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 reagests 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 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
485 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
488 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
492 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
495 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
497 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
498 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
499 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
505 SetMapId(info
->mapId
);
506 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
508 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
511 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
515 uint8 powertype
= cEntry
->powerType
;
523 unitfield
= 0x00000000;
526 unitfield
= 0x00110000;
529 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
533 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
534 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
539 SetDisplayId(info
->displayId_f
);
540 SetNativeDisplayId(info
->displayId_f
);
543 SetDisplayId(info
->displayId_m
);
544 SetNativeDisplayId(info
->displayId_m
);
547 sLog
.outError("Invalid gender %u for player",gender
);
552 setFactionForRace(m_race
);
554 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( ( race
) | ( class_
<< 8 ) | ( gender
<< 16 ) | ( powertype
<< 24 ) ) );
555 SetUInt32Value(UNIT_FIELD_BYTES_1
, unitfield
);
556 SetByteValue(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_UNK3
| UNIT_BYTE2_FLAG_UNK5
);
557 SetUInt32Value(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
558 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
560 //-1 is default value
561 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
563 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
564 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
565 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
567 SetUInt32Value( PLAYER_GUILDID
, 0 );
568 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
569 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
571 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
572 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
573 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
574 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
575 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
576 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
578 // set starting level
579 SetUInt32Value( UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
) );
582 m_Last_tick
= time(NULL
);
583 m_Played_time
[0] = 0;
584 m_Played_time
[1] = 0;
586 // base stats and related field values
588 InitTaxiNodesForLevel();
589 InitTalentForLevel();
590 InitPrimaryProffesions(); // to max set before any spell added
592 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
593 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
594 SetHealth(GetMaxHealth());
595 if (getPowerType()==POWER_MANA
)
597 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intelect)
598 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
601 learnDefaultSpells(true);
603 std::list
<uint16
>::const_iterator action_itr
[4];
604 for(int i
=0; i
<4; i
++)
605 action_itr
[i
] = info
->action
[i
].begin();
607 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
610 for(int i
=0; i
<4 ;i
++)
611 taction
[i
] = (*action_itr
[i
]);
613 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
615 for(int i
=0; i
<4 ;i
++)
619 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
621 uint32 titem_id
= item_id_itr
->item_id
;
622 uint32 titem_amount
= item_id_itr
->item_amount
;
624 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
628 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, titem_amount
, false );
629 if( msg
== EQUIP_ERR_OK
)
631 EquipNewItem( eDest
, titem_id
, titem_amount
, true);
632 AutoUnequipOffhandIfNeed();
633 continue; // equipped, to next
637 ItemPosCountVec sDest
;
638 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
639 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
640 if( msg
== EQUIP_ERR_OK
)
642 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
643 continue; // stored, to next
646 // item can't be added
647 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,race
,class_
,msg
);
650 // bags and main-hand weapon must equipped at this moment
651 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
652 // or ammo not equipped in special bag
653 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
655 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
658 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
659 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
660 if( msg
== EQUIP_ERR_OK
)
662 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
663 EquipItem( eDest
, pItem
, true);
665 // move other items to more appropriate slots (ammo not equipped in special bag)
668 ItemPosCountVec sDest
;
669 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
670 if( msg
== EQUIP_ERR_OK
)
672 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
673 pItem
= StoreItem( sDest
, pItem
, true);
676 // if this is ammo then use it
677 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
678 if( msg
== EQUIP_ERR_OK
)
679 SetAmmo( pItem
->GetProto()->ItemId
);
683 // all item positions resolved
688 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
690 uint32 BreathRegen
= (uint32
)-1;
692 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
693 data
<< (uint32
)Type
;
698 data
<< (uint32
)0; // spell id
699 GetSession()->SendPacket(&data
);
702 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
704 if(Type
==BREATH_TIMER
)
705 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
707 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
708 data
<< (uint32
)Type
;
709 data
<< CurrentValue
;
713 data
<< (uint32
)0; // spell id
714 GetSession()->SendPacket( &data
);
717 void Player::StopMirrorTimer(MirrorTimerType Type
)
719 if(Type
==BREATH_TIMER
)
722 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
723 data
<< (uint32
)Type
;
724 GetSession()->SendPacket( &data
);
727 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
729 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
730 data
<< (uint64
)guid
;
731 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
732 data
<< (uint32
)damage
;
735 //m_session->SendPacket(&data);
736 //Let other players see that you get damage
737 SendMessageToSet(&data
, true);
738 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
740 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
742 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
743 DurabilityLossAll(0.10f
,false);
744 // durability lost message
745 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
746 GetSession()->SendPacket(&data
);
750 void Player::HandleDrowning()
755 //if have water breath , then remove bar
756 if(waterbreath
|| isGameMaster() || !isAlive())
758 StopMirrorTimer(BREATH_TIMER
);
763 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default leangthL 1 min
765 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
766 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
767 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
769 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
771 //single trigger timer
772 if (!(m_isunderwater
& 0x02))
774 m_isunderwater
|= 0x02;
775 m_breathTimer
= UnderWaterTime
+ 1000;
777 //single trigger "Breathbar"
778 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
780 m_isunderwater
|= 0x04;
781 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
783 //continius trigger drowning "Damage"
784 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
786 //TODO: Check this formula
787 uint64 guid
= GetGUID();
788 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
790 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
791 m_breathTimer
= 2000;
794 //single trigger retract bar
795 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
797 m_isunderwater
= 0x08;
799 uint32 BreathRegen
= 10;
800 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
801 m_isunderwater
= 0x10;
804 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
806 StopMirrorTimer(BREATH_TIMER
);
811 void Player::HandleLava()
813 bool ValidArea
= false;
815 if ((m_isunderwater
& 0x80) && isAlive())
817 //Single trigger Set BreathTimer
818 if (!(m_isunderwater
& 0x80))
820 m_isunderwater
|= 0x04;
821 m_breathTimer
= 1000;
823 //Reset BreathTimer and still in the lava
826 uint64 guid
= GetGUID();
827 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
828 uint32 dmgZone
= GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
830 // Deal lava damage only in lava zones.
846 if (dmgZone
/ 5 & 0x408)
850 // if is valid area and is not gamemaster then deal damage
851 if ( ValidArea
&& !isGameMaster() )
852 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
854 m_breathTimer
= 1000;
858 //Death timer disabled and WaterFlags reset
859 else if (m_deathState
== DEAD
)
866 ///The player sobers by 256 every 10 seconds
867 void Player::HandleSobering()
871 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
872 SetDrunkValue(drunk
);
875 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
878 return DRUNKEN_SMASHED
;
880 return DRUNKEN_DRUNK
;
882 return DRUNKEN_TIPSY
;
883 return DRUNKEN_SOBER
;
886 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
888 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
890 m_drunk
= newDrunkenValue
;
891 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
893 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
895 // special drunk invisibility detection
896 if(newDrunkenState
>= DRUNKEN_DRUNK
)
897 m_detectInvisibilityMask
|= (1<<6);
899 m_detectInvisibilityMask
&= ~(1<<6);
901 if(newDrunkenState
== oldDrunkenState
)
904 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
906 data
<< uint32(newDrunkenState
);
907 data
<< uint32(itemId
);
909 SendMessageToSet(&data
, true);
912 void Player::Update( uint32 p_time
)
918 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
923 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
924 m_nextMailDelivereTime
= 0;
927 Unit::Update( p_time
);
929 // update player only attacks
930 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
932 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
935 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
937 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
940 time_t now
= time (NULL
);
944 UpdateContestedPvP(p_time
);
948 CheckDuelDistance(now
);
950 UpdateAfkReport(now
);
952 CheckExploreSystem();
954 // Update items that have just a limited lifetime
956 UpdateItemDuration(uint32(now
- m_Last_tick
));
958 if (!m_timedquests
.empty())
960 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
961 while (iter
!= m_timedquests
.end())
963 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
964 if( q_status
.m_timer
<= p_time
)
966 uint32 quest_id
= *iter
;
967 ++iter
; // current iter will be removed in FailTimedQuest
968 FailTimedQuest( quest_id
);
972 q_status
.m_timer
-= p_time
;
973 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
979 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
981 Unit
*pVictim
= getVictim();
982 if( !IsNonMeleeSpellCasted(false) && pVictim
)
984 // default combat reach 10
985 // TODO add weapon,skill check
987 float pldistance
= ATTACK_DISTANCE
;
989 if (isAttackReady(BASE_ATTACK
))
991 if(!IsWithinDistInMap(pVictim
, pldistance
))
993 setAttackTimer(BASE_ATTACK
,100);
994 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
996 SendAttackSwingNotInRange();
1000 //120 degrees of radiant range
1001 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1003 setAttackTimer(BASE_ATTACK
,100);
1004 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1006 SendAttackSwingBadFacingAttack();
1007 m_swingErrorMsg
= 2;
1012 m_swingErrorMsg
= 0; // reset swing error state
1014 // prevent base and off attack in same time, delay attack at 0.2 sec
1015 if(haveOffhandWeapon())
1017 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1018 if(off_att
< ATTACK_DISPLAY_DELAY
)
1019 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1021 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1022 resetAttackTimer(BASE_ATTACK
);
1026 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1028 if(!IsWithinDistInMap(pVictim
, pldistance
))
1030 setAttackTimer(OFF_ATTACK
,100);
1032 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1034 setAttackTimer(OFF_ATTACK
,100);
1038 // prevent base and off attack in same time, delay attack at 0.2 sec
1039 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1040 if(base_att
< ATTACK_DISPLAY_DELAY
)
1041 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1043 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1044 resetAttackTimer(OFF_ATTACK
);
1048 Unit
*owner
= pVictim
->GetOwner();
1049 Unit
*u
= owner
? owner
: pVictim
;
1050 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1053 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1058 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1060 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1062 int time_inn
= time(NULL
)-GetTimeInnEnter();
1063 if (time_inn
>= 10) //freeze update
1065 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1066 //speed collect rest bonus (section/in hour)
1067 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1068 UpdateInnerTime(time(NULL
));
1073 if(m_regenTimer
> 0)
1075 if(p_time
>= m_regenTimer
)
1078 m_regenTimer
-= p_time
;
1081 if (m_weaponChangeTimer
> 0)
1083 if(p_time
>= m_weaponChangeTimer
)
1084 m_weaponChangeTimer
= 0;
1086 m_weaponChangeTimer
-= p_time
;
1089 if (m_zoneUpdateTimer
> 0)
1091 if(p_time
>= m_zoneUpdateTimer
)
1093 uint32 newzone
= GetZoneId();
1094 if( m_zoneUpdateId
!= newzone
)
1095 UpdateZone(newzone
); // also update area
1098 // use area updates as well
1099 // needed for free far all arenas for example
1100 uint32 newarea
= GetAreaId();
1101 if( m_areaUpdateId
!= newarea
)
1102 UpdateArea(newarea
);
1104 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1108 m_zoneUpdateTimer
-= p_time
;
1116 if (m_deathState
== JUST_DIED
)
1123 if(p_time
>= m_nextSave
)
1125 // m_nextSave reseted in SaveToDB call
1127 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1131 m_nextSave
-= p_time
;
1136 if(m_breathTimer
> 0)
1138 if(p_time
>= m_breathTimer
)
1141 m_breathTimer
-= p_time
;
1145 //Handle Water/drowning
1151 //Handle detect stealth players
1152 if (m_DetectInvTimer
> 0)
1154 if (p_time
>= m_DetectInvTimer
)
1156 m_DetectInvTimer
= 3000;
1157 HandleStealthedUnitsDetection();
1160 m_DetectInvTimer
-= p_time
;
1164 if (now
> m_Last_tick
)
1166 uint32 elapsed
= uint32(now
- m_Last_tick
);
1167 m_Played_time
[0] += elapsed
; // Total played time
1168 m_Played_time
[1] += elapsed
; // Level played time
1174 m_drunkTimer
+= p_time
;
1176 if (m_drunkTimer
> 10000)
1180 // not auto-free ghost from body in instances
1181 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1183 if(p_time
>= m_deathTimer
)
1190 m_deathTimer
-= p_time
;
1193 UpdateEnchantTime(p_time
);
1194 UpdateHomebindTime(p_time
);
1197 SendUpdateToOutOfRangeGroupMembers();
1199 Pet
* pet
= GetPet();
1200 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1202 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1207 void Player::setDeathState(DeathState s
)
1209 uint32 ressSpellId
= 0;
1211 bool cur
= isAlive();
1213 if(s
== JUST_DIED
&& cur
)
1215 // drunken state is cleared on death
1217 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1220 clearResurrectRequestData();
1222 // remove form before other mods to prevent incorrect stats calculation
1223 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1225 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1226 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1228 // remove uncontrolled pets
1232 // save value before aura remove in Unit::setDeathState
1233 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1237 ressSpellId
= GetResurrectionSpellId();
1239 Unit::setDeathState(s
);
1241 // restore resurrection spell id for player after aura remove
1242 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1243 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1245 if(isAlive() && !cur
)
1247 //clear aura case after resurrection by another way (spells will be applied before next death)
1248 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1250 // restore default warrior stance
1251 if(getClass()== CLASS_WARRIOR
)
1252 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1256 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1258 *p_data
<< GetGUID();
1261 *p_data
<< getRace();
1262 uint8 pClass
= getClass();
1264 *p_data
<< getGender();
1266 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1267 *p_data
<< uint8(bytes
);
1268 *p_data
<< uint8(bytes
>> 8);
1269 *p_data
<< uint8(bytes
>> 16);
1270 *p_data
<< uint8(bytes
>> 24);
1272 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1273 *p_data
<< uint8(bytes
);
1275 *p_data
<< uint8(getLevel()); // player level
1276 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1277 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1280 *p_data
<< GetMapId();
1282 *p_data
<< GetPositionX();
1283 *p_data
<< GetPositionY();
1284 *p_data
<< GetPositionZ();
1286 *p_data
<< GetUInt32Value(PLAYER_GUILDID
); // guild id
1288 uint32 char_flags
= 0;
1289 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1290 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1291 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1292 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1293 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1294 char_flags
|= CHARACTER_FLAG_GHOST
;
1295 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1296 char_flags
|= CHARACTER_FLAG_RENAME
;
1297 // always send the flag if declined names aren't used
1298 // to let the client select a default method of declining the name
1299 if(!sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) || (result
&& result
->Fetch()[13].GetCppString() != ""))
1300 char_flags
|= CHARACTER_FLAG_DECLINED
;
1302 *p_data
<< (uint32
)char_flags
; // character flags
1304 *p_data
<< (uint8
)1; // unknown
1308 uint32 petDisplayId
= 0;
1309 uint32 petLevel
= 0;
1310 uint32 petFamily
= 0;
1312 // show pet at selection character in character list only for non-ghost character
1313 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1315 Field
* fields
= result
->Fetch();
1317 uint32 entry
= fields
[10].GetUInt32();
1318 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1321 petDisplayId
= fields
[11].GetUInt32();
1322 petLevel
= fields
[12].GetUInt32();
1323 petFamily
= cInfo
->family
;
1327 *p_data
<< (uint32
)petDisplayId
;
1328 *p_data
<< (uint32
)petLevel
;
1329 *p_data
<< (uint32
)petFamily
;
1332 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1333 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1336 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1341 Field *fields = result->Fetch();
1342 uint8 slot = fields[0].GetUInt8() & 255;
1343 uint32 item_id = fields[1].GetUInt32();
1344 if( slot >= EQUIPMENT_SLOT_END )
1347 items[slot] = objmgr.GetItemPrototype(item_id);
1350 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1353 } while (result->NextRow());
1357 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1359 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1360 uint32 item_id
= GetUInt32Value(visualbase
);
1361 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1362 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1364 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1366 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1367 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1373 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1374 *p_data
<< (uint8
)proto
->InventoryType
;
1375 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
1379 *p_data
<< (uint32
)0;
1380 *p_data
<< (uint8
)0;
1381 *p_data
<< (uint32
)0; // enchant?
1384 *p_data
<< (uint32
)0; // first bag display id
1385 *p_data
<< (uint8
)0; // first bag inventory type
1386 *p_data
<< (uint32
)0; // enchant?
1389 bool Player::ToggleAFK()
1391 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1393 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1395 // afk player not allowed in battleground
1396 if(state
&& InBattleGround())
1397 LeaveBattleground();
1402 bool Player::ToggleDND()
1404 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1406 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1409 uint8
Player::chatTag() const
1426 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1428 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1430 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1434 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1435 Pet
* pet
= GetPet();
1437 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1439 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1440 if(!InBattleGround() && mEntry
->IsBattleGround() && !GetSession()->GetSecurity())
1443 // client without expansion support
1444 if(GetSession()->Expansion() < mEntry
->Expansion())
1446 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessable map %u", GetName(), mapid
);
1449 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1451 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL1
);
1453 return false; // normal client can't teleport to this map...
1457 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1460 // if we were on a transport, leave
1461 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1463 m_transport
->RemovePassenger(this);
1465 m_movementInfo
.t_x
= 0.0f
;
1466 m_movementInfo
.t_y
= 0.0f
;
1467 m_movementInfo
.t_z
= 0.0f
;
1468 m_movementInfo
.t_o
= 0.0f
;
1469 m_movementInfo
.t_time
= 0;
1472 SetSemaphoreTeleport(true);
1474 // The player was ported to another map and looses the duel immediatly.
1475 // We have to perform this check before the teleport, otherwise the
1476 // ObjectAccessor won't find the flag.
1477 if (duel
&& this->GetMapId()!=mapid
)
1479 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1481 DuelComplete(DUEL_FLED
);
1484 // reset movement flags at teleport, because player will continue move with these flags after teleport
1485 SetUnitMovementFlags(0);
1487 if ((this->GetMapId() == mapid
) && (!m_transport
))
1489 // prepare zone change detect
1490 uint32 old_zone
= GetZoneId();
1493 if(!GetSession()->PlayerLogout())
1496 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1497 GetSession()->SendPacket(&data
);
1498 SetPosition( x
, y
, z
, orientation
, true);
1501 // this will be used instead of the current location in SaveToDB
1502 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1504 //BuildHeartBeatMsg(&data);
1505 //SendMessageToSet(&data, true);
1506 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1508 //same map, only remove pet if out of range
1509 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1511 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1512 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1514 m_temporaryUnsummonedPetNumber
= 0;
1516 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1520 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1523 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1526 if(pet
&& m_temporaryUnsummonedPetNumber
)
1528 Pet
* NewPet
= new Pet
;
1529 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1532 m_temporaryUnsummonedPetNumber
= 0;
1536 if(!GetSession()->PlayerLogout())
1538 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1539 SetSemaphoreTeleport(false);
1541 UpdateZone(GetZoneId());
1545 if(old_zone
!= GetZoneId())
1548 if(pvpInfo
.inHostileArea
)
1549 CastSpell(this, 2479, true);
1554 // far teleport to another map
1555 Map
* oldmap
= IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL
;
1556 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1558 // Check enter rights before map getting to avoid creating instance copy for player
1559 // this check not dependent from map instance copy and same for all instance copies of selected map
1560 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1562 SetSemaphoreTeleport(false);
1566 // If the map is not created, assume it is possible to enter it.
1567 // It will be created in the WorldPortAck.
1568 Map
*map
= MapManager::Instance().FindMap(mapid
);
1569 if (!map
|| map
->CanEnter(this))
1575 ResetContestedPvP();
1577 // remove player from battleground on far teleport (when changing maps)
1578 if(BattleGround
const* bg
= GetBattleGround())
1580 // Note: at battleground join battleground id set before teleport
1581 // and we already will found "current" battleground
1582 // just need check that this is targeted map or leave
1583 if(bg
->GetMapId() != mapid
)
1584 LeaveBattleground(false); // don't teleport to entry point
1587 // remove pet on map change
1590 //leaving map -> delete pet right away (doing this later will cause problems)
1591 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1592 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1594 m_temporaryUnsummonedPetNumber
= 0;
1596 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1599 // remove all dyn objects
1600 RemoveAllDynObjects();
1602 // stop spellcasting
1603 // not attempt interrupt teleportation spell at caster teleport
1604 if(!(options
& TELE_TO_SPELL
))
1605 if(IsNonMeleeSpellCasted(true))
1606 InterruptNonMeleeSpells(true);
1608 if(!GetSession()->PlayerLogout())
1610 // send transfer packets
1611 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1612 data
<< uint32(mapid
);
1615 data
<< m_transport
->GetEntry() << GetMapId();
1617 GetSession()->SendPacket(&data
);
1619 data
.Initialize(SMSG_NEW_WORLD
, (20));
1622 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1626 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1628 GetSession()->SendPacket( &data
);
1629 SendSavedInstances();
1631 // remove from old map now
1632 if(oldmap
) oldmap
->Remove(this, false);
1635 // new final coordinates
1639 float final_o
= orientation
;
1643 final_x
+= m_movementInfo
.t_x
;
1644 final_y
+= m_movementInfo
.t_y
;
1645 final_z
+= m_movementInfo
.t_z
;
1646 final_o
+= m_movementInfo
.t_o
;
1649 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1650 // if the player is saved before worldportack (at logout for example)
1651 // this will be used instead of the current location in SaveToDB
1653 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1655 // move packet sent by client always after far teleport
1656 // SetPosition(final_x, final_y, final_z, final_o, true);
1659 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1667 void Player::AddToWorld()
1669 ///- Do not add/remove the player from the object storage
1670 ///- It will crash when updating the ObjectAccessor
1671 ///- The player should only be added when logging in
1674 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1677 m_items
[i
]->AddToWorld();
1681 void Player::RemoveFromWorld()
1686 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1688 UnsummonAllTotems();
1693 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1696 m_items
[i
]->RemoveFromWorld();
1699 ///- Do not add/remove the player from the object storage
1700 ///- It will crash when updating the ObjectAccessor
1701 ///- The player should only be removed when logging out
1702 Unit::RemoveFromWorld();
1705 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1709 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1713 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1715 // talent who gave more rage on attack
1716 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1720 addRage
= damage
/rageconversion
*2.5;
1722 // Berserker Rage effect
1723 if(HasAura(18499,0))
1727 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1729 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1732 void Player::RegenerateAll()
1734 if (m_regenTimer
!= 0)
1736 uint32 regenDelay
= 2000;
1738 // Not in combat or they have regeneration
1739 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1740 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1743 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1744 Regenerate(POWER_RAGE
);
1747 Regenerate( POWER_ENERGY
);
1749 Regenerate( POWER_MANA
);
1751 m_regenTimer
= regenDelay
;
1754 void Player::Regenerate(Powers power
)
1756 uint32 curValue
= GetPower(power
);
1757 uint32 maxValue
= GetMaxPower(power
);
1759 float addvalue
= 0.0f
;
1765 bool recentCast
= IsUnderLastManaUseEffect();
1766 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1769 // Mangos Updates Mana in intervals of 2s, which is correct
1770 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT
) * ManaIncreaseRate
* 2.00f
;
1774 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN
) * ManaIncreaseRate
* 2.00f
;
1777 case POWER_RAGE
: // Regenerate rage
1779 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1780 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1782 case POWER_ENERGY
: // Regenerate energy (rogue)
1786 case POWER_HAPPINESS
:
1790 // Mana regen calculated in Player::UpdateManaRegen()
1791 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1792 if(power
!= POWER_MANA
)
1794 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1795 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1796 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1797 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1800 if (power
!= POWER_RAGE
)
1802 curValue
+= uint32(addvalue
);
1803 if (curValue
> maxValue
)
1804 curValue
= maxValue
;
1808 if(curValue
<= uint32(addvalue
))
1811 curValue
-= uint32(addvalue
);
1813 SetPower(power
, curValue
);
1816 void Player::RegenerateHealth()
1818 uint32 curValue
= GetHealth();
1819 uint32 maxValue
= GetMaxHealth();
1821 if (curValue
>= maxValue
) return;
1823 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1825 float addvalue
= 0.0f
;
1828 if ( IsPolymorphed() )
1829 addvalue
= GetMaxHealth()/3;
1830 // normal regen case (maybe partly in combat case)
1831 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1833 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1836 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1837 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1838 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1840 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1841 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1847 // always regeneration bonus (including combat)
1848 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1853 ModifyHealth(int32(addvalue
));
1856 bool Player::CanInteractWithNPCs(bool alive
) const
1858 if(alive
&& !isAlive())
1866 bool Player::IsUnderWater() const
1868 return IsInWater() &&
1869 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1872 void Player::SetInWater(bool apply
)
1874 if(m_isInWater
==apply
)
1877 //define player in water by opcodes
1878 //move player's guid into HateOfflineList of those mobs
1879 //which can't swim and move guid back into ThreatList when
1881 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1882 m_isInWater
= apply
;
1884 // remove auras that need water/land
1885 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1887 getHostilRefManager().updateThreatTables();
1890 void Player::SetGameMaster(bool on
)
1894 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1896 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1898 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1899 ResetContestedPvP();
1901 getHostilRefManager().setOnlineOfflineState(false);
1906 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1907 setFactionForRace(getRace());
1908 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1910 // restore FFA PvP Server state
1911 if(sWorld
.IsFFAPvPRealm())
1912 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
1914 // restore FFA PvP area state, remove not allowed for GM mounts
1915 UpdateArea(m_areaUpdateId
);
1917 getHostilRefManager().setOnlineOfflineState(true);
1920 ObjectAccessor::UpdateVisibilityForPlayer(this);
1923 void Player::SetGMVisible(bool on
)
1927 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
1929 // Reapply stealth/invisibility if active or show if not any
1930 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
1931 SetVisibility(VISIBILITY_GROUP_STEALTH
);
1932 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
1933 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
1935 SetVisibility(VISIBILITY_ON
);
1939 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
1941 SetAcceptWhispers(false);
1942 SetGameMaster(true);
1944 SetVisibility(VISIBILITY_OFF
);
1948 bool Player::IsGroupVisibleFor(Player
* p
) const
1950 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
1952 default: return IsInSameGroupWith(p
);
1953 case 1: return IsInSameRaidWith(p
);
1954 case 2: return GetTeam()==p
->GetTeam();
1958 bool Player::IsInSameGroupWith(Player
const* p
) const
1960 return p
==this || GetGroup() != NULL
&&
1961 GetGroup() == p
->GetGroup() &&
1962 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
1965 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
1966 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
1967 void Player::UninviteFromGroup()
1969 if(GetGroupInvite()) // uninvited invitee
1971 Group
* group
= GetGroupInvite();
1972 group
->RemoveInvite(this);
1974 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
1976 if(group
->IsCreated())
1978 group
->Disband(true);
1979 objmgr
.RemoveGroup(group
);
1982 group
->RemoveAllInvites();
1989 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
1993 if (group
->RemoveMember(guid
, 0) <= 1)
1995 // group->Disband(); already disbanded in RemoveMember
1996 objmgr
.RemoveGroup(group
);
1998 // removemember sets the player's group pointer to NULL
2003 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2005 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2006 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2007 data
<< uint32(GivenXP
+RestXP
); // given experience
2008 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2011 data
<< uint32(GivenXP
); // experience without rested bonus
2012 data
<< float(1); // 1 - none 0 - 100% group bonus output
2014 data
<< uint8(0); // new 2.4.0
2015 GetSession()->SendPacket(&data
);
2018 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2026 uint32 level
= getLevel();
2028 // XP to money conversion processed in Player::RewardQuest
2029 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2032 // handle SPELL_AURA_MOD_XP_PCT auras
2033 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2034 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2035 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2037 // XP resting bonus for kill
2038 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2040 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2042 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2043 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2044 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2046 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2050 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2051 GiveLevel(level
+ 1);
2054 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2057 SetUInt32Value(PLAYER_XP
, newXP
);
2060 // Update player to next level
2061 // Current player experience not update (must be update by caller)
2062 void Player::GiveLevel(uint32 level
)
2064 if ( level
== getLevel() )
2067 PlayerLevelInfo info
;
2068 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2070 PlayerClassLevelInfo classInfo
;
2071 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2073 // send levelup info to client
2074 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2075 data
<< uint32(level
);
2076 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2077 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2078 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2084 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2085 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2087 GetSession()->SendPacket(&data
);
2089 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2091 //update level, max level of skills
2092 if(getLevel()!= level
)
2093 m_Played_time
[1] = 0; // Level Played Time reset
2097 // save base values (bonuses already included in stored stats
2098 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2099 SetCreateStat(Stats(i
), info
.stats
[i
]);
2101 SetCreateHealth(classInfo
.basehealth
);
2102 SetCreateMana(classInfo
.basemana
);
2104 InitTalentForLevel();
2105 InitTaxiNodesForLevel();
2109 // set current level health and mana/energy to maximum after applying all mods.
2110 SetHealth(GetMaxHealth());
2111 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2112 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2113 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2114 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2115 SetPower(POWER_FOCUS
, 0);
2116 SetPower(POWER_HAPPINESS
, 0);
2118 // give level to summoned pet
2119 Pet
* pet
= GetPet();
2120 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2121 pet
->GivePetLevel(level
);
2124 void Player::InitTalentForLevel()
2126 uint32 level
= getLevel();
2127 // talents base at level diff ( talents = level - 9 but some can be used already)
2130 // Remove all talent points
2131 if(m_usedTalentCount
> 0) // Free any used talents
2134 SetFreeTalentPoints(0);
2139 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2140 // if used more that have then reset
2141 if(m_usedTalentCount
> talentPointsForLevel
)
2143 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2146 SetFreeTalentPoints(0);
2148 // else update amount of free points
2150 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2154 void Player::InitStatsForLevel(bool reapplyMods
)
2156 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2157 _RemoveAllStatBonuses();
2159 PlayerClassLevelInfo classInfo
;
2160 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2162 PlayerLevelInfo info
;
2163 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2165 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2166 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2170 // set default cast time multiplier
2171 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2173 // reset size before reapply auras
2174 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2176 // save base values (bonuses already included in stored stats
2177 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2178 SetCreateStat(Stats(i
), info
.stats
[i
]);
2180 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2181 SetStat(Stats(i
), info
.stats
[i
]);
2183 SetCreateHealth(classInfo
.basehealth
);
2186 SetCreateMana(classInfo
.basemana
);
2188 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2192 //reset rating fields values
2193 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2194 SetUInt32Value(index
, 0);
2196 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2197 for (int i
= 0; i
< 7; i
++)
2199 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2200 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2201 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2204 //reset attack power, damage and attack speed fields
2205 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2206 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2207 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2209 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2210 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2211 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2212 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2213 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2214 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2216 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2217 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2218 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2219 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2220 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2221 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2223 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2224 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2225 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2226 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2228 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2229 for (uint8 i
= 0; i
< 7; ++i
)
2230 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2232 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2233 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2234 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2237 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2239 // set armor (resistance 0) to original value (create_agility*2)
2240 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2241 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2242 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2243 // set other resistance to original value (0)
2244 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2246 SetResistance(SpellSchools(i
), 0);
2247 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2248 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2251 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2252 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2253 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2255 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2256 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2258 // Init data for form but skip reapply item mods for form
2259 InitDataForForm(reapplyMods
);
2262 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2263 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2265 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2267 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2268 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2270 // cleanup unit flags (will be re-applied if need at aura load).
2271 RemoveFlag( UNIT_FIELD_FLAGS
,
2272 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2273 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2274 UNIT_FLAG_DISABLE_ROTATE
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2275 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2276 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2277 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2279 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2280 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2282 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2284 // restore if need some important flags
2285 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2287 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2288 _ApplyAllStatBonuses();
2290 // set current level health and mana/energy to maximum after applying all mods.
2291 SetHealth(GetMaxHealth());
2292 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2293 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2294 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2295 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2296 SetPower(POWER_FOCUS
, 0);
2297 SetPower(POWER_HAPPINESS
, 0);
2300 void Player::SendInitialSpells()
2302 uint16 spellCount
= 0;
2304 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2307 size_t countPos
= data
.wpos();
2308 data
<< uint16(spellCount
); // spell count placeholder
2310 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2312 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2315 if(!itr
->second
->active
|| itr
->second
->disabled
)
2318 data
<< uint16(itr
->first
);
2319 //data << uint16(itr->second->slotId);
2320 data
<< uint16(0); // it's not slot id
2325 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2327 uint16 spellCooldowns
= m_spellCooldowns
.size();
2328 data
<< uint16(spellCooldowns
);
2329 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); itr
++)
2331 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2335 data
<< uint16(itr
->first
);
2337 time_t cooldown
= 0;
2338 time_t curTime
= time(NULL
);
2339 if(itr
->second
.end
> curTime
)
2340 cooldown
= (itr
->second
.end
-curTime
)*1000;
2342 data
<< uint16(itr
->second
.itemid
); // cast item id
2343 data
<< uint16(sEntry
->Category
); // spell category
2344 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2347 data
<< uint32(cooldown
);
2351 data
<< uint32(cooldown
);
2356 GetSession()->SendPacket(&data
);
2358 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2361 void Player::RemoveMail(uint32 id
)
2363 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2365 if ((*itr
)->messageID
== id
)
2367 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2374 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2376 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2377 data
<< (uint32
) mailId
;
2378 data
<< (uint32
) mailAction
;
2379 data
<< (uint32
) mailError
;
2380 if ( mailError
== MAIL_ERR_BAG_FULL
)
2381 data
<< (uint32
) equipError
;
2382 else if( mailAction
== MAIL_ITEM_TAKEN
)
2384 data
<< (uint32
) item_guid
; // item guid low?
2385 data
<< (uint32
) item_count
; // item count?
2387 GetSession()->SendPacket(&data
);
2390 void Player::SendNewMail()
2392 // deliver undelivered mail
2393 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2395 GetSession()->SendPacket(&data
);
2398 void Player::UpdateNextMailTimeAndUnreads()
2400 // calculate next delivery time (min. from non-delivered mails
2401 // and recalculate unReadMail
2402 time_t cTime
= time(NULL
);
2403 m_nextMailDelivereTime
= 0;
2405 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2407 if((*itr
)->deliver_time
> cTime
)
2409 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2410 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2412 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2417 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2419 if(deliver_time
<= time(NULL
)) // ready now
2424 else // not ready and no have ready mails
2426 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2427 m_nextMailDelivereTime
= deliver_time
;
2431 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2433 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2436 // do character spell book cleanup (all characters)
2437 if(loading
&& !learning
) // spell load case
2439 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2440 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2443 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2448 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2450 // do character spell book cleanup (all characters)
2451 if(loading
&& !learning
) // spell load case
2453 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2454 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2457 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2462 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2464 bool disabled_case
= false;
2465 bool superceded_old
= false;
2467 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2468 if (itr
!= m_spells
.end())
2470 // update active state for known spell
2471 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2473 itr
->second
->active
= active
;
2475 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2476 if(loading
&& !learning
)
2477 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2478 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2479 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2483 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2484 data
<< uint16(spell_id
);
2485 GetSession()->SendPacket(&data
);
2487 return active
; // learn (show in spell book if active now)
2490 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2492 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2493 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2494 itr
->second
->disabled
= disabled
;
2499 disabled_case
= true;
2501 else switch(itr
->second
->state
)
2503 case PLAYERSPELL_UNCHANGED
: // known saved spell
2505 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2508 m_spells
.erase(itr
);
2509 state
= PLAYERSPELL_CHANGED
;
2510 break; // need re-add
2512 default: // known not saved yet spell (new or modified)
2514 // can be in case spell loading but learned at some previous spell loading
2515 if(loading
&& !learning
)
2516 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2523 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2525 // talent: unlearn all other talent ranks (high and low)
2526 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2528 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2530 for(int i
=0; i
<5; ++i
)
2532 // skip learning spell and no rank spell case
2533 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2534 if(!rankSpellId
|| rankSpellId
==spell_id
)
2537 // skip unknown ranks
2538 if(!HasSpell(rankSpellId
))
2541 removeSpell(rankSpellId
);
2545 // non talent spell: learn low ranks (recursive call)
2546 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2548 if(loading
) // at spells loading, no output, but allow save
2549 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2550 else // at normal learning
2551 learnSpell(prev_spell
);
2554 PlayerSpell
*newspell
= new PlayerSpell
;
2555 newspell
->active
= active
;
2556 newspell
->state
= state
;
2557 newspell
->disabled
= disabled
;
2559 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2560 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2562 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2564 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2565 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2566 if(!i_spellInfo
) continue;
2568 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2570 if(itr
->second
->active
)
2572 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2574 if(!loading
) // not send spell (re-/over-)learn packets at loading
2576 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2577 data
<< uint16(itr
->first
);
2578 data
<< uint16(spell_id
);
2579 GetSession()->SendPacket( &data
);
2582 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2583 itr
->second
->active
= false;
2584 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2585 superceded_old
= true; // new spell replace old in action bars and spell book.
