->lootForBody
= true;
7183 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7184 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7186 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7188 if(Group
* group
= recipient
->GetGroup())
7190 group
->UpdateLooterGuid(creature
,true);
7192 switch (group
->GetLootMethod())
7195 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7196 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7198 case NEED_BEFORE_GREED
:
7199 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7202 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7210 // possible only if creature->lootForBody && loot->empty() at spell cast check
7211 if (loot_type
== LOOT_SKINNING
)
7214 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7216 // set group rights only for loot_type != LOOT_SKINNING
7219 if(Group
* group
= GetGroup())
7221 if( group
== recipient
->GetGroup() )
7223 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7224 permission
= ALL_PERMISSION
;
7225 else if(group
->GetLooterGuid() == GetGUID())
7227 if(group
->GetLootMethod() == MASTER_LOOT
)
7228 permission
= MASTER_PERMISSION
;
7230 permission
= ALL_PERMISSION
;
7233 permission
= GROUP_PERMISSION
;
7236 permission
= NONE_PERMISSION
;
7238 else if(recipient
== this)
7239 permission
= ALL_PERMISSION
;
7241 permission
= NONE_PERMISSION
;
7248 QuestItemList
*q_list
= 0;
7249 if (permission
!= NONE_PERMISSION
)
7251 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7252 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7253 if (itr
== lootPlayerQuestItems
.end())
7254 q_list
= loot
->FillQuestLoot(this);
7256 q_list
= itr
->second
;
7259 QuestItemList
*ffa_list
= 0;
7260 if (permission
!= NONE_PERMISSION
)
7262 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7263 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7264 if (itr
== lootPlayerFFAItems
.end())
7265 ffa_list
= loot
->FillFFALoot(this);
7267 ffa_list
= itr
->second
;
7270 QuestItemList
*conditional_list
= 0;
7271 if (permission
!= NONE_PERMISSION
)
7273 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7274 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7275 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7276 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7278 conditional_list
= itr
->second
;
7281 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7282 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
)
7283 loot_type
= LOOT_SKINNING
;
7285 if(loot_type
== LOOT_FISHINGHOLE
)
7286 loot_type
= LOOT_FISHING
;
7288 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7290 data
<< uint64(guid
);
7291 data
<< uint8(loot_type
);
7292 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7294 SendDirectMessage(&data
);
7296 // add 'this' player as one of the players that are looting 'loot'
7297 if (permission
!= NONE_PERMISSION
)
7298 loot
->AddLooter(GetGUID());
7300 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7301 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7304 void Player::SendNotifyLootMoneyRemoved()
7306 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7307 GetSession()->SendPacket( &data
);
7310 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7312 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7313 data
<< uint8(lootSlot
);
7314 GetSession()->SendPacket( &data
);
7317 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7319 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7322 GetSession()->SendPacket(&data
);
7325 void Player::SendInitWorldStates()
7327 // data depends on zoneid/mapid...
7328 BattleGround
* bg
= GetBattleGround();
7329 uint16 NumberOfFields
= 0;
7330 uint32 mapid
= GetMapId();
7331 uint32 zoneid
= GetZoneId();
7332 uint32 areaid
= GetAreaId();
7333 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7334 // may be exist better way to do this...
7357 NumberOfFields
= 81;
7360 NumberOfFields
= 14;
7364 NumberOfFields
= 38;
7367 NumberOfFields
= 22;
7370 NumberOfFields
= 36;
7373 NumberOfFields
= 35;
7384 NumberOfFields
= 10;
7388 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7389 data
<< uint32(mapid
); // mapid
7390 data
<< uint32(zoneid
); // zone id
7391 data
<< uint32(areaid
); // area id, new 2.1.0
7392 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7393 data
<< uint32(0x8d8) << uint32(0x0); // 1
7394 data
<< uint32(0x8d7) << uint32(0x0); // 2
7395 data
<< uint32(0x8d6) << uint32(0x0); // 3
7396 data
<< uint32(0x8d5) << uint32(0x0); // 4
7397 data
<< uint32(0x8d4) << uint32(0x0); // 5
7398 data
<< uint32(0x8d3) << uint32(0x0); // 6
7399 if(mapid
== 530) // Outland
7401 data
<< uint32(0x9bf) << uint32(0x0); // 7
7402 data
<< uint32(0x9bd) << uint32(0xF); // 8
7403 data
<< uint32(0x9bb) << uint32(0xF); // 9
7418 data
<< uint32(0x7ae) << uint32(0x1); // 7
7419 data
<< uint32(0x532) << uint32(0x1); // 8
7420 data
<< uint32(0x531) << uint32(0x0); // 9
7421 data
<< uint32(0x52e) << uint32(0x0); // 10
7422 data
<< uint32(0x571) << uint32(0x0); // 11
7423 data
<< uint32(0x570) << uint32(0x0); // 12
7424 data
<< uint32(0x567) << uint32(0x1); // 13
7425 data
<< uint32(0x566) << uint32(0x1); // 14
7426 data
<< uint32(0x550) << uint32(0x1); // 15
7427 data
<< uint32(0x544) << uint32(0x0); // 16
7428 data
<< uint32(0x536) << uint32(0x0); // 17
7429 data
<< uint32(0x535) << uint32(0x1); // 18
7430 data
<< uint32(0x518) << uint32(0x0); // 19
7431 data
<< uint32(0x517) << uint32(0x0); // 20
7432 data
<< uint32(0x574) << uint32(0x0); // 21
7433 data
<< uint32(0x573) << uint32(0x0); // 22
7434 data
<< uint32(0x572) << uint32(0x0); // 23
7435 data
<< uint32(0x56f) << uint32(0x0); // 24
7436 data
<< uint32(0x56e) << uint32(0x0); // 25
7437 data
<< uint32(0x56d) << uint32(0x0); // 26
7438 data
<< uint32(0x56c) << uint32(0x0); // 27
7439 data
<< uint32(0x56b) << uint32(0x0); // 28
7440 data
<< uint32(0x56a) << uint32(0x1); // 29
7441 data
<< uint32(0x569) << uint32(0x1); // 30
7442 data
<< uint32(0x568) << uint32(0x1); // 13
7443 data
<< uint32(0x565) << uint32(0x0); // 32
7444 data
<< uint32(0x564) << uint32(0x0); // 33
7445 data
<< uint32(0x563) << uint32(0x0); // 34
7446 data
<< uint32(0x562) << uint32(0x0); // 35
7447 data
<< uint32(0x561) << uint32(0x0); // 36
7448 data
<< uint32(0x560) << uint32(0x0); // 37
7449 data
<< uint32(0x55f) << uint32(0x0); // 38
7450 data
<< uint32(0x55e) << uint32(0x0); // 39
7451 data
<< uint32(0x55d) << uint32(0x0); // 40
7452 data
<< uint32(0x3c6) << uint32(0x4); // 41
7453 data
<< uint32(0x3c4) << uint32(0x6); // 42
7454 data
<< uint32(0x3c2) << uint32(0x4); // 43
7455 data
<< uint32(0x516) << uint32(0x1); // 44
7456 data
<< uint32(0x515) << uint32(0x0); // 45
7457 data
<< uint32(0x3b6) << uint32(0x6); // 46
7458 data
<< uint32(0x55c) << uint32(0x0); // 47
7459 data
<< uint32(0x55b) << uint32(0x0); // 48
7460 data
<< uint32(0x55a) << uint32(0x0); // 49
7461 data
<< uint32(0x559) << uint32(0x0); // 50
7462 data
<< uint32(0x558) << uint32(0x0); // 51
7463 data
<< uint32(0x557) << uint32(0x0); // 52
7464 data
<< uint32(0x556) << uint32(0x0); // 53
7465 data
<< uint32(0x555) << uint32(0x0); // 54
7466 data
<< uint32(0x554) << uint32(0x1); // 55
7467 data
<< uint32(0x553) << uint32(0x1); // 56
7468 data
<< uint32(0x552) << uint32(0x1); // 57
7469 data
<< uint32(0x551) << uint32(0x1); // 58
7470 data
<< uint32(0x54f) << uint32(0x0); // 59
7471 data
<< uint32(0x54e) << uint32(0x0); // 60
7472 data
<< uint32(0x54d) << uint32(0x1); // 61
7473 data
<< uint32(0x54c) << uint32(0x0); // 62
7474 data
<< uint32(0x54b) << uint32(0x0); // 63
7475 data
<< uint32(0x545) << uint32(0x0); // 64
7476 data
<< uint32(0x543) << uint32(0x1); // 65
7477 data
<< uint32(0x542) << uint32(0x0); // 66
7478 data
<< uint32(0x540) << uint32(0x0); // 67
7479 data
<< uint32(0x53f) << uint32(0x0); // 68
7480 data
<< uint32(0x53e) << uint32(0x0); // 69
7481 data
<< uint32(0x53d) << uint32(0x0); // 70
7482 data
<< uint32(0x53c) << uint32(0x0); // 71
7483 data
<< uint32(0x53b) << uint32(0x0); // 72
7484 data
<< uint32(0x53a) << uint32(0x1); // 73
7485 data
<< uint32(0x539) << uint32(0x0); // 74
7486 data
<< uint32(0x538) << uint32(0x0); // 75
7487 data
<< uint32(0x537) << uint32(0x0); // 76
7488 data
<< uint32(0x534) << uint32(0x0); // 77
7489 data
<< uint32(0x533) << uint32(0x0); // 78
7490 data
<< uint32(0x530) << uint32(0x0); // 79
7491 data
<< uint32(0x52f) << uint32(0x0); // 80
7492 data
<< uint32(0x52d) << uint32(0x1); // 81
7495 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7496 bg
->FillInitialWorldStates(data
);
7499 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7500 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7501 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7502 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7503 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7504 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7505 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7506 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7510 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7511 bg
->FillInitialWorldStates(data
);
7514 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7515 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7516 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7517 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7518 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7519 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7520 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7521 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7522 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7523 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7524 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7525 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7526 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7527 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7528 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7529 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7530 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7531 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7532 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7533 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7534 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7535 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7536 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7537 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7538 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7539 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7540 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7541 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7542 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7543 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7544 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7545 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7549 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7550 bg
->FillInitialWorldStates(data
);
7553 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7554 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7555 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7556 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7557 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7558 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7559 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7560 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7561 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7562 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7563 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7564 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7565 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7566 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7567 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7568 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7569 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7570 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7571 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7572 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7573 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7574 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7575 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7576 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7577 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7578 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7579 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7580 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7581 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7582 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7583 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7584 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7585 // and some more ... unknown
7588 case 3483: // Hellfire Peninsula
7589 data
<< uint32(0x9ba) << uint32(0x1); // 10
7590 data
<< uint32(0x9b9) << uint32(0x1); // 11
7591 data
<< uint32(0x9b5) << uint32(0x0); // 12
7592 data
<< uint32(0x9b4) << uint32(0x1); // 13
7593 data
<< uint32(0x9b3) << uint32(0x0); // 14
7594 data
<< uint32(0x9b2) << uint32(0x0); // 15
7595 data
<< uint32(0x9b1) << uint32(0x1); // 16
7596 data
<< uint32(0x9b0) << uint32(0x0); // 17
7597 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7598 data
<< uint32(0x9ac) << uint32(0x0); // 19
7599 data
<< uint32(0x9a8) << uint32(0x0); // 20
7600 data
<< uint32(0x9a7) << uint32(0x0); // 21
7601 data
<< uint32(0x9a6) << uint32(0x1); // 22
7603 case 3519: // Terokkar Forest
7604 data
<< uint32(0xa41) << uint32(0x0); // 10
7605 data
<< uint32(0xa40) << uint32(0x14); // 11
7606 data
<< uint32(0xa3f) << uint32(0x0); // 12
7607 data
<< uint32(0xa3e) << uint32(0x0); // 13
7608 data
<< uint32(0xa3d) << uint32(0x5); // 14
7609 data
<< uint32(0xa3c) << uint32(0x0); // 15
7610 data
<< uint32(0xa87) << uint32(0x0); // 16
7611 data
<< uint32(0xa86) << uint32(0x0); // 17
7612 data
<< uint32(0xa85) << uint32(0x0); // 18
7613 data
<< uint32(0xa84) << uint32(0x0); // 19
7614 data
<< uint32(0xa83) << uint32(0x0); // 20
7615 data
<< uint32(0xa82) << uint32(0x0); // 21
7616 data
<< uint32(0xa81) << uint32(0x0); // 22
7617 data
<< uint32(0xa80) << uint32(0x0); // 23
7618 data
<< uint32(0xa7e) << uint32(0x0); // 24
7619 data
<< uint32(0xa7d) << uint32(0x0); // 25
7620 data
<< uint32(0xa7c) << uint32(0x0); // 26
7621 data
<< uint32(0xa7b) << uint32(0x0); // 27
7622 data
<< uint32(0xa7a) << uint32(0x0); // 28
7623 data
<< uint32(0xa79) << uint32(0x0); // 29
7624 data
<< uint32(0x9d0) << uint32(0x5); // 30
7625 data
<< uint32(0x9ce) << uint32(0x0); // 31
7626 data
<< uint32(0x9cd) << uint32(0x0); // 32
7627 data
<< uint32(0x9cc) << uint32(0x0); // 33
7628 data
<< uint32(0xa88) << uint32(0x0); // 34
7629 data
<< uint32(0xad0) << uint32(0x0); // 35
7630 data
<< uint32(0xacf) << uint32(0x1); // 36
7632 case 3521: // Zangarmarsh
7633 data
<< uint32(0x9e1) << uint32(0x0); // 10
7634 data
<< uint32(0x9e0) << uint32(0x0); // 11
7635 data
<< uint32(0x9df) << uint32(0x0); // 12
7636 data
<< uint32(0xa5d) << uint32(0x1); // 13
7637 data
<< uint32(0xa5c) << uint32(0x0); // 14
7638 data
<< uint32(0xa5b) << uint32(0x1); // 15
7639 data
<< uint32(0xa5a) << uint32(0x0); // 16
7640 data
<< uint32(0xa59) << uint32(0x1); // 17
7641 data
<< uint32(0xa58) << uint32(0x0); // 18
7642 data
<< uint32(0xa57) << uint32(0x0); // 19
7643 data
<< uint32(0xa56) << uint32(0x0); // 20
7644 data
<< uint32(0xa55) << uint32(0x1); // 21
7645 data
<< uint32(0xa54) << uint32(0x0); // 22
7646 data
<< uint32(0x9e7) << uint32(0x0); // 23
7647 data
<< uint32(0x9e6) << uint32(0x0); // 24
7648 data
<< uint32(0x9e5) << uint32(0x0); // 25
7649 data
<< uint32(0xa00) << uint32(0x0); // 26
7650 data
<< uint32(0x9ff) << uint32(0x1); // 27
7651 data
<< uint32(0x9fe) << uint32(0x0); // 28
7652 data
<< uint32(0x9fd) << uint32(0x0); // 29
7653 data
<< uint32(0x9fc) << uint32(0x1); // 30
7654 data
<< uint32(0x9fb) << uint32(0x0); // 31
7655 data
<< uint32(0xa62) << uint32(0x0); // 32
7656 data
<< uint32(0xa61) << uint32(0x1); // 33
7657 data
<< uint32(0xa60) << uint32(0x1); // 34
7658 data
<< uint32(0xa5f) << uint32(0x0); // 35
7660 case 3698: // Nagrand Arena
7661 data
<< uint32(0xa0f) << uint32(0x0); // 7
7662 data
<< uint32(0xa10) << uint32(0x0); // 8
7663 data
<< uint32(0xa11) << uint32(0x0); // 9
7665 case 3702: // Blade's Edge Arena
7666 data
<< uint32(0x9f0) << uint32(0x0); // 7
7667 data
<< uint32(0x9f1) << uint32(0x0); // 8
7668 data
<< uint32(0x9f3) << uint32(0x0); // 9
7670 case 3968: // Ruins of Lordaeron
7671 data
<< uint32(0xbb8) << uint32(0x0); // 7
7672 data
<< uint32(0xbb9) << uint32(0x0); // 8
7673 data
<< uint32(0xbba) << uint32(0x0); // 9
7675 case 3703: // Shattrath City
7678 data
<< uint32(0x914) << uint32(0x0); // 7
7679 data
<< uint32(0x913) << uint32(0x0); // 8
7680 data
<< uint32(0x912) << uint32(0x0); // 9
7681 data
<< uint32(0x915) << uint32(0x0); // 10
7684 GetSession()->SendPacket(&data
);
7687 uint32
Player::GetXPRestBonus(uint32 xp
)
7689 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7691 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7694 SetRestBonus( GetRestBonus() - rested_bonus
);
7696 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7697 return rested_bonus
;
7700 void Player::SetBindPoint(uint64 guid
)
7702 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7703 data
<< uint64(guid
);
7704 GetSession()->SendPacket( &data
);
7707 void Player::SendTalentWipeConfirm(uint64 guid
)
7709 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7710 data
<< uint64(guid
);
7711 data
<< uint32(resetTalentsCost());
7712 GetSession()->SendPacket( &data
);
7715 void Player::SendPetSkillWipeConfirm()
7717 Pet
* pet
= GetPet();
7720 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7721 data
<< pet
->GetGUID();
7722 data
<< uint32(pet
->resetTalentsCost());
7723 GetSession()->SendPacket( &data
);
7726 /*********************************************************/
7727 /*** STORAGE SYSTEM ***/
7728 /*********************************************************/
7730 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7735 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7737 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7741 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7742 else if(charges
<= 1)
7744 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7745 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7750 void Player::SetSheath( uint32 sheathed
)
7754 case SHEATH_STATE_UNARMED
: // no prepared weapon
7755 SetVirtualItemSlot(0,NULL
);
7756 SetVirtualItemSlot(1,NULL
);
7757 SetVirtualItemSlot(2,NULL
);
7759 case SHEATH_STATE_MELEE
: // prepared melee weapon
7761 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7762 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7763 SetVirtualItemSlot(2,NULL
);
7765 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7766 SetVirtualItemSlot(0,NULL
);
7767 SetVirtualItemSlot(1,NULL
);
7768 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7771 SetVirtualItemSlot(0,NULL
);
7772 SetVirtualItemSlot(1,NULL
);
7773 SetVirtualItemSlot(2,NULL
);
7776 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7779 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7781 uint8 pClass
= getClass();
7784 slots
[0] = NULL_SLOT
;
7785 slots
[1] = NULL_SLOT
;
7786 slots
[2] = NULL_SLOT
;
7787 slots
[3] = NULL_SLOT
;
7788 switch( proto
->InventoryType
)
7791 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7794 slots
[0] = EQUIPMENT_SLOT_NECK
;
7796 case INVTYPE_SHOULDERS
:
7797 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7800 slots
[0] = EQUIPMENT_SLOT_BODY
;
7803 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7806 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7809 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7812 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7815 slots
[0] = EQUIPMENT_SLOT_FEET
;
7817 case INVTYPE_WRISTS
:
7818 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7821 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7823 case INVTYPE_FINGER
:
7824 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7825 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7827 case INVTYPE_TRINKET
:
7828 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7829 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7832 slots
[0] = EQUIPMENT_SLOT_BACK
;
7834 case INVTYPE_WEAPON
:
7836 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7838 // suggest offhand slot only if know dual wielding
7839 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7841 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7843 case INVTYPE_SHIELD
:
7844 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7846 case INVTYPE_RANGED
:
7847 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7849 case INVTYPE_2HWEAPON
:
7850 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7852 case INVTYPE_TABARD
:
7853 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7855 case INVTYPE_WEAPONMAINHAND
:
7856 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7858 case INVTYPE_WEAPONOFFHAND
:
7859 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7861 case INVTYPE_HOLDABLE
:
7862 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7864 case INVTYPE_THROWN
:
7865 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7867 case INVTYPE_RANGEDRIGHT
:
7868 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7871 slots
[0] = INVENTORY_SLOT_BAG_1
;
7872 slots
[1] = INVENTORY_SLOT_BAG_2
;
7873 slots
[2] = INVENTORY_SLOT_BAG_3
;
7874 slots
[3] = INVENTORY_SLOT_BAG_4
;
7878 switch(proto
->SubClass
)
7880 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7881 if (pClass
== CLASS_PALADIN
)
7882 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7884 case ITEM_SUBCLASS_ARMOR_IDOL
:
7885 if (pClass
== CLASS_DRUID
)
7886 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7888 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7889 if (pClass
== CLASS_SHAMAN
)
7890 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7892 case ITEM_SUBCLASS_ARMOR_MISC
:
7893 if (pClass
== CLASS_WARLOCK
)
7894 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7903 if( slot
!= NULL_SLOT
)
7905 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7907 for (int i
= 0; i
< 4; i
++)
7909 if ( slots
[i
] == slot
)
7916 // search free slot at first
7917 for (int i
= 0; i
< 4; i
++)
7919 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7921 // in case 2hand equipped weapon offhand slot empty but not free
7922 if(slots
[i
]==EQUIPMENT_SLOT_OFFHAND
)
7924 Item
* mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
7925 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
7933 // if not found free and can swap return first appropriate from used
7934 for (int i
= 0; i
< 4; i
++)
7936 if ( slots
[i
] != NULL_SLOT
&& swap
)
7945 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
7948 uint32 tempcount
= 0;
7950 uint8 res
= EQUIP_ERR_OK
;
7952 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7954 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7955 if( pItem
&& pItem
->GetEntry() == item
)
7957 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
7958 if(ires
==EQUIP_ERR_OK
)
7960 tempcount
+= pItem
->GetCount();
7961 if( tempcount
>= count
)
7962 return EQUIP_ERR_OK
;
7968 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
7970 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7971 if( pItem
&& pItem
->GetEntry() == item
)
7973 tempcount
+= pItem
->GetCount();
7974 if( tempcount
>= count
)
7975 return EQUIP_ERR_OK
;
7978 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
7980 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7981 if( pItem
&& pItem
->GetEntry() == item
)
7983 tempcount
+= pItem
->GetCount();
7984 if( tempcount
>= count
)
7985 return EQUIP_ERR_OK
;
7989 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7991 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7994 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
7996 pItem
= GetItemByPos( i
, j
);
7997 if( pItem
&& pItem
->GetEntry() == item
)
7999 tempcount
+= pItem
->GetCount();
8000 if( tempcount
>= count
)
8001 return EQUIP_ERR_OK
;
8007 // not found req. item count and have unequippable items
8011 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8014 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8016 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8017 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8018 count
+= pItem
->GetCount();
8020 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8022 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8023 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8024 count
+= pItem
->GetCount();
8026 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8028 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8030 count
+= pBag
->GetItemCount(item
,skipItem
);
8033 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8035 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8037 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8038 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8039 count
+= pItem
->GetGemCountWithID(item
);
8045 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8047 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8048 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8049 count
+= pItem
->GetCount();
8051 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8053 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8055 count
+= pBag
->GetItemCount(item
,skipItem
);
8058 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8060 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8062 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8063 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8064 count
+= pItem
->GetGemCountWithID(item
);
8072 Item
* Player::GetItemByGuid( uint64 guid
) const
8074 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8076 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8077 if( pItem
&& pItem
->GetGUID() == guid
)
8080 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8082 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8083 if( pItem
&& pItem
->GetGUID() == guid
)
8087 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8089 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8092 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8094 Item
* pItem
= pBag
->GetItemByPos( j
);
8095 if( pItem
&& pItem
->GetGUID() == guid
)
8100 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8102 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8105 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8107 Item
* pItem
= pBag
->GetItemByPos( j
);
8108 if( pItem
&& pItem
->GetGUID() == guid
)
8117 Item
* Player::GetItemByPos( uint16 pos
) const
8119 uint8 bag
= pos
>> 8;
8120 uint8 slot
= pos
& 255;
8121 return GetItemByPos( bag
, slot
);
8124 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8126 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8127 return m_items
[slot
];
8128 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8129 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8131 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8133 return pBag
->GetItemByPos(slot
);
8138 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8143 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8144 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8145 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8146 default: return NULL
;
8149 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8150 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8156 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8162 Item
* Player::GetShield(bool useable
) const
8164 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8165 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8171 if( item
->IsBroken())
8177 uint32
Player::GetAttackBySlot( uint8 slot
)
8181 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8182 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8183 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8184 default: return MAX_ATTACK
;
8188 bool Player::HasBankBagSlot( uint8 slot
) const
8190 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8191 if( slot
< maxslot
)
8196 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8198 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8200 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8202 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8204 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8209 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8211 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8213 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8218 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8220 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8222 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8224 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8229 bool Player::IsBagPos( uint16 pos
)
8231 uint8 bag
= pos
>> 8;
8232 uint8 slot
= pos
& 255;
8233 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8235 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8240 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8246 if (bag
== INVENTORY_SLOT_BAG_0
)
8248 // any post selected
8249 if (slot
== NULL_SLOT
)
8253 if (slot
< EQUIPMENT_SLOT_END
)
8257 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8261 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8265 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8269 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8273 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8279 // bag content slots
