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 if(m_uint32Values
) // only for fully created Object
431 sSocialMgr
.RemovePlayerSocial(GetGUIDLow());
434 // Note: buy back item already deleted from DB when player was saved
435 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
442 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
445 //all mailed items should be deleted, also all mail should be deallocated
446 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
449 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
450 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
452 delete PlayerTalkClass
;
456 m_transport
->RemovePassenger(this);
459 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
461 delete ItemSetEff
[x
];
463 // clean up player-instance binds, may unload some instance saves
464 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
465 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
466 itr
->second
.save
->RemovePlayer(this);
468 delete m_declinedname
;
471 void Player::CleanupsBeforeDelete()
473 if(m_uint32Values
) // only for fully created Object
476 DuelComplete(DUEL_INTERUPTED
);
478 Unit::CleanupsBeforeDelete();
481 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
)
483 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
487 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
490 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
494 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
497 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
499 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
500 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
501 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
507 SetMapId(info
->mapId
);
508 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
510 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
513 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
517 uint8 powertype
= cEntry
->powerType
;
525 unitfield
= 0x00000000;
528 unitfield
= 0x00110000;
531 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
535 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
536 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
541 SetDisplayId(info
->displayId_f
);
542 SetNativeDisplayId(info
->displayId_f
);
545 SetDisplayId(info
->displayId_m
);
546 SetNativeDisplayId(info
->displayId_m
);
549 sLog
.outError("Invalid gender %u for player",gender
);
554 setFactionForRace(m_race
);
556 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( ( race
) | ( class_
<< 8 ) | ( gender
<< 16 ) | ( powertype
<< 24 ) ) );
557 SetUInt32Value(UNIT_FIELD_BYTES_1
, unitfield
);
558 SetByteValue(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_UNK3
| UNIT_BYTE2_FLAG_UNK5
);
559 SetUInt32Value(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
560 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
562 //-1 is default value
563 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
565 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
566 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
567 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
569 SetUInt32Value( PLAYER_GUILDID
, 0 );
570 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
571 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
573 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
574 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
575 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
576 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
577 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
578 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
580 // set starting level
581 SetUInt32Value( UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
) );
584 m_Last_tick
= time(NULL
);
585 m_Played_time
[0] = 0;
586 m_Played_time
[1] = 0;
588 // base stats and related field values
590 InitTaxiNodesForLevel();
591 InitTalentForLevel();
592 InitPrimaryProffesions(); // to max set before any spell added
594 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
595 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
596 SetHealth(GetMaxHealth());
597 if (getPowerType()==POWER_MANA
)
599 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intelect)
600 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
603 learnDefaultSpells(true);
605 std::list
<uint16
>::const_iterator action_itr
[4];
606 for(int i
=0; i
<4; i
++)
607 action_itr
[i
] = info
->action
[i
].begin();
609 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
612 for(int i
=0; i
<4 ;i
++)
613 taction
[i
] = (*action_itr
[i
]);
615 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
617 for(int i
=0; i
<4 ;i
++)
621 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
623 uint32 titem_id
= item_id_itr
->item_id
;
624 uint32 titem_amount
= item_id_itr
->item_amount
;
626 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
630 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, titem_amount
, false );
631 if( msg
== EQUIP_ERR_OK
)
633 EquipNewItem( eDest
, titem_id
, titem_amount
, true);
634 AutoUnequipOffhandIfNeed();
635 continue; // equipped, to next
639 ItemPosCountVec sDest
;
640 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
641 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
642 if( msg
== EQUIP_ERR_OK
)
644 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
645 continue; // stored, to next
648 // item can't be added
649 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,race
,class_
,msg
);
652 // bags and main-hand weapon must equipped at this moment
653 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
654 // or ammo not equipped in special bag
655 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
657 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
660 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
661 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
662 if( msg
== EQUIP_ERR_OK
)
664 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
665 EquipItem( eDest
, pItem
, true);
667 // move other items to more appropriate slots (ammo not equipped in special bag)
670 ItemPosCountVec sDest
;
671 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
672 if( msg
== EQUIP_ERR_OK
)
674 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
675 pItem
= StoreItem( sDest
, pItem
, true);
678 // if this is ammo then use it
679 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
680 if( msg
== EQUIP_ERR_OK
)
681 SetAmmo( pItem
->GetProto()->ItemId
);
685 // all item positions resolved
690 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
692 uint32 BreathRegen
= (uint32
)-1;
694 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
695 data
<< (uint32
)Type
;
700 data
<< (uint32
)0; // spell id
701 GetSession()->SendPacket(&data
);
704 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
706 if(Type
==BREATH_TIMER
)
707 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
709 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
710 data
<< (uint32
)Type
;
711 data
<< CurrentValue
;
715 data
<< (uint32
)0; // spell id
716 GetSession()->SendPacket( &data
);
719 void Player::StopMirrorTimer(MirrorTimerType Type
)
721 if(Type
==BREATH_TIMER
)
724 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
725 data
<< (uint32
)Type
;
726 GetSession()->SendPacket( &data
);
729 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
731 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
732 data
<< (uint64
)guid
;
733 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
734 data
<< (uint32
)damage
;
737 //m_session->SendPacket(&data);
738 //Let other players see that you get damage
739 SendMessageToSet(&data
, true);
740 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
742 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
744 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
745 DurabilityLossAll(0.10f
,false);
746 // durability lost message
747 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
748 GetSession()->SendPacket(&data
);
752 void Player::HandleDrowning()
757 //if have water breath , then remove bar
758 if(waterbreath
|| isGameMaster() || !isAlive())
760 StopMirrorTimer(BREATH_TIMER
);
765 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default leangthL 1 min
767 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
768 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
769 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
771 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
773 //single trigger timer
774 if (!(m_isunderwater
& 0x02))
776 m_isunderwater
|= 0x02;
777 m_breathTimer
= UnderWaterTime
+ 1000;
779 //single trigger "Breathbar"
780 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
782 m_isunderwater
|= 0x04;
783 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
785 //continius trigger drowning "Damage"
786 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
788 //TODO: Check this formula
789 uint64 guid
= GetGUID();
790 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
792 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
793 m_breathTimer
= 2000;
796 //single trigger retract bar
797 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
799 m_isunderwater
= 0x08;
801 uint32 BreathRegen
= 10;
802 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
803 m_isunderwater
= 0x10;
806 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
808 StopMirrorTimer(BREATH_TIMER
);
813 void Player::HandleLava()
815 bool ValidArea
= false;
817 if ((m_isunderwater
& 0x80) && isAlive())
819 //Single trigger Set BreathTimer
820 if (!(m_isunderwater
& 0x80))
822 m_isunderwater
|= 0x04;
823 m_breathTimer
= 1000;
825 //Reset BreathTimer and still in the lava
828 uint64 guid
= GetGUID();
829 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
830 uint32 dmgZone
= GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
832 // Deal lava damage only in lava zones.
848 if (dmgZone
/ 5 & 0x408)
852 // if is valid area and is not gamemaster then deal damage
853 if ( ValidArea
&& !isGameMaster() )
854 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
856 m_breathTimer
= 1000;
860 //Death timer disabled and WaterFlags reset
861 else if (m_deathState
== DEAD
)
868 ///The player sobers by 256 every 10 seconds
869 void Player::HandleSobering()
873 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
874 SetDrunkValue(drunk
);
877 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
880 return DRUNKEN_SMASHED
;
882 return DRUNKEN_DRUNK
;
884 return DRUNKEN_TIPSY
;
885 return DRUNKEN_SOBER
;
888 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
890 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
892 m_drunk
= newDrunkenValue
;
893 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
895 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
897 // special drunk invisibility detection
898 if(newDrunkenState
>= DRUNKEN_DRUNK
)
899 m_detectInvisibilityMask
|= (1<<6);
901 m_detectInvisibilityMask
&= ~(1<<6);
903 if(newDrunkenState
== oldDrunkenState
)
906 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
908 data
<< uint32(newDrunkenState
);
909 data
<< uint32(itemId
);
911 SendMessageToSet(&data
, true);
914 void Player::Update( uint32 p_time
)
920 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
925 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
926 m_nextMailDelivereTime
= 0;
929 Unit::Update( p_time
);
931 // update player only attacks
932 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
934 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
937 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
939 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
942 time_t now
= time (NULL
);
946 UpdateContestedPvP(p_time
);
950 CheckDuelDistance(now
);
952 UpdateAfkReport(now
);
954 CheckExploreSystem();
956 // Update items that have just a limited lifetime
958 UpdateItemDuration(uint32(now
- m_Last_tick
));
960 if (!m_timedquests
.empty())
962 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
963 while (iter
!= m_timedquests
.end())
965 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
966 if( q_status
.m_timer
<= p_time
)
968 uint32 quest_id
= *iter
;
969 ++iter
; // current iter will be removed in FailTimedQuest
970 FailTimedQuest( quest_id
);
974 q_status
.m_timer
-= p_time
;
975 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
981 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
983 Unit
*pVictim
= getVictim();
984 if( !IsNonMeleeSpellCasted(false) && pVictim
)
986 // default combat reach 10
987 // TODO add weapon,skill check
989 float pldistance
= ATTACK_DISTANCE
;
991 if (isAttackReady(BASE_ATTACK
))
993 if(!IsWithinDistInMap(pVictim
, pldistance
))
995 setAttackTimer(BASE_ATTACK
,100);
996 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
998 SendAttackSwingNotInRange();
1002 //120 degrees of radiant range
1003 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1005 setAttackTimer(BASE_ATTACK
,100);
1006 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1008 SendAttackSwingBadFacingAttack();
1009 m_swingErrorMsg
= 2;
1014 m_swingErrorMsg
= 0; // reset swing error state
1016 // prevent base and off attack in same time, delay attack at 0.2 sec
1017 if(haveOffhandWeapon())
1019 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1020 if(off_att
< ATTACK_DISPLAY_DELAY
)
1021 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1023 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1024 resetAttackTimer(BASE_ATTACK
);
1028 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1030 if(!IsWithinDistInMap(pVictim
, pldistance
))
1032 setAttackTimer(OFF_ATTACK
,100);
1034 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1036 setAttackTimer(OFF_ATTACK
,100);
1040 // prevent base and off attack in same time, delay attack at 0.2 sec
1041 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1042 if(base_att
< ATTACK_DISPLAY_DELAY
)
1043 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1045 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1046 resetAttackTimer(OFF_ATTACK
);
1050 Unit
*owner
= pVictim
->GetOwner();
1051 Unit
*u
= owner
? owner
: pVictim
;
1052 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1055 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1060 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1062 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1064 int time_inn
= time(NULL
)-GetTimeInnEnter();
1065 if (time_inn
>= 10) //freeze update
1067 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1068 //speed collect rest bonus (section/in hour)
1069 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1070 UpdateInnerTime(time(NULL
));
1075 if(m_regenTimer
> 0)
1077 if(p_time
>= m_regenTimer
)
1080 m_regenTimer
-= p_time
;
1083 if (m_weaponChangeTimer
> 0)
1085 if(p_time
>= m_weaponChangeTimer
)
1086 m_weaponChangeTimer
= 0;
1088 m_weaponChangeTimer
-= p_time
;
1091 if (m_zoneUpdateTimer
> 0)
1093 if(p_time
>= m_zoneUpdateTimer
)
1095 uint32 newzone
= GetZoneId();
1096 if( m_zoneUpdateId
!= newzone
)
1097 UpdateZone(newzone
); // also update area
1100 // use area updates as well
1101 // needed for free far all arenas for example
1102 uint32 newarea
= GetAreaId();
1103 if( m_areaUpdateId
!= newarea
)
1104 UpdateArea(newarea
);
1106 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1110 m_zoneUpdateTimer
-= p_time
;
1118 if (m_deathState
== JUST_DIED
)
1125 if(p_time
>= m_nextSave
)
1127 // m_nextSave reseted in SaveToDB call
1129 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1133 m_nextSave
-= p_time
;
1138 if(m_breathTimer
> 0)
1140 if(p_time
>= m_breathTimer
)
1143 m_breathTimer
-= p_time
;
1147 //Handle Water/drowning
1153 //Handle detect stealth players
1154 if (m_DetectInvTimer
> 0)
1156 if (p_time
>= m_DetectInvTimer
)
1158 m_DetectInvTimer
= 3000;
1159 HandleStealthedUnitsDetection();
1162 m_DetectInvTimer
-= p_time
;
1166 if (now
> m_Last_tick
)
1168 uint32 elapsed
= uint32(now
- m_Last_tick
);
1169 m_Played_time
[0] += elapsed
; // Total played time
1170 m_Played_time
[1] += elapsed
; // Level played time
1176 m_drunkTimer
+= p_time
;
1178 if (m_drunkTimer
> 10000)
1182 // not auto-free ghost from body in instances
1183 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1185 if(p_time
>= m_deathTimer
)
1192 m_deathTimer
-= p_time
;
1195 UpdateEnchantTime(p_time
);
1196 UpdateHomebindTime(p_time
);
1199 SendUpdateToOutOfRangeGroupMembers();
1201 Pet
* pet
= GetPet();
1202 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1204 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1209 void Player::setDeathState(DeathState s
)
1211 uint32 ressSpellId
= 0;
1213 bool cur
= isAlive();
1215 if(s
== JUST_DIED
&& cur
)
1217 // drunken state is cleared on death
1219 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1222 clearResurrectRequestData();
1224 // remove form before other mods to prevent incorrect stats calculation
1225 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1227 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1228 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1230 // remove uncontrolled pets
1234 // save value before aura remove in Unit::setDeathState
1235 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1239 ressSpellId
= GetResurrectionSpellId();
1241 Unit::setDeathState(s
);
1243 // restore resurrection spell id for player after aura remove
1244 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1245 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1247 if(isAlive() && !cur
)
1249 //clear aura case after resurrection by another way (spells will be applied before next death)
1250 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1252 // restore default warrior stance
1253 if(getClass()== CLASS_WARRIOR
)
1254 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1258 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1260 *p_data
<< GetGUID();
1263 *p_data
<< getRace();
1264 uint8 pClass
= getClass();
1266 *p_data
<< getGender();
1268 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1269 *p_data
<< uint8(bytes
);
1270 *p_data
<< uint8(bytes
>> 8);
1271 *p_data
<< uint8(bytes
>> 16);
1272 *p_data
<< uint8(bytes
>> 24);
1274 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1275 *p_data
<< uint8(bytes
);
1277 *p_data
<< uint8(getLevel()); // player level
1278 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1279 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1282 *p_data
<< GetMapId();
1284 *p_data
<< GetPositionX();
1285 *p_data
<< GetPositionY();
1286 *p_data
<< GetPositionZ();
1288 *p_data
<< GetUInt32Value(PLAYER_GUILDID
); // guild id
1290 uint32 char_flags
= 0;
1291 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1292 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1293 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1294 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1295 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1296 char_flags
|= CHARACTER_FLAG_GHOST
;
1297 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1298 char_flags
|= CHARACTER_FLAG_RENAME
;
1299 // always send the flag if declined names aren't used
1300 // to let the client select a default method of declining the name
1301 if(!sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) || (result
&& result
->Fetch()[12].GetCppString() != ""))
1302 char_flags
|= CHARACTER_FLAG_DECLINED
;
1304 *p_data
<< (uint32
)char_flags
; // character flags
1306 *p_data
<< (uint8
)1; // unknown
1310 uint32 petDisplayId
= 0;
1311 uint32 petLevel
= 0;
1312 uint32 petFamily
= 0;
1314 // show pet at selection character in character list only for non-ghost character
1315 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1317 Field
* fields
= result
->Fetch();
1319 uint32 entry
= fields
[9].GetUInt32();
1320 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1323 petDisplayId
= fields
[10].GetUInt32();
1324 petLevel
= fields
[11].GetUInt32();
1325 petFamily
= cInfo
->family
;
1329 *p_data
<< (uint32
)petDisplayId
;
1330 *p_data
<< (uint32
)petLevel
;
1331 *p_data
<< (uint32
)petFamily
;
1334 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1335 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1338 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1343 Field *fields = result->Fetch();
1344 uint8 slot = fields[0].GetUInt8() & 255;
1345 uint32 item_id = fields[1].GetUInt32();
1346 if( slot >= EQUIPMENT_SLOT_END )
1349 items[slot] = objmgr.GetItemPrototype(item_id);
1352 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1355 } while (result->NextRow());
1359 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1361 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1362 uint32 item_id
= GetUInt32Value(visualbase
);
1363 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1364 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1366 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1368 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1369 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1375 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1376 *p_data
<< (uint8
)proto
->InventoryType
;
1377 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
1381 *p_data
<< (uint32
)0;
1382 *p_data
<< (uint8
)0;
1383 *p_data
<< (uint32
)0; // enchant?
1386 *p_data
<< (uint32
)0; // first bag display id
1387 *p_data
<< (uint8
)0; // first bag inventory type
1388 *p_data
<< (uint32
)0; // enchant?
1391 bool Player::ToggleAFK()
1393 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1395 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1397 // afk player not allowed in battleground
1398 if(state
&& InBattleGround())
1399 LeaveBattleground();
1404 bool Player::ToggleDND()
1406 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1408 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1411 uint8
Player::chatTag() const
1428 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1430 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1432 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1436 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1437 Pet
* pet
= GetPet();
1439 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1441 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1442 if(!InBattleGround() && mEntry
->IsBattleGround() && !GetSession()->GetSecurity())
1445 // client without expansion support
1446 if(GetSession()->Expansion() < mEntry
->Expansion())
1448 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessable map %u", GetName(), mapid
);
1451 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1453 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL1
);
1455 return false; // normal client can't teleport to this map...
1459 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1462 // if we were on a transport, leave
1463 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1465 m_transport
->RemovePassenger(this);
1467 m_movementInfo
.t_x
= 0.0f
;
1468 m_movementInfo
.t_y
= 0.0f
;
1469 m_movementInfo
.t_z
= 0.0f
;
1470 m_movementInfo
.t_o
= 0.0f
;
1471 m_movementInfo
.t_time
= 0;
1474 SetSemaphoreTeleport(true);
1476 // The player was ported to another map and looses the duel immediatly.
1477 // We have to perform this check before the teleport, otherwise the
1478 // ObjectAccessor won't find the flag.
1479 if (duel
&& this->GetMapId()!=mapid
)
1481 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1483 DuelComplete(DUEL_FLED
);
1486 // reset movement flags at teleport, because player will continue move with these flags after teleport
1487 SetUnitMovementFlags(0);
1489 if ((this->GetMapId() == mapid
) && (!m_transport
))
1491 // prepare zone change detect
1492 uint32 old_zone
= GetZoneId();
1495 if(!GetSession()->PlayerLogout())
1498 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1499 GetSession()->SendPacket(&data
);
1500 SetPosition( x
, y
, z
, orientation
, true);
1503 // this will be used instead of the current location in SaveToDB
1504 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1506 //BuildHeartBeatMsg(&data);
1507 //SendMessageToSet(&data, true);
1508 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1510 //same map, only remove pet if out of range
1511 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1513 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1514 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1516 m_temporaryUnsummonedPetNumber
= 0;
1518 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1522 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1525 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1528 if(pet
&& m_temporaryUnsummonedPetNumber
)
1530 Pet
* NewPet
= new Pet
;
1531 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1534 m_temporaryUnsummonedPetNumber
= 0;
1538 if(!GetSession()->PlayerLogout())
1540 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1541 SetSemaphoreTeleport(false);
1543 UpdateZone(GetZoneId());
1547 if(old_zone
!= GetZoneId())
1550 if(pvpInfo
.inHostileArea
)
1551 CastSpell(this, 2479, true);
1556 // far teleport to another map
1557 Map
* oldmap
= IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL
;
1558 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1560 // Check enter rights before map getting to avoid creating instance copy for player
1561 // this check not dependent from map instance copy and same for all instance copies of selected map
1562 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1564 SetSemaphoreTeleport(false);
1568 // If the map is not created, assume it is possible to enter it.
1569 // It will be created in the WorldPortAck.
1570 Map
*map
= MapManager::Instance().FindMap(mapid
);
1571 if (!map
|| map
->CanEnter(this))
1577 ResetContestedPvP();
1579 // remove player from battleground on far teleport (when changing maps)
1580 if(BattleGround
const* bg
= GetBattleGround())
1582 // Note: at battleground join battleground id set before teleport
1583 // and we already will found "current" battleground
1584 // just need check that this is targeted map or leave
1585 if(bg
->GetMapId() != mapid
)
1586 LeaveBattleground(false); // don't teleport to entry point
1589 // remove pet on map change
1592 //leaving map -> delete pet right away (doing this later will cause problems)
1593 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1594 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1596 m_temporaryUnsummonedPetNumber
= 0;
1598 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1601 // remove all dyn objects
1602 RemoveAllDynObjects();
1604 // stop spellcasting
1605 // not attempt interrupt teleportation spell at caster teleport
1606 if(!(options
& TELE_TO_SPELL
))
1607 if(IsNonMeleeSpellCasted(true))
1608 InterruptNonMeleeSpells(true);
1610 if(!GetSession()->PlayerLogout())
1612 // send transfer packets
1613 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1614 data
<< uint32(mapid
);
1617 data
<< m_transport
->GetEntry() << GetMapId();
1619 GetSession()->SendPacket(&data
);
1621 data
.Initialize(SMSG_NEW_WORLD
, (20));
1624 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1628 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1630 GetSession()->SendPacket( &data
);
1631 SendSavedInstances();
1633 // remove from old map now
1634 if(oldmap
) oldmap
->Remove(this, false);
1637 // new final coordinates
1641 float final_o
= orientation
;
1645 final_x
+= m_movementInfo
.t_x
;
1646 final_y
+= m_movementInfo
.t_y
;
1647 final_z
+= m_movementInfo
.t_z
;
1648 final_o
+= m_movementInfo
.t_o
;
1651 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1652 // if the player is saved before worldportack (at logout for example)
1653 // this will be used instead of the current location in SaveToDB
1655 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1657 // move packet sent by client always after far teleport
1658 // SetPosition(final_x, final_y, final_z, final_o, true);
1661 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1669 void Player::AddToWorld()
1671 ///- Do not add/remove the player from the object storage
1672 ///- It will crash when updating the ObjectAccessor
1673 ///- The player should only be added when logging in
1676 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1679 m_items
[i
]->AddToWorld();
1683 void Player::RemoveFromWorld()
1688 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1690 UnsummonAllTotems();
1695 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1698 m_items
[i
]->RemoveFromWorld();
1701 ///- Do not add/remove the player from the object storage
1702 ///- It will crash when updating the ObjectAccessor
1703 ///- The player should only be removed when logging out
1704 Unit::RemoveFromWorld();
1707 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1711 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1715 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1717 // talent who gave more rage on attack
1718 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1722 addRage
= damage
/rageconversion
*2.5;
1724 // Berserker Rage effect
1725 if(HasAura(18499,0))
1729 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1731 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1734 void Player::RegenerateAll()
1736 if (m_regenTimer
!= 0)
1738 uint32 regenDelay
= 2000;
1740 // Not in combat or they have regeneration
1741 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1742 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1745 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1746 Regenerate(POWER_RAGE
);
1749 Regenerate( POWER_ENERGY
);
1751 Regenerate( POWER_MANA
);
1753 m_regenTimer
= regenDelay
;
1756 void Player::Regenerate(Powers power
)
1758 uint32 curValue
= GetPower(power
);
1759 uint32 maxValue
= GetMaxPower(power
);
1761 float addvalue
= 0.0f
;
1767 bool recentCast
= IsUnderLastManaUseEffect();
1768 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1771 // Mangos Updates Mana in intervals of 2s, which is correct
1772 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT
) * ManaIncreaseRate
* 2.00f
;
1776 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN
) * ManaIncreaseRate
* 2.00f
;
1779 case POWER_RAGE
: // Regenerate rage
1781 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1782 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1784 case POWER_ENERGY
: // Regenerate energy (rogue)
1788 case POWER_HAPPINESS
:
1792 // Mana regen calculated in Player::UpdateManaRegen()
1793 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1794 if(power
!= POWER_MANA
)
1796 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1797 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1798 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1799 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1802 if (power
!= POWER_RAGE
)
1804 curValue
+= uint32(addvalue
);
1805 if (curValue
> maxValue
)
1806 curValue
= maxValue
;
1810 if(curValue
<= uint32(addvalue
))
1813 curValue
-= uint32(addvalue
);
1815 SetPower(power
, curValue
);
1818 void Player::RegenerateHealth()
1820 uint32 curValue
= GetHealth();
1821 uint32 maxValue
= GetMaxHealth();
1823 if (curValue
>= maxValue
) return;
1825 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1827 float addvalue
= 0.0f
;
1830 if ( IsPolymorphed() )
1831 addvalue
= GetMaxHealth()/3;
1832 // normal regen case (maybe partly in combat case)
1833 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1835 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1838 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1839 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1840 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1842 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1843 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1849 // always regeneration bonus (including combat)
1850 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1855 ModifyHealth(int32(addvalue
));
1858 bool Player::CanInteractWithNPCs(bool alive
) const
1860 if(alive
&& !isAlive())
1868 bool Player::IsUnderWater() const
1870 return IsInWater() &&
1871 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1874 void Player::SetInWater(bool apply
)
1876 if(m_isInWater
==apply
)
1879 //define player in water by opcodes
1880 //move player's guid into HateOfflineList of those mobs
1881 //which can't swim and move guid back into ThreatList when
1883 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1884 m_isInWater
= apply
;
1886 // remove auras that need water/land
1887 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1889 getHostilRefManager().updateThreatTables();
1892 void Player::SetGameMaster(bool on
)
1896 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1898 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1900 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1901 ResetContestedPvP();
1903 getHostilRefManager().setOnlineOfflineState(false);
1908 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1909 setFactionForRace(getRace());
1910 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1912 // restore FFA PvP Server state
1913 if(sWorld
.IsFFAPvPRealm())
1914 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
1916 // restore FFA PvP area state, remove not allowed for GM mounts
1917 UpdateArea(m_areaUpdateId
);
1919 getHostilRefManager().setOnlineOfflineState(true);
1922 ObjectAccessor::UpdateVisibilityForPlayer(this);
1925 void Player::SetGMVisible(bool on
)
1929 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
1931 // Reapply stealth/invisibility if active or show if not any
1932 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
1933 SetVisibility(VISIBILITY_GROUP_STEALTH
);
1934 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
1935 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
1937 SetVisibility(VISIBILITY_ON
);
1941 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
1943 SetAcceptWhispers(false);
1944 SetGameMaster(true);
1946 SetVisibility(VISIBILITY_OFF
);
1950 bool Player::IsGroupVisibleFor(Player
* p
) const
1952 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
1954 default: return IsInSameGroupWith(p
);
1955 case 1: return IsInSameRaidWith(p
);
1956 case 2: return GetTeam()==p
->GetTeam();
1960 bool Player::IsInSameGroupWith(Player
const* p
) const
1962 return p
==this || GetGroup() != NULL
&&
1963 GetGroup() == p
->GetGroup() &&
1964 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
1967 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
1968 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
1969 void Player::UninviteFromGroup()
1971 if(GetGroupInvite()) // uninvited invitee
1973 Group
* group
= GetGroupInvite();
1974 group
->RemoveInvite(this);
1976 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
1978 if(group
->IsCreated())
1980 group
->Disband(true);
1981 objmgr
.RemoveGroup(group
);
1984 group
->RemoveAllInvites();
1991 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
1995 if (group
->RemoveMember(guid
, 0) <= 1)
1997 // group->Disband(); already disbanded in RemoveMember
1998 objmgr
.RemoveGroup(group
);
2000 // removemember sets the player's group pointer to NULL
2005 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2007 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2008 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2009 data
<< uint32(GivenXP
+RestXP
); // given experience
2010 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2013 data
<< uint32(GivenXP
); // experience without rested bonus
2014 data
<< float(1); // 1 - none 0 - 100% group bonus output
2016 data
<< uint8(0); // new 2.4.0
2017 GetSession()->SendPacket(&data
);
2020 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2028 uint32 level
= getLevel();
2030 // XP to money conversion processed in Player::RewardQuest
2031 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2034 // handle SPELL_AURA_MOD_XP_PCT auras
2035 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2036 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2037 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2039 // XP resting bonus for kill
2040 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2042 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2044 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2045 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2046 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2048 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2052 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2053 GiveLevel(level
+ 1);
2056 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2059 SetUInt32Value(PLAYER_XP
, newXP
);
2062 // Update player to next level
2063 // Current player experience not update (must be update by caller)
2064 void Player::GiveLevel(uint32 level
)
2066 if ( level
== getLevel() )
2069 PlayerLevelInfo info
;
2070 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2072 PlayerClassLevelInfo classInfo
;
2073 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2075 // send levelup info to client
2076 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2077 data
<< uint32(level
);
2078 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2079 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2080 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2086 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2087 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2089 GetSession()->SendPacket(&data
);
2091 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2093 //update level, max level of skills
2094 if(getLevel()!= level
)
2095 m_Played_time
[1] = 0; // Level Played Time reset
2099 // save base values (bonuses already included in stored stats
2100 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2101 SetCreateStat(Stats(i
), info
.stats
[i
]);
2103 SetCreateHealth(classInfo
.basehealth
);
2104 SetCreateMana(classInfo
.basemana
);
2106 InitTalentForLevel();
2107 InitTaxiNodesForLevel();
2111 // set current level health and mana/energy to maximum after applying all mods.
2112 SetHealth(GetMaxHealth());
2113 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2114 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2115 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2116 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2117 SetPower(POWER_FOCUS
, 0);
2118 SetPower(POWER_HAPPINESS
, 0);
2120 // give level to summoned pet
2121 Pet
* pet
= GetPet();
2122 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2123 pet
->GivePetLevel(level
);
2126 void Player::InitTalentForLevel()
2128 uint32 level
= getLevel();
2129 // talents base at level diff ( talents = level - 9 but some can be used already)
2132 // Remove all talent points
2133 if(m_usedTalentCount
> 0) // Free any used talents
2136 SetFreeTalentPoints(0);
2141 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2142 // if used more that have then reset
2143 if(m_usedTalentCount
> talentPointsForLevel
)
2145 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2148 SetFreeTalentPoints(0);
2150 // else update amount of free points
2152 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2156 void Player::InitStatsForLevel(bool reapplyMods
)
2158 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2159 _RemoveAllStatBonuses();
2161 PlayerClassLevelInfo classInfo
;
2162 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2164 PlayerLevelInfo info
;
2165 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2167 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2168 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2172 // set default cast time multiplier
2173 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2175 // reset size before reapply auras
2176 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2178 // save base values (bonuses already included in stored stats
2179 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2180 SetCreateStat(Stats(i
), info
.stats
[i
]);
2182 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2183 SetStat(Stats(i
), info
.stats
[i
]);
2185 SetCreateHealth(classInfo
.basehealth
);
2188 SetCreateMana(classInfo
.basemana
);
2190 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2194 //reset rating fields values
2195 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2196 SetUInt32Value(index
, 0);
2198 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2199 for (int i
= 0; i
< 7; i
++)
2201 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2202 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2203 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2206 //reset attack power, damage and attack speed fields
2207 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2208 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2209 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2211 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2212 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2213 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2214 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2215 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2216 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2218 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2219 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2220 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2221 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2222 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2223 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2225 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2226 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2227 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2228 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2230 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2231 for (uint8 i
= 0; i
< 7; ++i
)
2232 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2234 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2235 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2236 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2239 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2241 // set armor (resistance 0) to original value (create_agility*2)
2242 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2243 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2244 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2245 // set other resistance to original value (0)
2246 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2248 SetResistance(SpellSchools(i
), 0);
2249 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2250 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2253 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2254 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2255 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2257 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2258 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2260 // Init data for form but skip reapply item mods for form
2261 InitDataForForm(reapplyMods
);
2264 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2265 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2267 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2269 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2270 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2272 // cleanup unit flags (will be re-applied if need at aura load).
2273 RemoveFlag( UNIT_FIELD_FLAGS
,
2274 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2275 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2276 UNIT_FLAG_DISABLE_ROTATE
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2277 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2278 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2279 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2281 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2282 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2284 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2286 // restore if need some important flags
2287 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2289 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2290 _ApplyAllStatBonuses();
2292 // set current level health and mana/energy to maximum after applying all mods.
2293 SetHealth(GetMaxHealth());
2294 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2295 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2296 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2297 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2298 SetPower(POWER_FOCUS
, 0);
2299 SetPower(POWER_HAPPINESS
, 0);
2302 void Player::SendInitialSpells()
2304 uint16 spellCount
= 0;
2306 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2309 size_t countPos
= data
.wpos();
2310 data
<< uint16(spellCount
); // spell count placeholder
2312 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2314 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2317 if(!itr
->second
->active
|| itr
->second
->disabled
)
2320 data
<< uint16(itr
->first
);
2321 //data << uint16(itr->second->slotId);
2322 data
<< uint16(0); // it's not slot id
2327 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2329 uint16 spellCooldowns
= m_spellCooldowns
.size();
2330 data
<< uint16(spellCooldowns
);
2331 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); itr
++)
2333 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2337 data
<< uint16(itr
->first
);
2339 time_t cooldown
= 0;
2340 time_t curTime
= time(NULL
);
2341 if(itr
->second
.end
> curTime
)
2342 cooldown
= (itr
->second
.end
-curTime
)*1000;
2344 data
<< uint16(itr
->second
.itemid
); // cast item id
2345 data
<< uint16(sEntry
->Category
); // spell category
2346 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2349 data
<< uint32(cooldown
);
2353 data
<< uint32(cooldown
);
2358 GetSession()->SendPacket(&data
);
2360 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2363 void Player::RemoveMail(uint32 id
)
2365 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2367 if ((*itr
)->messageID
== id
)
2369 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2376 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2378 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2379 data
<< (uint32
) mailId
;
2380 data
<< (uint32
) mailAction
;
2381 data
<< (uint32
) mailError
;
2382 if ( mailError
== MAIL_ERR_BAG_FULL
)
2383 data
<< (uint32
) equipError
;
2384 else if( mailAction
== MAIL_ITEM_TAKEN
)
2386 data
<< (uint32
) item_guid
; // item guid low?
2387 data
<< (uint32
) item_count
; // item count?
2389 GetSession()->SendPacket(&data
);
2392 void Player::SendNewMail()
2394 // deliver undelivered mail
2395 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2397 GetSession()->SendPacket(&data
);
2400 void Player::UpdateNextMailTimeAndUnreads()
2402 // calculate next delivery time (min. from non-delivered mails
2403 // and recalculate unReadMail
2404 time_t cTime
= time(NULL
);
2405 m_nextMailDelivereTime
= 0;
2407 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2409 if((*itr
)->deliver_time
> cTime
)
2411 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2412 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2414 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2419 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2421 if(deliver_time
<= time(NULL
)) // ready now
2426 else // not ready and no have ready mails
2428 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2429 m_nextMailDelivereTime
= deliver_time
;
2433 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2435 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2438 // do character spell book cleanup (all characters)
2439 if(loading
&& !learning
) // spell load case
2441 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2442 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2445 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2450 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2452 // do character spell book cleanup (all characters)
2453 if(loading
&& !learning
) // spell load case
2455 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2456 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2459 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2464 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2466 bool disabled_case
= false;
2467 bool superceded_old
= false;
2469 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2470 if (itr
!= m_spells
.end())
2472 // update active state for known spell
2473 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2475 itr
->second
->active
= active
;
2477 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2478 if(loading
&& !learning
)
2479 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2480 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2481 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2485 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2486 data
<< uint16(spell_id
);
2487 GetSession()->SendPacket(&data
);
2489 return active
; // learn (show in spell book if active now)
2492 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2494 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2495 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2496 itr
->second
->disabled
= disabled
;
2501 disabled_case
= true;
2503 else switch(itr
->second
->state
)
2505 case PLAYERSPELL_UNCHANGED
: // known saved spell
2507 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2510 m_spells
.erase(itr
);
2511 state
= PLAYERSPELL_CHANGED
;
2512 break; // need re-add
2514 default: // known not saved yet spell (new or modified)
2516 // can be in case spell loading but learned at some previous spell loading
2517 if(loading
&& !learning
)
2518 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2525 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2527 // talent: unlearn all other talent ranks (high and low)
2528 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2530 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2532 for(int i
=0; i
<5; ++i
)
2534 // skip learning spell and no rank spell case
2535 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2536 if(!rankSpellId
|| rankSpellId
==spell_id
)
2539 // skip unknown ranks
2540 if(!HasSpell(rankSpellId
))
2543 removeSpell(rankSpellId
);
2547 // non talent spell: learn low ranks (recursive call)
2548 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2550 if(loading
) // at spells loading, no output, but allow save
2551 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2552 else // at normal learning
2553 learnSpell(prev_spell
);
2556 PlayerSpell
*newspell
= new PlayerSpell
;
2557 newspell
->active
= active
;
2558 newspell
->state
= state
;
2559 newspell
->disabled
= disabled
;
2561 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2562 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2564 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2566 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2567 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2568 if(!i_spellInfo
) continue;
2570 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2572 if(itr
->second
->active
)
2574 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2576 if(!loading
) // not send spell (re-/over-)learn packets at loading
2578 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2579 data
<< uint16(itr
->first
);
2580 data
<< uint16(spell_id
);
2581 GetSession()->SendPacket( &data
);
2584 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2585 itr
->second
->active
= false;
2586 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2587 superceded_old
= true; // new spell replace old in action bars and spell book.
