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"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
147 // new continent starting masks (It will be accessible only at new map)
148 switch(Player::TeamForRace(race
))
150 case ALLIANCE
: SetTaximaskNode(100); break;
151 case HORDE
: SetTaximaskNode(99); break;
153 // level dependent taxi hubs
155 SetTaximaskNode(213); //Shattered Sun Staging Area
158 void PlayerTaxi::LoadTaxiMask(const char* data
)
160 Tokens tokens
= StrSplit(data
, " ");
163 Tokens::iterator iter
;
164 for (iter
= tokens
.begin(), index
= 0;
165 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
167 // load and set bits only for existed taxi nodes
168 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
172 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
176 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
177 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
181 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
182 data
<< uint32(m_taximask
[i
]); // known nodes
186 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values
)
188 ClearTaxiDestinations();
190 Tokens tokens
= StrSplit(values
," ");
192 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
194 uint32 node
= uint32(atol(iter
->c_str()));
195 AddTaxiDestination(node
);
198 if(m_TaxiDestinations
.empty())
202 if(m_TaxiDestinations
.size() < 2)
205 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
209 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
217 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
219 if(m_TaxiDestinations
.empty())
222 std::ostringstream ss
;
224 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
225 ss
<< m_TaxiDestinations
[i
] << " ";
230 uint32
PlayerTaxi::GetCurrentTaxiPath() const
232 if(m_TaxiDestinations
.size() < 2)
238 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
243 //== Player ====================================================
245 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
247 UpdateMask
Player::updateVisualBits
;
249 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
256 m_objectType
|= TYPEMASK_PLAYER
;
257 m_objectTypeId
= TYPEID_PLAYER
;
259 m_valuesCount
= PLAYER_END
;
266 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
267 SetAcceptTicket(true);
269 // players always accept
270 if(GetSession()->GetSecurity() == SEC_PLAYER
)
271 SetAcceptWhispers(true);
279 m_usedTalentCount
= 0;
282 m_weaponChangeTimer
= 0;
285 m_zoneUpdateTimer
= 0;
289 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
291 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
292 // this must help in case next save after mass player load after server startup
293 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
295 clearResurrectRequestData();
297 m_SpellModRemoveCount
= 0;
299 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
303 // group is initialized in the reference constructor
304 SetGroupInvite(NULL
);
305 m_groupUpdateMask
= 0;
306 m_auraUpdateMask
= 0;
310 m_GuildIdInvited
= 0;
311 m_ArenaTeamIdInvited
= 0;
313 m_atLoginFlags
= AT_LOGIN_NONE
;
322 PlayerTalkClass
= new PlayerMenu( GetSession() );
323 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
325 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
326 m_Tutorials
[ aX
] = 0x00;
327 m_TutorialsChanged
= false;
329 m_DailyQuestChanged
= false;
330 m_lastDailyQuestTime
= 0;
333 m_weaponChangeTimer
= 0;
341 m_deathExpireTime
= 0;
345 m_DetectInvTimer
= 1000;
347 m_bgBattleGroundID
= 0;
348 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
350 m_bgBattleGroundQueueID
[j
].bgType
= 0;
351 m_bgBattleGroundQueueID
[j
].invited
= false;
355 m_logintime
= time(NULL
);
356 m_Last_tick
= m_logintime
;
357 m_WeaponProficiency
= 0;
358 m_ArmorProficiency
= 0;
361 m_canDualWield
= false;
364 m_temporaryUnsummonedPetNumber
= 0;
365 //cache for UNIT_CREATED_BY_SPELL to allow
366 //returning reagents for temporarily removed pets
367 //when dying/logging out
370 ////////////////////Rest System/////////////////////
377 rest_type
=REST_TYPE_NO
;
378 ////////////////////Rest System/////////////////////
380 m_mailsLoaded
= false;
381 m_mailsUpdated
= false;
383 m_nextMailDelivereTime
= 0;
385 m_resetTalentsCost
= 0;
386 m_resetTalentsTime
= 0;
387 m_itemUpdateQueueBlocked
= false;
389 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
390 m_forced_speed_changes
[i
] = 0;
394 /////////////////// Instance System /////////////////////
397 m_InstanceValid
= true;
398 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
400 for (int i
= 0; i
< BASEMOD_END
; i
++)
402 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
403 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
407 m_lastHonorUpdateTime
= time(NULL
);
416 //Default movement to run mode
417 m_unit_movement_flags
= 0;
420 m_bgAfkReportedTimer
= 0;
421 m_contestedPvPTimer
= 0;
423 m_declinedname
= NULL
;
428 CleanupsBeforeDelete();
430 // it must be unloaded already in PlayerLogout and accessed only for loggined player
433 // Note: buy back item already deleted from DB when player was saved
434 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
441 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
444 //all mailed items should be deleted, also all mail should be deallocated
445 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
448 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
449 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
451 delete PlayerTalkClass
;
455 m_transport
->RemovePassenger(this);
458 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
460 delete ItemSetEff
[x
];
462 // clean up player-instance binds, may unload some instance saves
463 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
464 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
465 itr
->second
.save
->RemovePlayer(this);
467 delete m_declinedname
;
470 void Player::CleanupsBeforeDelete()
472 if(m_uint32Values
) // only for fully created Object
475 DuelComplete(DUEL_INTERUPTED
);
477 Unit::CleanupsBeforeDelete();
480 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
)
482 //FIXME: outfitId not used in player creating
484 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
488 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
491 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
495 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
498 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
500 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
501 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
502 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
508 SetMapId(info
->mapId
);
509 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
511 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
514 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
518 uint8 powertype
= cEntry
->powerType
;
526 unitfield
= 0x00000000;
529 unitfield
= 0x00110000;
531 case POWER_RUNIC_POWER
:
532 unitfield
= 0x0000EE00; //TODO: find correct unitfield here
535 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
539 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
540 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
545 SetDisplayId(info
->displayId_f
);
546 SetNativeDisplayId(info
->displayId_f
);
549 SetDisplayId(info
->displayId_m
);
550 SetNativeDisplayId(info
->displayId_m
);
553 sLog
.outError("Invalid gender %u for player",gender
);
558 setFactionForRace(m_race
);
560 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( ( race
) | ( class_
<< 8 ) | ( gender
<< 16 ) | ( powertype
<< 24 ) ) );
561 SetUInt32Value(UNIT_FIELD_BYTES_1
, unitfield
);
562 SetByteValue(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
563 SetUInt32Value(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
564 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
566 //-1 is default value
567 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
569 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
570 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
571 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
573 SetUInt32Value( PLAYER_GUILDID
, 0 );
574 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
575 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
577 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
578 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
579 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
580 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
581 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
582 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
584 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
586 GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
);
588 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
591 // set starting level
592 if(getClass() == CLASS_DEATH_KNIGHT
)
593 SetUInt32Value(UNIT_FIELD_LEVEL
, 55);
595 SetUInt32Value( UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
) );
598 m_Last_tick
= time(NULL
);
599 m_Played_time
[0] = 0;
600 m_Played_time
[1] = 0;
602 // base stats and related field values
604 InitTaxiNodesForLevel();
605 InitGlyphsForLevel();
606 InitTalentForLevel();
607 InitPrimaryProffesions(); // to max set before any spell added
609 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
610 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
611 SetHealth(GetMaxHealth());
612 if (getPowerType()==POWER_MANA
)
614 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
615 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
618 learnDefaultSpells(true);
620 std::list
<uint16
>::const_iterator action_itr
[4];
621 for(int i
=0; i
<4; i
++)
622 action_itr
[i
] = info
->action
[i
].begin();
624 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
627 for(int i
=0; i
<4 ;i
++)
628 taction
[i
] = (*action_itr
[i
]);
630 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
632 for(int i
=0; i
<4 ;i
++)
636 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
638 uint32 titem_id
= item_id_itr
->item_id
;
639 uint32 titem_amount
= item_id_itr
->item_amount
;
641 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
645 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, titem_amount
, false );
646 if( msg
== EQUIP_ERR_OK
)
648 EquipNewItem( eDest
, titem_id
, titem_amount
, true);
649 AutoUnequipOffhandIfNeed();
650 continue; // equipped, to next
654 ItemPosCountVec sDest
;
655 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
656 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
657 if( msg
== EQUIP_ERR_OK
)
659 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
660 continue; // stored, to next
663 // item can't be added
664 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,race
,class_
,msg
);
667 // bags and main-hand weapon must equipped at this moment
668 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
669 // or ammo not equipped in special bag
670 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
672 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
675 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
676 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
677 if( msg
== EQUIP_ERR_OK
)
679 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
680 EquipItem( eDest
, pItem
, true);
682 // move other items to more appropriate slots (ammo not equipped in special bag)
685 ItemPosCountVec sDest
;
686 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
687 if( msg
== EQUIP_ERR_OK
)
689 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
690 pItem
= StoreItem( sDest
, pItem
, true);
693 // if this is ammo then use it
694 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
695 if( msg
== EQUIP_ERR_OK
)
696 SetAmmo( pItem
->GetProto()->ItemId
);
700 // all item positions resolved
705 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
707 uint32 BreathRegen
= (uint32
)-1;
709 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
710 data
<< (uint32
)Type
;
715 data
<< (uint32
)0; // spell id
716 GetSession()->SendPacket(&data
);
719 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
721 if(Type
==BREATH_TIMER
)
722 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
724 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
725 data
<< (uint32
)Type
;
726 data
<< CurrentValue
;
730 data
<< (uint32
)0; // spell id
731 GetSession()->SendPacket( &data
);
734 void Player::StopMirrorTimer(MirrorTimerType Type
)
736 if(Type
==BREATH_TIMER
)
739 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
740 data
<< (uint32
)Type
;
741 GetSession()->SendPacket( &data
);
744 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
746 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
747 data
<< (uint64
)guid
;
748 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
749 data
<< (uint32
)damage
;
752 SendMessageToSet(&data
, true);
754 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
756 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
758 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
759 DurabilityLossAll(0.10f
,false);
760 // durability lost message
761 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
762 GetSession()->SendPacket(&data
);
766 void Player::HandleDrowning()
771 //if have water breath , then remove bar
772 if(waterbreath
|| isGameMaster() || !isAlive())
774 StopMirrorTimer(BREATH_TIMER
);
779 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
781 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
782 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
783 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
785 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
787 //single trigger timer
788 if (!(m_isunderwater
& 0x02))
790 m_isunderwater
|= 0x02;
791 m_breathTimer
= UnderWaterTime
+ 1000;
793 //single trigger "Breathbar"
794 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
796 m_isunderwater
|= 0x04;
797 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
799 //continius trigger drowning "Damage"
800 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
802 //TODO: Check this formula
803 uint64 guid
= GetGUID();
804 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
806 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
807 m_breathTimer
= 2000;
810 //single trigger retract bar
811 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
813 m_isunderwater
= 0x08;
815 uint32 BreathRegen
= 10;
816 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
817 m_isunderwater
= 0x10;
820 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
822 StopMirrorTimer(BREATH_TIMER
);
827 void Player::HandleLava()
829 bool ValidArea
= false;
831 if ((m_isunderwater
& 0x80) && isAlive())
833 //Single trigger Set BreathTimer
834 if (!(m_isunderwater
& 0x80))
836 m_isunderwater
|= 0x04;
837 m_breathTimer
= 1000;
839 //Reset BreathTimer and still in the lava
842 uint64 guid
= GetGUID();
843 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
844 uint32 dmgZone
= GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
846 // Deal lava damage only in lava zones.
862 if (dmgZone
/ 5 & 0x408)
866 // if is valid area and is not gamemaster then deal damage
867 if ( ValidArea
&& !isGameMaster() )
868 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
870 m_breathTimer
= 1000;
874 //Death timer disabled and WaterFlags reset
875 else if (m_deathState
== DEAD
)
882 ///The player sobers by 256 every 10 seconds
883 void Player::HandleSobering()
887 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
888 SetDrunkValue(drunk
);
891 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
894 return DRUNKEN_SMASHED
;
896 return DRUNKEN_DRUNK
;
898 return DRUNKEN_TIPSY
;
899 return DRUNKEN_SOBER
;
902 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
904 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
906 m_drunk
= newDrunkenValue
;
907 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
909 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
911 // special drunk invisibility detection
912 if(newDrunkenState
>= DRUNKEN_DRUNK
)
913 m_detectInvisibilityMask
|= (1<<6);
915 m_detectInvisibilityMask
&= ~(1<<6);
917 if(newDrunkenState
== oldDrunkenState
)
920 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
922 data
<< uint32(newDrunkenState
);
923 data
<< uint32(itemId
);
925 SendMessageToSet(&data
, true);
928 void Player::Update( uint32 p_time
)
934 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
939 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
940 m_nextMailDelivereTime
= 0;
943 Unit::Update( p_time
);
945 // update player only attacks
946 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
948 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
951 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
953 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
956 time_t now
= time (NULL
);
960 UpdateContestedPvP(p_time
);
964 CheckDuelDistance(now
);
966 UpdateAfkReport(now
);
968 CheckExploreSystem();
970 // Update items that have just a limited lifetime
972 UpdateItemDuration(uint32(now
- m_Last_tick
));
974 if (!m_timedquests
.empty())
976 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
977 while (iter
!= m_timedquests
.end())
979 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
980 if( q_status
.m_timer
<= p_time
)
982 uint32 quest_id
= *iter
;
983 ++iter
; // current iter will be removed in FailTimedQuest
984 FailTimedQuest( quest_id
);
988 q_status
.m_timer
-= p_time
;
989 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
995 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
997 Unit
*pVictim
= getVictim();
998 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1000 // default combat reach 10
1001 // TODO add weapon,skill check
1003 float pldistance
= ATTACK_DISTANCE
;
1005 if (isAttackReady(BASE_ATTACK
))
1007 if(!IsWithinDistInMap(pVictim
, pldistance
))
1009 setAttackTimer(BASE_ATTACK
,100);
1010 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1012 SendAttackSwingNotInRange();
1013 m_swingErrorMsg
= 1;
1016 //120 degrees of radiant range
1017 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1019 setAttackTimer(BASE_ATTACK
,100);
1020 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1022 SendAttackSwingBadFacingAttack();
1023 m_swingErrorMsg
= 2;
1028 m_swingErrorMsg
= 0; // reset swing error state
1030 // prevent base and off attack in same time, delay attack at 0.2 sec
1031 if(haveOffhandWeapon())
1033 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1034 if(off_att
< ATTACK_DISPLAY_DELAY
)
1035 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1037 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1038 resetAttackTimer(BASE_ATTACK
);
1042 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1044 if(!IsWithinDistInMap(pVictim
, pldistance
))
1046 setAttackTimer(OFF_ATTACK
,100);
1048 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1050 setAttackTimer(OFF_ATTACK
,100);
1054 // prevent base and off attack in same time, delay attack at 0.2 sec
1055 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1056 if(base_att
< ATTACK_DISPLAY_DELAY
)
1057 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1059 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1060 resetAttackTimer(OFF_ATTACK
);
1064 Unit
*owner
= pVictim
->GetOwner();
1065 Unit
*u
= owner
? owner
: pVictim
;
1066 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1069 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1074 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1076 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1078 int time_inn
= time(NULL
)-GetTimeInnEnter();
1079 if (time_inn
>= 10) //freeze update
1081 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1082 //speed collect rest bonus (section/in hour)
1083 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1084 UpdateInnerTime(time(NULL
));
1089 if(m_regenTimer
> 0)
1091 if(p_time
>= m_regenTimer
)
1094 m_regenTimer
-= p_time
;
1097 if (m_weaponChangeTimer
> 0)
1099 if(p_time
>= m_weaponChangeTimer
)
1100 m_weaponChangeTimer
= 0;
1102 m_weaponChangeTimer
-= p_time
;
1105 if (m_zoneUpdateTimer
> 0)
1107 if(p_time
>= m_zoneUpdateTimer
)
1109 uint32 newzone
= GetZoneId();
1110 if( m_zoneUpdateId
!= newzone
)
1111 UpdateZone(newzone
); // also update area
1114 // use area updates as well
1115 // needed for free far all arenas for example
1116 uint32 newarea
= GetAreaId();
1117 if( m_areaUpdateId
!= newarea
)
1118 UpdateArea(newarea
);
1120 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1124 m_zoneUpdateTimer
-= p_time
;
1132 if (m_deathState
== JUST_DIED
)
1139 if(p_time
>= m_nextSave
)
1141 // m_nextSave reseted in SaveToDB call
1143 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1147 m_nextSave
-= p_time
;
1152 if(m_breathTimer
> 0)
1154 if(p_time
>= m_breathTimer
)
1157 m_breathTimer
-= p_time
;
1161 //Handle Water/drowning
1167 //Handle detect stealth players
1168 if (m_DetectInvTimer
> 0)
1170 if (p_time
>= m_DetectInvTimer
)
1172 m_DetectInvTimer
= 3000;
1173 HandleStealthedUnitsDetection();
1176 m_DetectInvTimer
-= p_time
;
1180 if (now
> m_Last_tick
)
1182 uint32 elapsed
= uint32(now
- m_Last_tick
);
1183 m_Played_time
[0] += elapsed
; // Total played time
1184 m_Played_time
[1] += elapsed
; // Level played time
1190 m_drunkTimer
+= p_time
;
1192 if (m_drunkTimer
> 10000)
1196 // not auto-free ghost from body in instances
1197 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1199 if(p_time
>= m_deathTimer
)
1206 m_deathTimer
-= p_time
;
1209 UpdateEnchantTime(p_time
);
1210 UpdateHomebindTime(p_time
);
1213 SendUpdateToOutOfRangeGroupMembers();
1215 Pet
* pet
= GetPet();
1216 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1218 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1223 void Player::setDeathState(DeathState s
)
1225 uint32 ressSpellId
= 0;
1227 bool cur
= isAlive();
1229 if(s
== JUST_DIED
&& cur
)
1231 // drunken state is cleared on death
1233 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1236 clearResurrectRequestData();
1238 // remove form before other mods to prevent incorrect stats calculation
1239 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1241 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1242 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1244 // remove uncontrolled pets
1248 // save value before aura remove in Unit::setDeathState
1249 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1253 ressSpellId
= GetResurrectionSpellId();
1254 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1256 Unit::setDeathState(s
);
1258 // restore resurrection spell id for player after aura remove
1259 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1260 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1262 if(isAlive() && !cur
)
1264 //clear aura case after resurrection by another way (spells will be applied before next death)
1265 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1267 // restore default warrior stance
1268 if(getClass()== CLASS_WARRIOR
)
1269 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1273 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1275 *p_data
<< GetGUID();
1278 *p_data
<< getRace();
1279 uint8 pClass
= getClass();
1281 *p_data
<< getGender();
1283 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1284 *p_data
<< uint8(bytes
);
1285 *p_data
<< uint8(bytes
>> 8);
1286 *p_data
<< uint8(bytes
>> 16);
1287 *p_data
<< uint8(bytes
>> 24);
1289 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1290 *p_data
<< uint8(bytes
);
1292 *p_data
<< uint8(getLevel()); // player level
1293 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1294 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1295 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1297 *p_data
<< GetMapId();
1299 *p_data
<< GetPositionX();
1300 *p_data
<< GetPositionY();
1301 *p_data
<< GetPositionZ();
1303 *p_data
<< GetUInt32Value(PLAYER_GUILDID
); // guild id
1305 uint32 char_flags
= 0;
1306 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1307 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1308 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1309 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1310 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1311 char_flags
|= CHARACTER_FLAG_GHOST
;
1312 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1313 char_flags
|= CHARACTER_FLAG_RENAME
;
1314 // always send the flag if declined names aren't used
1315 // to let the client select a default method of declining the name
1316 if(!sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) || (result
&& result
->Fetch()[13].GetCppString() != ""))
1317 char_flags
|= CHARACTER_FLAG_DECLINED
;
1319 *p_data
<< (uint32
)char_flags
; // character flags
1320 *p_data
<< (uint32
)0; // new wotlk
1321 *p_data
<< (uint8
)1; // unknown
1325 uint32 petDisplayId
= 0;
1326 uint32 petLevel
= 0;
1327 uint32 petFamily
= 0;
1329 // show pet at selection character in character list only for non-ghost character
1330 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1332 Field
* fields
= result
->Fetch();
1334 uint32 entry
= fields
[10].GetUInt32();
1335 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1338 petDisplayId
= fields
[11].GetUInt32();
1339 petLevel
= fields
[12].GetUInt32();
1340 petFamily
= cInfo
->family
;
1344 *p_data
<< (uint32
)petDisplayId
;
1345 *p_data
<< (uint32
)petLevel
;
1346 *p_data
<< (uint32
)petFamily
;
1349 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1350 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1353 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1358 Field *fields = result->Fetch();
1359 uint8 slot = fields[0].GetUInt8() & 255;
1360 uint32 item_id = fields[1].GetUInt32();
1361 if( slot >= EQUIPMENT_SLOT_END )
1364 items[slot] = objmgr.GetItemPrototype(item_id);
1367 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1370 } while (result->NextRow());
1374 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1376 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1377 uint32 item_id
= GetUInt32Value(visualbase
);
1378 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1379 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1381 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1383 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1384 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1390 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1391 *p_data
<< (uint8
)proto
->InventoryType
;
1392 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
1396 *p_data
<< (uint32
)0;
1397 *p_data
<< (uint8
)0;
1398 *p_data
<< (uint32
)0; // enchant?