8280 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8282 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8286 // any post selected
8287 if (slot
== NULL_SLOT
)
8290 return slot
< pBag
->GetBagSize();
8293 // bank bag content slots
8294 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8296 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8300 // any post selected
8301 if (slot
== NULL_SLOT
)
8304 return slot
< pBag
->GetBagSize();
8312 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8314 uint32 tempcount
= 0;
8315 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8317 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8318 if( pItem
&& pItem
->GetEntry() == item
)
8320 tempcount
+= pItem
->GetCount();
8321 if( tempcount
>= count
)
8325 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8327 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8328 if( pItem
&& pItem
->GetEntry() == item
)
8330 tempcount
+= pItem
->GetCount();
8331 if( tempcount
>= count
)
8335 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8337 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8339 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8341 Item
* pItem
= GetItemByPos( i
, j
);
8342 if( pItem
&& pItem
->GetEntry() == item
)
8344 tempcount
+= pItem
->GetCount();
8345 if( tempcount
>= count
)
8354 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8356 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8357 if( pItem
&& pItem
->GetEntry() == item
)
8359 tempcount
+= pItem
->GetCount();
8360 if( tempcount
>= count
)
8364 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8366 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8368 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8370 Item
* pItem
= GetItemByPos( i
, j
);
8371 if( pItem
&& pItem
->GetEntry() == item
)
8373 tempcount
+= pItem
->GetCount();
8374 if( tempcount
>= count
)
8385 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8388 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8390 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8391 if( pItem
&& pItem
->GetEntry() == item
)
8395 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8396 if (pProto
&& pProto
->GemProperties
)
8398 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8400 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8401 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8403 if (pItem
->GetGemCountWithID(item
) > 0 )
8412 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8414 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8418 *no_space_count
= count
;
8419 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8423 if(pProto
->MaxCount
== 0)
8424 return EQUIP_ERR_OK
;
8426 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8428 if( curcount
+ count
> pProto
->MaxCount
)
8431 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8432 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8435 return EQUIP_ERR_OK
;
8438 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8441 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8443 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8444 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8447 for(uint8 i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
8449 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8450 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8453 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8455 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8457 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8459 pItem
= GetItemByPos( i
, j
);
8460 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8468 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8470 Item
* pItem2
= GetItemByPos( bag
, slot
);
8472 // ignore move item (this slot will be empty at move)
8473 if(pItem2
==pSrcItem
)
8478 // empty specific slot - check item fit to slot
8479 if( !pItem2
|| swap
)
8481 if( bag
== INVENTORY_SLOT_BAG_0
)
8484 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8485 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8488 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8489 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8493 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8495 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8497 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8499 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8501 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8502 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8505 // non empty stack with space
8506 need_space
= pProto
->Stackable
;
8508 // non empty slot, check item type
8512 if(pItem2
->GetEntry() != pProto
->ItemId
)
8513 return EQUIP_ERR_ITEM_CANT_STACK
;
8516 if(pItem2
->GetCount() >= pProto
->Stackable
)
8517 return EQUIP_ERR_ITEM_CANT_STACK
;
8519 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8522 if(need_space
> count
)
8525 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8526 if(!newPosition
.isContainedIn(dest
))
8528 dest
.push_back(newPosition
);
8529 count
-= need_space
;
8531 return EQUIP_ERR_OK
;
8534 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
8536 // skip specific bag already processed in first called _CanStoreItem_InBag
8538 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8540 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8542 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8544 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8546 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8548 // specialized bag mode or non-specilized
8549 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8550 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8552 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8553 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8555 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8557 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8561 Item
* pItem2
= GetItemByPos( bag
, j
);
8563 // ignore move item (this slot will be empty at move)
8564 if(pItem2
==pSrcItem
)
8567 // if merge skip empty, if !merge skip non-empty
8568 if((pItem2
!=NULL
)!=merge
)
8573 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8575 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8576 if(need_space
> count
)
8579 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8580 if(!newPosition
.isContainedIn(dest
))
8582 dest
.push_back(newPosition
);
8583 count
-= need_space
;
8586 return EQUIP_ERR_OK
;
8592 uint32 need_space
= pProto
->Stackable
;
8593 if(need_space
> count
)
8596 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8597 if(!newPosition
.isContainedIn(dest
))
8599 dest
.push_back(newPosition
);
8600 count
-= need_space
;
8603 return EQUIP_ERR_OK
;
8607 return EQUIP_ERR_OK
;
8610 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
8612 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8614 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8615 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8618 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8620 // ignore move item (this slot will be empty at move)
8621 if(pItem2
==pSrcItem
)
8624 // if merge skip empty, if !merge skip non-empty
8625 if((pItem2
!=NULL
)!=merge
)
8630 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8632 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8633 if(need_space
> count
)
8635 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8636 if(!newPosition
.isContainedIn(dest
))
8638 dest
.push_back(newPosition
);
8639 count
-= need_space
;
8642 return EQUIP_ERR_OK
;
8648 uint32 need_space
= pProto
->Stackable
;
8649 if(need_space
> count
)
8652 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8653 if(!newPosition
.isContainedIn(dest
))
8655 dest
.push_back(newPosition
);
8656 count
-= need_space
;
8659 return EQUIP_ERR_OK
;
8663 return EQUIP_ERR_OK
;
8666 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8668 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8670 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8674 *no_space_count
= count
;
8675 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8678 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8681 *no_space_count
= count
;
8682 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8685 // check count of items (skip for auto move for same player from bank)
8686 uint32 no_similar_count
= 0; // can't store this amount similar items
8687 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8688 if(res
!=EQUIP_ERR_OK
)
8690 if(count
==no_similar_count
)
8693 *no_space_count
= no_similar_count
;
8696 count
-= no_similar_count
;
8700 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8702 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8703 if(res
!=EQUIP_ERR_OK
)
8706 *no_space_count
= count
+ no_similar_count
;
8712 if(no_similar_count
==0)
8713 return EQUIP_ERR_OK
;
8716 *no_space_count
= count
+ no_similar_count
;
8717 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8721 // not specific slot or have space for partly store only in specific slot
8724 if( bag
!= NULL_BAG
)
8726 // search stack in bag for merge to
8727 if( pProto
->Stackable
> 1 )
8729 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8731 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8732 if(res
!=EQUIP_ERR_OK
)
8735 *no_space_count
= count
+ no_similar_count
;
8741 if(no_similar_count
==0)
8742 return EQUIP_ERR_OK
;
8745 *no_space_count
= count
+ no_similar_count
;
8746 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8749 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8750 if(res
!=EQUIP_ERR_OK
)
8753 *no_space_count
= count
+ no_similar_count
;
8759 if(no_similar_count
==0)
8760 return EQUIP_ERR_OK
;
8763 *no_space_count
= count
+ no_similar_count
;
8764 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8767 else // equipped bag
8769 // we need check 2 time (specilized/non_specialized), use NULL_BAG to prevent skipping bag
8770 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8771 if(res
!=EQUIP_ERR_OK
)
8772 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8774 if(res
!=EQUIP_ERR_OK
)
8777 *no_space_count
= count
+ no_similar_count
;
8783 if(no_similar_count
==0)
8784 return EQUIP_ERR_OK
;
8787 *no_space_count
= count
+ no_similar_count
;
8788 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8793 // search free slot in bag for place to
8794 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8796 // search free slot - keyring case
8797 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8799 uint32 keyringSize
= GetMaxKeyringSize();
8800 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8801 if(res
!=EQUIP_ERR_OK
)
8804 *no_space_count
= count
+ no_similar_count
;
8810 if(no_similar_count
==0)
8811 return EQUIP_ERR_OK
;
8814 *no_space_count
= count
+ no_similar_count
;
8815 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8819 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8820 if(res
!=EQUIP_ERR_OK
)
8823 *no_space_count
= count
+ no_similar_count
;
8829 if(no_similar_count
==0)
8830 return EQUIP_ERR_OK
;
8833 *no_space_count
= count
+ no_similar_count
;
8834 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8837 else // equipped bag
8839 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8840 if(res
!=EQUIP_ERR_OK
)
8841 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8843 if(res
!=EQUIP_ERR_OK
)
8846 *no_space_count
= count
+ no_similar_count
;
8852 if(no_similar_count
==0)
8853 return EQUIP_ERR_OK
;
8856 *no_space_count
= count
+ no_similar_count
;
8857 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8862 // not specific bag or have space for partly store only in specific bag
8864 // search stack for merge to
8865 if( pProto
->Stackable
> 1 )
8867 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8868 if(res
!=EQUIP_ERR_OK
)
8871 *no_space_count
= count
+ no_similar_count
;
8877 if(no_similar_count
==0)
8878 return EQUIP_ERR_OK
;
8881 *no_space_count
= count
+ no_similar_count
;
8882 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8885 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8886 if(res
!=EQUIP_ERR_OK
)
8889 *no_space_count
= count
+ no_similar_count
;
8895 if(no_similar_count
==0)
8896 return EQUIP_ERR_OK
;
8899 *no_space_count
= count
+ no_similar_count
;
8900 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8903 if( pProto
->BagFamily
)
8905 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8907 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
8908 if(res
!=EQUIP_ERR_OK
)
8913 if(no_similar_count
==0)
8914 return EQUIP_ERR_OK
;
8917 *no_space_count
= count
+ no_similar_count
;
8918 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8923 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8925 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
8926 if(res
!=EQUIP_ERR_OK
)
8931 if(no_similar_count
==0)
8932 return EQUIP_ERR_OK
;
8935 *no_space_count
= count
+ no_similar_count
;
8936 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8941 // search free slot - special bag case
8942 if( pProto
->BagFamily
)
8944 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8946 uint32 keyringSize
= GetMaxKeyringSize();
8947 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8948 if(res
!=EQUIP_ERR_OK
)
8951 *no_space_count
= count
+ no_similar_count
;
8957 if(no_similar_count
==0)
8958 return EQUIP_ERR_OK
;
8961 *no_space_count
= count
+ no_similar_count
;
8962 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8966 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8968 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
8969 if(res
!=EQUIP_ERR_OK
)
8974 if(no_similar_count
==0)
8975 return EQUIP_ERR_OK
;
8978 *no_space_count
= count
+ no_similar_count
;
8979 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8985 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8986 if(res
!=EQUIP_ERR_OK
)
8989 *no_space_count
= count
+ no_similar_count
;
8995 if(no_similar_count
==0)
8996 return EQUIP_ERR_OK
;
8999 *no_space_count
= count
+ no_similar_count
;
9000 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9003 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9005 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9006 if(res
!=EQUIP_ERR_OK
)
9011 if(no_similar_count
==0)
9012 return EQUIP_ERR_OK
;
9015 *no_space_count
= count
+ no_similar_count
;
9016 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9021 *no_space_count
= count
+ no_similar_count
;
9023 return EQUIP_ERR_INVENTORY_FULL
;
9026 //////////////////////////////////////////////////////////////////////////
9027 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9032 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9033 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9034 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9036 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9037 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9038 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9040 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9042 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9044 if (pItem2
&& !pItem2
->IsInTrade())
9046 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9050 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9052 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9054 if (pItem2
&& !pItem2
->IsInTrade())
9056 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9060 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9062 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9064 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9066 pItem2
= GetItemByPos( i
, j
);
9067 if (pItem2
&& !pItem2
->IsInTrade())
9069 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9075 // check free space for all items
9076 for (int k
=0;k
<count
;k
++)
9078 Item
*pItem
= pItems
[k
];
9081 if (!pItem
) continue;
9083 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9084 ItemPrototype
const *pProto
= pItem
->GetProto();
9088 return EQUIP_ERR_ITEM_NOT_FOUND
;
9091 if(pItem
->IsBindedNotWith(GetGUID()))
9092 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9095 ItemPrototype
const *pBagProto
;
9097 // item is 'one item only'
9098 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9099 if(res
!= EQUIP_ERR_OK
)
9102 // search stack for merge to
9103 if( pProto
->Stackable
> 1 )
9105 bool b_found
= false;
9107 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9109 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9110 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9112 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9117 if (b_found
) continue;
9119 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9121 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9122 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9124 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9129 if (b_found
) continue;
9131 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9133 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9136 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9138 pItem2
= GetItemByPos( t
, j
);
9139 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9141 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9148 if (b_found
) continue;
9152 if( pProto
->BagFamily
)
9154 bool b_found
= false;
9155 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9157 uint32 keyringSize
= GetMaxKeyringSize();
9158 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9160 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9162 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9169 if (b_found
) continue;
9171 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9173 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9176 pBagProto
= pBag
->GetProto();
9178 // not plain container check
9179 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9180 ItemCanGoIntoBag(pProto
,pBagProto
) )
9182 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9184 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9186 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9194 if (b_found
) continue;
9198 bool b_found
= false;
9199 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9201 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9203 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9208 if (b_found
) continue;
9210 // search free slot in bags
9211 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9213 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9216 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9218 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9220 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9228 // no free slot found?
9230 return EQUIP_ERR_INVENTORY_FULL
;
9233 return EQUIP_ERR_OK
;
9236 //////////////////////////////////////////////////////////////////////////
9237 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, uint32 count
, bool swap
) const
9240 Item
*pItem
= Item::CreateItem( item
, count
, this );
9243 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9248 return EQUIP_ERR_ITEM_NOT_FOUND
;
9251 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9256 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9257 ItemPrototype
const *pProto
= pItem
->GetProto();
9260 // May be here should be more stronger checks; STUNNED checked
9261 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9262 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9263 return EQUIP_ERR_YOU_ARE_STUNNED
;
9265 if(pItem
->IsBindedNotWith(GetGUID()))
9266 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9268 // check count of items (skip for auto move for same player from bank)
9269 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9270 if(res
!= EQUIP_ERR_OK
)
9273 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9275 // - in-progress arenas
9276 if( !pProto
->CanChangeEquipStateInCombat() )
9279 return EQUIP_ERR_NOT_IN_COMBAT
;
9281 if(BattleGround
* bg
= GetBattleGround())
9282 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9283 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9286 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9287 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9289 if(IsNonMeleeSpellCasted(false))
9290 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9292 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9293 if( eslot
== NULL_SLOT
)
9294 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9296 uint8 msg
= CanUseItem( pItem
, not_loading
);
9297 if( msg
!= EQUIP_ERR_OK
)
9299 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9300 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9302 // check unique-equipped on item
9303 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9305 // there is an equip limit on this item
9306 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9307 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9308 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9311 // check unique-equipped on gems
9312 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9314 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9317 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9321 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9322 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9324 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9325 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9326 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9330 // check unique-equipped special item classes
9331 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9333 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9335 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9337 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9339 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9340 (!swap
|| pBag
->GetSlot() != eslot
) )
9342 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9343 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9345 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9352 uint32 type
= pProto
->InventoryType
;
9354 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9356 if( type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9359 return EQUIP_ERR_CANT_DUAL_WIELD
;
9362 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
9365 if(mainItem
->GetProto()->InventoryType
== INVTYPE_2HWEAPON
)
9366 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9370 // equip two-hand weapon case (with possible unequip 2 items)
9371 if( type
== INVTYPE_2HWEAPON
)
9373 if(eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9374 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9376 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9377 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9378 ItemPosCountVec off_dest
;
9379 if( offItem
&& (!not_loading
||
9380 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9381 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9382 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9384 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9385 return EQUIP_ERR_OK
;
9389 return EQUIP_ERR_ITEM_NOT_FOUND
;
9391 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9394 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9396 // Applied only to equipped items and bank bags
9397 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9398 return EQUIP_ERR_OK
;
9400 Item
* pItem
= GetItemByPos(pos
);
9402 // Applied only to existed equipped item
9404 return EQUIP_ERR_OK
;
9406 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9408 ItemPrototype
const *pProto
= pItem
->GetProto();
9410 return EQUIP_ERR_ITEM_NOT_FOUND
;
9412 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9414 // - in-progress arenas
9415 if( !pProto
->CanChangeEquipStateInCombat() )
9418 return EQUIP_ERR_NOT_IN_COMBAT
;
9420 if(BattleGround
* bg
= GetBattleGround())
9421 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9422 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9425 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9426 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9428 return EQUIP_ERR_OK
;
9431 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9434 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9436 uint32 count
= pItem
->GetCount();
9438 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9439 ItemPrototype
const *pProto
= pItem
->GetProto();
9441 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9443 if( pItem
->IsBindedNotWith(GetGUID()) )
9444 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9446 // check count of items (skip for auto move for same player from bank)
9447 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9448 if(res
!= EQUIP_ERR_OK
)
9452 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9454 if( pProto
->InventoryType
== INVTYPE_BAG
)
9456 Bag
*pBag
= (Bag
*)pItem
;
9459 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9461 if( !HasBankBagSlot( slot
) )
9462 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9463 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9468 if( !pBag
->IsEmpty() )
9469 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9475 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9476 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9479 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9480 if(res
!=EQUIP_ERR_OK
)
9484 return EQUIP_ERR_OK
;
9487 // not specific slot or have space for partly store only in specific slot
9490 if( bag
!= NULL_BAG
)
9492 if( pProto
->InventoryType
== INVTYPE_BAG
)
9494 Bag
*pBag
= (Bag
*)pItem
;
9495 if( pBag
&& !pBag
->IsEmpty() )
9496 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9499 // search stack in bag for merge to
9500 if( pProto
->Stackable
> 1 )
9502 if( bag
== INVENTORY_SLOT_BAG_0
)
9504 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9505 if(res
!=EQUIP_ERR_OK
)
9509 return EQUIP_ERR_OK
;
9513 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9514 if(res
!=EQUIP_ERR_OK
)
9515 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9517 if(res
!=EQUIP_ERR_OK
)
9521 return EQUIP_ERR_OK
;
9525 // search free slot in bag
9526 if( bag
== INVENTORY_SLOT_BAG_0
)
9528 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9529 if(res
!=EQUIP_ERR_OK
)
9533 return EQUIP_ERR_OK
;
9537 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9538 if(res
!=EQUIP_ERR_OK
)
9539 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9541 if(res
!=EQUIP_ERR_OK
)
9545 return EQUIP_ERR_OK
;
9549 // not specific bag or have space for partly store only in specific bag
9551 // search stack for merge to
9552 if( pProto
->Stackable
> 1 )
9555 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9556 if(res
!=EQUIP_ERR_OK
)
9560 return EQUIP_ERR_OK
;
9563 if( pProto
->BagFamily
)
9565 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9567 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9568 if(res
!=EQUIP_ERR_OK
)
9572 return EQUIP_ERR_OK
;
9576 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9578 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9579 if(res
!=EQUIP_ERR_OK
)
9583 return EQUIP_ERR_OK
;
9587 // search free place in special bag
9588 if( pProto
->BagFamily
)
9590 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9592 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9593 if(res
!=EQUIP_ERR_OK
)
9597 return EQUIP_ERR_OK
;
9601 // search free space
9602 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9603 if(res
!=EQUIP_ERR_OK
)
9607 return EQUIP_ERR_OK
;
9609 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9611 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9612 if(res
!=EQUIP_ERR_OK
)
9616 return EQUIP_ERR_OK
;
9618 return EQUIP_ERR_BANK_FULL
;
9621 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9625 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9626 if( !isAlive() && not_loading
)
9627 return EQUIP_ERR_YOU_ARE_DEAD
;
9629 // return EQUIP_ERR_YOU_ARE_STUNNED;
9630 ItemPrototype
const *pProto
= pItem
->GetProto();
9633 if( pItem
->IsBindedNotWith(GetGUID()) )
9634 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9635 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9636 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9637 if( pItem
->GetSkill() != 0 )
9639 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9640 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9642 if( pProto
->RequiredSkill
!= 0 )
9644 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9645 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9646 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9647 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9649 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9650 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9651 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9652 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9653 if( getLevel() < pProto
->RequiredLevel
)
9654 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9655 return EQUIP_ERR_OK
;
9658 return EQUIP_ERR_ITEM_NOT_FOUND
;
9661 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9663 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9667 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9669 if( pProto
->RequiredSkill
!= 0 )
9671 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9673 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9676 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9678 if( getLevel() < pProto
->RequiredLevel
)
9685 uint8
Player::CanUseAmmo( uint32 item
) const
9687 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9689 return EQUIP_ERR_YOU_ARE_DEAD
;
9691 // return EQUIP_ERR_YOU_ARE_STUNNED;
9692 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9695 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9696 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9697 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9698 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9699 if( pProto