2587 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2589 if(!loading
) // not send spell (re-/over-)learn packets at loading
2591 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2592 data
<< uint16(spell_id
);
2593 data
<< uint16(itr
->first
);
2594 GetSession()->SendPacket( &data
);
2597 // mark new spell as disable (not learned yet for client and will not learned)
2598 newspell
->active
= false;
2599 if(newspell
->state
!= PLAYERSPELL_NEW
)
2600 newspell
->state
= PLAYERSPELL_CHANGED
;
2607 uint16 tmpslot
=slot_id
;
2609 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2612 PlayerSpellMap::iterator itr
;
2613 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2615 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2617 if (itr
->second
->slotId
> maxid
)
2618 maxid
= itr
->second
->slotId
;
2620 tmpslot
= maxid
+ 1;
2623 newspell
->slotId
= tmpslot
;
2624 m_spells
[spell_id
] = newspell
;
2626 // return false if spell disabled
2627 if (newspell
->disabled
)
2631 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2633 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2634 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2635 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2637 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2638 CastSpell(this, spell_id
, true);
2640 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2641 else if (IsPassiveSpell(spell_id
))
2643 // if spell doesn't require a stance or the player is in the required stance
2644 if( ( !spellInfo
->Stances
&&
2645 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2646 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2647 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2648 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2649 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2650 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2651 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2652 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2653 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2654 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2655 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2656 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2657 //Check CasterAuraStates
2658 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2659 CastSpell(this, spell_id
, true);
2661 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2663 CastSpell(this, spell_id
, true);
2667 // update used talent points count
2668 m_usedTalentCount
+= talentCost
;
2670 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2671 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2673 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2674 SetFreePrimaryProffesions(freeProfs
-1);
2677 // add dependent skills
2678 uint16 maxskill
= GetMaxSkillValueForLevel();
2680 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2684 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2685 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2687 if(skill_value
< spellLearnSkill
->value
)
2688 skill_value
= spellLearnSkill
->value
;
2690 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2692 if(skill_max_value
< new_skill_max_value
)
2693 skill_max_value
= new_skill_max_value
;
2695 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2699 // not ranked skills
2700 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2701 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2703 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2705 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2709 if(HasSkill(pSkill
->id
))
2712 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2713 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2714 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2715 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2716 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2718 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2720 case SKILL_RANGE_LANGUAGE
:
2721 SetSkill(pSkill
->id
, 300, 300 );
2723 case SKILL_RANGE_LEVEL
:
2724 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2726 case SKILL_RANGE_MONO
:
2727 SetSkill(pSkill
->id
, 1, 1 );
2736 // learn dependent spells
2737 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2738 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2740 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2742 if(!itr
->second
.autoLearned
)
2744 if(loading
) // at spells loading, no output, but allow save
2745 addSpell(itr
->second
.spell
,true,true,loading
);
2746 else // at normal learning
2747 learnSpell(itr
->second
.spell
);
2751 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2752 return active
&& !disabled
&& !superceded_old
;
2755 void Player::learnSpell(uint32 spell_id
)
2757 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2759 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2760 bool active
= disabled
? itr
->second
->active
: true;
2762 bool learning
= addSpell(spell_id
,active
);
2764 // learn all disabled higher ranks (recursive)
2765 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2766 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2768 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2769 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2770 learnSpell(i
->second
);
2773 // prevent duplicated entires in spell book
2777 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2778 data
<< uint32(spell_id
);
2779 GetSession()->SendPacket(&data
);
2782 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2784 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2785 if (itr
== m_spells
.end())
2788 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2791 // unlearn non talent higher ranks (recursive)
2792 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2793 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2794 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2795 removeSpell(itr2
->second
,disabled
);
2798 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2799 data
<< uint16(spell_id
);
2800 GetSession()->SendPacket(&data
);
2804 itr
->second
->disabled
= disabled
;
2805 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2806 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2810 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2813 m_spells
.erase(itr
);
2816 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2819 RemoveAurasDueToSpell(spell_id
);
2822 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2823 RemovePetAura(petSpell
);
2825 // free talent points
2826 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2829 if(talentCosts
< m_usedTalentCount
)
2830 m_usedTalentCount
-= talentCosts
;
2832 m_usedTalentCount
= 0;
2835 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2836 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2838 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2839 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2840 SetFreePrimaryProffesions(freeProfs
);
2843 // remove dependent skill
2844 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2847 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2848 if(!prev_spell
) // first rank, remove skill
2849 SetSkill(spellLearnSkill
->skill
,0,0);
2852 // search prev. skill setting by spell ranks chain
2853 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2854 while(!prevSkill
&& prev_spell
)
2856 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2857 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2860 if(!prevSkill
) // not found prev skill setting, remove skill
2861 SetSkill(spellLearnSkill
->skill
,0,0);
2862 else // set to prev. skill setting values
2864 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2865 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2867 if(skill_value
> prevSkill
->value
)
2868 skill_value
= prevSkill
->value
;
2870 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2872 if(skill_max_value
> new_skill_max_value
)
2873 skill_max_value
= new_skill_max_value
;
2875 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2882 // not ranked skills
2883 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2884 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2886 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2888 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2892 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2893 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2894 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2895 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2896 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2898 // not reset skills for professions and racial abilities
2899 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2900 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2903 SetSkill(pSkill
->id
, 0, 0 );
2908 // remove dependent spells
2909 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2910 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2912 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2913 removeSpell(itr2
->second
.spell
, disabled
);
2916 void Player::RemoveArenaSpellCooldowns()
2918 // remove cooldowns on spells that has < 15 min CD
2919 SpellCooldowns::iterator itr
, next
;
2920 // iterate spell cooldowns
2921 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
2925 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2926 // check if spellentry is present and if the cooldown is less than 15 mins
2928 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2929 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2932 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2933 data
<< uint32(itr
->first
);
2935 GetSession()->SendPacket(&data
);
2937 m_spellCooldowns
.erase(itr
);
2942 void Player::RemoveAllSpellCooldown()
2944 if(!m_spellCooldowns
.empty())
2946 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
2948 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2949 data
<< uint32(itr
->first
);
2950 data
<< uint64(GetGUID());
2951 GetSession()->SendPacket(&data
);
2953 m_spellCooldowns
.clear();
2957 void Player::_LoadSpellCooldowns(QueryResult
*result
)
2959 m_spellCooldowns
.clear();
2961 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
2965 time_t curTime
= time(NULL
);
2969 Field
*fields
= result
->Fetch();
2971 uint32 spell_id
= fields
[0].GetUInt32();
2972 uint32 item_id
= fields
[1].GetUInt32();
2973 time_t db_time
= (time_t)fields
[2].GetUInt64();
2975 if(!sSpellStore
.LookupEntry(spell_id
))
2977 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
2981 // skip outdated cooldown
2982 if(db_time
<= curTime
)
2985 AddSpellCooldown(spell_id
, item_id
, db_time
);
2987 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
2989 while( result
->NextRow() );
2995 void Player::_SaveSpellCooldowns()
2997 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
2999 time_t curTime
= time(NULL
);
3001 // remove outdated and save active
3002 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3004 if(itr
->second
.end
<= curTime
)
3005 m_spellCooldowns
.erase(itr
++);
3008 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
));
3014 uint32
Player::resetTalentsCost() const
3016 // The first time reset costs 1 gold
3017 if(m_resetTalentsCost
< 1*GOLD
)
3020 else if(m_resetTalentsCost
< 5*GOLD
)
3022 // After that it increases in increments of 5 gold
3023 else if(m_resetTalentsCost
< 10*GOLD
)
3027 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3030 // This cost will be reduced by a rate of 5 gold per month
3031 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3032 // to a minimum of 10 gold.
3033 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3037 // After that it increases in increments of 5 gold
3038 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3039 // until it hits a cap of 50 gold.
3040 if(new_cost
> 50*GOLD
)
3047 bool Player::resetTalents(bool no_cost
)
3049 // not need after this call
3050 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3052 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3053 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3056 uint32 level
= getLevel();
3057 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3059 if (m_usedTalentCount
== 0)
3061 SetFreeTalentPoints(talentPointsForLevel
);
3069 cost
= resetTalentsCost();
3071 if (GetMoney() < cost
)
3073 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3078 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3080 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3082 if (!talentInfo
) continue;
3084 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3089 // unlearn only talents for character class
3090 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3091 // to prevent unexpected lost normal learned spell skip another class talents
3092 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3095 for (int j
= 0; j
< 5; j
++)
3097 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3099 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3105 // remove learned spells (all ranks)
3106 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3108 // unlearn if first rank is talent or learned by talent
3109 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3111 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3112 itr
= GetSpellMap().begin();
3121 SetFreeTalentPoints(talentPointsForLevel
);
3125 ModifyMoney(-(int32
)cost
);
3127 m_resetTalentsCost
= cost
;
3128 m_resetTalentsTime
= time(NULL
);
3131 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3132 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3137 bool Player::_removeSpell(uint16 spell_id
)
3139 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3140 if (itr
!= m_spells
.end())
3143 m_spells
.erase(itr
);
3149 Mail
* Player::GetMail(uint32 id
)
3151 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
3153 if ((*itr
)->messageID
== id
)
3161 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3165 Object::_SetCreateBits(updateMask
, target
);
3169 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3171 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3172 updateMask
->SetBit(index
);
3177 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3181 Object::_SetUpdateBits(updateMask
, target
);
3185 Object::_SetUpdateBits(updateMask
, target
);
3186 *updateMask
&= updateVisualBits
;
3190 void Player::InitVisibleBits()
3192 updateVisualBits
.SetCount(PLAYER_END
);
3194 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3196 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3197 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3198 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3200 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
);
3201 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+1);
3203 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
);
3204 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+1);
3206 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
);
3207 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+1);
3209 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
);
3210 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+1);
3212 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
);
3213 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+1);
3215 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3216 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3217 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3218 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3219 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3220 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3222 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3223 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3224 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3225 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3226 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3227 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3229 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3230 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3231 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3232 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3233 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3234 for(uint16 i
= UNIT_FIELD_AURA
; i
< UNIT_FIELD_AURASTATE
; ++i
)
3235 updateVisualBits
.SetBit(i
);
3236 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3237 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
);
3238 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3239 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3240 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3241 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3242 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3243 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3244 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3245 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3246 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3247 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3248 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3249 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3250 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3252 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
);
3253 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+1);
3254 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3255 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3256 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3257 updateVisualBits
.SetBit(PLAYER_BYTES
);
3258 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3259 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3260 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3261 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3263 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3264 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+=4)
3265 updateVisualBits
.SetBit(i
);
3267 //Players visible items are not inventory stuff
3268 //431) = 884 (0x374) = main weapon
3269 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3272 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 0);
3273 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 1);
3275 uint16 visual_base
= PLAYER_VISIBLE_ITEM_1_0
+ (i
*MAX_VISIBLE_ITEM_OFFSET
);
3278 updateVisualBits
.SetBit(visual_base
+ 0);
3280 // item enchantment IDs
3281 for(uint8 j
= 0; j
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++j
)
3282 updateVisualBits
.SetBit(visual_base
+ 1 + j
);
3284 // random properties
3285 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3286 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3289 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3292 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3294 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3296 if(m_items
[i
] == NULL
)
3299 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3305 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3307 if(m_items
[i
] == NULL
)
3310 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3312 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3314 if(m_items
[i
] == NULL
)
3317 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3321 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3324 void Player::DestroyForPlayer( Player
*target
) const
3326 Unit::DestroyForPlayer( target
);
3328 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3330 if(m_items
[i
] == NULL
)
3333 m_items
[i
]->DestroyForPlayer( target
);
3339 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3341 if(m_items
[i
] == NULL
)
3344 m_items
[i
]->DestroyForPlayer( target
);
3346 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3348 if(m_items
[i
] == NULL
)
3351 m_items
[i
]->DestroyForPlayer( target
);
3356 bool Player::HasSpell(uint32 spell
) const
3358 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3359 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3362 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3365 return TRAINER_SPELL_RED
;
3367 if (!trainer_spell
->spell
)
3368 return TRAINER_SPELL_RED
;
3371 if(HasSpell(trainer_spell
->spell
))
3372 return TRAINER_SPELL_GRAY
;
3374 // check race/class requirement
3375 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3376 return TRAINER_SPELL_RED
;
3378 // check level requirement
3379 if(getLevel() < trainer_spell
->reqlevel
)
3380 return TRAINER_SPELL_RED
;
3382 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3384 // check prev.rank requirement
3385 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3386 return TRAINER_SPELL_RED
;
3388 // check additional spell requirement
3389 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3390 return TRAINER_SPELL_RED
;
3393 // check skill requirement
3394 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3395 return TRAINER_SPELL_RED
;
3397 // exist, already checked at loading
3398 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3400 // secondary prof. or not prof. spell
3401 uint32 skill
= spell
->EffectMiscValue
[1];
3403 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3404 return TRAINER_SPELL_GREEN
;
3406 // check primary prof. limit
3407 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3408 return TRAINER_SPELL_RED
;
3410 return TRAINER_SPELL_GREEN
;
3413 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3415 uint32 guid
= GUID_LOPART(playerguid
);
3417 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3418 // bones will be deleted by corpse/bones deleting thread shortly
3419 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3421 // remove from guild
3422 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3425 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3427 guild
->DelMember(guid
);
3430 // the player was uninvited already on logout so just remove from group
3431 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3434 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3436 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3439 RemoveFromGroup(group
, playerguid
);
3443 // remove signs from petitions (also remove petitions if owner);
3444 RemovePetitionsAndSigns(playerguid
, 10);
3446 // return back all mails with COD and Item 0 1 2 3 4 5 6
3447 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
);
3452 Field
*fields
= resultMail
->Fetch();
3454 uint32 mail_id
= fields
[0].GetUInt32();
3455 uint16 mailTemplateId
= fields
[1].GetUInt16();
3456 uint32 sender
= fields
[2].GetUInt32();
3457 std::string subject
= fields
[3].GetCppString();
3458 uint32 itemTextId
= fields
[4].GetUInt32();
3459 uint32 money
= fields
[5].GetUInt32();
3460 bool has_items
= fields
[6].GetBool();
3462 //we can return mail now
3463 //so firstly delete the old one
3464 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3469 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
3474 Field
*fields2
= resultItems
->Fetch();
3476 uint32 item_guidlow
= fields2
[0].GetUInt32();
3477 uint32 item_template
= fields2
[1].GetUInt32();
3479 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3482 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3486 Item
*pItem
= NewItemOrBag(itemProto
);
3487 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
)))
3489 pItem
->FSetState(ITEM_REMOVED
);
3490 pItem
->SaveToDB(); // it also deletes item object !
3494 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3496 while (resultItems
->NextRow());
3502 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3504 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3506 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, 0, mailTemplateId
);
3508 while (resultMail
->NextRow());
3513 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3514 // Get guids of character's pets, will deleted in transaction
3515 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3517 // NOW we can finally clear other DB data related to character
3518 CharacterDatabase
.BeginTransaction();
3523 Field
*fields3
= resultPets
->Fetch();
3524 uint32 petguidlow
= fields3
[0].GetUInt32();
3525 Pet::DeleteFromDB(petguidlow
);
3526 } while (resultPets
->NextRow());
3530 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3531 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3532 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3533 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3534 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3535 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3536 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3537 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3538 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3539 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3540 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3541 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3542 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3543 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3544 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3545 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3546 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3547 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3548 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3549 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3550 CharacterDatabase
.CommitTransaction();
3552 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3553 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3556 void Player::SetMovement(PlayerMovementType pType
)
3561 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3562 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3563 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3564 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3566 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3569 data
.append(GetPackGUID());
3571 GetSession()->SendPacket( &data
);
3575 - a resurrectable corpse must not be loaded for the player (only bones)
3576 - the player must be in world
3578 void Player::BuildPlayerRepop()
3580 if(getRace() == RACE_NIGHTELF
)
3581 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)
3582 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3584 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3585 // there must be SMSG.STOP_MIRROR_TIMER
3586 // there we must send 888 opcode
3588 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3591 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3595 // create a corpse and place it at the player's location
3597 Corpse
*corpse
= GetCorpse();
3600 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3603 GetMap()->Add(corpse
);
3605 // convert player body to ghost
3608 SetMovement(MOVE_WATER_WALK
);
3609 if(!GetSession()->isLogingOut())
3610 SetMovement(MOVE_UNROOT
);
3612 // BG - remove insignia related
3613 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3615 SendCorpseReclaimDelay();
3617 // to prevent cheating
3618 corpse
->ResetGhostTime();
3620 StopMirrorTimers(); //disable timers(bars)
3622 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3624 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3627 void Player::SendDelayResponse(const uint32 ml_seconds
)
3629 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3630 data
<< (uint32
)time(NULL
);
3632 GetSession()->SendPacket( &data
);
3635 void Player::ResurrectPlayer(float restore_percent
, bool updateToWorld
, bool applySickness
)
3637 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3642 GetSession()->SendPacket(&data
);
3644 // speed change, land walk
3646 // remove death flag + set aura
3647 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3648 if(getRace() == RACE_NIGHTELF
)
3649 RemoveAurasDueToSpell(20584); // speed bonuses
3650 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3652 setDeathState(ALIVE
);
3654 SetMovement(MOVE_LAND_WALK
);
3655 SetMovement(MOVE_UNROOT
);
3659 // set health/powers (0- will be set in caller)
3660 if(restore_percent
>0.0f
)
3662 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3663 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3664 SetPower(POWER_RAGE
, 0);
3665 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3669 ObjectAccessor::UpdateVisibilityForPlayer(this);
3671 // some items limited to specific map
3672 DestroyZoneLimitedItem( true, GetZoneId());
3674 if(!applySickness
|| getLevel() <= 10)
3677 //Characters from level 1-10 are not affected by resurrection sickness.
3678 //Characters from level 11-19 will suffer from one minute of sickness
3679 //for each level they are above 10.
3680 //Characters level 20 and up suffer from ten minutes of sickness.
3681 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3683 if(int32(getLevel()) >= startLevel
)
3685 // set resurrection sickness
3686 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3688 // not full duration
3689 if(int32(getLevel()) < startLevel
+9)
3691 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3693 for(int i
=0; i
< 3; ++i
)
3695 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3697 Aur
->SetAuraDuration(delta
*1000);
3698 Aur
->UpdateAuraDuration();
3705 void Player::KillPlayer()
3707 SetMovement(MOVE_ROOT
);
3709 StopMirrorTimers(); //disable timers(bars)
3711 setDeathState(CORPSE
);
3712 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3714 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3715 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3717 // 6 minutes until repop at graveyard
3718 m_deathTimer
= 6*MINUTE
*1000;
3720 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3722 // don't create corpse at this moment, player might be falling
3724 // update visibility
3725 ObjectAccessor::UpdateObjectVisibility(this);
3728 void Player::CreateCorpse()
3730 // prevent existence 2 corpse for player
3733 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3735 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3738 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3739 GetPositionY(), GetPositionZ(), GetOrientation()))
3745 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3746 _pb
= GetUInt32Value(PLAYER_BYTES
);
3747 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3749 uint8 race
= (uint8
)(_uf
);
3750 uint8 skin
= (uint8
)(_pb
);
3751 uint8 face
= (uint8
)(_pb
>> 8);
3752 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3753 uint8 haircolor
= (uint8
)(_pb
>> 24);
3754 uint8 facialhair
= (uint8
)(_pb2
);
3756 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3757 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3759 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3760 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3762 uint32 flags
= CORPSE_FLAG_UNK2
;
3763 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3764 flags
|= CORPSE_FLAG_HIDE_HELM
;
3765 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3766 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3767 if(InBattleGround())
3768 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3769 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3771 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3773 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3776 uint16 iIventoryType
;
3778 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3782 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3783 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3785 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3786 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3790 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3791 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3793 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3796 // register for player, but not show
3797 ObjectAccessor::Instance().AddCorpse(corpse
);
3800 void Player::SpawnCorpseBones()
3802 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3803 SaveToDB(); // prevent loading as ghost without corpse
3806 Corpse
* Player::GetCorpse() const
3808 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3811 void Player::DurabilityLossAll(double percent
, bool inventory
)
3813 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3814 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3815 DurabilityLoss(pItem
,percent
);
3819 // bags not have durability
3820 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3822 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3823 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3824 DurabilityLoss(pItem
,percent
);
3826 // keys not have durability
3827 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3829 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3830 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3831 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3832 if(Item
* pItem
= GetItemByPos( i
, j
))
3833 DurabilityLoss(pItem
,percent
);
3837 void Player::DurabilityLoss(Item
* item
, double percent
)
3842 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3847 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3849 if(pDurabilityLoss
< 1 )
3850 pDurabilityLoss
= 1;
3852 DurabilityPointsLoss(item
,pDurabilityLoss
);
3855 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3857 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3858 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3859 DurabilityPointsLoss(pItem
,points
);
3863 // bags not have durability
3864 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3866 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3867 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3868 DurabilityPointsLoss(pItem
,points
);
3870 // keys not have durability
3871 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3873 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3874 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3875 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3876 if(Item
* pItem
= GetItemByPos( i
, j
))
3877 DurabilityPointsLoss(pItem
,points
);
3881 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3883 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3884 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3885 int32 pNewDurability
= pOldDurability
- points
;
3887 if (pNewDurability
< 0)
3889 else if (pNewDurability
> pMaxDurability
)
3890 pNewDurability
= pMaxDurability
;
3892 if (pOldDurability
!= pNewDurability
)
3894 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3895 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3896 _ApplyItemMods(item
,item
->GetSlot(), false);
3898 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
3900 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3901 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
3902 _ApplyItemMods(item
,item
->GetSlot(), true);
3904 item
->SetState(ITEM_CHANGED
, this);
3908 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
3910 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
3911 DurabilityPointsLoss(pItem
,1);
3914 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
3916 uint32 TotalCost
= 0;
3917 // equipped, backpack, bags itself
3918 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3919 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
3921 // bank, buyback and keys not repaired
3923 // items in inventory bags
3924 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
3925 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
3926 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
3930 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
3932 Item
* item
= GetItemByPos(pos
);
3934 uint32 TotalCost
= 0;
3938 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3942 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3946 uint32 LostDurability
= maxDurability
- curDurability
;
3947 if(LostDurability
>0)
3949 ItemPrototype
const *ditemProto
= item
->GetProto();
3951 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
3954 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
3958 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
3959 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
3960 if(!dQualitymodEntry
)
3962 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
3966 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
3967 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
3969 costs
= uint32(costs
* discountMod
);
3971 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
3976 if (GetGuildId()==0)
3978 DEBUG_LOG("You are not member of a guild");
3982 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
3986 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
3988 DEBUG_LOG("You do not have rights to withdraw for repairs");
3992 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
3994 DEBUG_LOG("You do not have enough money withdraw amount remaining");
3998 if (pGuild
->GetGuildBankMoney() < costs
)
4000 DEBUG_LOG("There is not enough money in bank");
4004 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4007 else if (GetMoney() < costs
)
4009 DEBUG_LOG("You do not have enough money");
4013 ModifyMoney( -int32(costs
) );
4017 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4018 item
->SetState(ITEM_CHANGED
, this);
4020 // reapply mods for total broken and repaired item if equipped
4021 if(IsEquipmentPos(pos
) && !curDurability
)
4022 _ApplyItemMods(item
,pos
& 255, true);
4026 void Player::RepopAtGraveyard()
4028 // note: this can be called also when the player is alive
4029 // for example from WorldSession::HandleMovementOpcodes
4031 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4033 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4034 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4036 ResurrectPlayer(0.5f
);
4040 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4042 // Special handle for battleground maps
4043 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4045 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4046 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4048 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4050 // stop countdown until repop
4053 // if no grave found, stay at the current location
4054 // and don't show spirit healer location
4057 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4058 if(isDead()) // not send if alive, because it used in TeleportTo()
4060 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4061 data
<< ClosestGrave
->map_id
;
4062 data
<< ClosestGrave
->x
;
4063 data
<< ClosestGrave
->y
;
4064 data
<< ClosestGrave
->z
;
4065 GetSession()->SendPacket(&data
);
4070 void Player::JoinedChannel(Channel
*c
)
4072 m_channels
.push_back(c
);
4075 void Player::LeftChannel(Channel
*c
)
4077 m_channels
.remove(c
);
4080 void Player::CleanupChannels()
4082 while(!m_channels
.empty())
4084 Channel
* ch
= *m_channels
.begin();
4085 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4086 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4087 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4088 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4091 sLog
.outDebug("Player: channels cleaned up!");
4094 void Player::UpdateLocalChannels(uint32 newZone
)
4096 if(m_channels
.empty())
4099 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4103 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4107 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4109 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4113 // skip non built-in channels
4114 if(!(*i
)->IsConstant())
4117 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4121 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4125 char new_channel_name_buf
[100];
4126 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4127 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4129 if((*i
)!=new_channel
)
4131 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4133 // leave old channel
4134 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4135 std::string name
= (*i
)->GetName(); // stroe name, (*i)erase in LeftChannel
4136 LeftChannel(*i
); // remove from player's channel list
4137 cMgr
->LeftChannel(name
); // delete if empty
4140 sLog
.outDebug("Player: channels cleaned up!");
4143 void Player::LeaveLFGChannel()
4145 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4149 (*i
)->Leave(GetGUID());
4155 void Player::UpdateDefense()
4157 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4159 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4161 // update dependent from defense skill part
4162 UpdateDefenseBonusesMod();
4166 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
, bool affectStats
)
4168 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4170 sLog
.outError("ERROR in HandleBaseModValue(): nonexisted BaseModGroup of wrong BaseModType!");
4179 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4182 if(amount
<= -100.0f
)
4185 val
= (100.0f
+ amount
) / 100.0f
;
4186 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4190 if(!CanModifyStats())
4195 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4196 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4197 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4198 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4203 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4205 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4207 sLog
.outError("ERROR: trial to access nonexisted BaseModGroup or wrong BaseModType!");
4211 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4214 return m_auraBaseMod
[modGroup
][modType
];
4217 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4219 if(modGroup
>= BASEMOD_END
)
4221 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4225 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4228 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4231 uint32
Player::GetShieldBlockValue() const
4233 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4235 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
)/20 - 1;
4237 value
= (value
< 0) ? 0 : value
;
4239 return uint32(value
);
4242 float Player::GetMeleeCritFromAgility()
4244 uint32 level
= getLevel();
4245 uint32 pclass
= getClass();
4247 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4249 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4250 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4251 if (critBase
==NULL
|| critRatio
==NULL
)
4254 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4258 float Player::GetDodgeFromAgility()
4260 // Table for base dodge values
4261 float dodge_base
[MAX_CLASSES
] = {
4263 0.00652f
, // Paladin
4270 0.02011f
, // Warlock
4274 // Crit/agility to dodge/agility coefficient multipliers
4275 float crit_to_dodge
[MAX_CLASSES
] = {
4289 uint32 level
= getLevel();
4290 uint32 pclass
= getClass();
4292 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4294 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4295 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4296 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4299 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4300 return dodge
*100.0f
;
4303 float Player::GetSpellCritFromIntellect()
4305 uint32 level
= getLevel();
4306 uint32 pclass
= getClass();
4308 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4310 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4311 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4312 if (critBase
==NULL
|| critRatio
==NULL
)
4315 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4319 float Player::GetRatingCoefficient(CombatRating cr
) const
4321 uint32 level
= getLevel();
4323 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4325 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4327 return 1.0f
; // By default use minimum coefficient (not must be called)
4329 return Rating
->ratio
;
4332 float Player::GetRatingBonusValue(CombatRating cr
) const
4334 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4337 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4339 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4340 if (melee
>25.0f
) melee
= 25.0f
;
4341 return uint32 (melee
* damage
/100.0f
);
4344 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4346 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4347 if (ranged
>25.0f
) ranged
=25.0f
;
4348 return uint32 (ranged
* damage
/100.0f
);
4351 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4353 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4354 // In wow script resilience limited to 25%
4357 return uint32 (spell
* damage
/ 100.0f
);
4360 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4362 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4363 // Dot resilience not limited (limit it by 100%)
4364 if (spellDot
> 100.0f
)
4366 return uint32 (spellDot
* damage
/ 100.0f
);
4369 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4374 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4376 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4383 float Player::OCTRegenHPPerSpirit()
4385 uint32 level
= getLevel();
4386 uint32 pclass
= getClass();
4388 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4390 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4391 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4392 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4395 // Formula from PaperDollFrame script
4396 float spirit
= GetStat(STAT_SPIRIT
);
4397 float baseSpirit
= spirit
;
4398 if (baseSpirit
>50) baseSpirit
= 50;
4399 float moreSpirit
= spirit
- baseSpirit
;
4400 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4404 float Player::OCTRegenMPPerSpirit()
4406 uint32 level
= getLevel();
4407 uint32 pclass
= getClass();
4409 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4411 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4412 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4413 if (moreRatio
==NULL
)
4416 // Formula get from PaperDollFrame script
4417 float spirit
= GetStat(STAT_SPIRIT
);
4418 float regen
= spirit
* moreRatio
->ratio
;
4422 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4424 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, value
, apply
);
4426 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4427 float RatingChange
= 0.0f
;
4429 bool affectStats
= CanModifyStats();
4433 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4434 case CR_DEFENSE_SKILL
:
4435 UpdateDefenseBonusesMod();
4438 UpdateDodgePercentage();
4441 UpdateParryPercentage();
4444 UpdateBlockPercentage();
4447 RatingChange
= value
/ RatingCoeffecient
;
4448 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4451 RatingChange
= value
/ RatingCoeffecient
;
4452 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4455 RatingChange
= value
/ RatingCoeffecient
;
4456 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4461 UpdateCritPercentage(BASE_ATTACK
);
4462 UpdateCritPercentage(OFF_ATTACK
);
4465 case CR_CRIT_RANGED
:
4467 UpdateCritPercentage(RANGED_ATTACK
);
4471 UpdateAllSpellCritChances();
4473 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4474 case CR_HIT_TAKEN_RANGED
:
4476 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4478 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4479 case CR_CRIT_TAKEN_RANGED
:
4481 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4483 case CR_HASTE_MELEE
:
4484 RatingChange
= value
/ RatingCoeffecient
;
4485 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4486 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4488 case CR_HASTE_RANGED
:
4489 RatingChange
= value
/ RatingCoeffecient
;
4490 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4492 case CR_HASTE_SPELL
:
4493 RatingChange
= value
/ RatingCoeffecient
;
4494 ApplyCastTimePercentMod(RatingChange
,apply
);
4496 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4497 case CR_WEAPON_SKILL_OFFHAND
:
4498 case CR_WEAPON_SKILL_RANGED
:
4503 UpdateExpertise(BASE_ATTACK
);
4504 UpdateExpertise(OFF_ATTACK
);
4510 void Player::SetRegularAttackTime()
4512 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4514 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4515 if(tmpitem
&& !tmpitem
->IsBroken())
4517 ItemPrototype
const *proto
= tmpitem
->GetProto();
4519 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4521 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4526 //skill+step, checking for max value
4527 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4533 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4534 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4537 if(i
>=PLAYER_MAX_SKILLS
)
4540 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4541 uint32 value
= SKILL_VALUE(data
);
4542 uint32 max
= SKILL_MAX(data
);
4544 if ((!max
) || (!value
) || (value
>= max
))
4547 if (value
*512 < max
*urand(0,512))
4549 uint32 new_value
= value
+step
;
4553 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4560 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4562 if ( SkillValue
>= GrayLevel
)
4563 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4564 if ( SkillValue
>= GreenLevel
)
4565 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4566 if ( SkillValue
>= YellowLevel
)
4567 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4568 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4571 bool Player::UpdateCraftSkill(uint32 spellid
)
4573 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4575 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4576 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4578 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4580 if(_spell_idx
->second
->skillId
)
4582 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4584 // Alchemy Discoveries here
4585 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4586 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4588 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4589 learnSpell(discoveredSpell
);
4592 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4594 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4595 _spell_idx
->second
->max_value
,
4596 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4597 _spell_idx
->second
->min_value
),
4604 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4606 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4608 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4610 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4613 case SKILL_HERBALISM
:
4614 case SKILL_LOCKPICKING
:
4615 case SKILL_JEWELCRAFTING
:
4616 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4617 case SKILL_SKINNING
:
4618 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4619 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4621 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4623 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4624 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4626 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4631 bool Player::UpdateFishingSkill()
4633 sLog
.outDebug("UpdateFishingSkill");
4635 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4637 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4639 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4641 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4644 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4646 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4650 if(Chance
<= 0) // speedup in 0 chance case
4652 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4657 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4658 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4659 if ( i
>= PLAYER_MAX_SKILLS
)
4662 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4663 uint16 SkillValue
= SKILL_VALUE(data
);
4664 uint16 MaxValue
= SKILL_MAX(data
);
4666 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4669 int32 Roll
= irand(1,1000);
4671 if ( Roll
<= Chance
)
4673 uint32 new_value
= SkillValue
+step
;
4674 if(new_value
> MaxValue
)
4675 new_value
= MaxValue
;
4677 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4678 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4682 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4686 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4688 // no skill gain in pvp
4689 Unit
*pVictim
= getVictim();
4690 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4694 return; // always maximized SKILL_FERAL_COMBAT in fact
4696 if(m_form
== FORM_TREE
)
4697 return; // use weapon but not skill up
4699 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4705 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4708 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4709 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4710 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4716 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4718 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4722 UpdateAllCritPercentages();
4725 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4729 case MELEE_HIT_CRIT
:
4730 case MELEE_HIT_DODGE
:
4731 case MELEE_HIT_PARRY
:
4732 case MELEE_HIT_BLOCK
:
4733 case MELEE_HIT_BLOCK_CRIT
:
4740 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4741 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4742 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4743 if(moblevel
< greylevel
)
4746 if (moblevel
> plevel
+ 5)
4747 moblevel
= plevel
+ 5;
4749 uint32 lvldif
= moblevel
- greylevel
;
4753 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4757 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4760 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4761 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4764 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4766 if(roll_chance_f(chance
))
4771 UpdateWeaponSkill(attType
);
4777 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4779 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4780 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4782 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4783 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4784 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4786 if(talent
) // permanent bonus stored in high part
4787 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4788 else // temporary/item bonus stored in low part
4789 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4794 void Player::UpdateMaxSkills()
4796 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4798 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4799 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4801 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4803 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4807 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4810 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4811 uint32 max
= SKILL_MAX(data
);
4812 uint32 val
= SKILL_VALUE(data
);
4814 // update only level dependent max skill values
4815 if(max
!=1 && max
!= maxconfskill
)
4817 uint32 max_Skill
= GetMaxSkillValueForLevel();
4818 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,max_Skill
));
4823 void Player::UpdateSkillsToMaxSkillsForLevel()
4825 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4826 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4828 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4829 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4831 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4833 uint32 max
= SKILL_MAX(data
);
4836 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4838 if(pskill
== SKILL_DEFENSE
)
4839 UpdateDefenseBonusesMod();
4843 // This functions sets a skill line value (and adds if doesn't exist yet)
4844 // To "remove" a skill line, set it's values to zero
4845 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4851 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4852 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4854 if(i
<PLAYER_MAX_SKILLS
) //has skill
4857 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4860 // clear skill fields
4861 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4862 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4863 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4865 // remove spells that depend on this skill when removing the skill
4866 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4869 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4872 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4873 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4875 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4877 if (_spell_idx
->second
->skillId
== id
)
4879 // this may remove more than one spell (dependants)
4880 removeSpell(itr
->first
);
4881 next
= m_spells
.begin();
4888 else if(currVal
) //add
4890 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4891 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4893 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
4896 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
4899 // enable unlearn button for primary professions only
4900 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
4901 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
4903 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
4904 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4906 // apply skill bonuses
4907 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4909 // temporary bonuses
4910 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
4911 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
4912 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4913 (*i
)->ApplyModifier(true);
4915 // permanent bonuses
4916 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
4917 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
4918 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4919 (*i
)->ApplyModifier(true);
4921 // Learn all spells for skill
4922 learnSkillRewardedSpells(id
);
4928 bool Player::HasSkill(uint32 skill
) const
4930 if(!skill
)return false;
4931 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4933 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4941 uint16
Player::GetSkillValue(uint32 skill
) const
4946 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4948 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4950 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4952 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4953 result
+= SKILL_TEMP_BONUS(bonus
);
4954 result
+= SKILL_PERM_BONUS(bonus
);
4955 return result
< 0 ? 0 : result
;
4961 uint16
Player::GetMaxSkillValue(uint32 skill
) const
4964 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4966 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4968 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4970 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4971 result
+= SKILL_TEMP_BONUS(bonus
);
4972 result
+= SKILL_PERM_BONUS(bonus
);
4973 return result
< 0 ? 0 : result
;
4979 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
4982 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4984 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4986 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
4992 uint16
Player::GetBaseSkillValue(uint32 skill
) const
4995 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4997 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4999 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5000 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5001 return result
< 0 ? 0 : result
;
5007 uint16
Player::GetPureSkillValue(uint32 skill
) const
5010 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5012 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5014 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5020 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5025 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5027 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5029 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5036 void Player::SendInitialActionButtons()
5038 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5040 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5041 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5043 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5044 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5046 data
<< uint16(itr
->second
.action
);
5047 data
<< uint8(itr
->second
.misc
);
5048 data
<< uint8(itr
->second
.type
);
5056 GetSession()->SendPacket( &data
);
5057 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5060 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5062 if(button
>= MAX_ACTION_BUTTONS
)
5064 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5068 // check cheating with adding non-known spells to action bar
5069 if(type
==ACTION_BUTTON_SPELL
)
5071 if(!sSpellStore
.LookupEntry(action
))
5073 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5077 if(!HasSpell(action
))
5079 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5084 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5086 if (buttonItr
==m_actionButtons
.end())
5087 { // just add new button
5088 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5091 { // change state of current button
5092 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5093 buttonItr
->second
= ActionButton(action
,type
,misc
);
5094 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5097 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5100 void Player::removeActionButton(uint8 button
)
5102 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5103 if (buttonItr
==m_actionButtons
.end())
5106 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5107 m_actionButtons
.erase(buttonItr
); // new and not saved
5109 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5111 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5114 void Player::SetDontMove(bool dontMove
)
5116 m_dontMove
= dontMove
;
5119 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5121 // prevent crash when a bad coord is sent by the client
5122 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5124 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5128 Map
*m
= MapManager::Instance().GetMap(GetMapId(), this);
5130 const float old_x
= GetPositionX();
5131 const float old_y
= GetPositionY();
5132 const float old_z
= GetPositionZ();
5133 const float old_r
= GetOrientation();
5135 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5137 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5138 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5140 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5142 // move and update visible state if need
5143 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5145 // reread after Map::Relocation
5146 m
= MapManager::Instance().GetMap(GetMapId(), this);
5152 // code block for underwater state update
5153 UpdateUnderwaterState(m
, x
, y
, z
);
5155 CheckExploreSystem();
5159 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5164 void Player::SaveRecallPosition()
5166 m_recallMap
= GetMapId();
5167 m_recallX
= GetPositionX();
5168 m_recallY
= GetPositionY();
5169 m_recallZ
= GetPositionZ();
5170 m_recallO
= GetOrientation();
5173 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5175 MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data
, self
);
5178 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5180 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
);
5183 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5185 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5188 void Player::SendDirectMessage(WorldPacket
*data
)
5190 GetSession()->SendPacket(data
);
5193 void Player::CheckExploreSystem()
5201 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5202 if(areaFlag
==0xffff)
5204 int offset
= areaFlag
/ 32;
5208 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
);
5212 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5213 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5215 if( !(currFields
& val
) )
5217 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5219 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5222 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5224 else if(p
->area_level
> 0)
5226 uint32 area
= p
->ID
;
5227 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5229 SendExplorationExperience(area
,0);
5233 int32 diff
= int32(getLevel()) - p
->area_level
;
5237 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5241 int32 exploration_percent
= (100-((diff
-5)*5));
5242 if (exploration_percent
> 100)
5243 exploration_percent
= 100;
5244 else if (exploration_percent
< 0)
5245 exploration_percent
= 0;
5247 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5251 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5255 SendExplorationExperience(area
,XP
);
5257 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5262 uint32
Player::TeamForRace(uint8 race
)
5264 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5267 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5271 switch(rEntry
->TeamID
)
5273 case 7: return ALLIANCE
;
5274 case 1: return HORDE
;
5277 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5281 uint32
Player::getFactionForRace(uint8 race
)
5283 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5286 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5290 return rEntry
->FactionID
;
5293 void Player::setFactionForRace(uint8 race
)
5295 m_team
= TeamForRace(race
);
5296 setFaction( getFactionForRace(race
) );
5299 void Player::UpdateReputation() const
5301 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5303 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5305 SendFactionState(&(itr
->second
));
5309 void Player::SendFactionState(FactionState
const* faction
) const
5311 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5313 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5314 data
<< (float) 0; // unk 2.4.0
5315 data
<< (uint32
) 1; // count
5317 data
<< (uint32
) faction
->ReputationListID
;
5318 data
<< (uint32
) faction
->Standing
;
5320 GetSession()->SendPacket(&data
);
5324 void Player::SendInitialReputations()
5326 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5327 data
<< uint32 (0x00000080);
5331 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); itr
++)
5333 // fill in absent fields
5334 for (; a
!= itr
->first
; a
++)
5336 data
<< uint8 (0x00);
5337 data
<< uint32 (0x00000000);
5340 // fill in encountered data
5341 data
<< uint8 (itr
->second
.Flags
);
5342 data
<< uint32 (itr
->second
.Standing
);
5347 // fill in absent fields
5348 for (; a
!= 128; a
++)
5350 data
<< uint8 (0x00);
5351 data
<< uint32 (0x00000000);
5354 GetSession()->SendPacket(&data
);
5357 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5359 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5360 if (itr
!= m_factions
.end())
5361 return &itr
->second
;
5366 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5368 // not allow declare war to own faction
5369 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5373 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5377 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5379 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5381 faction
->Changed
= true;
5384 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5386 // always invisible or hidden faction can't be inactive
5387 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5391 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5395 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5397 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5399 faction
->Changed
= true;
5402 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5404 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5406 if(!factionTemplateEntry
)
5409 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5412 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5414 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5418 if(factionEntry
->reputationListID
< 0)
5421 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5422 if (itr
== m_factions
.end())
5425 SetFactionVisible(&itr
->second
);
5428 void Player::SetFactionVisible(FactionState
* faction
)
5430 // always invisible or hidden faction can't be make visible
5431 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5435 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5438 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5439 faction
->Changed
= true;
5441 if(!m_session
->PlayerLoading())
5443 // make faction visible in reputation list at client
5444 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5445 data
<< faction
->ReputationListID
;
5446 GetSession()->SendPacket(&data
);
5450 void Player::SetInitialFactions()
5452 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5454 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5456 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5458 FactionState newFaction
;
5459 newFaction
.ID
= factionEntry
->ID
;
5460 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5461 newFaction
.Standing
= 0;
5462 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5463 newFaction
.Changed
= true;
5465 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5470 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5475 uint32 raceMask
= getRaceMask();
5476 uint32 classMask
= getClassMask();
5477 for (int i
=0; i
< 4; i
++)
5479 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5480 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5481 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5482 return factionEntry
->ReputationFlags
[i
];
5487 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5492 uint32 raceMask
= getRaceMask();
5493 uint32 classMask
= getClassMask();
5494 for (int i
=0; i
< 4; i
++)
5496 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5497 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5498 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5499 return factionEntry
->BaseRepValue
[i
];
5502 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5506 int32
Player::GetReputation(uint32 faction_id
) const
5508 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5512 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5516 return GetReputation(factionEntry
);
5519 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5521 // Faction without recorded reputation. Just ignore.