1401 *p_data
<< (uint32
)0; // first bag display id
1402 *p_data
<< (uint8
)0; // first bag inventory type
1403 *p_data
<< (uint32
)0; // enchant?
1406 bool Player::ToggleAFK()
1408 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1410 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1412 // afk player not allowed in battleground
1413 if(state
&& InBattleGround())
1414 LeaveBattleground();
1419 bool Player::ToggleDND()
1421 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1423 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1426 uint8
Player::chatTag() const
1443 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1445 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1447 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1451 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1452 Pet
* pet
= GetPet();
1454 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1456 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1457 if(!InBattleGround() && mEntry
->IsBattleGround() && !GetSession()->GetSecurity())
1460 // client without expansion support
1461 if(GetSession()->Expansion() < mEntry
->Expansion())
1463 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1466 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1468 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1470 return false; // normal client can't teleport to this map...
1474 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1477 // if we were on a transport, leave
1478 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1480 m_transport
->RemovePassenger(this);
1482 m_movementInfo
.t_x
= 0.0f
;
1483 m_movementInfo
.t_y
= 0.0f
;
1484 m_movementInfo
.t_z
= 0.0f
;
1485 m_movementInfo
.t_o
= 0.0f
;
1486 m_movementInfo
.t_time
= 0;
1489 SetSemaphoreTeleport(true);
1491 // The player was ported to another map and looses the duel immediately.
1492 // We have to perform this check before the teleport, otherwise the
1493 // ObjectAccessor won't find the flag.
1494 if (duel
&& GetMapId()!=mapid
)
1496 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1498 DuelComplete(DUEL_FLED
);
1501 // reset movement flags at teleport, because player will continue move with these flags after teleport
1502 SetUnitMovementFlags(0);
1504 if ((GetMapId() == mapid
) && (!m_transport
))
1506 // prepare zone change detect
1507 uint32 old_zone
= GetZoneId();
1510 if(!GetSession()->PlayerLogout())
1513 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1514 GetSession()->SendPacket(&data
);
1515 SetPosition( x
, y
, z
, orientation
, true);
1518 // this will be used instead of the current location in SaveToDB
1519 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1521 //BuildHeartBeatMsg(&data);
1522 //SendMessageToSet(&data, true);
1523 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1525 //same map, only remove pet if out of range
1526 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1528 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1529 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1531 m_temporaryUnsummonedPetNumber
= 0;
1533 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1537 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1540 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1543 if(pet
&& m_temporaryUnsummonedPetNumber
)
1545 Pet
* NewPet
= new Pet
;
1546 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1549 m_temporaryUnsummonedPetNumber
= 0;
1553 if(!GetSession()->PlayerLogout())
1555 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1556 SetSemaphoreTeleport(false);
1558 UpdateZone(GetZoneId());
1562 if(old_zone
!= GetZoneId())
1565 if(pvpInfo
.inHostileArea
)
1566 CastSpell(this, 2479, true);
1571 // far teleport to another map
1572 Map
* oldmap
= IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL
;
1573 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1575 // Check enter rights before map getting to avoid creating instance copy for player
1576 // this check not dependent from map instance copy and same for all instance copies of selected map
1577 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1579 SetSemaphoreTeleport(false);
1583 // If the map is not created, assume it is possible to enter it.
1584 // It will be created in the WorldPortAck.
1585 Map
*map
= MapManager::Instance().FindMap(mapid
);
1586 if (!map
|| map
->CanEnter(this))
1592 ResetContestedPvP();
1594 // remove player from battleground on far teleport (when changing maps)
1595 if(BattleGround
const* bg
= GetBattleGround())
1597 // Note: at battleground join battleground id set before teleport
1598 // and we already will found "current" battleground
1599 // just need check that this is targeted map or leave
1600 if(bg
->GetMapId() != mapid
)
1601 LeaveBattleground(false); // don't teleport to entry point
1604 // remove pet on map change
1607 //leaving map -> delete pet right away (doing this later will cause problems)
1608 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1609 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1611 m_temporaryUnsummonedPetNumber
= 0;
1613 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1616 // remove all dyn objects
1617 RemoveAllDynObjects();
1619 // stop spellcasting
1620 // not attempt interrupt teleportation spell at caster teleport
1621 if(!(options
& TELE_TO_SPELL
))
1622 if(IsNonMeleeSpellCasted(true))
1623 InterruptNonMeleeSpells(true);
1625 if(!GetSession()->PlayerLogout())
1627 // send transfer packets
1628 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1629 data
<< uint32(mapid
);
1632 data
<< m_transport
->GetEntry() << GetMapId();
1634 GetSession()->SendPacket(&data
);
1636 data
.Initialize(SMSG_NEW_WORLD
, (20));
1639 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1643 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1645 GetSession()->SendPacket( &data
);
1646 SendSavedInstances();
1648 // remove from old map now
1649 if(oldmap
) oldmap
->Remove(this, false);
1652 // new final coordinates
1656 float final_o
= orientation
;
1660 final_x
+= m_movementInfo
.t_x
;
1661 final_y
+= m_movementInfo
.t_y
;
1662 final_z
+= m_movementInfo
.t_z
;
1663 final_o
+= m_movementInfo
.t_o
;
1666 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1667 // if the player is saved before worldportack (at logout for example)
1668 // this will be used instead of the current location in SaveToDB
1670 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1672 // move packet sent by client always after far teleport
1673 // SetPosition(final_x, final_y, final_z, final_o, true);
1676 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1684 void Player::AddToWorld()
1686 ///- Do not add/remove the player from the object storage
1687 ///- It will crash when updating the ObjectAccessor
1688 ///- The player should only be added when logging in
1691 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1694 m_items
[i
]->AddToWorld();
1698 void Player::RemoveFromWorld()
1703 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1705 UnsummonAllTotems();
1710 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1713 m_items
[i
]->RemoveFromWorld();
1716 ///- Do not add/remove the player from the object storage
1717 ///- It will crash when updating the ObjectAccessor
1718 ///- The player should only be removed when logging out
1719 Unit::RemoveFromWorld();
1722 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1726 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1730 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1732 // talent who gave more rage on attack
1733 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1737 addRage
= damage
/rageconversion
*2.5;
1739 // Berserker Rage effect
1740 if(HasAura(18499,0))
1744 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1746 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1749 void Player::RegenerateAll()
1751 if (m_regenTimer
!= 0)
1753 uint32 regenDelay
= 2000;
1755 // Not in combat or they have regeneration
1756 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1757 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1760 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1761 Regenerate(POWER_RAGE
);
1764 Regenerate( POWER_ENERGY
);
1766 Regenerate( POWER_MANA
);
1768 Regenerate( POWER_RUNIC_POWER
);
1770 m_regenTimer
= regenDelay
;
1773 void Player::Regenerate(Powers power
)
1775 uint32 curValue
= GetPower(power
);
1776 uint32 maxValue
= GetMaxPower(power
);
1778 float addvalue
= 0.0f
;
1784 bool recentCast
= IsUnderLastManaUseEffect();
1785 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1788 // Mangos Updates Mana in intervals of 2s, which is correct
1789 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1793 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1796 case POWER_RAGE
: // Regenerate rage
1798 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1799 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1801 case POWER_ENERGY
: // Regenerate energy (rogue)
1804 case POWER_RUNIC_POWER
:
1805 addvalue
= 100; // TODO: find correct regen rate
1808 case POWER_HAPPINESS
:
1812 // Mana regen calculated in Player::UpdateManaRegen()
1813 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1814 if(power
!= POWER_MANA
)
1816 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1817 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1818 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1819 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1822 if (power
!= POWER_RAGE
)
1824 curValue
+= uint32(addvalue
);
1825 if (curValue
> maxValue
)
1826 curValue
= maxValue
;
1830 if(curValue
<= uint32(addvalue
))
1833 curValue
-= uint32(addvalue
);
1835 SetPower(power
, curValue
);
1838 void Player::RegenerateHealth()
1840 uint32 curValue
= GetHealth();
1841 uint32 maxValue
= GetMaxHealth();
1843 if (curValue
>= maxValue
) return;
1845 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1847 float addvalue
= 0.0f
;
1850 if ( IsPolymorphed() )
1851 addvalue
= GetMaxHealth()/3;
1852 // normal regen case (maybe partly in combat case)
1853 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1855 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1858 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1859 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1860 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1862 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1863 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1869 // always regeneration bonus (including combat)
1870 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1875 ModifyHealth(int32(addvalue
));
1878 bool Player::CanInteractWithNPCs(bool alive
) const
1880 if(alive
&& !isAlive())
1888 bool Player::IsUnderWater() const
1890 return IsInWater() &&
1891 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1894 void Player::SetInWater(bool apply
)
1896 if(m_isInWater
==apply
)
1899 //define player in water by opcodes
1900 //move player's guid into HateOfflineList of those mobs
1901 //which can't swim and move guid back into ThreatList when
1903 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1904 m_isInWater
= apply
;
1906 // remove auras that need water/land
1907 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1909 getHostilRefManager().updateThreatTables();
1912 void Player::SetGameMaster(bool on
)
1916 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1918 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1920 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1921 ResetContestedPvP();
1923 getHostilRefManager().setOnlineOfflineState(false);
1928 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1929 setFactionForRace(getRace());
1930 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1932 // restore FFA PvP Server state
1933 if(sWorld
.IsFFAPvPRealm())
1934 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
1936 // restore FFA PvP area state, remove not allowed for GM mounts
1937 UpdateArea(m_areaUpdateId
);
1939 getHostilRefManager().setOnlineOfflineState(true);
1942 ObjectAccessor::UpdateVisibilityForPlayer(this);
1945 void Player::SetGMVisible(bool on
)
1949 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
1951 // Reapply stealth/invisibility if active or show if not any
1952 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
1953 SetVisibility(VISIBILITY_GROUP_STEALTH
);
1954 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
1955 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
1957 SetVisibility(VISIBILITY_ON
);
1961 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
1963 SetAcceptWhispers(false);
1964 SetGameMaster(true);
1966 SetVisibility(VISIBILITY_OFF
);
1970 bool Player::IsGroupVisibleFor(Player
* p
) const
1972 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
1974 default: return IsInSameGroupWith(p
);
1975 case 1: return IsInSameRaidWith(p
);
1976 case 2: return GetTeam()==p
->GetTeam();
1980 bool Player::IsInSameGroupWith(Player
const* p
) const
1982 return p
==this || GetGroup() != NULL
&&
1983 GetGroup() == p
->GetGroup() &&
1984 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
1987 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
1988 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
1989 void Player::UninviteFromGroup()
1991 if(GetGroupInvite()) // uninvited invitee
1993 Group
* group
= GetGroupInvite();
1994 group
->RemoveInvite(this);
1996 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
1998 if(group
->IsCreated())
2000 group
->Disband(true);
2001 objmgr
.RemoveGroup(group
);
2004 group
->RemoveAllInvites();
2011 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2015 if (group
->RemoveMember(guid
, 0) <= 1)
2017 // group->Disband(); already disbanded in RemoveMember
2018 objmgr
.RemoveGroup(group
);
2020 // removemember sets the player's group pointer to NULL
2025 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2027 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2028 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2029 data
<< uint32(GivenXP
+RestXP
); // given experience
2030 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2033 data
<< uint32(GivenXP
); // experience without rested bonus
2034 data
<< float(1); // 1 - none 0 - 100% group bonus output
2036 data
<< uint8(0); // new 2.4.0
2037 GetSession()->SendPacket(&data
);
2040 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2048 uint32 level
= getLevel();
2050 // XP to money conversion processed in Player::RewardQuest
2051 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2054 // handle SPELL_AURA_MOD_XP_PCT auras
2055 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2056 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2057 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2059 // XP resting bonus for kill
2060 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2062 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2064 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2065 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2066 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2068 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2072 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2073 GiveLevel(level
+ 1);
2076 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2079 SetUInt32Value(PLAYER_XP
, newXP
);
2082 // Update player to next level
2083 // Current player experience not update (must be update by caller)
2084 void Player::GiveLevel(uint32 level
)
2086 if ( level
== getLevel() )
2089 PlayerLevelInfo info
;
2090 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2092 PlayerClassLevelInfo classInfo
;
2093 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2095 // send levelup info to client
2096 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2097 data
<< uint32(level
);
2098 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2099 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2100 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2108 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2109 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2111 GetSession()->SendPacket(&data
);
2113 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2115 //update level, max level of skills
2116 if(getLevel()!= level
)
2117 m_Played_time
[1] = 0; // Level Played Time reset
2121 // save base values (bonuses already included in stored stats
2122 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2123 SetCreateStat(Stats(i
), info
.stats
[i
]);
2125 SetCreateHealth(classInfo
.basehealth
);
2126 SetCreateMana(classInfo
.basemana
);
2128 InitTalentForLevel();
2129 InitTaxiNodesForLevel();
2130 InitGlyphsForLevel();
2134 // set current level health and mana/energy to maximum after applying all mods.
2135 SetHealth(GetMaxHealth());
2136 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2137 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2138 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2139 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2140 SetPower(POWER_FOCUS
, 0);
2141 SetPower(POWER_HAPPINESS
, 0);
2143 // give level to summoned pet
2144 Pet
* pet
= GetPet();
2145 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2146 pet
->GivePetLevel(level
);
2147 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2150 void Player::InitTalentForLevel()
2152 uint32 level
= getLevel();
2153 // talents base at level diff ( talents = level - 9 but some can be used already)
2156 // Remove all talent points
2157 if(m_usedTalentCount
> 0) // Free any used talents
2160 SetFreeTalentPoints(0);
2165 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2166 // if used more that have then reset
2167 if(m_usedTalentCount
> talentPointsForLevel
)
2169 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2172 SetFreeTalentPoints(0);
2174 // else update amount of free points
2176 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2180 void Player::InitStatsForLevel(bool reapplyMods
)
2182 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2183 _RemoveAllStatBonuses();
2185 PlayerClassLevelInfo classInfo
;
2186 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2188 PlayerLevelInfo info
;
2189 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2191 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2192 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2196 // set default cast time multiplier
2197 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2199 // reset size before reapply auras
2200 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2202 // save base values (bonuses already included in stored stats
2203 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2204 SetCreateStat(Stats(i
), info
.stats
[i
]);
2206 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2207 SetStat(Stats(i
), info
.stats
[i
]);
2209 SetCreateHealth(classInfo
.basehealth
);
2212 SetCreateMana(classInfo
.basemana
);
2214 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2218 //reset rating fields values
2219 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2220 SetUInt32Value(index
, 0);
2222 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2223 for (int i
= 0; i
< 7; i
++)
2225 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2226 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2227 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2230 //reset attack power, damage and attack speed fields
2231 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2232 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2233 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2235 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2236 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2237 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2238 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2239 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2240 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2242 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2243 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2244 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2245 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2246 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2247 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2249 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2250 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2251 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2252 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2254 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2255 for (uint8 i
= 0; i
< 7; ++i
)
2256 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2258 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2259 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2260 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2263 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2265 // set armor (resistance 0) to original value (create_agility*2)
2266 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2267 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2268 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2269 // set other resistance to original value (0)
2270 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2272 SetResistance(SpellSchools(i
), 0);
2273 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2274 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2277 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2278 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2279 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2281 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2282 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2284 // Init data for form but skip reapply item mods for form
2285 InitDataForForm(reapplyMods
);
2288 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2289 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2291 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2293 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2294 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2296 // cleanup unit flags (will be re-applied if need at aura load).
2297 RemoveFlag( UNIT_FIELD_FLAGS
,
2298 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2299 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2300 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2301 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2302 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2303 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2305 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2306 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2308 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2310 // restore if need some important flags
2311 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2313 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2314 _ApplyAllStatBonuses();
2316 // set current level health and mana/energy to maximum after applying all mods.