->RequiredSkill
!= 0 )
9701 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9702 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9703 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9704 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9706 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9707 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9708 /*if( GetReputation() < pProto->RequiredReputation )
9709 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9711 if( getLevel() < pProto
->RequiredLevel
)
9712 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9715 if(GetDummyAura(46699))
9716 return EQUIP_ERR_BAG_FULL6
;
9718 return EQUIP_ERR_OK
;
9720 return EQUIP_ERR_ITEM_NOT_FOUND
;
9723 void Player::SetAmmo( uint32 item
)
9729 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9735 uint8 msg
= CanUseAmmo( item
);
9736 if( msg
!= EQUIP_ERR_OK
)
9738 SendEquipError( msg
, NULL
, NULL
);
9743 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9745 _ApplyAmmoBonuses();
9748 void Player::RemoveAmmo()
9750 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9754 if(CanModifyStats())
9755 UpdateDamagePhysical(RANGED_ATTACK
);
9758 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9759 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9762 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9763 count
+= itr
->count
;
9765 Item
*pItem
= Item::CreateItem( item
, count
, this );
9768 ItemAddedQuestCheck( item
, count
);
9769 if(randomPropertyId
)
9770 pItem
->SetItemRandomProperties(randomPropertyId
);
9771 pItem
= StoreItem( dest
, pItem
, update
);
9776 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9781 Item
* lastItem
= pItem
;
9783 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9785 uint16 pos
= itr
->pos
;
9786 uint32 count
= itr
->count
;
9790 if(itr
== dest
.end())
9792 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9796 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9802 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9803 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
9808 uint8 bag
= pos
>> 8;
9809 uint8 slot
= pos
& 255;
9811 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
9813 Item
*pItem2
= GetItemByPos( bag
, slot
);
9818 pItem
= pItem
->CloneItem(count
,this);
9820 pItem
->SetCount(count
);
9825 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9826 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9827 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9828 pItem
->SetBinding( true );
9830 if( bag
== INVENTORY_SLOT_BAG_0
)
9832 m_items
[slot
] = pItem
;
9833 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
9834 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
9835 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
9837 pItem
->SetSlot( slot
);
9838 pItem
->SetContainer( NULL
);
9840 if( IsInWorld() && update
)
9842 pItem
->AddToWorld();
9843 pItem
->SendUpdateToPlayer( this );
9846 pItem
->SetState(ITEM_CHANGED
, this);
9850 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9853 pBag
->StoreItem( slot
, pItem
, update
);
9854 if( IsInWorld() && update
)
9856 pItem
->AddToWorld();
9857 pItem
->SendUpdateToPlayer( this );
9859 pItem
->SetState(ITEM_CHANGED
, this);
9860 pBag
->SetState(ITEM_CHANGED
, this);
9864 AddEnchantmentDurations(pItem
);
9865 AddItemDurations(pItem
);
9871 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9872 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9873 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9874 pItem2
->SetBinding( true );
9876 pItem2
->SetCount( pItem2
->GetCount() + count
);
9877 if( IsInWorld() && update
)
9878 pItem2
->SendUpdateToPlayer( this );
9882 // delete item (it not in any slot currently)
9883 if( IsInWorld() && update
)
9885 pItem
->RemoveFromWorld();
9886 pItem
->DestroyForPlayer( this );
9889 RemoveEnchantmentDurations(pItem
);
9890 RemoveItemDurations(pItem
);
9892 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9893 pItem
->SetState(ITEM_REMOVED
, this);
9895 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
9896 AddEnchantmentDurations(pItem2
);
9898 pItem2
->SetState(ITEM_CHANGED
, this);
9904 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, uint32 count
, bool update
)
9906 Item
*pItem
= Item::CreateItem( item
, count
, this );
9909 ItemAddedQuestCheck( item
, count
);
9910 Item
* retItem
= EquipItem( pos
, pItem
, update
);
9917 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
9921 AddEnchantmentDurations(pItem
);
9922 AddItemDurations(pItem
);
9924 uint8 bag
= pos
>> 8;
9925 uint8 slot
= pos
& 255;
9927 Item
*pItem2
= GetItemByPos( bag
, slot
);
9931 VisualizeItem( slot
, pItem
);
9935 ItemPrototype
const *pProto
= pItem
->GetProto();
9937 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
9938 if(pProto
&& pProto
->ItemSet
)
9939 AddItemsSetItem(this,pItem
);
9941 _ApplyItemMods(pItem
, slot
, true);
9943 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
9945 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
9947 if (getClass() == CLASS_ROGUE
)
9948 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
9950 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
9953 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
9956 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
9958 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
9959 data
<< uint64(GetGUID());
9961 data
<< uint32(cooldownSpell
);
9963 GetSession()->SendPacket(&data
);
9968 if( IsInWorld() && update
)
9970 pItem
->AddToWorld();
9971 pItem
->SendUpdateToPlayer( this );
9974 ApplyEquipCooldown(pItem
);
9976 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
9977 UpdateExpertise(BASE_ATTACK
);
9978 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
9979 UpdateExpertise(OFF_ATTACK
);
9983 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
9984 if( IsInWorld() && update
)
9985 pItem2
->SendUpdateToPlayer( this );
9987 // delete item (it not in any slot currently)
9988 //pItem->DeleteFromDB();
9989 if( IsInWorld() && update
)
9991 pItem
->RemoveFromWorld();
9992 pItem
->DestroyForPlayer( this );
9995 RemoveEnchantmentDurations(pItem
);
9996 RemoveItemDurations(pItem
);
9998 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9999 pItem
->SetState(ITEM_REMOVED
, this);
10000 pItem2
->SetState(ITEM_CHANGED
, this);
10002 ApplyEquipCooldown(pItem2
);
10011 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10015 AddEnchantmentDurations(pItem
);
10016 AddItemDurations(pItem
);
10018 uint8 slot
= pos
& 255;
10019 VisualizeItem( slot
, pItem
);
10023 pItem
->AddToWorld();
10024 pItem
->SendUpdateToPlayer( this );
10029 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10031 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10032 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10033 // entry // Size: 1
10034 // inspected enchantments // Size: 6
10036 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10037 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10042 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10044 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10045 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10047 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10048 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10050 // Use SetInt16Value to prevent set high part to FFFF for negative value
10051 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10052 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10056 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10058 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10059 SetUInt32Value(VisibleBase
+ 0, 0);
10061 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10062 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10064 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10065 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10069 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10074 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10075 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10076 pItem
->SetBinding( true );
10078 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10080 m_items
[slot
] = pItem
;
10081 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10082 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10083 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10084 pItem
->SetSlot( slot
);
10085 pItem
->SetContainer( NULL
);
10087 if( slot
< EQUIPMENT_SLOT_END
)
10088 SetVisibleItemSlot(slot
,pItem
);
10090 pItem
->SetState(ITEM_CHANGED
, this);
10093 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10095 // note: removeitem does not actually change the item
10096 // it only takes the item out of storage temporarily
10097 // note2: if removeitem is to be used for delinking
10098 // the item must be removed from the player's updatequeue
10100 Item
*pItem
= GetItemByPos( bag
, slot
);
10103 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10105 RemoveEnchantmentDurations(pItem
);
10106 RemoveItemDurations(pItem
);
10108 if( bag
== INVENTORY_SLOT_BAG_0
)
10110 if ( slot
< INVENTORY_SLOT_BAG_END
)
10112 ItemPrototype
const *pProto
= pItem
->GetProto();
10113 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10115 if(pProto
&& pProto
->ItemSet
)
10116 RemoveItemsSetItem(this,pProto
);
10118 _ApplyItemMods(pItem
, slot
, false);
10120 // remove item dependent auras and casts (only weapon and armor slots)
10121 if(slot
< EQUIPMENT_SLOT_END
)
10122 RemoveItemDependentAurasAndCasts(pItem
);
10124 // remove held enchantments
10125 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10127 if (pItem
->GetItemSuffixFactor())
10129 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10130 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10134 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10135 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10140 m_items
[slot
] = NULL
;
10141 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10143 if ( slot
< EQUIPMENT_SLOT_END
)
10144 SetVisibleItemSlot(slot
,NULL
);
10148 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10150 pBag
->RemoveItem(slot
, update
);
10152 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10153 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10154 pItem
->SetSlot( NULL_SLOT
);
10155 if( IsInWorld() && update
)
10156 pItem
->SendUpdateToPlayer( this );
10158 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10159 UpdateExpertise(BASE_ATTACK
);
10160 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10161 UpdateExpertise(OFF_ATTACK
);
10165 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10166 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10168 if(Item
* it
= GetItemByPos(bag
,slot
))
10170 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10171 RemoveItem( bag
,slot
,update
);
10172 it
->RemoveFromUpdateQueueOf(this);
10173 if(it
->IsInWorld())
10175 it
->RemoveFromWorld();
10176 it
->DestroyForPlayer( this );
10181 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10182 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10184 // update quest counters
10185 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10188 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10190 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10191 if(pLastItem
==pItem
)
10193 // update owner for last item (this can be original item with wrong owner
10194 if(pLastItem
->GetOwnerGUID() != GetGUID())
10195 pLastItem
->SetOwnerGUID(GetGUID());
10197 // if this original item then it need create record in inventory
10198 // in case trade we already have item in other player inventory
10199 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10203 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10205 Item
*pItem
= GetItemByPos( bag
, slot
);
10208 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10210 // start from destroy contained items (only equipped bag can have its)
10211 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10213 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10214 DestroyItem(slot
,i
,update
);
10217 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10218 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10220 RemoveEnchantmentDurations(pItem
);
10221 RemoveItemDurations(pItem
);
10223 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10225 if( bag
== INVENTORY_SLOT_BAG_0
)
10228 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10230 // equipment and equipped bags can have applied bonuses
10231 if ( slot
< INVENTORY_SLOT_BAG_END
)
10233 ItemPrototype
const *pProto
= pItem
->GetProto();
10235 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10236 if(pProto
&& pProto
->ItemSet
)
10237 RemoveItemsSetItem(this,pProto
);
10239 _ApplyItemMods(pItem
, slot
, false);
10242 if ( slot
< EQUIPMENT_SLOT_END
)
10244 // remove item dependent auras and casts (only weapon and armor slots)
10245 RemoveItemDependentAurasAndCasts(pItem
);
10247 // equipment visual show
10248 SetVisibleItemSlot(slot
,NULL
);
10251 m_items
[slot
] = NULL
;
10253 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10254 pBag
->RemoveItem(slot
, update
);
10256 if( IsInWorld() && update
)
10258 pItem
->RemoveFromWorld();
10259 pItem
->DestroyForPlayer(this);
10262 //pItem->SetOwnerGUID(0);
10263 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10264 pItem
->SetSlot( NULL_SLOT
);
10265 pItem
->SetState(ITEM_REMOVED
, this);
10269 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10271 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10273 ItemPrototype
const *pProto
;
10274 uint32 remcount
= 0;
10277 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10279 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10280 if( pItem
&& pItem
->GetEntry() == item
)
10282 if( pItem
->GetCount() + remcount
<= count
)
10284 // all items in inventory can unequipped
10285 remcount
+= pItem
->GetCount();
10286 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10288 if(remcount
>=count
)
10293 pProto
= pItem
->GetProto();
10294 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10295 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10296 if( IsInWorld() & update
)
10297 pItem
->SendUpdateToPlayer( this );
10298 pItem
->SetState(ITEM_CHANGED
, this);
10303 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10305 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10306 if( pItem
&& pItem
->GetEntry() == item
)
10308 if( pItem
->GetCount() + remcount
<= count
)
10310 // all keys can be unequipped
10311 remcount
+= pItem
->GetCount();
10312 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10314 if(remcount
>=count
)
10319 pProto
= pItem
->GetProto();
10320 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10321 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10322 if( IsInWorld() & update
)
10323 pItem
->SendUpdateToPlayer( this );
10324 pItem
->SetState(ITEM_CHANGED
, this);
10330 // in inventory bags
10331 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10333 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10335 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10337 pItem
= pBag
->GetItemByPos(j
);
10338 if( pItem
&& pItem
->GetEntry() == item
)
10340 // all items in bags can be unequipped
10341 if( pItem
->GetCount() + remcount
<= count
)
10343 remcount
+= pItem
->GetCount();
10344 DestroyItem( i
, j
, update
);
10346 if(remcount
>=count
)
10351 pProto
= pItem
->GetProto();
10352 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10353 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10354 if( IsInWorld() && update
)
10355 pItem
->SendUpdateToPlayer( this );
10356 pItem
->SetState(ITEM_CHANGED
, this);
10364 // in equipment and bag list
10365 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10367 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10368 if( pItem
&& pItem
->GetEntry() == item
)
10370 if( pItem
->GetCount() + remcount
<= count
)
10372 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10374 remcount
+= pItem
->GetCount();
10375 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10377 if(remcount
>=count
)
10383 pProto
= pItem
->GetProto();
10384 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10385 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10386 if( IsInWorld() & update
)
10387 pItem
->SendUpdateToPlayer( this );
10388 pItem
->SetState(ITEM_CHANGED
, this);
10395 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10397 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10400 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10402 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10403 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10404 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10406 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10408 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10409 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10410 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10413 // in inventory bags
10414 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10416 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10419 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10421 Item
* pItem
= pBag
->GetItemByPos(j
);
10422 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10423 DestroyItem( i
, j
, update
);
10428 // in equipment and bag list
10429 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10431 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10432 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10433 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10437 void Player::DestroyConjuredItems( bool update
)
10439 // used when entering arena
10440 // destroys all conjured items
10441 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10444 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10446 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10447 if( pItem
&& pItem
->GetProto() &&
10448 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10449 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10450 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10453 // in inventory bags
10454 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10456 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10459 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10461 Item
* pItem
= pBag
->GetItemByPos(j
);
10462 if( pItem
&& pItem
->GetProto() &&
10463 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10464 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10465 DestroyItem( i
, j
, update
);
10470 // in equipment and bag list
10471 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10473 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10474 if( pItem
&& pItem
->GetProto() &&
10475 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10476 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10477 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10481 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10486 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10488 if( pItem
->GetCount() <= count
)
10490 count
-= pItem
->GetCount();
10492 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10496 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10497 pItem
->SetCount( pItem
->GetCount() - count
);
10499 if( IsInWorld() & update
)
10500 pItem
->SendUpdateToPlayer( this );
10501 pItem
->SetState(ITEM_CHANGED
, this);
10505 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10507 uint8 srcbag
= src
>> 8;
10508 uint8 srcslot
= src
& 255;
10510 uint8 dstbag
= dst
>> 8;
10511 uint8 dstslot
= dst
& 255;
10513 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10516 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10520 // not let split all items (can be only at cheating)
10521 if(pSrcItem
->GetCount() == count
)
10523 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10527 // not let split more existed items (can be only at cheating)
10528 if(pSrcItem
->GetCount() < count
)
10530 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10534 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10536 //best error message found for attempting to split while looting
10537 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10541 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10542 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10545 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10549 if( IsInventoryPos( dst
) )
10551 // change item amount before check (for unique max count check)
10552 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10554 ItemPosCountVec dest
;
10555 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10556 if( msg
!= EQUIP_ERR_OK
)
10559 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10560 SendEquipError( msg
, pSrcItem
, NULL
);
10565 pSrcItem
->SendUpdateToPlayer( this );
10566 pSrcItem
->SetState(ITEM_CHANGED
, this);
10567 StoreItem( dest
, pNewItem
, true);
10569 else if( IsBankPos ( dst
) )
10571 // change item amount before check (for unique max count check)
10572 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10574 ItemPosCountVec dest
;
10575 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10576 if( msg
!= EQUIP_ERR_OK
)
10579 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10580 SendEquipError( msg
, pSrcItem
, NULL
);
10585 pSrcItem
->SendUpdateToPlayer( this );
10586 pSrcItem
->SetState(ITEM_CHANGED
, this);
10587 BankItem( dest
, pNewItem
, true);
10589 else if( IsEquipmentPos ( dst
) )
10591 // change item amount before check (for unique max count check), provide space for splitted items
10592 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10595 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10596 if( msg
!= EQUIP_ERR_OK
)
10599 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10600 SendEquipError( msg
, pSrcItem
, NULL
);
10605 pSrcItem
->SendUpdateToPlayer( this );
10606 pSrcItem
->SetState(ITEM_CHANGED
, this);
10607 EquipItem( dest
, pNewItem
, true);
10608 AutoUnequipOffhandIfNeed();
10612 void Player::SwapItem( uint16 src
, uint16 dst
)
10614 uint8 srcbag
= src
>> 8;
10615 uint8 srcslot
= src
& 255;
10617 uint8 dstbag
= dst
>> 8;
10618 uint8 dstslot
= dst
& 255;
10620 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10621 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10626 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10630 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10634 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10636 //best error message found for attempting to swap while looting
10637 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10641 // check unequip potability for equipped items and bank bags
10642 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10644 // bags can be swapped with empty bag slots
10645 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
10646 if(msg
!= EQUIP_ERR_OK
)
10648 SendEquipError( msg
, pSrcItem
, pDstItem
);
10653 // prevent put equipped/bank bag in self
10654 if( IsBagPos ( src
) && srcslot
== dstbag
)
10656 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10662 if( IsInventoryPos( dst
) )
10664 ItemPosCountVec dest
;
10665 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10666 if( msg
!= EQUIP_ERR_OK
)
10668 SendEquipError( msg
, pSrcItem
, NULL
);
10672 RemoveItem(srcbag
, srcslot
, true);
10673 StoreItem( dest
, pSrcItem
, true);
10675 else if( IsBankPos ( dst
) )
10677 ItemPosCountVec dest
;
10678 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10679 if( msg
!= EQUIP_ERR_OK
)
10681 SendEquipError( msg
, pSrcItem
, NULL
);
10685 RemoveItem(srcbag
, srcslot
, true);
10686 BankItem( dest
, pSrcItem
, true);
10688 else if( IsEquipmentPos ( dst
) )
10691 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10692 if( msg
!= EQUIP_ERR_OK
)
10694 SendEquipError( msg
, pSrcItem
, NULL
);
10698 RemoveItem(srcbag
, srcslot
, true);
10699 EquipItem( dest
, pSrcItem
, true);
10700 AutoUnequipOffhandIfNeed();
10703 else // if (!pDstItem)
10705 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10707 //best error message found for attempting to swap while looting
10708 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10712 // check unequip potability for equipped items and bank bags
10713 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10715 // bags can be swapped with empty bag slots
10716 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
10717 if(msg
!= EQUIP_ERR_OK
)
10719 SendEquipError( msg
, pSrcItem
, pDstItem
);
10724 // attempt merge to / fill target item
10727 ItemPosCountVec sDest
;
10729 if( IsInventoryPos( dst
) )
10730 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10731 else if( IsBankPos ( dst
) )
10732 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10733 else if( IsEquipmentPos ( dst
) )
10734 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10738 // can be merge/fill
10739 if(msg
== EQUIP_ERR_OK
)
10741 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
10743 RemoveItem(srcbag
, srcslot
, true);
10745 if( IsInventoryPos( dst
) )
10746 StoreItem( sDest
, pSrcItem
, true);
10747 else if( IsBankPos ( dst
) )
10748 BankItem( sDest
, pSrcItem
, true);
10749 else if( IsEquipmentPos ( dst
) )
10751 EquipItem( eDest
, pSrcItem
, true);
10752 AutoUnequipOffhandIfNeed();
10757 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
10758 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
10759 pSrcItem
->SetState(ITEM_CHANGED
, this);
10760 pDstItem
->SetState(ITEM_CHANGED
, this);
10763 pSrcItem
->SendUpdateToPlayer( this );
10764 pDstItem
->SendUpdateToPlayer( this );
10771 // impossible merge/fill, do real swap
10774 // check src->dest move possibility
10775 ItemPosCountVec sDest
;
10777 if( IsInventoryPos( dst
) )
10778 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10779 else if( IsBankPos( dst
) )
10780 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10781 else if( IsEquipmentPos( dst
) )
10783 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10784 if( msg
== EQUIP_ERR_OK
)
10785 msg
= CanUnequipItem( eDest
, true );
10788 if( msg
!= EQUIP_ERR_OK
)
10790 SendEquipError( msg
, pSrcItem
, pDstItem
);
10794 // check dest->src move possibility
10795 ItemPosCountVec sDest2
;
10797 if( IsInventoryPos( src
) )
10798 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10799 else if( IsBankPos( src
) )
10800 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10801 else if( IsEquipmentPos( src
) )
10803 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10804 if( msg
== EQUIP_ERR_OK
)
10805 msg
= CanUnequipItem( eDest2
, true);
10808 if( msg
!= EQUIP_ERR_OK
)
10810 SendEquipError( msg
, pDstItem
, pSrcItem
);
10814 // now do moves, remove...
10815 RemoveItem(dstbag
, dstslot
, false);
10816 RemoveItem(srcbag
, srcslot
, false);
10819 if( IsInventoryPos( dst
) )
10820 StoreItem(sDest
, pSrcItem
, true);
10821 else if( IsBankPos( dst
) )
10822 BankItem(sDest
, pSrcItem
, true);
10823 else if( IsEquipmentPos( dst
) )
10824 EquipItem(eDest
, pSrcItem
, true);
10827 if( IsInventoryPos( src
) )
10828 StoreItem(sDest2
, pDstItem
, true);
10829 else if( IsBankPos( src
) )
10830 BankItem(sDest2
, pDstItem
, true);
10831 else if( IsEquipmentPos( src
) )
10832 EquipItem(eDest2
, pDstItem
, true);
10834 AutoUnequipOffhandIfNeed();
10838 void Player::AddItemToBuyBackSlot( Item
*pItem
)
10842 uint32 slot
= m_currentBuybackSlot
;
10843 // if current back slot non-empty search oldest or free
10846 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
10847 uint32 oldest_slot
= BUYBACK_SLOT_START
;
10849 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
10858 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
10860 if(oldest_time
> i_time
)
10862 oldest_time
= i_time
;
10868 slot
= oldest_slot
;
10871 RemoveItemFromBuyBackSlot( slot
, true );
10872 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
10874 m_items
[slot
] = pItem
;
10875 time_t base
= time(NULL
);
10876 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
10877 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10879 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
10880 ItemPrototype
const *pProto
= pItem
->GetProto();
10882 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
10884 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10885 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
10887 // move to next (for non filled list is move most optimized choice)
10888 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
10889 ++m_currentBuybackSlot
;
10893 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
10895 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
10896 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10897 return m_items
[slot
];
10901 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
10903 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
10904 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10906 Item
*pItem
= m_items
[slot
];
10909 pItem
->RemoveFromWorld();
10910 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
10913 m_items
[slot
] = NULL
;
10915 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10916 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
10917 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10918 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
10920 // if current backslot is filled set to now free slot
10921 if(m_items
[m_currentBuybackSlot
])
10922 m_currentBuybackSlot
= slot
;
10926 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
10928 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
10929 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
10930 data
<< uint8(msg
);
10934 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
10935 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
10936 data
<< uint8(0); // not 0 there...