2589 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2591 if(!loading
) // not send spell (re-/over-)learn packets at loading
2593 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2594 data
<< uint16(spell_id
);
2595 data
<< uint16(itr
->first
);
2596 GetSession()->SendPacket( &data
);
2599 // mark new spell as disable (not learned yet for client and will not learned)
2600 newspell
->active
= false;
2601 if(newspell
->state
!= PLAYERSPELL_NEW
)
2602 newspell
->state
= PLAYERSPELL_CHANGED
;
2609 uint16 tmpslot
=slot_id
;
2611 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2614 PlayerSpellMap::iterator itr
;
2615 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2617 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2619 if (itr
->second
->slotId
> maxid
)
2620 maxid
= itr
->second
->slotId
;
2622 tmpslot
= maxid
+ 1;
2625 newspell
->slotId
= tmpslot
;
2626 m_spells
[spell_id
] = newspell
;
2628 // return false if spell disabled
2629 if (newspell
->disabled
)
2633 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2635 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2636 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2637 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2639 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2640 CastSpell(this, spell_id
, true);
2642 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2643 else if (IsPassiveSpell(spell_id
))
2645 // if spell doesn't require a stance or the player is in the required stance
2646 if( ( !spellInfo
->Stances
&&
2647 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2648 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2649 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2650 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2651 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2652 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2653 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2654 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2655 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2656 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2657 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2658 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2659 //Check CasterAuraStates
2660 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2661 CastSpell(this, spell_id
, true);
2663 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2665 CastSpell(this, spell_id
, true);
2669 // update used talent points count
2670 m_usedTalentCount
+= talentCost
;
2672 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2673 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2675 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2676 SetFreePrimaryProffesions(freeProfs
-1);
2679 // add dependent skills
2680 uint16 maxskill
= GetMaxSkillValueForLevel();
2682 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2686 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2687 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2689 if(skill_value
< spellLearnSkill
->value
)
2690 skill_value
= spellLearnSkill
->value
;
2692 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2694 if(skill_max_value
< new_skill_max_value
)
2695 skill_max_value
= new_skill_max_value
;
2697 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2701 // not ranked skills
2702 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2703 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2705 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2707 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2711 if(HasSkill(pSkill
->id
))
2714 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2715 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2716 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2717 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2718 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2720 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2722 case SKILL_RANGE_LANGUAGE
:
2723 SetSkill(pSkill
->id
, 300, 300 );
2725 case SKILL_RANGE_LEVEL
:
2726 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2728 case SKILL_RANGE_MONO
:
2729 SetSkill(pSkill
->id
, 1, 1 );
2738 // learn dependent spells
2739 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2740 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2742 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2744 if(!itr
->second
.autoLearned
)
2746 if(loading
) // at spells loading, no output, but allow save
2747 addSpell(itr
->second
.spell
,true,true,loading
);
2748 else // at normal learning
2749 learnSpell(itr
->second
.spell
);
2753 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2754 return active
&& !disabled
&& !superceded_old
;
2757 void Player::learnSpell(uint32 spell_id
)
2759 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2761 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2762 bool active
= disabled
? itr
->second
->active
: true;
2764 bool learning
= addSpell(spell_id
,active
);
2766 // learn all disabled higher ranks (recursive)
2767 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2768 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2770 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2771 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2772 learnSpell(i
->second
);
2775 // prevent duplicated entires in spell book
2779 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2780 data
<< uint32(spell_id
);
2781 GetSession()->SendPacket(&data
);
2784 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2786 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2787 if (itr
== m_spells
.end())
2790 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2793 // unlearn non talent higher ranks (recursive)
2794 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2795 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2796 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2797 removeSpell(itr2
->second
,disabled
);
2800 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2801 data
<< uint16(spell_id
);
2802 GetSession()->SendPacket(&data
);
2806 itr
->second
->disabled
= disabled
;
2807 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2808 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2812 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2815 m_spells
.erase(itr
);
2818 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2821 RemoveAurasDueToSpell(spell_id
);
2824 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2825 RemovePetAura(petSpell
);
2827 // free talent points
2828 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2831 if(talentCosts
< m_usedTalentCount
)
2832 m_usedTalentCount
-= talentCosts
;
2834 m_usedTalentCount
= 0;
2837 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2838 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2840 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2841 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2842 SetFreePrimaryProffesions(freeProfs
);
2845 // remove dependent skill
2846 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2849 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2850 if(!prev_spell
) // first rank, remove skill
2851 SetSkill(spellLearnSkill
->skill
,0,0);
2854 // search prev. skill setting by spell ranks chain
2855 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2856 while(!prevSkill
&& prev_spell
)
2858 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2859 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2862 if(!prevSkill
) // not found prev skill setting, remove skill
2863 SetSkill(spellLearnSkill
->skill
,0,0);
2864 else // set to prev. skill setting values
2866 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2867 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2869 if(skill_value
> prevSkill
->value
)
2870 skill_value
= prevSkill
->value
;
2872 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2874 if(skill_max_value
> new_skill_max_value
)
2875 skill_max_value
= new_skill_max_value
;
2877 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2884 // not ranked skills
2885 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2886 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2888 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2890 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2894 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2895 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2896 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2897 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2898 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2900 // not reset skills for professions and racial abilities
2901 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2902 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2905 SetSkill(pSkill
->id
, 0, 0 );
2910 // remove dependent spells
2911 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2912 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2914 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2915 removeSpell(itr2
->second
.spell
, disabled
);
2918 void Player::RemoveArenaSpellCooldowns()
2920 // remove cooldowns on spells that has < 15 min CD
2921 SpellCooldowns::iterator itr
, next
;
2922 // iterate spell cooldowns
2923 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
2927 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2928 // check if spellentry is present and if the cooldown is less than 15 mins
2930 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2931 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2934 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2935 data
<< uint32(itr
->first
);
2937 GetSession()->SendPacket(&data
);
2939 m_spellCooldowns
.erase(itr
);
2944 void Player::RemoveAllSpellCooldown()
2946 if(!m_spellCooldowns
.empty())
2948 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
2950 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2951 data
<< uint32(itr
->first
);
2952 data
<< uint64(GetGUID());
2953 GetSession()->SendPacket(&data
);
2955 m_spellCooldowns
.clear();
2959 void Player::_LoadSpellCooldowns(QueryResult
*result
)
2961 m_spellCooldowns
.clear();
2963 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
2967 time_t curTime
= time(NULL
);
2971 Field
*fields
= result
->Fetch();
2973 uint32 spell_id
= fields
[0].GetUInt32();
2974 uint32 item_id
= fields
[1].GetUInt32();
2975 time_t db_time
= (time_t)fields
[2].GetUInt64();
2977 if(!sSpellStore
.LookupEntry(spell_id
))
2979 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
2983 // skip outdated cooldown
2984 if(db_time
<= curTime
)
2987 AddSpellCooldown(spell_id
, item_id
, db_time
);
2989 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
2991 while( result
->NextRow() );
2997 void Player::_SaveSpellCooldowns()
2999 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3001 time_t curTime
= time(NULL
);
3003 // remove outdated and save active
3004 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3006 if(itr
->second
.end
<= curTime
)
3007 m_spellCooldowns
.erase(itr
++);
3010 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3016 uint32
Player::resetTalentsCost() const
3018 // The first time reset costs 1 gold
3019 if(m_resetTalentsCost
< 1*GOLD
)
3022 else if(m_resetTalentsCost
< 5*GOLD
)
3024 // After that it increases in increments of 5 gold
3025 else if(m_resetTalentsCost
< 10*GOLD
)
3029 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3032 // This cost will be reduced by a rate of 5 gold per month
3033 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3034 // to a minimum of 10 gold.
3035 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3039 // After that it increases in increments of 5 gold
3040 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3041 // until it hits a cap of 50 gold.
3042 if(new_cost
> 50*GOLD
)
3049 bool Player::resetTalents(bool no_cost
)
3051 // not need after this call
3052 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3054 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3055 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3058 uint32 level
= getLevel();
3059 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3061 if (m_usedTalentCount
== 0)
3063 SetFreeTalentPoints(talentPointsForLevel
);
3071 cost
= resetTalentsCost();
3073 if (GetMoney() < cost
)
3075 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3080 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3082 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3084 if (!talentInfo
) continue;
3086 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3091 // unlearn only talents for character class
3092 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3093 // to prevent unexpected lost normal learned spell skip another class talents
3094 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3097 for (int j
= 0; j
< 5; j
++)
3099 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3101 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3107 // remove learned spells (all ranks)
3108 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3110 // unlearn if first rank is talent or learned by talent
3111 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3113 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3114 itr
= GetSpellMap().begin();
3123 SetFreeTalentPoints(talentPointsForLevel
);
3127 ModifyMoney(-(int32
)cost
);
3129 m_resetTalentsCost
= cost
;
3130 m_resetTalentsTime
= time(NULL
);
3133 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3134 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3139 bool Player::_removeSpell(uint16 spell_id
)
3141 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3142 if (itr
!= m_spells
.end())
3145 m_spells
.erase(itr
);
3151 Mail
* Player::GetMail(uint32 id
)
3153 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
3155 if ((*itr
)->messageID
== id
)
3163 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3167 Object::_SetCreateBits(updateMask
, target
);
3171 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3173 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3174 updateMask
->SetBit(index
);
3179 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3183 Object::_SetUpdateBits(updateMask
, target
);
3187 Object::_SetUpdateBits(updateMask
, target
);
3188 *updateMask
&= updateVisualBits
;
3192 void Player::InitVisibleBits()
3194 updateVisualBits
.SetCount(PLAYER_END
);
3196 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3198 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3199 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3200 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3202 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
);
3203 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+1);
3205 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
);
3206 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+1);
3208 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
);
3209 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+1);
3211 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
);
3212 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+1);
3214 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
);
3215 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+1);
3217 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3218 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3219 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3220 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3221 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3222 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3224 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3225 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3226 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3227 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3228 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3229 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3231 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3232 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3233 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3234 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3235 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3236 for(uint16 i
= UNIT_FIELD_AURA
; i
< UNIT_FIELD_AURASTATE
; ++i
)
3237 updateVisualBits
.SetBit(i
);
3238 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3239 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
);
3240 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3241 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3242 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3243 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3244 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3245 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3246 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3247 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3248 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3249 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3250 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3251 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3252 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3254 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
);
3255 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+1);
3256 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3257 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3258 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3259 updateVisualBits
.SetBit(PLAYER_BYTES
);
3260 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3261 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3262 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3263 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3265 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3266 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+=4)
3267 updateVisualBits
.SetBit(i
);
3269 //Players visible items are not inventory stuff
3270 //431) = 884 (0x374) = main weapon
3271 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3274 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 0);
3275 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 1);
3277 uint16 visual_base
= PLAYER_VISIBLE_ITEM_1_0
+ (i
*MAX_VISIBLE_ITEM_OFFSET
);
3280 updateVisualBits
.SetBit(visual_base
+ 0);
3282 // item enchantment IDs
3283 for(uint8 j
= 0; j
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++j
)
3284 updateVisualBits
.SetBit(visual_base
+ 1 + j
);
3286 // random properties
3287 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3288 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3291 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3294 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3296 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3298 if(m_items
[i
] == NULL
)
3301 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3307 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3309 if(m_items
[i
] == NULL
)
3312 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3314 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3316 if(m_items
[i
] == NULL
)
3319 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3323 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3326 void Player::DestroyForPlayer( Player
*target
) const
3328 Unit::DestroyForPlayer( target
);
3330 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3332 if(m_items
[i
] == NULL
)
3335 m_items
[i
]->DestroyForPlayer( target
);
3341 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3343 if(m_items
[i
] == NULL
)
3346 m_items
[i
]->DestroyForPlayer( target
);
3348 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3350 if(m_items
[i
] == NULL
)
3353 m_items
[i
]->DestroyForPlayer( target
);
3358 bool Player::HasSpell(uint32 spell
) const
3360 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3361 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3364 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3367 return TRAINER_SPELL_RED
;
3369 if (!trainer_spell
->spell
)
3370 return TRAINER_SPELL_RED
;
3373 if(HasSpell(trainer_spell
->spell
))
3374 return TRAINER_SPELL_GRAY
;
3376 // check race/class requirement
3377 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3378 return TRAINER_SPELL_RED
;
3380 // check level requirement
3381 if(getLevel() < trainer_spell
->reqlevel
)
3382 return TRAINER_SPELL_RED
;
3384 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3386 // check prev.rank requirement
3387 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3388 return TRAINER_SPELL_RED
;
3390 // check additional spell requirement
3391 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3392 return TRAINER_SPELL_RED
;
3395 // check skill requirement
3396 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3397 return TRAINER_SPELL_RED
;
3399 // exist, already checked at loading
3400 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3402 // secondary prof. or not prof. spell
3403 uint32 skill
= spell
->EffectMiscValue
[1];
3405 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3406 return TRAINER_SPELL_GREEN
;
3408 // check primary prof. limit
3409 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3410 return TRAINER_SPELL_RED
;
3412 return TRAINER_SPELL_GREEN
;
3415 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3417 uint32 guid
= GUID_LOPART(playerguid
);
3419 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3420 // bones will be deleted by corpse/bones deleting thread shortly
3421 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3423 // remove from guild
3424 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3427 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3429 guild
->DelMember(guid
);
3432 // the player was uninvited already on logout so just remove from group
3433 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3436 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3438 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3441 RemoveFromGroup(group
, playerguid
);
3445 // remove signs from petitions (also remove petitions if owner);
3446 RemovePetitionsAndSigns(playerguid
, 10);
3448 // return back all mails with COD and Item 0 1 2 3 4 5 6
3449 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3454 Field
*fields
= resultMail
->Fetch();
3456 uint32 mail_id
= fields
[0].GetUInt32();
3457 uint16 mailTemplateId
= fields
[1].GetUInt16();
3458 uint32 sender
= fields
[2].GetUInt32();
3459 std::string subject
= fields
[3].GetCppString();
3460 uint32 itemTextId
= fields
[4].GetUInt32();
3461 uint32 money
= fields
[5].GetUInt32();
3462 bool has_items
= fields
[6].GetBool();
3464 //we can return mail now
3465 //so firstly delete the old one
3466 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3471 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
3476 Field
*fields2
= resultItems
->Fetch();
3478 uint32 item_guidlow
= fields2
[0].GetUInt32();
3479 uint32 item_template
= fields2
[1].GetUInt32();
3481 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3484 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3488 Item
*pItem
= NewItemOrBag(itemProto
);
3489 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
)))
3491 pItem
->FSetState(ITEM_REMOVED
);
3492 pItem
->SaveToDB(); // it also deletes item object !
3496 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3498 while (resultItems
->NextRow());
3504 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3506 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3508 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, 0, mailTemplateId
);
3510 while (resultMail
->NextRow());
3515 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3516 // Get guids of character's pets, will deleted in transaction
3517 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3519 // NOW we can finally clear other DB data related to character
3520 CharacterDatabase
.BeginTransaction();
3525 Field
*fields3
= resultPets
->Fetch();
3526 uint32 petguidlow
= fields3
[0].GetUInt32();
3527 Pet::DeleteFromDB(petguidlow
);
3528 } while (resultPets
->NextRow());
3532 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3533 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3534 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3535 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3536 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3537 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3538 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3539 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3540 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3541 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3542 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3543 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3544 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3545 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3546 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3547 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3548 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3549 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3550 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3551 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3552 CharacterDatabase
.CommitTransaction();
3554 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3555 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3558 void Player::SetMovement(PlayerMovementType pType
)
3563 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3564 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3565 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3566 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3568 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3571 data
.append(GetPackGUID());
3573 GetSession()->SendPacket( &data
);
3577 - a resurrectable corpse must not be loaded for the player (only bones)
3578 - the player must be in world
3580 void Player::BuildPlayerRepop()
3582 if(getRace() == RACE_NIGHTELF
)
3583 CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
3584 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3586 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3587 // there must be SMSG.STOP_MIRROR_TIMER
3588 // there we must send 888 opcode
3590 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3593 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3597 // create a corpse and place it at the player's location
3599 Corpse
*corpse
= GetCorpse();
3602 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3605 GetMap()->Add(corpse
);
3607 // convert player body to ghost
3610 SetMovement(MOVE_WATER_WALK
);
3611 if(!GetSession()->isLogingOut())
3612 SetMovement(MOVE_UNROOT
);
3614 // BG - remove insignia related
3615 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3617 SendCorpseReclaimDelay();
3619 // to prevent cheating
3620 corpse
->ResetGhostTime();
3622 StopMirrorTimers(); //disable timers(bars)
3624 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3626 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3629 void Player::SendDelayResponse(const uint32 ml_seconds
)
3631 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3632 data
<< (uint32
)time(NULL
);
3634 GetSession()->SendPacket( &data
);
3637 void Player::ResurrectPlayer(float restore_percent
, bool updateToWorld
, bool applySickness
)
3639 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3644 GetSession()->SendPacket(&data
);
3646 // speed change, land walk
3648 // remove death flag + set aura
3649 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3650 if(getRace() == RACE_NIGHTELF
)
3651 RemoveAurasDueToSpell(20584); // speed bonuses
3652 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3654 setDeathState(ALIVE
);
3656 SetMovement(MOVE_LAND_WALK
);
3657 SetMovement(MOVE_UNROOT
);
3661 // set health/powers (0- will be set in caller)
3662 if(restore_percent
>0.0f
)
3664 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3665 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3666 SetPower(POWER_RAGE
, 0);
3667 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3671 ObjectAccessor::UpdateVisibilityForPlayer(this);
3673 // some items limited to specific map
3674 DestroyZoneLimitedItem( true, GetZoneId());
3676 if(!applySickness
|| getLevel() <= 10)
3679 //Characters from level 1-10 are not affected by resurrection sickness.
3680 //Characters from level 11-19 will suffer from one minute of sickness
3681 //for each level they are above 10.
3682 //Characters level 20 and up suffer from ten minutes of sickness.
3683 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3685 if(int32(getLevel()) >= startLevel
)
3687 // set resurrection sickness
3688 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3690 // not full duration
3691 if(int32(getLevel()) < startLevel
+9)
3693 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3695 for(int i
=0; i
< 3; ++i
)
3697 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3699 Aur
->SetAuraDuration(delta
*1000);
3700 Aur
->UpdateAuraDuration();
3707 void Player::KillPlayer()
3709 SetMovement(MOVE_ROOT
);
3711 StopMirrorTimers(); //disable timers(bars)
3713 setDeathState(CORPSE
);
3714 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3716 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3717 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3719 // 6 minutes until repop at graveyard
3720 m_deathTimer
= 6*MINUTE
*1000;
3722 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3724 // don't create corpse at this moment, player might be falling
3726 // update visibility
3727 ObjectAccessor::UpdateObjectVisibility(this);
3730 void Player::CreateCorpse()
3732 // prevent existence 2 corpse for player
3735 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3737 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3740 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3741 GetPositionY(), GetPositionZ(), GetOrientation()))
3747 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3748 _pb
= GetUInt32Value(PLAYER_BYTES
);
3749 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3751 uint8 race
= (uint8
)(_uf
);
3752 uint8 skin
= (uint8
)(_pb
);
3753 uint8 face
= (uint8
)(_pb
>> 8);
3754 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3755 uint8 haircolor
= (uint8
)(_pb
>> 24);
3756 uint8 facialhair
= (uint8
)(_pb2
);
3758 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3759 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3761 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3762 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3764 uint32 flags
= CORPSE_FLAG_UNK2
;
3765 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3766 flags
|= CORPSE_FLAG_HIDE_HELM
;
3767 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3768 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3769 if(InBattleGround())
3770 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3771 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3773 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3775 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3778 uint16 iIventoryType
;
3780 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3784 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3785 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3787 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3788 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3792 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3793 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3795 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3798 // register for player, but not show
3799 ObjectAccessor::Instance().AddCorpse(corpse
);
3802 void Player::SpawnCorpseBones()
3804 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3805 SaveToDB(); // prevent loading as ghost without corpse
3808 Corpse
* Player::GetCorpse() const
3810 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3813 void Player::DurabilityLossAll(double percent
, bool inventory
)
3815 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3816 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3817 DurabilityLoss(pItem
,percent
);
3821 // bags not have durability
3822 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3824 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3825 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3826 DurabilityLoss(pItem
,percent
);
3828 // keys not have durability
3829 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3831 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3832 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3833 if(ItemPrototype
const *pBagProto
= pBag
->GetProto())
3834 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
3835 if(Item
* pItem
= GetItemByPos( i
, j
))
3836 DurabilityLoss(pItem
,percent
);
3840 void Player::DurabilityLoss(Item
* item
, double percent
)
3845 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3850 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3852 if(pDurabilityLoss
< 1 )
3853 pDurabilityLoss
= 1;
3855 DurabilityPointsLoss(item
,pDurabilityLoss
);
3858 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3860 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3861 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3862 DurabilityPointsLoss(pItem
,points
);
3866 // bags not have durability
3867 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3869 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3870 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3871 DurabilityPointsLoss(pItem
,points
);
3873 // keys not have durability
3874 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3876 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3877 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3878 if(ItemPrototype
const *pBagProto
= pBag
->GetProto())
3879 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
3880 if(Item
* pItem
= GetItemByPos( i
, j
))
3881 DurabilityPointsLoss(pItem
,points
);
3885 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3887 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3888 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3889 int32 pNewDurability
= pOldDurability
- points
;
3891 if (pNewDurability
< 0)
3893 else if (pNewDurability
> pMaxDurability
)
3894 pNewDurability
= pMaxDurability
;
3896 if (pOldDurability
!= pNewDurability
)
3898 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3899 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3900 _ApplyItemMods(item
,item
->GetSlot(), false);
3902 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
3904 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3905 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
3906 _ApplyItemMods(item
,item
->GetSlot(), true);
3908 item
->SetState(ITEM_CHANGED
, this);
3912 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
3914 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
3915 DurabilityPointsLoss(pItem
,1);
3918 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
3920 uint32 TotalCost
= 0;
3921 // equipped, backpack, bags itself
3922 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3923 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
3925 // bank, buyback and keys not repaired
3927 // items in inventory bags
3928 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
3929 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
3930 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
3934 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
3936 Item
* item
= GetItemByPos(pos
);
3938 uint32 TotalCost
= 0;
3942 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3946 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3950 uint32 LostDurability
= maxDurability
- curDurability
;
3951 if(LostDurability
>0)
3953 ItemPrototype
const *ditemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(item
->GetEntry());
3956 sLog
.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto
);
3960 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
3963 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost
);
3967 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry((ditemProto
->Quality
+1)*2);
3968 if(!dQualitymodEntry
)
3970 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry
);
3974 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
3975 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
3977 costs
= uint32(costs
* discountMod
);
3979 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
3984 if (GetGuildId()==0)
3986 DEBUG_LOG("You are not member of a guild");
3990 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
3994 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
3996 DEBUG_LOG("You do not have rights to withdraw for repairs");
4000 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4002 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4006 if (pGuild
->GetGuildBankMoney() < costs
)
4008 DEBUG_LOG("There is not enough money in bank");
4012 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4015 else if (GetMoney() < costs
)
4017 DEBUG_LOG("You do not have enough money");
4021 ModifyMoney( -int32(costs
) );
4025 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4026 item
->SetState(ITEM_CHANGED
, this);
4028 // reapply mods for total broken and repaired item if equipped
4029 if(IsEquipmentPos(pos
) && !curDurability
)
4030 _ApplyItemMods(item
,pos
& 255, true);
4034 void Player::RepopAtGraveyard()
4036 // note: this can be called also when the player is alive
4037 // for example from WorldSession::HandleMovementOpcodes
4039 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4041 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4042 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4044 ResurrectPlayer(0.5f
);
4048 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4050 // Special handle for battleground maps
4051 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4053 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4054 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4056 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4058 // stop countdown until repop
4061 // if no grave found, stay at the current location
4062 // and don't show spirit healer location
4065 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4066 if(isDead()) // not send if alive, because it used in TeleportTo()
4068 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4069 data
<< ClosestGrave
->map_id
;
4070 data
<< ClosestGrave
->x
;
4071 data
<< ClosestGrave
->y
;
4072 data
<< ClosestGrave
->z
;
4073 GetSession()->SendPacket(&data
);
4078 void Player::JoinedChannel(Channel
*c
)
4080 m_channels
.push_back(c
);
4083 void Player::LeftChannel(Channel
*c
)
4085 m_channels
.remove(c
);
4088 void Player::CleanupChannels()
4090 while(!m_channels
.empty())
4092 Channel
* ch
= *m_channels
.begin();
4093 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4094 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4095 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4096 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4099 sLog
.outDebug("Player: channels cleaned up!");
4102 void Player::UpdateLocalChannels(uint32 newZone
)
4104 if(m_channels
.empty())
4107 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4111 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4115 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4117 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4121 // skip non built-in channels
4122 if(!(*i
)->IsConstant())
4125 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4129 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4133 char new_channel_name_buf
[100];
4134 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4135 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4137 if((*i
)!=new_channel
)
4139 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4141 // leave old channel
4142 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4143 std::string name
= (*i
)->GetName(); // stroe name, (*i)erase in LeftChannel
4144 LeftChannel(*i
); // remove from player's channel list
4145 cMgr
->LeftChannel(name
); // delete if empty
4148 sLog
.outDebug("Player: channels cleaned up!");
4151 void Player::LeaveLFGChannel()
4153 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4157 (*i
)->Leave(GetGUID());
4163 void Player::UpdateDefense()
4165 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4167 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4169 // update dependent from defense skill part
4170 UpdateDefenseBonusesMod();
4174 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
, bool affectStats
)
4176 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4178 sLog
.outError("ERROR in HandleBaseModValue(): nonexisted BaseModGroup of wrong BaseModType!");
4187 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4190 if(amount
<= -100.0f
)
4193 val
= (100.0f
+ amount
) / 100.0f
;
4194 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4198 if(!CanModifyStats())
4203 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4204 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4205 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4206 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4211 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4213 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4215 sLog
.outError("ERROR: trial to access nonexisted BaseModGroup or wrong BaseModType!");
4219 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4222 return m_auraBaseMod
[modGroup
][modType
];
4225 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4227 if(modGroup
>= BASEMOD_END
)
4229 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4233 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4236 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4239 uint32
Player::GetShieldBlockValue() const
4241 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4243 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
)/20 - 1;
4245 value
= (value
< 0) ? 0 : value
;
4247 return uint32(value
);
4250 float Player::GetMeleeCritFromAgility()
4252 uint32 level
= getLevel();
4253 uint32 pclass
= getClass();
4255 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4257 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4258 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4259 if (critBase
==NULL
|| critRatio
==NULL
)
4262 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4266 float Player::GetDodgeFromAgility()
4268 // Table for base dodge values
4269 float dodge_base
[MAX_CLASSES
] = {
4271 0.00652f
, // Paladin
4278 0.02011f
, // Warlock
4282 // Crit/agility to dodge/agility coefficient multipliers
4283 float crit_to_dodge
[MAX_CLASSES
] = {
4297 uint32 level
= getLevel();
4298 uint32 pclass
= getClass();
4300 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4302 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4303 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4304 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4307 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4308 return dodge
*100.0f
;
4311 float Player::GetSpellCritFromIntellect()
4313 uint32 level
= getLevel();
4314 uint32 pclass
= getClass();
4316 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4318 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4319 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4320 if (critBase
==NULL
|| critRatio
==NULL
)
4323 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4327 float Player::GetRatingCoefficient(CombatRating cr
) const
4329 uint32 level
= getLevel();
4331 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4333 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4335 return 1.0f
; // By default use minimum coefficient (not must be called)
4337 return Rating
->ratio
;
4340 float Player::GetRatingBonusValue(CombatRating cr
) const
4342 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4345 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4347 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4348 if (melee
>25.0f
) melee
= 25.0f
;
4349 return uint32 (melee
* damage
/100.0f
);
4352 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4354 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4355 if (ranged
>25.0f
) ranged
=25.0f
;
4356 return uint32 (ranged
* damage
/100.0f
);
4359 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4361 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4362 // In wow script resilience limited to 25%
4365 return uint32 (spell
* damage
/ 100.0f
);
4368 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4370 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4371 // Dot resilience not limited (limit it by 100%)
4372 if (spellDot
> 100.0f
)
4374 return uint32 (spellDot
* damage
/ 100.0f
);
4377 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4382 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4384 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4391 float Player::OCTRegenHPPerSpirit()
4393 uint32 level
= getLevel();
4394 uint32 pclass
= getClass();
4396 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4398 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4399 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4400 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4403 // Formula from PaperDollFrame script
4404 float spirit
= GetStat(STAT_SPIRIT
);
4405 float baseSpirit
= spirit
;
4406 if (baseSpirit
>50) baseSpirit
= 50;
4407 float moreSpirit
= spirit
- baseSpirit
;
4408 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4412 float Player::OCTRegenMPPerSpirit()
4414 uint32 level
= getLevel();
4415 uint32 pclass
= getClass();
4417 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4419 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4420 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4421 if (moreRatio
==NULL
)
4424 // Formula get from PaperDollFrame script
4425 float spirit
= GetStat(STAT_SPIRIT
);
4426 float regen
= spirit
* moreRatio
->ratio
;
4430 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4432 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, value
, apply
);
4434 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4435 float RatingChange
= 0.0f
;
4437 bool affectStats
= CanModifyStats();
4441 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4442 case CR_DEFENSE_SKILL
:
4443 UpdateDefenseBonusesMod();
4446 UpdateDodgePercentage();
4449 UpdateParryPercentage();
4452 UpdateBlockPercentage();
4455 RatingChange
= value
/ RatingCoeffecient
;
4456 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4459 RatingChange
= value
/ RatingCoeffecient
;
4460 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4463 RatingChange
= value
/ RatingCoeffecient
;
4464 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4469 UpdateCritPercentage(BASE_ATTACK
);
4470 UpdateCritPercentage(OFF_ATTACK
);
4473 case CR_CRIT_RANGED
:
4475 UpdateCritPercentage(RANGED_ATTACK
);
4479 UpdateAllSpellCritChances();
4481 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4482 case CR_HIT_TAKEN_RANGED
:
4484 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4486 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4487 case CR_CRIT_TAKEN_RANGED
:
4489 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4491 case CR_HASTE_MELEE
:
4492 RatingChange
= value
/ RatingCoeffecient
;
4493 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4494 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4496 case CR_HASTE_RANGED
:
4497 RatingChange
= value
/ RatingCoeffecient
;
4498 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4500 case CR_HASTE_SPELL
:
4501 RatingChange
= value
/ RatingCoeffecient
;
4502 ApplyCastTimePercentMod(RatingChange
,apply
);
4504 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4505 case CR_WEAPON_SKILL_OFFHAND
:
4506 case CR_WEAPON_SKILL_RANGED
:
4511 UpdateExpertise(BASE_ATTACK
);
4512 UpdateExpertise(OFF_ATTACK
);
4518 void Player::SetRegularAttackTime()
4520 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4522 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4523 if(tmpitem
&& !tmpitem
->IsBroken())
4525 ItemPrototype
const *proto
= tmpitem
->GetProto();
4527 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4529 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4534 //skill+step, checking for max value
4535 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4541 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4542 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4545 if(i
>=PLAYER_MAX_SKILLS
)
4548 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4549 uint32 value
= SKILL_VALUE(data
);
4550 uint32 max
= SKILL_MAX(data
);
4552 if ((!max
) || (!value
) || (value
>= max
))
4555 if (value
*512 < max
*urand(0,512))
4557 uint32 new_value
= value
+step
;
4561 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4568 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4570 if ( SkillValue
>= GrayLevel
)
4571 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4572 if ( SkillValue
>= GreenLevel
)
4573 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4574 if ( SkillValue
>= YellowLevel
)
4575 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4576 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4579 bool Player::UpdateCraftSkill(uint32 spellid
)
4581 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4583 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4584 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4586 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4588 if(_spell_idx
->second
->skillId
)
4590 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4592 // Alchemy Discoveries here
4593 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4594 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4596 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4597 learnSpell(discoveredSpell
);
4600 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4602 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4603 _spell_idx
->second
->max_value
,
4604 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4605 _spell_idx
->second
->min_value
),
4612 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4614 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4616 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4618 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4621 case SKILL_HERBALISM
:
4622 case SKILL_LOCKPICKING
:
4623 case SKILL_JEWELCRAFTING
:
4624 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4625 case SKILL_SKINNING
:
4626 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4627 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4629 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4631 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4632 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4634 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4639 bool Player::UpdateFishingSkill()
4641 sLog
.outDebug("UpdateFishingSkill");
4643 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4645 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4647 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4649 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4652 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4654 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4658 if(Chance
<= 0) // speedup in 0 chance case
4660 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4665 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4666 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4667 if ( i
>= PLAYER_MAX_SKILLS
)
4670 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4671 uint16 SkillValue
= SKILL_VALUE(data
);
4672 uint16 MaxValue
= SKILL_MAX(data
);
4674 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4677 int32 Roll
= irand(1,1000);
4679 if ( Roll
<= Chance
)
4681 uint32 new_value
= SkillValue
+step
;
4682 if(new_value
> MaxValue
)
4683 new_value
= MaxValue
;
4685 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4686 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4690 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4694 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4696 // no skill gain in pvp
4697 Unit
*pVictim
= getVictim();
4698 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4702 return; // always maximized SKILL_FERAL_COMBAT in fact
4704 if(m_form
== FORM_TREE
)
4705 return; // use weapon but not skill up
4707 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4713 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4716 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4717 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4718 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4724 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4726 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4730 UpdateAllCritPercentages();
4733 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4737 case MELEE_HIT_CRIT
:
4738 case MELEE_HIT_DODGE
:
4739 case MELEE_HIT_PARRY
:
4740 case MELEE_HIT_BLOCK
:
4741 case MELEE_HIT_BLOCK_CRIT
:
4748 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4749 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4750 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4751 if(moblevel
< greylevel
)
4754 if (moblevel
> plevel
+ 5)
4755 moblevel
= plevel
+ 5;
4757 uint32 lvldif
= moblevel
- greylevel
;
4761 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4765 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4768 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4769 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4772 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4774 if(roll_chance_f(chance
))
4779 UpdateWeaponSkill(attType
);
4785 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4787 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4788 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4790 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4791 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4792 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4794 if(talent
) // permanent bonus stored in high part
4795 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4796 else // temporary/item bonus stored in low part
4797 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4802 void Player::UpdateMaxSkills()
4804 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4806 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4807 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4809 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4811 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4815 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4818 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4819 uint32 max
= SKILL_MAX(data
);
4820 uint32 val
= SKILL_VALUE(data
);
4822 // update only level dependent max skill values
4823 if(max
!=1 && max
!= maxconfskill
)
4825 uint32 max_Skill
= GetMaxSkillValueForLevel();
4826 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,max_Skill
));
4831 void Player::UpdateSkillsToMaxSkillsForLevel()
4833 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4834 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4836 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4837 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4839 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4841 uint32 max
= SKILL_MAX(data
);
4844 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4846 if(pskill
== SKILL_DEFENSE
)
4847 UpdateDefenseBonusesMod();
4851 // This functions sets a skill line value (and adds if doesn't exist yet)
4852 // To "remove" a skill line, set it's values to zero
4853 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4859 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4860 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4862 if(i
<PLAYER_MAX_SKILLS
) //has skill
4865 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4868 // clear skill fields
4869 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4870 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4871 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4873 // remove spells that depend on this skill when removing the skill
4874 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4877 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4880 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4881 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4883 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4885 if (_spell_idx
->second
->skillId
== id
)
4887 // this may remove more than one spell (dependants)
4888 removeSpell(itr
->first
);
4889 next
= m_spells
.begin();
4896 else if(currVal
) //add
4898 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4899 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4901 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
4904 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
4907 // enable unlearn button for primary professions only
4908 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
4909 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
4911 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
4912 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4914 // apply skill bonuses
4915 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4917 // temporary bonuses
4918 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
4919 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
4920 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4921 (*i
)->ApplyModifier(true);
4923 // permanent bonuses
4924 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
4925 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
4926 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4927 (*i
)->ApplyModifier(true);
4929 // Learn all spells for skill
4930 learnSkillRewardedSpells(id
);
4936 bool Player::HasSkill(uint32 skill
) const
4938 if(!skill
)return false;
4939 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4941 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4949 uint16
Player::GetSkillValue(uint32 skill
) const
4954 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4956 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4958 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4960 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4961 result
+= SKILL_TEMP_BONUS(bonus
);
4962 result
+= SKILL_PERM_BONUS(bonus
);
4963 return result
< 0 ? 0 : result
;
4969 uint16
Player::GetMaxSkillValue(uint32 skill
) const
4972 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4974 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4976 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4978 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4979 result
+= SKILL_TEMP_BONUS(bonus
);
4980 result
+= SKILL_PERM_BONUS(bonus
);
4981 return result
< 0 ? 0 : result
;
4987 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
4990 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4992 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4994 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5000 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5003 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5005 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5007 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5008 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5009 return result
< 0 ? 0 : result
;
5015 uint16
Player::GetPureSkillValue(uint32 skill
) const
5018 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5020 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5022 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5028 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5033 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5035 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5037 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5044 void Player::SendInitialActionButtons()
5046 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5048 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5049 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5051 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5052 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5054 data
<< uint16(itr
->second
.action
);
5055 data
<< uint8(itr
->second
.misc
);
5056 data
<< uint8(itr
->second
.type
);
5064 GetSession()->SendPacket( &data
);
5065 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5068 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5070 if(button
>= MAX_ACTION_BUTTONS
)
5072 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5076 // check cheating with adding non-known spells to action bar
5077 if(type
==ACTION_BUTTON_SPELL
)
5079 if(!sSpellStore
.LookupEntry(action
))
5081 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5085 if(!HasSpell(action
))
5087 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5092 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5094 if (buttonItr
==m_actionButtons
.end())
5095 { // just add new button
5096 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5099 { // change state of current button
5100 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5101 buttonItr
->second
= ActionButton(action
,type
,misc
);
5102 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5105 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5108 void Player::removeActionButton(uint8 button
)
5110 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5111 if (buttonItr
==m_actionButtons
.end())
5114 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5115 m_actionButtons
.erase(buttonItr
); // new and not saved
5117 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5119 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5122 void Player::SetDontMove(bool dontMove
)
5124 m_dontMove
= dontMove
;
5127 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5129 // prevent crash when a bad coord is sent by the client
5130 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5132 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5136 Map
*m
= MapManager::Instance().GetMap(GetMapId(), this);
5138 const float old_x
= GetPositionX();
5139 const float old_y
= GetPositionY();
5140 const float old_z
= GetPositionZ();
5141 const float old_r
= GetOrientation();
5143 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5145 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5146 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5148 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5150 // move and update visible state if need
5151 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5153 // reread after Map::Relocation
5154 m
= MapManager::Instance().GetMap(GetMapId(), this);
5160 // code block for underwater state update
5161 UpdateUnderwaterState(m
, x
, y
, z
);
5163 CheckExploreSystem();
5167 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5172 void Player::SaveRecallPosition()
5174 m_recallMap
= GetMapId();
5175 m_recallX
= GetPositionX();
5176 m_recallY
= GetPositionY();
5177 m_recallZ
= GetPositionZ();
5178 m_recallO
= GetOrientation();
5181 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5183 MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data
, self
);
5186 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5188 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
);
5191 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5193 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5196 void Player::SendDirectMessage(WorldPacket
*data
)
5198 GetSession()->SendPacket(data
);
5201 void Player::CheckExploreSystem()
5209 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5210 if(areaFlag
==0xffff)
5212 int offset
= areaFlag
/ 32;
5216 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
);
5220 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5221 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5223 if( !(currFields
& val
) )
5225 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5227 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5230 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5232 else if(p
->area_level
> 0)
5234 uint32 area
= p
->ID
;
5235 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5237 SendExplorationExperience(area
,0);
5241 int32 diff
= int32(getLevel()) - p
->area_level
;
5245 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5249 int32 exploration_percent
= (100-((diff
-5)*5));
5250 if (exploration_percent
> 100)
5251 exploration_percent
= 100;
5252 else if (exploration_percent
< 0)
5253 exploration_percent
= 0;
5255 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5259 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5263 SendExplorationExperience(area
,XP
);
5265 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5270 uint32
Player::TeamForRace(uint8 race
)
5272 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5275 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5279 switch(rEntry
->TeamID
)
5281 case 7: return ALLIANCE
;
5282 case 1: return HORDE
;
5285 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5289 uint32
Player::getFactionForRace(uint8 race
)
5291 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5294 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5298 return rEntry
->FactionID
;
5301 void Player::setFactionForRace(uint8 race
)
5303 m_team
= TeamForRace(race
);
5304 setFaction( getFactionForRace(race
) );
5307 void Player::UpdateReputation() const
5309 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5311 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5313 SendFactionState(&(itr
->second
));
5317 void Player::SendFactionState(FactionState
const* faction
) const
5319 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5321 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5322 data
<< (float) 0; // unk 2.4.0
5323 data
<< (uint32
) 1; // count
5325 data
<< (uint32
) faction
->ReputationListID
;
5326 data
<< (uint32
) faction
->Standing
;
5328 GetSession()->SendPacket(&data
);
5332 void Player::SendInitialReputations()
5334 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5335 data
<< uint32 (0x00000080);
5339 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); itr
++)
5341 // fill in absent fields
5342 for (; a
!= itr
->first
; a
++)
5344 data
<< uint8 (0x00);
5345 data
<< uint32 (0x00000000);
5348 // fill in encountered data
5349 data
<< uint8 (itr
->second
.Flags
);
5350 data
<< uint32 (itr
->second
.Standing
);
5355 // fill in absent fields
5356 for (; a
!= 128; a
++)
5358 data
<< uint8 (0x00);
5359 data
<< uint32 (0x00000000);
5362 GetSession()->SendPacket(&data
);
5365 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5367 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5368 if (itr
!= m_factions
.end())
5369 return &itr
->second
;
5374 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5376 // not allow declare war to own faction
5377 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5381 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5385 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5387 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5389 faction
->Changed
= true;
5392 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5394 // always invisible or hidden faction can't be inactive
5395 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5399 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5403 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5405 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5407 faction
->Changed
= true;
5410 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5412 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5414 if(!factionTemplateEntry
)
5417 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5420 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5422 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5426 if(factionEntry
->reputationListID
< 0)
5429 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5430 if (itr
== m_factions
.end())
5433 SetFactionVisible(&itr
->second
);
5436 void Player::SetFactionVisible(FactionState
* faction
)
5438 // always invisible or hidden faction can't be make visible
5439 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5443 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5446 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5447 faction
->Changed
= true;
5449 if(!m_session
->PlayerLoading())
5451 // make faction visible in reputation list at client
5452 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5453 data
<< faction
->ReputationListID
;
5454 GetSession()->SendPacket(&data
);
5458 void Player::SetInitialFactions()
5460 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5462 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5464 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5466 FactionState newFaction
;
5467 newFaction
.ID
= factionEntry
->ID
;
5468 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5469 newFaction
.Standing
= 0;
5470 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5471 newFaction
.Changed
= true;
5473 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5478 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5483 uint32 raceMask
= getRaceMask();
5484 uint32 classMask
= getClassMask();
5485 for (int i
=0; i
< 4; i
++)
5487 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5488 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5489 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5490 return factionEntry
->ReputationFlags
[i
];
5495 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5500 uint32 raceMask
= getRaceMask();
5501 uint32 classMask
= getClassMask();
5502 for (int i
=0; i
< 4; i
++)
5504 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5505 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5506 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5507 return factionEntry
->BaseRepValue
[i
];
5510 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5514 int32
Player::GetReputation(uint32 faction_id
) const
5516 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5520 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5524 return GetReputation(factionEntry
);
5527 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5529 // Faction without recorded reputation. Just ignore.