2317 SetHealth(GetMaxHealth());
2318 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2319 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2320 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2321 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2322 SetPower(POWER_FOCUS
, 0);
2323 SetPower(POWER_HAPPINESS
, 0);
2324 SetPower(POWER_RUNIC_POWER
, 0);
2327 void Player::SendInitialSpells()
2329 uint16 spellCount
= 0;
2331 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2334 size_t countPos
= data
.wpos();
2335 data
<< uint16(spellCount
); // spell count placeholder
2337 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2339 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2342 if(!itr
->second
->active
|| itr
->second
->disabled
)
2345 data
<< uint16(itr
->first
);
2346 data
<< uint16(0); // it's not slot id
2351 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2353 uint16 spellCooldowns
= m_spellCooldowns
.size();
2354 data
<< uint16(spellCooldowns
);
2355 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); itr
++)
2357 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2361 data
<< uint16(itr
->first
);
2363 time_t cooldown
= 0;
2364 time_t curTime
= time(NULL
);
2365 if(itr
->second
.end
> curTime
)
2366 cooldown
= (itr
->second
.end
-curTime
)*1000;
2368 data
<< uint16(itr
->second
.itemid
); // cast item id
2369 data
<< uint16(sEntry
->Category
); // spell category
2370 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2372 data
<< uint32(0); // cooldown
2373 data
<< uint32(cooldown
); // category cooldown
2377 data
<< uint32(cooldown
); // cooldown
2378 data
<< uint32(0); // category cooldown
2382 GetSession()->SendPacket(&data
);
2384 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2387 void Player::RemoveMail(uint32 id
)
2389 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2391 if ((*itr
)->messageID
== id
)
2393 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2400 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2402 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2403 data
<< (uint32
) mailId
;
2404 data
<< (uint32
) mailAction
;
2405 data
<< (uint32
) mailError
;
2406 if ( mailError
== MAIL_ERR_BAG_FULL
)
2407 data
<< (uint32
) equipError
;
2408 else if( mailAction
== MAIL_ITEM_TAKEN
)
2410 data
<< (uint32
) item_guid
; // item guid low?
2411 data
<< (uint32
) item_count
; // item count?
2413 GetSession()->SendPacket(&data
);
2416 void Player::SendNewMail()
2418 // deliver undelivered mail
2419 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2421 GetSession()->SendPacket(&data
);
2424 void Player::UpdateNextMailTimeAndUnreads()
2426 // calculate next delivery time (min. from non-delivered mails
2427 // and recalculate unReadMail
2428 time_t cTime
= time(NULL
);
2429 m_nextMailDelivereTime
= 0;
2431 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2433 if((*itr
)->deliver_time
> cTime
)
2435 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2436 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2438 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2443 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2445 if(deliver_time
<= time(NULL
)) // ready now
2450 else // not ready and no have ready mails
2452 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2453 m_nextMailDelivereTime
= deliver_time
;
2457 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2459 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2462 // do character spell book cleanup (all characters)
2463 if(loading
&& !learning
) // spell load case
2465 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2466 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2469 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2474 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2476 // do character spell book cleanup (all characters)
2477 if(loading
&& !learning
) // spell load case
2479 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2480 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2483 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2488 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2490 bool disabled_case
= false;
2491 bool superceded_old
= false;
2493 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2494 if (itr
!= m_spells
.end())
2496 // update active state for known spell
2497 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2499 itr
->second
->active
= active
;
2501 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2502 if(loading
&& !learning
)
2503 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2504 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2505 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2509 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2510 data
<< uint16(spell_id
);
2511 GetSession()->SendPacket(&data
);
2513 return active
; // learn (show in spell book if active now)
2516 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2518 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2519 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2520 itr
->second
->disabled
= disabled
;
2525 disabled_case
= true;
2527 else switch(itr
->second
->state
)
2529 case PLAYERSPELL_UNCHANGED
: // known saved spell
2531 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2534 m_spells
.erase(itr
);
2535 state
= PLAYERSPELL_CHANGED
;
2536 break; // need re-add
2538 default: // known not saved yet spell (new or modified)
2540 // can be in case spell loading but learned at some previous spell loading
2541 if(loading
&& !learning
)
2542 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2549 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2551 // talent: unlearn all other talent ranks (high and low)
2552 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2554 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2556 for(int i
=0; i
<5; ++i
)
2558 // skip learning spell and no rank spell case
2559 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2560 if(!rankSpellId
|| rankSpellId
==spell_id
)
2563 // skip unknown ranks
2564 if(!HasSpell(rankSpellId
))
2567 removeSpell(rankSpellId
);
2571 // non talent spell: learn low ranks (recursive call)
2572 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2574 if(loading
) // at spells loading, no output, but allow save
2575 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2576 else // at normal learning
2577 learnSpell(prev_spell
);
2580 PlayerSpell
*newspell
= new PlayerSpell
;
2581 newspell
->active
= active
;
2582 newspell
->state
= state
;
2583 newspell
->disabled
= disabled
;
2585 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2586 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2588 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2590 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2591 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2592 if(!i_spellInfo
) continue;
2594 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2596 if(itr
->second
->active
)
2598 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2600 if(!loading
) // not send spell (re-/over-)learn packets at loading
2602 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2603 data
<< uint16(itr
->first
);
2604 data
<< uint16(spell_id
);
2605 GetSession()->SendPacket( &data
);
2608 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2609 itr
->second
->active
= false;
2610 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2611 superceded_old
= true; // new spell replace old in action bars and spell book.
2613 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2615 if(!loading
) // not send spell (re-/over-)learn packets at loading
2617 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2618 data
<< uint16(spell_id
);
2619 data
<< uint16(itr
->first
);
2620 GetSession()->SendPacket( &data
);
2623 // mark new spell as disable (not learned yet for client and will not learned)
2624 newspell
->active
= false;
2625 if(newspell
->state
!= PLAYERSPELL_NEW
)
2626 newspell
->state
= PLAYERSPELL_CHANGED
;
2633 uint16 tmpslot
=slot_id
;
2635 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2638 PlayerSpellMap::iterator itr
;
2639 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2641 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2643 if (itr
->second
->slotId
> maxid
)
2644 maxid
= itr
->second
->slotId
;
2646 tmpslot
= maxid
+ 1;
2649 newspell
->slotId
= tmpslot
;
2650 m_spells
[spell_id
] = newspell
;
2652 // return false if spell disabled
2653 if (newspell
->disabled
)
2657 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2659 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2660 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2661 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2663 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2664 CastSpell(this, spell_id
, true);
2666 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2667 else if (IsPassiveSpell(spell_id
))
2669 // if spell doesn't require a stance or the player is in the required stance
2670 if( ( !spellInfo
->Stances
&&
2671 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2672 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2673 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2674 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2675 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2676 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2677 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2678 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2679 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2680 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2681 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2682 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2683 //Check CasterAuraStates
2684 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2685 CastSpell(this, spell_id
, true);
2687 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2689 CastSpell(this, spell_id
, true);
2693 // update used talent points count
2694 m_usedTalentCount
+= talentCost
;
2696 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2697 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2699 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2700 SetFreePrimaryProffesions(freeProfs
-1);
2703 // add dependent skills
2704 uint16 maxskill
= GetMaxSkillValueForLevel();
2706 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2710 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2711 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2713 if(skill_value
< spellLearnSkill
->value
)
2714 skill_value
= spellLearnSkill
->value
;
2716 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2718 if(skill_max_value
< new_skill_max_value
)
2719 skill_max_value
= new_skill_max_value
;
2721 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2725 // not ranked skills
2726 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2727 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2729 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2731 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2735 if(HasSkill(pSkill
->id
))
2738 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2739 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2740 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2741 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2742 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2744 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2746 case SKILL_RANGE_LANGUAGE
:
2747 SetSkill(pSkill
->id
, 300, 300 );
2749 case SKILL_RANGE_LEVEL
:
2750 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2752 case SKILL_RANGE_MONO
:
2753 SetSkill(pSkill
->id
, 1, 1 );
2762 // learn dependent spells
2763 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2764 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2766 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2768 if(!itr
->second
.autoLearned
)
2770 if(loading
) // at spells loading, no output, but allow save
2771 addSpell(itr
->second
.spell
,true,true,loading
);
2772 else // at normal learning
2773 learnSpell(itr
->second
.spell
);
2778 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2780 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2781 return active
&& !disabled
&& !superceded_old
;
2784 void Player::learnSpell(uint32 spell_id
)
2786 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2788 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2789 bool active
= disabled
? itr
->second
->active
: true;
2791 bool learning
= addSpell(spell_id
,active
);
2793 // learn all disabled higher ranks (recursive)
2794 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2795 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2797 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2798 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2799 learnSpell(i
->second
);
2802 // prevent duplicated entires in spell book
2806 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2807 data
<< uint32(spell_id
);
2808 GetSession()->SendPacket(&data
);
2811 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2813 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2814 if (itr
== m_spells
.end())
2817 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2820 // unlearn non talent higher ranks (recursive)
2821 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2822 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2823 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2824 removeSpell(itr2
->second
,disabled
);
2827 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2828 data
<< uint16(spell_id
);
2829 GetSession()->SendPacket(&data
);
2833 itr
->second
->disabled
= disabled
;
2834 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2835 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2839 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2842 m_spells
.erase(itr
);
2845 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2848 RemoveAurasDueToSpell(spell_id
);
2851 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2852 RemovePetAura(petSpell
);
2854 // free talent points
2855 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2858 if(talentCosts
< m_usedTalentCount
)
2859 m_usedTalentCount
-= talentCosts
;
2861 m_usedTalentCount
= 0;
2864 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2865 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2867 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2868 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2869 SetFreePrimaryProffesions(freeProfs
);
2872 // remove dependent skill
2873 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2876 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2877 if(!prev_spell
) // first rank, remove skill
2878 SetSkill(spellLearnSkill
->skill
,0,0);
2881 // search prev. skill setting by spell ranks chain
2882 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2883 while(!prevSkill
&& prev_spell
)
2885 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2886 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2889 if(!prevSkill
) // not found prev skill setting, remove skill
2890 SetSkill(spellLearnSkill
->skill
,0,0);
2891 else // set to prev. skill setting values
2893 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2894 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2896 if(skill_value
> prevSkill
->value
)
2897 skill_value
= prevSkill
->value
;
2899 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2901 if(skill_max_value
> new_skill_max_value
)
2902 skill_max_value
= new_skill_max_value
;
2904 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2911 // not ranked skills
2912 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2913 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2915 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2917 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2921 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2922 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2923 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2924 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2925 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2927 // not reset skills for professions and racial abilities
2928 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2929 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2932 SetSkill(pSkill
->id
, 0, 0 );
2937 // remove dependent spells
2938 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2939 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2941 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2942 removeSpell(itr2
->second
.spell
, disabled
);
2945 void Player::RemoveArenaSpellCooldowns()
2947 // remove cooldowns on spells that has < 15 min CD
2948 SpellCooldowns::iterator itr
, next
;
2949 // iterate spell cooldowns
2950 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
2954 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2955 // check if spellentry is present and if the cooldown is less than 15 mins
2957 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2958 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2961 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2962 data
<< uint32(itr
->first
);
2964 GetSession()->SendPacket(&data
);
2966 m_spellCooldowns
.erase(itr
);
2971 void Player::RemoveAllSpellCooldown()
2973 if(!m_spellCooldowns
.empty())
2975 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
2977 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2978 data
<< uint32(itr
->first
);
2979 data
<< uint64(GetGUID());
2980 GetSession()->SendPacket(&data
);
2982 m_spellCooldowns
.clear();
2986 void Player::_LoadSpellCooldowns(QueryResult
*result
)
2988 m_spellCooldowns
.clear();
2990 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
2994 time_t curTime
= time(NULL
);
2998 Field
*fields
= result
->Fetch();
3000 uint32 spell_id
= fields
[0].GetUInt32();
3001 uint32 item_id
= fields
[1].GetUInt32();
3002 time_t db_time
= (time_t)fields
[2].GetUInt64();
3004 if(!sSpellStore
.LookupEntry(spell_id
))
3006 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3010 // skip outdated cooldown
3011 if(db_time
<= curTime
)
3014 AddSpellCooldown(spell_id
, item_id
, db_time
);
3016 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3018 while( result
->NextRow() );
3024 void Player::_SaveSpellCooldowns()
3026 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3028 time_t curTime
= time(NULL
);
3030 // remove outdated and save active
3031 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3033 if(itr
->second
.end
<= curTime
)
3034 m_spellCooldowns
.erase(itr
++);
3037 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
));
3043 uint32
Player::resetTalentsCost() const
3045 // The first time reset costs 1 gold
3046 if(m_resetTalentsCost
< 1*GOLD
)
3049 else if(m_resetTalentsCost
< 5*GOLD
)
3051 // After that it increases in increments of 5 gold
3052 else if(m_resetTalentsCost
< 10*GOLD
)
3056 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3059 // This cost will be reduced by a rate of 5 gold per month
3060 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3061 // to a minimum of 10 gold.
3062 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3066 // After that it increases in increments of 5 gold
3067 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3068 // until it hits a cap of 50 gold.
3069 if(new_cost
> 50*GOLD
)
3076 bool Player::resetTalents(bool no_cost
)
3078 // not need after this call
3079 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3081 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3082 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3085 uint32 level
= getLevel();
3086 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3088 if (m_usedTalentCount
== 0)
3090 SetFreeTalentPoints(talentPointsForLevel
);
3098 cost
= resetTalentsCost();
3100 if (GetMoney() < cost
)
3102 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3107 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3109 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3111 if (!talentInfo
) continue;
3113 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3118 // unlearn only talents for character class
3119 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3120 // to prevent unexpected lost normal learned spell skip another class talents
3121 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3124 for (int j
= 0; j
< 5; j
++)
3126 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3128 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3134 // remove learned spells (all ranks)
3135 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3137 // unlearn if first rank is talent or learned by talent
3138 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3140 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3141 itr
= GetSpellMap().begin();
3150 SetFreeTalentPoints(talentPointsForLevel
);
3154 ModifyMoney(-(int32
)cost
);
3156 m_resetTalentsCost
= cost
;
3157 m_resetTalentsTime
= time(NULL
);
3160 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3161 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3166 bool Player::_removeSpell(uint16 spell_id
)
3168 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3169 if (itr
!= m_spells
.end())
3172 m_spells
.erase(itr
);
3178 Mail
* Player::GetMail(uint32 id
)
3180 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
3182 if ((*itr
)->messageID
== id
)
3190 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3194 Object::_SetCreateBits(updateMask
, target
);
3198 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3200 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3201 updateMask
->SetBit(index
);
3206 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3210 Object::_SetUpdateBits(updateMask
, target
);
3214 Object::_SetUpdateBits(updateMask
, target
);
3215 *updateMask
&= updateVisualBits
;
3219 void Player::InitVisibleBits()
3221 updateVisualBits
.SetCount(PLAYER_END
);
3223 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3224 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3225 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3226 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3227 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3228 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3229 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3230 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3231 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3232 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3233 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3234 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3235 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3236 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3237 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3238 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3239 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3240 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3241 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3242 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3243 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3244 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3245 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3246 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3247 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3248 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3249 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3250 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3251 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3252 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3253 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3254 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3255 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3256 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3257 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3258 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3259 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3260 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3261 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3262 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3263 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3264 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3265 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3266 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3267 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3268 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3269 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3270 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3271 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3272 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3273 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3274 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3275 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3276 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3277 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3279 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3280 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3281 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3282 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3283 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3284 updateVisualBits
.SetBit(PLAYER_BYTES
);
3285 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3286 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3287 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3288 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3290 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3291 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3292 updateVisualBits
.SetBit(i
);
3294 // Players visible items are not inventory stuff
3295 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3297 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3300 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3301 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3304 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3306 // item enchantments
3307 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3308 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3310 // random properties
3311 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3312 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3313 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3316 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3319 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3321 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3323 if(m_items
[i
] == NULL
)
3326 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3331 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3333 if(m_items
[i
] == NULL
)
3336 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3338 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3340 if(m_items
[i
] == NULL
)
3343 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3347 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3350 void Player::DestroyForPlayer( Player
*target
) const
3352 Unit::DestroyForPlayer( target
);
3354 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3356 if(m_items
[i
] == NULL
)
3359 m_items
[i
]->DestroyForPlayer( target
);
3364 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3366 if(m_items
[i
] == NULL
)
3369 m_items
[i
]->DestroyForPlayer( target
);
3371 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3373 if(m_items
[i
] == NULL
)
3376 m_items
[i
]->DestroyForPlayer( target
);
3381 bool Player::HasSpell(uint32 spell
) const
3383 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3384 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3387 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3390 return TRAINER_SPELL_RED
;
3392 if (!trainer_spell
->spell
)
3393 return TRAINER_SPELL_RED
;
3396 if(HasSpell(trainer_spell
->spell
))
3397 return TRAINER_SPELL_GRAY
;
3399 // check race/class requirement
3400 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3401 return TRAINER_SPELL_RED
;
3403 // check level requirement
3404 if(getLevel() < trainer_spell
->reqlevel
)
3405 return TRAINER_SPELL_RED
;
3407 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3409 // check prev.rank requirement
3410 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3411 return TRAINER_SPELL_RED
;
3413 // check additional spell requirement
3414 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3415 return TRAINER_SPELL_RED
;
3418 // check skill requirement
3419 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3420 return TRAINER_SPELL_RED
;
3422 // exist, already checked at loading
3423 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3425 // secondary prof. or not prof. spell
3426 uint32 skill
= spell
->EffectMiscValue
[1];
3428 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3429 return TRAINER_SPELL_GREEN
;
3431 // check primary prof. limit
3432 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3433 return TRAINER_SPELL_RED
;
3435 return TRAINER_SPELL_GREEN
;
3438 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3440 uint32 guid
= GUID_LOPART(playerguid
);
3442 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3443 // bones will be deleted by corpse/bones deleting thread shortly
3444 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3446 // remove from guild
3447 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3450 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3452 guild
->DelMember(guid
);
3455 // the player was uninvited already on logout so just remove from group
3456 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3459 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3461 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3464 RemoveFromGroup(group
, playerguid
);
3468 // remove signs from petitions (also remove petitions if owner);
3469 RemovePetitionsAndSigns(playerguid
, 10);
3471 // return back all mails with COD and Item 0 1 2 3 4 5 6
3472 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
);
3477 Field
*fields
= resultMail
->Fetch();
3479 uint32 mail_id
= fields
[0].GetUInt32();
3480 uint16 mailTemplateId
= fields
[1].GetUInt16();
3481 uint32 sender
= fields
[2].GetUInt32();
3482 std::string subject
= fields
[3].GetCppString();
3483 uint32 itemTextId
= fields
[4].GetUInt32();
3484 uint32 money
= fields
[5].GetUInt32();
3485 bool has_items
= fields
[6].GetBool();
3487 //we can return mail now
3488 //so firstly delete the old one
3489 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3494 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
3499 Field
*fields2
= resultItems
->Fetch();
3501 uint32 item_guidlow
= fields2
[0].GetUInt32();
3502 uint32 item_template
= fields2
[1].GetUInt32();
3504 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3507 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3511 Item
*pItem
= NewItemOrBag(itemProto
);
3512 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
)))
3514 pItem
->FSetState(ITEM_REMOVED
);
3515 pItem
->SaveToDB(); // it also deletes item object !