10938 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
10943 if(ItemPrototype
const* proto
= pItem
->GetProto())
10944 level
= proto
->RequiredLevel
;
10946 data
<< uint32(level
); // new 2.4.0
10949 GetSession()->SendPacket(&data
);
10952 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
10954 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
10955 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
10956 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10957 data
<< uint32(item
);
10959 data
<< uint32(param
);
10960 data
<< uint8(msg
);
10961 GetSession()->SendPacket(&data
);
10964 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
10966 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
10967 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
10968 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10969 data
<< uint64(guid
);
10971 data
<< uint32(param
);
10972 data
<< uint8(msg
);
10973 GetSession()->SendPacket(&data
);
10976 void Player::ClearTrade()
10979 acceptTrade
= false;
10980 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
10981 tradeItems
[i
] = NULL_SLOT
;
10984 void Player::TradeCancel(bool sendback
)
10988 // send yellow "Trade canceled" message to both traders
10992 ws
->SendCancelTrade();
10993 ws
= pTrader
->GetSession();
10994 if(!ws
->PlayerLogout())
10995 ws
->SendCancelTrade();
10999 pTrader
->ClearTrade();
11000 // prevent loss of reference
11001 pTrader
->pTrader
= NULL
;
11006 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11008 if(m_itemDuration
.empty())
11011 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11013 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11016 ++itr
; // current element can be erased in UpdateDuration
11018 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11019 item
->UpdateDuration(this,time
);
11023 void Player::UpdateEnchantTime(uint32 time
)
11025 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11029 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11031 next
= m_enchantDuration
.erase(itr
);
11033 else if(itr
->leftduration
<= time
)
11035 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11036 itr
->item
->ClearEnchantment(itr
->slot
);
11037 next
= m_enchantDuration
.erase(itr
);
11039 else if(itr
->leftduration
> time
)
11041 itr
->leftduration
-= time
;
11047 void Player::AddEnchantmentDurations(Item
*item
)
11049 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11051 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11054 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11056 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11060 void Player::RemoveEnchantmentDurations(Item
*item
)
11062 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11064 if(itr
->item
== item
)
11066 // save duration in item
11067 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11068 itr
= m_enchantDuration
.erase(itr
);
11075 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11077 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11078 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11081 if(itr
->slot
==slot
)
11083 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11085 // remove from stats
11086 ApplyEnchantment(itr
->item
,slot
,false,false);
11088 itr
->item
->ClearEnchantment(slot
);
11090 // remove from update list
11091 next
= m_enchantDuration
.erase(itr
);
11097 // remove enchants from inventory items
11098 // NOTE: no need to remove these from stats, since these aren't equipped
11100 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11102 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11103 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11104 pItem
->ClearEnchantment(slot
);
11107 // in inventory bags
11108 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11110 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11113 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11115 Item
* pItem
= pBag
->GetItemByPos(j
);
11116 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11117 pItem
->ClearEnchantment(slot
);
11123 // duration == 0 will remove item enchant
11124 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11129 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11132 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11134 if(itr
->item
== item
&& itr
->slot
== slot
)
11136 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11137 m_enchantDuration
.erase(itr
);
11141 if(item
&& duration
> 0 )
11143 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11144 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11148 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11150 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11151 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11154 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11159 if(!item
->IsEquipped())
11162 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11165 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11169 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11173 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11176 for (int s
=0; s
<3; s
++)
11178 uint32 enchant_display_type
= pEnchant
->type
[s
];
11179 uint32 enchant_amount
= pEnchant
->amount
[s
];
11180 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11182 switch(enchant_display_type
)
11184 case ITEM_ENCHANTMENT_TYPE_NONE
:
11186 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11187 // processed in Player::CastItemCombatSpell
11189 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11190 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11191 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11192 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11193 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11194 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11195 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11197 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11198 if(enchant_spell_id
)
11202 int32 basepoints
= int32(enchant_amount
);
11203 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11204 if (item
->GetItemRandomPropertyId() !=0 && !enchant_amount
)
11206 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11209 // Search enchant_amount
11210 for (int k
=0; k
<3; k
++)
11212 if(item_rand
->enchant_id
[k
] == enchant_id
)
11214 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11220 // Cast custom spell vs all equal basepoints getted from enchant_amount
11222 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11224 CastSpell(this,enchant_spell_id
,true,item
);
11227 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11230 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11231 if (!enchant_amount
)
11233 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11236 for (int k
=0; k
<3; k
++)
11238 if(item_rand
->enchant_id
[k
] == enchant_id
)
11240 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11247 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11249 case ITEM_ENCHANTMENT_TYPE_STAT
:
11251 if (!enchant_amount
)
11253 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11254 if(item_rand_suffix
)
11256 for (int k
=0; k
<3; k
++)
11258 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11260 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11267 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11268 switch (enchant_spell_id
)
11270 case ITEM_MOD_AGILITY
:
11271 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11272 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11273 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11275 case ITEM_MOD_STRENGTH
:
11276 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11277 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11278 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11280 case ITEM_MOD_INTELLECT
:
11281 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11282 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11283 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11285 case ITEM_MOD_SPIRIT
:
11286 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11287 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11288 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11290 case ITEM_MOD_STAMINA
:
11291 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11292 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11293 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11295 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11296 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11297 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11299 case ITEM_MOD_DODGE_RATING
:
11300 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11301 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11303 case ITEM_MOD_PARRY_RATING
:
11304 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11305 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11307 case ITEM_MOD_BLOCK_RATING
:
11308 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11309 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11311 case ITEM_MOD_HIT_MELEE_RATING
:
11312 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11313 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11315 case ITEM_MOD_HIT_RANGED_RATING
:
11316 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11317 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11319 case ITEM_MOD_HIT_SPELL_RATING
:
11320 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11321 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11323 case ITEM_MOD_CRIT_MELEE_RATING
:
11324 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11325 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11327 case ITEM_MOD_CRIT_RANGED_RATING
:
11328 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11329 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11331 case ITEM_MOD_CRIT_SPELL_RATING
:
11332 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11333 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11335 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11337 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11338 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11340 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11341 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11343 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11344 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11346 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11347 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11349 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11350 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11352 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11353 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11355 // case ITEM_MOD_HASTE_MELEE_RATING:
11356 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11358 // case ITEM_MOD_HASTE_RANGED_RATING:
11359 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11361 case ITEM_MOD_HASTE_SPELL_RATING
:
11362 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11364 case ITEM_MOD_HIT_RATING
:
11365 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11366 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11367 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11368 sLog
.outDebug("+ %u HIT", enchant_amount
);
11370 case ITEM_MOD_CRIT_RATING
:
11371 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11372 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11373 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11374 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11376 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11377 // case ITEM_MOD_HIT_TAKEN_RATING:
11378 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11379 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11380 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11382 // case ITEM_MOD_CRIT_TAKEN_RATING:
11383 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11384 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11385 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11387 case ITEM_MOD_RESILIENCE_RATING
:
11388 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11389 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11390 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11391 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11393 case ITEM_MOD_HASTE_RATING
:
11394 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11395 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11396 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11397 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11399 case ITEM_MOD_EXPERTISE_RATING
:
11400 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11401 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11408 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11410 if(getClass() == CLASS_SHAMAN
)
11412 float addValue
= 0.0f
;
11413 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11415 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11416 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11418 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11420 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11421 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11427 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11429 } /*switch(enchant_display_type)*/
11432 // visualize enchantment at player and equipped items
11433 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11435 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11436 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11444 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11446 AddEnchantmentDuration(item
,slot
,duration
);
11450 // duration == 0 will remove EnchantDuration
11451 AddEnchantmentDuration(item
,slot
,0);
11456 void Player::SendEnchantmentDurations()
11458 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11460 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11464 void Player::SendItemDurations()
11466 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11468 (*itr
)->SendTimeUpdate(this);
11472 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11474 if(!item
) // prevent crash
11477 // last check 2.0.10
11478 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11479 data
<< GetGUID(); // player GUID
11480 data
<< uint32(received
); // 0=looted, 1=from npc
11481 data
<< uint32(created
); // 0=received, 1=created
11482 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11483 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11484 // item slot, but when added to stack: 0xFFFFFFFF
11485 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11486 data
<< uint32(item
->GetEntry()); // item id
11487 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11488 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11489 data
<< uint32(count
); // count of items
11490 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11492 if (broadcast
&& GetGroup())
11493 GetGroup()->BroadcastPacket(&data
);
11495 GetSession()->SendPacket(&data
);
11498 /*********************************************************/
11499 /*** QUEST SYSTEM ***/
11500 /*********************************************************/
11502 void Player::PrepareQuestMenu( uint64 guid
)
11505 QuestRelations
* pObjectQR
;
11506 QuestRelations
* pObjectQIR
;
11507 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11510 pObject
= (Object
*)pCreature
;
11511 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11512 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11516 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11519 pObject
= (Object
*)pGameObject
;
11520 pObjectQR
= &objmgr
.mGOQuestRelations
;
11521 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11527 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11530 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11532 uint32 quest_id
= i
->second
;
11533 QuestStatus status
= GetQuestStatus( quest_id
);
11534 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11535 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11536 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11537 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11538 else if (status
== QUEST_STATUS_AVAILABLE
)
11539 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11542 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11544 uint32 quest_id
= i
->second
;
11545 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11546 if(!pQuest
) continue;
11548 QuestStatus status
= GetQuestStatus( quest_id
);
11550 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11551 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11552 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11553 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11557 void Player::SendPreparedQuest( uint64 guid
)
11559 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11560 if( questMenu
.Empty() )
11563 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11565 uint32 status
= qmi0
.m_qIcon
;
11567 // single element case
11568 if ( questMenu
.MenuItemCount() == 1 )
11570 // Auto open -- maybe also should verify there is no greeting
11571 uint32 quest_id
= qmi0
.m_qId
;
11572 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11575 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11576 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11577 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11578 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11579 // Send completable on repeatable quest if player don't have quest
11580 else if( pQuest
->IsRepeatable() )
11581 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11583 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11586 // multiply entries
11592 std::string title
= "";
11593 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11596 uint32 textid
= pCreature
->GetNpcTextId();
11597 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11600 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11601 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11606 qe
= gossiptext
->Options
[0].Emotes
[0];
11608 if(!gossiptext
->Options
[0].Text_0
.empty())
11610 title
= gossiptext
->Options
[0].Text_0
;
11612 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11615 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11618 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11619 title
= nl
->Text_0
[0][loc_idx
];
11625 title
= gossiptext
->Options
[0].Text_1
;
11627 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11630 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11633 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11634 title
= nl
->Text_1
[0][loc_idx
];
11640 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11644 bool Player::IsActiveQuest( uint32 quest_id
) const
11646 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11648 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11651 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11654 QuestRelations
* pObjectQR
;
11655 QuestRelations
* pObjectQIR
;
11657 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11660 pObject
= (Object
*)pCreature
;
11661 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11662 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11666 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11669 pObject
= (Object
*)pGameObject
;
11670 pObjectQR
= &objmgr
.mGOQuestRelations
;
11671 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11677 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11678 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11680 if (itr
->second
== nextQuestID
)
11681 return objmgr
.GetQuestTemplate(nextQuestID
);
11687 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11689 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11690 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11691 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11692 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11694 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11700 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11702 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
11703 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
11704 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
11705 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
11706 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
11707 && SatisfyQuestDay( pQuest
, msg
);
11710 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
11712 if( !SatisfyQuestLog( msg
) )
11715 uint32 srcitem
= pQuest
->GetSrcItemId();
11718 uint32 count
= pQuest
->GetSrcItemCount();
11719 ItemPosCountVec dest
;
11720 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
11722 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11723 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
11725 else if( msg
!= EQUIP_ERR_OK
)
11727 SendEquipError( msg
, NULL
, NULL
);
11734 bool Player::CanCompleteQuest( uint32 quest_id
)
11738 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
11739 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
11740 return false; // not allow re-complete quest
11742 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
11747 // auto complete quest
11748 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
11751 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
11754 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11756 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11758 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
11763 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11765 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11767 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
11770 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
11775 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
11778 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
11781 if ( qInfo
->GetRewOrReqMoney() < 0 )
11783 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
11787 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
11788 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
11797 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
11799 // Solve problem that player don't have the quest and try complete it.
11800 // if repeatable she must be able to complete event if player don't have it.
11801 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11802 if( !CanTakeQuest(pQuest
, false) )
11805 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11806 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11807 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
11810 if( !CanRewardQuest(pQuest
, false) )
11816 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
11818 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11819 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
11822 // daily quest can't be rewarded (10 daily quest already completed)
11823 if(!SatisfyQuestDay(pQuest
,true))
11826 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11827 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
11830 // prevent receive reward with quest items in bank
11831 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11833 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11835 if( pQuest
->ReqItemCount
[i
]!= 0 &&
11836 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
11839 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
11845 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11846 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
11852 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
11854 // prevent receive reward with quest items in bank or for not completed quest
11855 if(!CanRewardQuest(pQuest
,msg
))
11858 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11860 if( pQuest
->RewChoiceItemId
[reward
] )
11862 ItemPosCountVec dest
;
11863 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
11864 if( res
!= EQUIP_ERR_OK
)
11866 SendEquipError( res
, NULL
, NULL
);
11872 if ( pQuest
->GetRewItemsCount() > 0 )
11874 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
11876 if( pQuest
->RewItemId
[i
] )
11878 ItemPosCountVec dest
;
11879 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
11880 if( res
!= EQUIP_ERR_OK
)
11882 SendEquipError( res
, NULL
, NULL
);
11892 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
11894 uint16 log_slot
= FindQuestSlot( 0 );
11895 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
11897 uint32 quest_id
= pQuest
->GetQuestId();
11899 // if not exist then created with set uState==NEW and rewarded=false
11900 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
11901 if (questStatusData
.uState
!= QUEST_NEW
)
11902 questStatusData
.uState
= QUEST_CHANGED
;
11904 // check for repeatable quests status reset
11905 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
11906 questStatusData
.m_explored
= false;
11908 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11910 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11911 questStatusData
.m_itemcount
[i
] = 0;
11914 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11916 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11917 questStatusData
.m_creatureOrGOcount
[i
] = 0;
11920 GiveQuestSourceItem( pQuest
);
11921 AdjustQuestReqItemCount( pQuest
);
11923 if( pQuest
->GetRepObjectiveFaction() )
11924 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
11927 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
11929 uint32 limittime
= pQuest
->GetLimitTime();
11931 // shared timed quest
11932 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
11933 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
11935 AddTimedQuest( quest_id
);
11936 questStatusData
.m_timer
= limittime
* 1000;
11937 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
11940 questStatusData
.m_timer
= 0;
11942 SetQuestSlot(log_slot
, quest_id
, qtime
);
11944 //starting initial quest script
11945 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
11946 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
11948 UpdateForQuestsGO();
11951 void Player::CompleteQuest( uint32 quest_id
)
11955 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
11957 uint16 log_slot
= FindQuestSlot( quest_id
);
11958 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11959 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11961 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
11963 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
11964 RewardQuest(qInfo
,0,this,false);
11966 SendQuestComplete( quest_id
);
11971 void Player::IncompleteQuest( uint32 quest_id
)
11975 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
11977 uint16 log_slot
= FindQuestSlot( quest_id
);
11978 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11979 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11983 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
11985 uint32 quest_id
= pQuest
->GetQuestId();
11987 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
11989 if ( pQuest
->ReqItemId
[i
] )
11990 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
11993 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
11994 // SetTimedQuest( 0 );
11995 m_timedquests
.erase(pQuest
->GetQuestId());
11997 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11999 if( pQuest
->RewChoiceItemId
[reward
] )
12001 ItemPosCountVec dest
;
12002 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12004 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12005 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12010 if ( pQuest
->GetRewItemsCount() > 0 )
12012 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12014 if( pQuest
->RewItemId
[i
] )
12016 ItemPosCountVec dest
;
12017 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12019 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12020 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12026 RewardReputation( pQuest
);
12028 if( pQuest
->GetRewSpellCast() > 0 )
12029 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12030 else if( pQuest
->GetRewSpell() > 0)
12031 CastSpell( this, pQuest
->GetRewSpell(), true);
12033 uint16 log_slot
= FindQuestSlot( quest_id
);
12034 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12035 SetQuestSlot(log_slot
,0);
12037 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12039 // Not give XP in case already completed once repeatable quest
12040 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12042 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12043 GiveXP( XP
, NULL
);
12045 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12047 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12048 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12051 if(pQuest
->GetRewHonorableKills())
12052 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12055 if(pQuest
->GetCharTitleId())
12057 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12058 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
12061 // Send reward mail
12062 if(pQuest
->GetRewMailTemplateId())
12064 MailMessageType mailType
;
12065 uint32 senderGuidOrEntry
;
12066 switch(questGiver
->GetTypeId())
12069 mailType
= MAIL_CREATURE
;
12070 senderGuidOrEntry
= questGiver
->GetEntry();
12072 case TYPEID_GAMEOBJECT
:
12073 mailType
= MAIL_GAMEOBJECT
;
12074 senderGuidOrEntry
= questGiver
->GetEntry();
12077 mailType
= MAIL_ITEM
;
12078 senderGuidOrEntry
= questGiver
->GetEntry();
12080 case TYPEID_PLAYER
:
12081 mailType
= MAIL_NORMAL
;
12082 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12085 mailType
= MAIL_NORMAL
;
12086 senderGuidOrEntry
= GetGUIDLow();
12090 Loot questMailLoot
;
12092 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12095 MailItemsInfo mi
; // item list preparing
12097 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12099 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12101 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12103 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12104 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12109 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12111 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12113 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12115 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12116 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12121 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12124 if(pQuest
->IsDaily())
12125 SetDailyQuestStatus(quest_id
);
12127 if ( !pQuest
->IsRepeatable() )
12128 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12130 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12132 q_status
.m_rewarded
= true;
12135 SendQuestReward( pQuest
, XP
, questGiver
);
12137 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12140 void Player::FailQuest( uint32 quest_id
)
12144 IncompleteQuest( quest_id
);
12146 uint16 log_slot
= FindQuestSlot( quest_id
);
12147 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12149 SetQuestSlotTimer(log_slot
, 1 );
12150 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12152 SendQuestFailed( quest_id
);
12156 void Player::FailTimedQuest( uint32 quest_id
)
12160 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12162 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12163 q_status
.m_timer
= 0;
12165 IncompleteQuest( quest_id
);
12167 uint16 log_slot
= FindQuestSlot( quest_id
);
12168 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12170 SetQuestSlotTimer(log_slot
, 1 );
12171 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12173 SendQuestTimerFailed( quest_id
);
12177 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12179 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12180 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12182 // skip zone zoneOrSort and 0 case skillOrClass
12183 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12186 int32 questSort
= -zoneOrSort
;
12187 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12189 // check class sort cases in zoneOrSort
12190 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12193 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12198 if( skillOrClass
< 0 )
12200 uint8 reqClass
= -int32(skillOrClass
);
12201 if(getClass() != reqClass
)
12204 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12209 else if( skillOrClass
> 0 )
12211 uint32 reqSkill
= skillOrClass
;
12212 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12215 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12223 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12225 if( getLevel() < qInfo
->GetMinLevel() )
12228 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12234 bool Player::SatisfyQuestLog( bool msg
)
12237 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12242 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12243 GetSession()->SendPacket( &data
);
12244 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12249 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12251 // No previous quest (might be first quest in a series)
12252 if( qInfo
->prevQuests
.empty())
12255 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12257 uint32 prevId
= abs(*iter
);
12259 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12260 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12262 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12264 // If any of the positive previous quests completed, return true
12265 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12267 // skip one-from-all exclusive group
12268 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12271 // each-from-all exclusive group ( < 0)
12272 // can be start if only all quests in prev quest exclusive group completed and rewarded
12273 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12274 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12276 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12278 for(; iter
!= end
; ++iter
)
12280 uint32 exclude_Id
= iter
->second
;
12282 // skip checked quest id, only state of other quests in group is interesting
12283 if(exclude_Id
== prevId
)
12286 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12288 // alternative quest from group also must be completed and rewarded(reported)
12289 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12292 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12298 // If any of the negative previous quests active, return true
12299 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12300 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12302 // skip one-from-all exclusive group
12303 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12306 // each-from-all exclusive group ( < 0)
12307 // can be start if only all quests in prev quest exclusive group active
12308 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12309 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12311 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12313 for(; iter
!= end
; ++iter
)
12315 uint32 exclude_Id
= iter
->second
;
12317 // skip checked quest id, only state of other quests in group is interesting
12318 if(exclude_Id
== prevId
)
12321 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12323 // alternative quest from group also must be active
12324 if( i_exstatus
== mQuestStatus
.end() ||
12325 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12326 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12329 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12338 // Has only positive prev. quests in non-rewarded state
12339 // and negative prev. quests in non-active state
12341 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12346 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12348 uint32 reqraces
= qInfo
->GetRequiredRaces();
12349 if ( reqraces
== 0 )
12351 if( (reqraces
& getRaceMask()) == 0 )
12354 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12360 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12362 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12363 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12366 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12370 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12371 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12374 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12381 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12383 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12384 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12387 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12393 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12395 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12398 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12404 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12406 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12407 if(qInfo
->GetExclusiveGroup() <= 0)
12410 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12411 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12413 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12415 for(; iter
!= end
; ++iter
)
12417 uint32 exclude_Id
= iter
->second
;
12419 // skip checked quest id, only state of other quests in group is interesting
12420 if(exclude_Id
== qInfo
->GetQuestId())
12423 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12425 // alternative quest already started or completed
12426 if( i_exstatus
!= mQuestStatus
.end()
12427 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12430 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12437 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12439 if(!qInfo
->GetNextQuestInChain())
12442 // next quest in chain already started or completed
12443 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12444 if( itr
!= mQuestStatus
.end()
12445 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12448 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12452 // check for all quests further up the chain
12453 // only necessary if there are quest chains with more than one quest that can be skipped
12454 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12458 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12460 // No previous quest in chain
12461 if( qInfo
->prevChainQuests
.empty())
12464 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12466 uint32 prevId
= *iter
;
12468 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12470 if( i_prevstatus
!= mQuestStatus
.end() )
12472 // If any of the previous quests in chain active, return false
12473 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12474 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12477 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12482 // check for all quests further down the chain
12483 // only necessary if there are quest chains with more than one quest that can be skipped
12484 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12488 // No previous quest in chain active
12492 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12494 if(!qInfo
->IsDaily())
12497 bool have_slot
= false;
12498 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12500 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12501 if(qInfo
->GetQuestId()==id
)
12511 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12518 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12520 uint32 srcitem
= pQuest
->GetSrcItemId();
12523 uint32 count
= pQuest
->GetSrcItemCount();
12527 ItemPosCountVec dest
;
12528 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12529 if( msg
== EQUIP_ERR_OK
)
12531 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12532 SendNewItem(item
, count
, true, false);
12535 // player already have max amount required item, just report success
12536 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12539 SendEquipError( msg
, NULL
, NULL
);
12546 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12548 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12551 uint32 srcitem
= qInfo
->GetSrcItemId();
12554 uint32 count
= qInfo
->GetSrcItemCount();
12558 // exist one case when destroy source quest item not possible:
12559 // non un-equippable item (equipped non-empty bag, for example)
12560 uint8 res
= CanUnequipItems(srcitem
,count
);
12561 if(res
!= EQUIP_ERR_OK
)
12564 SendEquipError( res
, NULL
, NULL
);
12568 DestroyItemCount(srcitem
, count
, true, true);
12574 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12576 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12579 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12580 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12581 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12582 && !qInfo
->IsRepeatable() )
12583 return itr
->second
.m_rewarded
;
12590 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12594 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12595 if( itr
!= mQuestStatus
.end() )
12596 return itr
->second
.m_status
;
12598 return QUEST_STATUS_NONE
;
12601 bool Player::CanShareQuest(uint32 quest_id
) const
12603 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12604 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12606 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12607 if( itr
!= mQuestStatus
.end() )
12608 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12613 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12615 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12618 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12620 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12621 m_timedquests
.erase(qInfo
->GetQuestId());
12624 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12626 q_status
.m_status
= status
;
12627 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12630 UpdateForQuestsGO();
12633 // not used in MaNGOS, but used in scripting code
12634 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12636 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12640 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12641 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12642 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12647 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
12649 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12651 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12653 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12654 if( reqitemcount
!= 0 )
12656 uint32 quest_id
= pQuest
->GetQuestId();
12657 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12659 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12660 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12661 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12667 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12669 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12670 if ( GetQuestSlotQuestId(i
) == quest_id
)
12673 return MAX_QUEST_LOG_SIZE
;
12676 void Player::AreaExploredOrEventHappens( uint32 questId
)
12680 uint16 log_slot
= FindQuestSlot( questId
);
12681 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12683 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12685 if(!q_status
.m_explored
)
12687 q_status
.m_explored
= true;
12688 if (q_status
.uState
!= QUEST_NEW
)
12689 q_status
.uState
= QUEST_CHANGED
;
12692 if( CanCompleteQuest( questId
) )
12693 CompleteQuest( questId
);
12697 //not used in mangosd, function for external script library
12698 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
12700 if( Group
*pGroup
= GetGroup() )
12702 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
12704 Player
*pGroupGuy
= itr
->getSource();
12706 // for any leave or dead (with not released body) group member at appropriate distance
12707 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
12708 pGroupGuy
->AreaExploredOrEventHappens(questId
);
12712 AreaExploredOrEventHappens(questId
);
12715 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
12717 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12719 uint32 questid
= GetQuestSlotQuestId(i
);
12720 if ( questid
== 0 )
12723 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12725 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
12728 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12729 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12732 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12734 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12735 if ( reqitem
== entry
)
12737 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12738 uint32 curitemcount
= q_status
.m_itemcount
[j
];
12739 if ( curitemcount
< reqitemcount
)
12741 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
12742 q_status
.m_itemcount
[j
] += additemcount
;
12743 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12745 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
12747 if ( CanCompleteQuest( questid
) )
12748 CompleteQuest( questid
);
12753 UpdateForQuestsGO();
12756 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
12758 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12760 uint32 questid
= GetQuestSlotQuestId(i
);
12763 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12766 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12769 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12771 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12772 if ( reqitem
== entry
)
12774 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12776 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12777 uint32 curitemcount
;
12778 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
12779 curitemcount
= q_status
.m_itemcount
[j
];
12781 curitemcount
= GetItemCount(entry
,true);
12782 if ( curitemcount
< reqitemcount
+ count
)
12784 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
12785 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
12786 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12788 IncompleteQuest( questid
);
12794 UpdateForQuestsGO();
12797 void Player::KilledMonster( uint32 entry
, uint64 guid
)
12799 uint32 addkillcount
= 1;
12800 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12802 uint32 questid
= GetQuestSlotQuestId(i
);
12806 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12809 // just if !ingroup || !noraidgroup || raidgroup
12810 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12811 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
12813 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12815 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12817 // skip GO activate objective or none
12818 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
12821 // skip Cast at creature objective
12822 if(qInfo
->ReqSpell
[j
] !=0 )
12825 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
12827 if ( reqkill
== entry
)
12829 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
12830 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
12831 if ( curkillcount
< reqkillcount
)
12833 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
12834 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12836 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
12838 if ( CanCompleteQuest( questid
) )
12839 CompleteQuest( questid
);
12841 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12850 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
12852 bool isCreature
= IS_CREATURE_GUID(guid
);
12854 uint32 addCastCount
= 1;
12855 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12857 uint32 questid
= GetQuestSlotQuestId(i
);
12861 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12865 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12867 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12869 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12871 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12873 // skip kill creature objective (0) or wrong spell casts
12874 if(qInfo
->ReqSpell
[j
] != spell_id
)
12877 uint32 reqTarget
= 0;
12881 // creature activate objectives
12882 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
12883 // checked at quest_template loading
12884 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12888 // GO activate objective
12889 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
12890 // checked at quest_template loading
12891 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
12894 // other not this creature/GO related objectives
12895 if( reqTarget
!= entry
)
12898 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12899 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
12900 if ( curCastCount
< reqCastCount
)
12902 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
12903 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12905 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
12908 if ( CanCompleteQuest( questid
) )
12909 CompleteQuest( questid
);
12911 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12919 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
12921 uint32 addTalkCount
= 1;
12922 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12924 uint32 questid
= GetQuestSlotQuestId(i
);
12928 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12932 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12934 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12936 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12938 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12940 // skip spell casts and Gameobject objectives
12941 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
12944 uint32 reqTarget
= 0;
12946 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
12947 // checked at quest_template loading
12948 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12952 if ( reqTarget
== entry
)
12954 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12955 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
12956 if ( curTalkCount
< reqTalkCount
)
12958 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
12959 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12961 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
12963 if ( CanCompleteQuest( questid
) )
12964 CompleteQuest( questid
);
12966 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12975 void Player::MoneyChanged( uint32 count
)
12977 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12979 uint32 questid
= GetQuestSlotQuestId(i
);
12983 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12984 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
12986 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12988 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12990 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
12992 if ( CanCompleteQuest( questid
) )
12993 CompleteQuest( questid
);
12996 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12998 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
12999 IncompleteQuest( questid
);
13005 bool Player::HasQuestForItem( uint32 itemid
) const
13007 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13009 QuestStatusData
const& q_status
= i
->second
;
13011 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13013 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13017 // hide quest if player is in raid-group and quest is no raid quest
13018 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13021 // There should be no mixed ReqItem/ReqSource drop
13022 // This part for ReqItem drop
13023 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13025 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13028 // This part - for ReqSource
13029 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13031 // examined item is a source item
13032 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13034 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13036 // total count of created ReqItems and SourceItems is less than ReqItemCount
13037 if(qinfo
->ReqItemId
[idx
] != 0 &&
13038 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13041 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13042 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13044 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13047 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13048 else if(qinfo
->ReqSpell
[idx
] != 0)
13050 // not casted and need more reagents/item for use.