5525 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5526 if (itr
!= m_factions
.end())
5527 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5532 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5534 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5536 return MIN_REPUTATION_RANK
;
5538 return GetReputationRank(factionEntry
);
5541 ReputationRank
Player::ReputationToRank(int32 standing
) const
5543 int32 Limit
= Reputation_Cap
+ 1;
5544 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5546 Limit
-= ReputationRank_Length
[i
];
5547 if (standing
>= Limit
)
5548 return ReputationRank(i
);
5550 return MIN_REPUTATION_RANK
;
5553 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5555 int32 Reputation
= GetReputation(factionEntry
);
5556 return ReputationToRank(Reputation
);
5559 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5561 int32 Reputation
= GetBaseReputation(factionEntry
);
5562 return ReputationToRank(Reputation
);
5565 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5567 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5569 if(!factionTemplateEntry
)
5571 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5575 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5577 // Faction without recorded reputation. Just ignore.
5581 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5584 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5586 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5590 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5592 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5593 if(factionEntryCalc
)
5594 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5599 return ModifyOneFactionReputation(factionEntry
, standing
);
5602 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5604 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5605 if (itr
!= m_factions
.end())
5607 int32 BaseRep
= GetBaseReputation(factionEntry
);
5608 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5610 if (new_rep
> Reputation_Cap
)
5611 new_rep
= Reputation_Cap
;
5613 if (new_rep
< Reputation_Bottom
)
5614 new_rep
= Reputation_Bottom
;
5616 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5617 SetFactionAtWar(&itr
->second
,true);
5619 itr
->second
.Standing
= new_rep
- BaseRep
;
5620 itr
->second
.Changed
= true;
5622 SetFactionVisible(&itr
->second
);
5624 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5626 if(uint32 questid
= GetQuestSlotQuestId(i
))
5628 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5629 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5631 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5632 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5634 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5635 if ( CanCompleteQuest( questid
) )
5636 CompleteQuest( questid
);
5638 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5640 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5641 IncompleteQuest( questid
);
5647 SendFactionState(&(itr
->second
));
5654 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5656 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5658 if(!factionTemplateEntry
)
5660 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5664 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5666 // Faction without recorded reputation. Just ignore.
5670 return SetFactionReputation(factionEntry
, standing
);
5673 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5675 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5679 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5681 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5682 if(factionEntryCalc
)
5683 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5688 return SetOneFactionReputation(factionEntry
, standing
);
5691 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5693 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5694 if (itr
!= m_factions
.end())
5696 if (standing
> Reputation_Cap
)
5697 standing
= Reputation_Cap
;
5699 if (standing
< Reputation_Bottom
)
5700 standing
= Reputation_Bottom
;
5702 int32 BaseRep
= GetBaseReputation(factionEntry
);
5703 itr
->second
.Standing
= standing
- BaseRep
;
5704 itr
->second
.Changed
= true;
5706 SetFactionVisible(&itr
->second
);
5708 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5709 SetFactionAtWar(&itr
->second
,true);
5711 SendFactionState(&(itr
->second
));
5717 //Calculate total reputation percent player gain with quest/creature level
5718 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5720 // for grey creature kill received 20%, in other case 100.
5721 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5723 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5725 percent
+= rep
> 0 ? repMod
: -repMod
;
5730 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5733 //Calculates how many reputation points player gains in victim's enemy factions
5734 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5736 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5739 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5744 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5746 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5747 donerep1
= int32(donerep1
*rate
);
5748 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5749 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5750 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5751 ModifyFactionReputation(factionEntry1
, donerep1
);
5753 // Wiki: Team factions value divided by 2
5754 if(Rep
->is_teamaward1
)
5756 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5757 if(team1_factionEntry
)
5758 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5762 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5764 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5765 donerep2
= int32(donerep2
*rate
);
5766 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5767 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5768 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5769 ModifyFactionReputation(factionEntry2
, donerep2
);
5771 // Wiki: Team factions value divided by 2
5772 if(Rep
->is_teamaward2
)
5774 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5775 if(team2_factionEntry
)
5776 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5781 //Calculate how many reputation points player gain with the quest
5782 void Player::RewardReputation(Quest
const *pQuest
)
5784 // quest reputation reward/loss
5785 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5787 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5789 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5790 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5792 ModifyFactionReputation(factionEntry
, rep
);
5796 // TODO: implement reputation spillover
5799 void Player::UpdateArenaFields(void)
5801 /* arena calcs go here */
5804 void Player::UpdateHonorFields()
5806 /// called when rewarding honor and at each save
5807 uint64 now
= time(NULL
);
5808 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5810 if(m_lastHonorUpdateTime
< today
)
5812 uint64 yesterday
= today
- DAY
;
5814 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5816 // update yesterday's contribution
5817 if(m_lastHonorUpdateTime
>= yesterday
)
5819 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5821 // this is the first update today, reset today's contribution
5822 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5823 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5827 // no honor/kills yesterday or today, reset
5828 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5829 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5833 m_lastHonorUpdateTime
= now
;
5836 ///Calculate the amount of honor gained based on the victim
5837 ///and the size of the group for which the honor is divided
5838 ///An exact honor value can also be given (overriding the calcs)
5839 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5841 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5842 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5845 uint64 victim_guid
= 0;
5846 uint32 victim_rank
= 0;
5847 time_t now
= time(NULL
);
5849 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5850 UpdateHonorFields();
5854 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5857 victim_guid
= uVictim
->GetGUID();
5859 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5861 Player
*pVictim
= (Player
*)uVictim
;
5863 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5866 float f
= 1; //need for total kills (?? need more info)
5868 uint32 k_level
= getLevel();
5869 uint32 v_level
= pVictim
->getLevel();
5872 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5874 // [1..14] Alliance honor titles and player name
5875 // [15..28] Horde honor titles and player name
5876 // [29..38] Other title and player name
5878 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5879 // Get Killer titles, CharTitlesEntry::bit_index
5881 // title[1..14] -> rank[5..18]
5882 // title[15..28] -> rank[5..18]
5883 // title[other] -> 0
5884 if (victim_title
== 0)
5885 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5886 else if (victim_title
< 15)
5887 victim_rank
= victim_title
+ 4;
5888 else if (victim_title
< 29)
5889 victim_rank
= victim_title
- 14 + 4;
5891 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5896 else if( k_level
<= 39 )
5897 k_grey
= k_level
- 5 - k_level
/10;
5899 k_grey
= k_level
- 1 - k_level
/5;
5904 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5906 int32 v_rank
=1; //need more info
5908 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5909 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5911 // count the number of playerkills in one day
5912 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5913 // and those in a lifetime
5914 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5918 Creature
*cVictim
= (Creature
*)uVictim
;
5920 if (!cVictim
->isRacialLeader())
5923 honor
= 100; // ??? need more info
5924 victim_rank
= 19; // HK: Leader
5928 if (uVictim
!= NULL
)
5930 honor
*= sWorld
.getRate(RATE_HONOR
);
5935 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5938 // honor - for show honor points in log
5939 // victim_guid - for show victim name in log
5940 // victim_rank [1..4] HK: <dishonored rank>
5941 // victim_rank [5..19] HK: <alliance\horde rank>
5942 // victim_rank [0,20+] HK: <>
5943 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5944 data
<< (uint32
) honor
;
5945 data
<< (uint64
) victim_guid
;
5946 data
<< (uint32
) victim_rank
;
5948 GetSession()->SendPacket(&data
);
5951 ModifyHonorPoints(int32(honor
));
5953 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5957 void Player::ModifyHonorPoints( int32 value
)
5961 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5962 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5964 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5967 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5970 void Player::ModifyArenaPoints( int32 value
)
5974 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5975 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5977 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5980 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5983 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5985 std::ostringstream ss
;
5986 ss
<<"SELECT guildid FROM guild_member WHERE guid='"<<guid
<<"'";
5987 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
5990 uint32 v
= result
->Fetch()[0].GetUInt32();
5998 uint32
Player::GetRankFromDB(uint64 guid
)
6000 std::ostringstream ss
;
6001 ss
<<"SELECT rank FROM guild_member WHERE guid='"<<guid
<<"'";
6002 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6005 uint32 v
= result
->Fetch()[0].GetUInt32();
6013 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6016 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid
));
6019 // init id to 0, check the arena type before assigning a value to id
6023 QueryResult
*result2
= CharacterDatabase
.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id
);
6026 uint8 dbtype
= (*result2
)[0].GetUInt32();
6030 // if the type matches, we've found the id
6031 id
= (*result
)[0].GetUInt32();
6035 } while(result
->NextRow());
6039 // no arenateam for the specified guid, return 0
6043 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6045 std::ostringstream ss
;
6047 ss
<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6048 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6051 Field
* fields
= result
->Fetch();
6052 uint32 zone
= fields
[0].GetUInt32();
6057 // stored zone is zero, use generic and slow zone detection
6059 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6060 result
= CharacterDatabase
.Query(ss
.str().c_str());
6063 fields
= result
->Fetch();
6064 uint32 map
= fields
[0].GetUInt32();
6065 float posx
= fields
[1].GetFloat();
6066 float posy
= fields
[2].GetFloat();
6069 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6072 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6073 CharacterDatabase
.Execute(ss
.str().c_str());
6079 void Player::UpdateArea(uint32 newArea
)
6081 // FFA_PVP flags are area and not zone id dependent
6082 // so apply them accordingly
6083 m_areaUpdateId
= newArea
;
6085 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6087 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6090 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6094 // remove ffa flag only if not ffapvp realm
6095 // removal in sanctuaries and capitals is handled in zone update
6096 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6097 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6100 UpdateAreaDependentAuras(newArea
);
6103 void Player::UpdateZone(uint32 newZone
)
6105 m_zoneUpdateId
= newZone
;
6106 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6108 // zone changed, so area changed as well, update it
6109 UpdateArea(GetAreaId());
6111 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6115 if (sWorld
.getConfig(CONFIG_WEATHER
))
6117 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6120 wth
->SendWeatherUpdateToPlayer(this);
6124 if(!sWorld
.AddWeather(zone
->ID
))
6126 // send fine weather packet to remove old zone's weather
6127 Weather::SendFineWeatherUpdateToPlayer(this);
6132 pvpInfo
.inHostileArea
=
6133 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6134 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6135 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6136 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6138 if(pvpInfo
.inHostileArea
) // in hostile area
6140 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6141 UpdatePvP(true, true);
6143 else // in friendly area
6145 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6146 pvpInfo
.endTimer
= time(0); // start toggle-off
6149 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6151 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6152 if(sWorld
.IsFFAPvPRealm())
6153 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6157 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6160 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6162 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6163 SetRestType(REST_TYPE_IN_CITY
);
6164 InnEnter(time(0),GetMapId(),0,0,0);
6166 if(sWorld
.IsFFAPvPRealm())
6167 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6169 else // anywhere else
6171 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6173 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6175 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6177 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6178 SetRestType(REST_TYPE_NO
);
6180 if(sWorld
.IsFFAPvPRealm())
6181 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6184 else // not in tavern (leave city then)
6186 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6187 SetRestType(REST_TYPE_NO
);
6189 // Set player to FFA PVP when not in rested enviroment.
6190 if(sWorld
.IsFFAPvPRealm())
6191 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6196 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6197 // if player resurrected at teleport this will be applied in resurrect code
6199 DestroyZoneLimitedItem( true, newZone
);
6201 // recent client version not send leave/join channel packets for built-in local channels
6202 UpdateLocalChannels( newZone
);
6206 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6208 UpdateZoneDependentAuras(newZone
);
6211 //If players are too far way of duel flag... then player loose the duel
6212 void Player::CheckDuelDistance(time_t currTime
)
6217 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6218 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6222 if(duel
->outOfBound
== 0)
6224 if(!IsWithinDistInMap(obj
, 50))
6226 duel
->outOfBound
= currTime
;
6228 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6229 GetSession()->SendPacket(&data
);
6234 if(IsWithinDistInMap(obj
, 40))
6236 duel
->outOfBound
= 0;
6238 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6239 GetSession()->SendPacket(&data
);
6241 else if(currTime
>= (duel
->outOfBound
+10))
6243 DuelComplete(DUEL_FLED
);
6248 void Player::DuelComplete(DuelCompleteType type
)
6250 // duel not requested
6254 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6255 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6256 GetSession()->SendPacket(&data
);
6257 duel
->opponent
->GetSession()->SendPacket(&data
);
6259 if(type
!= DUEL_INTERUPTED
)
6261 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6262 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6263 data
<< duel
->opponent
->GetName();
6265 SendMessageToSet(&data
,true);
6268 // cool-down duel spell
6269 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6276 GetSession()->SendPacket(&data);
6277 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6278 data<<duel->opponent->GetGUID();
6282 duel->opponent->GetSession()->SendPacket(&data);*/
6284 //Remove Duel Flag object
6285 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6287 duel
->initiator
->RemoveGameObject(obj
,true);
6290 std::vector
<uint32
> auras2remove
;
6291 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6292 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); i
++)
6294 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6295 auras2remove
.push_back(i
->second
->GetId());
6298 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6299 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6301 auras2remove
.clear();
6302 AuraMap
const& auras
= GetAuras();
6303 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); i
++)
6305 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6306 auras2remove
.push_back(i
->second
->GetId());
6308 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6309 RemoveAurasDueToSpell(auras2remove
[i
]);
6311 // cleanup combo points
6312 if(GetComboTarget()==duel
->opponent
->GetGUID())
6314 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6317 if(duel
->opponent
->GetComboTarget()==GetGUID())
6318 duel
->opponent
->ClearComboPoints();
6319 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6320 duel
->opponent
->ClearComboPoints();
6323 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6324 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6325 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6326 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6328 delete duel
->opponent
->duel
;
6329 duel
->opponent
->duel
= NULL
;
6334 //---------------------------------------------------------//
6336 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6338 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6341 // not apply/remove mods for broken item
6342 if(item
->IsBroken())
6345 ItemPrototype
const *proto
= item
->GetProto();
6350 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6352 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6353 if(attacktype
< MAX_ATTACK
)
6354 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6356 _ApplyItemBonuses(proto
,slot
,apply
);
6358 if( slot
==EQUIPMENT_SLOT_RANGED
)
6359 _ApplyAmmoBonuses();
6361 ApplyItemEquipSpell(item
,apply
);
6362 ApplyEnchantment(item
, apply
);
6364 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6365 CorrectMetaGemEnchants(slot
, apply
);
6367 sLog
.outDebug("_ApplyItemMods complete.");
6370 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
,uint8 slot
,bool apply
)
6372 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6375 for (int i
= 0; i
< 10; i
++)
6377 float val
= float (proto
->ItemStat
[i
].ItemStatValue
);
6382 switch (proto
->ItemStat
[i
].ItemStatType
)
6385 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6387 case ITEM_MOD_HEALTH
: // modify HP
6388 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6390 case ITEM_MOD_AGILITY
: // modify agility
6391 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6392 ApplyStatBuffMod(STAT_AGILITY
, val
, apply
);
6394 case ITEM_MOD_STRENGTH
: //modify strength
6395 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6396 ApplyStatBuffMod(STAT_STRENGTH
, val
, apply
);
6398 case ITEM_MOD_INTELLECT
: //modify intellect
6399 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6400 ApplyStatBuffMod(STAT_INTELLECT
, val
, apply
);
6402 case ITEM_MOD_SPIRIT
: //modify spirit
6403 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6404 ApplyStatBuffMod(STAT_SPIRIT
, val
, apply
);
6406 case ITEM_MOD_STAMINA
: //modify stamina
6407 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6408 ApplyStatBuffMod(STAT_STAMINA
, val
, apply
);
6410 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6411 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6413 case ITEM_MOD_DODGE_RATING
:
6414 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6416 case ITEM_MOD_PARRY_RATING
:
6417 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6419 case ITEM_MOD_BLOCK_RATING
:
6420 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6422 case ITEM_MOD_HIT_MELEE_RATING
:
6423 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6425 case ITEM_MOD_HIT_RANGED_RATING
:
6426 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6428 case ITEM_MOD_HIT_SPELL_RATING
:
6429 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6431 case ITEM_MOD_CRIT_MELEE_RATING
:
6432 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6434 case ITEM_MOD_CRIT_RANGED_RATING
:
6435 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6437 case ITEM_MOD_CRIT_SPELL_RATING
:
6438 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6440 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6441 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6443 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6444 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6446 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6447 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6449 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6450 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6452 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6453 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6455 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6456 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6458 case ITEM_MOD_HASTE_MELEE_RATING
:
6459 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6461 case ITEM_MOD_HASTE_RANGED_RATING
:
6462 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6464 case ITEM_MOD_HASTE_SPELL_RATING
:
6465 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6467 case ITEM_MOD_HIT_RATING
:
6468 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6469 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6470 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6472 case ITEM_MOD_CRIT_RATING
:
6473 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6474 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6475 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6477 case ITEM_MOD_HIT_TAKEN_RATING
:
6478 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6479 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6480 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6482 case ITEM_MOD_CRIT_TAKEN_RATING
:
6483 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6484 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6485 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6487 case ITEM_MOD_RESILIENCE_RATING
:
6488 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6489 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6490 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6492 case ITEM_MOD_HASTE_RATING
:
6493 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6494 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6495 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6497 case ITEM_MOD_EXPERTISE_RATING
:
6498 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6504 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6507 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6510 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6513 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6515 if (proto
->NatureRes
)
6516 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6518 if (proto
->FrostRes
)
6519 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6521 if (proto
->ShadowRes
)
6522 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6524 if (proto
->ArcaneRes
)
6525 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6527 WeaponAttackType attType
= BASE_ATTACK
;
6528 float damage
= 0.0f
;
6530 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6531 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6532 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6534 attType
= RANGED_ATTACK
;
6536 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6538 attType
= OFF_ATTACK
;
6541 if (proto
->Damage
[0].DamageMin
> 0 )
6543 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6544 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6545 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6548 if (proto
->Damage
[0].DamageMax
> 0 )
6550 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6551 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6554 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6559 if(slot
== EQUIPMENT_SLOT_RANGED
)
6560 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6561 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6562 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6563 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6564 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6567 if(CanModifyStats() && (damage
|| proto
->Delay
))
6568 UpdateDamagePhysical(attType
);
6571 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6573 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6574 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6575 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6577 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6578 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6579 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6581 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6582 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6583 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6586 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6588 // generic not weapon specific case processes in aura code
6589 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6592 BaseModGroup mod
= BASEMOD_END
;
6595 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6596 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6597 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6601 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6603 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6607 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6609 // ignore spell mods for not wands
6610 Modifier
const* modifier
= aura
->GetModifier();
6611 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6614 // generic not weapon specific case processes in aura code
6615 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6618 UnitMods unitMod
= UNIT_MOD_END
;
6621 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6622 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6623 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6627 UnitModifierType unitModType
= TOTAL_VALUE
;
6628 switch(modifier
->m_auraname
)
6630 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6631 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6635 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6637 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6641 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6646 ItemPrototype
const *proto
= item
->GetProto();
6650 for (int i
= 0; i
< 5; i
++)
6652 _Spell
const& spellData
= proto
->Spells
[i
];
6655 if(!spellData
.SpellId
)
6658 // wrong triggering type
6659 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6662 // check if it is valid spell
6663 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6667 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6671 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6675 // Cannot be used in this stance/form
6676 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6679 if(form_change
) // check aura active state from other form
6682 for (int k
=0; k
< 3; ++k
)
6684 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6685 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6687 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6697 if(found
) // and skip re-cast already active aura at form change
6701 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6703 CastSpell(this,spellInfo
,true,item
);
6707 if(form_change
) // check aura compatibility
6709 // Cannot be used in this stance/form
6710 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6711 return; // and remove only not compatible at form change
6715 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6717 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6721 void Player::UpdateEquipSpellsAtFormChange()
6723 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6725 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6727 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6728 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6732 // item set bonuses not dependent from item broken state
6733 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6735 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6739 for(uint32 y
=0;y
<8; ++y
)
6741 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6745 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6746 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6751 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6753 if(!item
|| item
->IsBroken())
6756 ItemPrototype
const *proto
= item
->GetProto();
6760 if (!Target
|| Target
== this )
6763 for (int i
= 0; i
< 5; i
++)
6765 _Spell
const& spellData
= proto
->Spells
[i
];
6768 if(!spellData
.SpellId
)
6771 // wrong triggering type
6772 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6775 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6778 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6782 // not allow proc extra attack spell at extra attack
6783 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6786 float chance
= spellInfo
->procChance
;
6788 if(spellData
.SpellPPMRate
)
6790 uint32 WeaponSpeed
= GetAttackTime(attType
);
6791 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6793 else if(chance
> 100.0f
)
6795 chance
= GetWeaponProcChance();
6798 if (roll_chance_f(chance
))
6799 this->CastSpell(Target
, spellInfo
->Id
, true, item
);
6802 // item combat enchantments
6803 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6805 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6806 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6807 if(!pEnchant
) continue;
6808 for (int s
=0;s
<3;s
++)
6810 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6813 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6816 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6820 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6821 if (roll_chance_f(chance
))
6823 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6824 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6826 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6832 void Player::_RemoveAllItemMods()
6834 sLog
.outDebug("_RemoveAllItemMods start.");
6836 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6840 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6844 // item set bonuses not dependent from item broken state
6846 RemoveItemsSetItem(this,proto
);
6848 if(m_items
[i
]->IsBroken())
6851 ApplyItemEquipSpell(m_items
[i
],false);
6852 ApplyEnchantment(m_items
[i
], false);
6856 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6860 if(m_items
[i
]->IsBroken())
6862 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6866 uint32 attacktype
= Player::GetAttackBySlot(i
);
6867 if(attacktype
< MAX_ATTACK
)
6868 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6870 _ApplyItemBonuses(proto
,i
, false);
6872 if( i
== EQUIPMENT_SLOT_RANGED
)
6873 _ApplyAmmoBonuses();
6877 sLog
.outDebug("_RemoveAllItemMods complete.");
6880 void Player::_ApplyAllItemMods()
6882 sLog
.outDebug("_ApplyAllItemMods start.");
6884 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6888 if(m_items
[i
]->IsBroken())
6891 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6895 uint32 attacktype
= Player::GetAttackBySlot(i
);
6896 if(attacktype
< MAX_ATTACK
)
6897 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6899 _ApplyItemBonuses(proto
,i
, true);
6901 if( i
== EQUIPMENT_SLOT_RANGED
)
6902 _ApplyAmmoBonuses();
6906 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6910 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6914 // item set bonuses not dependent from item broken state
6916 AddItemsSetItem(this,m_items
[i
]);
6918 if(m_items
[i
]->IsBroken())
6921 ApplyItemEquipSpell(m_items
[i
],true);
6922 ApplyEnchantment(m_items
[i
], true);
6926 sLog
.outDebug("_ApplyAllItemMods complete.");
6929 void Player::_ApplyAmmoBonuses()
6932 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
6936 float currentAmmoDPS
;
6938 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
6939 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
6940 currentAmmoDPS
= 0.0f
;
6942 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
6944 if(currentAmmoDPS
== GetAmmoDPS())
6947 m_ammoDPS
= currentAmmoDPS
;
6949 if(CanModifyStats())
6950 UpdateDamagePhysical(RANGED_ATTACK
);
6953 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
6958 // check ranged weapon
6959 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
6960 if(!weapon
|| weapon
->IsBroken() )
6963 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
6964 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
6967 // check ammo ws. weapon compatibility
6968 switch(weapon_proto
->SubClass
)
6970 case ITEM_SUBCLASS_WEAPON_BOW
:
6971 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
6972 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
6975 case ITEM_SUBCLASS_WEAPON_GUN
:
6976 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
6986 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
6987 Called by remove insignia spell effect */
6988 void Player::RemovedInsignia(Player
* looterPlr
)
6990 if (!GetBattleGroundId())
6993 // If not released spirit, do it !
6994 if(m_deathTimer
> 0)
7001 Corpse
*corpse
= GetCorpse();
7005 // We have to convert player corpse to bones, not to be able to resurrect there
7006 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7007 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7011 // Now we must make bones lootable, and send player loot
7012 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7014 // We store the level of our player in the gold field
7015 // We retrieve this information at Player::SendLoot()
7016 bones
->loot
.gold
= getLevel();
7017 bones
->lootRecipient
= looterPlr
;
7018 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7027 void Player::SendLootRelease( uint64 guid
)
7029 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7030 data
<< uint64(guid
) << uint8(1);
7031 SendDirectMessage( &data
);
7034 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7037 PermissionTypes permission
= ALL_PERMISSION
;
7039 sLog
.outDebug("Player::SendLoot");
7040 if (IS_GAMEOBJECT_GUID(guid
))
7042 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7044 ObjectAccessor::GetGameObject(*this, guid
);
7046 // not check distance for GO in case owned GO (fishing bobber case, for example)
7047 // And permit out of range GO with no owner in case fishing hole
7048 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7050 SendLootRelease(guid
);
7056 if(go
->getLootState() == GO_READY
)
7058 uint32 lootid
= go
->GetLootId();
7062 sLog
.outDebug(" if(lootid)");
7064 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7067 if(loot_type
== LOOT_FISHING
)
7068 go
->getFishLoot(loot
);
7070 go
->SetLootState(GO_ACTIVATED
);
7073 else if (IS_ITEM_GUID(guid
))
7075 Item
*item
= GetItemByGuid( guid
);
7079 SendLootRelease(guid
);
7083 if(loot_type
== LOOT_DISENCHANTING
)
7087 if(!item
->m_lootGenerated
)
7089 item
->m_lootGenerated
= true;
7091 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7094 else if(loot_type
== LOOT_PROSPECTING
)
7098 if(!item
->m_lootGenerated
)
7100 item
->m_lootGenerated
= true;
7102 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7109 if(!item
->m_lootGenerated
)
7111 item
->m_lootGenerated
= true;
7113 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7115 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7119 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7121 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7123 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7125 SendLootRelease(guid
);
7129 loot
= &bones
->loot
;
7131 if (!bones
->lootForBody
)
7133 bones
->lootForBody
= true;
7134 uint32 pLevel
= bones
->loot
.gold
;
7135 bones
->loot
.clear();
7136 // It may need a better formula
7137 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7138 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7141 if (bones
->lootRecipient
!= this)
7142 permission
= NONE_PERMISSION
;
7146 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7148 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7149 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7151 SendLootRelease(guid
);
7155 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7157 SendLootRelease(guid
);
7161 loot
= &creature
->loot
;
7163 if(loot_type
== LOOT_PICKPOCKETING
)
7165 if ( !creature
->lootForPickPocketed
)
7167 creature
->lootForPickPocketed
= true;
7170 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7171 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7173 // Generate extra money for pick pocket loot
7174 const uint32 a
= urand(0, creature
->getLevel()/2);
7175 const uint32 b
= urand(0, getLevel()/2);
7176 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7181 // the player whose group may loot the corpse
7182 Player
*recipient
= creature
->GetLootRecipient();
7185 creature
->SetLootRecipient(this);
7189 if (creature
->lootForPickPocketed
)
7191 creature
->lootForPickPocketed
= false;
7195 if(!creature
->lootForBody
)
7197 creature
->lootForBody
= true;
7200 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7201 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7203 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7205 if(Group
* group
= recipient
->GetGroup())
7207 group
->UpdateLooterGuid(creature
,true);
7209 switch (group
->GetLootMethod())
7212 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7213 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7215 case NEED_BEFORE_GREED
:
7216 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7219 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7227 // possible only if creature->lootForBody && loot->empty() at spell cast check
7228 if (loot_type
== LOOT_SKINNING
)
7231 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7233 // set group rights only for loot_type != LOOT_SKINNING
7236 if(Group
* group
= GetGroup())
7238 if( group
== recipient
->GetGroup() )
7240 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7241 permission
= ALL_PERMISSION
;
7242 else if(group
->GetLooterGuid() == GetGUID())
7244 if(group
->GetLootMethod() == MASTER_LOOT
)
7245 permission
= MASTER_PERMISSION
;
7247 permission
= ALL_PERMISSION
;
7250 permission
= GROUP_PERMISSION
;
7253 permission
= NONE_PERMISSION
;
7255 else if(recipient
== this)
7256 permission
= ALL_PERMISSION
;
7258 permission
= NONE_PERMISSION
;
7265 QuestItemList
*q_list
= 0;
7266 if (permission
!= NONE_PERMISSION
)
7268 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7269 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7270 if (itr
== lootPlayerQuestItems
.end())
7271 q_list
= loot
->FillQuestLoot(this);
7273 q_list
= itr
->second
;
7276 QuestItemList
*ffa_list
= 0;
7277 if (permission
!= NONE_PERMISSION
)
7279 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7280 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7281 if (itr
== lootPlayerFFAItems
.end())
7282 ffa_list
= loot
->FillFFALoot(this);
7284 ffa_list
= itr
->second
;
7287 QuestItemList
*conditional_list
= 0;
7288 if (permission
!= NONE_PERMISSION
)
7290 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7291 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7292 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7293 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7295 conditional_list
= itr
->second
;
7298 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7299 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
)
7300 loot_type
= LOOT_SKINNING
;
7302 if(loot_type
== LOOT_FISHINGHOLE
)
7303 loot_type
= LOOT_FISHING
;
7305 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7307 data
<< uint64(guid
);
7308 data
<< uint8(loot_type
);
7309 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7311 SendDirectMessage(&data
);
7313 // add 'this' player as one of the players that are looting 'loot'
7314 if (permission
!= NONE_PERMISSION
)
7315 loot
->AddLooter(GetGUID());
7317 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7318 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7321 void Player::SendNotifyLootMoneyRemoved()
7323 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7324 GetSession()->SendPacket( &data
);
7327 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7329 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7330 data
<< uint8(lootSlot
);
7331 GetSession()->SendPacket( &data
);
7334 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7336 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7339 GetSession()->SendPacket(&data
);
7342 void Player::SendInitWorldStates()
7344 // data depends on zoneid/mapid...