3519 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3521 while (resultItems
->NextRow());
3527 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3529 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3531 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3533 while (resultMail
->NextRow());
3538 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3539 // Get guids of character's pets, will deleted in transaction
3540 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3542 // NOW we can finally clear other DB data related to character
3543 CharacterDatabase
.BeginTransaction();
3548 Field
*fields3
= resultPets
->Fetch();
3549 uint32 petguidlow
= fields3
[0].GetUInt32();
3550 Pet::DeleteFromDB(petguidlow
);
3551 } while (resultPets
->NextRow());
3555 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3556 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3557 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3558 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3559 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3560 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3561 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3562 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3563 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3564 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3565 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3566 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3567 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3568 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3569 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3570 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3571 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3572 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3573 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3574 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3575 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3576 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3577 CharacterDatabase
.CommitTransaction();
3579 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3580 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3583 void Player::SetMovement(PlayerMovementType pType
)
3588 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3589 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3590 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3591 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3593 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3596 data
.append(GetPackGUID());
3598 GetSession()->SendPacket( &data
);
3602 - a resurrectable corpse must not be loaded for the player (only bones)
3603 - the player must be in world
3605 void Player::BuildPlayerRepop()
3607 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3608 data
.append(GetPackGUID());
3609 GetSession()->SendPacket(&data
);
3611 if(getRace() == RACE_NIGHTELF
)
3612 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)
3613 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3615 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3616 // there must be SMSG.STOP_MIRROR_TIMER
3617 // there we must send 888 opcode
3619 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3622 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3626 // create a corpse and place it at the player's location
3628 Corpse
*corpse
= GetCorpse();
3631 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3634 GetMap()->Add(corpse
);
3636 // convert player body to ghost
3639 SetMovement(MOVE_WATER_WALK
);
3640 if(!GetSession()->isLogingOut())
3641 SetMovement(MOVE_UNROOT
);
3643 // BG - remove insignia related
3644 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3646 SendCorpseReclaimDelay();
3648 // to prevent cheating
3649 corpse
->ResetGhostTime();
3651 StopMirrorTimers(); //disable timers(bars)
3653 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3655 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3658 void Player::SendDelayResponse(const uint32 ml_seconds
)
3660 //FIXME: is this delay time arg really need? 50msec by default in code
3661 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3662 data
<< (uint32
)time(NULL
);
3664 GetSession()->SendPacket( &data
);
3667 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3669 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3674 GetSession()->SendPacket(&data
);
3676 // speed change, land walk
3678 // remove death flag + set aura
3679 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3680 if(getRace() == RACE_NIGHTELF
)
3681 RemoveAurasDueToSpell(20584); // speed bonuses
3682 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3684 setDeathState(ALIVE
);
3686 SetMovement(MOVE_LAND_WALK
);
3687 SetMovement(MOVE_UNROOT
);
3691 // set health/powers (0- will be set in caller)
3692 if(restore_percent
>0.0f
)
3694 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3695 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3696 SetPower(POWER_RAGE
, 0);
3697 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3700 // update visibility
3701 ObjectAccessor::UpdateVisibilityForPlayer(this);
3703 // some items limited to specific map
3704 DestroyZoneLimitedItem( true, GetZoneId());
3706 if(!applySickness
|| getLevel() <= 10)
3709 //Characters from level 1-10 are not affected by resurrection sickness.
3710 //Characters from level 11-19 will suffer from one minute of sickness
3711 //for each level they are above 10.
3712 //Characters level 20 and up suffer from ten minutes of sickness.
3713 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3715 if(int32(getLevel()) >= startLevel
)
3717 // set resurrection sickness
3718 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3720 // not full duration
3721 if(int32(getLevel()) < startLevel
+9)
3723 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3725 for(int i
=0; i
< 3; ++i
)
3727 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3729 Aur
->SetAuraDuration(delta
*1000);
3730 Aur
->SendAuraUpdate(false);
3737 void Player::KillPlayer()
3739 SetMovement(MOVE_ROOT
);
3741 StopMirrorTimers(); //disable timers(bars)
3743 setDeathState(CORPSE
);
3744 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3746 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3747 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3749 // 6 minutes until repop at graveyard
3750 m_deathTimer
= 6*MINUTE
*1000;
3752 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3754 // don't create corpse at this moment, player might be falling
3756 // update visibility
3757 ObjectAccessor::UpdateObjectVisibility(this);
3760 void Player::CreateCorpse()
3762 // prevent existence 2 corpse for player
3765 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3767 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3770 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3771 GetPositionY(), GetPositionZ(), GetOrientation()))
3777 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3778 _pb
= GetUInt32Value(PLAYER_BYTES
);
3779 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3781 uint8 race
= (uint8
)(_uf
);
3782 uint8 skin
= (uint8
)(_pb
);
3783 uint8 face
= (uint8
)(_pb
>> 8);
3784 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3785 uint8 haircolor
= (uint8
)(_pb
>> 24);
3786 uint8 facialhair
= (uint8
)(_pb2
);
3788 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3789 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3791 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3792 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3794 uint32 flags
= CORPSE_FLAG_UNK2
;
3795 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3796 flags
|= CORPSE_FLAG_HIDE_HELM
;
3797 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3798 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3799 if(InBattleGround())
3800 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3801 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3803 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3805 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3808 uint16 iIventoryType
;
3810 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3814 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3815 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3817 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3818 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3822 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3823 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3825 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3828 // register for player, but not show
3829 ObjectAccessor::Instance().AddCorpse(corpse
);
3832 void Player::SpawnCorpseBones()
3834 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3835 SaveToDB(); // prevent loading as ghost without corpse
3838 Corpse
* Player::GetCorpse() const
3840 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3843 void Player::DurabilityLossAll(double percent
, bool inventory
)
3845 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3846 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3847 DurabilityLoss(pItem
,percent
);
3851 // bags not have durability
3852 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3854 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3855 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3856 DurabilityLoss(pItem
,percent
);
3858 // keys not have durability
3859 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3861 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3862 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3863 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3864 if(Item
* pItem
= GetItemByPos( i
, j
))
3865 DurabilityLoss(pItem
,percent
);
3869 void Player::DurabilityLoss(Item
* item
, double percent
)
3874 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3879 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3881 if(pDurabilityLoss
< 1 )
3882 pDurabilityLoss
= 1;
3884 DurabilityPointsLoss(item
,pDurabilityLoss
);
3887 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3889 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3890 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3891 DurabilityPointsLoss(pItem
,points
);
3895 // bags not have durability
3896 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3898 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3899 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3900 DurabilityPointsLoss(pItem
,points
);
3902 // keys not have durability
3903 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3905 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3906 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3907 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3908 if(Item
* pItem
= GetItemByPos( i
, j
))
3909 DurabilityPointsLoss(pItem
,points
);
3913 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3915 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3916 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3917 int32 pNewDurability
= pOldDurability
- points
;
3919 if (pNewDurability
< 0)
3921 else if (pNewDurability
> pMaxDurability
)
3922 pNewDurability
= pMaxDurability
;
3924 if (pOldDurability
!= pNewDurability
)
3926 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3927 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3928 _ApplyItemMods(item
,item
->GetSlot(), false);
3930 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
3932 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3933 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
3934 _ApplyItemMods(item
,item
->GetSlot(), true);
3936 item
->SetState(ITEM_CHANGED
, this);
3940 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
3942 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
3943 DurabilityPointsLoss(pItem
,1);
3946 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
3948 uint32 TotalCost
= 0;
3949 // equipped, backpack, bags itself
3950 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3951 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
3953 // bank, buyback and keys not repaired
3955 // items in inventory bags
3956 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
3957 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
3958 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
3962 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
3964 Item
* item
= GetItemByPos(pos
);
3966 uint32 TotalCost
= 0;
3970 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3974 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3978 uint32 LostDurability
= maxDurability
- curDurability
;
3979 if(LostDurability
>0)
3981 ItemPrototype
const *ditemProto
= item
->GetProto();
3983 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
3986 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
3990 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
3991 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
3992 if(!dQualitymodEntry
)
3994 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
3998 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
3999 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4001 costs
= uint32(costs
* discountMod
);
4003 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4008 if (GetGuildId()==0)
4010 DEBUG_LOG("You are not member of a guild");
4014 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4018 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4020 DEBUG_LOG("You do not have rights to withdraw for repairs");
4024 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4026 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4030 if (pGuild
->GetGuildBankMoney() < costs
)
4032 DEBUG_LOG("There is not enough money in bank");
4036 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4039 else if (GetMoney() < costs
)
4041 DEBUG_LOG("You do not have enough money");
4045 ModifyMoney( -int32(costs
) );
4049 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4050 item
->SetState(ITEM_CHANGED
, this);
4052 // reapply mods for total broken and repaired item if equipped
4053 if(IsEquipmentPos(pos
) && !curDurability
)
4054 _ApplyItemMods(item
,pos
& 255, true);
4058 void Player::RepopAtGraveyard()
4060 // note: this can be called also when the player is alive
4061 // for example from WorldSession::HandleMovementOpcodes
4063 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4065 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4066 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4068 ResurrectPlayer(0.5f
);
4072 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4074 // Special handle for battleground maps
4075 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4077 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4078 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4080 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4082 // stop countdown until repop
4085 // if no grave found, stay at the current location
4086 // and don't show spirit healer location
4089 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4090 if(isDead()) // not send if alive, because it used in TeleportTo()
4092 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4093 data
<< ClosestGrave
->map_id
;
4094 data
<< ClosestGrave
->x
;
4095 data
<< ClosestGrave
->y
;
4096 data
<< ClosestGrave
->z
;
4097 GetSession()->SendPacket(&data
);
4102 void Player::JoinedChannel(Channel
*c
)
4104 m_channels
.push_back(c
);
4107 void Player::LeftChannel(Channel
*c
)
4109 m_channels
.remove(c
);
4112 void Player::CleanupChannels()
4114 while(!m_channels
.empty())
4116 Channel
* ch
= *m_channels
.begin();
4117 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4118 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4119 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4120 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4123 sLog
.outDebug("Player: channels cleaned up!");
4126 void Player::UpdateLocalChannels(uint32 newZone
)
4128 if(m_channels
.empty())
4131 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4135 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4139 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4141 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4145 // skip non built-in channels
4146 if(!(*i
)->IsConstant())
4149 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4153 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4157 char new_channel_name_buf
[100];
4158 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4159 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4161 if((*i
)!=new_channel
)
4163 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4165 // leave old channel
4166 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4167 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4168 LeftChannel(*i
); // remove from player's channel list
4169 cMgr
->LeftChannel(name
); // delete if empty
4172 sLog
.outDebug("Player: channels cleaned up!");
4175 void Player::LeaveLFGChannel()
4177 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4181 (*i
)->Leave(GetGUID());
4187 void Player::UpdateDefense()
4189 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4191 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4193 // update dependent from defense skill part
4194 UpdateDefenseBonusesMod();
4198 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4200 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4202 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4211 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4214 if(amount
<= -100.0f
)
4217 val
= (100.0f
+ amount
) / 100.0f
;
4218 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4222 if(!CanModifyStats())
4227 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4228 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4229 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4230 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4235 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4237 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4239 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4243 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4246 return m_auraBaseMod
[modGroup
][modType
];
4249 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4251 if(modGroup
>= BASEMOD_END
)
4253 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4257 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4260 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4263 uint32
Player::GetShieldBlockValue() const
4265 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4267 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
)/20 - 1;
4269 value
= (value
< 0) ? 0 : value
;
4271 return uint32(value
);
4274 float Player::GetMeleeCritFromAgility()
4276 uint32 level
= getLevel();
4277 uint32 pclass
= getClass();
4279 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4281 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4282 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4283 if (critBase
==NULL
|| critRatio
==NULL
)
4286 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4290 float Player::GetDodgeFromAgility()
4292 // Table for base dodge values
4293 float dodge_base
[MAX_CLASSES
] = {
4295 0.00652f
, // Paladin
4302 0.02011f
, // Warlock
4306 // Crit/agility to dodge/agility coefficient multipliers
4307 float crit_to_dodge
[MAX_CLASSES
] = {
4321 uint32 level
= getLevel();
4322 uint32 pclass
= getClass();
4324 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4326 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4327 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4328 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4331 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4332 return dodge
*100.0f
;
4335 float Player::GetSpellCritFromIntellect()
4337 uint32 level
= getLevel();
4338 uint32 pclass
= getClass();
4340 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4342 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4343 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4344 if (critBase
==NULL
|| critRatio
==NULL
)
4347 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4351 float Player::GetRatingCoefficient(CombatRating cr
) const
4353 uint32 level
= getLevel();
4355 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4357 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4359 return 1.0f
; // By default use minimum coefficient (not must be called)
4361 return Rating
->ratio
;
4364 float Player::GetRatingBonusValue(CombatRating cr
) const
4366 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4369 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4371 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4372 if (melee
>25.0f
) melee
= 25.0f
;
4373 return uint32 (melee
* damage
/100.0f
);
4376 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4378 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4379 if (ranged
>25.0f
) ranged
=25.0f
;
4380 return uint32 (ranged
* damage
/100.0f
);
4383 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4385 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4386 // In wow script resilience limited to 25%
4389 return uint32 (spell
* damage
/ 100.0f
);
4392 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4394 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4395 // Dot resilience not limited (limit it by 100%)
4396 if (spellDot
> 100.0f
)
4398 return uint32 (spellDot
* damage
/ 100.0f
);
4401 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4406 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4408 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4415 float Player::OCTRegenHPPerSpirit()
4417 uint32 level
= getLevel();
4418 uint32 pclass
= getClass();
4420 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4422 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4423 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4424 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4427 // Formula from PaperDollFrame script
4428 float spirit
= GetStat(STAT_SPIRIT
);
4429 float baseSpirit
= spirit
;
4430 if (baseSpirit
>50) baseSpirit
= 50;
4431 float moreSpirit
= spirit
- baseSpirit
;
4432 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4436 float Player::OCTRegenMPPerSpirit()
4438 uint32 level
= getLevel();
4439 uint32 pclass
= getClass();
4441 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4443 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4444 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4445 if (moreRatio
==NULL
)
4448 // Formula get from PaperDollFrame script
4449 float spirit
= GetStat(STAT_SPIRIT
);
4450 float regen
= spirit
* moreRatio
->ratio
;
4454 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4456 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, value
, apply
);
4458 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4459 float RatingChange
= 0.0f
;
4461 bool affectStats
= CanModifyStats();
4465 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4466 case CR_DEFENSE_SKILL
:
4467 UpdateDefenseBonusesMod();
4470 UpdateDodgePercentage();
4473 UpdateParryPercentage();
4476 UpdateBlockPercentage();
4479 RatingChange
= value
/ RatingCoeffecient
;
4480 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4483 RatingChange
= value
/ RatingCoeffecient
;
4484 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4487 RatingChange
= value
/ RatingCoeffecient
;
4488 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4493 UpdateCritPercentage(BASE_ATTACK
);
4494 UpdateCritPercentage(OFF_ATTACK
);
4497 case CR_CRIT_RANGED
:
4499 UpdateCritPercentage(RANGED_ATTACK
);
4503 UpdateAllSpellCritChances();
4505 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4506 case CR_HIT_TAKEN_RANGED
:
4508 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4510 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4511 case CR_CRIT_TAKEN_RANGED
:
4513 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4515 case CR_HASTE_MELEE
:
4516 RatingChange
= value
/ RatingCoeffecient
;
4517 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4518 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4520 case CR_HASTE_RANGED
:
4521 RatingChange
= value
/ RatingCoeffecient
;
4522 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4524 case CR_HASTE_SPELL
:
4525 RatingChange
= value
/ RatingCoeffecient
;
4526 ApplyCastTimePercentMod(RatingChange
,apply
);
4528 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4529 case CR_WEAPON_SKILL_OFFHAND
:
4530 case CR_WEAPON_SKILL_RANGED
:
4535 UpdateExpertise(BASE_ATTACK
);
4536 UpdateExpertise(OFF_ATTACK
);
4542 void Player::SetRegularAttackTime()
4544 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4546 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4547 if(tmpitem
&& !tmpitem
->IsBroken())
4549 ItemPrototype
const *proto
= tmpitem
->GetProto();
4551 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4553 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4558 //skill+step, checking for max value
4559 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4565 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4566 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4569 if(i
>=PLAYER_MAX_SKILLS
)
4572 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4573 uint32 value
= SKILL_VALUE(data
);
4574 uint32 max
= SKILL_MAX(data
);
4576 if ((!max
) || (!value
) || (value
>= max
))
4579 if (value
*512 < max
*urand(0,512))
4581 uint32 new_value
= value
+step
;
4585 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4586 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4593 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4595 if ( SkillValue
>= GrayLevel
)
4596 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4597 if ( SkillValue
>= GreenLevel
)
4598 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4599 if ( SkillValue
>= YellowLevel
)
4600 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4601 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4604 bool Player::UpdateCraftSkill(uint32 spellid
)
4606 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4608 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4609 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4611 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4613 if(_spell_idx
->second
->skillId
)
4615 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4617 // Alchemy Discoveries here
4618 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4619 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4621 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4622 learnSpell(discoveredSpell
);
4625 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4627 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4628 _spell_idx
->second
->max_value
,
4629 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4630 _spell_idx
->second
->min_value
),
4637 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4639 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4641 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4643 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4646 case SKILL_HERBALISM
:
4647 case SKILL_LOCKPICKING
:
4648 case SKILL_JEWELCRAFTING
:
4649 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4650 case SKILL_SKINNING
:
4651 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4652 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4654 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4656 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4657 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4659 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4664 bool Player::UpdateFishingSkill()
4666 sLog
.outDebug("UpdateFishingSkill");
4668 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4670 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4672 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4674 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4677 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4679 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4683 if(Chance
<= 0) // speedup in 0 chance case
4685 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4690 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4691 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4692 if ( i
>= PLAYER_MAX_SKILLS
)
4695 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4696 uint16 SkillValue
= SKILL_VALUE(data
);
4697 uint16 MaxValue
= SKILL_MAX(data
);
4699 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4702 int32 Roll
= irand(1,1000);
4704 if ( Roll
<= Chance
)
4706 uint32 new_value
= SkillValue
+step
;
4707 if(new_value
> MaxValue
)
4708 new_value
= MaxValue
;
4710 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4711 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4712 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4716 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4720 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4722 // no skill gain in pvp
4723 Unit
*pVictim
= getVictim();
4724 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4728 return; // always maximized SKILL_FERAL_COMBAT in fact
4730 if(m_form
== FORM_TREE
)
4731 return; // use weapon but not skill up
4733 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4739 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4742 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4743 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4744 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4750 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4752 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4756 UpdateAllCritPercentages();
4759 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4763 case MELEE_HIT_CRIT
:
4764 case MELEE_HIT_DODGE
:
4765 case MELEE_HIT_PARRY
:
4766 case MELEE_HIT_BLOCK
:
4767 case MELEE_HIT_BLOCK_CRIT
:
4774 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4775 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4776 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4777 if(moblevel
< greylevel
)
4780 if (moblevel
> plevel
+ 5)
4781 moblevel
= plevel
+ 5;
4783 uint32 lvldif
= moblevel
- greylevel
;
4787 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4791 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4794 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4795 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4798 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4800 if(roll_chance_f(chance
))
4805 UpdateWeaponSkill(attType
);
4811 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4813 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4814 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4816 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4817 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4818 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4820 if(talent
) // permanent bonus stored in high part
4821 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4822 else // temporary/item bonus stored in low part
4823 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4828 void Player::UpdateMaxSkills()
4830 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4832 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4833 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4835 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4837 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4841 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4844 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4845 uint32 max