13051 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13061 void Player::SendQuestComplete( uint32 quest_id
)
13065 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13067 GetSession()->SendPacket( &data
);
13068 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13072 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13074 uint32 questid
= pQuest
->GetQuestId();
13075 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13076 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4+4+pQuest
->GetRewItemsCount()*8) );
13078 data
<< uint32(0x03);
13080 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13083 data
<< uint32(pQuest
->GetRewOrReqMoney());
13088 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13090 data
<< uint32(0); // new 2.3.0, HonorPoints?
13091 data
<< uint32( pQuest
->GetRewItemsCount() ); // max is 5
13093 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13095 if ( pQuest
->RewItemId
[i
] > 0 )
13096 data
<< pQuest
->RewItemId
[i
] << pQuest
->RewItemCount
[i
];
13098 data
<< uint32(0) << uint32(0);
13100 GetSession()->SendPacket( &data
);
13102 if (pQuest
->GetQuestCompleteScript() != 0)
13103 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13106 void Player::SendQuestFailed( uint32 quest_id
)
13110 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4 );
13112 GetSession()->SendPacket( &data
);
13113 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13117 void Player::SendQuestTimerFailed( uint32 quest_id
)
13121 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13123 GetSession()->SendPacket( &data
);
13124 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13128 void Player::SendCanTakeQuestResponse( uint32 msg
)
13130 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13131 data
<< uint32(msg
);
13132 GetSession()->SendPacket( &data
);
13133 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13136 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13140 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13141 data
<< uint64(pPlayer
->GetGUID());
13142 data
<< uint8(msg
); // valid values: 0-8
13143 GetSession()->SendPacket( &data
);
13144 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13148 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13150 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, (4+4) );
13151 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13152 data
<< pQuest
->ReqItemId
[item_idx
];
13154 GetSession()->SendPacket( &data
);
13157 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13159 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13161 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13163 // client expected gameobject template id in form (id|0x80000000)
13164 entry
= (-entry
) | 0x80000000;
13166 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13167 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13168 data
<< uint32(pQuest
->GetQuestId());
13169 data
<< uint32(entry
);
13170 data
<< uint32(old_count
+ add_count
);
13171 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13172 data
<< uint64(guid
);
13173 GetSession()->SendPacket(&data
);
13175 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13176 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13177 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13180 /*********************************************************/
13181 /*** LOAD SYSTEM ***/
13182 /*********************************************************/
13184 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13186 bool delete_result
= true;
13189 // 0 1 2 3 4 5 6 7 8 9
13190 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13191 if(!result
) return false;
13193 else delete_result
= false;
13195 Field
*fields
= result
->Fetch();
13197 if(!LoadValues( fields
[1].GetString()))
13199 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13200 if(delete_result
) delete result
;
13204 // overwrite possible wrong/corrupted guid
13205 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13207 m_name
= fields
[2].GetCppString();
13209 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13210 SetMapId(fields
[6].GetUInt32());
13211 // the instance id is not needed at character enum
13213 m_Played_time
[0] = fields
[7].GetUInt32();
13214 m_Played_time
[1] = fields
[8].GetUInt32();
13216 m_atLoginFlags
= fields
[9].GetUInt32();
13218 // I don't see these used anywhere ..
13221 _LoadBoundInstances();*/
13223 if (delete_result
) delete result
;
13225 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13228 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13229 m_deathState
= DEAD
;
13234 void Player::_LoadDeclinedNames(QueryResult
* result
)
13240 delete m_declinedname
;
13242 m_declinedname
= new DeclinedName
;
13243 Field
*fields
= result
->Fetch();
13244 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13245 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13250 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13252 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13256 Field
*fields
= result
->Fetch();
13258 x
= fields
[0].GetFloat();
13259 y
= fields
[1].GetFloat();
13260 z
= fields
[2].GetFloat();
13261 o
= fields
[3].GetFloat();
13262 mapid
= fields
[4].GetUInt32();
13263 in_flight
= !fields
[5].GetCppString().empty();
13269 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13271 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13275 Field
*fields
= result
->Fetch();
13277 data
= StrSplit(fields
[0].GetCppString(), " ");
13284 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13286 if(index
>= data
.size())
13289 return (uint32
)atoi(data
[index
].c_str());
13292 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13295 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13296 memcpy(&result
, &temp
, sizeof(result
));
13301 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13304 if(!LoadValuesArrayFromDB(data
,guid
))
13307 return GetUInt32ValueFromArray(data
,index
);
13310 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13313 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13314 memcpy(&result
, &temp
, sizeof(result
));
13319 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13321 //// 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
13322 //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 FROM characters WHERE guid = '%u'", guid);
13323 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13327 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13331 Field
*fields
= result
->Fetch();
13333 uint32 dbAccountId
= fields
[1].GetUInt32();
13335 // check if the character's account in the db and the logged in account match.
13336 // player should be able to load/delete character only with correct account!
13337 if( dbAccountId
!= GetSession()->GetAccountId() )
13339 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13344 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13346 m_name
= fields
[3].GetCppString();
13348 // check name limitations
13349 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13352 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13356 if(!LoadValues( fields
[2].GetString()))
13358 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13363 // overwrite possible wrong/corrupted guid
13364 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13366 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13367 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13369 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13370 SetVisibleItemSlot(slot
,NULL
);
13374 delete m_items
[slot
];
13375 m_items
[slot
] = NULL
;
13379 // update money limits
13380 if(GetMoney() > MAX_MONEY_AMOUNT
)
13381 SetMoney(MAX_MONEY_AMOUNT
);
13383 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13386 m_race
= fields
[4].GetUInt8();
13387 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13388 //Other way is to saves m_team into characters table.
13389 setFactionForRace(m_race
);
13392 m_class
= fields
[5].GetUInt8();
13394 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13397 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13402 InitPrimaryProffesions(); // to max set before any spell loaded
13404 uint32 transGUID
= fields
[24].GetUInt32();
13405 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13406 SetMapId(fields
[9].GetUInt32());
13407 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13409 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13411 // check arena teams integrity
13412 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13414 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13418 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13419 if(at
->HaveMember(GetGUID()))
13422 // arena team not exist or not member, cleanup fields
13423 for(int j
=0; j
< 6; ++j
)
13424 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13427 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13429 if(!IsPositionValid())
13431 sLog
.outError("ERROR: 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());
13433 SetMapId(info
->mapId
);
13434 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13438 m_movementInfo
.t_x
= 0.0f
;
13439 m_movementInfo
.t_y
= 0.0f
;
13440 m_movementInfo
.t_z
= 0.0f
;
13441 m_movementInfo
.t_o
= 0.0f
;
13444 // load the player's map here if it's not already loaded
13445 Map
*map
= GetMap();
13446 // since the player may not be bound to the map yet, make sure subsequent
13447 // getmap calls won't create new maps
13448 SetInstanceId(map
->GetInstanceId());
13450 SaveRecallPosition();
13452 if (transGUID
!= 0)
13454 m_movementInfo
.t_x
= fields
[20].GetFloat();
13455 m_movementInfo
.t_y
= fields
[21].GetFloat();
13456 m_movementInfo
.t_z
= fields
[22].GetFloat();
13457 m_movementInfo
.t_o
= fields
[23].GetFloat();
13459 if( !MaNGOS::IsValidMapCoord(
13460 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13461 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13462 // transport size limited
13463 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13465 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13466 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13467 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13469 SetMapId(info
->mapId
);
13470 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13472 m_movementInfo
.t_x
= 0.0f
;
13473 m_movementInfo
.t_y
= 0.0f
;
13474 m_movementInfo
.t_z
= 0.0f
;
13475 m_movementInfo
.t_o
= 0.0f
;
13481 if (transGUID
!= 0)
13483 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13485 if( (*iter
)->GetGUIDLow() == transGUID
)
13487 m_transport
= *iter
;
13488 m_transport
->AddPassenger(this);
13489 SetMapId(m_transport
->GetMapId());
13496 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13499 SetMapId(info
->mapId
);
13500 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13502 m_movementInfo
.t_x
= 0.0f
;
13503 m_movementInfo
.t_y
= 0.0f
;
13504 m_movementInfo
.t_z
= 0.0f
;
13505 m_movementInfo
.t_o
= 0.0f
;
13511 time_t now
= time(NULL
);
13512 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13514 // since last logout (in seconds)
13515 uint64 time_diff
= uint64(now
- logoutTime
);
13517 // set value, including drunk invisibility detection
13518 // calculate sobering. after 15 minutes logged out, the player will be sober again
13520 if(time_diff
> 15*MINUTE
)
13523 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13524 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13525 SetDrunkValue(newDrunkenValue
);
13527 m_rest_bonus
= fields
[15].GetFloat();
13528 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13529 float bubble0
= 0.031;
13530 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13531 float bubble1
= 0.125;
13533 if((int32
)fields
[16].GetUInt32() > 0)
13535 float bubble
= fields
[17].GetUInt32() > 0
13536 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13537 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13539 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13542 m_cinematic
= fields
[12].GetUInt32();
13543 m_Played_time
[0]= fields
[13].GetUInt32();
13544 m_Played_time
[1]= fields
[14].GetUInt32();
13546 m_resetTalentsCost
= fields
[18].GetUInt32();
13547 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
13549 // reserve some flags
13550 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
13552 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
13553 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
13555 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
13557 uint32 extraflags
= fields
[25].GetUInt32();
13559 m_stableSlots
= fields
[26].GetUInt32();
13560 if(m_stableSlots
> 2)
13562 sLog
.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots
));
13566 m_atLoginFlags
= fields
[27].GetUInt32();
13569 // Update Honor kills data
13570 m_lastHonorUpdateTime
= logoutTime
;
13571 UpdateHonorFields();
13573 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
13574 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
13575 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
13577 std::string taxi_nodes
= fields
[31].GetCppString();
13581 // clear channel spell data (if saved at channel spell casting)
13582 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
13583 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
13585 // clear charm/summon related fields
13586 SetUInt64Value(UNIT_FIELD_CHARM
,0);
13587 SetUInt64Value(UNIT_FIELD_SUMMON
,0);
13588 SetUInt64Value(UNIT_FIELD_CHARMEDBY
,0);
13589 SetUInt64Value(UNIT_FIELD_SUMMONEDBY
,0);
13590 SetUInt64Value(UNIT_FIELD_CREATEDBY
,0);
13592 // reset some aura modifiers before aura apply
13593 SetUInt64Value(PLAYER_FARSIGHT
, 0);
13594 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
13595 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
13597 // reset skill modifiers and set correct unlearn flags
13598 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
13600 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
13602 // set correct unlearn bit
13603 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
13606 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
13607 if(!pSkill
) continue;
13609 // enable unlearn button for primary professions only
13610 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
13611 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
13613 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13616 // make sure the unit is considered out of combat for proper loading
13619 // make sure the unit is considered not in duel for proper loading
13620 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
13621 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
13623 // remember loaded power/health values to restore after stats initialization and modifier applying
13624 uint32 savedHealth
= GetHealth();
13625 uint32 savedPower
[MAX_POWERS
];
13626 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13627 savedPower
[i
] = GetPower(Powers(i
));
13629 // reset stats before loading any modifiers
13630 InitStatsForLevel();
13631 InitTaxiNodesForLevel();
13633 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13635 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13638 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
13640 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13641 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13642 m_deathState
= DEAD
;
13644 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
13646 // after spell load
13647 InitTalentForLevel();
13648 learnSkillRewardedSpells();
13650 // after spell load, learn rewarded spell if need also
13651 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
13652 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
13654 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
13656 // must be before inventory (some items required reputation check)
13657 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
13659 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
13661 // update items with duration and realtime
13662 UpdateItemDuration(time_diff
, true);
13664 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
13666 // unread mails and next delivery time, actual mails not loaded
13667 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
13669 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
13671 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13674 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13675 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13676 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
13678 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES
,uint64(1) << curTitle
))
13679 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
13682 // Not finish taxi flight path
13683 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
13685 // problems with taxi path loading
13686 TaxiNodesEntry
const* nodeEntry
= NULL
;
13687 if(uint32 node_id
= m_taxi
.GetTaxiSource())
13688 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13690 if(!nodeEntry
) // don't know taxi start node, to homebind
13692 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13693 SetMapId(m_homebindMapId
);
13694 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
13695 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13697 else // have start node, to it
13699 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13700 SetMapId(nodeEntry
->map_id
);
13701 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
13702 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13704 m_taxi
.ClearTaxiDestinations();
13706 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
13708 // save source node as recall coord to prevent recall and fall from sky
13709 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13710 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
13711 m_recallMap
= nodeEntry
->map_id
;
13712 m_recallX
= nodeEntry
->x
;
13713 m_recallY
= nodeEntry
->y
;
13714 m_recallZ
= nodeEntry
->z
;
13716 // flight will started later
13719 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
13721 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13722 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13724 RemoveAllAurasOnDeath();
13726 //apply all stat bonuses from items and auras
13727 SetCanModifyStats(true);
13730 // restore remembered power/health values (but not more max values)
13731 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
13732 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13733 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
13735 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
13739 if(GetSession()->GetSecurity() > SEC_PLAYER
)
13741 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
13744 case 0: break; // disable
13745 case 1: SetGameMaster(true); break; // enable
13746 case 2: // save state
13747 if(extraflags
& PLAYER_EXTRA_GM_ON
)
13748 SetGameMaster(true);
13752 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
13755 case 0: break; // disable
13756 case 1: SetAcceptTicket(true); break; // enable
13757 case 2: // save state
13758 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
13759 SetAcceptTicket(true);
13763 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
13766 case 0: break; // disable
13767 case 1: SetGMChat(true); break; // enable
13768 case 2: // save state
13769 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
13774 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
13777 case 0: break; // disable
13778 case 1: SetAcceptWhispers(true); break; // enable
13779 case 2: // save state
13780 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
13781 SetAcceptWhispers(true);
13786 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
13791 bool Player::isAllowedToLoot(Creature
* creature
)
13793 if(Player
* recipient
= creature
->GetLootRecipient())
13795 if (recipient
== this)
13797 if( Group
* otherGroup
= recipient
->GetGroup())
13799 Group
* thisGroup
= GetGroup();
13802 return thisGroup
== otherGroup
;
13807 // prevent other players from looting if the recipient got disconnected
13808 return !creature
->hasLootRecipient();
13811 void Player::_LoadActions(QueryResult
*result
)
13813 m_actionButtons
.clear();
13815 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13821 Field
*fields
= result
->Fetch();
13823 uint8 button
= fields
[0].GetUInt8();
13825 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
13827 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
13829 while( result
->NextRow() );
13835 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
13838 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
13839 m_modAuras
[i
].clear();
13841 // all aura related fields
13842 for(int i
= UNIT_FIELD_AURA
; i
<= UNIT_FIELD_AURASTATE
; ++i
)
13843 SetUInt32Value(i
, 0);
13845 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
13851 Field
*fields
= result
->Fetch();
13852 uint64 caster_guid
= fields
[0].GetUInt64();
13853 uint32 spellid
= fields
[1].GetUInt32();
13854 uint32 effindex
= fields
[2].GetUInt32();
13855 uint32 stackcount
= fields
[3].GetUInt32();
13856 int32 damage
= (int32
)fields
[4].GetUInt32();
13857 int32 maxduration
= (int32
)fields
[5].GetUInt32();
13858 int32 remaintime
= (int32
)fields
[6].GetUInt32();
13859 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
13861 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
13864 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13870 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13874 // negative effects should continue counting down after logout
13875 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
13877 if(remaintime
<= int32(timediff
))
13880 remaintime
-= timediff
;
13883 // prevent wrong values of remaincharges
13884 if(spellproto
->procCharges
)
13886 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
13887 remaincharges
= spellproto
->procCharges
;
13890 remaincharges
= -1;
13892 //do not load single target auras (unless they were cast by the player)
13893 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
13896 for(uint32 i
=0; i
<stackcount
; i
++)
13898 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
13900 damage
= aura
->GetModifier()->m_amount
;
13901 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
13903 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
13906 while( result
->NextRow() );
13911 if(m_class
== CLASS_WARRIOR
)
13912 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
13915 void Player::LoadCorpse()
13919 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
13923 if(Corpse
*corpse
= GetCorpse())
13925 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
13929 //Prevent Dead Player login without corpse
13930 ResurrectPlayer(0.5f
);
13935 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
13937 //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());
13938 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
13939 //NOTE: the "order by `bag`" is important because it makes sure
13940 //the bagMap is filled before items in the bags are loaded
13941 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
13942 //expected to be equipped before offhand items (TODO: fixme)
13944 uint32 zone
= GetZoneId();
13948 std::list
<Item
*> problematicItems
;
13950 // prevent items from being added to the queue when stored
13951 m_itemUpdateQueueBlocked
= true;
13954 Field
*fields
= result
->Fetch();
13955 uint32 bag_guid
= fields
[1].GetUInt32();
13956 uint8 slot
= fields
[2].GetUInt8();
13957 uint32 item_guid
= fields
[3].GetUInt32();
13958 uint32 item_id
= fields
[4].GetUInt32();
13960 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
13964 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13965 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
13966 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13970 Item
*item
= NewItemOrBag(proto
);
13972 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
13974 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13975 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13976 item
->FSetState(ITEM_REMOVED
);
13977 item
->SaveToDB(); // it also deletes item object !