7345 BattleGround
* bg
= GetBattleGround();
7346 uint16 NumberOfFields
= 0;
7347 uint32 mapid
= GetMapId();
7348 uint32 zoneid
= GetZoneId();
7349 uint32 areaid
= GetAreaId();
7350 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7351 // may be exist better way to do this...
7374 NumberOfFields
= 81;
7377 NumberOfFields
= 14;
7381 NumberOfFields
= 38;
7384 NumberOfFields
= 22;
7387 NumberOfFields
= 36;
7390 NumberOfFields
= 35;
7401 NumberOfFields
= 10;
7405 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7406 data
<< uint32(mapid
); // mapid
7407 data
<< uint32(zoneid
); // zone id
7408 data
<< uint32(areaid
); // area id, new 2.1.0
7409 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7410 data
<< uint32(0x8d8) << uint32(0x0); // 1
7411 data
<< uint32(0x8d7) << uint32(0x0); // 2
7412 data
<< uint32(0x8d6) << uint32(0x0); // 3
7413 data
<< uint32(0x8d5) << uint32(0x0); // 4
7414 data
<< uint32(0x8d4) << uint32(0x0); // 5
7415 data
<< uint32(0x8d3) << uint32(0x0); // 6
7416 if(mapid
== 530) // Outland
7418 data
<< uint32(0x9bf) << uint32(0x0); // 7
7419 data
<< uint32(0x9bd) << uint32(0xF); // 8
7420 data
<< uint32(0x9bb) << uint32(0xF); // 9
7435 data
<< uint32(0x7ae) << uint32(0x1); // 7
7436 data
<< uint32(0x532) << uint32(0x1); // 8
7437 data
<< uint32(0x531) << uint32(0x0); // 9
7438 data
<< uint32(0x52e) << uint32(0x0); // 10
7439 data
<< uint32(0x571) << uint32(0x0); // 11
7440 data
<< uint32(0x570) << uint32(0x0); // 12
7441 data
<< uint32(0x567) << uint32(0x1); // 13
7442 data
<< uint32(0x566) << uint32(0x1); // 14
7443 data
<< uint32(0x550) << uint32(0x1); // 15
7444 data
<< uint32(0x544) << uint32(0x0); // 16
7445 data
<< uint32(0x536) << uint32(0x0); // 17
7446 data
<< uint32(0x535) << uint32(0x1); // 18
7447 data
<< uint32(0x518) << uint32(0x0); // 19
7448 data
<< uint32(0x517) << uint32(0x0); // 20
7449 data
<< uint32(0x574) << uint32(0x0); // 21
7450 data
<< uint32(0x573) << uint32(0x0); // 22
7451 data
<< uint32(0x572) << uint32(0x0); // 23
7452 data
<< uint32(0x56f) << uint32(0x0); // 24
7453 data
<< uint32(0x56e) << uint32(0x0); // 25
7454 data
<< uint32(0x56d) << uint32(0x0); // 26
7455 data
<< uint32(0x56c) << uint32(0x0); // 27
7456 data
<< uint32(0x56b) << uint32(0x0); // 28
7457 data
<< uint32(0x56a) << uint32(0x1); // 29
7458 data
<< uint32(0x569) << uint32(0x1); // 30
7459 data
<< uint32(0x568) << uint32(0x1); // 13
7460 data
<< uint32(0x565) << uint32(0x0); // 32
7461 data
<< uint32(0x564) << uint32(0x0); // 33
7462 data
<< uint32(0x563) << uint32(0x0); // 34
7463 data
<< uint32(0x562) << uint32(0x0); // 35
7464 data
<< uint32(0x561) << uint32(0x0); // 36
7465 data
<< uint32(0x560) << uint32(0x0); // 37
7466 data
<< uint32(0x55f) << uint32(0x0); // 38
7467 data
<< uint32(0x55e) << uint32(0x0); // 39
7468 data
<< uint32(0x55d) << uint32(0x0); // 40
7469 data
<< uint32(0x3c6) << uint32(0x4); // 41
7470 data
<< uint32(0x3c4) << uint32(0x6); // 42
7471 data
<< uint32(0x3c2) << uint32(0x4); // 43
7472 data
<< uint32(0x516) << uint32(0x1); // 44
7473 data
<< uint32(0x515) << uint32(0x0); // 45
7474 data
<< uint32(0x3b6) << uint32(0x6); // 46
7475 data
<< uint32(0x55c) << uint32(0x0); // 47
7476 data
<< uint32(0x55b) << uint32(0x0); // 48
7477 data
<< uint32(0x55a) << uint32(0x0); // 49
7478 data
<< uint32(0x559) << uint32(0x0); // 50
7479 data
<< uint32(0x558) << uint32(0x0); // 51
7480 data
<< uint32(0x557) << uint32(0x0); // 52
7481 data
<< uint32(0x556) << uint32(0x0); // 53
7482 data
<< uint32(0x555) << uint32(0x0); // 54
7483 data
<< uint32(0x554) << uint32(0x1); // 55
7484 data
<< uint32(0x553) << uint32(0x1); // 56
7485 data
<< uint32(0x552) << uint32(0x1); // 57
7486 data
<< uint32(0x551) << uint32(0x1); // 58
7487 data
<< uint32(0x54f) << uint32(0x0); // 59
7488 data
<< uint32(0x54e) << uint32(0x0); // 60
7489 data
<< uint32(0x54d) << uint32(0x1); // 61
7490 data
<< uint32(0x54c) << uint32(0x0); // 62
7491 data
<< uint32(0x54b) << uint32(0x0); // 63
7492 data
<< uint32(0x545) << uint32(0x0); // 64
7493 data
<< uint32(0x543) << uint32(0x1); // 65
7494 data
<< uint32(0x542) << uint32(0x0); // 66
7495 data
<< uint32(0x540) << uint32(0x0); // 67
7496 data
<< uint32(0x53f) << uint32(0x0); // 68
7497 data
<< uint32(0x53e) << uint32(0x0); // 69
7498 data
<< uint32(0x53d) << uint32(0x0); // 70
7499 data
<< uint32(0x53c) << uint32(0x0); // 71
7500 data
<< uint32(0x53b) << uint32(0x0); // 72
7501 data
<< uint32(0x53a) << uint32(0x1); // 73
7502 data
<< uint32(0x539) << uint32(0x0); // 74
7503 data
<< uint32(0x538) << uint32(0x0); // 75
7504 data
<< uint32(0x537) << uint32(0x0); // 76
7505 data
<< uint32(0x534) << uint32(0x0); // 77
7506 data
<< uint32(0x533) << uint32(0x0); // 78
7507 data
<< uint32(0x530) << uint32(0x0); // 79
7508 data
<< uint32(0x52f) << uint32(0x0); // 80
7509 data
<< uint32(0x52d) << uint32(0x1); // 81
7512 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7513 bg
->FillInitialWorldStates(data
);
7516 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7517 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7518 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7519 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7520 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7521 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7522 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7523 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7527 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7528 bg
->FillInitialWorldStates(data
);
7531 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7532 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7533 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7534 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7535 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7536 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7537 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7538 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7539 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7540 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7541 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7542 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7543 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7544 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7545 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7546 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7547 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7548 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7549 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7550 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7551 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7552 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7553 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7554 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7555 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7556 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7557 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7558 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7559 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7560 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7561 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7562 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7566 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7567 bg
->FillInitialWorldStates(data
);
7570 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7571 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7572 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7573 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7574 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7575 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7576 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7577 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7578 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7579 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7580 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7581 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7582 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7583 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7584 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7585 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7586 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7587 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7588 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontroled (1 - yes, 0 - no)
7589 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7590 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7591 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7592 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7593 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7594 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7595 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7596 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7597 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7598 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7599 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7600 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7601 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7602 // and some more ... unknown
7605 case 3483: // Hellfire Peninsula
7606 data
<< uint32(0x9ba) << uint32(0x1); // 10
7607 data
<< uint32(0x9b9) << uint32(0x1); // 11
7608 data
<< uint32(0x9b5) << uint32(0x0); // 12
7609 data
<< uint32(0x9b4) << uint32(0x1); // 13
7610 data
<< uint32(0x9b3) << uint32(0x0); // 14
7611 data
<< uint32(0x9b2) << uint32(0x0); // 15
7612 data
<< uint32(0x9b1) << uint32(0x1); // 16
7613 data
<< uint32(0x9b0) << uint32(0x0); // 17
7614 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7615 data
<< uint32(0x9ac) << uint32(0x0); // 19
7616 data
<< uint32(0x9a8) << uint32(0x0); // 20
7617 data
<< uint32(0x9a7) << uint32(0x0); // 21
7618 data
<< uint32(0x9a6) << uint32(0x1); // 22
7620 case 3519: // Terokkar Forest
7621 data
<< uint32(0xa41) << uint32(0x0); // 10
7622 data
<< uint32(0xa40) << uint32(0x14); // 11
7623 data
<< uint32(0xa3f) << uint32(0x0); // 12
7624 data
<< uint32(0xa3e) << uint32(0x0); // 13
7625 data
<< uint32(0xa3d) << uint32(0x5); // 14
7626 data
<< uint32(0xa3c) << uint32(0x0); // 15
7627 data
<< uint32(0xa87) << uint32(0x0); // 16
7628 data
<< uint32(0xa86) << uint32(0x0); // 17
7629 data
<< uint32(0xa85) << uint32(0x0); // 18
7630 data
<< uint32(0xa84) << uint32(0x0); // 19
7631 data
<< uint32(0xa83) << uint32(0x0); // 20
7632 data
<< uint32(0xa82) << uint32(0x0); // 21
7633 data
<< uint32(0xa81) << uint32(0x0); // 22
7634 data
<< uint32(0xa80) << uint32(0x0); // 23
7635 data
<< uint32(0xa7e) << uint32(0x0); // 24
7636 data
<< uint32(0xa7d) << uint32(0x0); // 25
7637 data
<< uint32(0xa7c) << uint32(0x0); // 26
7638 data
<< uint32(0xa7b) << uint32(0x0); // 27
7639 data
<< uint32(0xa7a) << uint32(0x0); // 28
7640 data
<< uint32(0xa79) << uint32(0x0); // 29
7641 data
<< uint32(0x9d0) << uint32(0x5); // 30
7642 data
<< uint32(0x9ce) << uint32(0x0); // 31
7643 data
<< uint32(0x9cd) << uint32(0x0); // 32
7644 data
<< uint32(0x9cc) << uint32(0x0); // 33
7645 data
<< uint32(0xa88) << uint32(0x0); // 34
7646 data
<< uint32(0xad0) << uint32(0x0); // 35
7647 data
<< uint32(0xacf) << uint32(0x1); // 36
7649 case 3521: // Zangarmarsh
7650 data
<< uint32(0x9e1) << uint32(0x0); // 10
7651 data
<< uint32(0x9e0) << uint32(0x0); // 11
7652 data
<< uint32(0x9df) << uint32(0x0); // 12
7653 data
<< uint32(0xa5d) << uint32(0x1); // 13
7654 data
<< uint32(0xa5c) << uint32(0x0); // 14
7655 data
<< uint32(0xa5b) << uint32(0x1); // 15
7656 data
<< uint32(0xa5a) << uint32(0x0); // 16
7657 data
<< uint32(0xa59) << uint32(0x1); // 17
7658 data
<< uint32(0xa58) << uint32(0x0); // 18
7659 data
<< uint32(0xa57) << uint32(0x0); // 19
7660 data
<< uint32(0xa56) << uint32(0x0); // 20
7661 data
<< uint32(0xa55) << uint32(0x1); // 21
7662 data
<< uint32(0xa54) << uint32(0x0); // 22
7663 data
<< uint32(0x9e7) << uint32(0x0); // 23
7664 data
<< uint32(0x9e6) << uint32(0x0); // 24
7665 data
<< uint32(0x9e5) << uint32(0x0); // 25
7666 data
<< uint32(0xa00) << uint32(0x0); // 26
7667 data
<< uint32(0x9ff) << uint32(0x1); // 27
7668 data
<< uint32(0x9fe) << uint32(0x0); // 28
7669 data
<< uint32(0x9fd) << uint32(0x0); // 29
7670 data
<< uint32(0x9fc) << uint32(0x1); // 30
7671 data
<< uint32(0x9fb) << uint32(0x0); // 31
7672 data
<< uint32(0xa62) << uint32(0x0); // 32
7673 data
<< uint32(0xa61) << uint32(0x1); // 33
7674 data
<< uint32(0xa60) << uint32(0x1); // 34
7675 data
<< uint32(0xa5f) << uint32(0x0); // 35
7677 case 3698: // Nagrand Arena
7678 data
<< uint32(0xa0f) << uint32(0x0); // 7
7679 data
<< uint32(0xa10) << uint32(0x0); // 8
7680 data
<< uint32(0xa11) << uint32(0x0); // 9
7682 case 3702: // Blade's Edge Arena
7683 data
<< uint32(0x9f0) << uint32(0x0); // 7
7684 data
<< uint32(0x9f1) << uint32(0x0); // 8
7685 data
<< uint32(0x9f3) << uint32(0x0); // 9
7687 case 3968: // Ruins of Lordaeron
7688 data
<< uint32(0xbb8) << uint32(0x0); // 7
7689 data
<< uint32(0xbb9) << uint32(0x0); // 8
7690 data
<< uint32(0xbba) << uint32(0x0); // 9
7692 case 3703: // Shattrath City
7695 data
<< uint32(0x914) << uint32(0x0); // 7
7696 data
<< uint32(0x913) << uint32(0x0); // 8
7697 data
<< uint32(0x912) << uint32(0x0); // 9
7698 data
<< uint32(0x915) << uint32(0x0); // 10
7701 GetSession()->SendPacket(&data
);
7704 uint32
Player::GetXPRestBonus(uint32 xp
)
7706 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7708 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7711 SetRestBonus( GetRestBonus() - rested_bonus
);
7713 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7714 return rested_bonus
;
7717 void Player::SetBindPoint(uint64 guid
)
7719 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7720 data
<< uint64(guid
);
7721 GetSession()->SendPacket( &data
);
7724 void Player::SendTalentWipeConfirm(uint64 guid
)
7726 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7727 data
<< uint64(guid
);
7728 data
<< uint32(resetTalentsCost());
7729 GetSession()->SendPacket( &data
);
7732 void Player::SendPetSkillWipeConfirm()
7734 Pet
* pet
= GetPet();
7737 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7738 data
<< pet
->GetGUID();
7739 data
<< uint32(pet
->resetTalentsCost());
7740 GetSession()->SendPacket( &data
);
7743 /*********************************************************/
7744 /*** STORAGE SYSTEM ***/
7745 /*********************************************************/
7747 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7752 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7754 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7758 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7759 else if(charges
<= 1)
7761 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7762 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7767 void Player::SetSheath( uint32 sheathed
)
7771 case SHEATH_STATE_UNARMED
: // no prepared weapon
7772 SetVirtualItemSlot(0,NULL
);
7773 SetVirtualItemSlot(1,NULL
);
7774 SetVirtualItemSlot(2,NULL
);
7776 case SHEATH_STATE_MELEE
: // prepared melee weapon
7778 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7779 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7780 SetVirtualItemSlot(2,NULL
);
7782 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7783 SetVirtualItemSlot(0,NULL
);
7784 SetVirtualItemSlot(1,NULL
);
7785 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7788 SetVirtualItemSlot(0,NULL
);
7789 SetVirtualItemSlot(1,NULL
);
7790 SetVirtualItemSlot(2,NULL
);
7793 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7796 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7798 uint8 pClass
= getClass();
7801 slots
[0] = NULL_SLOT
;
7802 slots
[1] = NULL_SLOT
;
7803 slots
[2] = NULL_SLOT
;
7804 slots
[3] = NULL_SLOT
;
7805 switch( proto
->InventoryType
)
7808 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7811 slots
[0] = EQUIPMENT_SLOT_NECK
;
7813 case INVTYPE_SHOULDERS
:
7814 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7817 slots
[0] = EQUIPMENT_SLOT_BODY
;
7820 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7823 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7826 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7829 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7832 slots
[0] = EQUIPMENT_SLOT_FEET
;
7834 case INVTYPE_WRISTS
:
7835 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7838 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7840 case INVTYPE_FINGER
:
7841 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7842 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7844 case INVTYPE_TRINKET
:
7845 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7846 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7849 slots
[0] = EQUIPMENT_SLOT_BACK
;
7851 case INVTYPE_WEAPON
:
7853 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7855 // suggest offhand slot only if know dual wielding
7856 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7858 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7860 case INVTYPE_SHIELD
:
7861 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7863 case INVTYPE_RANGED
:
7864 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7866 case INVTYPE_2HWEAPON
:
7867 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7869 case INVTYPE_TABARD
:
7870 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7872 case INVTYPE_WEAPONMAINHAND
:
7873 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7875 case INVTYPE_WEAPONOFFHAND
:
7876 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7878 case INVTYPE_HOLDABLE
:
7879 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7881 case INVTYPE_THROWN
:
7882 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7884 case INVTYPE_RANGEDRIGHT
:
7885 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7888 slots
[0] = INVENTORY_SLOT_BAG_1
;
7889 slots
[1] = INVENTORY_SLOT_BAG_2
;
7890 slots
[2] = INVENTORY_SLOT_BAG_3
;
7891 slots
[3] = INVENTORY_SLOT_BAG_4
;
7895 switch(proto
->SubClass
)
7897 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7898 if (pClass
== CLASS_PALADIN
)
7899 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7901 case ITEM_SUBCLASS_ARMOR_IDOL
:
7902 if (pClass
== CLASS_DRUID
)
7903 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7905 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7906 if (pClass
== CLASS_SHAMAN
)
7907 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7909 case ITEM_SUBCLASS_ARMOR_MISC
:
7910 if (pClass
== CLASS_WARLOCK
)
7911 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7920 if( slot
!= NULL_SLOT
)
7922 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7924 for (int i
= 0; i
< 4; i
++)
7926 if ( slots
[i
] == slot
)
7933 // search free slot at first
7934 for (int i
= 0; i
< 4; i
++)
7936 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7938 // in case 2hand equipped weapon offhand slot empty but not free
7939 if(slots
[i
]==EQUIPMENT_SLOT_OFFHAND
)
7941 Item
* mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
7942 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
7950 // if not found free and can swap return first appropriate from used
7951 for (int i
= 0; i
< 4; i
++)
7953 if ( slots
[i
] != NULL_SLOT
&& swap
)
7962 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
7965 uint32 tempcount
= 0;
7967 uint8 res
= EQUIP_ERR_OK
;
7969 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7971 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7972 if( pItem
&& pItem
->GetEntry() == item
)
7974 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
7975 if(ires
==EQUIP_ERR_OK
)
7977 tempcount
+= pItem
->GetCount();
7978 if( tempcount
>= count
)
7979 return EQUIP_ERR_OK
;
7985 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
7987 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7988 if( pItem
&& pItem
->GetEntry() == item
)
7990 tempcount
+= pItem
->GetCount();
7991 if( tempcount
>= count
)
7992 return EQUIP_ERR_OK
;
7995 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
7997 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7998 if( pItem
&& pItem
->GetEntry() == item
)
8000 tempcount
+= pItem
->GetCount();
8001 if( tempcount
>= count
)
8002 return EQUIP_ERR_OK
;
8006 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8008 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8011 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8013 pItem
= GetItemByPos( i
, j
);
8014 if( pItem
&& pItem
->GetEntry() == item
)
8016 tempcount
+= pItem
->GetCount();
8017 if( tempcount
>= count
)
8018 return EQUIP_ERR_OK
;
8024 // not found req. item count and have unequippable items
8028 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8031 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8033 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8034 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8035 count
+= pItem
->GetCount();
8037 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8039 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8040 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8041 count
+= pItem
->GetCount();
8043 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8045 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8047 count
+= pBag
->GetItemCount(item
,skipItem
);
8050 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8052 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8054 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8055 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8056 count
+= pItem
->GetGemCountWithID(item
);
8062 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8064 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8065 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8066 count
+= pItem
->GetCount();
8068 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8070 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8072 count
+= pBag
->GetItemCount(item
,skipItem
);
8075 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8077 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8079 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8080 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8081 count
+= pItem
->GetGemCountWithID(item
);
8089 Item
* Player::GetItemByGuid( uint64 guid
) const
8091 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8093 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8094 if( pItem
&& pItem
->GetGUID() == guid
)
8097 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8099 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8100 if( pItem
&& pItem
->GetGUID() == guid
)
8104 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8106 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8109 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8111 Item
* pItem
= pBag
->GetItemByPos( j
);
8112 if( pItem
&& pItem
->GetGUID() == guid
)
8117 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8119 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8122 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8124 Item
* pItem
= pBag
->GetItemByPos( j
);
8125 if( pItem
&& pItem
->GetGUID() == guid
)
8134 Item
* Player::GetItemByPos( uint16 pos
) const
8136 uint8 bag
= pos
>> 8;
8137 uint8 slot
= pos
& 255;
8138 return GetItemByPos( bag
, slot
);
8141 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8143 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8144 return m_items
[slot
];
8145 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8146 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8148 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8150 return pBag
->GetItemByPos(slot
);
8155 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8160 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8161 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8162 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8163 default: return NULL
;
8166 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8167 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8173 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8179 Item
* Player::GetShield(bool useable
) const
8181 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8182 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8188 if( item
->IsBroken())
8194 uint32
Player::GetAttackBySlot( uint8 slot
)
8198 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8199 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8200 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8201 default: return MAX_ATTACK
;
8205 bool Player::HasBankBagSlot( uint8 slot
) const
8207 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8208 if( slot
< maxslot
)
8213 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8215 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8217 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8219 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8221 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8226 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8228 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8230 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8235 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8237 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8239 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8241 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8246 bool Player::IsBagPos( uint16 pos
)
8248 uint8 bag
= pos
>> 8;
8249 uint8 slot
= pos
& 255;
8250 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8252 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8257 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8263 if (bag
== INVENTORY_SLOT_BAG_0
)
8265 // any post selected
8266 if (slot
== NULL_SLOT
)
8270 if (slot
< EQUIPMENT_SLOT_END
)
8274 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8278 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8282 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8286 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8290 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8296 // bag content slots
8297 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8299 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8303 // any post selected
8304 if (slot
== NULL_SLOT
)
8307 return slot
< pBag
->GetBagSize();
8310 // bank bag content slots
8311 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8313 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8317 // any post selected
8318 if (slot
== NULL_SLOT
)
8321 return slot
< pBag
->GetBagSize();
8329 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8331 uint32 tempcount
= 0;
8332 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8334 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8335 if( pItem
&& pItem
->GetEntry() == item
)
8337 tempcount
+= pItem
->GetCount();
8338 if( tempcount
>= count
)
8342 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8344 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8345 if( pItem
&& pItem
->GetEntry() == item
)
8347 tempcount
+= pItem
->GetCount();
8348 if( tempcount
>= count
)
8352 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8354 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8356 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8358 Item
* pItem
= GetItemByPos( i
, j
);
8359 if( pItem
&& pItem
->GetEntry() == item
)
8361 tempcount
+= pItem
->GetCount();
8362 if( tempcount
>= count
)
8371 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8373 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8374 if( pItem
&& pItem
->GetEntry() == item
)
8376 tempcount
+= pItem
->GetCount();
8377 if( tempcount
>= count
)
8381 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8383 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8385 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8387 Item
* pItem
= GetItemByPos( i
, j
);
8388 if( pItem
&& pItem
->GetEntry() == item
)
8390 tempcount
+= pItem
->GetCount();
8391 if( tempcount
>= count
)
8402 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8405 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8407 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8408 if( pItem
&& pItem
->GetEntry() == item
)
8412 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8413 if (pProto
&& pProto
->GemProperties
)
8415 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8417 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8418 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8420 if (pItem
->GetGemCountWithID(item
) > 0 )
8429 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8431 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8435 *no_space_count
= count
;
8436 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8440 if(pProto
->MaxCount
== 0)
8441 return EQUIP_ERR_OK
;
8443 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8445 if( curcount
+ count
> pProto
->MaxCount
)
8448 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8449 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8452 return EQUIP_ERR_OK
;
8455 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8458 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8460 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8461 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8464 for(uint8 i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
8466 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8467 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8470 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8472 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8474 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8476 pItem
= GetItemByPos( i
, j
);
8477 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8485 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8487 Item
* pItem2
= GetItemByPos( bag
, slot
);
8489 // ignore move item (this slot will be empty at move)
8490 if(pItem2
==pSrcItem
)
8495 // empty specific slot - check item fit to slot
8496 if( !pItem2
|| swap
)
8498 if( bag
== INVENTORY_SLOT_BAG_0
)
8501 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8502 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8505 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8506 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8510 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8512 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8514 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8516 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8518 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8519 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8522 // non empty stack with space
8523 need_space
= pProto
->Stackable
;
8525 // non empty slot, check item type
8529 if(pItem2
->GetEntry() != pProto
->ItemId
)
8530 return EQUIP_ERR_ITEM_CANT_STACK
;
8533 if(pItem2
->GetCount() >= pProto
->Stackable
)
8534 return EQUIP_ERR_ITEM_CANT_STACK
;
8536 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8539 if(need_space
> count
)
8542 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8543 if(!newPosition
.isContainedIn(dest
))
8545 dest
.push_back(newPosition
);
8546 count
-= need_space
;
8548 return EQUIP_ERR_OK
;
8551 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
8553 // skip specific bag already processed in first called _CanStoreItem_InBag
8555 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8557 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8559 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8561 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8563 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8565 // specialized bag mode or non-specilized
8566 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8567 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8569 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8570 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8572 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8574 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8578 Item
* pItem2
= GetItemByPos( bag
, j
);
8580 // ignore move item (this slot will be empty at move)
8581 if(pItem2
==pSrcItem
)
8584 // if merge skip empty, if !merge skip non-empty
8585 if((pItem2
!=NULL
)!=merge
)
8590 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8592 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
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
;
8609 uint32 need_space
= pProto
->Stackable
;
8610 if(need_space
> count
)
8613 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8614 if(!newPosition
.isContainedIn(dest
))
8616 dest
.push_back(newPosition
);
8617 count
-= need_space
;
8620 return EQUIP_ERR_OK
;
8624 return EQUIP_ERR_OK
;
8627 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
8629 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8631 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8632 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8635 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8637 // ignore move item (this slot will be empty at move)
8638 if(pItem2
==pSrcItem
)
8641 // if merge skip empty, if !merge skip non-empty
8642 if((pItem2
!=NULL
)!=merge
)
8647 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8649 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8650 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
;
8665 uint32 need_space
= pProto
->Stackable
;
8666 if(need_space
> count
)
8669 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8670 if(!newPosition
.isContainedIn(dest
))
8672 dest
.push_back(newPosition
);
8673 count
-= need_space
;
8676 return EQUIP_ERR_OK
;
8680 return EQUIP_ERR_OK
;
8683 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8685 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8687 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8691 *no_space_count
= count
;
8692 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8695 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8698 *no_space_count
= count
;
8699 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8702 // check count of items (skip for auto move for same player from bank)
8703 uint32 no_similar_count
= 0; // can't store this amount similar items
8704 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8705 if(res
!=EQUIP_ERR_OK
)
8707 if(count
==no_similar_count
)
8710 *no_space_count
= no_similar_count
;
8713 count
-= no_similar_count
;
8717 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8719 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8720 if(res
!=EQUIP_ERR_OK
)
8723 *no_space_count
= count
+ no_similar_count
;
8729 if(no_similar_count
==0)
8730 return EQUIP_ERR_OK
;
8733 *no_space_count
= count
+ no_similar_count
;
8734 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8738 // not specific slot or have spece for partly store only in specific slot
8741 if( bag
!= NULL_BAG
)
8743 // search stack in bag for merge to
8744 if( pProto
->Stackable
> 1 )
8746 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8748 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8749 if(res
!=EQUIP_ERR_OK
)
8752 *no_space_count
= count
+ no_similar_count
;
8758 if(no_similar_count
==0)
8759 return EQUIP_ERR_OK
;
8762 *no_space_count
= count
+ no_similar_count
;
8763 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8766 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8767 if(res
!=EQUIP_ERR_OK
)
8770 *no_space_count
= count
+ no_similar_count
;
8776 if(no_similar_count
==0)
8777 return EQUIP_ERR_OK
;
8780 *no_space_count
= count
+ no_similar_count
;
8781 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8784 else // equipped bag
8786 // we need check 2 time (specilized/non_specialized), use NULL_BAG to prevent skipping bag
8787 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8788 if(res
!=EQUIP_ERR_OK
)
8789 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8791 if(res
!=EQUIP_ERR_OK
)
8794 *no_space_count
= count
+ no_similar_count
;
8800 if(no_similar_count
==0)
8801 return EQUIP_ERR_OK
;
8804 *no_space_count
= count
+ no_similar_count
;
8805 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8810 // search free slot in bag for place to
8811 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8813 // search free slot - keyring case
8814 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8816 uint32 keyringSize
= GetMaxKeyringSize();
8817 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8818 if(res
!=EQUIP_ERR_OK
)
8821 *no_space_count
= count
+ no_similar_count
;
8827 if(no_similar_count
==0)
8828 return EQUIP_ERR_OK
;
8831 *no_space_count
= count
+ no_similar_count
;
8832 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8836 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8837 if(res
!=EQUIP_ERR_OK
)
8840 *no_space_count
= count
+ no_similar_count
;
8846 if(no_similar_count
==0)
8847 return EQUIP_ERR_OK
;
8850 *no_space_count
= count
+ no_similar_count
;
8851 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8854 else // equipped bag
8856 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8857 if(res
!=EQUIP_ERR_OK
)
8858 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8860 if(res
!=EQUIP_ERR_OK
)
8863 *no_space_count
= count
+ no_similar_count
;
8869 if(no_similar_count
==0)
8870 return EQUIP_ERR_OK
;
8873 *no_space_count
= count
+ no_similar_count
;
8874 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8879 // not specific bag or have space for partly store only in specific bag
8881 // search stack for merge to
8882 if( pProto
->Stackable
> 1 )
8884 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8885 if(res
!=EQUIP_ERR_OK
)
8888 *no_space_count
= count
+ no_similar_count
;
8894 if(no_similar_count
==0)
8895 return EQUIP_ERR_OK
;
8898 *no_space_count
= count
+ no_similar_count
;
8899 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8902 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8903 if(res
!=EQUIP_ERR_OK
)
8906 *no_space_count
= count
+ no_similar_count
;
8912 if(no_similar_count
==0)
8913 return EQUIP_ERR_OK
;
8916 *no_space_count
= count
+ no_similar_count
;
8917 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8920 if( pProto
->BagFamily
)
8922 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8924 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
8925 if(res
!=EQUIP_ERR_OK
)
8930 if(no_similar_count
==0)
8931 return EQUIP_ERR_OK
;
8934 *no_space_count
= count
+ no_similar_count
;
8935 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8940 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8942 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
8943 if(res
!=EQUIP_ERR_OK
)
8948 if(no_similar_count
==0)
8949 return EQUIP_ERR_OK
;
8952 *no_space_count
= count
+ no_similar_count
;
8953 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8958 // search free slot - special bag case
8959 if( pProto
->BagFamily
)
8961 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8963 uint32 keyringSize
= GetMaxKeyringSize();
8964 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8965 if(res
!=EQUIP_ERR_OK
)
8968 *no_space_count
= count
+ no_similar_count
;
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
;
8983 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8985 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
8986 if(res
!=EQUIP_ERR_OK
)
8991 if(no_similar_count
==0)
8992 return EQUIP_ERR_OK
;
8995 *no_space_count
= count
+ no_similar_count
;
8996 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9002 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9003 if(res
!=EQUIP_ERR_OK
)
9006 *no_space_count
= count
+ no_similar_count
;
9012 if(no_similar_count
==0)
9013 return EQUIP_ERR_OK
;
9016 *no_space_count
= count
+ no_similar_count
;
9017 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9020 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9022 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9023 if(res
!=EQUIP_ERR_OK
)
9028 if(no_similar_count
==0)
9029 return EQUIP_ERR_OK
;
9032 *no_space_count
= count
+ no_similar_count
;
9033 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9038 *no_space_count
= count
+ no_similar_count
;
9040 return EQUIP_ERR_INVENTORY_FULL
;
9043 //////////////////////////////////////////////////////////////////////////
9044 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9049 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9050 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9051 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9053 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9054 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9055 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9057 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9059 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9061 if (pItem2
&& !pItem2
->IsInTrade())
9063 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9067 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9069 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9071 if (pItem2
&& !pItem2
->IsInTrade())
9073 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9077 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9079 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9081 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9083 pItem2
= GetItemByPos( i
, j
);
9084 if (pItem2
&& !pItem2
->IsInTrade())
9086 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9092 // check free space for all items
9093 for (int k
=0;k
<count
;k
++)
9095 Item
*pItem
= pItems
[k
];
9098 if (!pItem
) continue;
9100 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9101 ItemPrototype
const *pProto
= pItem
->GetProto();
9105 return EQUIP_ERR_ITEM_NOT_FOUND
;
9108 if(pItem
->IsBindedNotWith(GetGUID()))
9109 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9112 ItemPrototype
const *pBagProto
;
9114 // item is 'one item only'
9115 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9116 if(res
!= EQUIP_ERR_OK
)
9119 // search stack for merge to
9120 if( pProto
->Stackable
> 1 )
9122 bool b_found
= false;
9124 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9126 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9127 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9129 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9134 if (b_found
) continue;
9136 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9138 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9139 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9141 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9146 if (b_found
) continue;
9148 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9150 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9153 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9155 pItem2
= GetItemByPos( t
, j
);
9156 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9158 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9165 if (b_found
) continue;
9169 if( pProto
->BagFamily
)
9171 bool b_found
= false;
9172 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9174 uint32 keyringSize
= GetMaxKeyringSize();
9175 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9177 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9179 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9186 if (b_found
) continue;
9188 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9190 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9193 pBagProto
= pBag
->GetProto();
9195 // not plain container check
9196 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9197 ItemCanGoIntoBag(pProto
,pBagProto
) )
9199 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9201 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9203 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9211 if (b_found
) continue;
9215 bool b_found
= false;
9216 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9218 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9220 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9225 if (b_found
) continue;
9227 // search free slot in bags
9228 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9230 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9233 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9235 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9237 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9245 // no free slot found?