5533 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5534 if (itr
!= m_factions
.end())
5535 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5540 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5542 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5544 return MIN_REPUTATION_RANK
;
5546 return GetReputationRank(factionEntry
);
5549 ReputationRank
Player::ReputationToRank(int32 standing
) const
5551 int32 Limit
= Reputation_Cap
+ 1;
5552 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5554 Limit
-= ReputationRank_Length
[i
];
5555 if (standing
>= Limit
)
5556 return ReputationRank(i
);
5558 return MIN_REPUTATION_RANK
;
5561 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5563 int32 Reputation
= GetReputation(factionEntry
);
5564 return ReputationToRank(Reputation
);
5567 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5569 int32 Reputation
= GetBaseReputation(factionEntry
);
5570 return ReputationToRank(Reputation
);
5573 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5575 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5577 if(!factionTemplateEntry
)
5579 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5583 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5585 // Faction without recorded reputation. Just ignore.
5589 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5592 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5594 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5598 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5600 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5601 if(factionEntryCalc
)
5602 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5607 return ModifyOneFactionReputation(factionEntry
, standing
);
5610 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5612 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5613 if (itr
!= m_factions
.end())
5615 int32 BaseRep
= GetBaseReputation(factionEntry
);
5616 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5618 if (new_rep
> Reputation_Cap
)
5619 new_rep
= Reputation_Cap
;
5621 if (new_rep
< Reputation_Bottom
)
5622 new_rep
= Reputation_Bottom
;
5624 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5625 SetFactionAtWar(&itr
->second
,true);
5627 itr
->second
.Standing
= new_rep
- BaseRep
;
5628 itr
->second
.Changed
= true;
5630 SetFactionVisible(&itr
->second
);
5632 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5634 if(uint32 questid
= GetQuestSlotQuestId(i
))
5636 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5637 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5639 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5640 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5642 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5643 if ( CanCompleteQuest( questid
) )
5644 CompleteQuest( questid
);
5646 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5648 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5649 IncompleteQuest( questid
);
5655 SendFactionState(&(itr
->second
));
5662 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5664 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5666 if(!factionTemplateEntry
)
5668 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5672 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5674 // Faction without recorded reputation. Just ignore.
5678 return SetFactionReputation(factionEntry
, standing
);
5681 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5683 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5687 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5689 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5690 if(factionEntryCalc
)
5691 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5696 return SetOneFactionReputation(factionEntry
, standing
);
5699 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5701 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5702 if (itr
!= m_factions
.end())
5704 if (standing
> Reputation_Cap
)
5705 standing
= Reputation_Cap
;
5707 if (standing
< Reputation_Bottom
)
5708 standing
= Reputation_Bottom
;
5710 int32 BaseRep
= GetBaseReputation(factionEntry
);
5711 itr
->second
.Standing
= standing
- BaseRep
;
5712 itr
->second
.Changed
= true;
5714 SetFactionVisible(&itr
->second
);
5716 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5717 SetFactionAtWar(&itr
->second
,true);
5719 SendFactionState(&(itr
->second
));
5725 //Calculate total reputation percent player gain with quest/creature level
5726 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5728 // for grey creature kill received 20%, in other case 100.
5729 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5731 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5733 percent
+= rep
> 0 ? repMod
: -repMod
;
5738 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5741 //Calculates how many reputation points player gains in victim's enemy factions
5742 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5744 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5747 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5752 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5754 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5755 donerep1
= int32(donerep1
*rate
);
5756 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5757 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5758 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5759 ModifyFactionReputation(factionEntry1
, donerep1
);
5761 // Wiki: Team factions value divided by 2
5762 if(Rep
->is_teamaward1
)
5764 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5765 if(team1_factionEntry
)
5766 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5770 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5772 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5773 donerep2
= int32(donerep2
*rate
);
5774 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5775 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5776 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5777 ModifyFactionReputation(factionEntry2
, donerep2
);
5779 // Wiki: Team factions value divided by 2
5780 if(Rep
->is_teamaward2
)
5782 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5783 if(team2_factionEntry
)
5784 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5789 //Calculate how many reputation points player gain with the quest
5790 void Player::RewardReputation(Quest
const *pQuest
)
5792 // quest reputation reward/loss
5793 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5795 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5797 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5798 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5800 ModifyFactionReputation(factionEntry
, rep
);
5804 // TODO: implement reputation spillover
5807 void Player::UpdateArenaFields(void)
5809 /* arena calcs go here */
5812 void Player::UpdateHonorFields()
5814 /// called when rewarding honor and at each save
5815 uint64 now
= time(NULL
);
5816 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5818 if(m_lastHonorUpdateTime
< today
)
5820 uint64 yesterday
= today
- DAY
;
5822 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5824 // update yesterday's contribution
5825 if(m_lastHonorUpdateTime
>= yesterday
)
5827 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5829 // this is the first update today, reset today's contribution
5830 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5831 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5835 // no honor/kills yesterday or today, reset
5836 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5837 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5841 m_lastHonorUpdateTime
= now
;
5844 ///Calculate the amount of honor gained based on the victim
5845 ///and the size of the group for which the honor is divided
5846 ///An exact honor value can also be given (overriding the calcs)
5847 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5849 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5850 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5853 uint64 victim_guid
= 0;
5854 uint32 victim_rank
= 0;
5855 time_t now
= time(NULL
);
5857 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5858 UpdateHonorFields();
5862 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5865 victim_guid
= uVictim
->GetGUID();
5867 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5869 Player
*pVictim
= (Player
*)uVictim
;
5871 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5874 float f
= 1; //need for total kills (?? need more info)
5876 uint32 k_level
= getLevel();
5877 uint32 v_level
= pVictim
->getLevel();
5880 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5882 // [1..14] Alliance honor titles and player name
5883 // [15..28] Horde honor titles and player name
5884 // [29..38] Other title and player name
5886 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5887 // Get Killer titles, CharTitlesEntry::bit_index
5889 // title[1..14] -> rank[5..18]
5890 // title[15..28] -> rank[5..18]
5891 // title[other] -> 0
5892 if (victim_title
== 0)
5893 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5894 else if (victim_title
< 15)
5895 victim_rank
= victim_title
+ 4;
5896 else if (victim_title
< 29)
5897 victim_rank
= victim_title
- 14 + 4;
5899 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5904 else if( k_level
<= 39 )
5905 k_grey
= k_level
- 5 - k_level
/10;
5907 k_grey
= k_level
- 1 - k_level
/5;
5912 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5914 int32 v_rank
=1; //need more info
5916 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5917 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5919 // count the number of playerkills in one day
5920 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5921 // and those in a lifetime
5922 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5926 Creature
*cVictim
= (Creature
*)uVictim
;
5928 if (!cVictim
->isRacialLeader())
5931 honor
= 100; // ??? need more info
5932 victim_rank
= 19; // HK: Leader
5936 if (uVictim
!= NULL
)
5938 honor
*= sWorld
.getRate(RATE_HONOR
);
5943 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5946 // honor - for show honor points in log
5947 // victim_guid - for show victim name in log
5948 // victim_rank [1..4] HK: <dishonored rank>
5949 // victim_rank [5..19] HK: <alliance\horde rank>
5950 // victim_rank [0,20+] HK: <>
5951 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5952 data
<< (uint32
) honor
;
5953 data
<< (uint64
) victim_guid
;
5954 data
<< (uint32
) victim_rank
;
5956 GetSession()->SendPacket(&data
);
5959 ModifyHonorPoints(int32(honor
));
5961 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5965 void Player::ModifyHonorPoints( int32 value
)
5969 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5970 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5972 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5975 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5978 void Player::ModifyArenaPoints( int32 value
)
5982 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5983 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5985 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5988 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5991 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5993 std::ostringstream ss
;
5994 ss
<<"SELECT guildid FROM guild_member WHERE guid='"<<guid
<<"'";
5995 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
5998 uint32 v
= result
->Fetch()[0].GetUInt32();
6006 uint32
Player::GetRankFromDB(uint64 guid
)
6008 std::ostringstream ss
;
6009 ss
<<"SELECT rank FROM guild_member WHERE guid='"<<guid
<<"'";
6010 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6013 uint32 v
= result
->Fetch()[0].GetUInt32();
6021 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6024 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid
));
6027 // init id to 0, check the arena type before assigning a value to id
6031 QueryResult
*result2
= CharacterDatabase
.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id
);
6034 uint8 dbtype
= (*result2
)[0].GetUInt32();
6038 // if the type matches, we've found the id
6039 id
= (*result
)[0].GetUInt32();
6043 } while(result
->NextRow());
6047 // no arenateam for the specified guid, return 0
6051 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6053 std::ostringstream ss
;
6055 ss
<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6056 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6059 Field
* fields
= result
->Fetch();
6060 uint32 zone
= fields
[0].GetUInt32();
6065 // stored zone is zero, use generic and slow zone detection
6067 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6068 result
= CharacterDatabase
.Query(ss
.str().c_str());
6071 fields
= result
->Fetch();
6072 uint32 map
= fields
[0].GetUInt32();
6073 float posx
= fields
[1].GetFloat();
6074 float posy
= fields
[2].GetFloat();
6077 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6080 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6081 CharacterDatabase
.Execute(ss
.str().c_str());
6087 void Player::UpdateArea(uint32 newArea
)
6089 // FFA_PVP flags are area and not zone id dependent
6090 // so apply them accordingly
6091 m_areaUpdateId
= newArea
;
6093 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6095 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6098 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6102 // remove ffa flag only if not ffapvp realm
6103 // removal in sanctuaries and capitals is handled in zone update
6104 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6105 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6108 UpdateAreaDependentAuras(newArea
);
6111 void Player::UpdateZone(uint32 newZone
)
6113 m_zoneUpdateId
= newZone
;
6114 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6116 // zone changed, so area changed as well, update it
6117 UpdateArea(GetAreaId());
6119 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6123 if (sWorld
.getConfig(CONFIG_WEATHER
))
6125 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6128 wth
->SendWeatherUpdateToPlayer(this);
6132 if(!sWorld
.AddWeather(zone
->ID
))
6134 // send fine weather packet to remove old zone's weather
6135 Weather::SendFineWeatherUpdateToPlayer(this);
6140 pvpInfo
.inHostileArea
=
6141 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6142 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6143 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6144 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6146 if(pvpInfo
.inHostileArea
) // in hostile area
6148 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6149 UpdatePvP(true, true);
6151 else // in friendly area
6153 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6154 pvpInfo
.endTimer
= time(0); // start toggle-off
6157 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6159 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6160 if(sWorld
.IsFFAPvPRealm())
6161 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6165 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6168 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6170 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6171 SetRestType(REST_TYPE_IN_CITY
);
6172 InnEnter(time(0),GetMapId(),0,0,0);
6174 if(sWorld
.IsFFAPvPRealm())
6175 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6177 else // anywhere else
6179 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6181 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6183 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6185 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6186 SetRestType(REST_TYPE_NO
);
6188 if(sWorld
.IsFFAPvPRealm())
6189 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6192 else // not in tavern (leave city then)
6194 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6195 SetRestType(REST_TYPE_NO
);
6197 // Set player to FFA PVP when not in rested enviroment.
6198 if(sWorld
.IsFFAPvPRealm())
6199 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6204 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6205 // if player resurrected at teleport this will be applied in resurrect code
6207 DestroyZoneLimitedItem( true, newZone
);
6209 // recent client version not send leave/join channel packets for built-in local channels
6210 UpdateLocalChannels( newZone
);
6214 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6216 UpdateZoneDependentAuras(newZone
);
6219 //If players are too far way of duel flag... then player loose the duel
6220 void Player::CheckDuelDistance(time_t currTime
)
6225 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6226 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6230 if(duel
->outOfBound
== 0)
6232 if(!IsWithinDistInMap(obj
, 50))
6234 duel
->outOfBound
= currTime
;
6236 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6237 GetSession()->SendPacket(&data
);
6242 if(IsWithinDistInMap(obj
, 40))
6244 duel
->outOfBound
= 0;
6246 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6247 GetSession()->SendPacket(&data
);
6249 else if(currTime
>= (duel
->outOfBound
+10))
6251 DuelComplete(DUEL_FLED
);
6256 void Player::DuelComplete(DuelCompleteType type
)
6258 // duel not requested
6262 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6263 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6264 GetSession()->SendPacket(&data
);
6265 duel
->opponent
->GetSession()->SendPacket(&data
);
6267 if(type
!= DUEL_INTERUPTED
)
6269 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6270 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6271 data
<< duel
->opponent
->GetName();
6273 SendMessageToSet(&data
,true);
6276 // cool-down duel spell
6277 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6284 GetSession()->SendPacket(&data);
6285 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6286 data<<duel->opponent->GetGUID();
6290 duel->opponent->GetSession()->SendPacket(&data);*/
6292 //Remove Duel Flag object
6293 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6295 duel
->initiator
->RemoveGameObject(obj
,true);
6298 std::vector
<uint32
> auras2remove
;
6299 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6300 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); i
++)
6302 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6303 auras2remove
.push_back(i
->second
->GetId());
6306 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6307 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6309 auras2remove
.clear();
6310 AuraMap
const& auras
= GetAuras();
6311 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); i
++)
6313 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6314 auras2remove
.push_back(i
->second
->GetId());
6316 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6317 RemoveAurasDueToSpell(auras2remove
[i
]);
6319 // cleanup combo points
6320 if(GetComboTarget()==duel
->opponent
->GetGUID())
6322 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6325 if(duel
->opponent
->GetComboTarget()==GetGUID())
6326 duel
->opponent
->ClearComboPoints();
6327 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6328 duel
->opponent
->ClearComboPoints();
6331 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6332 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6333 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6334 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6336 delete duel
->opponent
->duel
;
6337 duel
->opponent
->duel
= NULL
;
6342 //---------------------------------------------------------//
6344 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6346 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6349 // not apply/remove mods for broken item
6350 if(item
->IsBroken())
6353 ItemPrototype
const *proto
= item
->GetProto();
6358 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6360 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6361 if(attacktype
< MAX_ATTACK
)
6362 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6364 _ApplyItemBonuses(proto
,slot
,apply
);
6366 if( slot
==EQUIPMENT_SLOT_RANGED
)
6367 _ApplyAmmoBonuses();
6369 ApplyItemEquipSpell(item
,apply
);
6370 ApplyEnchantment(item
, apply
);
6372 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6373 CorrectMetaGemEnchants(slot
, apply
);
6375 sLog
.outDebug("_ApplyItemMods complete.");
6378 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
,uint8 slot
,bool apply
)
6380 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6383 for (int i
= 0; i
< 10; i
++)
6385 float val
= float (proto
->ItemStat
[i
].ItemStatValue
);
6390 switch (proto
->ItemStat
[i
].ItemStatType
)
6393 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6395 case ITEM_MOD_HEALTH
: // modify HP
6396 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6398 case ITEM_MOD_AGILITY
: // modify agility
6399 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6400 ApplyStatBuffMod(STAT_AGILITY
, val
, apply
);
6402 case ITEM_MOD_STRENGTH
: //modify strength
6403 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6404 ApplyStatBuffMod(STAT_STRENGTH
, val
, apply
);
6406 case ITEM_MOD_INTELLECT
: //modify intellect
6407 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6408 ApplyStatBuffMod(STAT_INTELLECT
, val
, apply
);
6410 case ITEM_MOD_SPIRIT
: //modify spirit
6411 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6412 ApplyStatBuffMod(STAT_SPIRIT
, val
, apply
);
6414 case ITEM_MOD_STAMINA
: //modify stamina
6415 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6416 ApplyStatBuffMod(STAT_STAMINA
, val
, apply
);
6418 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6419 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6421 case ITEM_MOD_DODGE_RATING
:
6422 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6424 case ITEM_MOD_PARRY_RATING
:
6425 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6427 case ITEM_MOD_BLOCK_RATING
:
6428 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6430 case ITEM_MOD_HIT_MELEE_RATING
:
6431 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6433 case ITEM_MOD_HIT_RANGED_RATING
:
6434 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6436 case ITEM_MOD_HIT_SPELL_RATING
:
6437 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6439 case ITEM_MOD_CRIT_MELEE_RATING
:
6440 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6442 case ITEM_MOD_CRIT_RANGED_RATING
:
6443 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6445 case ITEM_MOD_CRIT_SPELL_RATING
:
6446 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6448 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6449 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6451 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6452 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6454 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6455 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6457 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6458 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6460 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6461 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6463 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6464 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6466 case ITEM_MOD_HASTE_MELEE_RATING
:
6467 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6469 case ITEM_MOD_HASTE_RANGED_RATING
:
6470 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6472 case ITEM_MOD_HASTE_SPELL_RATING
:
6473 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6475 case ITEM_MOD_HIT_RATING
:
6476 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6477 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6478 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6480 case ITEM_MOD_CRIT_RATING
:
6481 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6482 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6483 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6485 case ITEM_MOD_HIT_TAKEN_RATING
:
6486 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6487 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6488 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6490 case ITEM_MOD_CRIT_TAKEN_RATING
:
6491 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6492 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6493 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6495 case ITEM_MOD_RESILIENCE_RATING
:
6496 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6497 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6498 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6500 case ITEM_MOD_HASTE_RATING
:
6501 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6502 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6503 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6505 case ITEM_MOD_EXPERTISE_RATING
:
6506 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6512 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6515 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6518 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6521 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6523 if (proto
->NatureRes
)
6524 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6526 if (proto
->FrostRes
)
6527 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6529 if (proto
->ShadowRes
)
6530 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6532 if (proto
->ArcaneRes
)
6533 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6535 WeaponAttackType attType
= BASE_ATTACK
;
6536 float damage
= 0.0f
;
6538 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6539 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6540 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6542 attType
= RANGED_ATTACK
;
6544 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6546 attType
= OFF_ATTACK
;
6549 if (proto
->Damage
[0].DamageMin
> 0 )
6551 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6552 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6553 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6556 if (proto
->Damage
[0].DamageMax
> 0 )
6558 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6559 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6562 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6567 if(slot
== EQUIPMENT_SLOT_RANGED
)
6568 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6569 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6570 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6571 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6572 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6575 if(CanModifyStats() && (damage
|| proto
->Delay
))
6576 UpdateDamagePhysical(attType
);
6579 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6581 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6582 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6583 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6585 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6586 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6587 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6589 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6590 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6591 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6594 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6596 // generic not weapon specific case processes in aura code
6597 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6600 BaseModGroup mod
= BASEMOD_END
;
6603 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6604 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6605 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6609 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6611 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6615 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6617 // ignore spell mods for not wands
6618 Modifier
const* modifier
= aura
->GetModifier();
6619 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6622 // generic not weapon specific case processes in aura code
6623 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6626 UnitMods unitMod
= UNIT_MOD_END
;
6629 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6630 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6631 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6635 UnitModifierType unitModType
= TOTAL_VALUE
;
6636 switch(modifier
->m_auraname
)
6638 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6639 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6643 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6645 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6649 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6654 ItemPrototype
const *proto
= item
->GetProto();
6658 for (int i
= 0; i
< 5; i
++)
6660 _Spell
const& spellData
= proto
->Spells
[i
];
6663 if(!spellData
.SpellId
)
6666 // wrong triggering type
6667 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6670 // check if it is valid spell
6671 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6675 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6679 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6683 // Cannot be used in this stance/form
6684 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6687 if(form_change
) // check aura active state from other form
6690 for (int k
=0; k
< 3; ++k
)
6692 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6693 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6695 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6705 if(found
) // and skip re-cast already active aura at form change
6709 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6711 CastSpell(this,spellInfo
,true,item
);
6715 if(form_change
) // check aura compatibility
6717 // Cannot be used in this stance/form
6718 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6719 return; // and remove only not compatible at form change
6723 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6725 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6729 void Player::UpdateEquipSpellsAtFormChange()
6731 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6733 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6735 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6736 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6740 // item set bonuses not dependent from item broken state
6741 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6743 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6747 for(uint32 y
=0;y
<8; ++y
)
6749 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6753 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6754 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6759 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6761 if(!item
|| item
->IsBroken())
6764 ItemPrototype
const *proto
= item
->GetProto();
6768 if (!Target
|| Target
== this )
6771 for (int i
= 0; i
< 5; i
++)
6773 _Spell
const& spellData
= proto
->Spells
[i
];
6776 if(!spellData
.SpellId
)
6779 // wrong triggering type
6780 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6783 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6786 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6790 // not allow proc extra attack spell at extra attack
6791 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6794 float chance
= spellInfo
->procChance
;
6796 if(spellData
.SpellPPMRate
)
6798 uint32 WeaponSpeed
= GetAttackTime(attType
);
6799 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6801 else if(chance
> 100.0f
)
6803 chance
= GetWeaponProcChance();
6806 if (roll_chance_f(chance
))
6807 this->CastSpell(Target
, spellInfo
->Id
, true, item
);
6810 // item combat enchantments
6811 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6813 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6814 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6815 if(!pEnchant
) continue;
6816 for (int s
=0;s
<3;s
++)
6818 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6821 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6824 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6828 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6829 if (roll_chance_f(chance
))
6831 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6832 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6834 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6840 void Player::_RemoveAllItemMods()
6842 sLog
.outDebug("_RemoveAllItemMods start.");
6844 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6848 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6852 // item set bonuses not dependent from item broken state
6854 RemoveItemsSetItem(this,proto
);
6856 if(m_items
[i
]->IsBroken())
6859 ApplyItemEquipSpell(m_items
[i
],false);
6860 ApplyEnchantment(m_items
[i
], false);
6864 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6868 if(m_items
[i
]->IsBroken())
6870 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6874 uint32 attacktype
= Player::GetAttackBySlot(i
);
6875 if(attacktype
< MAX_ATTACK
)
6876 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6878 _ApplyItemBonuses(proto
,i
, false);
6880 if( i
== EQUIPMENT_SLOT_RANGED
)
6881 _ApplyAmmoBonuses();
6885 sLog
.outDebug("_RemoveAllItemMods complete.");
6888 void Player::_ApplyAllItemMods()
6890 sLog
.outDebug("_ApplyAllItemMods start.");
6892 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6896 if(m_items
[i
]->IsBroken())
6899 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6903 uint32 attacktype
= Player::GetAttackBySlot(i
);
6904 if(attacktype
< MAX_ATTACK
)
6905 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6907 _ApplyItemBonuses(proto
,i
, true);
6909 if( i
== EQUIPMENT_SLOT_RANGED
)
6910 _ApplyAmmoBonuses();
6914 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6918 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6922 // item set bonuses not dependent from item broken state
6924 AddItemsSetItem(this,m_items
[i
]);
6926 if(m_items
[i
]->IsBroken())
6929 ApplyItemEquipSpell(m_items
[i
],true);
6930 ApplyEnchantment(m_items
[i
], true);
6934 sLog
.outDebug("_ApplyAllItemMods complete.");
6937 void Player::_ApplyAmmoBonuses()
6940 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
6944 float currentAmmoDPS
;
6946 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
6947 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
6948 currentAmmoDPS
= 0.0f
;
6950 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
6952 if(currentAmmoDPS
== GetAmmoDPS())
6955 m_ammoDPS
= currentAmmoDPS
;
6957 if(CanModifyStats())
6958 UpdateDamagePhysical(RANGED_ATTACK
);
6961 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
6966 // check ranged weapon
6967 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
6968 if(!weapon
|| weapon
->IsBroken() )
6971 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
6972 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
6975 // check ammo ws. weapon compatibility
6976 switch(weapon_proto
->SubClass
)
6978 case ITEM_SUBCLASS_WEAPON_BOW
:
6979 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
6980 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
6983 case ITEM_SUBCLASS_WEAPON_GUN
:
6984 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
6994 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
6995 Called by remove insignia spell effect */
6996 void Player::RemovedInsignia(Player
* looterPlr
)
6998 if (!GetBattleGroundId())
7001 // If not released spirit, do it !
7002 if(m_deathTimer
> 0)
7009 Corpse
*corpse
= GetCorpse();
7013 // We have to convert player corpse to bones, not to be able to resurrect there
7014 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7015 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7019 // Now we must make bones lootable, and send player loot
7020 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7022 // We store the level of our player in the gold field
7023 // We retrieve this information at Player::SendLoot()
7024 bones
->loot
.gold
= getLevel();
7025 bones
->lootRecipient
= looterPlr
;
7026 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7035 void Player::SendLootRelease( uint64 guid
)
7037 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7038 data
<< uint64(guid
) << uint8(1);
7039 SendDirectMessage( &data
);
7042 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7045 PermissionTypes permission
= ALL_PERMISSION
;
7047 sLog
.outDebug("Player::SendLoot");
7048 if (IS_GAMEOBJECT_GUID(guid
))
7050 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7052 ObjectAccessor::GetGameObject(*this, guid
);
7054 // not check distance for GO in case owned GO (fishing bobber case, for example)
7055 // And permit out of range GO with no owner in case fishing hole
7056 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7058 SendLootRelease(guid
);
7064 if(go
->getLootState() == GO_READY
)
7066 uint32 lootid
= go
->GetLootId();
7070 sLog
.outDebug(" if(lootid)");
7072 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7075 if(loot_type
== LOOT_FISHING
)
7076 go
->getFishLoot(loot
);
7078 go
->SetLootState(GO_ACTIVATED
);
7081 else if (IS_ITEM_GUID(guid
))
7083 Item
*item
= GetItemByGuid( guid
);
7087 SendLootRelease(guid
);
7091 if(loot_type
== LOOT_DISENCHANTING
)
7095 if(!item
->m_lootGenerated
)
7097 item
->m_lootGenerated
= true;
7099 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7102 else if(loot_type
== LOOT_PROSPECTING
)
7106 if(!item
->m_lootGenerated
)
7108 item
->m_lootGenerated
= true;
7110 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7117 if(!item
->m_lootGenerated
)
7119 item
->m_lootGenerated
= true;
7121 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7123 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7127 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7129 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7131 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7133 SendLootRelease(guid
);
7137 loot
= &bones
->loot
;
7139 if (!bones
->lootForBody
)
7141 bones
->lootForBody
= true;
7142 uint32 pLevel
= bones
->loot
.gold
;
7143 bones
->loot
.clear();
7144 // It may need a better formula
7145 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7146 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7149 if (bones
->lootRecipient
!= this)
7150 permission
= NONE_PERMISSION
;
7154 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7156 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7157 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7159 SendLootRelease(guid
);
7163 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7165 SendLootRelease(guid
);
7169 loot
= &creature
->loot
;
7171 if(loot_type
== LOOT_PICKPOCKETING
)
7173 if ( !creature
->lootForPickPocketed
)
7175 creature
->lootForPickPocketed
= true;
7178 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7179 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7181 // Generate extra money for pick pocket loot
7182 const uint32 a
= urand(0, creature
->getLevel()/2);
7183 const uint32 b
= urand(0, getLevel()/2);
7184 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7189 // the player whose group may loot the corpse
7190 Player
*recipient
= creature
->GetLootRecipient();
7193 creature
->SetLootRecipient(this);
7197 if (creature
->lootForPickPocketed
)
7199 creature
->lootForPickPocketed
= false;
7203 if(!creature
->lootForBody
)
7205 creature
->lootForBody
= true;
7208 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7209 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7211 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7213 if(Group
* group
= recipient
->GetGroup())
7215 group
->UpdateLooterGuid(creature
,true);
7217 switch (group
->GetLootMethod())
7220 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7221 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7223 case NEED_BEFORE_GREED
:
7224 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7227 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7235 // possible only if creature->lootForBody && loot->empty() at spell cast check
7236 if (loot_type
== LOOT_SKINNING
)
7239 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7241 // set group rights only for loot_type != LOOT_SKINNING
7244 if(Group
* group
= GetGroup())
7246 if( group
== recipient
->GetGroup() )
7248 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7249 permission
= ALL_PERMISSION
;
7250 else if(group
->GetLooterGuid() == GetGUID())
7252 if(group
->GetLootMethod() == MASTER_LOOT
)
7253 permission
= MASTER_PERMISSION
;
7255 permission
= ALL_PERMISSION
;
7258 permission
= GROUP_PERMISSION
;
7261 permission
= NONE_PERMISSION
;
7263 else if(recipient
== this)
7264 permission
= ALL_PERMISSION
;
7266 permission
= NONE_PERMISSION
;
7273 QuestItemList
*q_list
= 0;
7274 if (permission
!= NONE_PERMISSION
)
7276 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7277 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7278 if (itr
== lootPlayerQuestItems
.end())
7279 q_list
= loot
->FillQuestLoot(this);
7281 q_list
= itr
->second
;
7284 QuestItemList
*ffa_list
= 0;
7285 if (permission
!= NONE_PERMISSION
)
7287 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7288 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7289 if (itr
== lootPlayerFFAItems
.end())
7290 ffa_list
= loot
->FillFFALoot(this);
7292 ffa_list
= itr
->second
;
7295 QuestItemList
*conditional_list
= 0;
7296 if (permission
!= NONE_PERMISSION
)
7298 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7299 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7300 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7301 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7303 conditional_list
= itr
->second
;
7306 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7307 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
)
7308 loot_type
= LOOT_SKINNING
;
7310 if(loot_type
== LOOT_FISHINGHOLE
)
7311 loot_type
= LOOT_FISHING
;
7313 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7315 data
<< uint64(guid
);
7316 data
<< uint8(loot_type
);
7317 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7319 SendDirectMessage(&data
);
7321 // add 'this' player as one of the players that are looting 'loot'
7322 if (permission
!= NONE_PERMISSION
)
7323 loot
->AddLooter(GetGUID());
7325 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7326 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7329 void Player::SendNotifyLootMoneyRemoved()
7331 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7332 GetSession()->SendPacket( &data
);
7335 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7337 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7338 data
<< uint8(lootSlot
);
7339 GetSession()->SendPacket( &data
);
7342 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7344 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7347 GetSession()->SendPacket(&data
);
7350 void Player::SendInitWorldStates()
7352 // data depends on zoneid/mapid...