= SKILL_MAX(data
);
4846 uint32 val
= SKILL_VALUE(data
);
4848 // update only level dependent max skill values
4849 if(max
!=1 && max
!= maxconfskill
)
4851 uint32 max_Skill
= GetMaxSkillValueForLevel();
4852 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,max_Skill
));
4857 void Player::UpdateSkillsToMaxSkillsForLevel()
4859 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4860 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4862 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4863 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4865 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4867 uint32 max
= SKILL_MAX(data
);
4870 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4872 if(pskill
== SKILL_DEFENSE
)
4873 UpdateDefenseBonusesMod();
4877 // This functions sets a skill line value (and adds if doesn't exist yet)
4878 // To "remove" a skill line, set it's values to zero
4879 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4885 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4886 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4888 if(i
<PLAYER_MAX_SKILLS
) //has skill
4892 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4893 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4897 // clear skill fields
4898 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4899 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4900 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4902 // remove spells that depend on this skill when removing the skill
4903 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4906 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4909 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4910 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4912 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4914 if (_spell_idx
->second
->skillId
== id
)
4916 // this may remove more than one spell (dependents)
4917 removeSpell(itr
->first
);
4918 next
= m_spells
.begin();
4925 else if(currVal
) //add
4927 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4928 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4930 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
4933 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
4936 // enable unlearn button for primary professions only
4937 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
4938 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
4940 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
4941 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4942 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4944 // apply skill bonuses
4945 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4947 // temporary bonuses
4948 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
4949 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
4950 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4951 (*i
)->ApplyModifier(true);
4953 // permanent bonuses
4954 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
4955 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
4956 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4957 (*i
)->ApplyModifier(true);
4959 // Learn all spells for skill
4960 learnSkillRewardedSpells(id
);
4966 bool Player::HasSkill(uint32 skill
) const
4968 if(!skill
)return false;
4969 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4971 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4979 uint16
Player::GetSkillValue(uint32 skill
) const
4984 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4986 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
4988 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4990 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
4991 result
+= SKILL_TEMP_BONUS(bonus
);
4992 result
+= SKILL_PERM_BONUS(bonus
);
4993 return result
< 0 ? 0 : result
;
4999 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5002 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5004 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5006 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5008 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5009 result
+= SKILL_TEMP_BONUS(bonus
);
5010 result
+= SKILL_PERM_BONUS(bonus
);
5011 return result
< 0 ? 0 : result
;
5017 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5020 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5022 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5024 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5030 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5033 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5035 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5037 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5038 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5039 return result
< 0 ? 0 : result
;
5045 uint16
Player::GetPureSkillValue(uint32 skill
) const
5048 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5050 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5052 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5058 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5063 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5065 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5067 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5074 void Player::SendInitialActionButtons()
5076 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5078 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5079 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5081 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5082 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5084 data
<< uint16(itr
->second
.action
);
5085 data
<< uint8(itr
->second
.misc
);
5086 data
<< uint8(itr
->second
.type
);
5094 GetSession()->SendPacket( &data
);
5095 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5098 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5100 if(button
>= MAX_ACTION_BUTTONS
)
5102 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5106 // check cheating with adding non-known spells to action bar
5107 if(type
==ACTION_BUTTON_SPELL
)
5109 if(!sSpellStore
.LookupEntry(action
))
5111 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5115 if(!HasSpell(action
))
5117 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5122 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5124 if (buttonItr
==m_actionButtons
.end())
5125 { // just add new button
5126 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5129 { // change state of current button
5130 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5131 buttonItr
->second
= ActionButton(action
,type
,misc
);
5132 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5135 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5138 void Player::removeActionButton(uint8 button
)
5140 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5141 if (buttonItr
==m_actionButtons
.end())
5144 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5145 m_actionButtons
.erase(buttonItr
); // new and not saved
5147 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5149 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5152 void Player::SetDontMove(bool dontMove
)
5154 m_dontMove
= dontMove
;
5157 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5159 // prevent crash when a bad coord is sent by the client
5160 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5162 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5166 Map
*m
= MapManager::Instance().GetMap(GetMapId(), this);
5168 const float old_x
= GetPositionX();
5169 const float old_y
= GetPositionY();
5170 const float old_z
= GetPositionZ();
5171 const float old_r
= GetOrientation();
5173 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5175 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5176 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5178 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5180 // move and update visible state if need
5181 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5183 // reread after Map::Relocation
5184 m
= MapManager::Instance().GetMap(GetMapId(), this);
5190 // code block for underwater state update
5191 UpdateUnderwaterState(m
, x
, y
, z
);
5193 CheckExploreSystem();
5197 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5202 void Player::SaveRecallPosition()
5204 m_recallMap
= GetMapId();
5205 m_recallX
= GetPositionX();
5206 m_recallY
= GetPositionY();
5207 m_recallZ
= GetPositionZ();
5208 m_recallO
= GetOrientation();
5211 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5213 MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data
, self
);
5216 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5218 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
);
5221 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5223 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5226 void Player::SendDirectMessage(WorldPacket
*data
)
5228 GetSession()->SendPacket(data
);
5231 void Player::CheckExploreSystem()
5239 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5240 if(areaFlag
==0xffff)
5242 int offset
= areaFlag
/ 32;
5246 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
);
5250 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5251 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5253 if( !(currFields
& val
) )
5255 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5257 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5260 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5262 else if(p
->area_level
> 0)
5264 uint32 area
= p
->ID
;
5265 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5267 SendExplorationExperience(area
,0);
5271 int32 diff
= int32(getLevel()) - p
->area_level
;
5275 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5279 int32 exploration_percent
= (100-((diff
-5)*5));
5280 if (exploration_percent
> 100)
5281 exploration_percent
= 100;
5282 else if (exploration_percent
< 0)
5283 exploration_percent
= 0;
5285 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5289 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5293 SendExplorationExperience(area
,XP
);
5295 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5300 uint32
Player::TeamForRace(uint8 race
)
5302 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5305 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5309 switch(rEntry
->TeamID
)
5311 case 7: return ALLIANCE
;
5312 case 1: return HORDE
;
5315 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5319 uint32
Player::getFactionForRace(uint8 race
)
5321 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5324 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5328 return rEntry
->FactionID
;
5331 void Player::setFactionForRace(uint8 race
)
5333 m_team
= TeamForRace(race
);
5334 setFaction( getFactionForRace(race
) );
5337 void Player::UpdateReputation() const
5339 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5341 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5343 SendFactionState(&(itr
->second
));
5347 void Player::SendFactionState(FactionState
const* faction
) const
5349 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5351 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5352 data
<< (float) 0; // unk 2.4.0
5353 data
<< (uint8
) 0; // wotlk 8634
5354 data
<< (uint32
) 1; // count
5356 data
<< (uint32
) faction
->ReputationListID
;
5357 data
<< (uint32
) faction
->Standing
;
5359 GetSession()->SendPacket(&data
);
5363 void Player::SendInitialReputations()
5365 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5366 data
<< uint32 (0x00000080);
5370 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); itr
++)
5372 // fill in absent fields
5373 for (; a
!= itr
->first
; a
++)
5375 data
<< uint8 (0x00);
5376 data
<< uint32 (0x00000000);
5379 // fill in encountered data
5380 data
<< uint8 (itr
->second
.Flags
);
5381 data
<< uint32 (itr
->second
.Standing
);
5386 // fill in absent fields
5387 for (; a
!= 128; a
++)
5389 data
<< uint8 (0x00);
5390 data
<< uint32 (0x00000000);
5393 GetSession()->SendPacket(&data
);
5396 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5398 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5399 if (itr
!= m_factions
.end())
5400 return &itr
->second
;
5405 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5407 // not allow declare war to own faction
5408 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5412 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5416 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5418 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5420 faction
->Changed
= true;
5423 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5425 // always invisible or hidden faction can't be inactive
5426 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5430 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5434 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5436 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5438 faction
->Changed
= true;
5441 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5443 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5445 if(!factionTemplateEntry
)
5448 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5451 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5453 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5457 if(factionEntry
->reputationListID
< 0)
5460 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5461 if (itr
== m_factions
.end())
5464 SetFactionVisible(&itr
->second
);
5467 void Player::SetFactionVisible(FactionState
* faction
)
5469 // always invisible or hidden faction can't be make visible
5470 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5474 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5477 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5478 faction
->Changed
= true;
5480 if(!m_session
->PlayerLoading())
5482 // make faction visible in reputation list at client
5483 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5484 data
<< faction
->ReputationListID
;
5485 GetSession()->SendPacket(&data
);
5489 void Player::SetInitialFactions()
5491 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5493 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5495 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5497 FactionState newFaction
;
5498 newFaction
.ID
= factionEntry
->ID
;
5499 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5500 newFaction
.Standing
= 0;
5501 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5502 newFaction
.Changed
= true;
5504 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5509 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5514 uint32 raceMask
= getRaceMask();
5515 uint32 classMask
= getClassMask();
5516 for (int i
=0; i
< 4; i
++)
5518 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5519 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5520 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5521 return factionEntry
->ReputationFlags
[i
];
5526 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5531 uint32 raceMask
= getRaceMask();
5532 uint32 classMask
= getClassMask();
5533 for (int i
=0; i
< 4; i
++)
5535 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5536 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5537 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5538 return factionEntry
->BaseRepValue
[i
];
5541 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5545 int32
Player::GetReputation(uint32 faction_id
) const
5547 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5551 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5555 return GetReputation(factionEntry
);
5558 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5560 // Faction without recorded reputation. Just ignore.
5564 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5565 if (itr
!= m_factions
.end())
5566 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5571 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5573 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5575 return MIN_REPUTATION_RANK
;
5577 return GetReputationRank(factionEntry
);
5580 ReputationRank
Player::ReputationToRank(int32 standing
) const
5582 int32 Limit
= Reputation_Cap
+ 1;
5583 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5585 Limit
-= ReputationRank_Length
[i
];
5586 if (standing
>= Limit
)
5587 return ReputationRank(i
);
5589 return MIN_REPUTATION_RANK
;
5592 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5594 int32 Reputation
= GetReputation(factionEntry
);
5595 return ReputationToRank(Reputation
);
5598 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5600 int32 Reputation
= GetBaseReputation(factionEntry
);
5601 return ReputationToRank(Reputation
);
5604 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5606 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5608 if(!factionTemplateEntry
)
5610 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5614 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5616 // Faction without recorded reputation. Just ignore.
5620 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5623 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5625 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5629 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5631 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5632 if(factionEntryCalc
)
5633 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5638 return ModifyOneFactionReputation(factionEntry
, standing
);
5641 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5643 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5644 if (itr
!= m_factions
.end())
5646 int32 BaseRep
= GetBaseReputation(factionEntry
);
5647 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5649 if (new_rep
> Reputation_Cap
)
5650 new_rep
= Reputation_Cap
;
5652 if (new_rep
< Reputation_Bottom
)
5653 new_rep
= Reputation_Bottom
;
5655 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5656 SetFactionAtWar(&itr
->second
,true);
5658 itr
->second
.Standing
= new_rep
- BaseRep
;
5659 itr
->second
.Changed
= true;
5661 SetFactionVisible(&itr
->second
);
5663 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5665 if(uint32 questid
= GetQuestSlotQuestId(i
))
5667 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5668 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5670 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5671 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5673 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5674 if ( CanCompleteQuest( questid
) )
5675 CompleteQuest( questid
);
5677 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5679 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5680 IncompleteQuest( questid
);
5686 SendFactionState(&(itr
->second
));
5693 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5695 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5697 if(!factionTemplateEntry
)
5699 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5703 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5705 // Faction without recorded reputation. Just ignore.
5709 return SetFactionReputation(factionEntry
, standing
);
5712 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5714 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5718 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5720 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5721 if(factionEntryCalc
)
5722 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5727 return SetOneFactionReputation(factionEntry
, standing
);
5730 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5732 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5733 if (itr
!= m_factions
.end())
5735 if (standing
> Reputation_Cap
)
5736 standing
= Reputation_Cap
;
5738 if (standing
< Reputation_Bottom
)
5739 standing
= Reputation_Bottom
;
5741 int32 BaseRep
= GetBaseReputation(factionEntry
);
5742 itr
->second
.Standing
= standing
- BaseRep
;
5743 itr
->second
.Changed
= true;
5745 SetFactionVisible(&itr
->second
);
5747 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5748 SetFactionAtWar(&itr
->second
,true);
5750 SendFactionState(&(itr
->second
));
5756 //Calculate total reputation percent player gain with quest/creature level
5757 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5759 // for grey creature kill received 20%, in other case 100.
5760 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5762 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5764 percent
+= rep
> 0 ? repMod
: -repMod
;
5769 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5772 //Calculates how many reputation points player gains in victim's enemy factions
5773 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5775 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5778 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5783 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5785 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5786 donerep1
= int32(donerep1
*rate
);
5787 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5788 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5789 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5790 ModifyFactionReputation(factionEntry1
, donerep1
);
5792 // Wiki: Team factions value divided by 2
5793 if(Rep
->is_teamaward1
)
5795 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5796 if(team1_factionEntry
)
5797 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5801 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5803 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5804 donerep2
= int32(donerep2
*rate
);
5805 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5806 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5807 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5808 ModifyFactionReputation(factionEntry2
, donerep2
);
5810 // Wiki: Team factions value divided by 2
5811 if(Rep
->is_teamaward2
)
5813 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5814 if(team2_factionEntry
)
5815 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5820 //Calculate how many reputation points player gain with the quest
5821 void Player::RewardReputation(Quest
const *pQuest
)
5823 // quest reputation reward/loss
5824 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5826 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5828 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5829 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5831 ModifyFactionReputation(factionEntry
, rep
);
5835 // TODO: implement reputation spillover
5838 void Player::UpdateArenaFields(void)
5840 /* arena calcs go here */
5843 void Player::UpdateHonorFields()
5845 /// called when rewarding honor and at each save
5846 uint64 now
= time(NULL
);
5847 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5849 if(m_lastHonorUpdateTime
< today
)
5851 uint64 yesterday
= today
- DAY
;
5853 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5855 // update yesterday's contribution
5856 if(m_lastHonorUpdateTime
>= yesterday
)
5858 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5860 // this is the first update today, reset today's contribution
5861 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5862 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5866 // no honor/kills yesterday or today, reset
5867 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5868 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5872 m_lastHonorUpdateTime
= now
;
5875 ///Calculate the amount of honor gained based on the victim
5876 ///and the size of the group for which the honor is divided
5877 ///An exact honor value can also be given (overriding the calcs)
5878 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5880 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5881 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5884 uint64 victim_guid
= 0;
5885 uint32 victim_rank
= 0;
5887 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5888 UpdateHonorFields();
5892 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5895 victim_guid
= uVictim
->GetGUID();
5897 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5899 Player
*pVictim
= (Player
*)uVictim
;
5901 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5904 float f
= 1; //need for total kills (?? need more info)
5906 uint32 k_level
= getLevel();
5907 uint32 v_level
= pVictim
->getLevel();
5910 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5912 // [1..14] Alliance honor titles and player name
5913 // [15..28] Horde honor titles and player name
5914 // [29..38] Other title and player name
5916 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5917 // Get Killer titles, CharTitlesEntry::bit_index
5919 // title[1..14] -> rank[5..18]
5920 // title[15..28] -> rank[5..18]
5921 // title[other] -> 0
5922 if (victim_title
== 0)
5923 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5924 else if (victim_title
< 15)
5925 victim_rank
= victim_title
+ 4;
5926 else if (victim_title
< 29)
5927 victim_rank
= victim_title
- 14 + 4;
5929 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5934 else if( k_level
<= 39 )
5935 k_grey
= k_level
- 5 - k_level
/10;
5937 k_grey
= k_level
- 1 - k_level
/5;
5942 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5944 int32 v_rank
=1; //need more info
5946 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5947 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5949 // count the number of playerkills in one day
5950 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5951 // and those in a lifetime
5952 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5956 Creature
*cVictim
= (Creature
*)uVictim
;
5958 if (!cVictim
->isRacialLeader())
5961 honor
= 100; // ??? need more info
5962 victim_rank
= 19; // HK: Leader
5966 if (uVictim
!= NULL
)
5968 honor
*= sWorld
.getRate(RATE_HONOR
);
5973 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5976 // honor - for show honor points in log
5977 // victim_guid - for show victim name in log
5978 // victim_rank [1..4] HK: <dishonored rank>
5979 // victim_rank [5..19] HK: <alliance\horde rank>
5980 // victim_rank [0,20+] HK: <>
5981 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5982 data
<< (uint32
) honor
;
5983 data
<< (uint64
) victim_guid
;
5984 data
<< (uint32
) victim_rank
;
5986 GetSession()->SendPacket(&data
);
5989 ModifyHonorPoints(int32(honor
));
5991 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5995 void Player::ModifyHonorPoints( int32 value
)
5999 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6000 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6002 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6005 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6008 void Player::ModifyArenaPoints( int32 value
)
6012 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6013 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6015 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6018 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6021 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6023 std::ostringstream ss
;
6024 ss
<<"SELECT guildid FROM guild_member WHERE guid='"<<guid
<<"'";
6025 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6028 uint32 v
= result
->Fetch()[0].GetUInt32();
6036 uint32
Player::GetRankFromDB(uint64 guid
)
6038 std::ostringstream ss
;
6039 ss
<<"SELECT rank FROM guild_member WHERE guid='"<<guid
<<"'";
6040 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6043 uint32 v
= result
->Fetch()[0].GetUInt32();
6051 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6053 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid
), type
);
6057 uint32 id
= (*result
)[0].GetUInt32();
6062 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6064 std::ostringstream ss
;
6066 ss
<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6067 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6070 Field
* fields
= result
->Fetch();
6071 uint32 zone
= fields
[0].GetUInt32();
6076 // stored zone is zero, use generic and slow zone detection
6078 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6079 result
= CharacterDatabase
.Query(ss
.str().c_str());
6082 fields
= result
->Fetch();
6083 uint32 map
= fields
[0].GetUInt32();
6084 float posx
= fields
[1].GetFloat();
6085 float posy
= fields
[2].GetFloat();
6088 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6091 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6092 CharacterDatabase
.Execute(ss
.str().c_str());
6098 void Player::UpdateArea(uint32 newArea
)
6100 // FFA_PVP flags are area and not zone id dependent
6101 // so apply them accordingly
6102 m_areaUpdateId
= newArea
;
6104 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6106 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6109 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6113 // remove ffa flag only if not ffapvp realm
6114 // removal in sanctuaries and capitals is handled in zone update
6115 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6116 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6119 UpdateAreaDependentAuras(newArea
);
6122 void Player::UpdateZone(uint32 newZone
)
6124 m_zoneUpdateId
= newZone
;
6125 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6127 // zone changed, so area changed as well, update it
6128 UpdateArea(GetAreaId());
6130 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6134 if (sWorld
.getConfig(CONFIG_WEATHER
))
6136 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6139 wth
->SendWeatherUpdateToPlayer(this);
6143 if(!sWorld
.AddWeather(zone
->ID
))
6145 // send fine weather packet to remove old zone's weather
6146 Weather::SendFineWeatherUpdateToPlayer(this);
6151 pvpInfo
.inHostileArea
=
6152 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6153 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6154 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6155 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6157 if(pvpInfo
.inHostileArea
) // in hostile area
6159 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6160 UpdatePvP(true, true);
6162 else // in friendly area
6164 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6165 pvpInfo
.endTimer
= time(0); // start toggle-off
6168 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6170 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6171 if(sWorld
.IsFFAPvPRealm())
6172 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6176 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6179 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6181 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6182 SetRestType(REST_TYPE_IN_CITY
);
6183 InnEnter(time(0),GetMapId(),0,0,0);
6185 if(sWorld
.IsFFAPvPRealm())
6186 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6188 else // anywhere else
6190 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6192 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6194 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6196 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6197 SetRestType(REST_TYPE_NO
);
6199 if(sWorld
.IsFFAPvPRealm())
6200 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6203 else // not in tavern (leave city then)
6205 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6206 SetRestType(REST_TYPE_NO
);
6208 // Set player to FFA PVP when not in rested environment.