13981 // not allow have in alive state item limited to another map/zone
13982 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
13984 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13985 item
->FSetState(ITEM_REMOVED
);
13986 item
->SaveToDB(); // it also deletes item object !
13990 // "Conjured items disappear if you are logged out for more than 15 minutes"
13991 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
13993 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13994 item
->FSetState(ITEM_REMOVED
);
13995 item
->SaveToDB(); // it also deletes item object !
13999 bool success
= true;
14003 // the item is not in a bag
14004 item
->SetContainer( NULL
);
14005 item
->SetSlot(slot
);
14007 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14009 ItemPosCountVec dest
;
14010 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14011 item
= StoreItem(dest
, item
, true);
14015 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14018 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14019 QuickEquipItem(dest
, item
);
14023 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14025 ItemPosCountVec dest
;
14026 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14027 item
= BankItem(dest
, item
, true);
14034 // store bags that may contain items in them
14035 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14036 bagMap
[item_guid
] = (Bag
*)item
;
14041 item
->SetSlot(NULL_SLOT
);
14042 // the item is in a bag, find the bag
14043 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14044 if(itr
!= bagMap
.end())
14045 itr
->second
->StoreItem(slot
, item
, true );
14050 // item's state may have changed after stored
14052 item
->SetState(ITEM_UNCHANGED
, this);
14055 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
);
14056 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14057 problematicItems
.push_back(item
);
14059 } while (result
->NextRow());
14062 m_itemUpdateQueueBlocked
= false;
14064 // send by mail problematic items
14065 while(!problematicItems
.empty())
14068 MailItemsInfo mi
; // item list preparing
14070 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14072 Item
* item
= problematicItems
.front();
14073 problematicItems
.pop_front();
14075 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14078 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14080 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14084 _ApplyAllItemMods();
14087 // load mailed item which should receive current player
14088 void Player::_LoadMailedItems(Mail
*mail
)
14090 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail
->messageID
);
14096 Field
*fields
= result
->Fetch();
14097 uint32 item_guid_low
= fields
[0].GetUInt32();
14098 uint32 item_template
= fields
[1].GetUInt32();
14100 mail
->AddItem(item_guid_low
, item_template
);
14102 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14106 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
);
14107 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14108 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14112 Item
*item
= NewItemOrBag(proto
);
14114 if(!item
->LoadFromDB(item_guid_low
, 0))
14116 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14117 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14118 item
->FSetState(ITEM_REMOVED
);
14119 item
->SaveToDB(); // it also deletes item object !
14124 } while (result
->NextRow());
14129 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14131 //set a count of unread mails
14132 //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);
14135 Field
*fieldMail
= resultUnread
->Fetch();
14136 unReadMails
= fieldMail
[0].GetUInt8();
14137 delete resultUnread
;
14140 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14141 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14142 if (resultDelivery
)
14144 Field
*fieldMail
= resultDelivery
->Fetch();
14145 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14146 delete resultDelivery
;
14150 void Player::_LoadMail()
14153 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14154 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());
14159 Field
*fields
= result
->Fetch();
14160 Mail
*m
= new Mail
;
14161 m
->messageID
= fields
[0].GetUInt32();
14162 m
->messageType
= fields
[1].GetUInt8();
14163 m
->sender
= fields
[2].GetUInt32();
14164 m
->receiver
= fields
[3].GetUInt32();
14165 m
->subject
= fields
[4].GetCppString();
14166 m
->itemTextId
= fields
[5].GetUInt32();
14167 bool has_items
= fields
[6].GetBool();
14168 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14169 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14170 m
->money
= fields
[9].GetUInt32();
14171 m
->COD
= fields
[10].GetUInt32();
14172 m
->checked
= fields
[11].GetUInt32();
14173 m
->stationery
= fields
[12].GetUInt8();
14174 m
->mailTemplateId
= fields
[13].GetInt16();
14176 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14178 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14179 m
->mailTemplateId
= 0;
14182 m
->state
= MAIL_STATE_UNCHANGED
;
14185 _LoadMailedItems(m
);
14187 m_mail
.push_back(m
);
14188 } while( result
->NextRow() );
14191 m_mailsLoaded
= true;
14194 void Player::LoadPet()
14196 //fixme: the pet should still be loaded if the player is not in world
14197 // just not added to the map
14200 Pet
*pet
= new Pet
;
14201 if(!pet
->LoadPetFromDB(this,0,0,true))
14206 void Player::_LoadQuestStatus(QueryResult
*result
)
14208 mQuestStatus
.clear();
14212 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14213 //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());
14219 Field
*fields
= result
->Fetch();
14221 uint32 quest_id
= fields
[0].GetUInt32();
14222 // used to be new, no delete?
14223 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14227 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14229 uint32 qstatus
= fields
[1].GetUInt32();
14230 if(qstatus
< MAX_QUEST_STATUS
)
14231 questStatusData
.m_status
= QuestStatus(qstatus
);
14234 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14235 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14238 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14239 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14241 time_t quest_time
= time_t(fields
[4].GetUInt64());
14243 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14245 AddTimedQuest( quest_id
);
14247 if (quest_time
<= sWorld
.GetGameTime())
14248 questStatusData
.m_timer
= 1;
14250 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14255 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14256 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14257 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14258 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14259 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14260 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14261 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14262 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14264 questStatusData
.uState
= QUEST_UNCHANGED
;
14266 // add to quest log
14267 if( slot
< MAX_QUEST_LOG_SIZE
&&
14268 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14269 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&& !questStatusData
.m_rewarded
) )
14271 SetQuestSlot(slot
,quest_id
,quest_time
);
14273 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14274 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14276 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14277 if(questStatusData
.m_creatureOrGOcount
[idx
])
14278 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14283 if(questStatusData
.m_rewarded
)
14285 // learn rewarded spell if unknown
14286 learnQuestRewardedSpells(pQuest
);
14288 // set rewarded title if any
14289 if(pQuest
->GetCharTitleId())
14291 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14292 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
14296 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14299 while( result
->NextRow() );
14304 // clear quest log tail
14305 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14309 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14311 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14312 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14314 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14318 uint32 quest_daily_idx
= 0;
14322 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14324 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14328 Field
*fields
= result
->Fetch();
14330 uint32 quest_id
= fields
[0].GetUInt32();
14332 // save _any_ from daily quest times (it must be after last reset anyway)
14333 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14335 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14339 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14342 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14344 while( result
->NextRow() );
14349 m_DailyQuestChanged
= false;
14352 void Player::_LoadReputation(QueryResult
*result
)
14354 m_factions
.clear();
14356 // Set initial reputations (so everything is nifty before DB data load)
14357 SetInitialFactions();
14359 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14365 Field
*fields
= result
->Fetch();
14367 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14368 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14370 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14372 // update standing to current
14373 faction
->Standing
= int32(fields
[1].GetUInt32());
14375 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14377 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14378 SetFactionVisible(faction
); // have internal checks for forced invisibility
14380 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14381 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14383 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14384 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14385 else // DB not at war
14387 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14388 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14389 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14392 // set atWar for hostile
14393 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14394 SetFactionAtWar(faction
,true);
14396 // reset changed flag if values similar to saved in DB
14397 if(faction
->Flags
==dbFactionFlags
)
14398 faction
->Changed
= false;
14401 while( result
->NextRow() );
14407 void Player::_LoadSpells(QueryResult
*result
)
14409 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14410 delete itr
->second
;
14413 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14419 Field
*fields
= result
->Fetch();
14421 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14423 while( result
->NextRow() );
14429 void Player::_LoadTutorials(QueryResult
*result
)
14431 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14437 Field
*fields
= result
->Fetch();
14439 for (int iI
=0; iI
<8; iI
++)
14440 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14442 while( result
->NextRow() );
14447 m_TutorialsChanged
= false;
14450 void Player::_LoadGroup(QueryResult
*result
)
14452 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14455 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14457 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14460 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14461 SetGroup(group
, subgroup
);
14462 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14464 // the group leader may change the instance difficulty while the player is offline
14465 SetDifficulty(group
->GetDifficulty());
14471 void Player::_LoadBoundInstances(QueryResult
*result
)
14473 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14474 m_boundInstances
[i
].clear();
14476 Group
*group
= GetGroup();
14478 //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));
14483 Field
*fields
= result
->Fetch();
14484 bool perm
= fields
[1].GetBool();
14485 uint32 mapId
= fields
[2].GetUInt32();
14486 uint32 instanceId
= fields
[0].GetUInt32();
14487 uint8 difficulty
= fields
[3].GetUInt8();
14488 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14489 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14490 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14491 // and in that case it is not used
14495 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
);
14496 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14500 // since non permanent binds are always solo bind, they can always be reset
14501 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14502 if(save
) BindToInstance(save
, perm
, true);
14503 } while(result
->NextRow());
14508 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14510 // some instances only have one difficulty
14511 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14512 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14514 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14515 if(itr
!= m_boundInstances
[difficulty
].end())
14516 return &itr
->second
;
14521 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14523 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14524 UnbindInstance(itr
, difficulty
, unload
);
14527 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14529 if(itr
!= m_boundInstances
[difficulty
].end())
14531 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14532 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14533 m_boundInstances
[difficulty
].erase(itr
++);
14537 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14541 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14544 // update the save when the group kills a boss
14545 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14546 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());
14549 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14551 if(bind
.save
!= save
)
14553 if(bind
.save
) bind
.save
->RemovePlayer(this);
14554 save
->AddPlayer(this);
14557 if(permanent
) save
->SetCanReset(false);
14560 bind
.perm
= permanent
;
14561 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());
14568 void Player::SendRaidInfo()
14570 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
14572 uint32 counter
= 0, i
;
14573 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14574 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14575 if(itr
->second
.perm
) counter
++;
14578 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14580 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14582 if(itr
->second
.perm
)
14584 InstanceSave
*save
= itr
->second
.save
;
14585 data
<< (save
->GetMapId());
14586 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
14587 data
<< save
->GetInstanceId();
14588 data
<< uint32(counter
);
14593 GetSession()->SendPacket(&data
);
14597 - called on every successful teleportation to a map
14599 void Player::SendSavedInstances()
14601 bool hasBeenSaved
= false;
14604 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14606 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14608 if(itr
->second
.perm
) // only permanent binds are sent
14610 hasBeenSaved
= true;
14616 //Send opcode 811. true or false means, whether you have current raid/heroic instances
14617 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
14618 data
<< uint32(hasBeenSaved
);
14619 GetSession()->SendPacket(&data
);
14624 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14626 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14628 if(itr
->second
.perm
)
14630 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
14631 data
<< uint32(itr
->second
.save
->GetMapId());
14632 GetSession()->SendPacket(&data
);
14638 /// convert the player's binds to the group
14639 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
14641 bool has_binds
= false;
14642 bool has_solo
= false;
14644 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
14645 assert(player_guid
);
14647 // copy all binds to the group, when changing leader it's assumed the character
14648 // will not have any solo binds
14652 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14654 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
14657 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
14658 // permanent binds are not removed
14659 if(!itr
->second
.perm
)
14661 player
->UnbindInstance(itr
, i
, true); // increments itr
14670 // if the player's not online we don't know what binds it has
14671 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
));
14672 // the following should not get executed when changing leaders
14673 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
14676 bool Player::_LoadHomeBind(QueryResult
*result
)
14679 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14682 Field
*fields
= result
->Fetch();
14683 m_homebindMapId
= fields
[0].GetUInt32();
14684 m_homebindZoneId
= fields
[1].GetUInt16();
14685 m_homebindX
= fields
[2].GetFloat();
14686 m_homebindY
= fields
[3].GetFloat();
14687 m_homebindZ
= fields
[4].GetFloat();
14690 // accept saved data only for valid position (and non instanceable)
14691 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
14692 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
14697 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14702 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
14703 if(!info
) return false;
14705 m_homebindMapId
= info
->mapId
;
14706 m_homebindZoneId
= info
->zoneId
;
14707 m_homebindX
= info
->positionX
;
14708 m_homebindY
= info
->positionY
;
14709 m_homebindZ
= info
->positionZ
;
14711 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
);
14714 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14715 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
14720 /*********************************************************/
14721 /*** SAVE SYSTEM ***/
14722 /*********************************************************/
14724 void Player::SaveToDB()
14726 // delay auto save at any saves (manual, in code, or autosave)
14727 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
14729 // first save/honor gain after midnight will also update the player's honor fields
14730 UpdateHonorFields();
14732 // Must saved before enter into BattleGround
14733 if(InBattleGround())
14736 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
14737 //save, far from tavern/city
14738 //save, but in tavern/city
14739 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
14742 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14743 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
14744 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
14745 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
14746 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
14747 uint32 tmp_displayid
= GetDisplayId();
14749 // Set player sit state to standing on save, also stealth and shifted form
14750 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
14751 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
14752 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
14753 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_ROTATE
);
14754 SetDisplayId(GetNativeDisplayId());
14756 bool inworld
= IsInWorld();
14758 CharacterDatabase
.BeginTransaction();
14760 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14762 std::string sql_name
= m_name
;
14763 CharacterDatabase
.escape_string(sql_name
);
14765 std::ostringstream ss
;
14766 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
14767 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14768 "taximask, online, cinematic, "
14769 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14770 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14771 "death_expire_time, taxi_path) VALUES ("
14772 << GetGUIDLow() << ", "
14773 << GetSession()->GetAccountId() << ", '"
14774 << sql_name
<< "', "
14776 << m_class
<< ", ";
14778 bool save_to_dest
= false;
14779 if(IsBeingTeleported())
14781 // don't save to battlegrounds or arenas
14782 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
14783 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
14784 save_to_dest
= true;
14789 ss
<< GetMapId() << ", "
14790 << (uint32
)GetDifficulty() << ", "
14791 << finiteAlways(GetPositionX()) << ", "
14792 << finiteAlways(GetPositionY()) << ", "
14793 << finiteAlways(GetPositionZ()) << ", "
14794 << finiteAlways(GetOrientation()) << ", '";
14798 ss
<< GetTeleportDest().mapid
<< ", "
14799 << (uint32
)GetDifficulty() << ", "
14800 << finiteAlways(GetTeleportDest().x
) << ", "
14801 << finiteAlways(GetTeleportDest().y
) << ", "
14802 << finiteAlways(GetTeleportDest().z
) << ", "
14803 << finiteAlways(GetTeleportDest().o
) << ", '";
14807 for( i
= 0; i
< m_valuesCount
; i
++ )
14809 ss
<< GetUInt32Value(i
) << " ";
14814 for( i
= 0; i
< 8; i
++ )
14815 ss
<< m_taxi
.GetTaximask(i
) << " ";
14818 ss
<< (inworld
? 1 : 0);
14824 ss
<< m_Played_time
[0];
14826 ss
<< m_Played_time
[1];
14829 ss
<< finiteAlways(m_rest_bonus
);
14831 ss
<< (uint64
)time(NULL
);
14833 ss
<< is_save_resting
;
14835 ss
<< m_resetTalentsCost
;
14837 ss
<< (uint64
)m_resetTalentsTime
;
14840 ss
<< finiteAlways(m_movementInfo
.t_x
);
14842 ss
<< finiteAlways(m_movementInfo
.t_y
);
14844 ss
<< finiteAlways(m_movementInfo
.t_z
);
14846 ss
<< finiteAlways(m_movementInfo
.t_o
);
14849 ss
<< m_transport
->GetGUIDLow();
14854 ss
<< m_ExtraFlags
;
14857 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
14860 ss
<< uint32(m_atLoginFlags
);
14866 ss
<< (uint64
)m_deathExpireTime
;
14869 ss
<< m_taxi
.SaveTaxiDestinationsToString();
14872 CharacterDatabase
.Execute( ss
.str().c_str() );
14874 if(m_mailsUpdated
) //save mails only when needed
14878 _SaveQuestStatus();
14879 _SaveDailyQuestStatus();
14882 _SaveSpellCooldowns();
14887 CharacterDatabase
.CommitTransaction();
14889 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
14890 SetDisplayId(tmp_displayid
);
14891 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
14892 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
14893 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
14894 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
14896 // save pet (hunter pet level and experience and all type pets health/mana).
14897 if(Pet
* pet
= GetPet())
14898 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
14901 // fast save function for item/money cheating preventing - save only inventory and money state
14902 void Player::SaveInventoryAndGoldToDB()
14905 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE
,GetMoney(),GetGUID());
14908 void Player::_SaveActions()
14910 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
14912 switch (itr
->second
.uState
)
14914 case ACTIONBUTTON_NEW
:
14915 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
14916 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
14917 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14920 case ACTIONBUTTON_CHANGED
:
14921 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
14922 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
14923 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14926 case ACTIONBUTTON_DELETED
:
14927 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
14928 m_actionButtons
.erase(itr
++);
14937 void Player::_SaveAuras()
14939 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14941 AuraMap
const& auras
= GetAuras();
14946 spellEffectPair lastEffectPair
= auras
.begin()->first
;
14947 uint32 stackCounter
= 1;
14949 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
14951 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
14953 AuraMap::const_iterator itr2
= itr
;
14954 // save previous spellEffectPair to db
14956 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
14958 //skip all auras from spells that are passive or need a shapeshift
14959 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
14961 //do not save single target auras (unless they were cast by the player)
14962 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
14965 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
14966 for (i
= 0; i
< 3; i
++)
14967 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
14968 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
14973 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
14974 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
14975 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
->m_procCharges
));
14980 if(itr
== auras
.end())
14984 if (lastEffectPair
== itr
->first
)
14988 lastEffectPair
= itr
->first
;
14994 void Player::_SaveInventory()
14996 // force items in buyback slots to new state
14997 // and remove those that aren't already
14998 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15000 Item
*item
= m_items
[i
];
15001 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15002 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15003 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15004 m_items
[i
]->FSetState(ITEM_NEW
);
15007 // update enchantment durations
15008 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15010 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15014 if (m_itemUpdateQueue
.empty()) return;
15016 // do not save if the update queue is corrupt
15017 bool error
= false;
15018 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15020 Item
*item
= m_itemUpdateQueue
[i
];
15021 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15022 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15026 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());
15029 else if (test
!= item
)
15031 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());
15038 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15039 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15043 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15045 Item
*item
= m_itemUpdateQueue
[i
];
15046 if(!item
) continue;
15048 Bag
*container
= item
->GetContainer();
15049 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15051 switch(item
->GetState())
15054 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());
15057 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());
15060 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15062 case ITEM_UNCHANGED
:
15066 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15068 m_itemUpdateQueue
.clear();
15071 void Player::_SaveMail()
15073 if (!m_mailsLoaded
)
15076 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
15079 if (m
->state
== MAIL_STATE_CHANGED
)
15081 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'",
15082 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15083 if(m
->removedItems
.size())
15085 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15086 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15087 m
->removedItems
.clear();
15089 m
->state
= MAIL_STATE_UNCHANGED
;
15091 else if (m
->state
== MAIL_STATE_DELETED
)
15094 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15095 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15097 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15098 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15099 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15103 //deallocate deleted mails...
15104 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15106 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15111 itr
= m_mail
.begin();
15117 m_mailsUpdated
= false;
15120 void Player::_SaveQuestStatus()
15122 // we don't need transactions here.
15123 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15125 switch (i
->second
.uState
)
15128 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15129 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15130 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + 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]);
15132 case QUEST_CHANGED
:
15133 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' ",
15134 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + 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
);
15136 case QUEST_UNCHANGED
:
15139 i
->second
.uState
= QUEST_UNCHANGED
;
15143 void Player::_SaveDailyQuestStatus()
15145 if(!m_DailyQuestChanged
)
15148 m_DailyQuestChanged
= false;
15150 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15152 // we don't need transactions here.
15153 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15154 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15155 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15156 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15157 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15160 void Player::_SaveReputation()
15162 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15164 if (itr
->second
.Changed
)
15166 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15167 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15168 itr
->second
.Changed
= false;
15173 void Player::_SaveSpells()
15175 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15178 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15179 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15180 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15181 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15183 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15184 _removeSpell(itr
->first
);
15186 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15190 void Player::_SaveTutorials()
15192 if(!m_TutorialsChanged
)
15196 // it's better than rebuilding indexes multiple times
15197 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15200 Rows
= result
->Fetch()[0].GetUInt32();
15206 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'",
15207 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
);
15211 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]);
15214 m_TutorialsChanged
= false;
15217 void Player::outDebugValues() const
15219 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15222 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15223 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15224 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15225 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15226 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15227 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15228 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15229 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15230 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15231 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15232 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15233 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15236 /*********************************************************/
15237 /*** FLOOD FILTER SYSTEM ***/
15238 /*********************************************************/
15240 void Player::UpdateSpeakTime()
15242 // ignore chat spam protection for GMs in any mode
15243 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15246 time_t current
= time (NULL
);
15247 if(m_speakTime
> current
)
15249 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15254 if(m_speakCount
>= max_count
)
15256 // prevent overwrite mute time, if message send just before mutes set, for example.