7353 BattleGround
* bg
= GetBattleGround();
7354 uint16 NumberOfFields
= 0;
7355 uint32 mapid
= GetMapId();
7356 uint32 zoneid
= GetZoneId();
7357 uint32 areaid
= GetAreaId();
7358 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7359 // may be exist better way to do this...
7382 NumberOfFields
= 81;
7385 NumberOfFields
= 14;
7389 NumberOfFields
= 38;
7392 NumberOfFields
= 22;
7395 NumberOfFields
= 36;
7398 NumberOfFields
= 35;
7409 NumberOfFields
= 10;
7413 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7414 data
<< uint32(mapid
); // mapid
7415 data
<< uint32(zoneid
); // zone id
7416 data
<< uint32(areaid
); // area id, new 2.1.0
7417 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7418 data
<< uint32(0x8d8) << uint32(0x0); // 1
7419 data
<< uint32(0x8d7) << uint32(0x0); // 2
7420 data
<< uint32(0x8d6) << uint32(0x0); // 3
7421 data
<< uint32(0x8d5) << uint32(0x0); // 4
7422 data
<< uint32(0x8d4) << uint32(0x0); // 5
7423 data
<< uint32(0x8d3) << uint32(0x0); // 6
7424 if(mapid
== 530) // Outland
7426 data
<< uint32(0x9bf) << uint32(0x0); // 7
7427 data
<< uint32(0x9bd) << uint32(0xF); // 8
7428 data
<< uint32(0x9bb) << uint32(0xF); // 9
7443 data
<< uint32(0x7ae) << uint32(0x1); // 7
7444 data
<< uint32(0x532) << uint32(0x1); // 8
7445 data
<< uint32(0x531) << uint32(0x0); // 9
7446 data
<< uint32(0x52e) << uint32(0x0); // 10
7447 data
<< uint32(0x571) << uint32(0x0); // 11
7448 data
<< uint32(0x570) << uint32(0x0); // 12
7449 data
<< uint32(0x567) << uint32(0x1); // 13
7450 data
<< uint32(0x566) << uint32(0x1); // 14
7451 data
<< uint32(0x550) << uint32(0x1); // 15
7452 data
<< uint32(0x544) << uint32(0x0); // 16
7453 data
<< uint32(0x536) << uint32(0x0); // 17
7454 data
<< uint32(0x535) << uint32(0x1); // 18
7455 data
<< uint32(0x518) << uint32(0x0); // 19
7456 data
<< uint32(0x517) << uint32(0x0); // 20
7457 data
<< uint32(0x574) << uint32(0x0); // 21
7458 data
<< uint32(0x573) << uint32(0x0); // 22
7459 data
<< uint32(0x572) << uint32(0x0); // 23
7460 data
<< uint32(0x56f) << uint32(0x0); // 24
7461 data
<< uint32(0x56e) << uint32(0x0); // 25
7462 data
<< uint32(0x56d) << uint32(0x0); // 26
7463 data
<< uint32(0x56c) << uint32(0x0); // 27
7464 data
<< uint32(0x56b) << uint32(0x0); // 28
7465 data
<< uint32(0x56a) << uint32(0x1); // 29
7466 data
<< uint32(0x569) << uint32(0x1); // 30
7467 data
<< uint32(0x568) << uint32(0x1); // 13
7468 data
<< uint32(0x565) << uint32(0x0); // 32
7469 data
<< uint32(0x564) << uint32(0x0); // 33
7470 data
<< uint32(0x563) << uint32(0x0); // 34
7471 data
<< uint32(0x562) << uint32(0x0); // 35
7472 data
<< uint32(0x561) << uint32(0x0); // 36
7473 data
<< uint32(0x560) << uint32(0x0); // 37
7474 data
<< uint32(0x55f) << uint32(0x0); // 38
7475 data
<< uint32(0x55e) << uint32(0x0); // 39
7476 data
<< uint32(0x55d) << uint32(0x0); // 40
7477 data
<< uint32(0x3c6) << uint32(0x4); // 41
7478 data
<< uint32(0x3c4) << uint32(0x6); // 42
7479 data
<< uint32(0x3c2) << uint32(0x4); // 43
7480 data
<< uint32(0x516) << uint32(0x1); // 44
7481 data
<< uint32(0x515) << uint32(0x0); // 45
7482 data
<< uint32(0x3b6) << uint32(0x6); // 46
7483 data
<< uint32(0x55c) << uint32(0x0); // 47
7484 data
<< uint32(0x55b) << uint32(0x0); // 48
7485 data
<< uint32(0x55a) << uint32(0x0); // 49
7486 data
<< uint32(0x559) << uint32(0x0); // 50
7487 data
<< uint32(0x558) << uint32(0x0); // 51
7488 data
<< uint32(0x557) << uint32(0x0); // 52
7489 data
<< uint32(0x556) << uint32(0x0); // 53
7490 data
<< uint32(0x555) << uint32(0x0); // 54
7491 data
<< uint32(0x554) << uint32(0x1); // 55
7492 data
<< uint32(0x553) << uint32(0x1); // 56
7493 data
<< uint32(0x552) << uint32(0x1); // 57
7494 data
<< uint32(0x551) << uint32(0x1); // 58
7495 data
<< uint32(0x54f) << uint32(0x0); // 59
7496 data
<< uint32(0x54e) << uint32(0x0); // 60
7497 data
<< uint32(0x54d) << uint32(0x1); // 61
7498 data
<< uint32(0x54c) << uint32(0x0); // 62
7499 data
<< uint32(0x54b) << uint32(0x0); // 63
7500 data
<< uint32(0x545) << uint32(0x0); // 64
7501 data
<< uint32(0x543) << uint32(0x1); // 65
7502 data
<< uint32(0x542) << uint32(0x0); // 66
7503 data
<< uint32(0x540) << uint32(0x0); // 67
7504 data
<< uint32(0x53f) << uint32(0x0); // 68
7505 data
<< uint32(0x53e) << uint32(0x0); // 69
7506 data
<< uint32(0x53d) << uint32(0x0); // 70
7507 data
<< uint32(0x53c) << uint32(0x0); // 71
7508 data
<< uint32(0x53b) << uint32(0x0); // 72
7509 data
<< uint32(0x53a) << uint32(0x1); // 73
7510 data
<< uint32(0x539) << uint32(0x0); // 74
7511 data
<< uint32(0x538) << uint32(0x0); // 75
7512 data
<< uint32(0x537) << uint32(0x0); // 76
7513 data
<< uint32(0x534) << uint32(0x0); // 77
7514 data
<< uint32(0x533) << uint32(0x0); // 78
7515 data
<< uint32(0x530) << uint32(0x0); // 79
7516 data
<< uint32(0x52f) << uint32(0x0); // 80
7517 data
<< uint32(0x52d) << uint32(0x1); // 81
7520 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7521 bg
->FillInitialWorldStates(data
);
7524 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7525 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7526 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7527 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7528 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7529 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7530 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7531 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7535 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7536 bg
->FillInitialWorldStates(data
);
7539 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7540 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7541 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7542 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7543 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7544 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7545 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7546 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7547 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7548 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7549 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7550 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7551 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7552 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7553 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7554 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7555 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7556 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7557 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7558 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7559 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7560 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7561 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7562 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7563 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7564 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7565 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7566 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7567 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7568 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7569 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7570 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7574 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7575 bg
->FillInitialWorldStates(data
);
7578 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7579 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7580 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7581 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7582 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7583 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7584 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7585 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7586 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7587 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7588 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7589 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7590 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7591 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7592 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7593 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7594 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7595 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7596 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontroled (1 - yes, 0 - no)
7597 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7598 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7599 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7600 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7601 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7602 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7603 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7604 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7605 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7606 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7607 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7608 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7609 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7610 // and some more ... unknown
7613 case 3483: // Hellfire Peninsula
7614 data
<< uint32(0x9ba) << uint32(0x1); // 10
7615 data
<< uint32(0x9b9) << uint32(0x1); // 11
7616 data
<< uint32(0x9b5) << uint32(0x0); // 12
7617 data
<< uint32(0x9b4) << uint32(0x1); // 13
7618 data
<< uint32(0x9b3) << uint32(0x0); // 14
7619 data
<< uint32(0x9b2) << uint32(0x0); // 15
7620 data
<< uint32(0x9b1) << uint32(0x1); // 16
7621 data
<< uint32(0x9b0) << uint32(0x0); // 17
7622 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7623 data
<< uint32(0x9ac) << uint32(0x0); // 19
7624 data
<< uint32(0x9a8) << uint32(0x0); // 20
7625 data
<< uint32(0x9a7) << uint32(0x0); // 21
7626 data
<< uint32(0x9a6) << uint32(0x1); // 22
7628 case 3519: // Terokkar Forest
7629 data
<< uint32(0xa41) << uint32(0x0); // 10
7630 data
<< uint32(0xa40) << uint32(0x14); // 11
7631 data
<< uint32(0xa3f) << uint32(0x0); // 12
7632 data
<< uint32(0xa3e) << uint32(0x0); // 13
7633 data
<< uint32(0xa3d) << uint32(0x5); // 14
7634 data
<< uint32(0xa3c) << uint32(0x0); // 15
7635 data
<< uint32(0xa87) << uint32(0x0); // 16
7636 data
<< uint32(0xa86) << uint32(0x0); // 17
7637 data
<< uint32(0xa85) << uint32(0x0); // 18
7638 data
<< uint32(0xa84) << uint32(0x0); // 19
7639 data
<< uint32(0xa83) << uint32(0x0); // 20
7640 data
<< uint32(0xa82) << uint32(0x0); // 21
7641 data
<< uint32(0xa81) << uint32(0x0); // 22
7642 data
<< uint32(0xa80) << uint32(0x0); // 23
7643 data
<< uint32(0xa7e) << uint32(0x0); // 24
7644 data
<< uint32(0xa7d) << uint32(0x0); // 25
7645 data
<< uint32(0xa7c) << uint32(0x0); // 26
7646 data
<< uint32(0xa7b) << uint32(0x0); // 27
7647 data
<< uint32(0xa7a) << uint32(0x0); // 28
7648 data
<< uint32(0xa79) << uint32(0x0); // 29
7649 data
<< uint32(0x9d0) << uint32(0x5); // 30
7650 data
<< uint32(0x9ce) << uint32(0x0); // 31
7651 data
<< uint32(0x9cd) << uint32(0x0); // 32
7652 data
<< uint32(0x9cc) << uint32(0x0); // 33
7653 data
<< uint32(0xa88) << uint32(0x0); // 34
7654 data
<< uint32(0xad0) << uint32(0x0); // 35
7655 data
<< uint32(0xacf) << uint32(0x1); // 36
7657 case 3521: // Zangarmarsh
7658 data
<< uint32(0x9e1) << uint32(0x0); // 10
7659 data
<< uint32(0x9e0) << uint32(0x0); // 11
7660 data
<< uint32(0x9df) << uint32(0x0); // 12
7661 data
<< uint32(0xa5d) << uint32(0x1); // 13
7662 data
<< uint32(0xa5c) << uint32(0x0); // 14
7663 data
<< uint32(0xa5b) << uint32(0x1); // 15
7664 data
<< uint32(0xa5a) << uint32(0x0); // 16
7665 data
<< uint32(0xa59) << uint32(0x1); // 17
7666 data
<< uint32(0xa58) << uint32(0x0); // 18
7667 data
<< uint32(0xa57) << uint32(0x0); // 19
7668 data
<< uint32(0xa56) << uint32(0x0); // 20
7669 data
<< uint32(0xa55) << uint32(0x1); // 21
7670 data
<< uint32(0xa54) << uint32(0x0); // 22
7671 data
<< uint32(0x9e7) << uint32(0x0); // 23
7672 data
<< uint32(0x9e6) << uint32(0x0); // 24
7673 data
<< uint32(0x9e5) << uint32(0x0); // 25
7674 data
<< uint32(0xa00) << uint32(0x0); // 26
7675 data
<< uint32(0x9ff) << uint32(0x1); // 27
7676 data
<< uint32(0x9fe) << uint32(0x0); // 28
7677 data
<< uint32(0x9fd) << uint32(0x0); // 29
7678 data
<< uint32(0x9fc) << uint32(0x1); // 30
7679 data
<< uint32(0x9fb) << uint32(0x0); // 31
7680 data
<< uint32(0xa62) << uint32(0x0); // 32
7681 data
<< uint32(0xa61) << uint32(0x1); // 33
7682 data
<< uint32(0xa60) << uint32(0x1); // 34
7683 data
<< uint32(0xa5f) << uint32(0x0); // 35
7685 case 3698: // Nagrand Arena
7686 data
<< uint32(0xa0f) << uint32(0x0); // 7
7687 data
<< uint32(0xa10) << uint32(0x0); // 8
7688 data
<< uint32(0xa11) << uint32(0x0); // 9
7690 case 3702: // Blade's Edge Arena
7691 data
<< uint32(0x9f0) << uint32(0x0); // 7
7692 data
<< uint32(0x9f1) << uint32(0x0); // 8
7693 data
<< uint32(0x9f3) << uint32(0x0); // 9
7695 case 3968: // Ruins of Lordaeron
7696 data
<< uint32(0xbb8) << uint32(0x0); // 7
7697 data
<< uint32(0xbb9) << uint32(0x0); // 8
7698 data
<< uint32(0xbba) << uint32(0x0); // 9
7700 case 3703: // Shattrath City
7703 data
<< uint32(0x914) << uint32(0x0); // 7
7704 data
<< uint32(0x913) << uint32(0x0); // 8
7705 data
<< uint32(0x912) << uint32(0x0); // 9
7706 data
<< uint32(0x915) << uint32(0x0); // 10
7709 GetSession()->SendPacket(&data
);
7712 uint32
Player::GetXPRestBonus(uint32 xp
)
7714 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7716 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7719 SetRestBonus( GetRestBonus() - rested_bonus
);
7721 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7722 return rested_bonus
;
7725 void Player::SetBindPoint(uint64 guid
)
7727 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7728 data
<< uint64(guid
);
7729 GetSession()->SendPacket( &data
);
7732 void Player::SendTalentWipeConfirm(uint64 guid
)
7734 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7735 data
<< uint64(guid
);
7736 data
<< uint32(resetTalentsCost());
7737 GetSession()->SendPacket( &data
);
7740 void Player::SendPetSkillWipeConfirm()
7742 Pet
* pet
= GetPet();
7745 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7746 data
<< pet
->GetGUID();
7747 data
<< uint32(pet
->resetTalentsCost());
7748 GetSession()->SendPacket( &data
);
7751 /*********************************************************/
7752 /*** STORAGE SYSTEM ***/
7753 /*********************************************************/
7755 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7760 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7762 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7766 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7767 else if(charges
<= 1)
7769 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7770 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7775 void Player::SetSheath( uint32 sheathed
)
7779 case SHEATH_STATE_UNARMED
: // no prepared weapon
7780 SetVirtualItemSlot(0,NULL
);
7781 SetVirtualItemSlot(1,NULL
);
7782 SetVirtualItemSlot(2,NULL
);
7784 case SHEATH_STATE_MELEE
: // prepared melee weapon
7786 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7787 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7788 SetVirtualItemSlot(2,NULL
);
7790 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7791 SetVirtualItemSlot(0,NULL
);
7792 SetVirtualItemSlot(1,NULL
);
7793 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7796 SetVirtualItemSlot(0,NULL
);
7797 SetVirtualItemSlot(1,NULL
);
7798 SetVirtualItemSlot(2,NULL
);
7801 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7804 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7806 uint8 pClass
= getClass();
7809 slots
[0] = NULL_SLOT
;
7810 slots
[1] = NULL_SLOT
;
7811 slots
[2] = NULL_SLOT
;
7812 slots
[3] = NULL_SLOT
;
7813 switch( proto
->InventoryType
)
7816 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7819 slots
[0] = EQUIPMENT_SLOT_NECK
;
7821 case INVTYPE_SHOULDERS
:
7822 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7825 slots
[0] = EQUIPMENT_SLOT_BODY
;
7828 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7831 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7834 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7837 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7840 slots
[0] = EQUIPMENT_SLOT_FEET
;
7842 case INVTYPE_WRISTS
:
7843 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7846 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7848 case INVTYPE_FINGER
:
7849 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7850 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7852 case INVTYPE_TRINKET
:
7853 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7854 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7857 slots
[0] = EQUIPMENT_SLOT_BACK
;
7859 case INVTYPE_WEAPON
:
7861 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7863 // suggest offhand slot only if know dual wielding
7864 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7866 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7868 case INVTYPE_SHIELD
:
7869 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7871 case INVTYPE_RANGED
:
7872 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7874 case INVTYPE_2HWEAPON
:
7875 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7877 case INVTYPE_TABARD
:
7878 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7880 case INVTYPE_WEAPONMAINHAND
:
7881 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7883 case INVTYPE_WEAPONOFFHAND
:
7884 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7886 case INVTYPE_HOLDABLE
:
7887 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7889 case INVTYPE_THROWN
:
7890 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7892 case INVTYPE_RANGEDRIGHT
:
7893 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7896 slots
[0] = INVENTORY_SLOT_BAG_1
;
7897 slots
[1] = INVENTORY_SLOT_BAG_2
;
7898 slots
[2] = INVENTORY_SLOT_BAG_3
;
7899 slots
[3] = INVENTORY_SLOT_BAG_4
;
7903 switch(proto
->SubClass
)
7905 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7906 if (pClass
== CLASS_PALADIN
)
7907 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7909 case ITEM_SUBCLASS_ARMOR_IDOL
:
7910 if (pClass
== CLASS_DRUID
)
7911 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7913 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7914 if (pClass
== CLASS_SHAMAN
)
7915 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7917 case ITEM_SUBCLASS_ARMOR_MISC
:
7918 if (pClass
== CLASS_WARLOCK
)
7919 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7928 if( slot
!= NULL_SLOT
)
7930 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7932 for (int i
= 0; i
< 4; i
++)
7934 if ( slots
[i
] == slot
)
7941 // search free slot at first
7942 for (int i
= 0; i
< 4; i
++)
7944 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7946 // in case 2hand equipped weapon offhand slot empty but not free
7947 if(slots
[i
]==EQUIPMENT_SLOT_OFFHAND
)
7949 Item
* mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
7950 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
7958 // if not found free and can swap return first appropriate from used
7959 for (int i
= 0; i
< 4; i
++)
7961 if ( slots
[i
] != NULL_SLOT
&& swap
)
7970 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
7973 uint32 tempcount
= 0;
7975 uint8 res
= EQUIP_ERR_OK
;
7977 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
7979 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7980 if( pItem
&& pItem
->GetEntry() == item
)
7982 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
7983 if(ires
==EQUIP_ERR_OK
)
7985 tempcount
+= pItem
->GetCount();
7986 if( tempcount
>= count
)
7987 return EQUIP_ERR_OK
;
7993 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
7995 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
7996 if( pItem
&& pItem
->GetEntry() == item
)
7998 tempcount
+= pItem
->GetCount();
7999 if( tempcount
>= count
)
8000 return EQUIP_ERR_OK
;
8003 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8005 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8006 if( pItem
&& pItem
->GetEntry() == item
)
8008 tempcount
+= pItem
->GetCount();
8009 if( tempcount
>= count
)
8010 return EQUIP_ERR_OK
;
8014 ItemPrototype
const *pBagProto
;
8015 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8017 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8020 pBagProto
= pBag
->GetProto();
8023 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8025 pItem
= GetItemByPos( i
, j
);
8026 if( pItem
&& pItem
->GetEntry() == item
)
8028 tempcount
+= pItem
->GetCount();
8029 if( tempcount
>= count
)
8030 return EQUIP_ERR_OK
;
8037 // not found req. item count and have unequippable items
8041 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8044 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8046 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8047 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8048 count
+= pItem
->GetCount();
8050 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8052 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8053 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8054 count
+= pItem
->GetCount();
8056 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8058 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8060 count
+= pBag
->GetItemCount(item
,skipItem
);
8063 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8065 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8067 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8068 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8069 count
+= pItem
->GetGemCountWithID(item
);
8075 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8077 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8078 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8079 count
+= pItem
->GetCount();
8081 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8083 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8085 count
+= pBag
->GetItemCount(item
,skipItem
);
8088 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8090 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8092 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8093 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8094 count
+= pItem
->GetGemCountWithID(item
);
8102 Item
* Player::GetItemByGuid( uint64 guid
) const
8104 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8106 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8107 if( pItem
&& pItem
->GetGUID() == guid
)
8110 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8112 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8113 if( pItem
&& pItem
->GetGUID() == guid
)
8117 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8119 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8122 ItemPrototype
const *pBagProto
= pBag
->GetProto();
8125 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8127 Item
* pItem
= pBag
->GetItemByPos( j
);
8128 if( pItem
&& pItem
->GetGUID() == guid
)
8134 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8136 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8139 ItemPrototype
const *pBagProto
= pBag
->GetProto();
8142 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8144 Item
* pItem
= pBag
->GetItemByPos( j
);
8145 if( pItem
&& pItem
->GetGUID() == guid
)
8155 Item
* Player::GetItemByPos( uint16 pos
) const
8157 uint8 bag
= pos
>> 8;
8158 uint8 slot
= pos
& 255;
8159 return GetItemByPos( bag
, slot
);
8162 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8164 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8165 return m_items
[slot
];
8166 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8167 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8169 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8171 return pBag
->GetItemByPos(slot
);
8176 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8181 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8182 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8183 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8184 default: return NULL
;
8187 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8188 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8194 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8200 Item
* Player::GetShield(bool useable
) const
8202 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8203 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8209 if( item
->IsBroken())
8215 uint32
Player::GetAttackBySlot( uint8 slot
)
8219 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8220 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8221 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8222 default: return MAX_ATTACK
;
8226 bool Player::HasBankBagSlot( uint8 slot
) const
8228 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8229 if( slot
< maxslot
)
8234 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8236 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8238 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8240 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8242 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8247 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8249 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8251 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8256 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8258 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8260 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8262 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8267 bool Player::IsBagPos( uint16 pos
)
8269 uint8 bag
= pos
>> 8;
8270 uint8 slot
= pos
& 255;
8271 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8273 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8278 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8280 uint32 tempcount
= 0;
8281 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8283 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8284 if( pItem
&& pItem
->GetEntry() == item
)
8286 tempcount
+= pItem
->GetCount();
8287 if( tempcount
>= count
)
8291 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8293 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8294 if( pItem
&& pItem
->GetEntry() == item
)
8296 tempcount
+= pItem
->GetCount();
8297 if( tempcount
>= count
)
8301 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8303 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8305 if(ItemPrototype
const *pBagProto
= pBag
->GetProto())
8307 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8309 Item
* pItem
= GetItemByPos( i
, j
);
8310 if( pItem
&& pItem
->GetEntry() == item
)
8312 tempcount
+= pItem
->GetCount();
8313 if( tempcount
>= count
)
8323 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8325 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8326 if( pItem
&& pItem
->GetEntry() == item
)
8328 tempcount
+= pItem
->GetCount();
8329 if( tempcount
>= count
)
8333 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8335 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8337 if(ItemPrototype
const *pBagProto
= pBag
->GetProto())
8339 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8341 Item
* pItem
= GetItemByPos( i
, j
);
8342 if( pItem
&& pItem
->GetEntry() == item
)
8344 tempcount
+= pItem
->GetCount();
8345 if( tempcount
>= count
)
8357 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8360 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8362 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8363 if( pItem
&& pItem
->GetEntry() == item
)
8367 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8368 if (pProto
&& pProto
->GemProperties
)
8370 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8372 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8373 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8375 if (pItem
->GetGemCountWithID(item
) > 0 )
8384 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8386 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8390 *no_space_count
= count
;
8391 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8395 if(pProto
->MaxCount
== 0)
8396 return EQUIP_ERR_OK
;
8398 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8400 if( curcount
+ count
> pProto
->MaxCount
)
8403 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8404 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8407 return EQUIP_ERR_OK
;
8410 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8413 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8415 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8416 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8419 for(uint8 i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
8421 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8422 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8426 ItemPrototype
const *pBagProto
;
8427 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8429 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8432 pBagProto
= pBag
->GetProto();
8435 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; ++j
)
8437 pItem
= GetItemByPos( i
, j
);
8438 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8447 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8449 Item
* pItem2
= GetItemByPos( bag
, slot
);
8451 // ignore move item (this slot will be empty at move)
8452 if(pItem2
==pSrcItem
)
8457 // empty specific slot - check item fit to slot
8458 if( !pItem2
|| swap
)
8460 if( bag
== INVENTORY_SLOT_BAG_0
)
8463 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8464 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8467 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8468 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8472 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8474 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8476 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8478 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8480 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8481 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8484 // non empty stack with space
8485 need_space
= pProto
->Stackable
;
8487 // non empty slot, check item type
8491 if(pItem2
->GetEntry() != pProto
->ItemId
)
8492 return EQUIP_ERR_ITEM_CANT_STACK
;
8495 if(pItem2
->GetCount() >= pProto
->Stackable
)
8496 return EQUIP_ERR_ITEM_CANT_STACK
;
8498 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8501 if(need_space
> count
)
8504 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8505 if(!newPosition
.isContainedIn(dest
))
8507 dest
.push_back(newPosition
);
8508 count
-= need_space
;
8510 return EQUIP_ERR_OK
;
8513 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
8515 // skip specific bag already processed in first called _CanStoreItem_InBag
8517 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8519 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8521 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8523 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8525 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8527 // specialized bag mode or non-specilized
8528 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8529 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8531 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8532 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8534 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
8536 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8540 Item
* pItem2
= GetItemByPos( bag
, j
);
8542 // ignore move item (this slot will be empty at move)
8543 if(pItem2
==pSrcItem
)
8546 // if merge skip empty, if !merge skip non-empty
8547 if((pItem2
!=NULL
)!=merge
)
8552 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8554 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8555 if(need_space
> count
)
8558 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8559 if(!newPosition
.isContainedIn(dest
))
8561 dest
.push_back(newPosition
);
8562 count
-= need_space
;
8565 return EQUIP_ERR_OK
;
8571 uint32 need_space
= pProto
->Stackable
;
8572 if(need_space
> count
)
8575 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8576 if(!newPosition
.isContainedIn(dest
))
8578 dest
.push_back(newPosition
);
8579 count
-= need_space
;
8582 return EQUIP_ERR_OK
;
8586 return EQUIP_ERR_OK
;
8589 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
8591 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8593 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8594 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8597 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8599 // ignore move item (this slot will be empty at move)
8600 if(pItem2
==pSrcItem
)
8603 // if merge skip empty, if !merge skip non-empty
8604 if((pItem2
!=NULL
)!=merge
)
8609 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8611 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8612 if(need_space
> count
)
8614 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8615 if(!newPosition
.isContainedIn(dest
))
8617 dest
.push_back(newPosition
);
8618 count
-= need_space
;
8621 return EQUIP_ERR_OK
;
8627 uint32 need_space
= pProto
->Stackable
;
8628 if(need_space
> count
)
8631 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8632 if(!newPosition
.isContainedIn(dest
))
8634 dest
.push_back(newPosition
);
8635 count
-= need_space
;
8638 return EQUIP_ERR_OK
;
8642 return EQUIP_ERR_OK
;
8645 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8647 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8649 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8653 *no_space_count
= count
;
8654 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8657 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8660 *no_space_count
= count
;
8661 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8664 // check count of items (skip for auto move for same player from bank)
8665 uint32 no_similar_count
= 0; // can't store this amount similar items
8666 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8667 if(res
!=EQUIP_ERR_OK
)
8669 if(count
==no_similar_count
)
8672 *no_space_count
= no_similar_count
;
8675 count
-= no_similar_count
;
8679 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8681 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8682 if(res
!=EQUIP_ERR_OK
)
8685 *no_space_count
= count
+ no_similar_count
;
8691 if(no_similar_count
==0)
8692 return EQUIP_ERR_OK
;
8695 *no_space_count
= count
+ no_similar_count
;
8696 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8700 // not specific slot or have spece for partly store only in specific slot
8703 if( bag
!= NULL_BAG
)
8705 // search stack in bag for merge to
8706 if( pProto
->Stackable
> 1 )
8708 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8710 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8711 if(res
!=EQUIP_ERR_OK
)
8714 *no_space_count
= count
+ no_similar_count
;
8720 if(no_similar_count
==0)
8721 return EQUIP_ERR_OK
;
8724 *no_space_count
= count
+ no_similar_count
;
8725 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8728 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8729 if(res
!=EQUIP_ERR_OK
)
8732 *no_space_count
= count
+ no_similar_count
;
8738 if(no_similar_count
==0)
8739 return EQUIP_ERR_OK
;
8742 *no_space_count
= count
+ no_similar_count
;
8743 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8746 else // equipped bag
8748 // we need check 2 time (specilized/non_specialized), use NULL_BAG to prevent skipping bag
8749 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8750 if(res
!=EQUIP_ERR_OK
)
8751 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8753 if(res
!=EQUIP_ERR_OK
)
8756 *no_space_count
= count
+ no_similar_count
;
8762 if(no_similar_count
==0)
8763 return EQUIP_ERR_OK
;
8766 *no_space_count
= count
+ no_similar_count
;
8767 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8772 // search free slot in bag for place to
8773 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8775 // search free slot - keyring case
8776 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8778 uint32 keyringSize
= GetMaxKeyringSize();
8779 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8780 if(res
!=EQUIP_ERR_OK
)
8783 *no_space_count
= count
+ no_similar_count
;
8789 if(no_similar_count
==0)
8790 return EQUIP_ERR_OK
;
8793 *no_space_count
= count
+ no_similar_count
;
8794 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8798 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8799 if(res
!=EQUIP_ERR_OK
)
8802 *no_space_count
= count
+ no_similar_count
;
8808 if(no_similar_count
==0)
8809 return EQUIP_ERR_OK
;
8812 *no_space_count
= count
+ no_similar_count
;
8813 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8816 else // equipped bag
8818 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8819 if(res
!=EQUIP_ERR_OK
)
8820 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8822 if(res
!=EQUIP_ERR_OK
)
8825 *no_space_count
= count
+ no_similar_count
;
8831 if(no_similar_count
==0)
8832 return EQUIP_ERR_OK
;
8835 *no_space_count
= count
+ no_similar_count
;
8836 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8841 // not specific bag or have space for partly store only in specific bag
8843 // search stack for merge to
8844 if( pProto
->Stackable
> 1 )
8846 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8847 if(res
!=EQUIP_ERR_OK
)
8850 *no_space_count
= count
+ no_similar_count
;
8856 if(no_similar_count
==0)
8857 return EQUIP_ERR_OK
;
8860 *no_space_count
= count
+ no_similar_count
;
8861 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8864 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8865 if(res
!=EQUIP_ERR_OK
)
8868 *no_space_count
= count
+ no_similar_count
;
8874 if(no_similar_count
==0)
8875 return EQUIP_ERR_OK
;
8878 *no_space_count
= count
+ no_similar_count
;
8879 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8882 if( pProto
->BagFamily
)
8884 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8886 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
8887 if(res
!=EQUIP_ERR_OK
)
8892 if(no_similar_count
==0)
8893 return EQUIP_ERR_OK
;
8896 *no_space_count
= count
+ no_similar_count
;
8897 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8902 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8904 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
8905 if(res
!=EQUIP_ERR_OK
)
8910 if(no_similar_count
==0)
8911 return EQUIP_ERR_OK
;
8914 *no_space_count
= count
+ no_similar_count
;
8915 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8920 // search free slot - special bag case
8921 if( pProto
->BagFamily
)
8923 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8925 uint32 keyringSize
= GetMaxKeyringSize();
8926 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8927 if(res
!=EQUIP_ERR_OK
)
8930 *no_space_count
= count
+ no_similar_count
;
8936 if(no_similar_count
==0)
8937 return EQUIP_ERR_OK
;
8940 *no_space_count
= count
+ no_similar_count
;
8941 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8945 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8947 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
8948 if(res
!=EQUIP_ERR_OK
)
8953 if(no_similar_count
==0)
8954 return EQUIP_ERR_OK
;
8957 *no_space_count
= count
+ no_similar_count
;
8958 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8964 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,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
;
8982 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8984 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
8985 if(res
!=EQUIP_ERR_OK
)
8990 if(no_similar_count
==0)
8991 return EQUIP_ERR_OK
;
8994 *no_space_count
= count
+ no_similar_count
;
8995 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9000 *no_space_count
= count
+ no_similar_count
;
9002 return EQUIP_ERR_INVENTORY_FULL
;
9005 //////////////////////////////////////////////////////////////////////////
9006 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9011 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9012 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9013 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9015 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9016 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9017 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9019 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9021 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9023 if (pItem2
&& !pItem2
->IsInTrade())
9025 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9029 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9031 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9033 if (pItem2
&& !pItem2
->IsInTrade())
9035 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9039 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9042 ItemPrototype
const *pBagProto
;
9044 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9047 pBagProto
= pBag
->GetProto();
9051 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
9053 pItem2
= GetItemByPos( i
, j
);
9054 if (pItem2
&& !pItem2
->IsInTrade())
9056 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9063 // check free space for all items
9064 for (int k
=0;k
<count
;k
++)
9066 Item
*pItem
= pItems
[k
];
9069 if (!pItem
) continue;
9071 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9072 ItemPrototype
const *pProto
= pItem
->GetProto();
9076 return EQUIP_ERR_ITEM_NOT_FOUND
;
9079 if(pItem
->IsBindedNotWith(GetGUID()))
9080 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9083 ItemPrototype
const *pBagProto
;
9085 // item is 'one item only'
9086 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9087 if(res
!= EQUIP_ERR_OK
)
9090 // search stack for merge to
9091 if( pProto
->Stackable
> 1 )
9093 bool b_found
= false;
9095 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9097 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9098 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9100 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9105 if (b_found
) continue;
9107 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9109 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9110 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9112 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9117 if (b_found
) continue;
9119 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9121 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9124 pBagProto
= pBag
->GetProto();
9127 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
9129 pItem2
= GetItemByPos( t
, j
);
9130 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9132 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9140 if (b_found
) continue;
9144 if( pProto
->BagFamily
)
9146 bool b_found
= false;
9147 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9149 uint32 keyringSize
= GetMaxKeyringSize();
9150 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9152 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9154 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9161 if (b_found
) continue;
9163 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9165 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9168 pBagProto
= pBag
->GetProto();
9170 // not plain container check
9171 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9172 ItemCanGoIntoBag(pProto
,pBagProto
) )
9174 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
9176 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9178 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9186 if (b_found
) continue;
9190 bool b_found
= false;
9191 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9193 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9195 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9200 if (b_found
) continue;
9202 // search free slot in bags
9203 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9205 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9208 pBagProto
= pBag
->GetProto();
9209 if( pBagProto
&& ItemCanGoIntoBag(pProto
,pBagProto
))
9211 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
9213 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9215 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9224 // no free slot found?