6209 if(sWorld
.IsFFAPvPRealm())
6210 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6215 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6216 // if player resurrected at teleport this will be applied in resurrect code
6218 DestroyZoneLimitedItem( true, newZone
);
6220 // recent client version not send leave/join channel packets for built-in local channels
6221 UpdateLocalChannels( newZone
);
6225 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6227 UpdateZoneDependentAuras(newZone
);
6230 //If players are too far way of duel flag... then player loose the duel
6231 void Player::CheckDuelDistance(time_t currTime
)
6236 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6237 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6241 if(duel
->outOfBound
== 0)
6243 if(!IsWithinDistInMap(obj
, 50))
6245 duel
->outOfBound
= currTime
;
6247 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6248 GetSession()->SendPacket(&data
);
6253 if(IsWithinDistInMap(obj
, 40))
6255 duel
->outOfBound
= 0;
6257 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6258 GetSession()->SendPacket(&data
);
6260 else if(currTime
>= (duel
->outOfBound
+10))
6262 DuelComplete(DUEL_FLED
);
6267 void Player::DuelComplete(DuelCompleteType type
)
6269 // duel not requested
6273 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6274 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6275 GetSession()->SendPacket(&data
);
6276 duel
->opponent
->GetSession()->SendPacket(&data
);
6278 if(type
!= DUEL_INTERUPTED
)
6280 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6281 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6282 data
<< duel
->opponent
->GetName();
6284 SendMessageToSet(&data
,true);
6287 // cool-down duel spell
6288 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6295 GetSession()->SendPacket(&data);
6296 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6297 data<<duel->opponent->GetGUID();
6301 duel->opponent->GetSession()->SendPacket(&data);*/
6303 //Remove Duel Flag object
6304 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6306 duel
->initiator
->RemoveGameObject(obj
,true);
6309 std::vector
<uint32
> auras2remove
;
6310 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6311 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); i
++)
6313 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6314 auras2remove
.push_back(i
->second
->GetId());
6317 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6318 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6320 auras2remove
.clear();
6321 AuraMap
const& auras
= GetAuras();
6322 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); i
++)
6324 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6325 auras2remove
.push_back(i
->second
->GetId());
6327 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6328 RemoveAurasDueToSpell(auras2remove
[i
]);
6330 // cleanup combo points
6331 if(GetComboTarget()==duel
->opponent
->GetGUID())
6333 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6336 if(duel
->opponent
->GetComboTarget()==GetGUID())
6337 duel
->opponent
->ClearComboPoints();
6338 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6339 duel
->opponent
->ClearComboPoints();
6342 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6343 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6344 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6345 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6347 delete duel
->opponent
->duel
;
6348 duel
->opponent
->duel
= NULL
;
6353 //---------------------------------------------------------//
6355 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6357 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6360 // not apply/remove mods for broken item
6361 if(item
->IsBroken())
6364 ItemPrototype
const *proto
= item
->GetProto();
6369 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6371 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6372 if(attacktype
< MAX_ATTACK
)
6373 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6375 _ApplyItemBonuses(proto
,slot
,apply
);
6377 if( slot
==EQUIPMENT_SLOT_RANGED
)
6378 _ApplyAmmoBonuses();
6380 ApplyItemEquipSpell(item
,apply
);
6381 ApplyEnchantment(item
, apply
);
6383 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6384 CorrectMetaGemEnchants(slot
, apply
);
6386 sLog
.outDebug("_ApplyItemMods complete.");
6389 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6391 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6394 for (int i
= 0; i
< 10; i
++)
6396 uint32 statType
= 0;
6399 if(proto
->ScalingStatDistribution
)
6401 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6403 statType
= ssd
->StatMod
[i
];
6405 if(uint32 modifier
= ssd
->Modifier
[i
])
6407 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6408 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6410 int multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6411 val
= (multiplier
* modifier
) / 10000;
6418 statType
= proto
->ItemStat
[i
].ItemStatType
;
6419 val
= float(proto
->ItemStat
[i
].ItemStatValue
);
6428 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6430 case ITEM_MOD_HEALTH
: // modify HP
6431 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6433 case ITEM_MOD_AGILITY
: // modify agility
6434 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6435 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6437 case ITEM_MOD_STRENGTH
: //modify strength
6438 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6439 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6441 case ITEM_MOD_INTELLECT
: //modify intellect
6442 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6443 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6445 case ITEM_MOD_SPIRIT
: //modify spirit
6446 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6447 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6449 case ITEM_MOD_STAMINA
: //modify stamina
6450 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6451 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6453 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6454 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6456 case ITEM_MOD_DODGE_RATING
:
6457 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6459 case ITEM_MOD_PARRY_RATING
:
6460 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6462 case ITEM_MOD_BLOCK_RATING
:
6463 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6465 case ITEM_MOD_HIT_MELEE_RATING
:
6466 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6468 case ITEM_MOD_HIT_RANGED_RATING
:
6469 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6471 case ITEM_MOD_HIT_SPELL_RATING
:
6472 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6474 case ITEM_MOD_CRIT_MELEE_RATING
:
6475 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6477 case ITEM_MOD_CRIT_RANGED_RATING
:
6478 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6480 case ITEM_MOD_CRIT_SPELL_RATING
:
6481 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6483 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6484 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6486 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6487 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6489 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6490 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6492 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6493 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6495 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6496 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6498 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6499 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6501 case ITEM_MOD_HASTE_MELEE_RATING
:
6502 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6504 case ITEM_MOD_HASTE_RANGED_RATING
:
6505 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6507 case ITEM_MOD_HASTE_SPELL_RATING
:
6508 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6510 case ITEM_MOD_HIT_RATING
:
6511 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6512 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6513 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6515 case ITEM_MOD_CRIT_RATING
:
6516 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6517 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6518 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6520 case ITEM_MOD_HIT_TAKEN_RATING
:
6521 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6522 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6523 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6525 case ITEM_MOD_CRIT_TAKEN_RATING
:
6526 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6527 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6528 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6530 case ITEM_MOD_RESILIENCE_RATING
:
6531 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6532 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6533 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6535 case ITEM_MOD_HASTE_RATING
:
6536 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6537 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6538 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6540 case ITEM_MOD_EXPERTISE_RATING
:
6541 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6543 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6544 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6550 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6553 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6556 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6559 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6561 if (proto
->NatureRes
)
6562 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6564 if (proto
->FrostRes
)
6565 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6567 if (proto
->ShadowRes
)
6568 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6570 if (proto
->ArcaneRes
)
6571 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6573 WeaponAttackType attType
= BASE_ATTACK
;
6574 float damage
= 0.0f
;
6576 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6577 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6578 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6580 attType
= RANGED_ATTACK
;
6582 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6584 attType
= OFF_ATTACK
;
6587 if (proto
->Damage
[0].DamageMin
> 0 )
6589 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6590 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6591 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6594 if (proto
->Damage
[0].DamageMax
> 0 )
6596 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6597 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6600 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6605 if(slot
== EQUIPMENT_SLOT_RANGED
)
6606 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6607 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6608 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6609 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6610 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6613 if(CanModifyStats() && (damage
|| proto
->Delay
))
6614 UpdateDamagePhysical(attType
);
6617 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6619 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6620 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6621 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6623 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6624 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6625 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6627 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6628 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6629 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6632 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6634 // generic not weapon specific case processes in aura code
6635 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6638 BaseModGroup mod
= BASEMOD_END
;
6641 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6642 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6643 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6647 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6649 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6653 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6655 // ignore spell mods for not wands
6656 Modifier
const* modifier
= aura
->GetModifier();
6657 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6660 // generic not weapon specific case processes in aura code
6661 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6664 UnitMods unitMod
= UNIT_MOD_END
;
6667 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6668 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6669 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6673 UnitModifierType unitModType
= TOTAL_VALUE
;
6674 switch(modifier
->m_auraname
)
6676 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6677 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6681 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6683 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6687 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6692 ItemPrototype
const *proto
= item
->GetProto();
6696 for (int i
= 0; i
< 5; i
++)
6698 _Spell
const& spellData
= proto
->Spells
[i
];
6701 if(!spellData
.SpellId
)
6704 // wrong triggering type
6705 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6708 // check if it is valid spell
6709 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6713 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6717 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6721 // Cannot be used in this stance/form
6722 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6725 if(form_change
) // check aura active state from other form
6728 for (int k
=0; k
< 3; ++k
)
6730 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6731 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6733 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6743 if(found
) // and skip re-cast already active aura at form change
6747 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6749 CastSpell(this,spellInfo
,true,item
);
6753 if(form_change
) // check aura compatibility
6755 // Cannot be used in this stance/form
6756 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6757 return; // and remove only not compatible at form change
6761 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6763 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6767 void Player::UpdateEquipSpellsAtFormChange()
6769 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6771 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6773 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6774 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6778 // item set bonuses not dependent from item broken state
6779 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6781 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6785 for(uint32 y
=0;y
<8; ++y
)
6787 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6791 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6792 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6797 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6799 if(!item
|| item
->IsBroken())
6802 ItemPrototype
const *proto
= item
->GetProto();
6806 if (!Target
|| Target
== this )
6809 for (int i
= 0; i
< 5; i
++)
6811 _Spell
const& spellData
= proto
->Spells
[i
];
6814 if(!spellData
.SpellId
)
6817 // wrong triggering type
6818 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6821 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6824 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6828 // not allow proc extra attack spell at extra attack
6829 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6832 float chance
= spellInfo
->procChance
;
6834 if(spellData
.SpellPPMRate
)
6836 uint32 WeaponSpeed
= GetAttackTime(attType
);
6837 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6839 else if(chance
> 100.0f
)
6841 chance
= GetWeaponProcChance();
6844 if (roll_chance_f(chance
))
6845 CastSpell(Target
, spellInfo
->Id
, true, item
);
6848 // item combat enchantments
6849 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6851 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6852 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6853 if(!pEnchant
) continue;
6854 for (int s
=0;s
<3;s
++)
6856 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6859 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6862 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6866 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6867 if (roll_chance_f(chance
))
6869 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6870 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6872 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6878 void Player::_RemoveAllItemMods()
6880 sLog
.outDebug("_RemoveAllItemMods start.");
6882 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6886 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6890 // item set bonuses not dependent from item broken state
6892 RemoveItemsSetItem(this,proto
);
6894 if(m_items
[i
]->IsBroken())
6897 ApplyItemEquipSpell(m_items
[i
],false);
6898 ApplyEnchantment(m_items
[i
], false);
6902 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6906 if(m_items
[i
]->IsBroken())
6908 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6912 uint32 attacktype
= Player::GetAttackBySlot(i
);
6913 if(attacktype
< MAX_ATTACK
)
6914 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6916 _ApplyItemBonuses(proto
,i
, false);
6918 if( i
== EQUIPMENT_SLOT_RANGED
)
6919 _ApplyAmmoBonuses();
6923 sLog
.outDebug("_RemoveAllItemMods complete.");
6926 void Player::_ApplyAllItemMods()
6928 sLog
.outDebug("_ApplyAllItemMods start.");
6930 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6934 if(m_items
[i
]->IsBroken())
6937 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6941 uint32 attacktype
= Player::GetAttackBySlot(i
);
6942 if(attacktype
< MAX_ATTACK
)
6943 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6945 _ApplyItemBonuses(proto
,i
, true);
6947 if( i
== EQUIPMENT_SLOT_RANGED
)
6948 _ApplyAmmoBonuses();
6952 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6956 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6960 // item set bonuses not dependent from item broken state
6962 AddItemsSetItem(this,m_items
[i
]);
6964 if(m_items
[i
]->IsBroken())
6967 ApplyItemEquipSpell(m_items
[i
],true);
6968 ApplyEnchantment(m_items
[i
], true);
6972 sLog
.outDebug("_ApplyAllItemMods complete.");
6975 void Player::_ApplyAmmoBonuses()
6978 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
6982 float currentAmmoDPS
;
6984 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
6985 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
6986 currentAmmoDPS
= 0.0f
;
6988 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
6990 if(currentAmmoDPS
== GetAmmoDPS())
6993 m_ammoDPS
= currentAmmoDPS
;
6995 if(CanModifyStats())
6996 UpdateDamagePhysical(RANGED_ATTACK
);
6999 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7004 // check ranged weapon
7005 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7006 if(!weapon
|| weapon
->IsBroken() )
7009 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7010 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7013 // check ammo ws. weapon compatibility
7014 switch(weapon_proto
->SubClass
)
7016 case ITEM_SUBCLASS_WEAPON_BOW
:
7017 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7018 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7021 case ITEM_SUBCLASS_WEAPON_GUN
:
7022 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7032 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7033 Called by remove insignia spell effect */
7034 void Player::RemovedInsignia(Player
* looterPlr
)
7036 if (!GetBattleGroundId())
7039 // If not released spirit, do it !
7040 if(m_deathTimer
> 0)
7047 Corpse
*corpse
= GetCorpse();
7051 // We have to convert player corpse to bones, not to be able to resurrect there
7052 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7053 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7057 // Now we must make bones lootable, and send player loot
7058 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7060 // We store the level of our player in the gold field
7061 // We retrieve this information at Player::SendLoot()
7062 bones
->loot
.gold
= getLevel();
7063 bones
->lootRecipient
= looterPlr
;
7064 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7073 void Player::SendLootRelease( uint64 guid
)
7075 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7076 data
<< uint64(guid
) << uint8(1);
7077 SendDirectMessage( &data
);
7080 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7083 PermissionTypes permission
= ALL_PERMISSION
;
7085 sLog
.outDebug("Player::SendLoot");
7086 if (IS_GAMEOBJECT_GUID(guid
))
7088 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7090 ObjectAccessor::GetGameObject(*this, guid
);
7092 // not check distance for GO in case owned GO (fishing bobber case, for example)
7093 // And permit out of range GO with no owner in case fishing hole
7094 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7096 SendLootRelease(guid
);
7102 if(go
->getLootState() == GO_READY
)
7104 uint32 lootid
= go
->GetLootId();
7108 sLog
.outDebug(" if(lootid)");
7110 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7113 if(loot_type
== LOOT_FISHING
)
7114 go
->getFishLoot(loot
);
7116 go
->SetLootState(GO_ACTIVATED
);
7119 else if (IS_ITEM_GUID(guid
))
7121 Item
*item
= GetItemByGuid( guid
);
7125 SendLootRelease(guid
);
7129 if(loot_type
== LOOT_DISENCHANTING
)
7133 if(!item
->m_lootGenerated
)
7135 item
->m_lootGenerated
= true;
7137 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7140 else if(loot_type
== LOOT_PROSPECTING
)
7144 if(!item
->m_lootGenerated
)
7146 item
->m_lootGenerated
= true;
7148 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7155 if(!item
->m_lootGenerated
)
7157 item
->m_lootGenerated
= true;
7159 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7161 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7165 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7167 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7169 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7171 SendLootRelease(guid
);
7175 loot
= &bones
->loot
;
7177 if (!bones
->lootForBody
)
7179 bones
->lootForBody
= true;
7180 uint32 pLevel
= bones
->loot
.gold
;
7181 bones
->loot
.clear();
7182 // It may need a better formula
7183 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7184 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7187 if (bones
->lootRecipient
!= this)
7188 permission
= NONE_PERMISSION
;
7192 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7194 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7195 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7197 SendLootRelease(guid
);
7201 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7203 SendLootRelease(guid
);
7207 loot
= &creature
->loot
;
7209 if(loot_type
== LOOT_PICKPOCKETING
)
7211 if ( !creature
->lootForPickPocketed
)
7213 creature
->lootForPickPocketed
= true;
7216 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7217 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7219 // Generate extra money for pick pocket loot
7220 const uint32 a
= urand(0, creature
->getLevel()/2);
7221 const uint32 b
= urand(0, getLevel()/2);
7222 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7227 // the player whose group may loot the corpse
7228 Player
*recipient
= creature
->GetLootRecipient();
7231 creature
->SetLootRecipient(this);
7235 if (creature
->lootForPickPocketed
)
7237 creature
->lootForPickPocketed
= false;
7241 if(!creature
->lootForBody
)
7243 creature
->lootForBody
= true;
7246 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7247 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7249 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7251 if(Group
* group
= recipient
->GetGroup())
7253 group
->UpdateLooterGuid(creature
,true);
7255 switch (group
->GetLootMethod())
7258 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7259 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7261 case NEED_BEFORE_GREED
:
7262 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7265 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7273 // possible only if creature->lootForBody && loot->empty() at spell cast check
7274 if (loot_type
== LOOT_SKINNING
)
7277 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7279 // set group rights only for loot_type != LOOT_SKINNING
7282 if(Group
* group
= GetGroup())
7284 if( group
== recipient
->GetGroup() )
7286 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7287 permission
= ALL_PERMISSION
;
7288 else if(group
->GetLooterGuid() == GetGUID())
7290 if(group
->GetLootMethod() == MASTER_LOOT
)
7291 permission
= MASTER_PERMISSION
;
7293 permission
= ALL_PERMISSION
;
7296 permission
= GROUP_PERMISSION
;
7299 permission
= NONE_PERMISSION
;
7301 else if(recipient
== this)
7302 permission
= ALL_PERMISSION
;
7304 permission
= NONE_PERMISSION
;
7311 QuestItemList
*q_list
= 0;
7312 if (permission
!= NONE_PERMISSION
)
7314 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7315 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7316 if (itr
== lootPlayerQuestItems
.end())
7317 q_list
= loot
->FillQuestLoot(this);
7319 q_list
= itr
->second
;
7322 QuestItemList
*ffa_list
= 0;
7323 if (permission
!= NONE_PERMISSION
)
7325 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7326 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7327 if (itr
== lootPlayerFFAItems
.end())
7328 ffa_list
= loot
->FillFFALoot(this);
7330 ffa_list
= itr
->second
;
7333 QuestItemList
*conditional_list
= 0;
7334 if (permission
!= NONE_PERMISSION
)
7336 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7337 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7338 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7339 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7341 conditional_list
= itr
->second
;
7344 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7345 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
)
7346 loot_type
= LOOT_SKINNING
;
7348 if(loot_type
== LOOT_FISHINGHOLE
)
7349 loot_type
= LOOT_FISHING
;
7351 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7353 data
<< uint64(guid
);
7354 data
<< uint8(loot_type
);
7355 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7357 SendDirectMessage(&data
);
7359 // add 'this' player as one of the players that are looting 'loot'
7360 if (permission
!= NONE_PERMISSION
)
7361 loot
->AddLooter(GetGUID());
7363 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7364 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7367 void Player::SendNotifyLootMoneyRemoved()
7369 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7370 GetSession()->SendPacket( &data
);
7373 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7375 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7376 data
<< uint8(lootSlot
);
7377 GetSession()->SendPacket( &data
);
7380 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7382 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7385 GetSession()->SendPacket(&data
);
7388 void Player::SendInitWorldStates()
7390 // data depends on zoneid/mapid...