9247 return EQUIP_ERR_INVENTORY_FULL
;
9250 return EQUIP_ERR_OK
;
9253 //////////////////////////////////////////////////////////////////////////
9254 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, uint32 count
, bool swap
) const
9257 Item
*pItem
= Item::CreateItem( item
, count
, this );
9260 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9265 return EQUIP_ERR_ITEM_NOT_FOUND
;
9268 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9273 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9274 ItemPrototype
const *pProto
= pItem
->GetProto();
9277 // May be here should be more stronger checks; STUNNED checked
9278 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9279 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9280 return EQUIP_ERR_YOU_ARE_STUNNED
;
9282 if(pItem
->IsBindedNotWith(GetGUID()))
9283 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9285 // check count of items (skip for auto move for same player from bank)
9286 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9287 if(res
!= EQUIP_ERR_OK
)
9290 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9292 // - in-progress arenas
9293 if( !pProto
->CanChangeEquipStateInCombat() )
9296 return EQUIP_ERR_NOT_IN_COMBAT
;
9298 if(BattleGround
* bg
= GetBattleGround())
9299 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9300 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9303 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9304 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9306 if(IsNonMeleeSpellCasted(false))
9307 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9309 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9310 if( eslot
== NULL_SLOT
)
9311 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9313 uint8 msg
= CanUseItem( pItem
, not_loading
);
9314 if( msg
!= EQUIP_ERR_OK
)
9316 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9317 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9319 // check unique-equipped on item
9320 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9322 // there is an equip limit on this item
9323 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9324 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9325 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9328 // check unique-equipped on gems
9329 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9331 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9334 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9338 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9339 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9341 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9342 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9343 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9347 // check unique-equipped special item classes
9348 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9350 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9352 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9354 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9356 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9357 (!swap
|| pBag
->GetSlot() != eslot
) )
9359 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9360 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9362 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9369 uint32 type
= pProto
->InventoryType
;
9371 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9373 if( type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9376 return EQUIP_ERR_CANT_DUAL_WIELD
;
9379 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
9382 if(mainItem
->GetProto()->InventoryType
== INVTYPE_2HWEAPON
)
9383 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9387 // equip two-hand weapon case (with possible unequip 2 items)
9388 if( type
== INVTYPE_2HWEAPON
)
9390 if(eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9391 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9393 // offhand item must can be stored in inventitory for offhand item and it also must be unequipped
9394 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9395 ItemPosCountVec off_dest
;
9396 if( offItem
&& (!not_loading
||
9397 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9398 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9399 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9401 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9402 return EQUIP_ERR_OK
;
9406 return EQUIP_ERR_ITEM_NOT_FOUND
;
9408 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9411 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9413 // Applied only to equipped items and bank bags
9414 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9415 return EQUIP_ERR_OK
;
9417 Item
* pItem
= GetItemByPos(pos
);
9419 // Applied only to existed equipped item
9421 return EQUIP_ERR_OK
;
9423 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9425 ItemPrototype
const *pProto
= pItem
->GetProto();
9427 return EQUIP_ERR_ITEM_NOT_FOUND
;
9429 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9431 // - in-progress arenas
9432 if( !pProto
->CanChangeEquipStateInCombat() )
9435 return EQUIP_ERR_NOT_IN_COMBAT
;
9437 if(BattleGround
* bg
= GetBattleGround())
9438 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9439 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9442 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9443 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9445 return EQUIP_ERR_OK
;
9448 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9451 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9453 uint32 count
= pItem
->GetCount();
9455 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9456 ItemPrototype
const *pProto
= pItem
->GetProto();
9458 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9460 if( pItem
->IsBindedNotWith(GetGUID()) )
9461 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9463 // check count of items (skip for auto move for same player from bank)
9464 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9465 if(res
!= EQUIP_ERR_OK
)
9469 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9471 if( pProto
->InventoryType
== INVTYPE_BAG
)
9473 Bag
*pBag
= (Bag
*)pItem
;
9476 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9478 if( !HasBankBagSlot( slot
) )
9479 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9480 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9485 if( !pBag
->IsEmpty() )
9486 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9492 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9493 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9496 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9497 if(res
!=EQUIP_ERR_OK
)
9501 return EQUIP_ERR_OK
;
9504 // not specific slot or have spece for partly store only in specific slot
9507 if( bag
!= NULL_BAG
)
9509 if( pProto
->InventoryType
== INVTYPE_BAG
)
9511 Bag
*pBag
= (Bag
*)pItem
;
9512 if( pBag
&& !pBag
->IsEmpty() )
9513 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9516 // search stack in bag for merge to
9517 if( pProto
->Stackable
> 1 )
9519 if( bag
== INVENTORY_SLOT_BAG_0
)
9521 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9522 if(res
!=EQUIP_ERR_OK
)
9526 return EQUIP_ERR_OK
;
9530 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9531 if(res
!=EQUIP_ERR_OK
)
9532 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9534 if(res
!=EQUIP_ERR_OK
)
9538 return EQUIP_ERR_OK
;
9542 // search free slot in bag
9543 if( bag
== INVENTORY_SLOT_BAG_0
)
9545 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9546 if(res
!=EQUIP_ERR_OK
)
9550 return EQUIP_ERR_OK
;
9554 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9555 if(res
!=EQUIP_ERR_OK
)
9556 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9558 if(res
!=EQUIP_ERR_OK
)
9562 return EQUIP_ERR_OK
;
9566 // not specific bag or have spece for partly store only in specific bag
9568 // search stack for merge to
9569 if( pProto
->Stackable
> 1 )
9572 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9573 if(res
!=EQUIP_ERR_OK
)
9577 return EQUIP_ERR_OK
;
9580 if( pProto
->BagFamily
)
9582 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9584 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9585 if(res
!=EQUIP_ERR_OK
)
9589 return EQUIP_ERR_OK
;
9593 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9595 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9596 if(res
!=EQUIP_ERR_OK
)
9600 return EQUIP_ERR_OK
;
9604 // search free place in special bag
9605 if( pProto
->BagFamily
)
9607 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9609 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9610 if(res
!=EQUIP_ERR_OK
)
9614 return EQUIP_ERR_OK
;
9618 // search free space
9619 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9620 if(res
!=EQUIP_ERR_OK
)
9624 return EQUIP_ERR_OK
;
9626 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9628 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9629 if(res
!=EQUIP_ERR_OK
)
9633 return EQUIP_ERR_OK
;
9635 return EQUIP_ERR_BANK_FULL
;
9638 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9642 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9643 if( !isAlive() && not_loading
)
9644 return EQUIP_ERR_YOU_ARE_DEAD
;
9646 // return EQUIP_ERR_YOU_ARE_STUNNED;
9647 ItemPrototype
const *pProto
= pItem
->GetProto();
9650 if( pItem
->IsBindedNotWith(GetGUID()) )
9651 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9652 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9653 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9654 if( pItem
->GetSkill() != 0 )
9656 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9657 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9659 if( pProto
->RequiredSkill
!= 0 )
9661 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9662 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9663 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9664 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9666 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9667 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9668 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9669 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9670 if( getLevel() < pProto
->RequiredLevel
)
9671 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9672 return EQUIP_ERR_OK
;
9675 return EQUIP_ERR_ITEM_NOT_FOUND
;
9678 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9680 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9684 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9686 if( pProto
->RequiredSkill
!= 0 )
9688 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9690 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9693 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9695 if( getLevel() < pProto
->RequiredLevel
)
9702 uint8
Player::CanUseAmmo( uint32 item
) const
9704 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9706 return EQUIP_ERR_YOU_ARE_DEAD
;
9708 // return EQUIP_ERR_YOU_ARE_STUNNED;
9709 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9712 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9713 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9714 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9715 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9716 if( pProto
->RequiredSkill
!= 0 )
9718 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9719 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9720 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9721 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9723 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9724 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9725 /*if( GetReputation() < pProto->RequiredReputation )
9726 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9728 if( getLevel() < pProto
->RequiredLevel
)
9729 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9732 if(GetDummyAura(46699))
9733 return EQUIP_ERR_BAG_FULL6
;
9735 return EQUIP_ERR_OK
;
9737 return EQUIP_ERR_ITEM_NOT_FOUND
;
9740 void Player::SetAmmo( uint32 item
)
9746 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9752 uint8 msg
= CanUseAmmo( item
);
9753 if( msg
!= EQUIP_ERR_OK
)
9755 SendEquipError( msg
, NULL
, NULL
);
9760 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9762 _ApplyAmmoBonuses();
9765 void Player::RemoveAmmo()
9767 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9771 if(CanModifyStats())
9772 UpdateDamagePhysical(RANGED_ATTACK
);
9775 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9776 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9779 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9780 count
+= itr
->count
;
9782 Item
*pItem
= Item::CreateItem( item
, count
, this );
9785 ItemAddedQuestCheck( item
, count
);
9786 if(randomPropertyId
)
9787 pItem
->SetItemRandomProperties(randomPropertyId
);
9788 pItem
= StoreItem( dest
, pItem
, update
);
9793 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9798 Item
* lastItem
= pItem
;
9800 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9802 uint16 pos
= itr
->pos
;
9803 uint32 count
= itr
->count
;
9807 if(itr
== dest
.end())
9809 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9813 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9819 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9820 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
9825 uint8 bag
= pos
>> 8;
9826 uint8 slot
= pos
& 255;
9828 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
9830 Item
*pItem2
= GetItemByPos( bag
, slot
);
9835 pItem
= pItem
->CloneItem(count
,this);
9837 pItem
->SetCount(count
);
9842 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9843 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9844 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9845 pItem
->SetBinding( true );
9847 if( bag
== INVENTORY_SLOT_BAG_0
)
9849 m_items
[slot
] = pItem
;
9850 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
9851 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
9852 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
9854 pItem
->SetSlot( slot
);
9855 pItem
->SetContainer( NULL
);
9857 if( IsInWorld() && update
)
9859 pItem
->AddToWorld();
9860 pItem
->SendUpdateToPlayer( this );
9863 pItem
->SetState(ITEM_CHANGED
, this);
9867 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9870 pBag
->StoreItem( slot
, pItem
, update
);
9871 if( IsInWorld() && update
)
9873 pItem
->AddToWorld();
9874 pItem
->SendUpdateToPlayer( this );
9876 pItem
->SetState(ITEM_CHANGED
, this);
9877 pBag
->SetState(ITEM_CHANGED
, this);
9881 AddEnchantmentDurations(pItem
);
9882 AddItemDurations(pItem
);
9888 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9889 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9890 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9891 pItem2
->SetBinding( true );
9893 pItem2
->SetCount( pItem2
->GetCount() + count
);
9894 if( IsInWorld() && update
)
9895 pItem2
->SendUpdateToPlayer( this );
9899 // delete item (it not in any slot currently)
9900 if( IsInWorld() && update
)
9902 pItem
->RemoveFromWorld();
9903 pItem
->DestroyForPlayer( this );
9906 RemoveEnchantmentDurations(pItem
);
9907 RemoveItemDurations(pItem
);
9909 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9910 pItem
->SetState(ITEM_REMOVED
, this);
9912 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
9913 AddEnchantmentDurations(pItem2
);
9915 pItem2
->SetState(ITEM_CHANGED
, this);
9921 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, uint32 count
, bool update
)
9923 Item
*pItem
= Item::CreateItem( item
, count
, this );
9926 ItemAddedQuestCheck( item
, count
);
9927 Item
* retItem
= EquipItem( pos
, pItem
, update
);
9934 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
9938 AddEnchantmentDurations(pItem
);
9939 AddItemDurations(pItem
);
9941 uint8 bag
= pos
>> 8;
9942 uint8 slot
= pos
& 255;
9944 Item
*pItem2
= GetItemByPos( bag
, slot
);
9948 VisualizeItem( slot
, pItem
);
9952 ItemPrototype
const *pProto
= pItem
->GetProto();
9954 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
9955 if(pProto
&& pProto
->ItemSet
)
9956 AddItemsSetItem(this,pItem
);
9958 _ApplyItemMods(pItem
, slot
, true);
9960 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
9962 m_weaponChangeTimer
= DEFAULT_SWITCH_WEAPON
;
9963 if (getClass() == CLASS_ROGUE
)
9964 m_weaponChangeTimer
= ROGUE_SWITCH_WEAPON
;
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 laready 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 ItemPrototype
const *pProto
= pItem
->GetProto();
10222 RemoveEnchantmentDurations(pItem
);
10223 RemoveItemDurations(pItem
);
10225 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10227 if( bag
== INVENTORY_SLOT_BAG_0
)
10230 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10232 // equipment and equipped bags can have applied bonuses
10233 if ( slot
< INVENTORY_SLOT_BAG_END
)
10235 ItemPrototype
const *pProto
= pItem
->GetProto();
10237 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10238 if(pProto
&& pProto
->ItemSet
)
10239 RemoveItemsSetItem(this,pProto
);
10241 _ApplyItemMods(pItem
, slot
, false);
10244 if ( slot
< EQUIPMENT_SLOT_END
)
10246 // remove item dependent auras and casts (only weapon and armor slots)
10247 RemoveItemDependentAurasAndCasts(pItem
);
10249 // equipment visual show
10250 SetVisibleItemSlot(slot
,NULL
);
10253 m_items
[slot
] = NULL
;
10255 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10256 pBag
->RemoveItem(slot
, update
);
10258 if( IsInWorld() && update
)
10260 pItem
->RemoveFromWorld();
10261 pItem
->DestroyForPlayer(this);
10264 //pItem->SetOwnerGUID(0);
10265 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10266 pItem
->SetSlot( NULL_SLOT
);
10267 pItem
->SetState(ITEM_REMOVED
, this);
10271 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10273 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10275 ItemPrototype
const *pProto
;
10276 uint32 remcount
= 0;
10279 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10281 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10282 if( pItem
&& pItem
->GetEntry() == item
)
10284 if( pItem
->GetCount() + remcount
<= count
)
10286 // all items in inventory can unequipped
10287 remcount
+= pItem
->GetCount();
10288 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10290 if(remcount
>=count
)
10295 pProto
= pItem
->GetProto();
10296 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10297 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10298 if( IsInWorld() & update
)
10299 pItem
->SendUpdateToPlayer( this );
10300 pItem
->SetState(ITEM_CHANGED
, this);
10305 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10307 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10308 if( pItem
&& pItem
->GetEntry() == item
)
10310 if( pItem
->GetCount() + remcount
<= count
)
10312 // all keys can be unequipped
10313 remcount
+= pItem
->GetCount();
10314 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10316 if(remcount
>=count
)
10321 pProto
= pItem
->GetProto();
10322 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10323 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10324 if( IsInWorld() & update
)
10325 pItem
->SendUpdateToPlayer( this );
10326 pItem
->SetState(ITEM_CHANGED
, this);
10332 // in inventory bags
10333 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10335 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10337 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10339 pItem
= pBag
->GetItemByPos(j
);
10340 if( pItem
&& pItem
->GetEntry() == item
)
10342 // all items in bags can be unequipped
10343 if( pItem
->GetCount() + remcount
<= count
)
10345 remcount
+= pItem
->GetCount();
10346 DestroyItem( i
, j
, update
);
10348 if(remcount
>=count
)
10353 pProto
= pItem
->GetProto();
10354 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10355 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10356 if( IsInWorld() && update
)
10357 pItem
->SendUpdateToPlayer( this );
10358 pItem
->SetState(ITEM_CHANGED
, this);
10366 // in equipment and bag list
10367 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10369 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10370 if( pItem
&& pItem
->GetEntry() == item
)
10372 if( pItem
->GetCount() + remcount
<= count
)
10374 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10376 remcount
+= pItem
->GetCount();
10377 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10379 if(remcount
>=count
)
10385 pProto
= pItem
->GetProto();
10386 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10387 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10388 if( IsInWorld() & update
)
10389 pItem
->SendUpdateToPlayer( this );
10390 pItem
->SetState(ITEM_CHANGED
, this);
10397 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10399 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10402 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10404 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10405 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10406 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10408 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10410 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10411 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10412 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10415 // in inventory bags
10416 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10418 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10421 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10423 Item
* pItem
= pBag
->GetItemByPos(j
);
10424 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10425 DestroyItem( i
, j
, update
);
10430 // in equipment and bag list
10431 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10433 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10434 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10435 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10439 void Player::DestroyConjuredItems( bool update
)
10441 // used when entering arena
10442 // distroys all conjured items
10443 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10446 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10448 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10449 if( pItem
&& pItem
->GetProto() &&
10450 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10451 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10452 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10455 // in inventory bags
10456 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10458 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10461 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10463 Item
* pItem
= pBag
->GetItemByPos(j
);
10464 if( pItem
&& pItem
->GetProto() &&
10465 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10466 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10467 DestroyItem( i
, j
, update
);
10472 // in equipment and bag list
10473 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10475 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10476 if( pItem
&& pItem
->GetProto() &&
10477 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10478 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10479 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10483 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10488 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10490 if( pItem
->GetCount() <= count
)
10492 count
-= pItem
->GetCount();
10494 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10498 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10499 pItem
->SetCount( pItem
->GetCount() - count
);
10501 if( IsInWorld() & update
)
10502 pItem
->SendUpdateToPlayer( this );
10503 pItem
->SetState(ITEM_CHANGED
, this);
10507 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10509 uint8 srcbag
= src
>> 8;
10510 uint8 srcslot
= src
& 255;
10512 uint8 dstbag
= dst
>> 8;
10513 uint8 dstslot
= dst
& 255;
10515 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10518 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10522 // not let split all items (can be only at cheating)
10523 if(pSrcItem
->GetCount() == count
)
10525 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10529 // not let split more existed items (can be only at cheating)
10530 if(pSrcItem
->GetCount() < count
)
10532 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10536 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10538 //best error message found for attempting to split while looting
10539 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10543 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10544 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10547 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10551 if( IsInventoryPos( dst
) )
10553 // change item amount before check (for unique max count check)
10554 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10556 ItemPosCountVec dest
;
10557 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10558 if( msg
!= EQUIP_ERR_OK
)
10561 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10562 SendEquipError( msg
, pSrcItem
, NULL
);
10567 pSrcItem
->SendUpdateToPlayer( this );
10568 pSrcItem
->SetState(ITEM_CHANGED
, this);
10569 StoreItem( dest
, pNewItem
, true);
10571 else if( IsBankPos ( dst
) )
10573 // change item amount before check (for unique max count check)
10574 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10576 ItemPosCountVec dest
;
10577 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10578 if( msg
!= EQUIP_ERR_OK
)
10581 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10582 SendEquipError( msg
, pSrcItem
, NULL
);
10587 pSrcItem
->SendUpdateToPlayer( this );
10588 pSrcItem
->SetState(ITEM_CHANGED
, this);
10589 BankItem( dest
, pNewItem
, true);
10591 else if( IsEquipmentPos ( dst
) )
10593 // change item amount before check (for unique max count check), provide space for splitted items
10594 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10597 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10598 if( msg
!= EQUIP_ERR_OK
)
10601 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10602 SendEquipError( msg
, pSrcItem
, NULL
);
10607 pSrcItem
->SendUpdateToPlayer( this );
10608 pSrcItem
->SetState(ITEM_CHANGED
, this);
10609 EquipItem( dest
, pNewItem
, true);
10610 AutoUnequipOffhandIfNeed();
10614 void Player::SwapItem( uint16 src
, uint16 dst
)
10616 uint8 srcbag
= src
>> 8;
10617 uint8 srcslot
= src
& 255;
10619 uint8 dstbag
= dst
>> 8;
10620 uint8 dstslot
= dst
& 255;
10622 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10623 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10628 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10632 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10636 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10638 //best error message found for attempting to swap while looting
10639 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10643 // check unequip potability for equipped items and bank bags
10644 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10646 // bags can be swapped with empty bag slots
10647 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
10648 if(msg
!= EQUIP_ERR_OK
)
10650 SendEquipError( msg
, pSrcItem
, pDstItem
);
10655 // prevent put equipped/bank bag in self
10656 if( IsBagPos ( src
) && srcslot
== dstbag
)
10658 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10664 if( IsInventoryPos( dst
) )
10666 ItemPosCountVec dest
;
10667 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10668 if( msg
!= EQUIP_ERR_OK
)
10670 SendEquipError( msg
, pSrcItem
, NULL
);
10674 RemoveItem(srcbag
, srcslot
, true);
10675 StoreItem( dest
, pSrcItem
, true);
10677 else if( IsBankPos ( dst
) )
10679 ItemPosCountVec dest
;
10680 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10681 if( msg
!= EQUIP_ERR_OK
)
10683 SendEquipError( msg
, pSrcItem
, NULL
);
10687 RemoveItem(srcbag
, srcslot
, true);
10688 BankItem( dest
, pSrcItem
, true);
10690 else if( IsEquipmentPos ( dst
) )
10693 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10694 if( msg
!= EQUIP_ERR_OK
)
10696 SendEquipError( msg
, pSrcItem
, NULL
);
10700 RemoveItem(srcbag
, srcslot
, true);
10701 EquipItem( dest
, pSrcItem
, true);
10702 AutoUnequipOffhandIfNeed();
10705 else // if (!pDstItem)
10707 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10709 //best error message found for attempting to swap while looting
10710 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10714 // check unequip potability for equipped items and bank bags
10715 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10717 // bags can be swapped with empty bag slots
10718 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
10719 if(msg
!= EQUIP_ERR_OK
)
10721 SendEquipError( msg
, pSrcItem
, pDstItem
);
10726 // attempt merge to / fill target item
10729 ItemPosCountVec sDest
;
10731 if( IsInventoryPos( dst
) )
10732 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10733 else if( IsBankPos ( dst
) )
10734 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10735 else if( IsEquipmentPos ( dst
) )
10736 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10740 // can be merge/fill
10741 if(msg
== EQUIP_ERR_OK
)
10743 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
10745 RemoveItem(srcbag
, srcslot
, true);
10747 if( IsInventoryPos( dst
) )
10748 StoreItem( sDest
, pSrcItem
, true);
10749 else if( IsBankPos ( dst
) )
10750 BankItem( sDest
, pSrcItem
, true);
10751 else if( IsEquipmentPos ( dst
) )
10753 EquipItem( eDest
, pSrcItem
, true);
10754 AutoUnequipOffhandIfNeed();
10759 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
10760 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
10761 pSrcItem
->SetState(ITEM_CHANGED
, this);
10762 pDstItem
->SetState(ITEM_CHANGED
, this);
10765 pSrcItem
->SendUpdateToPlayer( this );
10766 pDstItem
->SendUpdateToPlayer( this );
10773 // impossible merge/fill, do real swap
10776 // check src->dest move possibility
10777 ItemPosCountVec sDest
;
10779 if( IsInventoryPos( dst
) )
10780 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10781 else if( IsBankPos( dst
) )
10782 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10783 else if( IsEquipmentPos( dst
) )
10785 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10786 if( msg
== EQUIP_ERR_OK
)
10787 msg
= CanUnequipItem( eDest
, true );
10790 if( msg
!= EQUIP_ERR_OK
)
10792 SendEquipError( msg
, pSrcItem
, pDstItem
);
10796 // check dest->src move possibility
10797 ItemPosCountVec sDest2
;
10799 if( IsInventoryPos( src
) )
10800 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10801 else if( IsBankPos( src
) )
10802 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10803 else if( IsEquipmentPos( src
) )
10805 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10806 if( msg
== EQUIP_ERR_OK
)
10807 msg
= CanUnequipItem( eDest2
, true);
10810 if( msg
!= EQUIP_ERR_OK
)
10812 SendEquipError( msg
, pDstItem
, pSrcItem
);
10816 // now do moves, remove...
10817 RemoveItem(dstbag
, dstslot
, false);
10818 RemoveItem(srcbag
, srcslot
, false);
10821 if( IsInventoryPos( dst
) )
10822 StoreItem(sDest
, pSrcItem
, true);
10823 else if( IsBankPos( dst
) )
10824 BankItem(sDest
, pSrcItem
, true);
10825 else if( IsEquipmentPos( dst
) )
10826 EquipItem(eDest
, pSrcItem
, true);
10829 if( IsInventoryPos( src
) )
10830 StoreItem(sDest2
, pDstItem
, true);
10831 else if( IsBankPos( src
) )
10832 BankItem(sDest2
, pDstItem
, true);
10833 else if( IsEquipmentPos( src
) )
10834 EquipItem(eDest2
, pDstItem
, true);
10836 AutoUnequipOffhandIfNeed();
10840 void Player::AddItemToBuyBackSlot( Item
*pItem
)
10844 uint32 slot
= m_currentBuybackSlot
;
10845 // if current back slot non-empty search oldest or free
10848 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
10849 uint32 oldest_slot
= BUYBACK_SLOT_START
;
10851 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
10860 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
10862 if(oldest_time
> i_time
)
10864 oldest_time
= i_time
;
10870 slot
= oldest_slot
;
10873 RemoveItemFromBuyBackSlot( slot
, true );
10874 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
10876 m_items
[slot
] = pItem
;
10877 time_t base
= time(NULL
);
10878 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
10879 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10881 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
10882 ItemPrototype
const *pProto
= pItem
->GetProto();
10884 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
10886 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10887 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
10889 // move to next (for non filled list is move most optimized choice)
10890 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
10891 ++m_currentBuybackSlot
;
10895 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
10897 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
10898 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10899 return m_items
[slot
];
10903 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
10905 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
10906 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10908 Item
*pItem
= m_items
[slot
];
10911 pItem
->RemoveFromWorld();
10912 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
10915 m_items
[slot
] = NULL
;
10917 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10918 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
10919 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10920 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
10922 // if current backslot is filled set to now free slot
10923 if(m_items
[m_currentBuybackSlot
])
10924 m_currentBuybackSlot
= slot
;
10928 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
10930 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
10931 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
10932 data
<< uint8(msg
);
10936 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
10937 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
10938 data
<< uint8(0); // not 0 there...
10940 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
10945 if(ItemPrototype
const* proto
= pItem
->GetProto())
10946 level
= proto
->RequiredLevel
;
10948 data
<< uint32(level
); // new 2.4.0
10951 GetSession()->SendPacket(&data
);
10954 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
10956 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
10957 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
10958 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10959 data
<< uint32(item
);
10961 data
<< uint32(param
);
10962 data
<< uint8(msg
);
10963 GetSession()->SendPacket(&data
);
10966 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
10968 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
10969 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
10970 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10971 data
<< uint64(guid
);
10973 data
<< uint32(param
);
10974 data
<< uint8(msg
);
10975 GetSession()->SendPacket(&data
);
10978 void Player::ClearTrade()
10981 acceptTrade
= false;
10982 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
10983 tradeItems
[i
] = NULL_SLOT
;
10986 void Player::TradeCancel(bool sendback
)
10990 // send yellow "Trade cancelled" message to both traders
10994 ws
->SendCancelTrade();
10995 ws
= pTrader
->GetSession();
10996 if(!ws
->PlayerLogout())
10997 ws
->SendCancelTrade();
11001 pTrader
->ClearTrade();
11002 // prevent loss of reference
11003 pTrader
->pTrader
= NULL
;
11008 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11010 if(m_itemDuration
.empty())
11013 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11015 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11018 ++itr
; // current element can be erased in UpdateDuration
11020 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11021 item
->UpdateDuration(this,time
);
11025 void Player::UpdateEnchantTime(uint32 time
)
11027 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11031 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11033 next
= m_enchantDuration
.erase(itr
);
11035 else if(itr
->leftduration
<= time
)
11037 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11038 itr
->item
->ClearEnchantment(itr
->slot
);
11039 next
= m_enchantDuration
.erase(itr
);
11041 else if(itr
->leftduration
> time
)
11043 itr
->leftduration
-= time
;
11049 void Player::AddEnchantmentDurations(Item
*item
)
11051 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11053 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11056 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11058 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11062 void Player::RemoveEnchantmentDurations(Item
*item
)
11064 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11066 if(itr
->item
== item
)
11068 // save duration in item
11069 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11070 itr
= m_enchantDuration
.erase(itr
);
11077 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11079 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11080 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11083 if(itr
->slot
==slot
)
11085 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11087 // remove from stats
11088 ApplyEnchantment(itr
->item
,slot
,false,false);
11090 itr
->item
->ClearEnchantment(slot
);
11092 // remove from update list
11093 next
= m_enchantDuration
.erase(itr
);
11099 // remove enchants from inventory items
11100 // NOTE: no need to remove these from stats, since these aren't equipped
11102 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11104 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11105 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11106 pItem
->ClearEnchantment(slot
);
11109 // in inventory bags
11110 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11112 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11115 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11117 Item
* pItem
= pBag
->GetItemByPos(j
);
11118 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11119 pItem
->ClearEnchantment(slot
);
11125 // duration == 0 will remove item enchant
11126 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11131 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11134 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11136 if(itr
->item
== item
&& itr
->slot
== slot
)
11138 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11139 m_enchantDuration
.erase(itr
);
11143 if(item
&& duration
> 0 )
11145 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11146 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11150 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11152 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11153 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11156 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11161 if(!item
->IsEquipped())
11164 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11167 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11171 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11175 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11178 for (int s
=0; s
<3; s
++)
11180 uint32 enchant_display_type
= pEnchant
->type
[s
];
11181 uint32 enchant_amount
= pEnchant
->amount
[s
];
11182 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11184 switch(enchant_display_type
)
11186 case ITEM_ENCHANTMENT_TYPE_NONE
:
11188 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11189 // processed in Player::CastItemCombatSpell
11191 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11192 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11193 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11194 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11195 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11196 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11197 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11199 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11200 if(enchant_spell_id
)
11204 int32 basepoints
= int32(enchant_amount
);
11205 // Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor)
11206 if (item
->GetItemRandomPropertyId() !=0 && !enchant_amount
)
11208 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11211 // Search enchant_amount
11212 for (int k
=0; k
<3; k
++)
11214 if(item_rand
->enchant_id
[k
] == enchant_id
)
11216 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11222 // Cast custom spell vs all equal basepoints getted from enchant_amount
11224 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11226 CastSpell(this,enchant_spell_id
,true,item
);
11229 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11232 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11233 if (!enchant_amount
)
11235 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11238 for (int k
=0; k
<3; k
++)
11240 if(item_rand
->enchant_id
[k
] == enchant_id
)
11242 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11249 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11251 case ITEM_ENCHANTMENT_TYPE_STAT
:
11253 if (!enchant_amount
)
11255 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11256 if(item_rand_suffix
)
11258 for (int k
=0; k
<3; k
++)
11260 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11262 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11269 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11270 switch (enchant_spell_id
)
11272 case ITEM_MOD_AGILITY
:
11273 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11274 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11275 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11277 case ITEM_MOD_STRENGTH
:
11278 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11279 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11280 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11282 case ITEM_MOD_INTELLECT
:
11283 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11284 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11285 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11287 case ITEM_MOD_SPIRIT
:
11288 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11289 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11290 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11292 case ITEM_MOD_STAMINA
:
11293 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11294 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11295 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11297 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11298 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11299 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11301 case ITEM_MOD_DODGE_RATING
:
11302 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11303 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11305 case ITEM_MOD_PARRY_RATING
:
11306 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11307 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11309 case ITEM_MOD_BLOCK_RATING
:
11310 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11311 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11313 case ITEM_MOD_HIT_MELEE_RATING
:
11314 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11315 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11317 case ITEM_MOD_HIT_RANGED_RATING
:
11318 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11319 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11321 case ITEM_MOD_HIT_SPELL_RATING
:
11322 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11323 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11325 case ITEM_MOD_CRIT_MELEE_RATING
:
11326 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11327 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11329 case ITEM_MOD_CRIT_RANGED_RATING
:
11330 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11331 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11333 case ITEM_MOD_CRIT_SPELL_RATING
:
11334 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11335 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11337 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11339 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11340 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11342 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11343 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11345 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11346 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11348 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11349 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11351 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11352 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11354 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11355 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11357 // case ITEM_MOD_HASTE_MELEE_RATING:
11358 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11360 // case ITEM_MOD_HASTE_RANGED_RATING:
11361 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11363 case ITEM_MOD_HASTE_SPELL_RATING
:
11364 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11366 case ITEM_MOD_HIT_RATING
:
11367 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11368 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11369 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11370 sLog
.outDebug("+ %u HIT", enchant_amount
);
11372 case ITEM_MOD_CRIT_RATING
:
11373 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11374 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11375 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11376 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11378 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11379 // case ITEM_MOD_HIT_TAKEN_RATING:
11380 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11381 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11382 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11384 // case ITEM_MOD_CRIT_TAKEN_RATING:
11385 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11386 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11387 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11389 case ITEM_MOD_RESILIENCE_RATING
:
11390 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11391 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11392 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11393 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11395 case ITEM_MOD_HASTE_RATING
:
11396 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11397 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11398 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11399 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11401 case ITEM_MOD_EXPERTISE_RATING
:
11402 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11403 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11410 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11412 if(getClass() == CLASS_SHAMAN
)
11414 float addValue
= 0.0f
;
11415 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11417 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11418 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11420 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11422 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11423 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11429 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11431 } /*switch(enchant_display_type)*/
11434 // visualize enchantment at player and equipped items
11435 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11437 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11438 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11446 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11448 AddEnchantmentDuration(item
,slot
,duration
);
11452 // duration == 0 will remove EnchantDuration
11453 AddEnchantmentDuration(item
,slot
,0);
11458 void Player::SendEnchantmentDurations()
11460 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11462 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11466 void Player::SendItemDurations()
11468 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11470 (*itr
)->SendTimeUpdate(this);
11474 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11476 if(!item
) // prevent crash
11479 // last check 2.0.10
11480 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11481 data
<< GetGUID(); // player GUID
11482 data
<< uint32(received
); // 0=looted, 1=from npc
11483 data
<< uint32(created
); // 0=received, 1=created
11484 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11485 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11486 // item slot, but when added to stack: 0xFFFFFFFF
11487 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11488 data
<< uint32(item
->GetEntry()); // item id
11489 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11490 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11491 data
<< uint32(count
); // count of items
11492 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11494 if (broadcast
&& GetGroup())
11495 GetGroup()->BroadcastPacket(&data
);
11497 GetSession()->SendPacket(&data
);
11500 /*********************************************************/
11501 /*** QUEST SYSTEM ***/
11502 /*********************************************************/
11504 void Player::PrepareQuestMenu( uint64 guid
)
11507 QuestRelations
* pObjectQR
;
11508 QuestRelations
* pObjectQIR
;
11509 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11512 pObject
= (Object
*)pCreature
;
11513 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11514 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11518 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11521 pObject
= (Object
*)pGameObject
;
11522 pObjectQR
= &objmgr
.mGOQuestRelations
;
11523 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11529 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11532 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11534 uint32 quest_id
= i
->second
;
11535 QuestStatus status
= GetQuestStatus( quest_id
);
11536 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11537 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11538 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11539 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11540 else if (status
== QUEST_STATUS_AVAILABLE
)
11541 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11544 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11546 uint32 quest_id
= i
->second
;
11547 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11548 if(!pQuest
) continue;
11550 QuestStatus status
= GetQuestStatus( quest_id
);
11552 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11553 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11554 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11555 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11559 void Player::SendPreparedQuest( uint64 guid
)
11561 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11562 if( questMenu
.Empty() )
11565 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11567 uint32 status
= qmi0
.m_qIcon
;
11569 // single element case
11570 if ( questMenu
.MenuItemCount() == 1 )
11572 // Auto open -- maybe also should verify there is no greeting
11573 uint32 quest_id
= qmi0
.m_qId
;
11574 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11577 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11578 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11579 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11580 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11581 // Send completable on repeatable quest if player don't have quest
11582 else if( pQuest
->IsRepeatable() )
11583 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11585 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11588 // multiply entries
11594 std::string title
= "";
11595 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11598 uint32 textid
= pCreature
->GetNpcTextId();
11599 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11602 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11603 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11608 qe
= gossiptext
->Options
[0].Emotes
[0];
11610 if(!gossiptext
->Options
[0].Text_0
.empty())
11612 title
= gossiptext
->Options
[0].Text_0
;
11614 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11617 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11620 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11621 title
= nl
->Text_0
[0][loc_idx
];
11627 title
= gossiptext
->Options
[0].Text_1
;
11629 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11632 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11635 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11636 title
= nl
->Text_1
[0][loc_idx
];
11642 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11646 bool Player::IsActiveQuest( uint32 quest_id
) const
11648 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11650 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11653 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11656 QuestRelations
* pObjectQR
;
11657 QuestRelations
* pObjectQIR
;
11659 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11662 pObject
= (Object
*)pCreature
;
11663 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11664 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11668 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11671 pObject
= (Object
*)pGameObject
;
11672 pObjectQR
= &objmgr
.mGOQuestRelations
;
11673 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11679 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11680 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11682 if (itr
->second
== nextQuestID
)
11683 return objmgr
.GetQuestTemplate(nextQuestID
);
11689 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11691 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11692 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11693 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11694 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11696 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11702 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11704 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
11705 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
11706 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
11707 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
11708 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
11709 && SatisfyQuestDay( pQuest
, msg
);
11712 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
11714 if( !SatisfyQuestLog( msg
) )
11717 uint32 srcitem
= pQuest
->GetSrcItemId();
11720 uint32 count
= pQuest
->GetSrcItemCount();
11721 ItemPosCountVec dest
;
11722 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
11724 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11725 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
11727 else if( msg
!= EQUIP_ERR_OK
)
11729 SendEquipError( msg
, NULL
, NULL
);
11736 bool Player::CanCompleteQuest( uint32 quest_id
)
11740 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
11741 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
11742 return false; // not allow re-complete quest
11744 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
11749 // auto complete quest
11750 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
11753 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
11756 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11758 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11760 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
11765 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11767 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11769 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
11772 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
11777 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
11780 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
11783 if ( qInfo
->GetRewOrReqMoney() < 0 )
11785 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
11789 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
11790 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
11799 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
11801 // Solve problem that player don't have the quest and try complete it.