9226 return EQUIP_ERR_INVENTORY_FULL
;
9229 return EQUIP_ERR_OK
;
9232 //////////////////////////////////////////////////////////////////////////
9233 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, uint32 count
, bool swap
) const
9236 Item
*pItem
= Item::CreateItem( item
, count
, this );
9239 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9244 return EQUIP_ERR_ITEM_NOT_FOUND
;
9247 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9252 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9253 ItemPrototype
const *pProto
= pItem
->GetProto();
9256 // May be here should be more stronger checks; STUNNED checked
9257 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9258 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9259 return EQUIP_ERR_YOU_ARE_STUNNED
;
9261 if(pItem
->IsBindedNotWith(GetGUID()))
9262 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9264 // check count of items (skip for auto move for same player from bank)
9265 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9266 if(res
!= EQUIP_ERR_OK
)
9269 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9271 // - in-progress arenas
9272 if( !pProto
->CanChangeEquipStateInCombat() )
9275 return EQUIP_ERR_NOT_IN_COMBAT
;
9277 if(BattleGround
* bg
= GetBattleGround())
9278 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9279 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9282 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9283 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9285 if(IsNonMeleeSpellCasted(false))
9286 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9288 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9289 if( eslot
== NULL_SLOT
)
9290 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9292 uint8 msg
= CanUseItem( pItem
, not_loading
);
9293 if( msg
!= EQUIP_ERR_OK
)
9295 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9296 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9298 // check unique-equipped on item
9299 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9301 // there is an equip limit on this item
9302 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9303 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9304 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9307 // check unique-equipped on gems
9308 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9310 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9313 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9317 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9318 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9320 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9321 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9322 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9326 // check unique-equipped special item classes
9327 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9329 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9331 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9333 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9335 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9336 (!swap
|| pBag
->GetSlot() != eslot
) )
9338 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9339 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9341 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9348 uint32 type
= pProto
->InventoryType
;
9350 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9352 if( type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9355 return EQUIP_ERR_CANT_DUAL_WIELD
;
9358 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
9361 if(mainItem
->GetProto()->InventoryType
== INVTYPE_2HWEAPON
)
9362 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9366 // equip two-hand weapon case (with possible unequip 2 items)
9367 if( type
== INVTYPE_2HWEAPON
)
9369 if(eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9370 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9372 // offhand item must can be stored in inventitory for offhand item and it also must be unequipped
9373 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9374 ItemPosCountVec off_dest
;
9375 if( offItem
&& (!not_loading
||
9376 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9377 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9378 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9380 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9381 return EQUIP_ERR_OK
;
9385 return EQUIP_ERR_ITEM_NOT_FOUND
;
9387 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9390 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9392 // Applied only to equipped items and bank bags
9393 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9394 return EQUIP_ERR_OK
;
9396 Item
* pItem
= GetItemByPos(pos
);
9398 // Applied only to existed equipped item
9400 return EQUIP_ERR_OK
;
9402 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9404 ItemPrototype
const *pProto
= pItem
->GetProto();
9406 return EQUIP_ERR_ITEM_NOT_FOUND
;
9408 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9410 // - in-progress arenas
9411 if( !pProto
->CanChangeEquipStateInCombat() )
9414 return EQUIP_ERR_NOT_IN_COMBAT
;
9416 if(BattleGround
* bg
= GetBattleGround())
9417 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9418 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9421 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9422 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9424 return EQUIP_ERR_OK
;
9427 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9430 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9432 uint32 count
= pItem
->GetCount();
9434 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9435 ItemPrototype
const *pProto
= pItem
->GetProto();
9437 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9439 if( pItem
->IsBindedNotWith(GetGUID()) )
9440 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9442 // check count of items (skip for auto move for same player from bank)
9443 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9444 if(res
!= EQUIP_ERR_OK
)
9448 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9450 if( pProto
->InventoryType
== INVTYPE_BAG
)
9452 Bag
*pBag
= (Bag
*)pItem
;
9455 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9457 if( !HasBankBagSlot( slot
) )
9458 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9459 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9464 if( !pBag
->IsEmpty() )
9465 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9471 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9472 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9475 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9476 if(res
!=EQUIP_ERR_OK
)
9480 return EQUIP_ERR_OK
;
9483 // not specific slot or have spece for partly store only in specific slot
9486 if( bag
!= NULL_BAG
)
9488 if( pProto
->InventoryType
== INVTYPE_BAG
)
9490 Bag
*pBag
= (Bag
*)pItem
;
9491 if( pBag
&& !pBag
->IsEmpty() )
9492 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9495 // search stack in bag for merge to
9496 if( pProto
->Stackable
> 1 )
9498 if( bag
== INVENTORY_SLOT_BAG_0
)
9500 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9501 if(res
!=EQUIP_ERR_OK
)
9505 return EQUIP_ERR_OK
;
9509 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9510 if(res
!=EQUIP_ERR_OK
)
9511 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9513 if(res
!=EQUIP_ERR_OK
)
9517 return EQUIP_ERR_OK
;
9521 // search free slot in bag
9522 if( bag
== INVENTORY_SLOT_BAG_0
)
9524 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9525 if(res
!=EQUIP_ERR_OK
)
9529 return EQUIP_ERR_OK
;
9533 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9534 if(res
!=EQUIP_ERR_OK
)
9535 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9537 if(res
!=EQUIP_ERR_OK
)
9541 return EQUIP_ERR_OK
;
9545 // not specific bag or have spece for partly store only in specific bag
9547 // search stack for merge to
9548 if( pProto
->Stackable
> 1 )
9551 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9552 if(res
!=EQUIP_ERR_OK
)
9556 return EQUIP_ERR_OK
;
9559 if( pProto
->BagFamily
)
9561 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9563 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9564 if(res
!=EQUIP_ERR_OK
)
9568 return EQUIP_ERR_OK
;
9572 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9574 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9575 if(res
!=EQUIP_ERR_OK
)
9579 return EQUIP_ERR_OK
;
9583 // search free place in special bag
9584 if( pProto
->BagFamily
)
9586 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9588 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9589 if(res
!=EQUIP_ERR_OK
)
9593 return EQUIP_ERR_OK
;
9597 // search free space
9598 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9599 if(res
!=EQUIP_ERR_OK
)
9603 return EQUIP_ERR_OK
;
9605 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9607 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9608 if(res
!=EQUIP_ERR_OK
)
9612 return EQUIP_ERR_OK
;
9614 return EQUIP_ERR_BANK_FULL
;
9617 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9621 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9622 if( !isAlive() && not_loading
)
9623 return EQUIP_ERR_YOU_ARE_DEAD
;
9625 // return EQUIP_ERR_YOU_ARE_STUNNED;
9626 ItemPrototype
const *pProto
= pItem
->GetProto();
9629 if( pItem
->IsBindedNotWith(GetGUID()) )
9630 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9631 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9632 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9633 if( pItem
->GetSkill() != 0 )
9635 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9636 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9638 if( pProto
->RequiredSkill
!= 0 )
9640 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9641 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9642 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9643 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9645 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9646 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9647 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9648 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9649 if( getLevel() < pProto
->RequiredLevel
)
9650 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9651 return EQUIP_ERR_OK
;
9654 return EQUIP_ERR_ITEM_NOT_FOUND
;
9657 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9659 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9663 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9665 if( pProto
->RequiredSkill
!= 0 )
9667 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9669 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9672 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9674 if( getLevel() < pProto
->RequiredLevel
)
9681 uint8
Player::CanUseAmmo( uint32 item
) const
9683 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9685 return EQUIP_ERR_YOU_ARE_DEAD
;
9687 // return EQUIP_ERR_YOU_ARE_STUNNED;
9688 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9691 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9692 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9693 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9694 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9695 if( pProto
->RequiredSkill
!= 0 )
9697 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9698 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9699 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9700 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9702 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9703 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9704 /*if( GetReputation() < pProto->RequiredReputation )
9705 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9707 if( getLevel() < pProto
->RequiredLevel
)
9708 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9711 if(GetDummyAura(46699))
9712 return EQUIP_ERR_BAG_FULL6
;
9714 return EQUIP_ERR_OK
;
9716 return EQUIP_ERR_ITEM_NOT_FOUND
;
9719 void Player::SetAmmo( uint32 item
)
9725 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9731 uint8 msg
= CanUseAmmo( item
);
9732 if( msg
!= EQUIP_ERR_OK
)
9734 SendEquipError( msg
, NULL
, NULL
);
9739 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9741 _ApplyAmmoBonuses();
9744 void Player::RemoveAmmo()
9746 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9750 if(CanModifyStats())
9751 UpdateDamagePhysical(RANGED_ATTACK
);
9754 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9755 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9758 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9759 count
+= itr
->count
;
9761 Item
*pItem
= Item::CreateItem( item
, count
, this );
9764 ItemAddedQuestCheck( item
, count
);
9765 if(randomPropertyId
)
9766 pItem
->SetItemRandomProperties(randomPropertyId
);
9767 pItem
= StoreItem( dest
, pItem
, update
);
9772 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9777 Item
* lastItem
= pItem
;
9779 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9781 uint16 pos
= itr
->pos
;
9782 uint32 count
= itr
->count
;
9786 if(itr
== dest
.end())
9788 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9792 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9798 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9799 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
9804 uint8 bag
= pos
>> 8;
9805 uint8 slot
= pos
& 255;
9807 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
9809 Item
*pItem2
= GetItemByPos( bag
, slot
);
9814 pItem
= pItem
->CloneItem(count
,this);
9816 pItem
->SetCount(count
);
9821 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9822 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9823 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9824 pItem
->SetBinding( true );
9826 if( bag
== INVENTORY_SLOT_BAG_0
)
9828 m_items
[slot
] = pItem
;
9829 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
9830 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
9831 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
9833 pItem
->SetSlot( slot
);
9834 pItem
->SetContainer( NULL
);
9836 if( IsInWorld() && update
)
9838 pItem
->AddToWorld();
9839 pItem
->SendUpdateToPlayer( this );
9842 pItem
->SetState(ITEM_CHANGED
, this);
9846 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9849 pBag
->StoreItem( slot
, pItem
, update
);
9850 if( IsInWorld() && update
)
9852 pItem
->AddToWorld();
9853 pItem
->SendUpdateToPlayer( this );
9855 pItem
->SetState(ITEM_CHANGED
, this);
9856 pBag
->SetState(ITEM_CHANGED
, this);
9860 AddEnchantmentDurations(pItem
);
9861 AddItemDurations(pItem
);
9867 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9868 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9869 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9870 pItem2
->SetBinding( true );
9872 pItem2
->SetCount( pItem2
->GetCount() + count
);
9873 if( IsInWorld() && update
)
9874 pItem2
->SendUpdateToPlayer( this );
9878 // delete item (it not in any slot currently)
9879 if( IsInWorld() && update
)
9881 pItem
->RemoveFromWorld();
9882 pItem
->DestroyForPlayer( this );
9885 RemoveEnchantmentDurations(pItem
);
9886 RemoveItemDurations(pItem
);
9888 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9889 pItem
->SetState(ITEM_REMOVED
, this);
9891 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
9892 AddEnchantmentDurations(pItem2
);
9894 pItem2
->SetState(ITEM_CHANGED
, this);
9900 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, uint32 count
, bool update
)
9902 Item
*pItem
= Item::CreateItem( item
, count
, this );
9905 ItemAddedQuestCheck( item
, count
);
9906 Item
* retItem
= EquipItem( pos
, pItem
, update
);
9913 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
9917 AddEnchantmentDurations(pItem
);
9918 AddItemDurations(pItem
);
9920 uint8 bag
= pos
>> 8;
9921 uint8 slot
= pos
& 255;
9923 Item
*pItem2
= GetItemByPos( bag
, slot
);
9927 VisualizeItem( slot
, pItem
);
9931 ItemPrototype
const *pProto
= pItem
->GetProto();
9933 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
9934 if(pProto
&& pProto
->ItemSet
)
9935 AddItemsSetItem(this,pItem
);
9937 _ApplyItemMods(pItem
, slot
, true);
9939 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
9941 m_weaponChangeTimer
= DEFAULT_SWITCH_WEAPON
;
9942 if (getClass() == CLASS_ROGUE
)
9943 m_weaponChangeTimer
= ROGUE_SWITCH_WEAPON
;
9947 if( IsInWorld() && update
)
9949 pItem
->AddToWorld();
9950 pItem
->SendUpdateToPlayer( this );
9953 ApplyEquipCooldown(pItem
);
9955 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
9956 UpdateExpertise(BASE_ATTACK
);
9957 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
9958 UpdateExpertise(OFF_ATTACK
);
9962 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
9963 if( IsInWorld() && update
)
9964 pItem2
->SendUpdateToPlayer( this );
9966 // delete item (it not in any slot currently)
9967 //pItem->DeleteFromDB();
9968 if( IsInWorld() && update
)
9970 pItem
->RemoveFromWorld();
9971 pItem
->DestroyForPlayer( this );
9974 RemoveEnchantmentDurations(pItem
);
9975 RemoveItemDurations(pItem
);
9977 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9978 pItem
->SetState(ITEM_REMOVED
, this);
9979 pItem2
->SetState(ITEM_CHANGED
, this);
9981 ApplyEquipCooldown(pItem2
);
9990 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
9994 AddEnchantmentDurations(pItem
);
9995 AddItemDurations(pItem
);
9997 uint8 slot
= pos
& 255;
9998 VisualizeItem( slot
, pItem
);
10002 pItem
->AddToWorld();
10003 pItem
->SendUpdateToPlayer( this );
10008 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10010 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10011 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10012 // entry // Size: 1
10013 // inspected enchantments // Size: 6
10015 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10016 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10021 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10023 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10024 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10026 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10027 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10029 // Use SetInt16Value to prevent set high part to FFFF for negative value
10030 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10031 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10035 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10037 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10038 SetUInt32Value(VisibleBase
+ 0, 0);
10040 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10041 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10043 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10044 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10048 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10053 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10054 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10055 pItem
->SetBinding( true );
10057 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10059 m_items
[slot
] = pItem
;
10060 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10061 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10062 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10063 pItem
->SetSlot( slot
);
10064 pItem
->SetContainer( NULL
);
10066 if( slot
< EQUIPMENT_SLOT_END
)
10067 SetVisibleItemSlot(slot
,pItem
);
10069 pItem
->SetState(ITEM_CHANGED
, this);
10072 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10074 // note: removeitem does not actually change the item
10075 // it only takes the item out of storage temporarily
10076 // note2: if removeitem is to be used for delinking
10077 // the item must be removed from the player's updatequeue
10079 Item
*pItem
= GetItemByPos( bag
, slot
);
10082 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10084 RemoveEnchantmentDurations(pItem
);
10085 RemoveItemDurations(pItem
);
10087 if( bag
== INVENTORY_SLOT_BAG_0
)
10089 if ( slot
< INVENTORY_SLOT_BAG_END
)
10091 ItemPrototype
const *pProto
= pItem
->GetProto();
10092 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10094 if(pProto
&& pProto
->ItemSet
)
10095 RemoveItemsSetItem(this,pProto
);
10097 _ApplyItemMods(pItem
, slot
, false);
10099 // remove item dependent auras and casts (only weapon and armor slots)
10100 if(slot
< EQUIPMENT_SLOT_END
)
10101 RemoveItemDependentAurasAndCasts(pItem
);
10103 // remove held enchantments
10104 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10106 if (pItem
->GetItemSuffixFactor())
10108 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10109 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10113 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10114 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10119 m_items
[slot
] = NULL
;
10120 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10122 if ( slot
< EQUIPMENT_SLOT_END
)
10123 SetVisibleItemSlot(slot
,NULL
);
10127 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10129 pBag
->RemoveItem(slot
, update
);
10131 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10132 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10133 pItem
->SetSlot( NULL_SLOT
);
10134 if( IsInWorld() && update
)
10135 pItem
->SendUpdateToPlayer( this );
10137 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10138 UpdateExpertise(BASE_ATTACK
);
10139 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10140 UpdateExpertise(OFF_ATTACK
);
10144 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10145 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10147 if(Item
* it
= GetItemByPos(bag
,slot
))
10149 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10150 RemoveItem( bag
,slot
,update
);
10151 it
->RemoveFromUpdateQueueOf(this);
10152 if(it
->IsInWorld())
10154 it
->RemoveFromWorld();
10155 it
->DestroyForPlayer( this );
10160 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10161 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10163 // update quest counters
10164 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10167 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10169 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10170 if(pLastItem
==pItem
)
10172 // update owner for last item (this can be original item with wrong owner
10173 if(pLastItem
->GetOwnerGUID() != GetGUID())
10174 pLastItem
->SetOwnerGUID(GetGUID());
10176 // if this original item then it need create record in inventory
10177 // in case trade we laready have item in other player inventory
10178 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10182 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10184 Item
*pItem
= GetItemByPos( bag
, slot
);
10187 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10189 // start from destroy contained items (only equipped bag can have its)
10190 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10192 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10193 DestroyItem(slot
,i
,update
);
10196 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10197 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10199 ItemPrototype
const *pProto
= pItem
->GetProto();
10201 RemoveEnchantmentDurations(pItem
);
10202 RemoveItemDurations(pItem
);
10204 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10206 if( bag
== INVENTORY_SLOT_BAG_0
)
10209 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10211 // equipment and equipped bags can have applied bonuses
10212 if ( slot
< INVENTORY_SLOT_BAG_END
)
10214 ItemPrototype
const *pProto
= pItem
->GetProto();
10216 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10217 if(pProto
&& pProto
->ItemSet
)
10218 RemoveItemsSetItem(this,pProto
);
10220 _ApplyItemMods(pItem
, slot
, false);
10223 if ( slot
< EQUIPMENT_SLOT_END
)
10225 // remove item dependent auras and casts (only weapon and armor slots)
10226 RemoveItemDependentAurasAndCasts(pItem
);
10228 // equipment visual show
10229 SetVisibleItemSlot(slot
,NULL
);
10232 m_items
[slot
] = NULL
;
10234 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10235 pBag
->RemoveItem(slot
, update
);
10237 if( IsInWorld() && update
)
10239 pItem
->RemoveFromWorld();
10240 pItem
->DestroyForPlayer(this);
10243 //pItem->SetOwnerGUID(0);
10244 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10245 pItem
->SetSlot( NULL_SLOT
);
10246 pItem
->SetState(ITEM_REMOVED
, this);
10250 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10252 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10254 ItemPrototype
const *pProto
;
10255 uint32 remcount
= 0;
10258 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10260 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10261 if( pItem
&& pItem
->GetEntry() == item
)
10263 if( pItem
->GetCount() + remcount
<= count
)
10265 // all items in inventory can unequipped
10266 remcount
+= pItem
->GetCount();
10267 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10269 if(remcount
>=count
)
10274 pProto
= pItem
->GetProto();
10275 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10276 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10277 if( IsInWorld() & update
)
10278 pItem
->SendUpdateToPlayer( this );
10279 pItem
->SetState(ITEM_CHANGED
, this);
10284 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10286 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10287 if( pItem
&& pItem
->GetEntry() == item
)
10289 if( pItem
->GetCount() + remcount
<= count
)
10291 // all keys can be unequipped
10292 remcount
+= pItem
->GetCount();
10293 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10295 if(remcount
>=count
)
10300 pProto
= pItem
->GetProto();
10301 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10302 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10303 if( IsInWorld() & update
)
10304 pItem
->SendUpdateToPlayer( this );
10305 pItem
->SetState(ITEM_CHANGED
, this);
10311 // in inventory bags
10313 ItemPrototype
const *pBagProto
;
10314 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10316 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10319 pBagProto
= pBag
->GetProto();
10322 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
10324 pItem
= pBag
->GetItemByPos(j
);
10325 if( pItem
&& pItem
->GetEntry() == item
)
10327 // all items in bags can be unequipped
10328 if( pItem
->GetCount() + remcount
<= count
)
10330 remcount
+= pItem
->GetCount();
10331 DestroyItem( i
, j
, update
);
10333 if(remcount
>=count
)
10338 pProto
= pItem
->GetProto();
10339 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10340 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10341 if( IsInWorld() && update
)
10342 pItem
->SendUpdateToPlayer( this );
10343 pItem
->SetState(ITEM_CHANGED
, this);
10352 // in equipment and bag list
10353 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10355 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10356 if( pItem
&& pItem
->GetEntry() == item
)
10358 if( pItem
->GetCount() + remcount
<= count
)
10360 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10362 remcount
+= pItem
->GetCount();
10363 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10365 if(remcount
>=count
)
10371 pProto
= pItem
->GetProto();
10372 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10373 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10374 if( IsInWorld() & update
)
10375 pItem
->SendUpdateToPlayer( this );
10376 pItem
->SetState(ITEM_CHANGED
, this);
10383 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10385 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10388 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10390 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10391 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10392 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10394 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10396 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10397 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10398 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10401 // in inventory bags
10402 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10404 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10407 ItemPrototype
const *pBagProto
= pBag
->GetProto();
10410 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
10412 Item
* pItem
= pBag
->GetItemByPos(j
);
10413 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10414 DestroyItem( i
, j
, update
);
10420 // in equipment and bag list
10421 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10423 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10424 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10425 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10429 void Player::DestroyConjuredItems( bool update
)
10431 // used when entering arena
10432 // distroys all conjured items
10433 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10436 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10438 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10439 if( pItem
&& pItem
->GetProto() &&
10440 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10441 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10442 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10445 // in inventory bags
10446 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10448 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10451 ItemPrototype
const *pBagProto
= pBag
->GetProto();
10454 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
10456 Item
* pItem
= pBag
->GetItemByPos(j
);
10457 if( pItem
&& pItem
->GetProto() &&
10458 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10459 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10460 DestroyItem( i
, j
, update
);
10466 // in equipment and bag list
10467 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10469 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10470 if( pItem
&& pItem
->GetProto() &&
10471 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10472 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10473 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10477 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10482 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10484 if( pItem
->GetCount() <= count
)
10486 count
-= pItem
->GetCount();
10488 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10492 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10493 pItem
->SetCount( pItem
->GetCount() - count
);
10495 if( IsInWorld() & update
)
10496 pItem
->SendUpdateToPlayer( this );
10497 pItem
->SetState(ITEM_CHANGED
, this);
10501 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10503 uint8 srcbag
= src
>> 8;
10504 uint8 srcslot
= src
& 255;
10506 uint8 dstbag
= dst
>> 8;
10507 uint8 dstslot
= dst
& 255;
10509 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10512 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10516 // not let split all items (can be only at cheating)
10517 if(pSrcItem
->GetCount() == count
)
10519 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10523 // not let split more existed items (can be only at cheating)
10524 if(pSrcItem
->GetCount() < count
)
10526 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10530 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10532 //best error message found for attempting to split while looting
10533 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10537 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10538 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10541 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10545 if( IsInventoryPos( dst
) )
10547 // change item amount before check (for unique max count check)
10548 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10550 ItemPosCountVec dest
;
10551 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10552 if( msg
!= EQUIP_ERR_OK
)
10555 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10556 SendEquipError( msg
, pSrcItem
, NULL
);
10561 pSrcItem
->SendUpdateToPlayer( this );
10562 pSrcItem
->SetState(ITEM_CHANGED
, this);
10563 StoreItem( dest
, pNewItem
, true);
10565 else if( IsBankPos ( dst
) )
10567 // change item amount before check (for unique max count check)
10568 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10570 ItemPosCountVec dest
;
10571 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10572 if( msg
!= EQUIP_ERR_OK
)
10575 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10576 SendEquipError( msg
, pSrcItem
, NULL
);
10581 pSrcItem
->SendUpdateToPlayer( this );
10582 pSrcItem
->SetState(ITEM_CHANGED
, this);
10583 BankItem( dest
, pNewItem
, true);
10585 else if( IsEquipmentPos ( dst
) )
10587 // change item amount before check (for unique max count check), provide space for splitted items
10588 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10591 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10592 if( msg
!= EQUIP_ERR_OK
)
10595 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10596 SendEquipError( msg
, pSrcItem
, NULL
);
10601 pSrcItem
->SendUpdateToPlayer( this );
10602 pSrcItem
->SetState(ITEM_CHANGED
, this);
10603 EquipItem( dest
, pNewItem
, true);
10604 AutoUnequipOffhandIfNeed();
10608 void Player::SwapItem( uint16 src
, uint16 dst
)
10610 uint8 srcbag
= src
>> 8;
10611 uint8 srcslot
= src
& 255;
10613 uint8 dstbag
= dst
>> 8;
10614 uint8 dstslot
= dst
& 255;
10616 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10617 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10622 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10626 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10630 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10632 //best error message found for attempting to swap while looting
10633 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10637 // check unequip potability for equipped items and bank bags
10638 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10640 // bags can be swapped with empty bag slots
10641 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
10642 if(msg
!= EQUIP_ERR_OK
)
10644 SendEquipError( msg
, pSrcItem
, pDstItem
);
10649 // prevent put equipped/bank bag in self
10650 if( IsBagPos ( src
) && srcslot
== dstbag
)
10652 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10658 if( IsInventoryPos( dst
) )
10660 ItemPosCountVec dest
;
10661 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10662 if( msg
!= EQUIP_ERR_OK
)
10664 SendEquipError( msg
, pSrcItem
, NULL
);
10668 RemoveItem(srcbag
, srcslot
, true);
10669 StoreItem( dest
, pSrcItem
, true);
10671 else if( IsBankPos ( dst
) )
10673 ItemPosCountVec dest
;
10674 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10675 if( msg
!= EQUIP_ERR_OK
)
10677 SendEquipError( msg
, pSrcItem
, NULL
);
10681 RemoveItem(srcbag
, srcslot
, true);
10682 BankItem( dest
, pSrcItem
, true);
10684 else if( IsEquipmentPos ( dst
) )
10687 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10688 if( msg
!= EQUIP_ERR_OK
)
10690 SendEquipError( msg
, pSrcItem
, NULL
);
10694 RemoveItem(srcbag
, srcslot
, true);
10695 EquipItem( dest
, pSrcItem
, true);
10696 AutoUnequipOffhandIfNeed();
10699 else // if (!pDstItem)
10701 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10703 //best error message found for attempting to swap while looting
10704 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10708 // check unequip potability for equipped items and bank bags
10709 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10711 // bags can be swapped with empty bag slots
10712 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
10713 if(msg
!= EQUIP_ERR_OK
)
10715 SendEquipError( msg
, pSrcItem
, pDstItem
);
10720 // attempt merge to / fill target item
10723 ItemPosCountVec sDest
;
10725 if( IsInventoryPos( dst
) )
10726 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10727 else if( IsBankPos ( dst
) )
10728 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10729 else if( IsEquipmentPos ( dst
) )
10730 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10734 // can be merge/fill
10735 if(msg
== EQUIP_ERR_OK
)
10737 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
10739 RemoveItem(srcbag
, srcslot
, true);
10741 if( IsInventoryPos( dst
) )
10742 StoreItem( sDest
, pSrcItem
, true);
10743 else if( IsBankPos ( dst
) )
10744 BankItem( sDest
, pSrcItem
, true);
10745 else if( IsEquipmentPos ( dst
) )
10747 EquipItem( eDest
, pSrcItem
, true);
10748 AutoUnequipOffhandIfNeed();
10753 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
10754 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
10755 pSrcItem
->SetState(ITEM_CHANGED
, this);
10756 pDstItem
->SetState(ITEM_CHANGED
, this);
10759 pSrcItem
->SendUpdateToPlayer( this );
10760 pDstItem
->SendUpdateToPlayer( this );
10767 // impossible merge/fill, do real swap
10770 // check src->dest move possibility
10771 ItemPosCountVec sDest
;
10773 if( IsInventoryPos( dst
) )
10774 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10775 else if( IsBankPos( dst
) )
10776 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10777 else if( IsEquipmentPos( dst
) )
10779 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10780 if( msg
== EQUIP_ERR_OK
)
10781 msg
= CanUnequipItem( eDest
, true );
10784 if( msg
!= EQUIP_ERR_OK
)
10786 SendEquipError( msg
, pSrcItem
, pDstItem
);
10790 // check dest->src move possibility
10791 ItemPosCountVec sDest2
;
10793 if( IsInventoryPos( src
) )
10794 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10795 else if( IsBankPos( src
) )
10796 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10797 else if( IsEquipmentPos( src
) )
10799 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10800 if( msg
== EQUIP_ERR_OK
)
10801 msg
= CanUnequipItem( eDest2
, true);
10804 if( msg
!= EQUIP_ERR_OK
)
10806 SendEquipError( msg
, pDstItem
, pSrcItem
);
10810 // now do moves, remove...
10811 RemoveItem(dstbag
, dstslot
, false);
10812 RemoveItem(srcbag
, srcslot
, false);
10815 if( IsInventoryPos( dst
) )
10816 StoreItem(sDest
, pSrcItem
, true);
10817 else if( IsBankPos( dst
) )
10818 BankItem(sDest
, pSrcItem
, true);
10819 else if( IsEquipmentPos( dst
) )
10820 EquipItem(eDest
, pSrcItem
, true);
10823 if( IsInventoryPos( src
) )
10824 StoreItem(sDest2
, pDstItem
, true);
10825 else if( IsBankPos( src
) )
10826 BankItem(sDest2
, pDstItem
, true);
10827 else if( IsEquipmentPos( src
) )
10828 EquipItem(eDest2
, pDstItem
, true);
10830 AutoUnequipOffhandIfNeed();
10834 void Player::AddItemToBuyBackSlot( Item
*pItem
)
10838 uint32 slot
= m_currentBuybackSlot
;
10839 // if current back slot non-empty search oldest or free
10842 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
10843 uint32 oldest_slot
= BUYBACK_SLOT_START
;
10845 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
10854 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
10856 if(oldest_time
> i_time
)
10858 oldest_time
= i_time
;
10864 slot
= oldest_slot
;
10867 RemoveItemFromBuyBackSlot( slot
, true );
10868 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
10870 m_items
[slot
] = pItem
;
10871 time_t base
= time(NULL
);
10872 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
10873 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10875 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
10876 ItemPrototype
const *pProto
= pItem
->GetProto();
10878 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
10880 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10881 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
10883 // move to next (for non filled list is move most optimized choice)
10884 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
10885 ++m_currentBuybackSlot
;
10889 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
10891 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
10892 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10893 return m_items
[slot
];
10897 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
10899 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
10900 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10902 Item
*pItem
= m_items
[slot
];
10905 pItem
->RemoveFromWorld();
10906 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
10909 m_items
[slot
] = NULL
;
10911 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10912 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
10913 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10914 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
10916 // if current backslot is filled set to now free slot
10917 if(m_items
[m_currentBuybackSlot
])
10918 m_currentBuybackSlot
= slot
;
10922 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
10924 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
10925 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
10926 data
<< uint8(msg
);
10930 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
10931 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
10932 data
<< uint8(0); // not 0 there...
10934 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
10939 if(ItemPrototype
const* proto
= pItem
->GetProto())
10940 level
= proto
->RequiredLevel
;
10942 data
<< uint32(level
); // new 2.4.0
10945 GetSession()->SendPacket(&data
);
10948 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
10950 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
10951 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
10952 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10953 data
<< uint32(item
);
10955 data
<< uint32(param
);
10956 data
<< uint8(msg
);
10957 GetSession()->SendPacket(&data
);
10960 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
10962 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
10963 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
10964 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
10965 data
<< uint64(guid
);
10967 data
<< uint32(param
);
10968 data
<< uint8(msg
);
10969 GetSession()->SendPacket(&data
);
10972 void Player::ClearTrade()
10975 acceptTrade
= false;
10976 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
10977 tradeItems
[i
] = NULL_SLOT
;
10980 void Player::TradeCancel(bool sendback
)
10984 // send yellow "Trade cancelled" message to both traders
10988 ws
->SendCancelTrade();
10989 ws
= pTrader
->GetSession();
10990 if(!ws
->PlayerLogout())
10991 ws
->SendCancelTrade();
10995 pTrader
->ClearTrade();
10996 // prevent loss of reference
10997 pTrader
->pTrader
= NULL
;
11002 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11004 if(m_itemDuration
.empty())
11007 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11009 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11012 ++itr
; // current element can be erased in UpdateDuration
11014 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11015 item
->UpdateDuration(this,time
);
11019 void Player::UpdateEnchantTime(uint32 time
)
11021 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11025 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11027 next
= m_enchantDuration
.erase(itr
);
11029 else if(itr
->leftduration
<= time
)
11031 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11032 itr
->item
->ClearEnchantment(itr
->slot
);
11033 next
= m_enchantDuration
.erase(itr
);
11035 else if(itr
->leftduration
> time
)
11037 itr
->leftduration
-= time
;
11043 void Player::AddEnchantmentDurations(Item
*item
)
11045 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11047 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11050 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11052 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11056 void Player::RemoveEnchantmentDurations(Item
*item
)
11058 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11060 if(itr
->item
== item
)
11062 // save duration in item
11063 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11064 itr
= m_enchantDuration
.erase(itr
);
11071 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11073 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11074 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11077 if(itr
->slot
==slot
)
11079 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11081 // remove from stats
11082 ApplyEnchantment(itr
->item
,slot
,false,false);
11084 itr
->item
->ClearEnchantment(slot
);
11086 // remove from update list
11087 next
= m_enchantDuration
.erase(itr
);
11093 // remove enchants from inventory items
11094 // NOTE: no need to remove these from stats, since these aren't equipped
11096 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11098 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11099 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11100 pItem
->ClearEnchantment(slot
);
11103 // in inventory bags
11104 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11106 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11109 ItemPrototype
const *pBagProto
= pBag
->GetProto();
11112 for(uint32 j
= 0; j
< pBagProto
->ContainerSlots
; j
++)
11114 Item
* pItem
= pBag
->GetItemByPos(j
);
11115 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11116 pItem
->ClearEnchantment(slot
);
11123 // duration == 0 will remove item enchant
11124 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11129 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11132 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11134 if(itr
->item
== item
&& itr
->slot
== slot
)
11136 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11137 m_enchantDuration
.erase(itr
);
11141 if(item
&& duration
> 0 )
11143 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11144 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11148 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11150 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11151 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11154 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11159 if(!item
->IsEquipped())
11162 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11165 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11169 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11173 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11176 for (int s
=0; s
<3; s
++)
11178 uint32 enchant_display_type
= pEnchant
->type
[s
];
11179 uint32 enchant_amount
= pEnchant
->amount
[s
];
11180 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11182 switch(enchant_display_type
)
11184 case ITEM_ENCHANTMENT_TYPE_NONE
:
11186 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11187 // processed in Player::CastItemCombatSpell
11189 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11190 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11191 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11192 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11193 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11194 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11195 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11197 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11198 if(enchant_spell_id
)
11202 int32 basepoints
= int32(enchant_amount
);
11203 // Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor)
11204 if (item
->GetItemRandomPropertyId() !=0 && !enchant_amount
)
11206 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11209 // Search enchant_amount
11210 for (int k
=0; k
<3; k
++)
11212 if(item_rand
->enchant_id
[k
] == enchant_id
)
11214 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11220 // Cast custom spell vs all equal basepoints getted from enchant_amount
11222 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11224 CastSpell(this,enchant_spell_id
,true,item
);
11227 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11230 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11231 if (!enchant_amount
)
11233 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11236 for (int k
=0; k
<3; k
++)
11238 if(item_rand
->enchant_id
[k
] == enchant_id
)
11240 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11247 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11249 case ITEM_ENCHANTMENT_TYPE_STAT
:
11251 if (!enchant_amount
)
11253 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11254 if(item_rand_suffix
)
11256 for (int k
=0; k
<3; k
++)
11258 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11260 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11267 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11268 switch (enchant_spell_id
)
11270 case ITEM_MOD_AGILITY
:
11271 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11272 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11273 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11275 case ITEM_MOD_STRENGTH
:
11276 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11277 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11278 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11280 case ITEM_MOD_INTELLECT
:
11281 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11282 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11283 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11285 case ITEM_MOD_SPIRIT
:
11286 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11287 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11288 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11290 case ITEM_MOD_STAMINA
:
11291 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11292 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11293 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11295 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11296 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11297 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11299 case ITEM_MOD_DODGE_RATING
:
11300 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11301 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11303 case ITEM_MOD_PARRY_RATING
:
11304 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11305 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11307 case ITEM_MOD_BLOCK_RATING
:
11308 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11309 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11311 case ITEM_MOD_HIT_MELEE_RATING
:
11312 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11313 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11315 case ITEM_MOD_HIT_RANGED_RATING
:
11316 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11317 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11319 case ITEM_MOD_HIT_SPELL_RATING
:
11320 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11321 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11323 case ITEM_MOD_CRIT_MELEE_RATING
:
11324 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11325 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11327 case ITEM_MOD_CRIT_RANGED_RATING
:
11328 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11329 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11331 case ITEM_MOD_CRIT_SPELL_RATING
:
11332 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11333 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11335 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11337 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11338 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11340 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11341 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11343 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11344 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11346 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11347 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11349 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11350 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11352 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11353 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11355 // case ITEM_MOD_HASTE_MELEE_RATING:
11356 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11358 // case ITEM_MOD_HASTE_RANGED_RATING:
11359 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11361 case ITEM_MOD_HASTE_SPELL_RATING
:
11362 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11364 case ITEM_MOD_HIT_RATING
:
11365 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11366 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11367 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11368 sLog
.outDebug("+ %u HIT", enchant_amount
);
11370 case ITEM_MOD_CRIT_RATING
:
11371 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11372 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11373 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11374 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11376 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11377 // case ITEM_MOD_HIT_TAKEN_RATING:
11378 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11379 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11380 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11382 // case ITEM_MOD_CRIT_TAKEN_RATING:
11383 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11384 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11385 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11387 case ITEM_MOD_RESILIENCE_RATING
:
11388 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11389 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11390 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11391 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11393 case ITEM_MOD_HASTE_RATING
:
11394 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11395 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11396 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11397 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11399 case ITEM_MOD_EXPERTISE_RATING
:
11400 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11401 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11408 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11410 if(getClass() == CLASS_SHAMAN
)
11412 float addValue
= 0.0f
;
11413 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11415 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11416 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11418 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11420 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11421 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11427 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11429 } /*switch(enchant_display_type)*/
11432 // visualize enchantment at player and equipped items
11433 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11435 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11436 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11444 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11446 AddEnchantmentDuration(item
,slot
,duration
);
11450 // duration == 0 will remove EnchantDuration
11451 AddEnchantmentDuration(item
,slot
,0);
11456 void Player::SendEnchantmentDurations()
11458 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11460 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11464 void Player::SendItemDurations()
11466 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11468 (*itr
)->SendTimeUpdate(this);
11472 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11474 if(!item
) // prevent crash
11477 // last check 2.0.10
11478 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11479 data
<< GetGUID(); // player GUID
11480 data
<< uint32(received
); // 0=looted, 1=from npc
11481 data
<< uint32(created
); // 0=received, 1=created
11482 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11483 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11484 // item slot, but when added to stack: 0xFFFFFFFF
11485 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11486 data
<< uint32(item
->GetEntry()); // item id
11487 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11488 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11489 data
<< uint32(count
); // count of items
11490 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11492 if (broadcast
&& GetGroup())
11493 GetGroup()->BroadcastPacket(&data
);
11495 GetSession()->SendPacket(&data
);
11498 /*********************************************************/
11499 /*** QUEST SYSTEM ***/
11500 /*********************************************************/
11502 void Player::PrepareQuestMenu( uint64 guid
)
11505 QuestRelations
* pObjectQR
;
11506 QuestRelations
* pObjectQIR
;
11507 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11510 pObject
= (Object
*)pCreature
;
11511 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11512 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11516 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11519 pObject
= (Object
*)pGameObject
;
11520 pObjectQR
= &objmgr
.mGOQuestRelations
;
11521 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11527 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11530 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11532 uint32 quest_id
= i
->second
;
11533 QuestStatus status
= GetQuestStatus( quest_id
);
11534 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11535 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11536 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11537 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11538 else if (status
== QUEST_STATUS_AVAILABLE
)
11539 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11542 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11544 uint32 quest_id
= i
->second
;
11545 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11546 if(!pQuest
) continue;
11548 QuestStatus status
= GetQuestStatus( quest_id
);
11550 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11551 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11552 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11553 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11557 void Player::SendPreparedQuest( uint64 guid
)
11559 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11560 if( questMenu
.Empty() )
11563 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11565 uint32 status
= qmi0
.m_qIcon
;
11567 // single element case
11568 if ( questMenu
.MenuItemCount() == 1 )
11570 // Auto open -- maybe also should verify there is no greeting
11571 uint32 quest_id
= qmi0
.m_qId
;
11572 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11575 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11576 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11577 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11578 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11579 // Send completable on repeatable quest if player don't have quest
11580 else if( pQuest
->IsRepeatable() )
11581 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11583 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11586 // multiply entries
11592 std::string title
= "";
11593 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11596 uint32 textid
= pCreature
->GetNpcTextId();
11597 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11600 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11601 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11606 qe
= gossiptext
->Options
[0].Emotes
[0];
11608 if(!gossiptext
->Options
[0].Text_0
.empty())
11610 title
= gossiptext
->Options
[0].Text_0
;
11612 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11615 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11618 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11619 title
= nl
->Text_0
[0][loc_idx
];
11625 title
= gossiptext
->Options
[0].Text_1
;
11627 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11630 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11633 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11634 title
= nl
->Text_1
[0][loc_idx
];
11640 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11644 bool Player::IsActiveQuest( uint32 quest_id
) const
11646 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11648 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11651 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11654 QuestRelations
* pObjectQR
;
11655 QuestRelations
* pObjectQIR
;
11657 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11660 pObject
= (Object
*)pCreature
;
11661 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11662 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11666 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11669 pObject
= (Object
*)pGameObject
;
11670 pObjectQR
= &objmgr
.mGOQuestRelations
;
11671 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11677 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11678 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11680 if (itr
->second
== nextQuestID
)
11681 return objmgr
.GetQuestTemplate(nextQuestID
);
11687 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11689 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11690 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11691 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11692 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11694 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11700 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11702 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
11703 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
11704 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
11705 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
11706 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
11707 && SatisfyQuestDay( pQuest
, msg
);
11710 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
11712 if( !SatisfyQuestLog( msg
) )
11715 uint32 srcitem
= pQuest
->GetSrcItemId();
11718 uint32 count
= pQuest
->GetSrcItemCount();
11719 ItemPosCountVec dest
;
11720 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
11722 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11723 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
11725 else if( msg
!= EQUIP_ERR_OK
)
11727 SendEquipError( msg
, NULL
, NULL
);
11734 bool Player::CanCompleteQuest( uint32 quest_id
)
11738 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
11739 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
11740 return false; // not allow re-complete quest
11742 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
11747 // auto complete quest
11748 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
11751 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
11754 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11756 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11758 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
11763 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11765 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11767 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
11770 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
11775 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
11778 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
11781 if ( qInfo
->GetRewOrReqMoney() < 0 )
11783 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
11787 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
11788 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
11797 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
11799 // Solve problem that player don't have the quest and try complete it.