7391 BattleGround
* bg
= GetBattleGround();
7392 uint16 NumberOfFields
= 0;
7393 uint32 mapid
= GetMapId();
7394 uint32 zoneid
= GetZoneId();
7395 uint32 areaid
= GetAreaId();
7396 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7397 // may be exist better way to do this...
7420 NumberOfFields
= 81;
7423 NumberOfFields
= 14;
7427 NumberOfFields
= 38;
7430 NumberOfFields
= 22;
7433 NumberOfFields
= 36;
7436 NumberOfFields
= 35;
7447 NumberOfFields
= 10;
7451 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7452 data
<< uint32(mapid
); // mapid
7453 data
<< uint32(zoneid
); // zone id
7454 data
<< uint32(areaid
); // area id, new 2.1.0
7455 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7456 data
<< uint32(0x8d8) << uint32(0x0); // 1
7457 data
<< uint32(0x8d7) << uint32(0x0); // 2
7458 data
<< uint32(0x8d6) << uint32(0x0); // 3
7459 data
<< uint32(0x8d5) << uint32(0x0); // 4
7460 data
<< uint32(0x8d4) << uint32(0x0); // 5
7461 data
<< uint32(0x8d3) << uint32(0x0); // 6
7462 if(mapid
== 530) // Outland
7464 data
<< uint32(0x9bf) << uint32(0x0); // 7
7465 data
<< uint32(0x9bd) << uint32(0xF); // 8
7466 data
<< uint32(0x9bb) << uint32(0xF); // 9
7481 data
<< uint32(0x7ae) << uint32(0x1); // 7
7482 data
<< uint32(0x532) << uint32(0x1); // 8
7483 data
<< uint32(0x531) << uint32(0x0); // 9
7484 data
<< uint32(0x52e) << uint32(0x0); // 10
7485 data
<< uint32(0x571) << uint32(0x0); // 11
7486 data
<< uint32(0x570) << uint32(0x0); // 12
7487 data
<< uint32(0x567) << uint32(0x1); // 13
7488 data
<< uint32(0x566) << uint32(0x1); // 14
7489 data
<< uint32(0x550) << uint32(0x1); // 15
7490 data
<< uint32(0x544) << uint32(0x0); // 16
7491 data
<< uint32(0x536) << uint32(0x0); // 17
7492 data
<< uint32(0x535) << uint32(0x1); // 18
7493 data
<< uint32(0x518) << uint32(0x0); // 19
7494 data
<< uint32(0x517) << uint32(0x0); // 20
7495 data
<< uint32(0x574) << uint32(0x0); // 21
7496 data
<< uint32(0x573) << uint32(0x0); // 22
7497 data
<< uint32(0x572) << uint32(0x0); // 23
7498 data
<< uint32(0x56f) << uint32(0x0); // 24
7499 data
<< uint32(0x56e) << uint32(0x0); // 25
7500 data
<< uint32(0x56d) << uint32(0x0); // 26
7501 data
<< uint32(0x56c) << uint32(0x0); // 27
7502 data
<< uint32(0x56b) << uint32(0x0); // 28
7503 data
<< uint32(0x56a) << uint32(0x1); // 29
7504 data
<< uint32(0x569) << uint32(0x1); // 30
7505 data
<< uint32(0x568) << uint32(0x1); // 13
7506 data
<< uint32(0x565) << uint32(0x0); // 32
7507 data
<< uint32(0x564) << uint32(0x0); // 33
7508 data
<< uint32(0x563) << uint32(0x0); // 34
7509 data
<< uint32(0x562) << uint32(0x0); // 35
7510 data
<< uint32(0x561) << uint32(0x0); // 36
7511 data
<< uint32(0x560) << uint32(0x0); // 37
7512 data
<< uint32(0x55f) << uint32(0x0); // 38
7513 data
<< uint32(0x55e) << uint32(0x0); // 39
7514 data
<< uint32(0x55d) << uint32(0x0); // 40
7515 data
<< uint32(0x3c6) << uint32(0x4); // 41
7516 data
<< uint32(0x3c4) << uint32(0x6); // 42
7517 data
<< uint32(0x3c2) << uint32(0x4); // 43
7518 data
<< uint32(0x516) << uint32(0x1); // 44
7519 data
<< uint32(0x515) << uint32(0x0); // 45
7520 data
<< uint32(0x3b6) << uint32(0x6); // 46
7521 data
<< uint32(0x55c) << uint32(0x0); // 47
7522 data
<< uint32(0x55b) << uint32(0x0); // 48
7523 data
<< uint32(0x55a) << uint32(0x0); // 49
7524 data
<< uint32(0x559) << uint32(0x0); // 50
7525 data
<< uint32(0x558) << uint32(0x0); // 51
7526 data
<< uint32(0x557) << uint32(0x0); // 52
7527 data
<< uint32(0x556) << uint32(0x0); // 53
7528 data
<< uint32(0x555) << uint32(0x0); // 54
7529 data
<< uint32(0x554) << uint32(0x1); // 55
7530 data
<< uint32(0x553) << uint32(0x1); // 56
7531 data
<< uint32(0x552) << uint32(0x1); // 57
7532 data
<< uint32(0x551) << uint32(0x1); // 58
7533 data
<< uint32(0x54f) << uint32(0x0); // 59
7534 data
<< uint32(0x54e) << uint32(0x0); // 60
7535 data
<< uint32(0x54d) << uint32(0x1); // 61
7536 data
<< uint32(0x54c) << uint32(0x0); // 62
7537 data
<< uint32(0x54b) << uint32(0x0); // 63
7538 data
<< uint32(0x545) << uint32(0x0); // 64
7539 data
<< uint32(0x543) << uint32(0x1); // 65
7540 data
<< uint32(0x542) << uint32(0x0); // 66
7541 data
<< uint32(0x540) << uint32(0x0); // 67
7542 data
<< uint32(0x53f) << uint32(0x0); // 68
7543 data
<< uint32(0x53e) << uint32(0x0); // 69
7544 data
<< uint32(0x53d) << uint32(0x0); // 70
7545 data
<< uint32(0x53c) << uint32(0x0); // 71
7546 data
<< uint32(0x53b) << uint32(0x0); // 72
7547 data
<< uint32(0x53a) << uint32(0x1); // 73
7548 data
<< uint32(0x539) << uint32(0x0); // 74
7549 data
<< uint32(0x538) << uint32(0x0); // 75
7550 data
<< uint32(0x537) << uint32(0x0); // 76
7551 data
<< uint32(0x534) << uint32(0x0); // 77
7552 data
<< uint32(0x533) << uint32(0x0); // 78
7553 data
<< uint32(0x530) << uint32(0x0); // 79
7554 data
<< uint32(0x52f) << uint32(0x0); // 80
7555 data
<< uint32(0x52d) << uint32(0x1); // 81
7558 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7559 bg
->FillInitialWorldStates(data
);
7562 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7563 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7564 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7565 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7566 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7567 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7568 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7569 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7573 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7574 bg
->FillInitialWorldStates(data
);
7577 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7578 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7579 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7580 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7581 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7582 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7583 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7584 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7585 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7586 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7587 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7588 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7589 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7590 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7591 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7592 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7593 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7594 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7595 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7596 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7597 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7598 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7599 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7600 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7601 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7602 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7603 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7604 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7605 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7606 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7607 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7608 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7612 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7613 bg
->FillInitialWorldStates(data
);
7616 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7617 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7618 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7619 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7620 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7621 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7622 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7623 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7624 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7625 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7626 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7627 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7628 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7629 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7630 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7631 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7632 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7633 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7634 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7635 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7636 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7637 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7638 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7639 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7640 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7641 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7642 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7643 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7644 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7645 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7646 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7647 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7648 // and some more ... unknown
7651 case 3483: // Hellfire Peninsula
7652 data
<< uint32(0x9ba) << uint32(0x1); // 10
7653 data
<< uint32(0x9b9) << uint32(0x1); // 11
7654 data
<< uint32(0x9b5) << uint32(0x0); // 12
7655 data
<< uint32(0x9b4) << uint32(0x1); // 13
7656 data
<< uint32(0x9b3) << uint32(0x0); // 14
7657 data
<< uint32(0x9b2) << uint32(0x0); // 15
7658 data
<< uint32(0x9b1) << uint32(0x1); // 16
7659 data
<< uint32(0x9b0) << uint32(0x0); // 17
7660 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7661 data
<< uint32(0x9ac) << uint32(0x0); // 19
7662 data
<< uint32(0x9a8) << uint32(0x0); // 20
7663 data
<< uint32(0x9a7) << uint32(0x0); // 21
7664 data
<< uint32(0x9a6) << uint32(0x1); // 22
7666 case 3519: // Terokkar Forest
7667 data
<< uint32(0xa41) << uint32(0x0); // 10
7668 data
<< uint32(0xa40) << uint32(0x14); // 11
7669 data
<< uint32(0xa3f) << uint32(0x0); // 12
7670 data
<< uint32(0xa3e) << uint32(0x0); // 13
7671 data
<< uint32(0xa3d) << uint32(0x5); // 14
7672 data
<< uint32(0xa3c) << uint32(0x0); // 15
7673 data
<< uint32(0xa87) << uint32(0x0); // 16
7674 data
<< uint32(0xa86) << uint32(0x0); // 17
7675 data
<< uint32(0xa85) << uint32(0x0); // 18
7676 data
<< uint32(0xa84) << uint32(0x0); // 19
7677 data
<< uint32(0xa83) << uint32(0x0); // 20
7678 data
<< uint32(0xa82) << uint32(0x0); // 21
7679 data
<< uint32(0xa81) << uint32(0x0); // 22
7680 data
<< uint32(0xa80) << uint32(0x0); // 23
7681 data
<< uint32(0xa7e) << uint32(0x0); // 24
7682 data
<< uint32(0xa7d) << uint32(0x0); // 25
7683 data
<< uint32(0xa7c) << uint32(0x0); // 26
7684 data
<< uint32(0xa7b) << uint32(0x0); // 27
7685 data
<< uint32(0xa7a) << uint32(0x0); // 28
7686 data
<< uint32(0xa79) << uint32(0x0); // 29
7687 data
<< uint32(0x9d0) << uint32(0x5); // 30
7688 data
<< uint32(0x9ce) << uint32(0x0); // 31
7689 data
<< uint32(0x9cd) << uint32(0x0); // 32
7690 data
<< uint32(0x9cc) << uint32(0x0); // 33
7691 data
<< uint32(0xa88) << uint32(0x0); // 34
7692 data
<< uint32(0xad0) << uint32(0x0); // 35
7693 data
<< uint32(0xacf) << uint32(0x1); // 36
7695 case 3521: // Zangarmarsh
7696 data
<< uint32(0x9e1) << uint32(0x0); // 10
7697 data
<< uint32(0x9e0) << uint32(0x0); // 11
7698 data
<< uint32(0x9df) << uint32(0x0); // 12
7699 data
<< uint32(0xa5d) << uint32(0x1); // 13
7700 data
<< uint32(0xa5c) << uint32(0x0); // 14
7701 data
<< uint32(0xa5b) << uint32(0x1); // 15
7702 data
<< uint32(0xa5a) << uint32(0x0); // 16
7703 data
<< uint32(0xa59) << uint32(0x1); // 17
7704 data
<< uint32(0xa58) << uint32(0x0); // 18
7705 data
<< uint32(0xa57) << uint32(0x0); // 19
7706 data
<< uint32(0xa56) << uint32(0x0); // 20
7707 data
<< uint32(0xa55) << uint32(0x1); // 21
7708 data
<< uint32(0xa54) << uint32(0x0); // 22
7709 data
<< uint32(0x9e7) << uint32(0x0); // 23
7710 data
<< uint32(0x9e6) << uint32(0x0); // 24
7711 data
<< uint32(0x9e5) << uint32(0x0); // 25
7712 data
<< uint32(0xa00) << uint32(0x0); // 26
7713 data
<< uint32(0x9ff) << uint32(0x1); // 27
7714 data
<< uint32(0x9fe) << uint32(0x0); // 28
7715 data
<< uint32(0x9fd) << uint32(0x0); // 29
7716 data
<< uint32(0x9fc) << uint32(0x1); // 30
7717 data
<< uint32(0x9fb) << uint32(0x0); // 31
7718 data
<< uint32(0xa62) << uint32(0x0); // 32
7719 data
<< uint32(0xa61) << uint32(0x1); // 33
7720 data
<< uint32(0xa60) << uint32(0x1); // 34
7721 data
<< uint32(0xa5f) << uint32(0x0); // 35
7723 case 3698: // Nagrand Arena
7724 data
<< uint32(0xa0f) << uint32(0x0); // 7
7725 data
<< uint32(0xa10) << uint32(0x0); // 8
7726 data
<< uint32(0xa11) << uint32(0x0); // 9
7728 case 3702: // Blade's Edge Arena
7729 data
<< uint32(0x9f0) << uint32(0x0); // 7
7730 data
<< uint32(0x9f1) << uint32(0x0); // 8
7731 data
<< uint32(0x9f3) << uint32(0x0); // 9
7733 case 3968: // Ruins of Lordaeron
7734 data
<< uint32(0xbb8) << uint32(0x0); // 7
7735 data
<< uint32(0xbb9) << uint32(0x0); // 8
7736 data
<< uint32(0xbba) << uint32(0x0); // 9
7738 case 3703: // Shattrath City
7741 data
<< uint32(0x914) << uint32(0x0); // 7
7742 data
<< uint32(0x913) << uint32(0x0); // 8
7743 data
<< uint32(0x912) << uint32(0x0); // 9
7744 data
<< uint32(0x915) << uint32(0x0); // 10
7747 GetSession()->SendPacket(&data
);
7750 uint32
Player::GetXPRestBonus(uint32 xp
)
7752 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7754 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7757 SetRestBonus( GetRestBonus() - rested_bonus
);
7759 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7760 return rested_bonus
;
7763 void Player::SetBindPoint(uint64 guid
)
7765 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7766 data
<< uint64(guid
);
7767 GetSession()->SendPacket( &data
);
7770 void Player::SendTalentWipeConfirm(uint64 guid
)
7772 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7773 data
<< uint64(guid
);
7774 data
<< uint32(resetTalentsCost());
7775 GetSession()->SendPacket( &data
);
7778 void Player::SendPetSkillWipeConfirm()
7780 Pet
* pet
= GetPet();
7783 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7784 data
<< pet
->GetGUID();
7785 data
<< uint32(pet
->resetTalentsCost());
7786 GetSession()->SendPacket( &data
);
7789 /*********************************************************/
7790 /*** STORAGE SYSTEM ***/
7791 /*********************************************************/
7793 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7798 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7800 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7804 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7805 else if(charges
<= 1)
7807 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7808 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7813 void Player::SetSheath( uint32 sheathed
)
7817 case SHEATH_STATE_UNARMED
: // no prepared weapon
7818 SetVirtualItemSlot(0,NULL
);
7819 SetVirtualItemSlot(1,NULL
);
7820 SetVirtualItemSlot(2,NULL
);
7822 case SHEATH_STATE_MELEE
: // prepared melee weapon
7824 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7825 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7826 SetVirtualItemSlot(2,NULL
);
7828 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7829 SetVirtualItemSlot(0,NULL
);
7830 SetVirtualItemSlot(1,NULL
);
7831 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7834 SetVirtualItemSlot(0,NULL
);
7835 SetVirtualItemSlot(1,NULL
);
7836 SetVirtualItemSlot(2,NULL
);
7839 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7842 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7844 uint8 pClass
= getClass();
7847 slots
[0] = NULL_SLOT
;
7848 slots
[1] = NULL_SLOT
;
7849 slots
[2] = NULL_SLOT
;
7850 slots
[3] = NULL_SLOT
;
7851 switch( proto
->InventoryType
)
7854 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7857 slots
[0] = EQUIPMENT_SLOT_NECK
;
7859 case INVTYPE_SHOULDERS
:
7860 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7863 slots
[0] = EQUIPMENT_SLOT_BODY
;
7866 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7869 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7872 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7875 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7878 slots
[0] = EQUIPMENT_SLOT_FEET
;
7880 case INVTYPE_WRISTS
:
7881 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7884 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7886 case INVTYPE_FINGER
:
7887 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7888 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7890 case INVTYPE_TRINKET
:
7891 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7892 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7895 slots
[0] = EQUIPMENT_SLOT_BACK
;
7897 case INVTYPE_WEAPON
:
7899 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7901 // suggest offhand slot only if know dual wielding
7902 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7904 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7906 case INVTYPE_SHIELD
:
7907 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7909 case INVTYPE_RANGED
:
7910 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7912 case INVTYPE_2HWEAPON
:
7913 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7915 case INVTYPE_TABARD
:
7916 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7918 case INVTYPE_WEAPONMAINHAND
:
7919 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7921 case INVTYPE_WEAPONOFFHAND
:
7922 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7924 case INVTYPE_HOLDABLE
:
7925 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7927 case INVTYPE_THROWN
:
7928 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7930 case INVTYPE_RANGEDRIGHT
:
7931 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7934 slots
[0] = INVENTORY_SLOT_BAG_1
;
7935 slots
[1] = INVENTORY_SLOT_BAG_2
;
7936 slots
[2] = INVENTORY_SLOT_BAG_3
;
7937 slots
[3] = INVENTORY_SLOT_BAG_4
;
7941 switch(proto
->SubClass
)
7943 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7944 if (pClass
== CLASS_PALADIN
)
7945 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7947 case ITEM_SUBCLASS_ARMOR_IDOL
:
7948 if (pClass
== CLASS_DRUID
)
7949 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7951 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7952 if (pClass
== CLASS_SHAMAN
)
7953 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7955 case ITEM_SUBCLASS_ARMOR_MISC
:
7956 if (pClass
== CLASS_WARLOCK
)
7957 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7966 if( slot
!= NULL_SLOT
)
7968 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7970 for (int i
= 0; i
< 4; i
++)
7972 if ( slots
[i
] == slot
)
7979 // search free slot at first
7980 for (int i
= 0; i
< 4; i
++)
7982 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7984 // in case 2hand equipped weapon offhand slot empty but not free
7985 if(slots
[i
]==EQUIPMENT_SLOT_OFFHAND
)
7987 Item
* mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
7988 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
7996 // if not found free and can swap return first appropriate from used
7997 for (int i
= 0; i
< 4; i
++)
7999 if ( slots
[i
] != NULL_SLOT
&& swap
)
8008 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8011 uint32 tempcount
= 0;
8013 uint8 res
= EQUIP_ERR_OK
;
8015 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8017 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8018 if( pItem
&& pItem
->GetEntry() == item
)
8020 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8021 if(ires
==EQUIP_ERR_OK
)
8023 tempcount
+= pItem
->GetCount();
8024 if( tempcount
>= count
)
8025 return EQUIP_ERR_OK
;
8031 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8033 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8034 if( pItem
&& pItem
->GetEntry() == item
)
8036 tempcount
+= pItem
->GetCount();
8037 if( tempcount
>= count
)
8038 return EQUIP_ERR_OK
;
8041 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8043 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8044 if( pItem
&& pItem
->GetEntry() == item
)
8046 tempcount
+= pItem
->GetCount();
8047 if( tempcount
>= count
)
8048 return EQUIP_ERR_OK
;
8052 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8054 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8057 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8059 pItem
= GetItemByPos( i
, j
);
8060 if( pItem
&& pItem
->GetEntry() == item
)
8062 tempcount
+= pItem
->GetCount();
8063 if( tempcount
>= count
)
8064 return EQUIP_ERR_OK
;
8070 // not found req. item count and have unequippable items
8074 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8077 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8079 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8080 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8081 count
+= pItem
->GetCount();
8083 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8085 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8086 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8087 count
+= pItem
->GetCount();
8089 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8091 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8093 count
+= pBag
->GetItemCount(item
,skipItem
);
8096 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8098 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8100 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8101 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8102 count
+= pItem
->GetGemCountWithID(item
);
8108 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8110 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8111 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8112 count
+= pItem
->GetCount();
8114 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8116 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8118 count
+= pBag
->GetItemCount(item
,skipItem
);
8121 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8123 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8125 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8126 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8127 count
+= pItem
->GetGemCountWithID(item
);
8135 Item