15257 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15258 if(GetSession()->m_muteTime
< new_mute
)
15259 GetSession()->m_muteTime
= new_mute
;
15267 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15270 bool Player::CanSpeak() const
15272 return GetSession()->m_muteTime
<= time (NULL
);
15275 /*********************************************************/
15276 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15277 /*********************************************************/
15279 void Player::SendAttackSwingNotInRange()
15281 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15282 GetSession()->SendPacket( &data
);
15285 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15287 std::ostringstream ss
;
15288 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15289 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15290 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15291 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15292 sLog
.outDebug(ss
.str().c_str());
15293 CharacterDatabase
.Execute(ss
.str().c_str());
15296 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15298 std::ostringstream ss2
;
15299 ss2
<<"UPDATE characters SET data='";
15301 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15303 ss2
<<tokens
[i
]<<" ";
15305 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15307 return CharacterDatabase
.Execute(ss2
.str().c_str());
15310 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15313 snprintf(buf
,11,"%u",value
);
15315 if(index
>= tokens
.size())
15318 tokens
[index
] = buf
;
15321 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15324 if(!LoadValuesArrayFromDB(tokens
,guid
))
15327 if(index
>= tokens
.size())
15331 snprintf(buf
,11,"%u",value
);
15332 tokens
[index
] = buf
;
15334 SaveValuesArrayInDB(tokens
,guid
);
15337 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15340 memcpy(&temp
, &value
, sizeof(value
));
15341 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15344 void Player::SendAttackSwingNotStanding()
15346 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15347 GetSession()->SendPacket( &data
);
15350 void Player::SendAttackSwingDeadTarget()
15352 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15353 GetSession()->SendPacket( &data
);
15356 void Player::SendAttackSwingCantAttack()
15358 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15359 GetSession()->SendPacket( &data
);
15362 void Player::SendAttackSwingCancelAttack()
15364 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15365 GetSession()->SendPacket( &data
);
15368 void Player::SendAttackSwingBadFacingAttack()
15370 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15371 GetSession()->SendPacket( &data
);
15374 void Player::SendAutoRepeatCancel()
15376 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, 0);
15377 GetSession()->SendPacket( &data
);
15380 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15382 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15385 GetSession()->SendPacket( &data
);
15387 SendMessageToSet( &data
, true );
15390 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15392 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15394 data
<< Experience
;
15395 GetSession()->SendPacket(&data
);
15398 void Player::SendDungeonDifficulty(bool IsInGroup
)
15400 uint8 val
= 0x00000001;
15401 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15402 data
<< (uint32
)GetDifficulty();
15403 data
<< uint32(val
);
15404 data
<< uint32(IsInGroup
);
15405 GetSession()->SendPacket(&data
);
15408 void Player::SendResetFailedNotify(uint32 mapid
)
15410 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15411 data
<< uint32(mapid
);
15412 GetSession()->SendPacket(&data
);
15415 /// Reset all solo instances and optionally send a message on success for each
15416 void Player::ResetInstances(uint8 method
)
15418 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15420 // we assume that when the difficulty changes, all instances that can be reset will be
15421 uint8 dif
= GetDifficulty();
15423 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15425 InstanceSave
*p
= itr
->second
.save
;
15426 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15427 if(!entry
|| !p
->CanReset())
15433 if(method
== INSTANCE_RESET_ALL
)
15435 // the "reset all instances" method can only reset normal maps
15436 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15443 // if the map is loaded, reset it
15444 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15445 if(map
&& map
->IsDungeon())
15446 ((InstanceMap
*)map
)->Reset(method
);
15448 // since this is a solo instance there should not be any players inside
15449 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15450 SendResetInstanceSuccess(p
->GetMapId());
15453 m_boundInstances
[dif
].erase(itr
++);
15455 // the following should remove the instance save from the manager and delete it as well
15456 p
->RemovePlayer(this);
15460 void Player::SendResetInstanceSuccess(uint32 MapId
)
15462 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15464 GetSession()->SendPacket(&data
);
15467 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15469 // TODO: find what other fail reasons there are besides players in the instance
15470 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15473 GetSession()->SendPacket(&data
);
15476 /*********************************************************/
15477 /*** Update timers ***/
15478 /*********************************************************/
15480 ///checks the 15 afk reports per 5 minutes limit
15481 void Player::UpdateAfkReport(time_t currTime
)
15483 if(m_bgAfkReportedTimer
<= currTime
)
15485 m_bgAfkReportedCount
= 0;
15486 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15490 void Player::UpdateContestedPvP(uint32 diff
)
15492 if(!m_contestedPvPTimer
||isInCombat())
15494 if(m_contestedPvPTimer
<= diff
)
15496 ResetContestedPvP();
15499 m_contestedPvPTimer
-= diff
;
15502 void Player::UpdatePvPFlag(time_t currTime
)
15506 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15512 void Player::UpdateDuelFlag(time_t currTime
)
15514 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15517 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15518 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15520 duel
->startTimer
= 0;
15521 duel
->startTime
= currTime
;
15522 duel
->opponent
->duel
->startTimer
= 0;
15523 duel
->opponent
->duel
->startTime
= currTime
;
15526 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
15531 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
15533 //returning of reagents only for players, so best done here
15534 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
15535 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15539 for(uint32 i
= 0; i
< 7; ++i
)
15541 if(spellInfo
->Reagent
[i
] > 0)
15543 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15544 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
15545 if( msg
== EQUIP_ERR_OK
)
15547 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
15549 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15554 m_temporaryUnsummonedPetNumber
= 0;
15557 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15560 // only if current pet in slot
15561 switch(pet
->getPetType())
15567 m_guardianPets
.erase(pet
->GetGUID());
15570 if(GetPetGUID()==pet
->GetGUID())
15579 switch(pet
->GetEntry())
15581 //warlock pets except imp are removed(?) when logging out
15586 mode
= PET_SAVE_NOT_IN_SLOT
;
15591 pet
->SavePetToDB(mode
);
15593 pet
->CleanupsBeforeDelete();
15594 pet
->AddObjectToRemoveList();
15595 pet
->m_removed
= true;
15597 if(pet
->isControlled())
15599 WorldPacket
data(SMSG_PET_SPELLS
, 8);
15601 GetSession()->SendPacket(&data
);
15604 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15608 void Player::RemoveMiniPet()
15610 if(Pet
* pet
= GetMiniPet())
15612 pet
->Remove(PET_SAVE_AS_DELETED
);
15617 Pet
* Player::GetMiniPet()
15621 return ObjectAccessor::GetPet(m_miniPet
);
15624 void Player::RemoveGuardians()
15626 while(!m_guardianPets
.empty())
15628 uint64 guid
= *m_guardianPets
.begin();
15629 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
15630 pet
->Remove(PET_SAVE_AS_DELETED
);
15632 m_guardianPets
.erase(guid
);
15636 bool Player::HasGuardianWithEntry(uint32 entry
)
15638 // pet guid middle part is entry (and creature also)
15639 // and in guardian list must be guardians with same entry _always_
15640 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
15641 if(GUID_ENPART(*itr
)==entry
)
15647 void Player::Uncharm()
15649 Unit
* charm
= GetCharm();
15653 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
15654 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
15657 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, std::string text
, uint32 language
) const
15659 *data
<< (uint8
)msgtype
;
15660 *data
<< (uint32
)language
;
15661 *data
<< (uint64
)GetGUID();
15662 *data
<< (uint32
)language
; //language 2.1.0 ?
15663 *data
<< (uint64
)GetGUID();
15664 *data
<< (uint32
)(text
.length()+1);
15666 *data
<< (uint8
)chatTag();
15669 void Player::Say(const std::string text
, const uint32 language
)
15671 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15672 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
15673 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
15676 void Player::Yell(const std::string text
, const uint32 language
)
15678 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15679 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
15680 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
15683 void Player::TextEmote(const std::string text
)
15685 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15686 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
15687 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
15690 void Player::Whisper(std::string text
, uint32 language
,uint64 receiver
)
15692 if (language
!= LANG_ADDON
) // if not addon data
15693 language
= LANG_UNIVERSAL
; // whispers should always be readable
15695 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
15697 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15698 if(!rPlayer
->isDND() || isGameMaster())
15700 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15701 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
15702 rPlayer
->GetSession()->SendPacket(&data
);
15704 data
.Initialize(SMSG_MESSAGECHAT
, 200);
15705 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
15706 GetSession()->SendPacket(&data
);
15710 // announce to player that player he is whispering to is dnd and cannot receive his message
15711 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
15714 if(!isAcceptWhispers())
15716 SetAcceptWhispers(true);
15717 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
15720 // announce to player that player he is whispering to is afk
15721 if(rPlayer
->isAFK())
15722 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
15724 // if player whisper someone, auto turn of dnd to be able to receive an answer
15725 if(isDND() && !rPlayer
->isGameMaster())
15729 void Player::PetSpellInitialize()
15731 Pet
* pet
= GetPet();
15737 sLog
.outDebug("Pet Spells Groups");
15739 CreatureInfo
const *cinfo
= pet
->GetCreatureInfo();
15741 if(pet
->isControlled() && (pet
->getPetType() == HUNTER_PET
|| cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
))
15743 for(PetSpellMap::iterator itr
= pet
->m_spells
.begin();itr
!= pet
->m_spells
.end();itr
++)
15745 if(itr
->second
->state
== PETSPELL_REMOVED
)
15751 // first line + actionbar + spellcount + spells + last adds
15752 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);
15754 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
15757 data
<< (uint64
)pet
->GetGUID() << uint32(0x00000000) << uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
15759 for(uint32 i
= 0; i
< 10; i
++) //40
15761 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15764 data
<< uint8(addlist
); //1
15766 if(addlist
&& pet
->isControlled())
15768 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
15770 if(itr
->second
->state
== PETSPELL_REMOVED
)
15773 data
<< uint16(itr
->first
);
15774 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
15778 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15779 uint8 count
= 3; //1+8+8+8=25
15781 // if count = 0, then end of packet...
15783 // uint32 value is spell id...
15784 // uint64 value is constant 0, unknown...
15785 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15786 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15787 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15788 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15790 GetSession()->SendPacket(&data
);
15794 void Player::PossessSpellInitialize()
15796 Unit
* charm
= GetCharm();
15801 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15805 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15810 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15813 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15815 for(uint32 i
= 0; i
< 10; i
++) //40
15817 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15820 data
<< uint8(addlist
); //1
15824 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15825 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15826 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15828 GetSession()->SendPacket(&data
);
15831 void Player::CharmSpellInitialize()
15833 Unit
* charm
= GetCharm();
15838 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15841 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15847 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15849 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
15851 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
15853 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15855 if(charmInfo
->GetCharmSpell(i
)->spellId
)
15861 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15863 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000);
15865 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15866 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
15868 data
<< uint8(0) << uint8(0);
15872 for(uint32 i
= 0; i
< 10; i
++) //40
15874 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15877 data
<< uint8(addlist
); //1
15881 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15883 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
15884 if(cspell
->spellId
)
15886 data
<< uint16(cspell
->spellId
);
15887 data
<< uint16(cspell
->active
);
15894 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15895 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15896 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15898 GetSession()->SendPacket(&data
);
15901 int32
Player::GetTotalFlatMods(uint32 spellId
, SpellModOp op
)
15903 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15904 if (!spellInfo
) return 0;
15906 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15908 SpellModifier
*mod
= *itr
;
15910 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15913 if (mod
->type
== SPELLMOD_FLAT
)
15914 total
+= mod
->value
;
15919 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
15921 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15922 if (!spellInfo
) return 0;
15924 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15926 SpellModifier
*mod
= *itr
;
15928 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15931 if (mod
->type
== SPELLMOD_PCT
)
15932 total
+= mod
->value
;
15937 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
15939 if (!mod
|| !spellInfo
)
15942 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
15944 // prevent apply to any spell except spell that trigger expire
15947 if(mod
->lastAffected
!= spell
)
15950 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
15954 return spellmgr
.IsAffectedBySpell(spellInfo
,mod
->spellId
,mod
->effectId
,mod
->mask
);
15957 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
15959 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
15961 for(int eff
=0;eff
<64;++eff
)
15963 uint64 _mask
= uint64(1) << eff
;
15964 if ( mod
->mask
& _mask
)
15967 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
15969 if ((*itr
)->type
== mod
->type
&& (*itr
)->mask
& _mask
)
15970 val
+= (*itr
)->value
;
15972 val
+= apply
? mod
->value
: -(mod
->value
);
15973 WorldPacket
data(Opcode
, (1+1+4));
15974 data
<< uint8(eff
);
15975 data
<< uint8(mod
->op
);
15976 data
<< int32(val
);
15977 SendDirectMessage(&data
);
15982 m_spellMods
[mod
->op
].push_back(mod
);
15985 if (mod
->charges
== -1)
15986 --m_SpellModRemoveCount
;
15987 m_spellMods
[mod
->op
].remove(mod
);
15992 void Player::RemoveSpellMods(Spell
const* spell
)
15994 if(!spell
|| (m_SpellModRemoveCount
== 0))
15997 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
15999 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16001 SpellModifier
*mod
= *itr
;
16004 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16006 RemoveAurasDueToSpell(mod
->spellId
);
16007 if (m_spellMods
[i
].empty())
16010 itr
= m_spellMods
[i
].begin();
16016 // send Proficiency
16017 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16019 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16020 data
<< pr1
<< pr2
;
16021 GetSession()->SendPacket (&data
);
16024 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16026 QueryResult
*result
= NULL
;
16028 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16030 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16033 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.
16034 { // and SendPetitionQueryOpcode reads data from the DB
16035 Field
*fields
= result
->Fetch();
16036 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16037 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16039 // send update if charter owner in game
16040 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16042 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16044 } while ( result
->NextRow() );
16049 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16051 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16054 CharacterDatabase
.BeginTransaction();
16057 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16058 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16062 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16063 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16065 CharacterDatabase
.CommitTransaction();
16068 void Player::SetRestBonus (float rest_bonus_new
)
16070 // Prevent resting on max level
16071 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16072 rest_bonus_new
= 0;
16074 if(rest_bonus_new
< 0)
16075 rest_bonus_new
= 0;
16077 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16079 if(rest_bonus_new
> rest_bonus_max
)
16080 m_rest_bonus
= rest_bonus_max
;
16082 m_rest_bonus
= rest_bonus_new
;
16084 // update data for client
16085 if(m_rest_bonus
>10)
16086 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16087 else if(m_rest_bonus
<=1)
16088 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16091 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16094 void Player::HandleStealthedUnitsDetection()
16096 std::list
<Unit
*> stealthedUnits
;
16098 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16100 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16101 cell
.SetNoCreate();
16103 MaNGOS::AnyStealthedCheck u_check
;
16104 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16106 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16107 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16109 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16110 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16111 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16113 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16117 i
= stealthedUnits
.erase(i
);
16121 if ((*i
)->isVisibleForOrDetect(this,true))
16124 (*i
)->SendUpdateToPlayer(this);
16125 m_clientGUIDs
.insert((*i
)->GetGUID());
16127 #ifdef MANGOS_DEBUG
16128 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16129 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16132 // target aura duration for caster show only if target exist at caster client
16133 // send data at target visibility change (adding to client)
16134 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16135 SendAuraDurationsForTarget(*i
);
16137 i
= stealthedUnits
.erase(i
);
16145 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16147 if(nodes
.size() < 2)
16150 // not let cheating with start flight mounted
16153 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16154 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16155 GetSession()->SendPacket(&data
);
16159 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16161 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16162 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16163 GetSession()->SendPacket(&data
);
16167 // 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
16168 if(GetSession()->isLogingOut() ||
16169 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16170 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16171 IsNonMeleeSpellCasted(false) ||
16174 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16175 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16176 GetSession()->SendPacket(&data
);
16180 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16183 uint32 sourcenode
= nodes
[0];
16185 // starting node too far away (cheat?)
16186 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16187 if( !node
|| node
->map_id
!= GetMapId() ||
16188 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16189 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16190 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16191 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16193 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16194 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16195 GetSession()->SendPacket(&data
);
16199 // Prepare to flight start now
16201 // stop combat at start taxi flight if any
16204 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16207 // clean not finished taxi path if any
16208 m_taxi
.ClearTaxiDestinations();
16210 // 0 element current node
16211 m_taxi
.AddTaxiDestination(sourcenode
);
16213 // fill destinations path tail
16214 uint32 sourcepath
= 0;
16215 uint32 totalcost
= 0;
16217 uint32 prevnode
= sourcenode
;
16218 uint32 lastnode
= 0;
16220 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16224 lastnode
= nodes
[i
];
16225 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16229 m_taxi
.ClearTaxiDestinations();
16235 if(prevnode
== sourcenode
)
16238 m_taxi
.AddTaxiDestination(lastnode
);
16240 prevnode
= lastnode
;
16243 if(!mount_id
) // if not provide then attempt use default.
16244 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16246 if (mount_id
== 0 || sourcepath
== 0)
16248 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16249 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16250 GetSession()->SendPacket(&data
);
16251 m_taxi
.ClearTaxiDestinations();
16255 uint32 money
= GetMoney();
16259 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16262 if(money
< totalcost
)
16264 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16265 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16266 GetSession()->SendPacket(&data
);
16267 m_taxi
.ClearTaxiDestinations();
16271 //Checks and preparations done, DO FLIGHT
16272 ModifyMoney(-(int32
)totalcost
);
16274 // prevent stealth flight
16275 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16277 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16278 data
<< uint32(ERR_TAXIOK
);
16279 GetSession()->SendPacket(&data
);
16281 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16283 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16288 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16290 // last check 2.0.10
16291 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16293 data
<< uint8(0x0); // flags (0x1, 0x2)
16294 time_t curTime
= time(NULL
);
16295 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16297 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16299 uint32 unSpellId
= itr
->first
;
16300 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16307 // Not send cooldown for this spells
16308 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16311 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16314 data
<< unTimeMs
; // in m.secs
16315 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16318 GetSession()->SendPacket(&data
);
16321 void Player::InitDataForForm(bool reapplyMods
)
16323 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16324 if(ssEntry
&& ssEntry
->attackSpeed
)
16326 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16327 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16328 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16331 SetRegularAttackTime();
16337 if(getPowerType()!=POWER_ENERGY
)
16338 setPowerType(POWER_ENERGY
);
16342 case FORM_DIREBEAR
:
16344 if(getPowerType()!=POWER_RAGE
)
16345 setPowerType(POWER_RAGE
);
16348 default: // 0, for example
16350 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16351 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16352 setPowerType(Powers(cEntry
->powerType
));
16357 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16359 UpdateEquipSpellsAtFormChange();
16361 UpdateAttackPowerAndDamage();
16362 UpdateAttackPowerAndDamage(true);
16365 // Return true is the bought item has a max count to force refresh of window by caller
16366 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16368 // cheating attempt
16369 if(count
< 1) count
= 1;
16374 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16377 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16381 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16384 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16385 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16389 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16390 if(!vItems
|| vItems
->Empty())
16392 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16396 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16397 if(vendor_slot
>= vItems
->GetItemCount())
16399 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16403 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16405 // check current item amount if it limited
16406 if( crItem
->maxcount
!= 0 )
16408 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16410 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16415 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16417 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16421 if(crItem
->ExtendedCost
)
16423 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16426 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16430 // honor points price
16431 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16433 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16437 // arena points price
16438 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16440 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16445 for (uint8 i
= 0; i
< 5; ++i
)
16447 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16449 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16454 // check for personal arena rating requirement
16455 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16457 // probably not the proper equip err
16458 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16463 uint32 price
= pProto
->BuyPrice
* count
;
16465 // reputation discount
16466 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16468 if( GetMoney() < price
)
16470 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16474 uint8 bag
= 0; // init for case invalid bagGUID
16476 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16479 if( bagguid
== GetGUID() )
16481 bag
= INVENTORY_SLOT_BAG_0
;
16485 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16487 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16490 if( bagguid
== pBag
->GetGUID() )
16500 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16502 ItemPosCountVec dest
;
16503 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16504 if( msg
!= EQUIP_ERR_OK
)
16506 SendEquipError( msg
, NULL
, NULL
);
16510 ModifyMoney( -(int32
)price
);
16511 if(crItem
->ExtendedCost
) // case for new honor system
16513 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16514 if(iece
->reqhonorpoints
)
16515 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16516 if(iece
->reqarenapoints
)
16517 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16518 for (uint8 i
= 0; i
< 5; ++i
)
16520 if(iece
->reqitem
[i
])
16521 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
16525 if(Item
*it
= StoreNewItem( dest
, item
, true ))
16527 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16529 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16530 data
<< pCreature
->GetGUID();
16531 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16532 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16533 data
<< (uint32
)count
;
16534 GetSession()->SendPacket(&data
);
16536 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16539 else if( IsEquipmentPos( bag
, slot
) )
16542 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, pProto
->BuyCount
* count
, false );
16543 if( msg
!= EQUIP_ERR_OK
)
16545 SendEquipError( msg
, NULL
, NULL
);
16549 ModifyMoney( -(int32
)price
);
16550 if(crItem
->ExtendedCost
) // case for new honor system
16552 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16553 if(iece
->reqhonorpoints
)
16554 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
16555 if(iece
->reqarenapoints
)
16556 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
16557 for (uint8 i
= 0; i
< 5; ++i
)
16559 if(iece
->reqitem
[i
])
16560 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
16564 if(Item
*it
= EquipNewItem( dest
, item
, pProto
->BuyCount
* count
, true ))
16566 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16568 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16569 data
<< pCreature
->GetGUID();
16570 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16571 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16572 data
<< (uint32
)count
;
16573 GetSession()->SendPacket(&data
);
16575 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16577 AutoUnequipOffhandIfNeed();
16582 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
16586 return crItem
->maxcount
!=0;
16589 uint32
Player::GetMaxPersonalArenaRatingRequirement()
16591 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16592 // the personal rating of the arena team must match the required limit as well
16593 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16594 uint32 max_personal_rating
= 0;
16595 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
16597 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
16599 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
16600 uint32 t_rating
= at
->GetRating();
16601 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
16602 if(max_personal_rating
< p_rating
)
16603 max_personal_rating
= p_rating
;
16606 return max_personal_rating
;
16609 void Player::UpdateHomebindTime(uint32 time
)
16611 // GMs never get homebind timer online
16612 if (m_InstanceValid
|| isGameMaster())
16614 if(m_HomebindTimer
) // instance valid, but timer not reset
16617 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16620 GetSession()->SendPacket(&data
);
16622 // instance is valid, reset homebind timer
16623 m_HomebindTimer
= 0;
16625 else if (m_HomebindTimer
> 0)
16627 if (time
>= m_HomebindTimer
)
16629 // teleport to homebind location
16630 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
16633 m_HomebindTimer
-= time
;
16637 // instance is invalid, start homebind timer
16638 m_HomebindTimer
= 60000;
16639 // send message to player
16640 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16641 data
<< m_HomebindTimer
;
16643 GetSession()->SendPacket(&data
);
16644 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16648 void Player::UpdatePvP(bool state
, bool ovrride
)
16650 if(!state
|| ovrride
)
16653 if(Pet
* pet
= GetPet())
16654 pet
->SetPvP(state
);
16655 if(Unit
* charmed
= GetCharm())
16656 charmed
->SetPvP(state
);
16658 pvpInfo
.endTimer
= 0;
16662 if(pvpInfo
.endTimer
!= 0)
16663 pvpInfo
.endTimer
= time(NULL
);
16668 if(Pet
* pet
= GetPet())
16669 pet
->SetPvP(state
);
16670 if(Unit
* charmed
= GetCharm())
16671 charmed
->SetPvP(state
);
16676 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
16680 sc
.itemid
= itemid
;
16681 m_spellCooldowns
[spellid
] = sc
;
16684 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
16686 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
16689 // Get spell cooldown
16690 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16692 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16696 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16698 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16699 data
<< spellInfo
->Id
;
16701 SendDirectMessage(&data
);
16703 //slot to be excluded while counting
16704 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16706 if(!enchantmentcondition
)
16709 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
16714 uint8 curcount
[4] = {0, 0, 0, 0};
16716 //counting current equipped gem colors
16717 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
16721 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
16722 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
16724 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16726 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16730 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16734 uint32 gemid
= enchantEntry
->GemID
;
16738 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
16742 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
16746 uint8 GemColor
= gemProperty
->color
;
16748 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
16750 if(tmpcolormask
& GemColor
)
16757 bool activate
= true;
16759 for(int i
= 0; i
< 5; i
++)
16761 if(!Condition
->Color
[i
])
16764 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
16766 // if have <CompareColor> use them as count, else use <value> from Condition
16767 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
16769 switch(Condition
->Comparator
[i
])
16771 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16772 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
16774 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16775 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
16777 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16778 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
16783 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");
16788 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
16790 //cycle all equipped items
16791 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16793 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16794 if(slot
== exceptslot
)
16797 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16799 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
16802 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16804 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16808 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16812 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16815 //was enchant active with/without item?