11800 // if repeatable she must be able to complete event if player don't have it.
11801 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11802 if( !CanTakeQuest(pQuest
, false) )
11805 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11806 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11807 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
11810 if( !CanRewardQuest(pQuest
, false) )
11816 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
11818 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11819 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
11822 // daily quest can't be rewarded (10 daily quest already completed)
11823 if(!SatisfyQuestDay(pQuest
,true))
11826 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11827 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
11830 // prevent receive reward with quest items in bank
11831 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11833 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11835 if( pQuest
->ReqItemCount
[i
]!= 0 &&
11836 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
11839 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
11845 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11846 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
11852 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
11854 // prevent receive reward with quest items in bank or for not completed quest
11855 if(!CanRewardQuest(pQuest
,msg
))
11858 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11860 if( pQuest
->RewChoiceItemId
[reward
] )
11862 ItemPosCountVec dest
;
11863 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
11864 if( res
!= EQUIP_ERR_OK
)
11866 SendEquipError( res
, NULL
, NULL
);
11872 if ( pQuest
->GetRewItemsCount() > 0 )
11874 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
11876 if( pQuest
->RewItemId
[i
] )
11878 ItemPosCountVec dest
;
11879 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
11880 if( res
!= EQUIP_ERR_OK
)
11882 SendEquipError( res
, NULL
, NULL
);
11892 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
11894 uint16 log_slot
= FindQuestSlot( 0 );
11895 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
11897 uint32 quest_id
= pQuest
->GetQuestId();
11899 // if not exist then created with set uState==NEW and rewarded=false
11900 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
11901 if (questStatusData
.uState
!= QUEST_NEW
)
11902 questStatusData
.uState
= QUEST_CHANGED
;
11904 // check for repeatable quests status reset
11905 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
11906 questStatusData
.m_explored
= false;
11908 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11910 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11911 questStatusData
.m_itemcount
[i
] = 0;
11914 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11916 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11917 questStatusData
.m_creatureOrGOcount
[i
] = 0;
11920 GiveQuestSourceItem( pQuest
);
11921 AdjustQuestReqItemCount( pQuest
);
11923 if( pQuest
->GetRepObjectiveFaction() )
11924 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
11927 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
11929 uint32 limittime
= pQuest
->GetLimitTime();
11931 // shared timed quest
11932 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
11933 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
11935 AddTimedQuest( quest_id
);
11936 questStatusData
.m_timer
= limittime
* 1000;
11937 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
11940 questStatusData
.m_timer
= 0;
11942 SetQuestSlot(log_slot
, quest_id
, qtime
);
11944 //starting initial quest script
11945 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
11946 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
11948 UpdateForQuestsGO();
11951 void Player::CompleteQuest( uint32 quest_id
)
11955 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
11957 uint16 log_slot
= FindQuestSlot( quest_id
);
11958 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11959 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11961 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
11963 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
11964 RewardQuest(qInfo
,0,this,false);
11966 SendQuestComplete( quest_id
);
11971 void Player::IncompleteQuest( uint32 quest_id
)
11975 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
11977 uint16 log_slot
= FindQuestSlot( quest_id
);
11978 if( log_slot
< MAX_QUEST_LOG_SIZE
)
11979 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
11983 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
11985 uint32 quest_id
= pQuest
->GetQuestId();
11987 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
11989 if ( pQuest
->ReqItemId
[i
] )
11990 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
11993 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
11994 // SetTimedQuest( 0 );
11995 m_timedquests
.erase(pQuest
->GetQuestId());
11997 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11999 if( pQuest
->RewChoiceItemId
[reward
] )
12001 ItemPosCountVec dest
;
12002 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12004 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12005 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12010 if ( pQuest
->GetRewItemsCount() > 0 )
12012 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12014 if( pQuest
->RewItemId
[i
] )
12016 ItemPosCountVec dest
;
12017 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12019 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12020 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12026 RewardReputation( pQuest
);
12028 if( pQuest
->GetRewSpellCast() > 0 )
12029 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12030 else if( pQuest
->GetRewSpell() > 0)
12031 CastSpell( this, pQuest
->GetRewSpell(), true);
12033 uint16 log_slot
= FindQuestSlot( quest_id
);
12034 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12035 SetQuestSlot(log_slot
,0);
12037 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12039 // Not give XP in case already completed once repeatable quest
12040 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12042 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12043 GiveXP( XP
, NULL
);
12045 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12047 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12048 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12051 if(pQuest
->GetRewHonorableKills())
12052 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12055 if(pQuest
->GetCharTitleId())
12057 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12058 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
12061 // Send reward mail
12062 if(pQuest
->GetRewMailTemplateId())
12064 MailMessageType mailType
;
12065 uint32 senderGuidOrEntry
;
12066 switch(questGiver
->GetTypeId())
12069 mailType
= MAIL_CREATURE
;
12070 senderGuidOrEntry
= questGiver
->GetEntry();
12072 case TYPEID_GAMEOBJECT
:
12073 mailType
= MAIL_GAMEOBJECT
;
12074 senderGuidOrEntry
= questGiver
->GetEntry();
12077 mailType
= MAIL_ITEM
;
12078 senderGuidOrEntry
= questGiver
->GetEntry();
12080 case TYPEID_PLAYER
:
12081 mailType
= MAIL_NORMAL
;
12082 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12085 mailType
= MAIL_NORMAL
;
12086 senderGuidOrEntry
= GetGUIDLow();
12090 Loot questMailLoot
;
12092 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12095 MailItemsInfo mi
; // item list preparing
12097 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12099 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12101 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12103 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12104 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12109 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12111 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12113 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12115 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12116 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12121 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12124 if(pQuest
->IsDaily())
12125 SetDailyQuestStatus(quest_id
);
12127 if ( !pQuest
->IsRepeatable() )
12128 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12130 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12132 q_status
.m_rewarded
= true;
12135 SendQuestReward( pQuest
, XP
, questGiver
);
12137 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12140 void Player::FailQuest( uint32 quest_id
)
12144 IncompleteQuest( quest_id
);
12146 uint16 log_slot
= FindQuestSlot( quest_id
);
12147 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12149 SetQuestSlotTimer(log_slot
, 1 );
12150 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12152 SendQuestFailed( quest_id
);
12156 void Player::FailTimedQuest( uint32 quest_id
)
12160 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12162 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12163 q_status
.m_timer
= 0;
12165 IncompleteQuest( quest_id
);
12167 uint16 log_slot
= FindQuestSlot( quest_id
);
12168 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12170 SetQuestSlotTimer(log_slot
, 1 );
12171 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12173 SendQuestTimerFailed( quest_id
);
12177 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12179 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12180 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12182 // skip zone zoneOrSort and 0 case skillOrClass
12183 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12186 int32 questSort
= -zoneOrSort
;
12187 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12189 // check class sort cases in zoneOrSort
12190 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12193 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12198 if( skillOrClass
< 0 )
12200 uint8 reqClass
= -int32(skillOrClass
);
12201 if(getClass() != reqClass
)
12204 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12209 else if( skillOrClass
> 0 )
12211 uint32 reqSkill
= skillOrClass
;
12212 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12215 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12223 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12225 if( getLevel() < qInfo
->GetMinLevel() )
12228 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12234 bool Player::SatisfyQuestLog( bool msg
)
12237 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12242 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12243 GetSession()->SendPacket( &data
);
12244 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12249 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12251 // No previous quest (might be first quest in a series)
12252 if( qInfo
->prevQuests
.empty())
12255 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12257 uint32 prevId
= abs(*iter
);
12259 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12260 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12262 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12264 // If any of the positive previous quests completed, return true
12265 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12267 // skip one-from-all exclusive group
12268 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12271 // each-from-all exclusive group ( < 0)
12272 // can be start if only all quests in prev quest exclusive group complited and rewarded
12273 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12274 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12276 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12278 for(; iter
!= end
; ++iter
)
12280 uint32 exclude_Id
= iter
->second
;
12282 // skip checked quest id, only state of other quests in group is interesting
12283 if(exclude_Id
== prevId
)
12286 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12288 // alternative quest from group also must be completed and rewarded(reported)
12289 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12292 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12298 // If any of the negative previous quests active, return true
12299 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12300 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12302 // skip one-from-all exclusive group
12303 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12306 // each-from-all exclusive group ( < 0)
12307 // can be start if only all quests in prev quest exclusive group active
12308 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12309 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12311 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12313 for(; iter
!= end
; ++iter
)
12315 uint32 exclude_Id
= iter
->second
;
12317 // skip checked quest id, only state of other quests in group is interesting
12318 if(exclude_Id
== prevId
)
12321 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12323 // alternative quest from group also must be active
12324 if( i_exstatus
== mQuestStatus
.end() ||
12325 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12326 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12329 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12338 // Has only positive prev. quests in non-rewarded state
12339 // and negative prev. quests in non-active state
12341 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12346 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12348 uint32 reqraces
= qInfo
->GetRequiredRaces();
12349 if ( reqraces
== 0 )
12351 if( (reqraces
& getRaceMask()) == 0 )
12354 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12360 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12362 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12363 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12366 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12370 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12371 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12374 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12381 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12383 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12384 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12387 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12393 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12395 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12398 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12404 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12406 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12407 if(qInfo
->GetExclusiveGroup() <= 0)
12410 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12411 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12413 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12415 for(; iter
!= end
; ++iter
)
12417 uint32 exclude_Id
= iter
->second
;
12419 // skip checked quest id, only state of other quests in group is interesting
12420 if(exclude_Id
== qInfo
->GetQuestId())
12423 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12425 // alternative quest already started or completed
12426 if( i_exstatus
!= mQuestStatus
.end()
12427 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12430 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12437 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12439 if(!qInfo
->GetNextQuestInChain())
12442 // next quest in chain already started or completed
12443 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12444 if( itr
!= mQuestStatus
.end()
12445 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12448 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12452 // check for all quests further up the chain
12453 // only necessary if there are quest chains with more than one quest that can be skipped
12454 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12458 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12460 // No previous quest in chain
12461 if( qInfo
->prevChainQuests
.empty())
12464 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12466 uint32 prevId
= *iter
;
12468 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12470 if( i_prevstatus
!= mQuestStatus
.end() )
12472 // If any of the previous quests in chain active, return false
12473 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12474 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12477 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12482 // check for all quests further down the chain
12483 // only necessary if there are quest chains with more than one quest that can be skipped
12484 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12488 // No previous quest in chain active
12492 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12494 if(!qInfo
->IsDaily())
12497 bool have_slot
= false;
12498 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12500 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12501 if(qInfo
->GetQuestId()==id
)
12511 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12518 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12520 uint32 srcitem
= pQuest
->GetSrcItemId();
12523 uint32 count
= pQuest
->GetSrcItemCount();
12527 ItemPosCountVec dest
;
12528 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12529 if( msg
== EQUIP_ERR_OK
)
12531 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12532 SendNewItem(item
, count
, true, false);
12535 // player already have max amount required item, just report success
12536 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12539 SendEquipError( msg
, NULL
, NULL
);
12546 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12548 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12551 uint32 srcitem
= qInfo
->GetSrcItemId();
12554 uint32 count
= qInfo
->GetSrcItemCount();
12558 // exist one case when destroy source quest item not possible:
12559 // non un-equippable item (equipped non-empty bag, for example)
12560 uint8 res
= CanUnequipItems(srcitem
,count
);
12561 if(res
!= EQUIP_ERR_OK
)
12564 SendEquipError( res
, NULL
, NULL
);
12568 DestroyItemCount(srcitem
, count
, true, true);
12574 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12576 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12579 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12580 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12581 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12582 && !qInfo
->IsRepeatable() )
12583 return itr
->second
.m_rewarded
;
12590 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12594 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12595 if( itr
!= mQuestStatus
.end() )
12596 return itr
->second
.m_status
;
12598 return QUEST_STATUS_NONE
;
12601 bool Player::CanShareQuest(uint32 quest_id
) const
12603 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12604 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12606 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12607 if( itr
!= mQuestStatus
.end() )
12608 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12613 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12615 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12618 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12620 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12621 m_timedquests
.erase(qInfo
->GetQuestId());
12624 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12626 q_status
.m_status
= status
;
12627 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12630 UpdateForQuestsGO();
12633 // not used in MaNGOS, but used in scripting code
12634 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12636 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12640 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12641 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12642 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12647 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
12649 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12651 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12653 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12654 if( reqitemcount
!= 0 )
12656 uint32 quest_id
= pQuest
->GetQuestId();
12657 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12659 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12660 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12661 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12667 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12669 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12670 if ( GetQuestSlotQuestId(i
) == quest_id
)
12673 return MAX_QUEST_LOG_SIZE
;
12676 void Player::AreaExploredOrEventHappens( uint32 questId
)
12680 uint16 log_slot
= FindQuestSlot( questId
);
12681 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12683 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12685 if(!q_status
.m_explored
)
12687 q_status
.m_explored
= true;
12688 if (q_status
.uState
!= QUEST_NEW
)
12689 q_status
.uState
= QUEST_CHANGED
;
12692 if( CanCompleteQuest( questId
) )
12693 CompleteQuest( questId
);
12697 //not used in mangosd, function for external script library
12698 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
12700 if( Group
*pGroup
= GetGroup() )
12702 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
12704 Player
*pGroupGuy
= itr
->getSource();
12706 // for any leave or dead (with not released body) group member at appropriate distance
12707 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
12708 pGroupGuy
->AreaExploredOrEventHappens(questId
);
12712 AreaExploredOrEventHappens(questId
);
12715 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
12717 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12719 uint32 questid
= GetQuestSlotQuestId(i
);
12720 if ( questid
== 0 )
12723 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12725 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
12728 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12729 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12732 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12734 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12735 if ( reqitem
== entry
)
12737 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12738 uint32 curitemcount
= q_status
.m_itemcount
[j
];
12739 if ( curitemcount
< reqitemcount
)
12741 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
12742 q_status
.m_itemcount
[j
] += additemcount
;
12743 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12745 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
12747 if ( CanCompleteQuest( questid
) )
12748 CompleteQuest( questid
);
12753 UpdateForQuestsGO();
12756 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
12758 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12760 uint32 questid
= GetQuestSlotQuestId(i
);
12763 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12766 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12769 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12771 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12772 if ( reqitem
== entry
)
12774 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12776 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12777 uint32 curitemcount
;
12778 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
12779 curitemcount
= q_status
.m_itemcount
[j
];
12781 curitemcount
= GetItemCount(entry
,true);
12782 if ( curitemcount
< reqitemcount
+ count
)
12784 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
12785 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
12786 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12788 IncompleteQuest( questid
);
12794 UpdateForQuestsGO();
12797 void Player::KilledMonster( uint32 entry
, uint64 guid
)
12799 uint32 addkillcount
= 1;
12800 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12802 uint32 questid
= GetQuestSlotQuestId(i
);
12806 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12809 // just if !ingroup || !noraidgroup || raidgroup
12810 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12811 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
12813 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12815 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12817 // skip GO activate objective or none
12818 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
12821 // skip Cast at creature objective
12822 if(qInfo
->ReqSpell
[j
] !=0 )
12825 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
12827 if ( reqkill
== entry
)
12829 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
12830 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
12831 if ( curkillcount
< reqkillcount
)
12833 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
12834 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12836 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
12838 if ( CanCompleteQuest( questid
) )
12839 CompleteQuest( questid
);
12841 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12850 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
12852 bool isCreature
= IS_CREATURE_GUID(guid
);
12854 uint32 addCastCount
= 1;
12855 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12857 uint32 questid
= GetQuestSlotQuestId(i
);
12861 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12865 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12867 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12869 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12871 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12873 // skip kill creature objective (0) or wrong spell casts
12874 if(qInfo
->ReqSpell
[j
] != spell_id
)
12877 uint32 reqTarget
= 0;
12881 // creature activate objectives
12882 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
12883 // checked at quest_template loading
12884 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12888 // GO activate objective
12889 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
12890 // checked at quest_template loading
12891 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
12894 // other not this creature/GO related objectives
12895 if( reqTarget
!= entry
)
12898 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12899 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
12900 if ( curCastCount
< reqCastCount
)
12902 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
12903 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12905 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
12908 if ( CanCompleteQuest( questid
) )
12909 CompleteQuest( questid
);
12911 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12919 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
12921 uint32 addTalkCount
= 1;
12922 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12924 uint32 questid
= GetQuestSlotQuestId(i
);
12928 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12932 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12934 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12936 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12938 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12940 // skip spell casts and Gameobject objectives
12941 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
12944 uint32 reqTarget
= 0;
12946 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
12947 // checked at quest_template loading
12948 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12952 if ( reqTarget
== entry
)
12954 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12955 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
12956 if ( curTalkCount
< reqTalkCount
)
12958 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
12959 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12961 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
12963 if ( CanCompleteQuest( questid
) )
12964 CompleteQuest( questid
);
12966 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12975 void Player::MoneyChanged( uint32 count
)
12977 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12979 uint32 questid
= GetQuestSlotQuestId(i
);
12983 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12984 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
12986 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12988 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12990 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
12992 if ( CanCompleteQuest( questid
) )
12993 CompleteQuest( questid
);
12996 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12998 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
12999 IncompleteQuest( questid
);
13005 bool Player::HasQuestForItem( uint32 itemid
) const
13007 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13009 QuestStatusData
const& q_status
= i
->second
;
13011 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13013 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13017 // hide quest if player is in raid-group and quest is no raid quest
13018 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13021 // There should be no mixed ReqItem/ReqSource drop
13022 // This part for ReqItem drop
13023 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13025 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13028 // This part - for ReqSource
13029 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13031 // examined item is a source item
13032 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13034 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13036 // total count of created ReqItems and SourceItems is less than ReqItemCount
13037 if(qinfo
->ReqItemId
[idx
] != 0 &&
13038 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13041 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13042 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13044 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13047 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13048 else if(qinfo
->ReqSpell
[idx
] != 0)
13050 // not casted and need more reagents/item for use.
13051 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13061 void Player::SendQuestComplete( uint32 quest_id
)
13065 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13067 GetSession()->SendPacket( &data
);
13068 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13072 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13074 uint32 questid
= pQuest
->GetQuestId();
13075 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13076 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4+4+pQuest
->GetRewItemsCount()*8) );
13078 data
<< uint32(0x03);
13080 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13083 data
<< uint32(pQuest
->GetRewOrReqMoney());
13088 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13090 data
<< uint32(0); // new 2.3.0, HonorPoints?
13091 data
<< uint32( pQuest
->GetRewItemsCount() ); // max is 5
13093 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13095 if ( pQuest
->RewItemId
[i
] > 0 )
13096 data
<< pQuest
->RewItemId
[i
] << pQuest
->RewItemCount
[i
];
13098 data
<< uint32(0) << uint32(0);
13100 GetSession()->SendPacket( &data
);
13102 if (pQuest
->GetQuestCompleteScript() != 0)
13103 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13106 void Player::SendQuestFailed( uint32 quest_id
)
13110 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4 );
13112 GetSession()->SendPacket( &data
);
13113 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13117 void Player::SendQuestTimerFailed( uint32 quest_id
)
13121 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13123 GetSession()->SendPacket( &data
);
13124 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13128 void Player::SendCanTakeQuestResponse( uint32 msg
)
13130 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13131 data
<< uint32(msg
);
13132 GetSession()->SendPacket( &data
);
13133 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13136 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13140 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13141 data
<< uint64(pPlayer
->GetGUID());
13142 data
<< uint8(msg
); // valid values: 0-8
13143 GetSession()->SendPacket( &data
);
13144 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13148 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13150 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, (4+4) );
13151 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13152 data
<< pQuest
->ReqItemId
[item_idx
];
13154 GetSession()->SendPacket( &data
);
13157 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13159 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13161 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13163 // client expected gameobject template id in form (id|0x80000000)
13164 entry
= (-entry
) | 0x80000000;
13166 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13167 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13168 data
<< uint32(pQuest
->GetQuestId());
13169 data
<< uint32(entry
);
13170 data
<< uint32(old_count
+ add_count
);
13171 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13172 data
<< uint64(guid
);
13173 GetSession()->SendPacket(&data
);
13175 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13176 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13177 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13180 /*********************************************************/
13181 /*** LOAD SYSTEM ***/
13182 /*********************************************************/
13184 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13186 bool delete_result
= true;
13189 // 0 1 2 3 4 5 6 7 8
13190 result
= CharacterDatabase
.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13191 if(!result
) return false;
13193 else delete_result
= false;
13195 Field
*fields
= result
->Fetch();
13197 if(!LoadValues( fields
[0].GetString()))
13199 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13200 if(delete_result
) delete result
;
13204 // overwrite possible wrong/corrupted guid
13205 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13207 m_name
= fields
[1].GetCppString();
13209 Relocate(fields
[2].GetFloat(),fields
[3].GetFloat(),fields
[4].GetFloat());
13210 SetMapId(fields
[5].GetUInt32());
13211 // the instance id is not needed at character enum
13213 m_Played_time
[0] = fields
[6].GetUInt32();
13214 m_Played_time
[1] = fields
[7].GetUInt32();
13216 m_atLoginFlags
= fields
[8].GetUInt32();
13218 // I don't see these used anywhere ..
13221 _LoadBoundInstances();*/
13223 if (delete_result
) delete result
;
13225 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13228 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13229 m_deathState
= DEAD
;
13234 void Player::_LoadDeclinedNames(QueryResult
* result
)
13240 delete m_declinedname
;
13242 m_declinedname
= new DeclinedName
;
13243 Field
*fields
= result
->Fetch();
13244 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13245 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13250 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13252 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13256 Field
*fields
= result
->Fetch();
13258 x
= fields
[0].GetFloat();
13259 y
= fields
[1].GetFloat();
13260 z
= fields
[2].GetFloat();
13261 o
= fields
[3].GetFloat();
13262 mapid
= fields
[4].GetUInt32();
13263 in_flight
= !fields
[5].GetCppString().empty();
13269 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13271 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13275 Field
*fields
= result
->Fetch();
13277 data
= StrSplit(fields
[0].GetCppString(), " ");
13284 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13286 if(index
>= data
.size())
13289 return (uint32
)atoi(data
[index
].c_str());
13292 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13295 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13296 memcpy(&result
, &temp
, sizeof(result
));
13301 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13304 if(!LoadValuesArrayFromDB(data
,guid
))
13307 return GetUInt32ValueFromArray(data
,index
);
13310 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13313 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13314 memcpy(&result
, &temp
, sizeof(result
));
13319 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13321 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32
13322 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
13323 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13327 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13331 Field
*fields
= result
->Fetch();
13333 uint32 dbAccountId
= fields
[1].GetUInt32();
13335 // check if the character's account in the db and the logged in account match.
13336 // player should be able to load/delete character only with correct account!
13337 if( dbAccountId
!= GetSession()->GetAccountId() )
13339 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13344 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13346 m_name
= fields
[3].GetCppString();
13348 // check name limitations
13349 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13352 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13356 if(!LoadValues( fields
[2].GetString()))
13358 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13363 // overwrite possible wrong/corrupted guid
13364 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13366 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13367 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13369 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13370 SetVisibleItemSlot(slot
,NULL
);
13374 delete m_items
[slot
];
13375 m_items
[slot
] = NULL
;
13379 // update money limits
13380 if(GetMoney() > MAX_MONEY_AMOUNT
)
13381 SetMoney(MAX_MONEY_AMOUNT
);
13383 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13386 m_race
= fields
[4].GetUInt8();
13387 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13388 //Other way is to saves m_team into characters table.
13389 setFactionForRace(m_race
);
13392 m_class
= fields
[5].GetUInt8();
13394 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13397 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13402 InitPrimaryProffesions(); // to max set before any spell loaded
13404 uint32 transGUID
= fields
[24].GetUInt32();
13405 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13406 SetMapId(fields
[9].GetUInt32());
13407 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13409 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13411 // check arena teams integrity
13412 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13414 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13418 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13419 if(at
->HaveMember(GetGUID()))
13422 // arena team not exist or not member, cleanup fields
13423 for(int j
=0; j
< 6; ++j
)
13424 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13427 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13429 if(!IsPositionValid())
13431 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13433 SetMapId(info
->mapId
);
13434 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13438 m_movementInfo
.t_x
= 0.0f
;
13439 m_movementInfo
.t_y
= 0.0f
;
13440 m_movementInfo
.t_z
= 0.0f
;
13441 m_movementInfo
.t_o
= 0.0f
;
13444 // load the player's map here if it's not already loaded
13445 Map
*map
= GetMap();
13446 // since the player may not be bound to the map yet, make sure subsequent
13447 // getmap calls won't create new maps
13448 SetInstanceId(map
->GetInstanceId());
13450 SaveRecallPosition();
13452 if (transGUID
!= 0)
13454 m_movementInfo
.t_x
= fields
[20].GetFloat();
13455 m_movementInfo
.t_y
= fields
[21].GetFloat();
13456 m_movementInfo
.t_z
= fields
[22].GetFloat();
13457 m_movementInfo
.t_o
= fields
[23].GetFloat();
13459 if( !MaNGOS::IsValidMapCoord(
13460 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13461 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13462 // transport size limited
13463 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13465 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13466 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13467 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13469 SetMapId(info
->mapId
);
13470 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13472 m_movementInfo
.t_x
= 0.0f
;
13473 m_movementInfo
.t_y
= 0.0f
;
13474 m_movementInfo
.t_z
= 0.0f
;
13475 m_movementInfo
.t_o
= 0.0f
;
13481 if (transGUID
!= 0)
13483 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13485 if( (*iter
)->GetGUIDLow() == transGUID
)
13487 m_transport
= *iter
;
13488 m_transport
->AddPassenger(this);
13489 SetMapId(m_transport
->GetMapId());
13496 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13499 SetMapId(info
->mapId
);
13500 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13502 m_movementInfo
.t_x
= 0.0f
;
13503 m_movementInfo
.t_y
= 0.0f
;
13504 m_movementInfo
.t_z
= 0.0f
;
13505 m_movementInfo
.t_o
= 0.0f
;
13511 time_t now
= time(NULL
);
13512 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13514 // since last logout (in seconds)
13515 uint64 time_diff
= uint64(now
- logoutTime
);
13517 // set value, including drunk invisibility detection
13518 // calculate sobering. after 15 minutes logged out, the player will be sober again
13520 if(time_diff
> 15*MINUTE
)
13523 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13524 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13525 SetDrunkValue(newDrunkenValue
);
13527 m_rest_bonus
= fields
[15].GetFloat();
13528 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13529 float bubble0
= 0.031;
13530 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13531 float bubble1
= 0.125;
13533 if((int32
)fields
[16].GetUInt32() > 0)
13535 float bubble
= fields
[17].GetUInt32() > 0
13536 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13537 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13539 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13542 m_cinematic
= fields
[12].GetUInt32();
13543 m_Played_time
[0]= fields
[13].GetUInt32();
13544 m_Played_time
[1]= fields
[14].GetUInt32();
13546 m_resetTalentsCost
= fields
[18].GetUInt32();
13547 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
13549 // reserve some flags
13550 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
13552 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
13553 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
13555 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
13557 uint32 extraflags
= fields
[25].GetUInt32();
13559 m_stableSlots
= fields
[26].GetUInt32();
13560 if(m_stableSlots
> 2)
13562 sLog
.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots
));
13566 m_atLoginFlags
= fields
[27].GetUInt32();
13569 // Update Honor kills data
13570 m_lastHonorUpdateTime
= logoutTime
;
13571 UpdateHonorFields();
13573 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
13574 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
13575 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
13577 std::string taxi_nodes
= fields
[31].GetCppString();
13581 // clear channel spell data (if saved at channel spell casting)
13582 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
13583 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
13585 // clear charm/summon related fields
13586 SetUInt64Value(UNIT_FIELD_CHARM
,0);
13587 SetUInt64Value(UNIT_FIELD_SUMMON
,0);
13588 SetUInt64Value(UNIT_FIELD_CHARMEDBY
,0);
13589 SetUInt64Value(UNIT_FIELD_SUMMONEDBY
,0);
13590 SetUInt64Value(UNIT_FIELD_CREATEDBY
,0);
13592 // reset some aura modifiers before aura apply
13593 SetUInt64Value(PLAYER_FARSIGHT
, 0);
13594 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
13595 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
13597 // reset skill modifiers and set correct unlearn flags
13598 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
13600 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
13602 // set correct unlearn bit
13603 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
13606 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
13607 if(!pSkill
) continue;
13609 // enable unlearn button for primary professions only
13610 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
13611 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
13613 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13616 // make sure the unit is considered out of combat for proper loading
13619 // make sure the unit is considered not in duel for proper loading
13620 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
13621 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
13623 // remember loaded power/health values to restore after stats initialization and modifier applying
13624 uint32 savedHealth
= GetHealth();
13625 uint32 savedPower
[MAX_POWERS
];
13626 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13627 savedPower
[i
] = GetPower(Powers(i
));
13629 // reset stats before loading any modifiers
13630 InitStatsForLevel();
13631 InitTaxiNodesForLevel();
13633 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13635 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13638 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
13640 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13641 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13642 m_deathState
= DEAD
;
13644 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
13646 // after spell load
13647 InitTalentForLevel();
13648 learnSkillRewardedSpells();
13650 // after spell load, learn rewarded spell if need also
13651 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
13652 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
13654 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
13656 // must be before inventory (some items required reputation check)
13657 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
13659 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
13661 // update items with duration and realtime
13662 UpdateItemDuration(time_diff
, true);
13664 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
13666 // unread mails and next delivery time, actual mails not loaded
13667 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
13669 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
13671 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13674 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13675 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13676 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
13678 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES
,uint64(1) << curTitle
))
13679 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
13682 // Not finish taxi flight path
13683 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
13685 // problems with taxi path loading
13686 TaxiNodesEntry
const* nodeEntry
= NULL
;
13687 if(uint32 node_id
= m_taxi
.GetTaxiSource())
13688 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13690 if(!nodeEntry
) // don't know taxi start node, to homebind
13692 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13693 SetMapId(m_homebindMapId
);
13694 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
13695 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13697 else // have start node, to it
13699 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13700 SetMapId(nodeEntry
->map_id
);
13701 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
13702 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13704 m_taxi
.ClearTaxiDestinations();
13706 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
13708 // save source node as recall coord to prevent recall and fall from sky
13709 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13710 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
13711 m_recallMap
= nodeEntry
->map_id
;
13712 m_recallX
= nodeEntry
->x
;
13713 m_recallY
= nodeEntry
->y
;
13714 m_recallZ
= nodeEntry
->z
;
13716 // flight will started later
13719 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
13721 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13722 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13724 RemoveAllAurasOnDeath();
13726 //apply all stat bonuses from items and auras
13727 SetCanModifyStats(true);
13730 // restore remembered power/health values (but not more max values)
13731 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
13732 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13733 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
13735 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
13739 if(GetSession()->GetSecurity() > SEC_PLAYER
)
13741 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
13744 case 0: break; // disable
13745 case 1: SetGameMaster(true); break; // enable
13746 case 2: // save state
13747 if(extraflags
& PLAYER_EXTRA_GM_ON
)
13748 SetGameMaster(true);
13752 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
13755 case 0: break; // disable
13756 case 1: SetAcceptTicket(true); break; // enable
13757 case 2: // save state
13758 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
13759 SetAcceptTicket(true);
13763 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
13766 case 0: break; // disable
13767 case 1: SetGMChat(true); break; // enable
13768 case 2: // save state
13769 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
13774 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
13777 case 0: break; // disable
13778 case 1: SetAcceptWhispers(true); break; // enable
13779 case 2: // save state
13780 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
13781 SetAcceptWhispers(true);
13786 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
13791 bool Player::isAllowedToLoot(Creature
* creature
)
13793 if(Player
* recipient
= creature
->GetLootRecipient())
13795 if (recipient
== this)
13797 if( Group
* otherGroup
= recipient
->GetGroup())
13799 Group
* thisGroup
= GetGroup();
13802 return thisGroup
== otherGroup
;
13807 // prevent other players from looting if the recipient got disconnected
13808 return !creature
->hasLootRecipient();
13811 void Player::_LoadActions(QueryResult
*result
)
13813 m_actionButtons
.clear();
13815 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13821 Field
*fields
= result
->Fetch();
13823 uint8 button
= fields
[0].GetUInt8();
13825 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
13827 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
13829 while( result
->NextRow() );
13835 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
13838 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
13839 m_modAuras
[i
].clear();
13841 // all aura related fields
13842 for(int i
= UNIT_FIELD_AURA
; i
<= UNIT_FIELD_AURASTATE
; ++i
)
13843 SetUInt32Value(i
, 0);
13845 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
13851 Field
*fields
= result
->Fetch();
13852 uint64 caster_guid
= fields
[0].GetUInt64();
13853 uint32 spellid
= fields
[1].GetUInt32();
13854 uint32 effindex
= fields
[2].GetUInt32();
13855 int32 damage
= (int32
)fields
[3].GetUInt32();
13856 int32 maxduration
= (int32
)fields
[4].GetUInt32();
13857 int32 remaintime
= (int32
)fields
[5].GetUInt32();
13858 int32 remaincharges
= (int32
)fields
[6].GetUInt32();
13860 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
13863 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13869 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13873 // negative effects should continue counting down after logout
13874 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
13876 if(remaintime
<= int32(timediff
))
13879 remaintime
-= timediff
;
13882 // prevent wrong values of remaincharges
13883 if(spellproto
->procCharges
)
13885 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
13886 remaincharges
= spellproto
->procCharges
;
13889 remaincharges
= -1;
13891 //do not load single target auras (unless they were cast by the player)
13892 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
13895 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
13897 damage
= aura
->GetModifier()->m_amount
;
13898 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
13901 while( result
->NextRow() );
13906 if(m_class
== CLASS_WARRIOR
)
13907 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
13910 void Player::LoadCorpse()
13914 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
13918 if(Corpse
*corpse
= GetCorpse())
13920 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
13924 //Prevent Dead Player login without corpse
13925 ResurrectPlayer(0.5f
);
13930 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
13932 //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());
13933 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
13934 //NOTE: the "order by `bag`" is important because it makes sure
13935 //the bagMap is filled before items in the bags are loaded
13936 //NOTE2: the "order by `slot`" is needed becaue mainhand weapons are (wrongly?)