11802 // if repeatable she must be able to complete event if player don't have it.
11803 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11804 if( !CanTakeQuest(pQuest
, false) )
11807 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11808 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11809 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
11812 if( !CanRewardQuest(pQuest
, false) )
11818 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
11820 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11821 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
11824 // daily quest can't be rewarded (10 daily quest already completed)
11825 if(!SatisfyQuestDay(pQuest
,true))
11828 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11829 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
11832 // prevent receive reward with quest items in bank
11833 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11835 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11837 if( pQuest
->ReqItemCount
[i
]!= 0 &&
11838 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
11841 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
11847 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11848 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
11854 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
11856 // prevent receive reward with quest items in bank or for not completed quest
11857 if(!CanRewardQuest(pQuest
,msg
))
11860 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11862 if( pQuest
->RewChoiceItemId
[reward
] )
11864 ItemPosCountVec dest
;
11865 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
11866 if( res
!= EQUIP_ERR_OK
)
11868 SendEquipError( res
, NULL
, NULL
);
11874 if ( pQuest
->GetRewItemsCount() > 0 )
11876 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
11878 if( pQuest
->RewItemId
[i
] )
11880 ItemPosCountVec dest
;
11881 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
11882 if( res
!= EQUIP_ERR_OK
)
11884 SendEquipError( res
, NULL
, NULL
);
11894 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
11896 uint16 log_slot
= FindQuestSlot( 0 );
11897 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
11899 uint32 quest_id
= pQuest
->GetQuestId();
11901 // if not exist then created with set uState==NEW and rewarded=false
11902 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
11903 if (questStatusData
.uState
!= QUEST_NEW
)
11904 questStatusData
.uState
= QUEST_CHANGED
;
11906 // check for repeatable quests status reset
11907 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
11908 questStatusData
.m_explored
= false;
11910 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11912 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11913 questStatusData
.m_itemcount
[i
] = 0;
11916 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11918 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11919 questStatusData
.m_creatureOrGOcount
[i
] = 0;
11922 GiveQuestSourceItem( pQuest
);
11923 AdjustQuestReqItemCount( pQuest
);
11925 if( pQuest
->GetRepObjectiveFaction() )
11926 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
11929 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
11931 uint32 limittime
= pQuest
->GetLimitTime();
11933 // shared timed quest
11934 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
11935 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
11937 AddTimedQuest( quest_id
);
11938 questStatusData
.m_timer
= limittime
* 1000;
11939 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
11942 questStatusData
.m_timer
= 0;
11944 SetQuestSlot(log_slot
, quest_id
, qtime
);
11946 //starting initial quest script
11947 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
11948 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
11950 UpdateForQuestsGO();
11953 void Player::CompleteQuest( uint32 quest_id
)
11957 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
11959 uint16 log_slot
= FindQuestSlot( quest_id
);
11960 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11961 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11963 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
11965 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
11966 RewardQuest(qInfo
,0,this,false);
11968 SendQuestComplete( quest_id
);
11973 void Player::IncompleteQuest( uint32 quest_id
)
11977 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
11979 uint16 log_slot
= FindQuestSlot( quest_id
);
11980 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11981 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11985 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
11987 uint32 quest_id
= pQuest
->GetQuestId();
11989 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
11991 if ( pQuest
->ReqItemId
[i
] )
11992 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
11995 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
11996 // SetTimedQuest( 0 );
11997 m_timedquests
.erase(pQuest
->GetQuestId());
11999 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12001 if( pQuest
->RewChoiceItemId
[reward
] )
12003 ItemPosCountVec dest
;
12004 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12006 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12007 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12012 if ( pQuest
->GetRewItemsCount() > 0 )
12014 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12016 if( pQuest
->RewItemId
[i
] )
12018 ItemPosCountVec dest
;
12019 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12021 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12022 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12028 RewardReputation( pQuest
);
12030 if( pQuest
->GetRewSpellCast() > 0 )
12031 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12032 else if( pQuest
->GetRewSpell() > 0)
12033 CastSpell( this, pQuest
->GetRewSpell(), true);
12035 uint16 log_slot
= FindQuestSlot( quest_id
);
12036 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12037 SetQuestSlot(log_slot
,0);
12039 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12041 // Not give XP in case already completed once repeatable quest
12042 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12044 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12045 GiveXP( XP
, NULL
);
12047 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12049 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12050 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12053 if(pQuest
->GetRewHonorableKills())
12054 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12057 if(pQuest
->GetCharTitleId())
12059 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12060 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
12063 // Send reward mail
12064 if(pQuest
->GetRewMailTemplateId())
12066 MailMessageType mailType
;
12067 uint32 senderGuidOrEntry
;
12068 switch(questGiver
->GetTypeId())
12071 mailType
= MAIL_CREATURE
;
12072 senderGuidOrEntry
= questGiver
->GetEntry();
12074 case TYPEID_GAMEOBJECT
:
12075 mailType
= MAIL_GAMEOBJECT
;
12076 senderGuidOrEntry
= questGiver
->GetEntry();
12079 mailType
= MAIL_ITEM
;
12080 senderGuidOrEntry
= questGiver
->GetEntry();
12082 case TYPEID_PLAYER
:
12083 mailType
= MAIL_NORMAL
;
12084 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12087 mailType
= MAIL_NORMAL
;
12088 senderGuidOrEntry
= GetGUIDLow();
12092 Loot questMailLoot
;
12094 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12097 MailItemsInfo mi
; // item list preparing
12099 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12101 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12103 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12105 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12106 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12111 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12113 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12115 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12117 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12118 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12123 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12126 if(pQuest
->IsDaily())
12127 SetDailyQuestStatus(quest_id
);
12129 if ( !pQuest
->IsRepeatable() )
12130 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12132 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12134 q_status
.m_rewarded
= true;
12137 SendQuestReward( pQuest
, XP
, questGiver
);
12139 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12142 void Player::FailQuest( uint32 quest_id
)
12146 IncompleteQuest( quest_id
);
12148 uint16 log_slot
= FindQuestSlot( quest_id
);
12149 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12151 SetQuestSlotTimer(log_slot
, 1 );
12152 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12154 SendQuestFailed( quest_id
);
12158 void Player::FailTimedQuest( uint32 quest_id
)
12162 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12164 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12165 q_status
.m_timer
= 0;
12167 IncompleteQuest( quest_id
);
12169 uint16 log_slot
= FindQuestSlot( quest_id
);
12170 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12172 SetQuestSlotTimer(log_slot
, 1 );
12173 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12175 SendQuestTimerFailed( quest_id
);
12179 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12181 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12182 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12184 // skip zone zoneOrSort and 0 case skillOrClass
12185 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12188 int32 questSort
= -zoneOrSort
;
12189 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12191 // check class sort cases in zoneOrSort
12192 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12195 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12200 if( skillOrClass
< 0 )
12202 uint8 reqClass
= -int32(skillOrClass
);
12203 if(getClass() != reqClass
)
12206 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12211 else if( skillOrClass
> 0 )
12213 uint32 reqSkill
= skillOrClass
;
12214 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12217 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12225 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12227 if( getLevel() < qInfo
->GetMinLevel() )
12230 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12236 bool Player::SatisfyQuestLog( bool msg
)
12239 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12244 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12245 GetSession()->SendPacket( &data
);
12246 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12251 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12253 // No previous quest (might be first quest in a series)
12254 if( qInfo
->prevQuests
.empty())
12257 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12259 uint32 prevId
= abs(*iter
);
12261 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12262 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12264 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12266 // If any of the positive previous quests completed, return true
12267 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12269 // skip one-from-all exclusive group
12270 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12273 // each-from-all exclusive group ( < 0)
12274 // can be start if only all quests in prev quest exclusive group complited and rewarded
12275 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12276 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12278 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12280 for(; iter
!= end
; ++iter
)
12282 uint32 exclude_Id
= iter
->second
;
12284 // skip checked quest id, only state of other quests in group is interesting
12285 if(exclude_Id
== prevId
)
12288 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12290 // alternative quest from group also must be completed and rewarded(reported)
12291 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12294 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12300 // If any of the negative previous quests active, return true
12301 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12302 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12304 // skip one-from-all exclusive group
12305 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12308 // each-from-all exclusive group ( < 0)
12309 // can be start if only all quests in prev quest exclusive group active
12310 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12311 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12313 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12315 for(; iter
!= end
; ++iter
)
12317 uint32 exclude_Id
= iter
->second
;
12319 // skip checked quest id, only state of other quests in group is interesting
12320 if(exclude_Id
== prevId
)
12323 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12325 // alternative quest from group also must be active
12326 if( i_exstatus
== mQuestStatus
.end() ||
12327 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12328 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12331 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12340 // Has only positive prev. quests in non-rewarded state
12341 // and negative prev. quests in non-active state
12343 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12348 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12350 uint32 reqraces
= qInfo
->GetRequiredRaces();
12351 if ( reqraces
== 0 )
12353 if( (reqraces
& getRaceMask()) == 0 )
12356 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12362 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12364 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12365 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12368 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12372 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12373 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12376 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12383 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12385 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12386 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12389 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12395 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12397 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12400 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12406 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12408 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12409 if(qInfo
->GetExclusiveGroup() <= 0)
12412 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12413 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12415 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12417 for(; iter
!= end
; ++iter
)
12419 uint32 exclude_Id
= iter
->second
;
12421 // skip checked quest id, only state of other quests in group is interesting
12422 if(exclude_Id
== qInfo
->GetQuestId())
12425 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12427 // alternative quest already started or completed
12428 if( i_exstatus
!= mQuestStatus
.end()
12429 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12432 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12439 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12441 if(!qInfo
->GetNextQuestInChain())
12444 // next quest in chain already started or completed
12445 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12446 if( itr
!= mQuestStatus
.end()
12447 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12450 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12454 // check for all quests further up the chain
12455 // only necessary if there are quest chains with more than one quest that can be skipped
12456 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12460 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12462 // No previous quest in chain
12463 if( qInfo
->prevChainQuests
.empty())
12466 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12468 uint32 prevId
= *iter
;
12470 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12472 if( i_prevstatus
!= mQuestStatus
.end() )
12474 // If any of the previous quests in chain active, return false
12475 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12476 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12479 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12484 // check for all quests further down the chain
12485 // only necessary if there are quest chains with more than one quest that can be skipped
12486 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12490 // No previous quest in chain active
12494 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12496 if(!qInfo
->IsDaily())
12499 bool have_slot
= false;
12500 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12502 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12503 if(qInfo
->GetQuestId()==id
)
12513 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12520 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12522 uint32 srcitem
= pQuest
->GetSrcItemId();
12525 uint32 count
= pQuest
->GetSrcItemCount();
12529 ItemPosCountVec dest
;
12530 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12531 if( msg
== EQUIP_ERR_OK
)
12533 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12534 SendNewItem(item
, count
, true, false);
12537 // player already have max amount required item, just report success
12538 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12541 SendEquipError( msg
, NULL
, NULL
);
12548 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12550 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12553 uint32 srcitem
= qInfo
->GetSrcItemId();
12556 uint32 count
= qInfo
->GetSrcItemCount();
12560 // exist one case when destroy source quest item not possible:
12561 // non un-equippable item (equipped non-empty bag, for example)
12562 uint8 res
= CanUnequipItems(srcitem
,count
);
12563 if(res
!= EQUIP_ERR_OK
)
12566 SendEquipError( res
, NULL
, NULL
);
12570 DestroyItemCount(srcitem
, count
, true, true);
12576 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12578 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12581 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12582 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12583 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12584 && !qInfo
->IsRepeatable() )
12585 return itr
->second
.m_rewarded
;
12592 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12596 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12597 if( itr
!= mQuestStatus
.end() )
12598 return itr
->second
.m_status
;
12600 return QUEST_STATUS_NONE
;
12603 bool Player::CanShareQuest(uint32 quest_id
) const
12605 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12606 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12608 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12609 if( itr
!= mQuestStatus
.end() )
12610 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12615 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12617 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12620 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12622 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12623 m_timedquests
.erase(qInfo
->GetQuestId());
12626 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12628 q_status
.m_status
= status
;
12629 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12632 UpdateForQuestsGO();
12635 // not used in MaNGOS, but used in scripting code
12636 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12638 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12642 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12643 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12644 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12649 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
12651 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12653 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12655 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12656 if( reqitemcount
!= 0 )
12658 uint32 quest_id
= pQuest
->GetQuestId();
12659 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12661 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12662 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12663 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12669 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12671 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12672 if ( GetQuestSlotQuestId(i
) == quest_id
)
12675 return MAX_QUEST_LOG_SIZE
;
12678 void Player::AreaExploredOrEventHappens( uint32 questId
)
12682 uint16 log_slot
= FindQuestSlot( questId
);
12683 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12685 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12687 if(!q_status
.m_explored
)
12689 q_status
.m_explored
= true;
12690 if (q_status
.uState
!= QUEST_NEW
)
12691 q_status
.uState
= QUEST_CHANGED
;
12694 if( CanCompleteQuest( questId
) )
12695 CompleteQuest( questId
);
12699 //not used in mangosd, function for external script library
12700 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
12702 if( Group
*pGroup
= GetGroup() )
12704 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
12706 Player
*pGroupGuy
= itr
->getSource();
12708 // for any leave or dead (with not released body) group member at appropriate distance
12709 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
12710 pGroupGuy
->AreaExploredOrEventHappens(questId
);
12714 AreaExploredOrEventHappens(questId
);
12717 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
12719 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12721 uint32 questid
= GetQuestSlotQuestId(i
);
12722 if ( questid
== 0 )
12725 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12727 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
12730 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12731 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12734 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12736 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12737 if ( reqitem
== entry
)
12739 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12740 uint32 curitemcount
= q_status
.m_itemcount
[j
];
12741 if ( curitemcount
< reqitemcount
)
12743 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
12744 q_status
.m_itemcount
[j
] += additemcount
;
12745 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12747 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
12749 if ( CanCompleteQuest( questid
) )
12750 CompleteQuest( questid
);
12755 UpdateForQuestsGO();
12758 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
12760 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12762 uint32 questid
= GetQuestSlotQuestId(i
);
12765 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12768 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12771 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12773 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12774 if ( reqitem
== entry
)
12776 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12778 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12779 uint32 curitemcount
;
12780 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
12781 curitemcount
= q_status
.m_itemcount
[j
];
12783 curitemcount
= GetItemCount(entry
,true);
12784 if ( curitemcount
< reqitemcount
+ count
)
12786 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
12787 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
12788 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12790 IncompleteQuest( questid
);
12796 UpdateForQuestsGO();
12799 void Player::KilledMonster( uint32 entry
, uint64 guid
)
12801 uint32 addkillcount
= 1;
12802 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12804 uint32 questid
= GetQuestSlotQuestId(i
);
12808 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12811 // just if !ingroup || !noraidgroup || raidgroup
12812 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12813 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
12815 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12817 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12819 // skip GO activate objective or none
12820 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
12823 // skip Cast at creature objective
12824 if(qInfo
->ReqSpell
[j
] !=0 )
12827 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
12829 if ( reqkill
== entry
)
12831 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
12832 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
12833 if ( curkillcount
< reqkillcount
)
12835 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
12836 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12838 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
12840 if ( CanCompleteQuest( questid
) )
12841 CompleteQuest( questid
);
12843 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12852 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
12854 bool isCreature
= IS_CREATURE_GUID(guid
);
12856 uint32 addCastCount
= 1;
12857 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12859 uint32 questid
= GetQuestSlotQuestId(i
);
12863 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12867 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12869 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12871 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12873 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12875 // skip kill creature objective (0) or wrong spell casts
12876 if(qInfo
->ReqSpell
[j
] != spell_id
)
12879 uint32 reqTarget
= 0;
12883 // creature activate objectives
12884 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
12885 // checked at quest_template loading
12886 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12890 // GO activate objective
12891 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
12892 // checked at quest_template loading
12893 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
12896 // other not this creature/GO related objectives
12897 if( reqTarget
!= entry
)
12900 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12901 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
12902 if ( curCastCount
< reqCastCount
)
12904 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
12905 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12907 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
12910 if ( CanCompleteQuest( questid
) )
12911 CompleteQuest( questid
);
12913 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12921 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
12923 uint32 addTalkCount
= 1;
12924 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12926 uint32 questid
= GetQuestSlotQuestId(i
);
12930 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12934 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12936 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12938 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12940 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12942 // skip spell casts and Gameobject objectives
12943 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
12946 uint32 reqTarget
= 0;
12948 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
12949 // checked at quest_template loading
12950 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12954 if ( reqTarget
== entry
)
12956 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12957 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
12958 if ( curTalkCount
< reqTalkCount
)
12960 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
12961 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12963 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
12965 if ( CanCompleteQuest( questid
) )
12966 CompleteQuest( questid
);
12968 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12977 void Player::MoneyChanged( uint32 count
)
12979 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12981 uint32 questid
= GetQuestSlotQuestId(i
);
12985 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12986 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
12988 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12990 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12992 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
12994 if ( CanCompleteQuest( questid
) )
12995 CompleteQuest( questid
);
12998 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13000 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13001 IncompleteQuest( questid
);
13007 bool Player::HasQuestForItem( uint32 itemid
) const
13009 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13011 QuestStatusData
const& q_status
= i
->second
;
13013 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13015 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13019 // hide quest if player is in raid-group and quest is no raid quest
13020 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13023 // There should be no mixed ReqItem/ReqSource drop
13024 // This part for ReqItem drop
13025 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13027 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13030 // This part - for ReqSource
13031 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13033 // examined item is a source item
13034 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13036 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13038 // total count of created ReqItems and SourceItems is less than ReqItemCount
13039 if(qinfo
->ReqItemId
[idx
] != 0 &&
13040 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13043 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13044 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13046 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13049 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13050 else if(qinfo
->ReqSpell
[idx
] != 0)
13052 // not casted and need more reagents/item for use.
13053 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13063 void Player::SendQuestComplete( uint32 quest_id
)
13067 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13069 GetSession()->SendPacket( &data
);
13070 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13074 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13076 uint32 questid
= pQuest
->GetQuestId();
13077 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13078 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4+4+pQuest
->GetRewItemsCount()*8) );
13080 data
<< uint32(0x03);
13082 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13085 data
<< uint32(pQuest
->GetRewOrReqMoney());
13090 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13092 data
<< uint32(0); // new 2.3.0, HonorPoints?
13093 data
<< uint32( pQuest
->GetRewItemsCount() ); // max is 5
13095 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13097 if ( pQuest
->RewItemId
[i
] > 0 )
13098 data
<< pQuest
->RewItemId
[i
] << pQuest
->RewItemCount
[i
];
13100 data
<< uint32(0) << uint32(0);
13102 GetSession()->SendPacket( &data
);
13104 if (pQuest
->GetQuestCompleteScript() != 0)
13105 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13108 void Player::SendQuestFailed( uint32 quest_id
)
13112 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4 );
13114 GetSession()->SendPacket( &data
);
13115 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13119 void Player::SendQuestTimerFailed( uint32 quest_id
)
13123 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13125 GetSession()->SendPacket( &data
);
13126 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13130 void Player::SendCanTakeQuestResponse( uint32 msg
)
13132 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13133 data
<< uint32(msg
);
13134 GetSession()->SendPacket( &data
);
13135 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13138 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13142 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13143 data
<< uint64(pPlayer
->GetGUID());
13144 data
<< uint8(msg
); // valid values: 0-8
13145 GetSession()->SendPacket( &data
);
13146 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13150 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13152 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, (4+4) );
13153 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13154 data
<< pQuest
->ReqItemId
[item_idx
];
13156 GetSession()->SendPacket( &data
);
13159 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13161 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13163 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13165 // client expected gameobject template id in form (id|0x80000000)
13166 entry
= (-entry
) | 0x80000000;
13168 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13169 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13170 data
<< uint32(pQuest
->GetQuestId());
13171 data
<< uint32(entry
);
13172 data
<< uint32(old_count
+ add_count
);
13173 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13174 data
<< uint64(guid
);
13175 GetSession()->SendPacket(&data
);
13177 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13178 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13179 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13182 /*********************************************************/
13183 /*** LOAD SYSTEM ***/
13184 /*********************************************************/
13186 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13188 bool delete_result
= true;
13191 // 0 1 2 3 4 5 6 7 8 9
13192 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13193 if(!result
) return false;
13195 else delete_result
= false;
13197 Field
*fields
= result
->Fetch();
13199 if(!LoadValues( fields
[1].GetString()))
13201 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13202 if(delete_result
) delete result
;
13206 // overwrite possible wrong/corrupted guid
13207 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13209 m_name
= fields
[2].GetCppString();
13211 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13212 SetMapId(fields
[6].GetUInt32());
13213 // the instance id is not needed at character enum
13215 m_Played_time
[0] = fields
[7].GetUInt32();
13216 m_Played_time
[1] = fields
[8].GetUInt32();
13218 m_atLoginFlags
= fields
[9].GetUInt32();
13220 // I don't see these used anywhere ..
13223 _LoadBoundInstances();*/
13225 if (delete_result
) delete result
;
13227 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13230 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13231 m_deathState
= DEAD
;
13236 void Player::_LoadDeclinedNames(QueryResult
* result
)
13242 delete m_declinedname
;
13244 m_declinedname
= new DeclinedName
;
13245 Field
*fields
= result
->Fetch();
13246 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13247 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13252 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13254 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13258 Field
*fields
= result
->Fetch();
13260 x
= fields
[0].GetFloat();
13261 y
= fields
[1].GetFloat();
13262 z
= fields
[2].GetFloat();
13263 o
= fields
[3].GetFloat();
13264 mapid
= fields
[4].GetUInt32();
13265 in_flight
= !fields
[5].GetCppString().empty();
13271 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13273 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13277 Field
*fields
= result
->Fetch();
13279 data
= StrSplit(fields
[0].GetCppString(), " ");
13286 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13288 if(index
>= data
.size())
13291 return (uint32
)atoi(data
[index
].c_str());
13294 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13297 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13298 memcpy(&result
, &temp
, sizeof(result
));
13303 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13306 if(!LoadValuesArrayFromDB(data
,guid
))
13309 return GetUInt32ValueFromArray(data
,index
);
13312 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13315 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13316 memcpy(&result
, &temp
, sizeof(result
));
13321 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13323 //// 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
13324 //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);
13325 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13329 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13333 Field
*fields
= result
->Fetch();
13335 uint32 dbAccountId
= fields
[1].GetUInt32();
13337 // check if the character's account in the db and the logged in account match.
13338 // player should be able to load/delete character only with correct account!
13339 if( dbAccountId
!= GetSession()->GetAccountId() )
13341 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13346 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13348 m_name
= fields
[3].GetCppString();
13350 // check name limitations
13351 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13354 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13358 if(!LoadValues( fields
[2].GetString()))
13360 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13365 // overwrite possible wrong/corrupted guid
13366 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13368 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13369 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13371 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13372 SetVisibleItemSlot(slot
,NULL
);
13376 delete m_items
[slot
];
13377 m_items
[slot
] = NULL
;
13381 // update money limits
13382 if(GetMoney() > MAX_MONEY_AMOUNT
)
13383 SetMoney(MAX_MONEY_AMOUNT
);
13385 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13388 m_race
= fields
[4].GetUInt8();
13389 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13390 //Other way is to saves m_team into characters table.
13391 setFactionForRace(m_race
);
13394 m_class
= fields
[5].GetUInt8();
13396 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13399 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13404 InitPrimaryProffesions(); // to max set before any spell loaded
13406 uint32 transGUID
= fields
[24].GetUInt32();
13407 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13408 SetMapId(fields
[9].GetUInt32());
13409 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13411 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13413 // check arena teams integrity
13414 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13416 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13420 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13421 if(at
->HaveMember(GetGUID()))
13424 // arena team not exist or not member, cleanup fields
13425 for(int j
=0; j
< 6; ++j
)
13426 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13429 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13431 if(!IsPositionValid())
13433 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());
13435 SetMapId(info
->mapId
);
13436 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13440 m_movementInfo
.t_x
= 0.0f
;
13441 m_movementInfo
.t_y
= 0.0f
;
13442 m_movementInfo
.t_z
= 0.0f
;
13443 m_movementInfo
.t_o
= 0.0f
;
13446 // load the player's map here if it's not already loaded
13447 Map
*map
= GetMap();
13448 // since the player may not be bound to the map yet, make sure subsequent
13449 // getmap calls won't create new maps
13450 SetInstanceId(map
->GetInstanceId());
13452 SaveRecallPosition();
13454 if (transGUID
!= 0)
13456 m_movementInfo
.t_x
= fields
[20].GetFloat();
13457 m_movementInfo
.t_y
= fields
[21].GetFloat();
13458 m_movementInfo
.t_z
= fields
[22].GetFloat();
13459 m_movementInfo
.t_o
= fields
[23].GetFloat();
13461 if( !MaNGOS::IsValidMapCoord(
13462 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13463 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13464 // transport size limited
13465 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13467 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13468 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13469 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13471 SetMapId(info
->mapId
);
13472 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13474 m_movementInfo
.t_x
= 0.0f
;
13475 m_movementInfo
.t_y
= 0.0f
;
13476 m_movementInfo
.t_z
= 0.0f
;
13477 m_movementInfo
.t_o
= 0.0f
;
13483 if (transGUID
!= 0)
13485 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13487 if( (*iter
)->GetGUIDLow() == transGUID
)
13489 m_transport
= *iter
;
13490 m_transport
->AddPassenger(this);
13491 SetMapId(m_transport
->GetMapId());
13498 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13501 SetMapId(info
->mapId
);
13502 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13504 m_movementInfo
.t_x
= 0.0f
;
13505 m_movementInfo
.t_y
= 0.0f
;
13506 m_movementInfo
.t_z
= 0.0f
;
13507 m_movementInfo
.t_o
= 0.0f
;
13513 time_t now
= time(NULL
);
13514 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13516 // since last logout (in seconds)
13517 uint64 time_diff
= uint64(now
- logoutTime
);
13519 // set value, including drunk invisibility detection
13520 // calculate sobering. after 15 minutes logged out, the player will be sober again
13522 if(time_diff
> 15*MINUTE
)
13525 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13526 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13527 SetDrunkValue(newDrunkenValue
);
13529 m_rest_bonus
= fields
[15].GetFloat();
13530 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13531 float bubble0
= 0.031;
13532 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13533 float bubble1
= 0.125;
13535 if((int32
)fields
[16].GetUInt32() > 0)
13537 float bubble
= fields
[17].GetUInt32() > 0
13538 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13539 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13541 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13544 m_cinematic
= fields
[12].GetUInt32();
13545 m_Played_time
[0]= fields
[13].GetUInt32();
13546 m_Played_time
[1]= fields
[14].GetUInt32();
13548 m_resetTalentsCost
= fields
[18].GetUInt32();
13549 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
13551 // reserve some flags
13552 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
13554 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
13555 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
13557 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
13559 uint32 extraflags
= fields
[25].GetUInt32();
13561 m_stableSlots
= fields
[26].GetUInt32();
13562 if(m_stableSlots
> 2)
13564 sLog
.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots
));
13568 m_atLoginFlags
= fields
[27].GetUInt32();
13571 // Update Honor kills data
13572 m_lastHonorUpdateTime
= logoutTime
;
13573 UpdateHonorFields();
13575 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
13576 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
13577 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
13579 std::string taxi_nodes
= fields
[31].GetCppString();
13583 // clear channel spell data (if saved at channel spell casting)
13584 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
13585 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
13587 // clear charm/summon related fields
13588 SetUInt64Value(UNIT_FIELD_CHARM
,0);
13589 SetUInt64Value(UNIT_FIELD_SUMMON
,0);
13590 SetUInt64Value(UNIT_FIELD_CHARMEDBY
,0);
13591 SetUInt64Value(UNIT_FIELD_SUMMONEDBY
,0);
13592 SetUInt64Value(UNIT_FIELD_CREATEDBY
,0);
13594 // reset some aura modifiers before aura apply
13595 SetUInt64Value(PLAYER_FARSIGHT
, 0);
13596 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
13597 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
13599 // reset skill modifiers and set correct unlearn flags
13600 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
13602 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
13604 // set correct unlearn bit
13605 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
13608 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
13609 if(!pSkill
) continue;
13611 // enable unlearn button for primary professions only
13612 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
13613 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
13615 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13618 // make sure the unit is considered out of combat for proper loading
13621 // make sure the unit is considered not in duel for proper loading
13622 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
13623 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
13625 // remember loaded power/health values to restore after stats initialization and modifier applying
13626 uint32 savedHealth
= GetHealth();
13627 uint32 savedPower
[MAX_POWERS
];
13628 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13629 savedPower
[i
] = GetPower(Powers(i
));
13631 // reset stats before loading any modifiers
13632 InitStatsForLevel();
13633 InitTaxiNodesForLevel();
13635 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13637 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13640 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
13642 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13643 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13644 m_deathState
= DEAD
;
13646 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
13648 // after spell load
13649 InitTalentForLevel();
13650 learnSkillRewardedSpells();
13652 // after spell load, learn rewarded spell if need also
13653 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
13654 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
13656 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
13658 // must be before inventory (some items required reputation check)
13659 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
13661 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
13663 // update items with duration and realtime
13664 UpdateItemDuration(time_diff
, true);
13666 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
13668 // unread mails and next delivery time, actual mails not loaded
13669 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
13671 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
13673 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13676 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13677 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13678 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
13680 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES
,uint64(1) << curTitle
))
13681 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
13684 // Not finish taxi flight path
13685 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
13687 // problems with taxi path loading
13688 TaxiNodesEntry
const* nodeEntry
= NULL
;
13689 if(uint32 node_id
= m_taxi
.GetTaxiSource())
13690 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13692 if(!nodeEntry
) // don't know taxi start node, to homebind
13694 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13695 SetMapId(m_homebindMapId
);
13696 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
13697 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13699 else // have start node, to it
13701 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13702 SetMapId(nodeEntry
->map_id
);
13703 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
13704 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13706 m_taxi
.ClearTaxiDestinations();
13708 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
13710 // save source node as recall coord to prevent recall and fall from sky
13711 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13712 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
13713 m_recallMap
= nodeEntry
->map_id
;
13714 m_recallX
= nodeEntry
->x
;
13715 m_recallY
= nodeEntry
->y
;
13716 m_recallZ
= nodeEntry
->z
;
13718 // flight will started later
13721 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
13723 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13724 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13726 RemoveAllAurasOnDeath();
13728 //apply all stat bonuses from items and auras
13729 SetCanModifyStats(true);
13732 // restore remembered power/health values (but not more max values)
13733 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
13734 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13735 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
13737 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
13741 if(GetSession()->GetSecurity() > SEC_PLAYER
)
13743 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
13746 case 0: break; // disable
13747 case 1: SetGameMaster(true); break; // enable
13748 case 2: // save state
13749 if(extraflags
& PLAYER_EXTRA_GM_ON
)
13750 SetGameMaster(true);
13754 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
13757 case 0: break; // disable
13758 case 1: SetAcceptTicket(true); break; // enable
13759 case 2: // save state
13760 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
13761 SetAcceptTicket(true);
13765 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
13768 case 0: break; // disable
13769 case 1: SetGMChat(true); break; // enable
13770 case 2: // save state
13771 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
13776 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
13779 case 0: break; // disable
13780 case 1: SetAcceptWhispers(true); break; // enable
13781 case 2: // save state
13782 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
13783 SetAcceptWhispers(true);
13788 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
13793 bool Player::isAllowedToLoot(Creature
* creature
)
13795 if(Player
* recipient
= creature
->GetLootRecipient())
13797 if (recipient
== this)
13799 if( Group
* otherGroup
= recipient
->GetGroup())
13801 Group
* thisGroup
= GetGroup();
13804 return thisGroup
== otherGroup
;
13809 // prevent other players from looting if the recipient got disconnected
13810 return !creature
->hasLootRecipient();
13813 void Player::_LoadActions(QueryResult
*result
)
13815 m_actionButtons
.clear();
13817 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13823 Field
*fields
= result
->Fetch();
13825 uint8 button
= fields
[0].GetUInt8();
13827 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
13829 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
13831 while( result
->NextRow() );
13837 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
13840 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
13841 m_modAuras
[i
].clear();
13843 // all aura related fields
13844 for(int i
= UNIT_FIELD_AURA
; i
<= UNIT_FIELD_AURASTATE
; ++i
)
13845 SetUInt32Value(i
, 0);
13847 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
13853 Field
*fields
= result
->Fetch();
13854 uint64 caster_guid
= fields
[0].GetUInt64();
13855 uint32 spellid
= fields
[1].GetUInt32();
13856 uint32 effindex
= fields
[2].GetUInt32();
13857 int32 damage
= (int32
)fields
[3].GetUInt32();
13858 int32 maxduration
= (int32
)fields
[4].GetUInt32();
13859 int32 remaintime
= (int32
)fields
[5].GetUInt32();
13860 int32 remaincharges
= (int32
)fields
[6].GetUInt32();
13862 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
13865 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13871 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13875 // negative effects should continue counting down after logout
13876 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
13878 if(remaintime
<= int32(timediff
))
13881 remaintime
-= timediff
;
13884 // prevent wrong values of remaincharges
13885 if(spellproto
->procCharges
)
13887 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
13888 remaincharges
= spellproto
->procCharges
;
13891 remaincharges
= -1;
13893 //do not load single target auras (unless they were cast by the player)
13894 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
13897 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
13899 damage
= aura
->GetModifier()->m_amount
;
13900 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
13903 while( result
->NextRow() );
13908 if(m_class
== CLASS_WARRIOR
)
13909 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
13912 void Player::LoadCorpse()
13916 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
13920 if(Corpse
*corpse
= GetCorpse())
13922 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
13926 //Prevent Dead Player login without corpse
13927 ResurrectPlayer(0.5f
);
13932 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
13934 //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());
13935 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
13936 //NOTE: the "order by `bag`" is important because it makes sure
13937 //the bagMap is filled before items in the bags are loaded
13938 //NOTE2: the "order by `slot`" is needed becaue mainhand weapons are (wrongly?)