16816 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
16817 //should it now be?
16818 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
16820 // ignore item gem conditions
16821 //if state changed, (dis)apply enchant
16822 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
16829 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
16830 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
16832 //cycle all equipped items
16833 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16835 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
16836 if(slot
== exceptslot
)
16839 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16841 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
16844 //cycle all (gem)enchants
16845 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16847 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16848 if(!enchant_id
) //if no enchant go to next enchant(slot)
16851 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16855 //only metagems to be (de)activated, so only enchants with condition
16856 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16858 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
16863 void Player::LeaveBattleground(bool teleportToEntryPoint
)
16865 if(BattleGround
*bg
= GetBattleGround())
16867 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
16869 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
16871 // call after remove to be sure that player resurrected for correct cast
16873 CastSpell(this, 26013, true); // Deserter
16877 bool Player::CanJoinToBattleground() const
16879 // check Deserter debuff
16880 if(GetDummyAura(26013))
16886 bool Player::CanReportAfkDueToLimit()
16888 // a player can complain about 15 people per 5 minutes
16889 if(m_bgAfkReportedCount
>= 15)
16891 ++m_bgAfkReportedCount
;
16895 ///This player has been blamed to be inactive in a battleground
16896 void Player::ReportedAfkBy(Player
* reporter
)
16898 BattleGround
*bg
= GetBattleGround();
16899 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
16902 // check if player has 'Idle' or 'Inactive' debuff
16903 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
16905 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
16906 // 3 players have to complain to apply debuff
16907 if(m_bgAfkReporter
.size() >= 3)
16909 // cast 'Idle' spell
16910 CastSpell(this, 43680, true);
16911 m_bgAfkReporter
.clear();
16916 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
16918 // gamemaster in GM mode see all, including ghosts
16919 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
16922 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
16923 if (InBattleGround())
16925 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
16930 // Live player see live player or dead player with not realized corpse
16931 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
16933 return isAlive() || m_deathTimer
> 0;
16936 // Ghost see other friendly ghosts, that's for sure
16937 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
16940 // Dead player see live players near own corpse
16943 Corpse
*corpse
= pl
->GetCorpse();
16946 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
16947 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
16952 // and not see any other
16956 bool Player::IsVisibleGloballyFor( Player
* u
) const
16961 // Always can see self
16965 // Visible units, always are visible for all players
16966 if (GetVisibility() == VISIBILITY_ON
)
16969 // GMs are visible for higher gms (or players are visible for gms)
16970 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
16971 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
16973 // non faction visibility non-breakable for non-GMs
16974 if (GetVisibility() == VISIBILITY_OFF
)
16977 // non-gm stealth/invisibility not hide from global player lists
16981 void Player::UpdateVisibilityOf(WorldObject
* target
)
16983 if(HaveAtClient(target
))
16985 if(!target
->isVisibleForInState(this,true))
16987 target
->DestroyForPlayer(this);
16988 m_clientGUIDs
.erase(target
->GetGUID());
16990 #ifdef MANGOS_DEBUG
16991 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16992 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
16998 if(target
->isVisibleForInState(this,false))
17000 target
->SendUpdateToPlayer(this);
17001 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17002 m_clientGUIDs
.insert(target
->GetGUID());
17004 #ifdef MANGOS_DEBUG
17005 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17006 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17009 // target aura duration for caster show only if target exist at caster client
17010 // send data at target visibility change (adding to client)
17011 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17012 SendAuraDurationsForTarget((Unit
*)target
);
17014 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17015 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17021 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17023 s64
.insert(target
->GetGUID());
17027 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17029 if(!target
->IsTransport())
17030 s64
.insert(target
->GetGUID());
17034 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17036 if(HaveAtClient(target
))
17038 if(!target
->isVisibleForInState(this,true))
17040 target
->BuildOutOfRangeUpdateBlock(&data
);
17041 m_clientGUIDs
.erase(target
->GetGUID());
17043 #ifdef MANGOS_DEBUG
17044 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17045 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
));
17051 if(target
->isVisibleForInState(this,false))
17053 visibleNow
.insert(target
);
17054 target
->BuildUpdate(data_updates
);
17055 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17056 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17058 #ifdef MANGOS_DEBUG
17059 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17060 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
));
17066 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17067 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17068 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17069 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17070 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17072 void Player::InitPrimaryProffesions()
17074 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17077 void Player::SendComboPoints()
17079 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17082 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17083 data
.append(combotarget
->GetPackGUID());
17084 data
<< uint8(m_comboPoints
);
17085 GetSession()->SendPacket(&data
);
17089 void Player::AddComboPoints(Unit
* target
, int8 count
)
17094 // without combo points lost (duration checked in aura)
17095 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17097 if(target
->GetGUID() == m_comboTarget
)
17099 m_comboPoints
+= count
;
17104 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17105 target
->RemoveComboPointHolder(GetGUIDLow());
17107 m_comboTarget
= target
->GetGUID();
17108 m_comboPoints
= count
;
17110 target
->AddComboPointHolder(GetGUIDLow());
17113 if (m_comboPoints
> 5) m_comboPoints
= 5;
17114 if (m_comboPoints
< 0) m_comboPoints
= 0;
17119 void Player::ClearComboPoints()
17124 // without combopoints lost (duration checked in aura)
17125 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17131 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17132 target
->RemoveComboPointHolder(GetGUIDLow());
17137 void Player::SetGroup(Group
*group
, int8 subgroup
)
17139 if(group
== NULL
) m_group
.unlink();
17142 // never use SetGroup without a subgroup unless you specify NULL for group
17143 assert(subgroup
>= 0);
17144 m_group
.link(group
, this);
17145 m_group
.setSubGroup((uint8
)subgroup
);
17149 void Player::SendInitialPacketsBeforeAddToMap()
17151 WorldPacket
data(SMSG_SET_REST_START
, 4);
17152 data
<< uint32(0); // unknown, may be rest state time or experience
17153 GetSession()->SendPacket(&data
);
17156 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17157 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17158 data
<< (uint32
) m_homebindMapId
;
17159 data
<< (uint32
) m_homebindZoneId
;
17160 GetSession()->SendPacket(&data
);
17162 // SMSG_SET_PROFICIENCY
17163 // SMSG_UPDATE_AURA_DURATION
17166 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17167 for (int i
= 0; i
< 8; ++i
)
17168 data
<< uint32( GetTutorialInt(i
) );
17169 GetSession()->SendPacket(&data
);
17171 SendInitialSpells();
17173 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17174 data
<< uint32(0); // count, for(count) uint32;
17175 GetSession()->SendPacket(&data
);
17177 SendInitialActionButtons();
17178 SendInitialReputations();
17179 UpdateZone(GetZoneId());
17180 SendInitWorldStates();
17182 // SMSG_SET_AURA_SINGLE
17184 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17185 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17186 data
<< (float)0.01666667f
; // game speed
17187 GetSession()->SendPacket( &data
);
17189 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17190 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17191 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17194 void Player::SendInitialPacketsAfterAddToMap()
17196 CastSpell(this, 836, true); // LOGINEFFECT
17198 // set some aura effects that send packet to player client after add player to map
17199 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17200 // same auras state lost at far teleport, send it one more time in this case also
17201 static const AuraType auratypes
[] =
17203 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17204 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17205 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17207 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17209 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17210 if(!auraList
.empty())
17211 auraList
.front()->ApplyModifier(true,true);
17214 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17215 SetMovement(MOVE_ROOT
);
17217 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17218 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17220 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17221 data
.append(GetPackGUID());
17223 SendMessageToSet(&data
,true);
17226 SendEnchantmentDurations(); // must be after add to map
17227 SendItemDurations(); // must be after add to map
17230 void Player::SendUpdateToOutOfRangeGroupMembers()
17232 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17234 if(Group
* group
= GetGroup())
17235 group
->UpdatePlayerOutOfRange(this);
17237 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17238 m_auraUpdateMask
= 0;
17239 if(Pet
*pet
= GetPet())
17240 pet
->ResetAuraUpdateMask();
17243 void Player::SendTransferAborted(uint32 mapid
, uint16 reason
)
17245 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17246 data
<< uint32(mapid
);
17247 data
<< uint16(reason
); // transfer abort reason
17248 GetSession()->SendPacket(&data
);
17251 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17253 // type of warning, based on the time remaining until reset
17256 type
= RAID_INSTANCE_WELCOME
;
17257 else if(time
> 900 && time
<= 3600)
17258 type
= RAID_INSTANCE_WARNING_HOURS
;
17259 else if(time
> 300 && time
<= 900)
17260 type
= RAID_INSTANCE_WARNING_MIN
;
17262 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17263 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17264 data
<< uint32(type
);
17265 data
<< uint32(mapid
);
17266 data
<< uint32(time
);
17267 GetSession()->SendPacket(&data
);
17270 void Player::ApplyEquipCooldown( Item
* pItem
)
17272 for(int i
= 0; i
<5; ++i
)
17274 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17277 if( !spellData
.SpellId
)
17280 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17281 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17284 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17286 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17287 data
<< pItem
->GetGUID();
17288 data
<< uint32(spellData
.SpellId
);
17289 GetSession()->SendPacket(&data
);
17293 void Player::resetSpells()
17295 // not need after this call
17296 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17298 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17299 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17302 // make full copy of map (spells removed and marked as deleted at another spell remove
17303 // and we can't use original map for safe iterative with visit each spell at loop end
17304 PlayerSpellMap smap
= GetSpellMap();
17306 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17307 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17309 learnDefaultSpells();
17310 learnQuestRewardedSpells();
17313 void Player::learnDefaultSpells(bool loading
)
17315 // learn default race/class spells
17316 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17317 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17318 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17320 uint16 tspell
= spell_itr
->first
;
17323 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17324 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17325 addSpell(tspell
,spell_itr
->second
);
17326 else // but send in normal spell in game learn case
17327 learnSpell(tspell
);
17332 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17334 uint32 spell_id
= quest
->GetRewSpellCast();
17336 // skip quests without rewarded spell
17340 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17344 // check learned spells state
17345 bool found
= false;
17346 for(int i
=0; i
< 3; ++i
)
17348 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17355 // skip quests with not teaching spell or already known spell
17359 // prevent learn non first rank unknown profession and second specialization for same profession)
17360 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17361 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17363 // not have first rank learned (unlearned prof?)
17364 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17365 if( !HasSpell(first_spell
) )
17368 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17373 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17375 // search other specialization for same prof
17376 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17378 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17381 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17385 // compare only specializations
17386 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17389 // compare same chain spells
17390 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17393 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17394 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17400 CastSpell( this, spell_id
, true);
17403 void Player::learnQuestRewardedSpells()
17405 // learn spells received from quest completing
17406 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17408 // skip no rewarded quests
17409 if(!itr
->second
.m_rewarded
)
17412 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17416 learnQuestRewardedSpells(quest
);
17420 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17422 uint32 raceMask
= getRaceMask();
17423 uint32 classMask
= getClassMask();
17424 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
17426 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
17427 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
17429 // Check race if set
17430 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17432 // Check class if set
17433 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
17436 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
17438 // Ok need learn spell
17439 learnSpell(pAbility
->spellId
);
17444 void Player::learnSkillRewardedSpells()
17446 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
17448 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
17451 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
17453 learnSkillRewardedSpells(pskill
);
17457 void Player::SendAuraDurationsForTarget(Unit
* target
)
17459 for(Unit::AuraMap::const_iterator itr
= target
->GetAuras().begin(); itr
!= target
->GetAuras().end(); ++itr
)
17461 Aura
* aura
= itr
->second
;
17462 if(aura
->GetAuraSlot() >= MAX_AURAS
|| aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17465 aura
->SendAuraDurationForCaster(this);
17469 void Player::SetDailyQuestStatus( uint32 quest_id
)
17471 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17473 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
17475 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
17476 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
17477 m_DailyQuestChanged
= true;
17483 void Player::ResetDailyQuestStatus()
17485 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17486 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
17488 // DB data deleted in caller
17489 m_DailyQuestChanged
= false;
17490 m_lastDailyQuestTime
= 0;
17493 BattleGround
* Player::GetBattleGround() const
17495 if(GetBattleGroundId()==0)
17498 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17501 bool Player::InArena() const
17503 BattleGround
*bg
= GetBattleGround();
17504 if(!bg
|| !bg
->isArena())
17510 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17512 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(bgTypeId
);
17516 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17522 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17530 return 10*(queue_id
+1);
17533 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17536 return 255; // hardcoded max level
17538 return 10*(queue_id
+2)-1;
17541 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17543 uint32 level
= getLevel();
17546 else if (level
> 69)
17549 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17552 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
17554 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
17555 if(!vendor_faction
)
17558 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17559 if(rank
<= REP_NEUTRAL
)
17562 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
17565 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
17567 uint32 racemask
= getRaceMask();
17568 uint32 classmask
= getClassMask();
17570 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
17571 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
17573 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
17575 // skip wrong race skills
17576 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
17579 // skip wrong class skills
17580 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
17586 bool Player::HasQuestForGO(int32 GOId
)
17588 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
17590 QuestStatusData qs
=i
->second
;
17591 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
17593 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
17597 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17600 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17602 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17605 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17613 void Player::UpdateForQuestsGO()
17615 if(m_clientGUIDs
.empty())
17619 WorldPacket packet
;
17620 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
17622 if(IS_GAMEOBJECT_GUID(*itr
))
17624 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
17626 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17629 udata
.BuildPacket(&packet
);
17630 GetSession()->SendPacket(&packet
);
17633 void Player::SummonIfPossible(bool agree
)
17637 m_summon_expire
= 0;
17641 // expire and auto declined
17642 if(m_summon_expire
< time(NULL
))
17645 // stop taxi flight at summon
17648 GetMotionMaster()->MovementExpired();
17649 m_taxi
.ClearTaxiDestinations();
17652 // drop flag at summon
17653 if(BattleGround
*bg
= GetBattleGround())
17654 bg
->EventPlayerDroppedFlag(this);
17656 m_summon_expire
= 0;
17658 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
17661 void Player::RemoveItemDurations( Item
*item
)
17663 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
17667 m_itemDuration
.erase(itr
);
17673 void Player::AddItemDurations( Item
*item
)
17675 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
17677 m_itemDuration
.push_back(item
);
17678 item
->SendTimeUpdate(this);
17682 void Player::AutoUnequipOffhandIfNeed()
17684 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
17688 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
17690 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
17693 ItemPosCountVec off_dest
;
17694 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
17695 if( off_msg
== EQUIP_ERR_OK
)
17697 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
17698 StoreItem( off_dest
, offItem
, true );
17702 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17706 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
17708 if(spellInfo
->EquippedItemClass
< 0)
17711 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17712 // for optimize check 2 used cases only
17713 switch(spellInfo
->EquippedItemClass
)
17715 case ITEM_CLASS_WEAPON
:
17717 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
17718 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17719 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17723 case ITEM_CLASS_ARMOR
:
17725 // tabard not have dependent spells
17726 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
17727 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17728 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17731 // shields can be equipped to offhand slot
17732 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
17733 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17736 // ranged slot can have some armor subclasses
17737 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
17738 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17744 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
17751 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
17753 AuraMap
& auras
= GetAuras();
17754 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
17756 Aura
* aura
= itr
->second
;
17758 // skip passive (passive item dependent spells work in another way) and not self applied auras
17759 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
17760 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17766 // skip if not item dependent or have alternative item
17767 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
17773 // no alt item, remove aura, restart check
17774 RemoveAurasDueToSpell(aura
->GetId());
17775 itr
= auras
.begin();
17778 // currently casted spells can be dependent from item
17779 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
17781 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
17782 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
17787 uint32
Player::GetResurrectionSpellId()
17789 // search priceless resurrection possibilities
17791 uint32 spell_id
= 0;
17792 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
17793 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
17795 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17796 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
== 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
17798 switch((*itr
)->GetId())
17800 case 20707: spell_id
= 3026; break; // rank 1
17801 case 20762: spell_id
= 20758; break; // rank 2
17802 case 20763: spell_id
= 20759; break; // rank 3
17803 case 20764: spell_id
= 20760; break; // rank 4
17804 case 20765: spell_id
= 20761; break; // rank 5
17805 case 27239: spell_id
= 27240; break; // rank 6
17807 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
17813 // Twisting Nether // prio: 2 (max)
17814 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
17821 // Reincarnation (passive spell) // prio: 1
17822 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
17828 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
17830 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
17832 // prepare data for near group iteration (PvP and !PvP cases)
17834 bool honored_kill
= false;
17836 if(Group
*pGroup
= GetGroup())
17839 uint32 sum_level
= 0;
17840 Player
* member_with_max_level
= NULL
;
17841 Player
* not_gray_member_with_max_level
= NULL
;
17843 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
17845 if(member_with_max_level
)
17847 /// not get Xp in PvP or no not gray players in group
17848 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
17850 /// skip in check PvP case (for speed, not used)
17851 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
17852 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
17853 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
17855 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
17857 Player
* pGroupGuy
= itr
->getSource();
17861 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
17862 continue; // member (alive or dead) or his corpse at req. distance
17864 // honor can be in PvP and !PvP (racial leader) cases (for alive)
17865 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
17866 honored_kill
= true;
17868 // xp and reputation only in !PvP case
17871 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
17873 // if is in dungeon then all receive full reputation at kill
17874 // rewarded any alive/dead/near_corpse group member
17875 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
17877 // XP updated only for alive group member
17878 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
17879 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
17881 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
17883 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
17884 if(Pet
* pet
= pGroupGuy
->GetPet())
17885 pet
->GivePetXP(itr_xp
/2);
17888 // quest objectives updated only for alive group member or dead but with not released body
17889 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
17891 // normal creature (not pet/etc) can be only in !PvP case
17892 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17893 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
17899 else // if (!pGroup)
17901 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
17903 // honor can be in PvP and !PvP (racial leader) cases
17904 if(RewardHonor(pVictim
,1))
17905 honored_kill
= true;
17907 // xp and reputation only in !PvP case
17910 RewardReputation(pVictim
,1);
17911 GiveXP(xp
, pVictim
);
17913 if(Pet
* pet
= GetPet())
17914 pet
->GivePetXP(xp
);
17916 // normal creature (not pet/etc) can be only in !PvP case
17917 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17918 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
17921 return xp
|| honored_kill
;
17924 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
17926 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
17932 Corpse
* corpse
= GetCorpse();
17936 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
17939 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
17941 Item
* item
= GetWeaponForAttack(attType
,true);
17943 // unarmed only with base attack
17944 if(attType
!= BASE_ATTACK
&& !item
)
17947 // weapon skill or (unarmed for base attack)
17948 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
17949 return GetBaseSkillValue(skill
);
17952 void Player::ResurectUsingRequestData()
17954 ResurrectPlayer(0.0f
,false);
17956 if(GetMaxHealth() > m_resurrectHealth
)
17957 SetHealth( m_resurrectHealth
);
17959 SetHealth( GetMaxHealth() );
17961 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
17962 SetPower(POWER_MANA
, m_resurrectMana
);
17964 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
17966 SetPower(POWER_RAGE
, 0 );
17968 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
17970 SpawnCorpseBones();
17972 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
17975 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
17977 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
17978 data
.append(target
->GetPackGUID());
17979 data
<< uint8(allowMove
);
17980 GetSession()->SendPacket(&data
);
17983 void Player::UpdateZoneDependentAuras( uint32 newZone
)
17985 // remove new continent flight forms
17986 if( !isGameMaster() &&
17987 GetVirtualMapForMapAndZone(GetMapId(),newZone
) != 530)
17989 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
17990 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
17993 // Some spells applied at enter into zone (with subzones)
17995 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
17996 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
17998 uint32 spellid
= 0;
18000 if( GetTeam() == HORDE
)
18001 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18002 // and some alliance races
18003 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18004 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18006 if(spellid
&& !HasAura(spellid
,0) )
18007 CastSpell(this,spellid
,true);
18011 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18013 // remove auras from spells with area limitations
18014 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18016 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18017 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
18023 // unmount if enter in this subzone
18025 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18026 // Dragonmaw Illusion
18027 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18029 if( GetDummyAura(40214) )
18031 if( !HasAura(40216,0) )
18032 CastSpell(this,40216,true);
18033 if( !HasAura(42016,0) )
18034 CastSpell(this,42016,true);
18039 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18041 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18042 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18044 return copseReclaimDelay
[0];
18047 time_t now
= time(NULL
);
18048 // 0..2 full period
18049 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18050 return copseReclaimDelay
[count
];
18053 void Player::UpdateCorpseReclaimDelay()
18055 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18057 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18058 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18061 time_t now
= time(NULL
);
18062 if(now
< m_deathExpireTime
)
18064 // full and partly periods 1..3
18065 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18066 if(count
< MAX_DEATH_COUNT
)
18067 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18069 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18072 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18075 void Player::SendCorpseReclaimDelay(bool load
)
18077 Corpse
* corpse
= GetCorpse();
18084 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18087 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18090 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18091 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18093 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18094 if(count
>=MAX_DEATH_COUNT
)
18095 count
= MAX_DEATH_COUNT
-1;
18100 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18102 time_t now
= time(NULL
);
18103 if(now
>= expected_time
)
18106 delay
= expected_time
-now
;
18109 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18111 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18112 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18113 data
<< uint32(delay
*1000);
18114 GetSession()->SendPacket( &data
);
18117 Player
* Player::GetNextRandomRaidMember(float radius
)
18119 Group
*pGroup
= GetGroup();
18123 std::vector
<Player
*> nearMembers
;
18124 nearMembers
.reserve(pGroup
->GetMembersCount());
18126 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18128 Player
* Target
= itr
->getSource();
18130 // IsHostileTo check duel and controlled by enemy
18131 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18132 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18133 nearMembers
.push_back(Target
);
18136 if (nearMembers
.empty())
18139 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18140 return nearMembers
[randTarget
];
18143 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18145 float water_z
= m
->GetWaterLevel(x
,y
);
18146 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18147 uint8 flag1
= m
->GetTerrainType(x
,y
);
18149 //!Underwater check, not in water if underground or above water level
18150 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18151 m_isunderwater
&= 0x7A;
18152 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18153 m_isunderwater
|= 0x01;
18155 //!in lava check, anywhere under lava level
18156 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18157 m_isunderwater
|= 0x80;
18160 void Player::SetCanParry( bool value
)
18162 if(m_canParry
==value
)
18165 m_canParry
= value
;
18166 UpdateParryPercentage();
18169 void Player::SetCanBlock( bool value
)
18171 if(m_canBlock
==value
)
18174 m_canBlock
= value
;
18175 UpdateBlockPercentage();
18178 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18180 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18181 if(itr
->pos
== pos
)
18187 bool Player::isAllowUseBattleGroundObject()
18189 return ( //InBattleGround() && // in battleground - not need, check in other cases
18190 !IsMounted() && // not mounted
18191 !HasStealthAura() && // not stealthed
18192 !HasInvisibilityAura() && // not invisible
18193 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18194 isAlive() // live player