13937 //expected to be equipped before offhand items (TODO: fixme)
13939 uint32 zone
= GetZoneId();
13943 std::list
<Item
*> problematicItems
;
13945 // prevent items from being added to the queue when stored
13946 m_itemUpdateQueueBlocked
= true;
13949 Field
*fields
= result
->Fetch();
13950 uint32 bag_guid
= fields
[1].GetUInt32();
13951 uint8 slot
= fields
[2].GetUInt8();
13952 uint32 item_guid
= fields
[3].GetUInt32();
13953 uint32 item_id
= fields
[4].GetUInt32();
13955 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
13959 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13960 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
13961 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13965 Item
*item
= NewItemOrBag(proto
);
13967 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
13969 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
13970 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13971 item
->FSetState(ITEM_REMOVED
);
13972 item
->SaveToDB(); // it also deletes item object !
13976 // not allow have in alive state item limited to another map/zone
13977 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
13979 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13980 item
->FSetState(ITEM_REMOVED
);
13981 item
->SaveToDB(); // it also deletes item object !
13985 // "Conjured items disappear if you are logged out for more than 15 minutes"
13986 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
13988 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
13989 item
->FSetState(ITEM_REMOVED
);
13990 item
->SaveToDB(); // it also deletes item object !
13994 bool success
= true;
13998 // the item is not in a bag
13999 item
->SetContainer( NULL
);
14000 item
->SetSlot(slot
);
14002 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14004 ItemPosCountVec dest
;
14005 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14006 item
= StoreItem(dest
, item
, true);
14010 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14013 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14014 QuickEquipItem(dest
, item
);
14018 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14020 ItemPosCountVec dest
;
14021 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14022 item
= BankItem(dest
, item
, true);
14029 // store bags that may contain items in them
14030 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14031 bagMap
[item_guid
] = (Bag
*)item
;
14036 item
->SetSlot(NULL_SLOT
);
14037 // the item is in a bag, find the bag
14038 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14039 if(itr
!= bagMap
.end())
14040 itr
->second
->StoreItem(slot
, item
, true );
14045 // item's state may have changed after stored
14047 item
->SetState(ITEM_UNCHANGED
, this);
14050 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
);
14051 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14052 problematicItems
.push_back(item
);
14054 } while (result
->NextRow());
14057 m_itemUpdateQueueBlocked
= false;
14059 // send by mail problematic items
14060 while(!problematicItems
.empty())
14063 MailItemsInfo mi
; // item list prepering
14065 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14067 Item
* item
= problematicItems
.front();
14068 problematicItems
.pop_front();
14070 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14073 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14075 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14079 _ApplyAllItemMods();
14082 // load mailed item which should receive current player
14083 void Player::_LoadMailedItems(Mail
*mail
)
14085 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail
->messageID
);
14091 Field
*fields
= result
->Fetch();
14092 uint32 item_guid_low
= fields
[0].GetUInt32();
14093 uint32 item_template
= fields
[1].GetUInt32();
14095 mail
->AddItem(item_guid_low
, item_template
);
14097 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14101 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
);
14102 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14103 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14107 Item
*item
= NewItemOrBag(proto
);
14109 if(!item
->LoadFromDB(item_guid_low
, 0))
14111 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14112 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14113 item
->FSetState(ITEM_REMOVED
);
14114 item
->SaveToDB(); // it also deletes item object !
14119 } while (result
->NextRow());
14124 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14126 //set a count of unread mails
14127 //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);
14130 Field
*fieldMail
= resultUnread
->Fetch();
14131 unReadMails
= fieldMail
[0].GetUInt8();
14132 delete resultUnread
;
14135 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14136 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14137 if (resultDelivery
)
14139 Field
*fieldMail
= resultDelivery
->Fetch();
14140 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14141 delete resultDelivery
;
14145 void Player::_LoadMail()
14148 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14149 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());
14154 Field
*fields
= result
->Fetch();
14155 Mail
*m
= new Mail
;
14156 m
->messageID
= fields
[0].GetUInt32();
14157 m
->messageType
= fields
[1].GetUInt8();
14158 m
->sender
= fields
[2].GetUInt32();
14159 m
->receiver
= fields
[3].GetUInt32();
14160 m
->subject
= fields
[4].GetCppString();
14161 m
->itemTextId
= fields
[5].GetUInt32();
14162 bool has_items
= fields
[6].GetBool();
14163 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14164 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14165 m
->money
= fields
[9].GetUInt32();
14166 m
->COD
= fields
[10].GetUInt32();
14167 m
->checked
= fields
[11].GetUInt32();
14168 m
->stationery
= fields
[12].GetUInt8();
14169 m
->mailTemplateId
= fields
[13].GetInt16();
14171 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14173 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14174 m
->mailTemplateId
= 0;
14177 m
->state
= MAIL_STATE_UNCHANGED
;
14180 _LoadMailedItems(m
);
14182 m_mail
.push_back(m
);
14183 } while( result
->NextRow() );
14186 m_mailsLoaded
= true;
14189 void Player::LoadPet()
14191 //fixme: the pet should still be loaded if the player is not in world
14192 // just not added to the map
14195 Pet
*pet
= new Pet
;
14196 if(!pet
->LoadPetFromDB(this,0,0,true))
14201 void Player::_LoadQuestStatus(QueryResult
*result
)
14203 mQuestStatus
.clear();
14207 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14208 //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());
14214 Field
*fields
= result
->Fetch();
14216 uint32 quest_id
= fields
[0].GetUInt32();
14217 // used to be new, no delete?
14218 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14222 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14224 uint32 qstatus
= fields
[1].GetUInt32();
14225 if(qstatus
< MAX_QUEST_STATUS
)
14226 questStatusData
.m_status
= QuestStatus(qstatus
);
14229 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14230 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14233 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14234 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14236 time_t quest_time
= time_t(fields
[4].GetUInt64());
14238 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14240 AddTimedQuest( quest_id
);
14242 if (quest_time
<= sWorld
.GetGameTime())
14243 questStatusData
.m_timer
= 1;
14245 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14250 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14251 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14252 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14253 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14254 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14255 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14256 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14257 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14259 questStatusData
.uState
= QUEST_UNCHANGED
;
14261 // add to quest log
14262 if( slot
< MAX_QUEST_LOG_SIZE
&&
14263 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14264 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&& !questStatusData
.m_rewarded
) )
14266 SetQuestSlot(slot
,quest_id
,quest_time
);
14268 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14269 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14271 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14272 if(questStatusData
.m_creatureOrGOcount
[idx
])
14273 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14278 if(questStatusData
.m_rewarded
)
14280 // learn rewarded spell if unknown
14281 learnQuestRewardedSpells(pQuest
);
14283 // set rewarded title if any
14284 if(pQuest
->GetCharTitleId())
14286 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14287 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
14291 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14294 while( result
->NextRow() );
14299 // clear quest log tail
14300 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14304 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14306 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14307 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14309 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14313 uint32 quest_daily_idx
= 0;
14317 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14319 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14323 Field
*fields
= result
->Fetch();
14325 uint32 quest_id
= fields
[0].GetUInt32();
14327 // save _any_ from daily quest times (it must be after last reset anyway)
14328 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14330 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14334 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14337 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14339 while( result
->NextRow() );
14344 m_DailyQuestChanged
= false;
14347 void Player::_LoadReputation(QueryResult
*result
)
14349 m_factions
.clear();
14351 // Set initial reputations (so everything is nifty before DB data load)
14352 SetInitialFactions();
14354 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14360 Field
*fields
= result
->Fetch();
14362 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14363 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14365 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14367 // update standing to current
14368 faction
->Standing
= int32(fields
[1].GetUInt32());
14370 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14372 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14373 SetFactionVisible(faction
); // have internal checks for forced invisibility
14375 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14376 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14378 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14379 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14380 else // DB not at war
14382 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14383 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14384 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14387 // set atWar for hostile
14388 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14389 SetFactionAtWar(faction
,true);
14391 // reset changed flag if values similar to saved in DB
14392 if(faction
->Flags
==dbFactionFlags
)
14393 faction
->Changed
= false;
14396 while( result
->NextRow() );
14402 void Player::_LoadSpells(QueryResult
*result
)
14404 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14405 delete itr
->second
;
14408 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14414 Field
*fields
= result
->Fetch();
14416 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14418 while( result
->NextRow() );
14424 void Player::_LoadTutorials(QueryResult
*result
)
14426 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14432 Field
*fields
= result
->Fetch();
14434 for (int iI
=0; iI
<8; iI
++)
14435 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14437 while( result
->NextRow() );
14442 m_TutorialsChanged
= false;
14445 void Player::_LoadGroup(QueryResult
*result
)
14447 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14450 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14452 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14455 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14456 SetGroup(group
, subgroup
);
14457 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14459 // the group leader may change the instance difficulty while the player is offline
14460 SetDifficulty(group
->GetDifficulty());
14466 void Player::_LoadBoundInstances(QueryResult
*result
)
14468 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14469 m_boundInstances
[i
].clear();
14471 Group
*group
= GetGroup();
14473 //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));
14478 Field
*fields
= result
->Fetch();
14479 bool perm
= fields
[1].GetBool();
14480 uint32 mapId
= fields
[2].GetUInt32();
14481 uint32 instanceId
= fields
[0].GetUInt32();
14482 uint8 difficulty
= fields
[3].GetUInt8();
14483 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14484 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14485 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14486 // and in that case it is not used
14490 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
);
14491 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14495 // since non permanent binds are always solo bind, they can always be reset
14496 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14497 if(save
) BindToInstance(save
, perm
, true);
14498 } while(result
->NextRow());
14503 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14505 // some instances only have one difficulty
14506 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14507 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14509 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14510 if(itr
!= m_boundInstances
[difficulty
].end())
14511 return &itr
->second
;
14516 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14518 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14519 UnbindInstance(itr
, difficulty
, unload
);
14522 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14524 if(itr
!= m_boundInstances
[difficulty
].end())
14526 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14527 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14528 m_boundInstances
[difficulty
].erase(itr
++);
14532 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14536 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14539 // update the save when the group kills a boss
14540 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14541 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());
14544 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14546 if(bind
.save
!= save
)
14548 if(bind
.save
) bind
.save
->RemovePlayer(this);
14549 save
->AddPlayer(this);
14552 if(permanent
) save
->SetCanReset(false);
14555 bind
.perm
= permanent
;
14556 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());
14563 void Player::SendRaidInfo()
14565 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
14567 uint32 counter
= 0, i
;
14568 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14569 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14570 if(itr
->second
.perm
) counter
++;
14573 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14575 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14577 if(itr
->second
.perm
)
14579 InstanceSave
*save
= itr
->second
.save
;
14580 data
<< (save
->GetMapId());
14581 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
14582 data
<< save
->GetInstanceId();
14583 data
<< uint32(counter
);
14588 GetSession()->SendPacket(&data
);
14592 - called on every successful teleportation to a map
14594 void Player::SendSavedInstances()
14596 bool hasBeenSaved
= false;
14599 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14601 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14603 if(itr
->second
.perm
) // only permanent binds are sent
14605 hasBeenSaved
= true;
14611 //Send opcode 811. true or flase means, whether you have current raid/heroic instances
14612 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
14613 data
<< uint32(hasBeenSaved
);
14614 GetSession()->SendPacket(&data
);
14619 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14621 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14623 if(itr
->second
.perm
)
14625 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
14626 data
<< uint32(itr
->second
.save
->GetMapId());
14627 GetSession()->SendPacket(&data
);
14633 /// convert the player's binds to the group
14634 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
14636 bool has_binds
= false;
14637 bool has_solo
= false;
14639 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
14640 assert(player_guid
);
14642 // copy all binds to the group, when changing leader it's assumed the character
14643 // will not have any solo binds
14647 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14649 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
14652 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
14653 // permanent binds are not removed
14654 if(!itr
->second
.perm
)
14656 player
->UnbindInstance(itr
, i
, true); // increments itr
14665 // if the player's not online we don't know what binds it has
14666 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
));
14667 // the following should not get executed when changing leaders
14668 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
14671 bool Player::_LoadHomeBind(QueryResult
*result
)
14674 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14677 Field
*fields
= result
->Fetch();
14678 m_homebindMapId
= fields
[0].GetUInt32();
14679 m_homebindZoneId
= fields
[1].GetUInt16();
14680 m_homebindX
= fields
[2].GetFloat();
14681 m_homebindY
= fields
[3].GetFloat();
14682 m_homebindZ
= fields
[4].GetFloat();
14685 // accept saved data only for valid position (and non instanceable)
14686 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
14687 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
14692 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14697 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
14698 if(!info
) return false;
14700 m_homebindMapId
= info
->mapId
;
14701 m_homebindZoneId
= info
->zoneId
;
14702 m_homebindX
= info
->positionX
;
14703 m_homebindY
= info
->positionY
;
14704 m_homebindZ
= info
->positionZ
;
14706 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
);
14709 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14710 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
14715 /*********************************************************/
14716 /*** SAVE SYSTEM ***/
14717 /*********************************************************/
14719 void Player::SaveToDB()
14721 // delay auto save at any saves (manual, in code, or autosave)
14722 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
14724 // first save/honor gain after midnight will also update the player's honor fields
14725 UpdateHonorFields();
14727 // Must saved before enter into BattleGround
14728 if(InBattleGround())
14731 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
14732 //save, far from tavern/city
14733 //save, but in tavern/city
14734 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
14737 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14738 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
14739 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
14740 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
14741 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
14742 uint32 tmp_displayid
= GetDisplayId();
14744 // Set player sit state to standing on save, also stealth and shifted form
14745 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
14746 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
14747 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
14748 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_ROTATE
);
14749 SetDisplayId(GetNativeDisplayId());
14751 bool inworld
= IsInWorld();
14753 CharacterDatabase
.BeginTransaction();
14755 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14757 std::string sql_name
= m_name
;
14758 CharacterDatabase
.escape_string(sql_name
);
14760 std::ostringstream ss
;
14761 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
14762 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14763 "taximask, online, cinematic, "
14764 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14765 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14766 "death_expire_time, taxi_path) VALUES ("
14767 << GetGUIDLow() << ", "
14768 << GetSession()->GetAccountId() << ", '"
14769 << sql_name
<< "', "
14771 << m_class
<< ", ";
14773 bool save_to_dest
= false;
14774 if(IsBeingTeleported())
14776 // don't save to battlegrounds or arenas
14777 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
14778 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
14779 save_to_dest
= true;
14784 ss
<< GetMapId() << ", "
14785 << (uint32
)GetDifficulty() << ", "
14786 << finiteAlways(GetPositionX()) << ", "
14787 << finiteAlways(GetPositionY()) << ", "
14788 << finiteAlways(GetPositionZ()) << ", "
14789 << finiteAlways(GetOrientation()) << ", '";
14793 ss
<< GetTeleportDest().mapid
<< ", "
14794 << (uint32
)GetDifficulty() << ", "
14795 << finiteAlways(GetTeleportDest().x
) << ", "
14796 << finiteAlways(GetTeleportDest().y
) << ", "
14797 << finiteAlways(GetTeleportDest().z
) << ", "
14798 << finiteAlways(GetTeleportDest().o
) << ", '";
14802 for( i
= 0; i
< m_valuesCount
; i
++ )
14804 ss
<< GetUInt32Value(i
) << " ";
14809 for( i
= 0; i
< 8; i
++ )
14810 ss
<< m_taxi
.GetTaximask(i
) << " ";
14813 ss
<< (inworld
? 1 : 0);
14819 ss
<< m_Played_time
[0];
14821 ss
<< m_Played_time
[1];
14824 ss
<< finiteAlways(m_rest_bonus
);
14826 ss
<< (uint64
)time(NULL
);
14828 ss
<< is_save_resting
;
14830 ss
<< m_resetTalentsCost
;
14832 ss
<< (uint64
)m_resetTalentsTime
;
14835 ss
<< finiteAlways(m_movementInfo
.t_x
);
14837 ss
<< finiteAlways(m_movementInfo
.t_y
);
14839 ss
<< finiteAlways(m_movementInfo
.t_z
);
14841 ss
<< finiteAlways(m_movementInfo
.t_o
);
14844 ss
<< m_transport
->GetGUIDLow();
14849 ss
<< m_ExtraFlags
;
14852 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
14855 ss
<< uint32(m_atLoginFlags
);
14861 ss
<< (uint64
)m_deathExpireTime
;
14864 ss
<< m_taxi
.SaveTaxiDestinationsToString();
14867 CharacterDatabase
.Execute( ss
.str().c_str() );
14869 if(m_mailsUpdated
) //save mails only when needed
14873 _SaveQuestStatus();
14874 _SaveDailyQuestStatus();
14877 _SaveSpellCooldowns();
14882 CharacterDatabase
.CommitTransaction();
14884 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
14885 SetDisplayId(tmp_displayid
);
14886 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
14887 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
14888 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
14889 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
14891 // save pet (hunter pet level and experience and all type pets health/mana).
14892 if(Pet
* pet
= GetPet())
14893 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
14896 // fast save function for item/money cheating preventing - save only inventory and money state
14897 void Player::SaveInventoryAndGoldToDB()
14900 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE
,GetMoney(),GetGUID());
14903 void Player::_SaveActions()
14905 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
14907 switch (itr
->second
.uState
)
14909 case ACTIONBUTTON_NEW
:
14910 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
14911 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
14912 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14915 case ACTIONBUTTON_CHANGED
:
14916 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
14917 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
14918 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
14921 case ACTIONBUTTON_DELETED
:
14922 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
14923 m_actionButtons
.erase(itr
++);
14932 void Player::_SaveAuras()
14934 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14936 AuraMap
const& auras
= GetAuras();
14937 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); ++itr
)
14939 SpellEntry
const *spellInfo
= itr
->second
->GetSpellProto();
14941 //skip all auras from spells that are passive or need a shapeshift
14942 if (itr
->second
->IsPassive() || itr
->second
->IsRemovedOnShapeLost())
14945 //do not save single target auras (unless they were cast by the player)
14946 if (itr
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
))
14950 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
14951 for (i
= 0; i
< 3; i
++)
14952 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
14953 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
14958 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());
14959 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
14960 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%d', '%d', '%d', '%d')",
14961 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
));
14966 void Player::_SaveInventory()
14968 // force items in buyback slots to new state
14969 // and remove those that aren't already
14970 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
14972 Item
*item
= m_items
[i
];
14973 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
14974 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
14975 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
14976 m_items
[i
]->FSetState(ITEM_NEW
);
14979 // update enchantment durations
14980 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
14982 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
14986 if (m_itemUpdateQueue
.empty()) return;
14988 // do not save if the update queue is corrupt
14989 bool error
= false;
14990 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
14992 Item
*item
= m_itemUpdateQueue
[i
];
14993 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
14994 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
14998 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());
15001 else if (test
!= item
)
15003 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());
15010 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15011 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15015 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15017 Item
*item
= m_itemUpdateQueue
[i
];
15018 if(!item
) continue;
15020 Bag
*container
= item
->GetContainer();
15021 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15023 switch(item
->GetState())
15026 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());
15029 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());
15032 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15034 case ITEM_UNCHANGED
:
15038 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15040 m_itemUpdateQueue
.clear();
15043 void Player::_SaveMail()
15045 if (!m_mailsLoaded
)
15048 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
15051 if (m
->state
== MAIL_STATE_CHANGED
)
15053 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'",
15054 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15055 if(m
->removedItems
.size())
15057 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15058 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15059 m
->removedItems
.clear();
15061 m
->state
= MAIL_STATE_UNCHANGED
;
15063 else if (m
->state
== MAIL_STATE_DELETED
)
15066 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15067 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15069 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15070 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15071 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15075 //deallocate deleted mails...
15076 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15078 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15083 itr
= m_mail
.begin();
15089 m_mailsUpdated
= false;
15092 void Player::_SaveQuestStatus()
15094 // we don't need transactions here.
15095 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15097 switch (i
->second
.uState
)
15100 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15101 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15102 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]);
15104 case QUEST_CHANGED
:
15105 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' ",
15106 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
);
15108 case QUEST_UNCHANGED
:
15111 i
->second
.uState
= QUEST_UNCHANGED
;
15115 void Player::_SaveDailyQuestStatus()
15117 if(!m_DailyQuestChanged
)
15120 m_DailyQuestChanged
= false;
15122 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15124 // we don't need transactions here.
15125 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15126 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15127 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15128 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15129 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15132 void Player::_SaveReputation()
15134 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15136 if (itr
->second
.Changed
)
15138 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15139 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
);
15140 itr
->second
.Changed
= false;
15145 void Player::_SaveSpells()
15147 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15150 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15151 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15152 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15153 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);
15155 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15156 _removeSpell(itr
->first
);
15158 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15162 void Player::_SaveTutorials()
15164 if(!m_TutorialsChanged
)
15168 // it's better than rebuilding indexes multiple times
15169 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15172 Rows
= result
->Fetch()[0].GetUInt32();
15178 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'",
15179 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
);
15183 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]);
15186 m_TutorialsChanged
= false;
15189 void Player::outDebugValues() const
15191 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15194 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15195 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15196 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15197 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15198 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15199 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15200 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15201 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15202 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15203 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15204 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15205 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15208 /*********************************************************/
15209 /*** FLOOD FILTER SYSTEM ***/
15210 /*********************************************************/
15212 void Player::UpdateSpeakTime()
15214 // ignore chat spam protection for GMs in any mode
15215 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15218 time_t current
= time (NULL
);
15219 if(m_speakTime
> current
)
15221 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15226 if(m_speakCount
>= max_count
)
15228 // prevent overwrite mute time, if message send just before mutes set, for example.
15229 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15230 if(GetSession()->m_muteTime
< new_mute
)
15231 GetSession()->m_muteTime
= new_mute
;
15239 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15242 bool Player::CanSpeak() const
15244 return GetSession()->m_muteTime
<= time (NULL
);
15247 /*********************************************************/
15248 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15249 /*********************************************************/
15251 void Player::SendAttackSwingNotInRange()
15253 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15254 GetSession()->SendPacket( &data
);
15257 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15259 std::ostringstream ss
;
15260 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15261 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15262 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15263 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15264 sLog
.outDebug(ss
.str().c_str());
15265 CharacterDatabase
.Execute(ss
.str().c_str());
15268 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15270 std::ostringstream ss2
;
15271 ss2
<<"UPDATE characters SET data='";
15273 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15275 ss2
<<tokens
[i
]<<" ";
15277 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15279 return CharacterDatabase
.Execute(ss2
.str().c_str());
15282 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15285 snprintf(buf
,11,"%u",value
);
15287 if(index
>= tokens
.size())
15290 tokens
[index
] = buf
;
15293 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15296 if(!LoadValuesArrayFromDB(tokens
,guid
))
15299 if(index
>= tokens
.size())
15303 snprintf(buf
,11,"%u",value
);
15304 tokens
[index
] = buf
;
15306 SaveValuesArrayInDB(tokens
,guid
);
15309 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15312 memcpy(&temp
, &value
, sizeof(value
));
15313 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15316 void Player::SendAttackSwingNotStanding()
15318 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15319 GetSession()->SendPacket( &data
);
15322 void Player::SendAttackSwingDeadTarget()
15324 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15325 GetSession()->SendPacket( &data
);
15328 void Player::SendAttackSwingCantAttack()
15330 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15331 GetSession()->SendPacket( &data
);
15334 void Player::SendAttackSwingCancelAttack()
15336 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15337 GetSession()->SendPacket( &data
);
15340 void Player::SendAttackSwingBadFacingAttack()
15342 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15343 GetSession()->SendPacket( &data
);
15346 void Player::SendAutoRepeatCancel()
15348 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, 0);
15349 GetSession()->SendPacket( &data
);
15352 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15354 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15357 GetSession()->SendPacket( &data
);
15359 SendMessageToSet( &data
, true );
15362 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15364 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15366 data
<< Experience
;
15367 GetSession()->SendPacket(&data
);
15370 void Player::SendDungeonDifficulty(bool IsInGroup
)
15372 uint8 val
= 0x00000001;
15373 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15374 data
<< (uint32
)GetDifficulty();
15375 data
<< uint32(val
);
15376 data
<< uint32(IsInGroup
);
15377 GetSession()->SendPacket(&data
);
15380 void Player::SendResetFailedNotify(uint32 mapid
)
15382 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15383 data
<< uint32(mapid
);
15384 GetSession()->SendPacket(&data
);
15387 /// Reset all solo instances and optionally send a message on success for each
15388 void Player::ResetInstances(uint8 method
)
15390 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15392 // we assume that when the difficulty changes, all instances that can be reset will be
15393 uint8 dif
= GetDifficulty();
15395 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15397 InstanceSave
*p
= itr
->second
.save
;
15398 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15399 if(!entry
|| !p
->CanReset())
15405 if(method
== INSTANCE_RESET_ALL
)
15407 // the "reset all instances" method can only reset normal maps
15408 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15415 // if the map is loaded, reset it
15416 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15417 if(map
&& map
->IsDungeon())
15418 ((InstanceMap
*)map
)->Reset(method
);
15420 // since this is a solo instance there should not be any players inside
15421 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15422 SendResetInstanceSuccess(p
->GetMapId());
15425 m_boundInstances
[dif
].erase(itr
++);
15427 // the following should remove the instance save from the manager and delete it as well
15428 p
->RemovePlayer(this);
15432 void Player::SendResetInstanceSuccess(uint32 MapId
)
15434 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15436 GetSession()->SendPacket(&data
);
15439 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15441 // TODO: find what other fail reasons there are besides players in the instance
15442 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15445 GetSession()->SendPacket(&data
);
15448 /*********************************************************/
15449 /*** Update timers ***/
15450 /*********************************************************/
15452 ///checks the 15 afk reports per 5 minutes limit
15453 void Player::UpdateAfkReport(time_t currTime
)
15455 if(m_bgAfkReportedTimer
<= currTime
)
15457 m_bgAfkReportedCount
= 0;
15458 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15462 void Player::UpdateContestedPvP(uint32 diff
)
15464 if(!m_contestedPvPTimer
||isInCombat())
15466 if(m_contestedPvPTimer
<= diff
)
15468 ResetContestedPvP();
15471 m_contestedPvPTimer
-= diff
;
15474 void Player::UpdatePvPFlag(time_t currTime
)
15478 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15484 void Player::UpdateDuelFlag(time_t currTime
)
15486 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15489 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15490 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15492 duel
->startTimer
= 0;
15493 duel
->startTime
= currTime
;
15494 duel
->opponent
->duel
->startTimer
= 0;
15495 duel
->opponent
->duel
->startTime
= currTime
;
15498 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
15503 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
15505 //returning of reagents only for players, so best done here
15506 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
15507 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15511 for(uint32 i
= 0; i
< 7; ++i
)
15513 if(spellInfo
->Reagent
[i
] > 0)
15515 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15516 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
15517 if( msg
== EQUIP_ERR_OK
)
15519 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
15521 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15526 m_temporaryUnsummonedPetNumber
= 0;
15529 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15532 // only if current pet in slot
15533 switch(pet
->getPetType())
15539 m_guardianPets
.erase(pet
->GetGUID());
15542 if(GetPetGUID()==pet
->GetGUID())
15551 switch(pet
->GetEntry())
15553 //warlock pets except imp are removed(?) when logging out
15558 mode
= PET_SAVE_NOT_IN_SLOT
;
15563 pet
->SavePetToDB(mode
);
15565 pet
->CleanupsBeforeDelete();
15566 pet
->AddObjectToRemoveList();
15567 pet
->m_removed
= true;
15569 if(pet
->isControlled())
15571 WorldPacket
data(SMSG_PET_SPELLS
, 8);
15573 GetSession()->SendPacket(&data
);
15576 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15580 void Player::RemoveMiniPet()
15582 if(Pet
* pet
= GetMiniPet())
15584 pet
->Remove(PET_SAVE_AS_DELETED
);
15589 Pet
* Player::GetMiniPet()
15593 return ObjectAccessor::GetPet(m_miniPet
);
15596 void Player::RemoveGuardians()
15598 while(!m_guardianPets
.empty())
15600 uint64 guid
= *m_guardianPets
.begin();
15601 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
15602 pet
->Remove(PET_SAVE_AS_DELETED
);
15604 m_guardianPets
.erase(guid
);
15608 bool Player::HasGuardianWithEntry(uint32 entry
)
15610 // pet guid middle part is entry (and creature also)
15611 // and in guardian list must be guardians with same entry _always_
15612 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
15613 if(GUID_ENPART(*itr
)==entry
)
15619 void Player::Uncharm()
15621 Unit
* charm
= GetCharm();
15625 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
15626 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
15629 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, std::string text
, uint32 language
) const
15631 *data
<< (uint8
)msgtype
;
15632 *data
<< (uint32
)language
;
15633 *data
<< (uint64
)GetGUID();
15634 *data
<< (uint32
)language
; //language 2.1.0 ?
15635 *data
<< (uint64
)GetGUID();
15636 *data
<< (uint32
)(text
.length()+1);
15638 *data
<< (uint8
)chatTag();
15641 void Player::Say(const std::string text
, const uint32 language
)
15643 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15644 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
15645 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
15648 void Player::Yell(const std::string text
, const uint32 language
)
15650 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15651 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
15652 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
15655 void Player::TextEmote(const std::string text
)
15657 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15658 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
15659 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
15662 void Player::Whisper(std::string text
, uint32 language
,uint64 receiver
)
15664 if (language
!= LANG_ADDON
) // if not addon data
15665 language
= LANG_UNIVERSAL
; // whispers should always be readable
15667 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
15669 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15670 if(!rPlayer
->isDND() || isGameMaster())
15672 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15673 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
15674 rPlayer
->GetSession()->SendPacket(&data
);
15676 data
.Initialize(SMSG_MESSAGECHAT
, 200);
15677 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
15678 GetSession()->SendPacket(&data
);
15682 // announce to player that player he is whispering to is dnd and cannot receive his message
15683 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
15686 if(!isAcceptWhispers())
15688 SetAcceptWhispers(true);
15689 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
15692 // announce to player that player he is whispering to is afk
15693 if(rPlayer
->isAFK())
15694 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
15696 // if player whisper someone, auto turn of dnd to be able to receive an answer
15697 if(isDND() && !rPlayer
->isGameMaster())
15701 void Player::PetSpellInitialize()
15703 Pet
* pet
= GetPet();
15709 sLog
.outDebug("Pet Spells Groups");
15711 CreatureInfo
const *cinfo
= pet
->GetCreatureInfo();
15713 if(pet
->isControlled() && (pet
->getPetType() == HUNTER_PET
|| cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
))
15715 for(PetSpellMap::iterator itr
= pet
->m_spells
.begin();itr
!= pet
->m_spells
.end();itr
++)
15717 if(itr
->second
->state
== PETSPELL_REMOVED
)
15723 // first line + actionbar + spellcount + spells + last adds
15724 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);
15726 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
15729 data
<< (uint64
)pet
->GetGUID() << uint32(0x00000000) << uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
15731 for(uint32 i
= 0; i
< 10; i
++) //40
15733 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15736 data
<< uint8(addlist
); //1
15738 if(addlist
&& pet
->isControlled())
15740 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
15742 if(itr
->second
->state
== PETSPELL_REMOVED
)
15745 data
<< uint16(itr
->first
);
15746 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
15750 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15751 uint8 count
= 3; //1+8+8+8=25
15753 // if count = 0, then end of packet...
15755 // uint32 value is spell id...
15756 // uint64 value is constant 0, unknown...