13939 //expected to be equipped before offhand items (TODO: fixme)
13941 uint32 zone
= GetZoneId();
13945 std::list
<Item
*> problematicItems
;
13947 // prevent items from being added to the queue when stored
13948 m_itemUpdateQueueBlocked
= true;
13951 Field
*fields
= result
->Fetch();
13952 uint32 bag_guid
= fields
[1].GetUInt32();
13953 uint8 slot
= fields
[2].GetUInt8();
13954 uint32 item_guid
= fields
[3].GetUInt32();
13955 uint32 item_id
= fields
[4].GetUInt32();
13957 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
13961 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13962 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
13963 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13967 Item
*item
= NewItemOrBag(proto
);
13969 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
13971 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13972 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13973 item
->FSetState(ITEM_REMOVED
);
13974 item
->SaveToDB(); // it also deletes item object !
13978 // not allow have in alive state item limited to another map/zone
13979 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
13981 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13982 item
->FSetState(ITEM_REMOVED
);
13983 item
->SaveToDB(); // it also deletes item object !
13987 // "Conjured items disappear if you are logged out for more than 15 minutes"
13988 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
13990 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13991 item
->FSetState(ITEM_REMOVED
);
13992 item
->SaveToDB(); // it also deletes item object !
13996 bool success
= true;
14000 // the item is not in a bag
14001 item
->SetContainer( NULL
);
14002 item
->SetSlot(slot
);
14004 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14006 ItemPosCountVec dest
;
14007 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14008 item
= StoreItem(dest
, item
, true);
14012 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14015 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14016 QuickEquipItem(dest
, item
);
14020 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14022 ItemPosCountVec dest
;
14023 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14024 item
= BankItem(dest
, item
, true);
14031 // store bags that may contain items in them
14032 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14033 bagMap
[item_guid
] = (Bag
*)item
;
14038 item
->SetSlot(NULL_SLOT
);
14039 // the item is in a bag, find the bag
14040 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14041 if(itr
!= bagMap
.end())
14042 itr
->second
->StoreItem(slot
, item
, true );
14047 // item's state may have changed after stored
14049 item
->SetState(ITEM_UNCHANGED
, this);
14052 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
);
14053 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14054 problematicItems
.push_back(item
);
14056 } while (result
->NextRow());
14059 m_itemUpdateQueueBlocked
= false;
14061 // send by mail problematic items
14062 while(!problematicItems
.empty())
14065 MailItemsInfo mi
; // item list prepering
14067 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14069 Item
* item
= problematicItems
.front();
14070 problematicItems
.pop_front();
14072 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14075 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14077 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14081 _ApplyAllItemMods();
14084 // load mailed item which should receive current player
14085 void Player::_LoadMailedItems(Mail
*mail
)
14087 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail
->messageID
);
14093 Field
*fields
= result
->Fetch();
14094 uint32 item_guid_low
= fields
[0].GetUInt32();
14095 uint32 item_template
= fields
[1].GetUInt32();
14097 mail
->AddItem(item_guid_low
, item_template
);
14099 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14103 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
);
14104 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14105 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14109 Item
*item
= NewItemOrBag(proto
);
14111 if(!item
->LoadFromDB(item_guid_low
, 0))
14113 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14114 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14115 item
->FSetState(ITEM_REMOVED
);
14116 item
->SaveToDB(); // it also deletes item object !
14121 } while (result
->NextRow());
14126 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14128 //set a count of unread mails
14129 //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);
14132 Field
*fieldMail
= resultUnread
->Fetch();
14133 unReadMails
= fieldMail
[0].GetUInt8();
14134 delete resultUnread
;
14137 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14138 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14139 if (resultDelivery
)
14141 Field
*fieldMail
= resultDelivery
->Fetch();
14142 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14143 delete resultDelivery
;
14147 void Player::_LoadMail()
14150 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14151 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());
14156 Field
*fields
= result
->Fetch();
14157 Mail
*m
= new Mail
;
14158 m
->messageID
= fields
[0].GetUInt32();
14159 m
->messageType
= fields
[1].GetUInt8();
14160 m
->sender
= fields
[2].GetUInt32();
14161 m
->receiver
= fields
[3].GetUInt32();
14162 m
->subject
= fields
[4].GetCppString();
14163 m
->itemTextId
= fields
[5].GetUInt32();
14164 bool has_items
= fields
[6].GetBool();
14165 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14166 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14167 m
->money
= fields
[9].GetUInt32();
14168 m
->COD
= fields
[10].GetUInt32();
14169 m
->checked
= fields
[11].GetUInt32();
14170 m
->stationery
= fields
[12].GetUInt8();
14171 m
->mailTemplateId
= fields
[13].GetInt16();
14173 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14175 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14176 m
->mailTemplateId
= 0;
14179 m
->state
= MAIL_STATE_UNCHANGED
;
14182 _LoadMailedItems(m
);
14184 m_mail
.push_back(m
);
14185 } while( result
->NextRow() );
14188 m_mailsLoaded
= true;
14191 void Player::LoadPet()
14193 //fixme: the pet should still be loaded if the player is not in world
14194 // just not added to the map
14197 Pet
*pet
= new Pet
;
14198 if(!pet
->LoadPetFromDB(this,0,0,true))
14203 void Player::_LoadQuestStatus(QueryResult
*result
)
14205 mQuestStatus
.clear();
14209 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14210 //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());
14216 Field
*fields
= result
->Fetch();
14218 uint32 quest_id
= fields
[0].GetUInt32();
14219 // used to be new, no delete?
14220 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14224 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14226 uint32 qstatus
= fields
[1].GetUInt32();
14227 if(qstatus
< MAX_QUEST_STATUS
)
14228 questStatusData
.m_status
= QuestStatus(qstatus
);
14231 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14232 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14235 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14236 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14238 time_t quest_time
= time_t(fields
[4].GetUInt64());
14240 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14242 AddTimedQuest( quest_id
);
14244 if (quest_time
<= sWorld
.GetGameTime())
14245 questStatusData
.m_timer
= 1;
14247 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14252 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14253 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14254 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14255 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14256 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14257 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14258 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14259 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14261 questStatusData
.uState
= QUEST_UNCHANGED
;
14263 // add to quest log
14264 if( slot
< MAX_QUEST_LOG_SIZE
&&
14265 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14266 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&& !questStatusData
.m_rewarded
) )
14268 SetQuestSlot(slot
,quest_id
,quest_time
);
14270 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14271 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14273 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14274 if(questStatusData
.m_creatureOrGOcount
[idx
])
14275 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14280 if(questStatusData
.m_rewarded
)
14282 // learn rewarded spell if unknown
14283 learnQuestRewardedSpells(pQuest
);
14285 // set rewarded title if any
14286 if(pQuest
->GetCharTitleId())
14288 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14289 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
14293 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14296 while( result
->NextRow() );
14301 // clear quest log tail
14302 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14306 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14308 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14309 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14311 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14315 uint32 quest_daily_idx
= 0;
14319 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14321 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14325 Field
*fields
= result
->Fetch();
14327 uint32 quest_id
= fields
[0].GetUInt32();
14329 // save _any_ from daily quest times (it must be after last reset anyway)
14330 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14332 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14336 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14339 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14341 while( result
->NextRow() );
14346 m_DailyQuestChanged
= false;
14349 void Player::_LoadReputation(QueryResult
*result
)
14351 m_factions
.clear();
14353 // Set initial reputations (so everything is nifty before DB data load)
14354 SetInitialFactions();
14356 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14362 Field
*fields
= result
->Fetch();
14364 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14365 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14367 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14369 // update standing to current
14370 faction
->Standing
= int32(fields
[1].GetUInt32());
14372 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14374 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14375 SetFactionVisible(faction
); // have internal checks for forced invisibility
14377 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14378 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14380 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14381 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14382 else // DB not at war
14384 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14385 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14386 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14389 // set atWar for hostile
14390 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14391 SetFactionAtWar(faction
,true);
14393 // reset changed flag if values similar to saved in DB
14394 if(faction
->Flags
==dbFactionFlags
)
14395 faction
->Changed
= false;
14398 while( result
->NextRow() );
14404 void Player::_LoadSpells(QueryResult
*result
)
14406 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14407 delete itr
->second
;
14410 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14416 Field
*fields
= result
->Fetch();
14418 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14420 while( result
->NextRow() );
14426 void Player::_LoadTutorials(QueryResult
*result
)
14428 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14434 Field
*fields
= result
->Fetch();
14436 for (int iI
=0; iI
<8; iI
++)
14437 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14439 while( result
->NextRow() );
14444 m_TutorialsChanged
= false;
14447 void Player::_LoadGroup(QueryResult
*result
)
14449 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14452 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14454 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14457 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14458 SetGroup(group
, subgroup
);
14459 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14461 // the group leader may change the instance difficulty while the player is offline
14462 SetDifficulty(group
->GetDifficulty());
14468 void Player::_LoadBoundInstances(QueryResult
*result
)
14470 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14471 m_boundInstances
[i
].clear();
14473 Group
*group
= GetGroup();
14475 //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));
14480 Field
*fields
= result
->Fetch();
14481 bool perm
= fields
[1].GetBool();
14482 uint32 mapId
= fields
[2].GetUInt32();
14483 uint32 instanceId
= fields
[0].GetUInt32();
14484 uint8 difficulty
= fields
[3].GetUInt8();
14485 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14486 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14487 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14488 // and in that case it is not used
14492 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
);
14493 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14497 // since non permanent binds are always solo bind, they can always be reset
14498 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14499 if(save
) BindToInstance(save
, perm
, true);
14500 } while(result
->NextRow());
14505 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14507 // some instances only have one difficulty
14508 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14509 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14511 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14512 if(itr
!= m_boundInstances
[difficulty
].end())
14513 return &itr
->second
;
14518 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14520 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14521 UnbindInstance(itr
, difficulty
, unload
);
14524 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14526 if(itr
!= m_boundInstances
[difficulty
].end())
14528 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14529 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14530 m_boundInstances
[difficulty
].erase(itr
++);
14534 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14538 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14541 // update the save when the group kills a boss
14542 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14543 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());
14546 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14548 if(bind
.save
!= save
)
14550 if(bind
.save
) bind
.save
->RemovePlayer(this);
14551 save
->AddPlayer(this);
14554 if(permanent
) save
->SetCanReset(false);
14557 bind
.perm
= permanent
;
14558 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());
14565 void Player::SendRaidInfo()
14567 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
14569 uint32 counter
= 0, i
;
14570 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14571 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14572 if(itr
->second
.perm
) counter
++;
14575 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14577 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14579 if(itr
->second
.perm
)
14581 InstanceSave
*save
= itr
->second
.save
;
14582 data
<< (save
->GetMapId());
14583 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
14584 data
<< save
->GetInstanceId();
14585 data
<< uint32(counter
);
14590 GetSession()->SendPacket(&data
);
14594 - called on every successful teleportation to a map
14596 void Player::SendSavedInstances()
14598 bool hasBeenSaved
= false;
14601 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14603 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14605 if(itr
->second
.perm
) // only permanent binds are sent
14607 hasBeenSaved
= true;
14613 //Send opcode 811. true or flase means, whether you have current raid/heroic instances
14614 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
14615 data
<< uint32(hasBeenSaved
);
14616 GetSession()->SendPacket(&data
);
14621 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14623 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14625 if(itr
->second
.perm
)
14627 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
14628 data
<< uint32(itr
->second
.save
->GetMapId());
14629 GetSession()->SendPacket(&data
);
14635 /// convert the player's binds to the group
14636 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
14638 bool has_binds
= false;
14639 bool has_solo
= false;
14641 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
14642 assert(player_guid
);
14644 // copy all binds to the group, when changing leader it's assumed the character
14645 // will not have any solo binds
14649 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14651 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
14654 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
14655 // permanent binds are not removed
14656 if(!itr
->second
.perm
)
14658 player
->UnbindInstance(itr
, i
, true); // increments itr
14667 // if the player's not online we don't know what binds it has
14668 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
));
14669 // the following should not get executed when changing leaders
14670 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
14673 bool Player::_LoadHomeBind(QueryResult
*result
)
14676 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14679 Field
*fields
= result
->Fetch();
14680 m_homebindMapId
= fields
[0].GetUInt32();
14681 m_homebindZoneId
= fields
[1].GetUInt16();
14682 m_homebindX
= fields
[2].GetFloat();
14683 m_homebindY
= fields
[3].GetFloat();
14684 m_homebindZ
= fields
[4].GetFloat();
14687 // accept saved data only for valid position (and non instanceable)
14688 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
14689 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
14694 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14699 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
14700 if(!info
) return false;
14702 m_homebindMapId
= info
->mapId
;
14703 m_homebindZoneId
= info
->zoneId
;
14704 m_homebindX
= info
->positionX
;
14705 m_homebindY
= info
->positionY
;
14706 m_homebindZ
= info
->positionZ
;
14708 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
);
14711 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14712 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
14717 /*********************************************************/
14718 /*** SAVE SYSTEM ***/
14719 /*********************************************************/
14721 void Player::SaveToDB()
14723 // delay auto save at any saves (manual, in code, or autosave)
14724 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
14726 // first save/honor gain after midnight will also update the player's honor fields
14727 UpdateHonorFields();
14729 // Must saved before enter into BattleGround
14730 if(InBattleGround())
14733 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
14734 //save, far from tavern/city
14735 //save, but in tavern/city
14736 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
14739 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14740 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
14741 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
14742 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
14743 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
14744 uint32 tmp_displayid
= GetDisplayId();
14746 // Set player sit state to standing on save, also stealth and shifted form
14747 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
14748 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
14749 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
14750 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_ROTATE
);
14751 SetDisplayId(GetNativeDisplayId());
14753 bool inworld
= IsInWorld();
14755 CharacterDatabase
.BeginTransaction();
14757 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14759 std::string sql_name
= m_name
;
14760 CharacterDatabase
.escape_string(sql_name
);
14762 std::ostringstream ss
;
14763 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
14764 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14765 "taximask, online, cinematic, "
14766 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14767 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14768 "death_expire_time, taxi_path) VALUES ("
14769 << GetGUIDLow() << ", "
14770 << GetSession()->GetAccountId() << ", '"
14771 << sql_name
<< "', "
14773 << m_class
<< ", ";
14775 bool save_to_dest
= false;
14776 if(IsBeingTeleported())
14778 // don't save to battlegrounds or arenas
14779 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
14780 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
14781 save_to_dest
= true;
14786 ss
<< GetMapId() << ", "
14787 << (uint32
)GetDifficulty() << ", "
14788 << finiteAlways(GetPositionX()) << ", "
14789 << finiteAlways(GetPositionY()) << ", "
14790 << finiteAlways(GetPositionZ()) << ", "
14791 << finiteAlways(GetOrientation()) << ", '";
14795 ss
<< GetTeleportDest().mapid
<< ", "
14796 << (uint32
)GetDifficulty() << ", "
14797 << finiteAlways(GetTeleportDest().x
) << ", "
14798 << finiteAlways(GetTeleportDest().y
) << ", "
14799 << finiteAlways(GetTeleportDest().z
) << ", "
14800 << finiteAlways(GetTeleportDest().o
) << ", '";
14804 for( i
= 0; i
< m_valuesCount
; i
++ )
14806 ss
<< GetUInt32Value(i
) << " ";
14811 for( i
= 0; i
< 8; i
++ )
14812 ss
<< m_taxi
.GetTaximask(i
) << " ";
14815 ss
<< (inworld
? 1 : 0);
14821 ss
<< m_Played_time
[0];
14823 ss
<< m_Played_time
[1];
14826 ss
<< finiteAlways(m_rest_bonus
);
14828 ss
<< (uint64
)time(NULL
);
14830 ss
<< is_save_resting
;
14832 ss
<< m_resetTalentsCost
;
14834 ss
<< (uint64
)m_resetTalentsTime
;
14837 ss
<< finiteAlways(m_movementInfo
.t_x
);
14839 ss
<< finiteAlways(m_movementInfo
.t_y
);
14841 ss
<< finiteAlways(m_movementInfo
.t_z
);
14843 ss
<< finiteAlways(m_movementInfo
.t_o
);
14846 ss
<< m_transport
->GetGUIDLow();
14851 ss
<< m_ExtraFlags
;
14854 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
14857 ss
<< uint32(m_atLoginFlags
);
14863 ss
<< (uint64
)m_deathExpireTime
;
14866 ss
<< m_taxi
.SaveTaxiDestinationsToString();
14869 CharacterDatabase
.Execute( ss
.str().c_str() );
14871 if(m_mailsUpdated
) //save mails only when needed
14875 _SaveQuestStatus();
14876 _SaveDailyQuestStatus();
14879 _SaveSpellCooldowns();
14884 CharacterDatabase
.CommitTransaction();
14886 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
14887 SetDisplayId(tmp_displayid
);
14888 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
14889 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
14890 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
14891 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
14893 // save pet (hunter pet level and experience and all type pets health/mana).
14894 if(Pet
* pet
= GetPet())
14895 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
14898 // fast save function for item/money cheating preventing - save only inventory and money state
14899 void Player::SaveInventoryAndGoldToDB()
14902 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE
,GetMoney(),GetGUID());
14905 void Player::_SaveActions()
14907 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
14909 switch (itr
->second
.uState
)
14911 case ACTIONBUTTON_NEW
:
14912 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
14913 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
14914 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14917 case ACTIONBUTTON_CHANGED
:
14918 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
14919 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
14920 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14923 case ACTIONBUTTON_DELETED
:
14924 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
14925 m_actionButtons
.erase(itr
++);
14934 void Player::_SaveAuras()
14936 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14938 AuraMap
const& auras
= GetAuras();
14939 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); ++itr
)
14941 SpellEntry
const *spellInfo
= itr
->second
->GetSpellProto();
14943 //skip all auras from spells that are passive or need a shapeshift
14944 if (itr
->second
->IsPassive() || itr
->second
->IsRemovedOnShapeLost())
14947 //do not save single target auras (unless they were cast by the player)
14948 if (itr
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
))
14952 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
14953 for (i
= 0; i
< 3; i
++)
14954 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
14955 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
14960 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32
)(*itr
).second
->GetId(), (uint32
)(*itr
).second
->GetEffIndex());
14961 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
14962 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%d', '%d', '%d', '%d')",
14963 GetGUIDLow(), itr
->second
->GetCasterGUID(), (uint32
)(*itr
).second
->GetId(), (uint32
)(*itr
).second
->GetEffIndex(), (*itr
).second
->GetModifier()->m_amount
,int((*itr
).second
->GetAuraMaxDuration()),int((*itr
).second
->GetAuraDuration()),int((*itr
).second
->m_procCharges
));
14968 void Player::_SaveInventory()
14970 // force items in buyback slots to new state
14971 // and remove those that aren't already
14972 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
14974 Item
*item
= m_items
[i
];
14975 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
14976 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
14977 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
14978 m_items
[i
]->FSetState(ITEM_NEW
);
14981 // update enchantment durations
14982 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
14984 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
14988 if (m_itemUpdateQueue
.empty()) return;
14990 // do not save if the update queue is corrupt
14991 bool error
= false;
14992 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
14994 Item
*item
= m_itemUpdateQueue
[i
];
14995 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
14996 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15000 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());
15003 else if (test
!= item
)
15005 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());
15012 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15013 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15017 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15019 Item
*item
= m_itemUpdateQueue
[i
];
15020 if(!item
) continue;
15022 Bag
*container
= item
->GetContainer();
15023 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15025 switch(item
->GetState())
15028 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());
15031 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());
15034 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15036 case ITEM_UNCHANGED
:
15040 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15042 m_itemUpdateQueue
.clear();
15045 void Player::_SaveMail()
15047 if (!m_mailsLoaded
)
15050 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
15053 if (m
->state
== MAIL_STATE_CHANGED
)
15055 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'",
15056 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15057 if(m
->removedItems
.size())
15059 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15060 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15061 m
->removedItems
.clear();
15063 m
->state
= MAIL_STATE_UNCHANGED
;
15065 else if (m
->state
== MAIL_STATE_DELETED
)
15068 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15069 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15071 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15072 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15073 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15077 //deallocate deleted mails...
15078 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15080 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15085 itr
= m_mail
.begin();
15091 m_mailsUpdated
= false;
15094 void Player::_SaveQuestStatus()
15096 // we don't need transactions here.
15097 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15099 switch (i
->second
.uState
)
15102 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15103 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15104 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]);
15106 case QUEST_CHANGED
:
15107 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' ",
15108 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
);
15110 case QUEST_UNCHANGED
:
15113 i
->second
.uState
= QUEST_UNCHANGED
;
15117 void Player::_SaveDailyQuestStatus()
15119 if(!m_DailyQuestChanged
)
15122 m_DailyQuestChanged
= false;
15124 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15126 // we don't need transactions here.
15127 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15128 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15129 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15130 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15131 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15134 void Player::_SaveReputation()
15136 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15138 if (itr
->second
.Changed
)
15140 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15141 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
);
15142 itr
->second
.Changed
= false;
15147 void Player::_SaveSpells()
15149 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15152 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15153 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15154 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15155 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);
15157 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15158 _removeSpell(itr
->first
);
15160 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15164 void Player::_SaveTutorials()
15166 if(!m_TutorialsChanged
)
15170 // it's better than rebuilding indexes multiple times
15171 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15174 Rows
= result
->Fetch()[0].GetUInt32();
15180 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'",
15181 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
);
15185 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]);
15188 m_TutorialsChanged
= false;
15191 void Player::outDebugValues() const
15193 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15196 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15197 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15198 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15199 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15200 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15201 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15202 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15203 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15204 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15205 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15206 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15207 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15210 /*********************************************************/
15211 /*** FLOOD FILTER SYSTEM ***/
15212 /*********************************************************/
15214 void Player::UpdateSpeakTime()
15216 // ignore chat spam protection for GMs in any mode
15217 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15220 time_t current
= time (NULL
);
15221 if(m_speakTime
> current
)
15223 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15228 if(m_speakCount
>= max_count
)
15230 // prevent overwrite mute time, if message send just before mutes set, for example.
15231 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15232 if(GetSession()->m_muteTime
< new_mute
)
15233 GetSession()->m_muteTime
= new_mute
;
15241 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15244 bool Player::CanSpeak() const
15246 return GetSession()->m_muteTime
<= time (NULL
);
15249 /*********************************************************/
15250 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15251 /*********************************************************/
15253 void Player::SendAttackSwingNotInRange()
15255 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15256 GetSession()->SendPacket( &data
);
15259 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15261 std::ostringstream ss
;
15262 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15263 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15264 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15265 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15266 sLog
.outDebug(ss
.str().c_str());
15267 CharacterDatabase
.Execute(ss
.str().c_str());
15270 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15272 std::ostringstream ss2
;
15273 ss2
<<"UPDATE characters SET data='";
15275 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15277 ss2
<<tokens
[i
]<<" ";
15279 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15281 return CharacterDatabase
.Execute(ss2
.str().c_str());
15284 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15287 snprintf(buf
,11,"%u",value
);
15289 if(index
>= tokens
.size())
15292 tokens
[index
] = buf
;
15295 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15298 if(!LoadValuesArrayFromDB(tokens
,guid
))
15301 if(index
>= tokens
.size())
15305 snprintf(buf
,11,"%u",value
);
15306 tokens
[index
] = buf
;
15308 SaveValuesArrayInDB(tokens
,guid
);
15311 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15314 memcpy(&temp
, &value
, sizeof(value
));
15315 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15318 void Player::SendAttackSwingNotStanding()
15320 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15321 GetSession()->SendPacket( &data
);
15324 void Player::SendAttackSwingDeadTarget()
15326 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15327 GetSession()->SendPacket( &data
);
15330 void Player::SendAttackSwingCantAttack()
15332 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15333 GetSession()->SendPacket( &data
);
15336 void Player::SendAttackSwingCancelAttack()
15338 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15339 GetSession()->SendPacket( &data
);
15342 void Player::SendAttackSwingBadFacingAttack()
15344 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15345 GetSession()->SendPacket( &data
);
15348 void Player::SendAutoRepeatCancel()
15350 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, 0);
15351 GetSession()->SendPacket( &data
);
15354 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15356 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15359 GetSession()->SendPacket( &data
);
15361 SendMessageToSet( &data
, true );
15364 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15366 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15368 data
<< Experience
;
15369 GetSession()->SendPacket(&data
);
15372 void Player::SendDungeonDifficulty(bool IsInGroup
)
15374 uint8 val
= 0x00000001;
15375 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15376 data
<< (uint32
)GetDifficulty();
15377 data
<< uint32(val
);
15378 data
<< uint32(IsInGroup
);
15379 GetSession()->SendPacket(&data
);
15382 void Player::SendResetFailedNotify(uint32 mapid
)
15384 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15385 data
<< uint32(mapid
);
15386 GetSession()->SendPacket(&data
);
15389 /// Reset all solo instances and optionally send a message on success for each
15390 void Player::ResetInstances(uint8 method
)
15392 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15394 // we assume that when the difficulty changes, all instances that can be reset will be
15395 uint8 dif
= GetDifficulty();
15397 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15399 InstanceSave
*p
= itr
->second
.save
;
15400 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15401 if(!entry
|| !p
->CanReset())
15407 if(method
== INSTANCE_RESET_ALL
)
15409 // the "reset all instances" method can only reset normal maps
15410 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15417 // if the map is loaded, reset it
15418 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15419 if(map
&& map
->IsDungeon())
15420 ((InstanceMap
*)map
)->Reset(method
);
15422 // since this is a solo instance there should not be any players inside
15423 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15424 SendResetInstanceSuccess(p
->GetMapId());
15427 m_boundInstances
[dif
].erase(itr
++);
15429 // the following should remove the instance save from the manager and delete it as well
15430 p
->RemovePlayer(this);
15434 void Player::SendResetInstanceSuccess(uint32 MapId
)
15436 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15438 GetSession()->SendPacket(&data
);
15441 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15443 // TODO: find what other fail reasons there are besides players in the instance
15444 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15447 GetSession()->SendPacket(&data
);
15450 /*********************************************************/
15451 /*** Update timers ***/
15452 /*********************************************************/
15454 ///checks the 15 afk reports per 5 minutes limit
15455 void Player::UpdateAfkReport(time_t currTime
)
15457 if(m_bgAfkReportedTimer
<= currTime
)
15459 m_bgAfkReportedCount
= 0;
15460 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15464 void Player::UpdateContestedPvP(uint32 diff
)
15466 if(!m_contestedPvPTimer
||isInCombat())
15468 if(m_contestedPvPTimer
<= diff
)
15470 ResetContestedPvP();
15473 m_contestedPvPTimer
-= diff
;
15476 void Player::UpdatePvPFlag(time_t currTime
)
15480 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15486 void Player::UpdateDuelFlag(time_t currTime
)
15488 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15491 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15492 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15494 duel
->startTimer
= 0;
15495 duel
->startTime
= currTime
;
15496 duel
->opponent
->duel
->startTimer
= 0;
15497 duel
->opponent
->duel
->startTime
= currTime
;
15500 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
15505 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
15507 //returning of reagents only for players, so best done here
15508 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
15509 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15513 for(uint32 i
= 0; i
< 7; ++i
)
15515 if(spellInfo
->Reagent
[i
] > 0)
15517 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15518 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
15519 if( msg
== EQUIP_ERR_OK
)
15521 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
15523 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15528 m_temporaryUnsummonedPetNumber
= 0;
15531 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15534 // only if current pet in slot
15535 switch(pet
->getPetType())
15541 m_guardianPets
.erase(pet
->GetGUID());
15544 if(GetPetGUID()==pet
->GetGUID())
15553 switch(pet
->GetEntry())
15555 //warlock pets except imp are removed(?) when logging out
15560 mode
= PET_SAVE_NOT_IN_SLOT
;
15565 pet
->SavePetToDB(mode
);
15567 pet
->CleanupsBeforeDelete();
15568 pet
->AddObjectToRemoveList();
15569 pet
->m_removed
= true;
15571 if(pet
->isControlled())
15573 WorldPacket
data(SMSG_PET_SPELLS
, 8);
15575 GetSession()->SendPacket(&data
);
15578 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15582 void Player::RemoveMiniPet()
15584 if(Pet
* pet
= GetMiniPet())
15586 pet
->Remove(PET_SAVE_AS_DELETED
);
15591 Pet
* Player::GetMiniPet()
15595 return ObjectAccessor::GetPet(m_miniPet
);
15598 void Player::RemoveGuardians()
15600 while(!m_guardianPets
.empty())
15602 uint64 guid
= *m_guardianPets
.begin();
15603 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
15604 pet
->Remove(PET_SAVE_AS_DELETED
);
15606 m_guardianPets
.erase(guid
);
15610 bool Player::HasGuardianWithEntry(uint32 entry
)
15612 // pet guid middle part is entry (and creature also)
15613 // and in guardian list must be guardians with same entry _always_
15614 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
15615 if(GUID_ENPART(*itr
)==entry
)
15621 void Player::Uncharm()
15623 Unit
* charm
= GetCharm();
15627 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
15628 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
15631 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, std::string text
, uint32 language
) const
15633 *data
<< (uint8
)msgtype
;
15634 *data
<< (uint32
)language
;
15635 *data
<< (uint64
)GetGUID();
15636 *data
<< (uint32
)language
; //language 2.1.0 ?
15637 *data
<< (uint64
)GetGUID();
15638 *data
<< (uint32
)(text
.length()+1);
15640 *data
<< (uint8
)chatTag();
15643 void Player::Say(const std::string text
, const uint32 language
)
15645 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15646 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
15647 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
15650 void Player::Yell(const std::string text
, const uint32 language
)
15652 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15653 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
15654 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
15657 void Player::TextEmote(const std::string text
)
15659 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15660 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
15661 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
15664 void Player::Whisper(std::string text
, uint32 language
,uint64 receiver
)
15666 if (language
!= LANG_ADDON
) // if not addon data
15667 language
= LANG_UNIVERSAL
; // whispers should always be readable
15669 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
15671 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15672 if(!rPlayer
->isDND() || isGameMaster())
15674 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15675 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
15676 rPlayer
->GetSession()->SendPacket(&data
);
15678 data
.Initialize(SMSG_MESSAGECHAT
, 200);
15679 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
15680 GetSession()->SendPacket(&data
);
15684 // announce to player that player he is whispering to is dnd and cannot receive his message
15685 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
15688 if(!isAcceptWhispers())
15690 SetAcceptWhispers(true);
15691 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
15694 // announce to player that player he is whispering to is afk
15695 if(rPlayer
->isAFK())
15696 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
15698 // if player whisper someone, auto turn of dnd to be able to receive an answer
15699 if(isDND() && !rPlayer
->isGameMaster())
15703 void Player::PetSpellInitialize()
15705 Pet
* pet
= GetPet();
15711 sLog
.outDebug("Pet Spells Groups");
15713 CreatureInfo
const *cinfo
= pet
->GetCreatureInfo();
15715 if(pet
->isControlled() && (pet
->getPetType() == HUNTER_PET
|| cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
))
15717 for(PetSpellMap::iterator itr
= pet
->m_spells
.begin();itr
!= pet
->m_spells
.end();itr
++)
15719 if(itr
->second
->state
== PETSPELL_REMOVED
)
15725 // first line + actionbar + spellcount + spells + last adds
15726 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);
15728 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
15731 data
<< (uint64
)pet
->GetGUID() << uint32(0x00000000) << uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
15733 for(uint32 i
= 0; i
< 10; i
++) //40
15735 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15738 data
<< uint8(addlist
); //1
15740 if(addlist
&& pet
->isControlled())
15742 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
15744 if(itr
->second
->state
== PETSPELL_REMOVED
)
15747 data
<< uint16(itr
->first
);
15748 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
15752 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15753 uint8 count
= 3; //1+8+8+8=25
15755 // if count = 0, then end of packet...
15757 // uint32 value is spell id...
15758 // uint64 value is constant 0, unknown...
15759 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15760 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15761 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15762 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15764 GetSession()->SendPacket(&data
);
15768 void Player::PossessSpellInitialize()
15770 Unit
* charm
= GetCharm();
15775 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15779 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15784 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15787 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15789 for(uint32 i
= 0; i
< 10; i
++) //40
15791 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15794 data
<< uint8(addlist
); //1
15798 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15799 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15800 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15802 GetSession()->SendPacket(&data
);
15805 void Player::CharmSpellInitialize()
15807 Unit
* charm
= GetCharm();
15812 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15815 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15821 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15823 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
15825 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
15827 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15829 if(charmInfo
->GetCharmSpell(i
)->spellId
)
15835 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15837 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000);
15839 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15840 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
15842 data
<< uint8(0) << uint8(0);
15846 for(uint32 i
= 0; i
< 10; i
++) //40
15848 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15851 data
<< uint8(addlist
); //1
15855 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15857 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
15858 if(cspell
->spellId
)
15860 data
<< uint16(cspell
->spellId
);
15861 data
<< uint16(cspell
->active
);
15868 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15869 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15870 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15872 GetSession()->SendPacket(&data
);
15875 int32
Player::GetTotalFlatMods(uint32 spellId
, SpellModOp op
)
15877 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15878 if (!spellInfo
) return 0;
15880 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15882 SpellModifier
*mod
= *itr
;
15884 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15887 if (mod
->type
== SPELLMOD_FLAT
)
15888 total
+= mod
->value
;
15893 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
15895 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15896 if (!spellInfo
) return 0;
15898 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15900 SpellModifier
*mod
= *itr
;
15902 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15905 if (mod
->type
== SPELLMOD_PCT
)
15906 total
+= mod
->value
;
15911 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
15913 if (!mod
|| !spellInfo
)
15916 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
15918 // prevent apply to any spell except spell that trigger expire
15921 if(mod
->lastAffected
!= spell
)
15924 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
15928 return spellmgr
.IsAffectedBySpell(spellInfo
,mod
->spellId
,mod
->effectId
,mod
->mask
);
15931 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
15933 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
15935 for(int eff
=0;eff
<64;++eff
)
15937 uint64 _mask
= uint64(1) << eff
;
15938 if ( mod
->mask
& _mask
)
15941 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
15943 if ((*itr
)->type
== mod
->type
&& (*itr
)->mask
& _mask
)
15944 val
+= (*itr
)->value
;
15946 val
+= apply
? mod
->value
: -(mod
->value
);
15947 WorldPacket
data(Opcode
, (1+1+4));
15948 data
<< uint8(eff
);
15949 data
<< uint8(mod
->op
);
15950 data
<< int32(val
);
15951 SendDirectMessage(&data
);
15956 m_spellMods
[mod
->op
].push_back(mod
);
15959 if (mod
->charges
== -1)
15960 --m_SpellModRemoveCount
;
15961 m_spellMods
[mod
->op
].remove(mod
);
15966 void Player::RemoveSpellMods(Spell
const* spell
)
15968 if(!spell
|| (m_SpellModRemoveCount
== 0))
15971 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
15973 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
15975 SpellModifier
*mod
= *itr
;
15978 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
15980 RemoveAurasDueToSpell(mod
->spellId
);
15981 if (m_spellMods
[i
].empty())
15984 itr
= m_spellMods
[i
].begin();
15990 // send Proficiency
15991 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
15993 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
15994 data
<< pr1
<< pr2
;
15995 GetSession()->SendPacket (&data
);
15998 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16000 QueryResult
*result
= NULL
;
16002 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16004 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16007 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.