15757 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15758 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15759 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15760 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15762 GetSession()->SendPacket(&data
);
15766 void Player::PossessSpellInitialize()
15768 Unit
* charm
= GetCharm();
15773 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15777 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15782 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15785 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15787 for(uint32 i
= 0; i
< 10; i
++) //40
15789 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15792 data
<< uint8(addlist
); //1
15796 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15797 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15798 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15800 GetSession()->SendPacket(&data
);
15803 void Player::CharmSpellInitialize()
15805 Unit
* charm
= GetCharm();
15810 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15813 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15819 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15821 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
15823 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
15825 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15827 if(charmInfo
->GetCharmSpell(i
)->spellId
)
15833 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15835 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000);
15837 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15838 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
15840 data
<< uint8(0) << uint8(0);
15844 for(uint32 i
= 0; i
< 10; i
++) //40
15846 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15849 data
<< uint8(addlist
); //1
15853 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15855 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
15856 if(cspell
->spellId
)
15858 data
<< uint16(cspell
->spellId
);
15859 data
<< uint16(cspell
->active
);
15866 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15867 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15868 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15870 GetSession()->SendPacket(&data
);
15873 int32
Player::GetTotalFlatMods(uint32 spellId
, SpellModOp op
)
15875 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15876 if (!spellInfo
) return 0;
15878 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15880 SpellModifier
*mod
= *itr
;
15882 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15885 if (mod
->type
== SPELLMOD_FLAT
)
15886 total
+= mod
->value
;
15891 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
15893 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15894 if (!spellInfo
) return 0;
15896 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15898 SpellModifier
*mod
= *itr
;
15900 if(!IsAffectedBySpellmod(spellInfo
,mod
))
15903 if (mod
->type
== SPELLMOD_PCT
)
15904 total
+= mod
->value
;
15909 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
15911 if (!mod
|| !spellInfo
)
15914 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
15916 // prevent apply to any spell except spell that trigger expire
15919 if(mod
->lastAffected
!= spell
)
15922 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
15926 return spellmgr
.IsAffectedBySpell(spellInfo
,mod
->spellId
,mod
->effectId
,mod
->mask
);
15929 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
15931 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
15933 for(int eff
=0;eff
<64;++eff
)
15935 uint64 _mask
= uint64(1) << eff
;
15936 if ( mod
->mask
& _mask
)
15939 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
15941 if ((*itr
)->type
== mod
->type
&& (*itr
)->mask
& _mask
)
15942 val
+= (*itr
)->value
;
15944 val
+= apply
? mod
->value
: -(mod
->value
);
15945 WorldPacket
data(Opcode
, (1+1+4));
15946 data
<< uint8(eff
);
15947 data
<< uint8(mod
->op
);
15948 data
<< int32(val
);
15949 SendDirectMessage(&data
);
15954 m_spellMods
[mod
->op
].push_back(mod
);
15957 if (mod
->charges
== -1)
15958 --m_SpellModRemoveCount
;
15959 m_spellMods
[mod
->op
].remove(mod
);
15964 void Player::RemoveSpellMods(Spell
const* spell
)
15966 if(!spell
|| (m_SpellModRemoveCount
== 0))
15969 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
15971 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
15973 SpellModifier
*mod
= *itr
;
15976 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
15978 RemoveAurasDueToSpell(mod
->spellId
);
15979 if (m_spellMods
[i
].empty())
15982 itr
= m_spellMods
[i
].begin();
15988 // send Proficiency
15989 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
15991 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
15992 data
<< pr1
<< pr2
;
15993 GetSession()->SendPacket (&data
);
15996 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
15998 QueryResult
*result
= NULL
;
16000 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16002 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16005 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.
16006 { // and SendPetitionQueryOpcode reads data from the DB
16007 Field
*fields
= result
->Fetch();
16008 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16009 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16011 // send update if charter owner in game
16012 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16014 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16016 } while ( result
->NextRow() );
16021 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16023 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16026 CharacterDatabase
.BeginTransaction();
16029 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16030 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16034 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16035 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16037 CharacterDatabase
.CommitTransaction();
16040 void Player::SetRestBonus (float rest_bonus_new
)
16042 // Prevent resting on max level
16043 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16044 rest_bonus_new
= 0;
16046 if(rest_bonus_new
< 0)
16047 rest_bonus_new
= 0;
16049 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16051 if(rest_bonus_new
> rest_bonus_max
)
16052 m_rest_bonus
= rest_bonus_max
;
16054 m_rest_bonus
= rest_bonus_new
;
16056 // update data for client
16057 if(m_rest_bonus
>10)
16058 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16059 else if(m_rest_bonus
<=1)
16060 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16063 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16066 void Player::HandleStealthedUnitsDetection()
16068 std::list
<Unit
*> stealthedUnits
;
16070 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16072 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16073 cell
.SetNoCreate();
16075 MaNGOS::AnyStealthedCheck u_check
;
16076 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16078 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16079 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16081 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16082 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16083 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16085 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16089 i
= stealthedUnits
.erase(i
);
16093 if ((*i
)->isVisibleForOrDetect(this,true))
16096 (*i
)->SendUpdateToPlayer(this);
16097 m_clientGUIDs
.insert((*i
)->GetGUID());
16099 #ifdef MANGOS_DEBUG
16100 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16101 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16104 // target aura duration for caster show only if target exist at caster client
16105 // send data at target visibility change (adding to client)
16106 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16107 SendAuraDurationsForTarget(*i
);
16109 i
= stealthedUnits
.erase(i
);
16117 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16119 if(nodes
.size() < 2)
16122 // not let cheating with start flight mounted
16125 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16126 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16127 GetSession()->SendPacket(&data
);
16131 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16133 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16134 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16135 GetSession()->SendPacket(&data
);
16139 // 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
16140 if(GetSession()->isLogingOut() ||
16141 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16142 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16143 IsNonMeleeSpellCasted(false) ||
16146 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16147 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16148 GetSession()->SendPacket(&data
);
16152 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16155 uint32 sourcenode
= nodes
[0];
16157 // starting node too far away (cheat?)
16158 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16159 if( !node
|| node
->map_id
!= GetMapId() ||
16160 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16161 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16162 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16163 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16165 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16166 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16167 GetSession()->SendPacket(&data
);
16171 // Prepare to flight start now
16173 // stop combat at start taxi flight if any
16176 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16179 // clean not finished taxi path if any
16180 m_taxi
.ClearTaxiDestinations();
16182 // 0 element current node
16183 m_taxi
.AddTaxiDestination(sourcenode
);
16185 // fill destinations path tail
16186 uint32 sourcepath
= 0;
16187 uint32 totalcost
= 0;
16189 uint32 prevnode
= sourcenode
;
16190 uint32 lastnode
= 0;
16192 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16196 lastnode
= nodes
[i
];
16197 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16201 m_taxi
.ClearTaxiDestinations();
16207 if(prevnode
== sourcenode
)
16210 m_taxi
.AddTaxiDestination(lastnode
);
16212 prevnode
= lastnode
;
16215 if(!mount_id
) // if not provide then attempt use default.
16216 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16218 if (mount_id
== 0 || sourcepath
== 0)
16220 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16221 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16222 GetSession()->SendPacket(&data
);
16223 m_taxi
.ClearTaxiDestinations();
16227 uint32 money
= GetMoney();
16231 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16234 if(money
< totalcost
)
16236 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16237 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16238 GetSession()->SendPacket(&data
);
16239 m_taxi
.ClearTaxiDestinations();
16243 //Checks and preparations done, DO FLIGHT
16244 ModifyMoney(-(int32
)totalcost
);
16246 // prevent stealth flight
16247 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16249 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16250 data
<< uint32(ERR_TAXIOK
);
16251 GetSession()->SendPacket(&data
);
16253 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16255 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16260 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16262 // last check 2.0.10
16263 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16265 data
<< uint8(0x0); // flags (0x1, 0x2)
16266 time_t curTime
= time(NULL
);
16267 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16269 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16271 uint32 unSpellId
= itr
->first
;
16272 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16279 // Not send cooldown for this spells
16280 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16283 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16286 data
<< unTimeMs
; // in m.secs
16287 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16290 GetSession()->SendPacket(&data
);
16293 void Player::InitDataForForm(bool reapplyMods
)
16295 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16296 if(ssEntry
&& ssEntry
->attackSpeed
)
16298 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16299 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16300 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16303 SetRegularAttackTime();
16309 if(getPowerType()!=POWER_ENERGY
)
16310 setPowerType(POWER_ENERGY
);
16314 case FORM_DIREBEAR
:
16316 if(getPowerType()!=POWER_RAGE
)
16317 setPowerType(POWER_RAGE
);
16320 default: // 0, for example
16322 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16323 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16324 setPowerType(Powers(cEntry
->powerType
));
16329 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16331 UpdateEquipSpellsAtFormChange();
16333 UpdateAttackPowerAndDamage();
16334 UpdateAttackPowerAndDamage(true);
16337 // Return true is the bought item has a max count to force refresh of window by caller
16338 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16340 // cheating attempt
16341 if(count
< 1) count
= 1;
16346 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16349 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16353 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16356 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16357 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16361 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16362 if(!vItems
|| vItems
->Empty())
16364 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16368 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16369 if(vendor_slot
>= vItems
->GetItemCount())
16371 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16375 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16377 // check current item amount if it limited
16378 if( crItem
->maxcount
!= 0 )
16380 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16382 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16387 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16389 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16393 if(crItem
->ExtendedCost
)
16395 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16398 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16402 // honor points price
16403 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16405 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16409 // arena points price
16410 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16412 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16417 for (uint8 i
= 0; i
< 5; ++i
)
16419 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16421 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16426 // check for personal arena rating requirement
16427 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16429 // probably not the proper equip err
16430 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16435 uint32 price
= pProto
->BuyPrice
* count
;
16437 // reputation discount
16438 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16440 if( GetMoney() < price
)
16442 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16446 uint8 bag
= 0; // init for case invalid bagGUID
16448 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16451 if( bagguid
== GetGUID() )
16453 bag
= INVENTORY_SLOT_BAG_0
;
16457 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16459 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16462 if( bagguid
== pBag
->GetGUID() )
16472 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16474 ItemPosCountVec dest
;
16475 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16476 if( msg
!= EQUIP_ERR_OK
)
16478 SendEquipError( msg
, NULL
, NULL
);
16482 ModifyMoney( -(int32
)price
);
16483 if(crItem
->ExtendedCost
) // case for new honor system
16485 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16486 if(iece
->reqhonorpoints
)
16487 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16488 if(iece
->reqarenapoints
)
16489 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16490 for (uint8 i
= 0; i
< 5; ++i
)
16492 if(iece
->reqitem
[i
])
16493 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
16497 if(Item
*it
= StoreNewItem( dest
, item
, true ))
16499 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16501 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16502 data
<< pCreature
->GetGUID();
16503 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16504 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16505 data
<< (uint32
)count
;
16506 GetSession()->SendPacket(&data
);
16508 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16511 else if( IsEquipmentPos( bag
, slot
) )
16514 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, pProto
->BuyCount
* count
, false );
16515 if( msg
!= EQUIP_ERR_OK
)
16517 SendEquipError( msg
, NULL
, NULL
);
16521 ModifyMoney( -(int32
)price
);
16522 if(crItem
->ExtendedCost
) // case for new honor system
16524 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16525 if(iece
->reqhonorpoints
)
16526 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
16527 if(iece
->reqarenapoints
)
16528 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
16529 for (uint8 i
= 0; i
< 5; ++i
)
16531 if(iece
->reqitem
[i
])
16532 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
16536 if(Item
*it
= EquipNewItem( dest
, item
, pProto
->BuyCount
* count
, true ))
16538 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16540 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16541 data
<< pCreature
->GetGUID();
16542 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16543 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16544 data
<< (uint32
)count
;
16545 GetSession()->SendPacket(&data
);
16547 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16549 AutoUnequipOffhandIfNeed();
16554 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
16558 return crItem
->maxcount
!=0;
16561 uint32
Player::GetMaxPersonalArenaRatingRequirement()
16563 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16564 // the personal rating of the arena team must match the required limit as well
16565 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16566 uint32 max_personal_rating
= 0;
16567 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
16569 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
16571 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
16572 uint32 t_rating
= at
->GetRating();
16573 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
16574 if(max_personal_rating
< p_rating
)
16575 max_personal_rating
= p_rating
;
16578 return max_personal_rating
;
16581 void Player::UpdateHomebindTime(uint32 time
)
16583 // GMs never get homebind timer online
16584 if (m_InstanceValid
|| isGameMaster())
16586 if(m_HomebindTimer
) // instance valid, but timer not reset
16589 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16592 GetSession()->SendPacket(&data
);
16594 // instance is valid, reset homebind timer
16595 m_HomebindTimer
= 0;
16597 else if (m_HomebindTimer
> 0)
16599 if (time
>= m_HomebindTimer
)
16601 // teleport to homebind location
16602 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
16605 m_HomebindTimer
-= time
;
16609 // instance is invalid, start homebind timer
16610 m_HomebindTimer
= 60000;
16611 // send message to player
16612 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16613 data
<< m_HomebindTimer
;
16615 GetSession()->SendPacket(&data
);
16616 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16620 void Player::UpdatePvP(bool state
, bool ovrride
)
16622 if(!state
|| ovrride
)
16625 if(Pet
* pet
= GetPet())
16626 pet
->SetPvP(state
);
16627 if(Unit
* charmed
= GetCharm())
16628 charmed
->SetPvP(state
);
16630 pvpInfo
.endTimer
= 0;
16634 if(pvpInfo
.endTimer
!= 0)
16635 pvpInfo
.endTimer
= time(NULL
);
16640 if(Pet
* pet
= GetPet())
16641 pet
->SetPvP(state
);
16642 if(Unit
* charmed
= GetCharm())
16643 charmed
->SetPvP(state
);
16648 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
16652 sc
.itemid
= itemid
;
16653 m_spellCooldowns
[spellid
] = sc
;
16656 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
16658 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
16661 // Get spell cooldwn
16662 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16664 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16668 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16670 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16671 data
<< spellInfo
->Id
;
16673 SendDirectMessage(&data
);
16675 //slot to be excluded while counting
16676 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16678 if(!enchantmentcondition
)
16681 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
16686 uint8 curcount
[4] = {0, 0, 0, 0};
16688 //counting current equipped gem colors
16689 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
16693 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
16694 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
16696 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16698 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16702 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16706 uint32 gemid
= enchantEntry
->GemID
;
16710 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
16714 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
16718 uint8 GemColor
= gemProperty
->color
;
16720 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
16722 if(tmpcolormask
& GemColor
)
16729 bool activate
= true;
16731 for(int i
= 0; i
< 5; i
++)
16733 if(!Condition
->Color
[i
])
16736 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
16738 // if have <CompareColor> use them as count, else use <value> from Condition
16739 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
16741 switch(Condition
->Comparator
[i
])
16743 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16744 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
16746 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16747 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
16749 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16750 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
16755 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");
16760 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
16762 //cycle all equipped items
16763 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16765 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16766 if(slot
== exceptslot
)
16769 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16771 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
16774 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16776 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16780 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16784 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16787 //was enchant active with/without item?
16788 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
16789 //should it now be?
16790 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
16792 // ignore item gem conditions
16793 //if state changed, (dis)apply enchant
16794 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
16801 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
16802 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
16804 //cycle all equipped items
16805 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16807 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
16808 if(slot
== exceptslot
)
16811 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16813 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
16816 //cycle all (gem)enchants
16817 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16819 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16820 if(!enchant_id
) //if no enchant go to next enchant(slot)
16823 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16827 //only metagems to be (de)activated, so only enchants with condition
16828 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16830 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
16835 void Player::LeaveBattleground(bool teleportToEntryPoint
)
16837 if(BattleGround
*bg
= GetBattleGround())
16839 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
16841 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
16843 // call after remove to be sure that player resurrected for correct cast
16845 CastSpell(this, 26013, true); // Deserter
16849 bool Player::CanJoinToBattleground() const
16851 // check Deserter debuff
16852 if(GetDummyAura(26013))
16858 bool Player::CanReportAfkDueToLimit()
16860 // a player can complain about 15 people per 5 minutes
16861 if(m_bgAfkReportedCount
>= 15)
16863 ++m_bgAfkReportedCount
;
16867 ///This player has been blamed to be inactive in a battleground
16868 void Player::ReportedAfkBy(Player
* reporter
)
16870 BattleGround
*bg
= GetBattleGround();
16871 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
16874 // check if player has 'Idle' or 'Inactive' debuff
16875 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
16877 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
16878 // 3 players have to complain to apply debuff
16879 if(m_bgAfkReporter
.size() >= 3)
16881 // cast 'Idle' spell
16882 CastSpell(this, 43680, true);
16883 m_bgAfkReporter
.clear();
16888 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
16890 // gamemaster in GM mode see all, including ghosts
16891 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
16894 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
16895 if (InBattleGround())
16897 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
16902 // Live player see live player or dead player with not realized corpse
16903 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
16905 return isAlive() || m_deathTimer
> 0;
16908 // Ghost see other friendly ghosts, that's for sure
16909 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
16912 // Dead player see live players near own corpse
16915 Corpse
*corpse
= pl
->GetCorpse();
16918 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
16919 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
16924 // and not see any other
16928 bool Player::IsVisibleGloballyFor( Player
* u
) const
16933 // Always can see self
16937 // Visible units, always are visible for all players
16938 if (GetVisibility() == VISIBILITY_ON
)
16941 // GMs are visible for higher gms (or players are visible for gms)
16942 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
16943 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
16945 // non faction visibility non-breakable for non-GMs
16946 if (GetVisibility() == VISIBILITY_OFF
)
16949 // non-gm stealth/invisibility not hide from global player lists
16953 void Player::UpdateVisibilityOf(WorldObject
* target
)
16955 if(HaveAtClient(target
))
16957 if(!target
->isVisibleForInState(this,true))
16959 target
->DestroyForPlayer(this);
16960 m_clientGUIDs
.erase(target
->GetGUID());
16962 #ifdef MANGOS_DEBUG
16963 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16964 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
16970 if(target
->isVisibleForInState(this,false))
16972 target
->SendUpdateToPlayer(this);
16973 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
16974 m_clientGUIDs
.insert(target
->GetGUID());
16976 #ifdef MANGOS_DEBUG
16977 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16978 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
16981 // target aura duration for caster show only if target exist at caster client
16982 // send data at target visibility change (adding to client)
16983 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
16984 SendAuraDurationsForTarget((Unit
*)target
);
16986 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
16987 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
16993 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
16995 s64
.insert(target
->GetGUID());
16999 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17001 if(!target
->IsTransport())
17002 s64
.insert(target
->GetGUID());
17006 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17008 if(HaveAtClient(target
))
17010 if(!target
->isVisibleForInState(this,true))
17012 target
->BuildOutOfRangeUpdateBlock(&data
);
17013 m_clientGUIDs
.erase(target
->GetGUID());
17015 #ifdef MANGOS_DEBUG
17016 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17017 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
));
17023 if(target
->isVisibleForInState(this,false))
17025 visibleNow
.insert(target
);
17026 target
->BuildUpdate(data_updates
);
17027 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17028 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17030 #ifdef MANGOS_DEBUG
17031 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17032 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
));
17038 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17039 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17040 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17041 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17042 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17044 void Player::InitPrimaryProffesions()
17046 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17049 void Player::SendComboPoints()
17051 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17054 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17055 data
.append(combotarget
->GetPackGUID());
17056 data
<< uint8(m_comboPoints
);
17057 GetSession()->SendPacket(&data
);
17061 void Player::AddComboPoints(Unit
* target
, int8 count
)
17066 // without combo points lost (duration checked in aura)
17067 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17069 if(target
->GetGUID() == m_comboTarget
)
17071 m_comboPoints
+= count
;
17076 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17077 target
->RemoveComboPointHolder(GetGUIDLow());
17079 m_comboTarget
= target
->GetGUID();
17080 m_comboPoints
= count
;
17082 target
->AddComboPointHolder(GetGUIDLow());
17085 if (m_comboPoints
> 5) m_comboPoints
= 5;
17086 if (m_comboPoints
< 0) m_comboPoints
= 0;
17091 void Player::ClearComboPoints()
17096 // without combopoints lost (duration checked in aura)
17097 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17103 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17104 target
->RemoveComboPointHolder(GetGUIDLow());
17109 void Player::SetGroup(Group
*group
, int8 subgroup
)
17111 if(group
== NULL
) m_group
.unlink();
17114 // never use SetGroup without a subgroup unless you specify NULL for group
17115 assert(subgroup
>= 0);
17116 m_group
.link(group
, this);
17117 m_group
.setSubGroup((uint8
)subgroup
);
17121 void Player::SendInitialPacketsBeforeAddToMap()
17123 WorldPacket
data(SMSG_SET_REST_START
, 4);
17124 data
<< uint32(0); // unknown, may be rest state time or expirience
17125 GetSession()->SendPacket(&data
);
17128 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17129 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17130 data
<< (uint32
) m_homebindMapId
;
17131 data
<< (uint32
) m_homebindZoneId
;
17132 GetSession()->SendPacket(&data
);
17134 // SMSG_SET_PROFICIENCY
17135 // SMSG_UPDATE_AURA_DURATION
17138 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17139 for (int i
= 0; i
< 8; ++i
)
17140 data
<< uint32( GetTutorialInt(i
) );
17141 GetSession()->SendPacket(&data
);
17143 SendInitialSpells();
17145 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17146 data
<< uint32(0); // count, for(count) uint32;
17147 GetSession()->SendPacket(&data
);
17149 SendInitialActionButtons();
17150 SendInitialReputations();
17151 UpdateZone(GetZoneId());
17152 SendInitWorldStates();
17154 // SMSG_SET_AURA_SINGLE
17156 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17157 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17158 data
<< (float)0.01666667f
; // game speed
17159 GetSession()->SendPacket( &data
);
17161 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17162 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17163 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17166 void Player::SendInitialPacketsAfterAddToMap()
17168 CastSpell(this, 836, true); // LOGINEFFECT
17170 // set some aura effects that send packet to player client after add player to map
17171 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17172 // same auras state lost at far teleport, send it one more time in this case also
17173 static const AuraType auratypes
[] =
17175 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17176 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17177 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17179 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17181 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17182 if(!auraList
.empty())
17183 auraList
.front()->ApplyModifier(true,true);
17186 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17187 SetMovement(MOVE_ROOT
);
17189 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17190 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17192 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17193 data
.append(GetPackGUID());
17195 SendMessageToSet(&data
,true);
17198 SendEnchantmentDurations(); // must be after add to map
17199 SendItemDurations(); // must be after add to map
17202 void Player::SendUpdateToOutOfRangeGroupMembers()
17204 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17206 if(Group
* group
= GetGroup())
17207 group
->UpdatePlayerOutOfRange(this);
17209 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17210 m_auraUpdateMask
= 0;
17211 if(Pet
*pet
= GetPet())
17212 pet
->ResetAuraUpdateMask();
17215 void Player::SendTransferAborted(uint32 mapid
, uint16 reason
)
17217 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17218 data
<< uint32(mapid
);
17219 data
<< uint16(reason
); // transfer abort reason
17220 GetSession()->SendPacket(&data
);
17223 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17225 // type of warning, based on the time remaining until reset
17228 type
= RAID_INSTANCE_WELCOME
;
17229 else if(time
> 900 && time
<= 3600)
17230 type
= RAID_INSTANCE_WARNING_HOURS
;
17231 else if(time
> 300 && time
<= 900)
17232 type
= RAID_INSTANCE_WARNING_MIN
;
17234 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17235 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17236 data
<< uint32(type
);
17237 data
<< uint32(mapid
);
17238 data
<< uint32(time
);
17239 GetSession()->SendPacket(&data
);
17242 void Player::ApplyEquipCooldown( Item
* pItem
)
17244 for(int i
= 0; i
<5; ++i
)
17246 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17249 if( !spellData
.SpellId
)
17252 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17253 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17256 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17258 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17259 data
<< pItem
->GetGUID();
17260 data
<< uint32(spellData
.SpellId
);
17261 GetSession()->SendPacket(&data
);
17265 void Player::resetSpells()
17267 // not need after this call
17268 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17270 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17271 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17274 // make full copy of map (spells removed and marked as deleted at another spell remove
17275 // and we can't use original map for safe iterative with visit each spell at loop end
17276 PlayerSpellMap smap
= GetSpellMap();
17278 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17279 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17281 learnDefaultSpells();
17282 learnQuestRewardedSpells();
17285 void Player::learnDefaultSpells(bool loading
)
17287 // learn default race/class spells
17288 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17289 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17290 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17292 uint16 tspell
= spell_itr
->first
;
17295 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17296 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17297 addSpell(tspell
,spell_itr
->second
);
17298 else // but send in normal spell in game learn case
17299 learnSpell(tspell
);
17304 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17306 uint32 spell_id
= quest
->GetRewSpellCast();
17308 // skip quests without rewarded spell
17312 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17316 // check learned spells state
17317 bool found
= false;
17318 for(int i
=0; i
< 3; ++i
)
17320 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17327 // skip quests with not teaching spell or already known spell
17331 // prevent learn non first rank unknown profession and second specialization for same profession)
17332 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17333 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17335 // not have first rank learned (unlearned prof?)
17336 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17337 if( !HasSpell(first_spell
) )
17340 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17345 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17347 // search other specialization for same prof
17348 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17350 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17353 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17357 // compare only specializations
17358 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17361 // compare same chain spells
17362 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17365 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17366 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17372 CastSpell( this, spell_id
, true);
17375 void Player::learnQuestRewardedSpells()
17377 // learn spells received from quest completing
17378 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17380 // skip no rewarded quests
17381 if(!itr
->second
.m_rewarded
)
17384 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17388 learnQuestRewardedSpells(quest
);
17392 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17394 uint32 raceMask
= getRaceMask();
17395 uint32 classMask
= getClassMask();
17396 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
17398 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
17399 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
17401 // Check race if set
17402 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17404 // Check class if set
17405 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
17408 if (SpellEntry
const* spellentry
= sSpellStore
.LookupEntry(pAbility
->spellId
))
17410 // Ok need learn spell
17411 learnSpell(pAbility
->spellId
);
17416 void Player::learnSkillRewardedSpells()
17418 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
17420 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
17423 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
17425 learnSkillRewardedSpells(pskill
);
17429 void Player::SendAuraDurationsForTarget(Unit
* target
)
17431 for(Unit::AuraMap::const_iterator itr
= target
->GetAuras().begin(); itr
!= target
->GetAuras().end(); ++itr
)
17433 Aura
* aura
= itr
->second
;
17434 if(aura
->GetAuraSlot() >= MAX_AURAS
|| aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17437 aura
->SendAuraDurationForCaster(this);
17441 void Player::SetDailyQuestStatus( uint32 quest_id
)
17443 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17445 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
17447 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
17448 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
17449 m_DailyQuestChanged
= true;
17455 void Player::ResetDailyQuestStatus()
17457 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17458 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
17460 // DB data deleted in caller
17461 m_DailyQuestChanged
= false;
17462 m_lastDailyQuestTime
= 0;
17465 BattleGround
* Player::GetBattleGround() const
17467 if(GetBattleGroundId()==0)
17470 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17473 bool Player::InArena() const
17475 BattleGround
*bg
= GetBattleGround();
17476 if(!bg
|| !bg
->isArena())
17482 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17484 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(bgTypeId
);
17488 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17494 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17502 return 10*(queue_id
+1);
17505 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17508 return 255; // hardcoded max level
17510 return 10*(queue_id
+2)-1;
17513 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17515 uint32 level
= getLevel();
17518 else if (level
> 69)
17521 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17524 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
17526 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
17527 if(!vendor_faction
)
17530 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17531 if(rank
<= REP_NEUTRAL
)
17534 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
17537 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
17539 uint32 racemask
= getRaceMask();
17540 uint32 classmask
= getClassMask();
17542 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
17543 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
17545 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
17547 // skip wrong race skills
17548 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
17551 // skip wrong class skills
17552 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
17558 bool Player::HasQuestForGO(int32 GOId
)
17560 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
17562 QuestStatusData qs
=i
->second
;
17563 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
17565 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
17569 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17572 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17574 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17577 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17585 void Player::UpdateForQuestsGO()
17587 if(m_clientGUIDs
.empty())
17591 WorldPacket packet
;
17592 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
17594 if(IS_GAMEOBJECT_GUID(*itr
))
17596 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
17598 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17601 udata
.BuildPacket(&packet
);
17602 GetSession()->SendPacket(&packet
);
17605 void Player::SummonIfPossible(bool agree
)
17609 m_summon_expire
= 0;
17613 // expire and auto declined
17614 if(m_summon_expire
< time(NULL
))
17617 // stop taxi flight at summon
17620 GetMotionMaster()->MovementExpired();
17621 m_taxi
.ClearTaxiDestinations();
17624 // drop flag at summon
17625 if(BattleGround
*bg
= GetBattleGround())
17626 bg
->EventPlayerDroppedFlag(this);
17628 m_summon_expire
= 0;
17630 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
17633 void Player::RemoveItemDurations( Item
*item
)
17635 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
17639 m_itemDuration
.erase(itr
);
17645 void Player::AddItemDurations( Item
*item
)
17647 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
17649 m_itemDuration
.push_back(item
);
17650 item
->SendTimeUpdate(this);
17654 void Player::AutoUnequipOffhandIfNeed()
17656 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
17660 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
17662 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
17665 ItemPosCountVec off_dest
;
17666 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
17667 if( off_msg
== EQUIP_ERR_OK
)
17669 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
17670 StoreItem( off_dest
, offItem
, true );
17674 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17678 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
17680 if(spellInfo
->EquippedItemClass
< 0)
17683 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17684 // for optimize check 2 used cases only
17685 switch(spellInfo
->EquippedItemClass
)
17687 case ITEM_CLASS_WEAPON
:
17689 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
17690 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17691 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17695 case ITEM_CLASS_ARMOR
:
17697 // tabard not have dependent spells
17698 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
17699 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17700 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17703 // shields can be equipped to offhand slot
17704 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
17705 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17708 // ranged slot can have some armor subclasses
17709 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
17710 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17716 sLog
.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo
->EquippedItemClass
);
17723 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
17725 AuraMap
& auras
= GetAuras();
17726 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
17728 Aura
* aura
= itr
->second
;
17730 // skip passive (passive item dependent spells work in another way) and not self applied auras
17731 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
17732 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17738 // skip if not item dependent or have alternative item
17739 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
17745 // no alt item, remove aura, restart check
17746 RemoveAurasDueToSpell(aura
->GetId());
17747 itr
= auras
.begin();
17750 // currently casted spells can be dependent from item
17751 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
17753 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
17754 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
17759 uint32
Player::GetResurrectionSpellId()
17761 // search priceless resurrection possabilities
17763 uint32 spell_id
= 0;
17764 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
17765 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
17767 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17768 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
== 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
17770 switch((*itr
)->GetId())
17772 case 20707: spell_id
= 3026; break; // rank 1
17773 case 20762: spell_id
= 20758; break; // rank 2
17774 case 20763: spell_id
= 20759; break; // rank 3
17775 case 20764: spell_id
= 20760; break; // rank 4
17776 case 20765: spell_id
= 20761; break; // rank 5
17777 case 27239: spell_id
= 27240; break; // rank 6
17779 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
17785 // Twisting Nether // prio: 2 (max)
17786 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
17793 // Reincarnation (passive spell) // prio: 1
17794 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
17800 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
17802 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
17804 // prepare data for near group iteration (PvP and !PvP cases)
17806 bool honored_kill
= false;
17808 if(Group
*pGroup
= GetGroup())
17811 uint32 sum_level
= 0;
17812 Player
* member_with_max_level
= NULL
;
17814 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
);
17816 if(member_with_max_level
)
17818 xp
= PvP
? 0 : MaNGOS::XP::Gain(member_with_max_level
, pVictim
);
17820 // skip in check PvP case (for speed, not used)
17821 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
17822 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
17823 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
17825 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
17827 Player
* pGroupGuy
= itr
->getSource();
17831 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
17832 continue; // member (alive or dead) or his corpse at req. distance
17834 // honor can be in PvP and !PvP (racial leader) cases (for alive)
17835 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
17836 honored_kill
= true;
17838 // xp and reputation only in !PvP case
17841 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
17843 // if is in dungeon then all receive full reputation at kill
17844 // rewarded any alive/dead/near_corpse group member
17845 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
17847 // XP updated only for alive group member
17848 if(pGroupGuy
->isAlive())
17850 uint32 itr_xp
= uint32(xp
*rate
);
17852 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
17853 if(Pet
* pet
= pGroupGuy
->GetPet())
17854 pet
->GivePetXP(itr_xp
/2);
17857 // quest objectives updated only for alive group member or dead but with not released body
17858 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
17860 // normal creature (not pet/etc) can be only in !PvP case
17861 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17862 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
17868 else // if (!pGroup)
17870 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
17872 // honor can be in PvP and !PvP (racial leader) cases
17873 if(RewardHonor(pVictim
,1))
17874 honored_kill
= true;
17876 // xp and reputation only in !PvP case
17879 RewardReputation(pVictim
,1);
17880 GiveXP(xp
, pVictim
);
17882 if(Pet
* pet
= GetPet())
17883 pet
->GivePetXP(xp
);
17885 // normal creature (not pet/etc) can be only in !PvP case
17886 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17887 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
17890 return xp
|| honored_kill
;
17893 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
17895 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
17901 Corpse
* corpse
= GetCorpse();
17905 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
17908 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
17910 Item
* item
= GetWeaponForAttack(attType
,true);
17912 // unarmmed only with base attack
17913 if(attType
!= BASE_ATTACK
&& !item
)
17916 // weapon skill or (unarmed for base attack)
17917 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
17918 return GetBaseSkillValue(skill
);
17921 void Player::ResurectUsingRequestData()
17923 ResurrectPlayer(0.0f
,false);
17925 if(GetMaxHealth() > m_resurrectHealth
)
17926 SetHealth( m_resurrectHealth
);
17928 SetHealth( GetMaxHealth() );
17930 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
17931 SetPower(POWER_MANA
, m_resurrectMana
);
17933 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
17935 SetPower(POWER_RAGE
, 0 );
17937 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
17939 SpawnCorpseBones();
17941 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
17944 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
17946 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
17947 data
.append(target
->GetPackGUID());
17948 data
<< uint8(allowMove
);
17949 GetSession()->SendPacket(&data
);
17952 void Player::UpdateZoneDependentAuras( uint32 newZone
)
17954 // remove new continent flight forms
17955 if( !isGameMaster() &&
17956 GetVirtualMapForMapAndZone(GetMapId(),newZone
) != 530)
17958 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
17959 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
17962 // Some spells applied at enter into zone (with subzones)
17964 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
17965 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
17967 uint32 spellid
= 0;
17969 if( GetTeam() == HORDE
)
17970 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
17971 // and some alliance races
17972 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
17973 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
17975 if(spellid
&& !HasAura(spellid
,0) )
17976 CastSpell(this,spellid
,true);
17980 void Player::UpdateAreaDependentAuras( uint32 newArea
)
17982 // remove auras from spells with area limitations
17983 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
17985 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
17986 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
17992 // unmount if enter in this subzone
17994 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
17995 // Dragonmaw Illusion
17996 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
17998 if( GetDummyAura(40214) )
18000 if( !HasAura(40216,0) )
18001 CastSpell(this,40216,true);
18002 if( !HasAura(42016,0) )
18003 CastSpell(this,42016,true);
18008 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18010 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18011 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18013 return copseReclaimDelay
[0];
18016 time_t now
= time(NULL
);
18017 // 0..2 full period
18018 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18019 return copseReclaimDelay
[count
];
18022 void Player::UpdateCorpseReclaimDelay()
18024 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18026 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18027 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18030 time_t now
= time(NULL
);
18031 if(now
< m_deathExpireTime
)
18033 // full and partly periods 1..3
18034 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18035 if(count
< MAX_DEATH_COUNT
)
18036 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18038 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18041 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18044 void Player::SendCorpseReclaimDelay(bool load
)
18046 Corpse
* corpse
= GetCorpse();
18053 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18056 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18059 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18060 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18062 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18063 if(count
>=MAX_DEATH_COUNT
)
18064 count
= MAX_DEATH_COUNT
-1;
18069 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18071 time_t now
= time(NULL
);
18072 if(now
>= expected_time
)
18075 delay
= expected_time
-now
;
18078 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18080 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18081 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18082 data
<< uint32(delay
*1000);
18083 GetSession()->SendPacket( &data
);
18086 Player
* Player::GetNextRandomRaidMember(float radius
)
18088 Group
*pGroup
= GetGroup();
18092 std::vector
<Player
*> nearMembers
;
18093 nearMembers
.reserve(pGroup
->GetMembersCount());
18095 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18097 Player
* Target
= itr
->getSource();
18099 // IsHostileTo check duel and controlled by enemy
18100 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18101 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18102 nearMembers
.push_back(Target
);
18105 if (nearMembers
.empty())
18108 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18109 return nearMembers
[randTarget
];
18112 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18114 float water_z
= m
->GetWaterLevel(x
,y
);
18115 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18116 uint8 flag1
= m
->GetTerrainType(x
,y
);
18118 //!Underwater check, not in water if underground or above water level
18119 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18120 m_isunderwater
&= 0x7A;
18121 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18122 m_isunderwater
|= 0x01;
18124 //!in lava check, anywhere under lava level
18125 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18126 m_isunderwater
|= 0x80;
18129 void Player::SetCanParry( bool value
)
18131 if(m_canParry
==value
)
18134 m_canParry
= value
;
18135 UpdateParryPercentage();
18138 void Player::SetCanBlock( bool value
)
18140 if(m_canBlock
==value
)
18143 m_canBlock
= value
;
18144 UpdateBlockPercentage();
18147 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18149 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18150 if(itr
->pos
== this->pos
)
18156 bool Player::isAllowUseBattleGroundObject()
18158 return ( //InBattleGround() && // in battleground - not need, check in other cases
18159 !IsMounted() && // not mounted
18160 !HasStealthAura() && // not stealthed
18161 !HasInvisibilityAura() && // not invisible
18162 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18163 isAlive() // live player