16008 { // and SendPetitionQueryOpcode reads data from the DB
16009 Field
*fields
= result
->Fetch();
16010 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16011 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16013 // send update if charter owner in game
16014 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16016 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16018 } while ( result
->NextRow() );
16023 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16025 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16028 CharacterDatabase
.BeginTransaction();
16031 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16032 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16036 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16037 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16039 CharacterDatabase
.CommitTransaction();
16042 void Player::SetRestBonus (float rest_bonus_new
)
16044 // Prevent resting on max level
16045 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16046 rest_bonus_new
= 0;
16048 if(rest_bonus_new
< 0)
16049 rest_bonus_new
= 0;
16051 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16053 if(rest_bonus_new
> rest_bonus_max
)
16054 m_rest_bonus
= rest_bonus_max
;
16056 m_rest_bonus
= rest_bonus_new
;
16058 // update data for client
16059 if(m_rest_bonus
>10)
16060 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16061 else if(m_rest_bonus
<=1)
16062 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16065 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16068 void Player::HandleStealthedUnitsDetection()
16070 std::list
<Unit
*> stealthedUnits
;
16072 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16074 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16075 cell
.SetNoCreate();
16077 MaNGOS::AnyStealthedCheck u_check
;
16078 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16080 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16081 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16083 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16084 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16085 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16087 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16091 i
= stealthedUnits
.erase(i
);
16095 if ((*i
)->isVisibleForOrDetect(this,true))
16098 (*i
)->SendUpdateToPlayer(this);
16099 m_clientGUIDs
.insert((*i
)->GetGUID());
16101 #ifdef MANGOS_DEBUG
16102 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16103 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16106 // target aura duration for caster show only if target exist at caster client
16107 // send data at target visibility change (adding to client)
16108 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16109 SendAuraDurationsForTarget(*i
);
16111 i
= stealthedUnits
.erase(i
);
16119 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16121 if(nodes
.size() < 2)
16124 // not let cheating with start flight mounted
16127 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16128 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16129 GetSession()->SendPacket(&data
);
16133 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16135 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16136 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16137 GetSession()->SendPacket(&data
);
16141 // 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
16142 if(GetSession()->isLogingOut() ||
16143 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16144 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16145 IsNonMeleeSpellCasted(false) ||
16148 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16149 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16150 GetSession()->SendPacket(&data
);
16154 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16157 uint32 sourcenode
= nodes
[0];
16159 // starting node too far away (cheat?)
16160 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16161 if( !node
|| node
->map_id
!= GetMapId() ||
16162 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16163 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16164 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16165 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16167 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16168 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16169 GetSession()->SendPacket(&data
);
16173 // Prepare to flight start now
16175 // stop combat at start taxi flight if any
16178 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16181 // clean not finished taxi path if any
16182 m_taxi
.ClearTaxiDestinations();
16184 // 0 element current node
16185 m_taxi
.AddTaxiDestination(sourcenode
);
16187 // fill destinations path tail
16188 uint32 sourcepath
= 0;
16189 uint32 totalcost
= 0;
16191 uint32 prevnode
= sourcenode
;
16192 uint32 lastnode
= 0;
16194 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16198 lastnode
= nodes
[i
];
16199 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16203 m_taxi
.ClearTaxiDestinations();
16209 if(prevnode
== sourcenode
)
16212 m_taxi
.AddTaxiDestination(lastnode
);
16214 prevnode
= lastnode
;
16217 if(!mount_id
) // if not provide then attempt use default.
16218 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16220 if (mount_id
== 0 || sourcepath
== 0)
16222 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16223 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16224 GetSession()->SendPacket(&data
);
16225 m_taxi
.ClearTaxiDestinations();
16229 uint32 money
= GetMoney();
16233 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16236 if(money
< totalcost
)
16238 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16239 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16240 GetSession()->SendPacket(&data
);
16241 m_taxi
.ClearTaxiDestinations();
16245 //Checks and preparations done, DO FLIGHT
16246 ModifyMoney(-(int32
)totalcost
);
16248 // prevent stealth flight
16249 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16251 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16252 data
<< uint32(ERR_TAXIOK
);
16253 GetSession()->SendPacket(&data
);
16255 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16257 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16262 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16264 // last check 2.0.10
16265 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16267 data
<< uint8(0x0); // flags (0x1, 0x2)
16268 time_t curTime
= time(NULL
);
16269 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16271 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16273 uint32 unSpellId
= itr
->first
;
16274 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16281 // Not send cooldown for this spells
16282 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16285 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16288 data
<< unTimeMs
; // in m.secs
16289 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16292 GetSession()->SendPacket(&data
);
16295 void Player::InitDataForForm(bool reapplyMods
)
16297 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16298 if(ssEntry
&& ssEntry
->attackSpeed
)
16300 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16301 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16302 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16305 SetRegularAttackTime();
16311 if(getPowerType()!=POWER_ENERGY
)
16312 setPowerType(POWER_ENERGY
);
16316 case FORM_DIREBEAR
:
16318 if(getPowerType()!=POWER_RAGE
)
16319 setPowerType(POWER_RAGE
);
16322 default: // 0, for example
16324 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16325 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16326 setPowerType(Powers(cEntry
->powerType
));
16331 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16333 UpdateEquipSpellsAtFormChange();
16335 UpdateAttackPowerAndDamage();
16336 UpdateAttackPowerAndDamage(true);
16339 // Return true is the bought item has a max count to force refresh of window by caller
16340 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16342 // cheating attempt
16343 if(count
< 1) count
= 1;
16348 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16351 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16355 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16358 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16359 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16363 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16364 if(!vItems
|| vItems
->Empty())
16366 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16370 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16371 if(vendor_slot
>= vItems
->GetItemCount())
16373 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16377 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16379 // check current item amount if it limited
16380 if( crItem
->maxcount
!= 0 )
16382 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16384 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16389 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16391 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16395 if(crItem
->ExtendedCost
)
16397 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16400 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16404 // honor points price
16405 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16407 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16411 // arena points price
16412 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16414 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16419 for (uint8 i
= 0; i
< 5; ++i
)
16421 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16423 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16428 // check for personal arena rating requirement
16429 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16431 // probably not the proper equip err
16432 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16437 uint32 price
= pProto
->BuyPrice
* count
;
16439 // reputation discount
16440 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16442 if( GetMoney() < price
)
16444 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16448 uint8 bag
= 0; // init for case invalid bagGUID
16450 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16453 if( bagguid
== GetGUID() )
16455 bag
= INVENTORY_SLOT_BAG_0
;
16459 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16461 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16464 if( bagguid
== pBag
->GetGUID() )
16474 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16476 ItemPosCountVec dest
;
16477 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16478 if( msg
!= EQUIP_ERR_OK
)
16480 SendEquipError( msg
, NULL
, NULL
);
16484 ModifyMoney( -(int32
)price
);
16485 if(crItem
->ExtendedCost
) // case for new honor system
16487 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16488 if(iece
->reqhonorpoints
)
16489 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16490 if(iece
->reqarenapoints
)
16491 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16492 for (uint8 i
= 0; i
< 5; ++i
)
16494 if(iece
->reqitem
[i
])
16495 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
16499 if(Item
*it
= StoreNewItem( dest
, item
, true ))
16501 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16503 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16504 data
<< pCreature
->GetGUID();
16505 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16506 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16507 data
<< (uint32
)count
;
16508 GetSession()->SendPacket(&data
);
16510 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16513 else if( IsEquipmentPos( bag
, slot
) )
16516 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, pProto
->BuyCount
* count
, false );
16517 if( msg
!= EQUIP_ERR_OK
)
16519 SendEquipError( msg
, NULL
, NULL
);
16523 ModifyMoney( -(int32
)price
);
16524 if(crItem
->ExtendedCost
) // case for new honor system
16526 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16527 if(iece
->reqhonorpoints
)
16528 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
16529 if(iece
->reqarenapoints
)
16530 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
16531 for (uint8 i
= 0; i
< 5; ++i
)
16533 if(iece
->reqitem
[i
])
16534 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
16538 if(Item
*it
= EquipNewItem( dest
, item
, pProto
->BuyCount
* count
, true ))
16540 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16542 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16543 data
<< pCreature
->GetGUID();
16544 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16545 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16546 data
<< (uint32
)count
;
16547 GetSession()->SendPacket(&data
);
16549 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16551 AutoUnequipOffhandIfNeed();
16556 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
16560 return crItem
->maxcount
!=0;
16563 uint32
Player::GetMaxPersonalArenaRatingRequirement()
16565 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16566 // the personal rating of the arena team must match the required limit as well
16567 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16568 uint32 max_personal_rating
= 0;
16569 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
16571 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
16573 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
16574 uint32 t_rating
= at
->GetRating();
16575 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
16576 if(max_personal_rating
< p_rating
)
16577 max_personal_rating
= p_rating
;
16580 return max_personal_rating
;
16583 void Player::UpdateHomebindTime(uint32 time
)
16585 // GMs never get homebind timer online
16586 if (m_InstanceValid
|| isGameMaster())
16588 if(m_HomebindTimer
) // instance valid, but timer not reset
16591 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16594 GetSession()->SendPacket(&data
);
16596 // instance is valid, reset homebind timer
16597 m_HomebindTimer
= 0;
16599 else if (m_HomebindTimer
> 0)
16601 if (time
>= m_HomebindTimer
)
16603 // teleport to homebind location
16604 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
16607 m_HomebindTimer
-= time
;
16611 // instance is invalid, start homebind timer
16612 m_HomebindTimer
= 60000;
16613 // send message to player
16614 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16615 data
<< m_HomebindTimer
;
16617 GetSession()->SendPacket(&data
);
16618 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16622 void Player::UpdatePvP(bool state
, bool ovrride
)
16624 if(!state
|| ovrride
)
16627 if(Pet
* pet
= GetPet())
16628 pet
->SetPvP(state
);
16629 if(Unit
* charmed
= GetCharm())
16630 charmed
->SetPvP(state
);
16632 pvpInfo
.endTimer
= 0;
16636 if(pvpInfo
.endTimer
!= 0)
16637 pvpInfo
.endTimer
= time(NULL
);
16642 if(Pet
* pet
= GetPet())
16643 pet
->SetPvP(state
);
16644 if(Unit
* charmed
= GetCharm())
16645 charmed
->SetPvP(state
);
16650 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
16654 sc
.itemid
= itemid
;
16655 m_spellCooldowns
[spellid
] = sc
;
16658 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
16660 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
16663 // Get spell cooldwn
16664 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16666 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16670 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16672 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16673 data
<< spellInfo
->Id
;
16675 SendDirectMessage(&data
);
16677 //slot to be excluded while counting
16678 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16680 if(!enchantmentcondition
)
16683 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
16688 uint8 curcount
[4] = {0, 0, 0, 0};
16690 //counting current equipped gem colors
16691 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
16695 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
16696 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
16698 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16700 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16704 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16708 uint32 gemid
= enchantEntry
->GemID
;
16712 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
16716 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
16720 uint8 GemColor
= gemProperty
->color
;
16722 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
16724 if(tmpcolormask
& GemColor
)
16731 bool activate
= true;
16733 for(int i
= 0; i
< 5; i
++)
16735 if(!Condition
->Color
[i
])
16738 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
16740 // if have <CompareColor> use them as count, else use <value> from Condition
16741 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
16743 switch(Condition
->Comparator
[i
])
16745 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16746 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
16748 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16749 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
16751 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16752 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
16757 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");
16762 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
16764 //cycle all equipped items
16765 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16767 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16768 if(slot
== exceptslot
)
16771 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16773 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
16776 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16778 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16782 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16786 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16789 //was enchant active with/without item?
16790 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
16791 //should it now be?
16792 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
16794 // ignore item gem conditions
16795 //if state changed, (dis)apply enchant
16796 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
16803 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
16804 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
16806 //cycle all equipped items
16807 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16809 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
16810 if(slot
== exceptslot
)
16813 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16815 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
16818 //cycle all (gem)enchants
16819 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16821 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16822 if(!enchant_id
) //if no enchant go to next enchant(slot)
16825 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16829 //only metagems to be (de)activated, so only enchants with condition
16830 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16832 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
16837 void Player::LeaveBattleground(bool teleportToEntryPoint
)
16839 if(BattleGround
*bg
= GetBattleGround())
16841 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
16843 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
16845 // call after remove to be sure that player resurrected for correct cast
16847 CastSpell(this, 26013, true); // Deserter
16851 bool Player::CanJoinToBattleground() const
16853 // check Deserter debuff
16854 if(GetDummyAura(26013))
16860 bool Player::CanReportAfkDueToLimit()
16862 // a player can complain about 15 people per 5 minutes
16863 if(m_bgAfkReportedCount
>= 15)
16865 ++m_bgAfkReportedCount
;
16869 ///This player has been blamed to be inactive in a battleground
16870 void Player::ReportedAfkBy(Player
* reporter
)
16872 BattleGround
*bg
= GetBattleGround();
16873 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
16876 // check if player has 'Idle' or 'Inactive' debuff
16877 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
16879 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
16880 // 3 players have to complain to apply debuff
16881 if(m_bgAfkReporter
.size() >= 3)
16883 // cast 'Idle' spell
16884 CastSpell(this, 43680, true);
16885 m_bgAfkReporter
.clear();
16890 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
16892 // gamemaster in GM mode see all, including ghosts
16893 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
16896 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
16897 if (InBattleGround())
16899 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
16904 // Live player see live player or dead player with not realized corpse
16905 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
16907 return isAlive() || m_deathTimer
> 0;
16910 // Ghost see other friendly ghosts, that's for sure
16911 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
16914 // Dead player see live players near own corpse
16917 Corpse
*corpse
= pl
->GetCorpse();
16920 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
16921 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
16926 // and not see any other
16930 bool Player::IsVisibleGloballyFor( Player
* u
) const
16935 // Always can see self
16939 // Visible units, always are visible for all players
16940 if (GetVisibility() == VISIBILITY_ON
)
16943 // GMs are visible for higher gms (or players are visible for gms)
16944 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
16945 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
16947 // non faction visibility non-breakable for non-GMs
16948 if (GetVisibility() == VISIBILITY_OFF
)
16951 // non-gm stealth/invisibility not hide from global player lists
16955 void Player::UpdateVisibilityOf(WorldObject
* target
)
16957 if(HaveAtClient(target
))
16959 if(!target
->isVisibleForInState(this,true))
16961 target
->DestroyForPlayer(this);
16962 m_clientGUIDs
.erase(target
->GetGUID());
16964 #ifdef MANGOS_DEBUG
16965 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16966 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
16972 if(target
->isVisibleForInState(this,false))
16974 target
->SendUpdateToPlayer(this);
16975 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
16976 m_clientGUIDs
.insert(target
->GetGUID());
16978 #ifdef MANGOS_DEBUG
16979 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16980 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
16983 // target aura duration for caster show only if target exist at caster client
16984 // send data at target visibility change (adding to client)
16985 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
16986 SendAuraDurationsForTarget((Unit
*)target
);
16988 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
16989 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
16995 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
16997 s64
.insert(target
->GetGUID());
17001 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17003 if(!target
->IsTransport())
17004 s64
.insert(target
->GetGUID());
17008 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17010 if(HaveAtClient(target
))
17012 if(!target
->isVisibleForInState(this,true))
17014 target
->BuildOutOfRangeUpdateBlock(&data
);
17015 m_clientGUIDs
.erase(target
->GetGUID());
17017 #ifdef MANGOS_DEBUG
17018 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17019 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
));
17025 if(target
->isVisibleForInState(this,false))
17027 visibleNow
.insert(target
);
17028 target
->BuildUpdate(data_updates
);
17029 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17030 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17032 #ifdef MANGOS_DEBUG
17033 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17034 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
));
17040 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17041 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17042 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17043 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17044 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17046 void Player::InitPrimaryProffesions()
17048 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17051 void Player::SendComboPoints()
17053 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17056 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17057 data
.append(combotarget
->GetPackGUID());
17058 data
<< uint8(m_comboPoints
);
17059 GetSession()->SendPacket(&data
);
17063 void Player::AddComboPoints(Unit
* target
, int8 count
)
17068 // without combo points lost (duration checked in aura)
17069 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17071 if(target
->GetGUID() == m_comboTarget
)
17073 m_comboPoints
+= count
;
17078 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17079 target
->RemoveComboPointHolder(GetGUIDLow());
17081 m_comboTarget
= target
->GetGUID();
17082 m_comboPoints
= count
;
17084 target
->AddComboPointHolder(GetGUIDLow());
17087 if (m_comboPoints
> 5) m_comboPoints
= 5;
17088 if (m_comboPoints
< 0) m_comboPoints
= 0;
17093 void Player::ClearComboPoints()
17098 // without combopoints lost (duration checked in aura)
17099 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17105 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17106 target
->RemoveComboPointHolder(GetGUIDLow());
17111 void Player::SetGroup(Group
*group
, int8 subgroup
)
17113 if(group
== NULL
) m_group
.unlink();
17116 // never use SetGroup without a subgroup unless you specify NULL for group
17117 assert(subgroup
>= 0);
17118 m_group
.link(group
, this);
17119 m_group
.setSubGroup((uint8
)subgroup
);
17123 void Player::SendInitialPacketsBeforeAddToMap()
17125 WorldPacket
data(SMSG_SET_REST_START
, 4);
17126 data
<< uint32(0); // unknown, may be rest state time or expirience
17127 GetSession()->SendPacket(&data
);
17130 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17131 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17132 data
<< (uint32
) m_homebindMapId
;
17133 data
<< (uint32
) m_homebindZoneId
;
17134 GetSession()->SendPacket(&data
);
17136 // SMSG_SET_PROFICIENCY
17137 // SMSG_UPDATE_AURA_DURATION
17140 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17141 for (int i
= 0; i
< 8; ++i
)
17142 data
<< uint32( GetTutorialInt(i
) );
17143 GetSession()->SendPacket(&data
);
17145 SendInitialSpells();
17147 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17148 data
<< uint32(0); // count, for(count) uint32;
17149 GetSession()->SendPacket(&data
);
17151 SendInitialActionButtons();
17152 SendInitialReputations();
17153 UpdateZone(GetZoneId());
17154 SendInitWorldStates();
17156 // SMSG_SET_AURA_SINGLE
17158 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17159 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17160 data
<< (float)0.01666667f
; // game speed
17161 GetSession()->SendPacket( &data
);
17163 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17164 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17165 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17168 void Player::SendInitialPacketsAfterAddToMap()
17170 CastSpell(this, 836, true); // LOGINEFFECT
17172 // set some aura effects that send packet to player client after add player to map
17173 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17174 // same auras state lost at far teleport, send it one more time in this case also
17175 static const AuraType auratypes
[] =
17177 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17178 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17179 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17181 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17183 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17184 if(!auraList
.empty())
17185 auraList
.front()->ApplyModifier(true,true);
17188 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17189 SetMovement(MOVE_ROOT
);
17191 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17192 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17194 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17195 data
.append(GetPackGUID());
17197 SendMessageToSet(&data
,true);
17200 SendEnchantmentDurations(); // must be after add to map
17201 SendItemDurations(); // must be after add to map
17204 void Player::SendUpdateToOutOfRangeGroupMembers()
17206 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17208 if(Group
* group
= GetGroup())
17209 group
->UpdatePlayerOutOfRange(this);
17211 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17212 m_auraUpdateMask
= 0;
17213 if(Pet
*pet
= GetPet())
17214 pet
->ResetAuraUpdateMask();
17217 void Player::SendTransferAborted(uint32 mapid
, uint16 reason
)
17219 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17220 data
<< uint32(mapid
);
17221 data
<< uint16(reason
); // transfer abort reason
17222 GetSession()->SendPacket(&data
);
17225 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17227 // type of warning, based on the time remaining until reset
17230 type
= RAID_INSTANCE_WELCOME
;
17231 else if(time
> 900 && time
<= 3600)
17232 type
= RAID_INSTANCE_WARNING_HOURS
;
17233 else if(time
> 300 && time
<= 900)
17234 type
= RAID_INSTANCE_WARNING_MIN
;
17236 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17237 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17238 data
<< uint32(type
);
17239 data
<< uint32(mapid
);
17240 data
<< uint32(time
);
17241 GetSession()->SendPacket(&data
);
17244 void Player::ApplyEquipCooldown( Item
* pItem
)
17246 for(int i
= 0; i
<5; ++i
)
17248 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17251 if( !spellData
.SpellId
)
17254 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17255 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17258 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17260 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17261 data
<< pItem
->GetGUID();
17262 data
<< uint32(spellData
.SpellId
);
17263 GetSession()->SendPacket(&data
);
17267 void Player::resetSpells()
17269 // not need after this call
17270 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17272 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17273 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17276 // make full copy of map (spells removed and marked as deleted at another spell remove
17277 // and we can't use original map for safe iterative with visit each spell at loop end
17278 PlayerSpellMap smap
= GetSpellMap();
17280 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17281 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17283 learnDefaultSpells();
17284 learnQuestRewardedSpells();
17287 void Player::learnDefaultSpells(bool loading
)
17289 // learn default race/class spells
17290 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17291 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17292 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17294 uint16 tspell
= spell_itr
->first
;
17297 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17298 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17299 addSpell(tspell
,spell_itr
->second
);
17300 else // but send in normal spell in game learn case
17301 learnSpell(tspell
);
17306 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17308 uint32 spell_id
= quest
->GetRewSpellCast();
17310 // skip quests without rewarded spell
17314 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17318 // check learned spells state
17319 bool found
= false;
17320 for(int i
=0; i
< 3; ++i
)
17322 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17329 // skip quests with not teaching spell or already known spell
17333 // prevent learn non first rank unknown profession and second specialization for same profession)
17334 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17335 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17337 // not have first rank learned (unlearned prof?)
17338 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17339 if( !HasSpell(first_spell
) )
17342 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17347 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17349 // search other specialization for same prof
17350 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17352 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17355 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17359 // compare only specializations
17360 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17363 // compare same chain spells
17364 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17367 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17368 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17374 CastSpell( this, spell_id
, true);
17377 void Player::learnQuestRewardedSpells()
17379 // learn spells received from quest completing
17380 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17382 // skip no rewarded quests
17383 if(!itr
->second
.m_rewarded
)
17386 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17390 learnQuestRewardedSpells(quest
);
17394 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17396 uint32 raceMask
= getRaceMask();
17397 uint32 classMask
= getClassMask();
17398 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
17400 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
17401 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
17403 // Check race if set
17404 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17406 // Check class if set
17407 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
17410 if (SpellEntry
const* spellentry
= sSpellStore
.LookupEntry(pAbility
->spellId
))
17412 // Ok need learn spell
17413 learnSpell(pAbility
->spellId
);
17418 void Player::learnSkillRewardedSpells()
17420 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
17422 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
17425 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
17427 learnSkillRewardedSpells(pskill
);
17431 void Player::SendAuraDurationsForTarget(Unit
* target
)
17433 for(Unit::AuraMap::const_iterator itr
= target
->GetAuras().begin(); itr
!= target
->GetAuras().end(); ++itr
)
17435 Aura
* aura
= itr
->second
;
17436 if(aura
->GetAuraSlot() >= MAX_AURAS
|| aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17439 aura
->SendAuraDurationForCaster(this);
17443 void Player::SetDailyQuestStatus( uint32 quest_id
)
17445 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17447 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
17449 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
17450 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
17451 m_DailyQuestChanged
= true;
17457 void Player::ResetDailyQuestStatus()
17459 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17460 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
17462 // DB data deleted in caller
17463 m_DailyQuestChanged
= false;
17464 m_lastDailyQuestTime
= 0;
17467 BattleGround
* Player::GetBattleGround() const
17469 if(GetBattleGroundId()==0)
17472 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17475 bool Player::InArena() const
17477 BattleGround
*bg
= GetBattleGround();
17478 if(!bg
|| !bg
->isArena())
17484 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17486 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(bgTypeId
);
17490 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17496 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17504 return 10*(queue_id
+1);
17507 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17510 return 255; // hardcoded max level
17512 return 10*(queue_id
+2)-1;
17515 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17517 uint32 level
= getLevel();
17520 else if (level
> 69)
17523 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17526 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
17528 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
17529 if(!vendor_faction
)
17532 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17533 if(rank
<= REP_NEUTRAL
)
17536 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
17539 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
17541 uint32 racemask
= getRaceMask();
17542 uint32 classmask
= getClassMask();
17544 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
17545 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
17547 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
17549 // skip wrong race skills
17550 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
17553 // skip wrong class skills
17554 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
17560 bool Player::HasQuestForGO(int32 GOId
)
17562 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
17564 QuestStatusData qs
=i
->second
;
17565 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
17567 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
17571 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17574 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17576 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17579 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17587 void Player::UpdateForQuestsGO()
17589 if(m_clientGUIDs
.empty())
17593 WorldPacket packet
;
17594 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
17596 if(IS_GAMEOBJECT_GUID(*itr
))
17598 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
17600 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17603 udata
.BuildPacket(&packet
);
17604 GetSession()->SendPacket(&packet
);
17607 void Player::SummonIfPossible(bool agree
)
17611 m_summon_expire
= 0;
17615 // expire and auto declined
17616 if(m_summon_expire
< time(NULL
))
17619 // stop taxi flight at summon
17622 GetMotionMaster()->MovementExpired();
17623 m_taxi
.ClearTaxiDestinations();
17626 // drop flag at summon
17627 if(BattleGround
*bg
= GetBattleGround())
17628 bg
->EventPlayerDroppedFlag(this);
17630 m_summon_expire
= 0;
17632 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
17635 void Player::RemoveItemDurations( Item
*item
)
17637 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
17641 m_itemDuration
.erase(itr
);
17647 void Player::AddItemDurations( Item
*item
)
17649 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
17651 m_itemDuration
.push_back(item
);
17652 item
->SendTimeUpdate(this);
17656 void Player::AutoUnequipOffhandIfNeed()
17658 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
17662 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
17664 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
17667 ItemPosCountVec off_dest
;
17668 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
17669 if( off_msg
== EQUIP_ERR_OK
)
17671 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
17672 StoreItem( off_dest
, offItem
, true );
17676 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17680 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
17682 if(spellInfo
->EquippedItemClass
< 0)
17685 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17686 // for optimize check 2 used cases only
17687 switch(spellInfo
->EquippedItemClass
)
17689 case ITEM_CLASS_WEAPON
:
17691 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
17692 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17693 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17697 case ITEM_CLASS_ARMOR
:
17699 // tabard not have dependent spells
17700 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
17701 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17702 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17705 // shields can be equipped to offhand slot
17706 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
17707 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17710 // ranged slot can have some armor subclasses
17711 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
17712 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17718 sLog
.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo
->EquippedItemClass
);
17725 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
17727 AuraMap
& auras
= GetAuras();
17728 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
17730 Aura
* aura
= itr
->second
;
17732 // skip passive (passive item dependent spells work in another way) and not self applied auras
17733 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
17734 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17740 // skip if not item dependent or have alternative item
17741 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
17747 // no alt item, remove aura, restart check
17748 RemoveAurasDueToSpell(aura
->GetId());
17749 itr
= auras
.begin();
17752 // currently casted spells can be dependent from item
17753 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
17755 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
17756 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
17761 uint32
Player::GetResurrectionSpellId()
17763 // search priceless resurrection possabilities
17765 uint32 spell_id
= 0;
17766 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
17767 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
17769 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17770 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
== 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
17772 switch((*itr
)->GetId())
17774 case 20707: spell_id
= 3026; break; // rank 1
17775 case 20762: spell_id
= 20758; break; // rank 2
17776 case 20763: spell_id
= 20759; break; // rank 3
17777 case 20764: spell_id
= 20760; break; // rank 4
17778 case 20765: spell_id
= 20761; break; // rank 5
17779 case 27239: spell_id
= 27240; break; // rank 6
17781 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
17787 // Twisting Nether // prio: 2 (max)
17788 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
17795 // Reincarnation (passive spell) // prio: 1
17796 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
17802 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
17804 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
17806 // prepare data for near group iteration (PvP and !PvP cases)
17808 bool honored_kill
= false;
17810 if(Group
*pGroup
= GetGroup())
17813 uint32 sum_level
= 0;
17814 Player
* member_with_max_level
= NULL
;
17815 Player
* not_gray_member_with_max_level
= NULL
;
17817 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
17819 if(member_with_max_level
)
17821 /// not get Xp in PvP or no not gray players in group
17822 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
17824 /// skip in check PvP case (for speed, not used)
17825 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
17826 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
17827 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
17829 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
17831 Player
* pGroupGuy
= itr
->getSource();
17835 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
17836 continue; // member (alive or dead) or his corpse at req. distance
17838 // honor can be in PvP and !PvP (racial leader) cases (for alive)
17839 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
17840 honored_kill
= true;
17842 // xp and reputation only in !PvP case
17845 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
17847 // if is in dungeon then all receive full reputation at kill
17848 // rewarded any alive/dead/near_corpse group member
17849 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
17851 // XP updated only for alive group member
17852 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
17853 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
17855 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
17857 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
17858 if(Pet
* pet
= pGroupGuy
->GetPet())
17859 pet
->GivePetXP(itr_xp
/2);
17862 // quest objectives updated only for alive group member or dead but with not released body
17863 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
17865 // normal creature (not pet/etc) can be only in !PvP case
17866 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17867 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
17873 else // if (!pGroup)
17875 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
17877 // honor can be in PvP and !PvP (racial leader) cases
17878 if(RewardHonor(pVictim
,1))
17879 honored_kill
= true;
17881 // xp and reputation only in !PvP case
17884 RewardReputation(pVictim
,1);
17885 GiveXP(xp
, pVictim
);
17887 if(Pet
* pet
= GetPet())
17888 pet
->GivePetXP(xp
);
17890 // normal creature (not pet/etc) can be only in !PvP case
17891 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17892 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
17895 return xp
|| honored_kill
;
17898 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
17900 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
17906 Corpse
* corpse
= GetCorpse();
17910 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
17913 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
17915 Item
* item
= GetWeaponForAttack(attType
,true);
17917 // unarmmed only with base attack
17918 if(attType
!= BASE_ATTACK
&& !item
)
17921 // weapon skill or (unarmed for base attack)
17922 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
17923 return GetBaseSkillValue(skill
);
17926 void Player::ResurectUsingRequestData()
17928 ResurrectPlayer(0.0f
,false);
17930 if(GetMaxHealth() > m_resurrectHealth
)
17931 SetHealth( m_resurrectHealth
);
17933 SetHealth( GetMaxHealth() );
17935 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
17936 SetPower(POWER_MANA
, m_resurrectMana
);
17938 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
17940 SetPower(POWER_RAGE
, 0 );
17942 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
17944 SpawnCorpseBones();
17946 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
17949 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
17951 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
17952 data
.append(target
->GetPackGUID());
17953 data
<< uint8(allowMove
);
17954 GetSession()->SendPacket(&data
);
17957 void Player::UpdateZoneDependentAuras( uint32 newZone
)
17959 // remove new continent flight forms
17960 if( !isGameMaster() &&
17961 GetVirtualMapForMapAndZone(GetMapId(),newZone
) != 530)
17963 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
17964 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
17967 // Some spells applied at enter into zone (with subzones)
17969 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
17970 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
17972 uint32 spellid
= 0;
17974 if( GetTeam() == HORDE
)
17975 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
17976 // and some alliance races
17977 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
17978 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
17980 if(spellid
&& !HasAura(spellid
,0) )
17981 CastSpell(this,spellid
,true);
17985 void Player::UpdateAreaDependentAuras( uint32 newArea
)
17987 // remove auras from spells with area limitations
17988 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
17990 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
17991 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
17997 // unmount if enter in this subzone
17999 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18000 // Dragonmaw Illusion
18001 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18003 if( GetDummyAura(40214) )
18005 if( !HasAura(40216,0) )
18006 CastSpell(this,40216,true);
18007 if( !HasAura(42016,0) )
18008 CastSpell(this,42016,true);
18013 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18015 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18016 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18018 return copseReclaimDelay
[0];
18021 time_t now
= time(NULL
);
18022 // 0..2 full period
18023 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18024 return copseReclaimDelay
[count
];
18027 void Player::UpdateCorpseReclaimDelay()
18029 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18031 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18032 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18035 time_t now
= time(NULL
);
18036 if(now
< m_deathExpireTime
)
18038 // full and partly periods 1..3
18039 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18040 if(count
< MAX_DEATH_COUNT
)
18041 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18043 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18046 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18049 void Player::SendCorpseReclaimDelay(bool load
)
18051 Corpse
* corpse
= GetCorpse();
18058 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18061 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18064 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18065 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18067 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18068 if(count
>=MAX_DEATH_COUNT
)
18069 count
= MAX_DEATH_COUNT
-1;
18074 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18076 time_t now
= time(NULL
);
18077 if(now
>= expected_time
)
18080 delay
= expected_time
-now
;
18083 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18085 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18086 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18087 data
<< uint32(delay
*1000);
18088 GetSession()->SendPacket( &data
);
18091 Player
* Player::GetNextRandomRaidMember(float radius
)
18093 Group
*pGroup
= GetGroup();
18097 std::vector
<Player
*> nearMembers
;
18098 nearMembers
.reserve(pGroup
->GetMembersCount());
18100 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18102 Player
* Target
= itr
->getSource();
18104 // IsHostileTo check duel and controlled by enemy
18105 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18106 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18107 nearMembers
.push_back(Target
);
18110 if (nearMembers
.empty())
18113 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18114 return nearMembers
[randTarget
];
18117 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18119 float water_z
= m
->GetWaterLevel(x
,y
);
18120 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18121 uint8 flag1
= m
->GetTerrainType(x
,y
);
18123 //!Underwater check, not in water if underground or above water level
18124 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18125 m_isunderwater
&= 0x7A;
18126 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18127 m_isunderwater
|= 0x01;
18129 //!in lava check, anywhere under lava level
18130 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18131 m_isunderwater
|= 0x80;
18134 void Player::SetCanParry( bool value
)
18136 if(m_canParry
==value
)
18139 m_canParry
= value
;
18140 UpdateParryPercentage();
18143 void Player::SetCanBlock( bool value
)
18145 if(m_canBlock
==value
)
18148 m_canBlock
= value
;
18149 UpdateBlockPercentage();
18152 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18154 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18155 if(itr
->pos
== this->pos
)
18161 bool Player::isAllowUseBattleGroundObject()
18163 return ( //InBattleGround() && // in battleground - not need, check in other cases
18164 !IsMounted() && // not mounted
18165 !HasStealthAura() && // not stealthed
18166 !HasInvisibilityAura() && // not invisible
18167 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18168 isAlive() // live player