* Player::GetItemByGuid( uint64 guid
) const
8137 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8139 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8140 if( pItem
&& pItem
->GetGUID() == guid
)
8143 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8145 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8146 if( pItem
&& pItem
->GetGUID() == guid
)
8150 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8152 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8155 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8157 Item
* pItem
= pBag
->GetItemByPos( j
);
8158 if( pItem
&& pItem
->GetGUID() == guid
)
8163 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8165 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8168 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8170 Item
* pItem
= pBag
->GetItemByPos( j
);
8171 if( pItem
&& pItem
->GetGUID() == guid
)
8180 Item
* Player::GetItemByPos( uint16 pos
) const
8182 uint8 bag
= pos
>> 8;
8183 uint8 slot
= pos
& 255;
8184 return GetItemByPos( bag
, slot
);
8187 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8189 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8190 return m_items
[slot
];
8191 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8192 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8194 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8196 return pBag
->GetItemByPos(slot
);
8201 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8206 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8207 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8208 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8209 default: return NULL
;
8212 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8213 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8219 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8225 Item
* Player::GetShield(bool useable
) const
8227 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8228 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8234 if( item
->IsBroken())
8240 uint32
Player::GetAttackBySlot( uint8 slot
)
8244 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8245 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8246 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8247 default: return MAX_ATTACK
;
8251 bool Player::HasBankBagSlot( uint8 slot
) const
8253 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8254 if( slot
< maxslot
)
8259 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8261 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8263 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8265 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8267 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8272 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8274 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8276 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8281 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8283 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8285 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8287 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8292 bool Player::IsBagPos( uint16 pos
)
8294 uint8 bag
= pos
>> 8;
8295 uint8 slot
= pos
& 255;
8296 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8298 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8303 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8309 if (bag
== INVENTORY_SLOT_BAG_0
)
8311 // any post selected
8312 if (slot
== NULL_SLOT
)
8316 if (slot
< EQUIPMENT_SLOT_END
)
8320 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8324 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8328 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8332 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8336 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8342 // bag content slots
8343 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8345 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8349 // any post selected
8350 if (slot
== NULL_SLOT
)
8353 return slot
< pBag
->GetBagSize();
8356 // bank bag content slots
8357 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8359 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8363 // any post selected
8364 if (slot
== NULL_SLOT
)
8367 return slot
< pBag
->GetBagSize();
8375 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8377 uint32 tempcount
= 0;
8378 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8380 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8381 if( pItem
&& pItem
->GetEntry() == item
)
8383 tempcount
+= pItem
->GetCount();
8384 if( tempcount
>= count
)
8388 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8390 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8391 if( pItem
&& pItem
->GetEntry() == item
)
8393 tempcount
+= pItem
->GetCount();
8394 if( tempcount
>= count
)
8398 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8400 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8402 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8404 Item
* pItem
= GetItemByPos( i
, j
);
8405 if( pItem
&& pItem
->GetEntry() == item
)
8407 tempcount
+= pItem
->GetCount();
8408 if( tempcount
>= count
)
8417 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8419 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8420 if( pItem
&& pItem
->GetEntry() == item
)
8422 tempcount
+= pItem
->GetCount();
8423 if( tempcount
>= count
)
8427 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8429 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8431 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8433 Item
* pItem
= GetItemByPos( i
, j
);
8434 if( pItem
&& pItem
->GetEntry() == item
)
8436 tempcount
+= pItem
->GetCount();
8437 if( tempcount
>= count
)
8448 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8451 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8453 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8454 if( pItem
&& pItem
->GetEntry() == item
)
8458 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8459 if (pProto
&& pProto
->GemProperties
)
8461 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8463 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8464 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8466 if (pItem
->GetGemCountWithID(item
) > 0 )
8475 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8477 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8481 *no_space_count
= count
;
8482 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8486 if(pProto
->MaxCount
== 0)
8487 return EQUIP_ERR_OK
;
8489 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8491 if( curcount
+ count
> pProto
->MaxCount
)
8494 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8495 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8498 return EQUIP_ERR_OK
;
8501 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8504 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8506 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8507 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8510 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8512 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8513 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8516 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8518 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8520 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8522 pItem
= GetItemByPos( i
, j
);
8523 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8531 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8533 Item
* pItem2
= GetItemByPos( bag
, slot
);
8535 // ignore move item (this slot will be empty at move)
8536 if(pItem2
==pSrcItem
)
8541 // empty specific slot - check item fit to slot
8542 if( !pItem2
|| swap
)
8544 if( bag
== INVENTORY_SLOT_BAG_0
)
8547 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8548 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8551 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
))
8552 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8554 // currencytoken case
8555 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8556 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8559 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
))
8560 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8563 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8564 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8568 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8570 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8572 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8574 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8576 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8577 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8580 // non empty stack with space
8581 need_space
= pProto
->Stackable
;
8583 // non empty slot, check item type
8587 if(pItem2
->GetEntry() != pProto
->ItemId
)
8588 return EQUIP_ERR_ITEM_CANT_STACK
;
8591 if(pItem2
->GetCount() >= pProto
->Stackable
)
8592 return EQUIP_ERR_ITEM_CANT_STACK
;
8594 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8597 if(need_space
> count
)
8600 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8601 if(!newPosition
.isContainedIn(dest
))
8603 dest
.push_back(newPosition
);
8604 count
-= need_space
;
8606 return EQUIP_ERR_OK
;
8609 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
8611 // skip specific bag already processed in first called _CanStoreItem_InBag
8613 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8615 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8617 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8619 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8621 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8623 // specialized bag mode or non-specilized
8624 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8625 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8627 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8628 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8630 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8632 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8636 Item
* pItem2
= GetItemByPos( bag
, j
);
8638 // ignore move item (this slot will be empty at move)
8639 if(pItem2
==pSrcItem
)
8642 // if merge skip empty, if !merge skip non-empty
8643 if((pItem2
!=NULL
)!=merge
)
8648 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8650 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8651 if(need_space
> count
)
8654 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8655 if(!newPosition
.isContainedIn(dest
))
8657 dest
.push_back(newPosition
);
8658 count
-= need_space
;
8661 return EQUIP_ERR_OK
;
8667 uint32 need_space
= pProto
->Stackable
;
8668 if(need_space
> count
)
8671 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8672 if(!newPosition
.isContainedIn(dest
))
8674 dest
.push_back(newPosition
);
8675 count
-= need_space
;
8678 return EQUIP_ERR_OK
;
8682 return EQUIP_ERR_OK
;
8685 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
8687 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8689 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8690 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8693 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8695 // ignore move item (this slot will be empty at move)
8696 if(pItem2
==pSrcItem
)
8699 // if merge skip empty, if !merge skip non-empty
8700 if((pItem2
!=NULL
)!=merge
)
8705 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8707 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8708 if(need_space
> count
)
8710 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8711 if(!newPosition
.isContainedIn(dest
))
8713 dest
.push_back(newPosition
);
8714 count
-= need_space
;
8717 return EQUIP_ERR_OK
;
8723 uint32 need_space
= pProto
->Stackable
;
8724 if(need_space
> count
)
8727 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8728 if(!newPosition
.isContainedIn(dest
))
8730 dest
.push_back(newPosition
);
8731 count
-= need_space
;
8734 return EQUIP_ERR_OK
;
8738 return EQUIP_ERR_OK
;
8741 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8743 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8745 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8749 *no_space_count
= count
;
8750 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8753 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8756 *no_space_count
= count
;
8757 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8760 // check count of items (skip for auto move for same player from bank)
8761 uint32 no_similar_count
= 0; // can't store this amount similar items
8762 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8763 if(res
!=EQUIP_ERR_OK
)
8765 if(count
==no_similar_count
)
8768 *no_space_count
= no_similar_count
;
8771 count
-= no_similar_count
;
8775 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8777 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8778 if(res
!=EQUIP_ERR_OK
)
8781 *no_space_count
= count
+ no_similar_count
;
8787 if(no_similar_count
==0)
8788 return EQUIP_ERR_OK
;
8791 *no_space_count
= count
+ no_similar_count
;
8792 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8796 // not specific slot or have space for partly store only in specific slot
8799 if( bag
!= NULL_BAG
)
8801 // search stack in bag for merge to
8802 if( pProto
->Stackable
> 1 )
8804 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8806 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8807 if(res
!=EQUIP_ERR_OK
)
8810 *no_space_count
= count
+ no_similar_count
;
8816 if(no_similar_count
==0)
8817 return EQUIP_ERR_OK
;
8820 *no_space_count
= count
+ no_similar_count
;
8821 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8824 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8825 if(res
!=EQUIP_ERR_OK
)
8828 *no_space_count
= count
+ no_similar_count
;
8834 if(no_similar_count
==0)
8835 return EQUIP_ERR_OK
;
8838 *no_space_count
= count
+ no_similar_count
;
8839 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8842 else // equipped bag
8844 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8845 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8846 if(res
!=EQUIP_ERR_OK
)
8847 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8849 if(res
!=EQUIP_ERR_OK
)
8852 *no_space_count
= count
+ no_similar_count
;
8858 if(no_similar_count
==0)
8859 return EQUIP_ERR_OK
;
8862 *no_space_count
= count
+ no_similar_count
;
8863 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8868 // search free slot in bag for place to
8869 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8871 // search free slot - keyring case
8872 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8874 uint32 keyringSize
= GetMaxKeyringSize();
8875 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8876 if(res
!=EQUIP_ERR_OK
)
8879 *no_space_count
= count
+ no_similar_count
;
8885 if(no_similar_count
==0)
8886 return EQUIP_ERR_OK
;
8889 *no_space_count
= count
+ no_similar_count
;
8890 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8893 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
8895 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8896 if(res
!=EQUIP_ERR_OK
)
8899 *no_space_count
= count
+ no_similar_count
;
8905 if(no_similar_count
==0)
8906 return EQUIP_ERR_OK
;
8909 *no_space_count
= count
+ no_similar_count
;
8910 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8913 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
8915 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8916 if(res
!=EQUIP_ERR_OK
)
8919 *no_space_count
= count
+ no_similar_count
;
8925 if(no_similar_count
==0)
8926 return EQUIP_ERR_OK
;
8929 *no_space_count
= count
+ no_similar_count
;
8930 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8933 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
8935 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8936 if(res
!=EQUIP_ERR_OK
)
8939 *no_space_count
= count
+ no_similar_count
;
8945 if(no_similar_count
==0)
8946 return EQUIP_ERR_OK
;
8949 *no_space_count
= count
+ no_similar_count
;
8950 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8954 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8955 if(res
!=EQUIP_ERR_OK
)
8958 *no_space_count
= count
+ no_similar_count
;
8964 if(no_similar_count
==0)
8965 return EQUIP_ERR_OK
;
8968 *no_space_count
= count
+ no_similar_count
;
8969 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8972 else // equipped bag
8974 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8975 if(res
!=EQUIP_ERR_OK
)
8976 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8978 if(res
!=EQUIP_ERR_OK
)
8981 *no_space_count
= count
+ no_similar_count
;
8987 if(no_similar_count
==0)
8988 return EQUIP_ERR_OK
;
8991 *no_space_count
= count
+ no_similar_count
;
8992 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8997 // not specific bag or have space for partly store only in specific bag
8999 // search stack for merge to
9000 if( pProto
->Stackable
> 1 )
9002 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9003 if(res
!=EQUIP_ERR_OK
)
9006 *no_space_count
= count
+ no_similar_count
;
9012 if(no_similar_count
==0)
9013 return EQUIP_ERR_OK
;
9016 *no_space_count
= count
+ no_similar_count
;
9017 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9020 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9021 if(res
!=EQUIP_ERR_OK
)
9024 *no_space_count
= count
+ no_similar_count
;
9030 if(no_similar_count
==0)
9031 return EQUIP_ERR_OK
;
9034 *no_space_count
= count
+ no_similar_count
;
9035 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9038 if( pProto
->BagFamily
)
9040 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9042 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9043 if(res
!=EQUIP_ERR_OK
)
9048 if(no_similar_count
==0)
9049 return EQUIP_ERR_OK
;
9052 *no_space_count
= count
+ no_similar_count
;
9053 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9058 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9060 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9061 if(res
!=EQUIP_ERR_OK
)
9066 if(no_similar_count
==0)
9067 return EQUIP_ERR_OK
;
9070 *no_space_count
= count
+ no_similar_count
;
9071 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9076 // search free slot - special bag case
9077 if( pProto
->BagFamily
)
9079 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9081 uint32 keyringSize
= GetMaxKeyringSize();
9082 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9083 if(res
!=EQUIP_ERR_OK
)
9086 *no_space_count
= count
+ no_similar_count
;
9092 if(no_similar_count
==0)
9093 return EQUIP_ERR_OK
;
9096 *no_space_count
= count
+ no_similar_count
;
9097 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9100 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9102 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9103 if(res
!=EQUIP_ERR_OK
)
9106 *no_space_count
= count
+ no_similar_count
;
9112 if(no_similar_count
==0)
9113 return EQUIP_ERR_OK
;
9116 *no_space_count
= count
+ no_similar_count
;
9117 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9120 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9122 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9123 if(res
!=EQUIP_ERR_OK
)
9126 *no_space_count
= count
+ no_similar_count
;
9132 if(no_similar_count
==0)
9133 return EQUIP_ERR_OK
;
9136 *no_space_count
= count
+ no_similar_count
;
9137 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9140 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9142 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9143 if(res
!=EQUIP_ERR_OK
)
9146 *no_space_count
= count
+ no_similar_count
;
9152 if(no_similar_count
==0)
9153 return EQUIP_ERR_OK
;
9156 *no_space_count
= count
+ no_similar_count
;
9157 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9161 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9163 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9164 if(res
!=EQUIP_ERR_OK
)
9169 if(no_similar_count
==0)
9170 return EQUIP_ERR_OK
;
9173 *no_space_count
= count
+ no_similar_count
;
9174 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9180 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9181 if(res
!=EQUIP_ERR_OK
)
9184 *no_space_count
= count
+ no_similar_count
;
9190 if(no_similar_count
==0)
9191 return EQUIP_ERR_OK
;
9194 *no_space_count
= count
+ no_similar_count
;
9195 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9198 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9200 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9201 if(res
!=EQUIP_ERR_OK
)
9206 if(no_similar_count
==0)
9207 return EQUIP_ERR_OK
;
9210 *no_space_count
= count
+ no_similar_count
;
9211 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9216 *no_space_count
= count
+ no_similar_count
;
9218 return EQUIP_ERR_INVENTORY_FULL
;
9221 //////////////////////////////////////////////////////////////////////////
9222 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9227 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9228 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9229 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9230 int inv_pets
[VANITYPET_SLOT_END
-VANITYPET_SLOT_START
];
9231 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9232 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9234 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9235 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9236 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9237 memset(inv_pets
,0,sizeof(int)*(VANITYPET_SLOT_END
-VANITYPET_SLOT_START
));
9238 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9239 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9241 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9243 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9245 if (pItem2
&& !pItem2
->IsInTrade())
9247 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9251 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9253 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9255 if (pItem2
&& !pItem2
->IsInTrade())
9257 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9261 for(int i
= VANITYPET_SLOT_START
; i
< VANITYPET_SLOT_END
; i
++)
9263 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9265 if (pItem2
&& !pItem2
->IsInTrade())
9267 inv_pets
[i
-VANITYPET_SLOT_START
] = pItem2
->GetCount();
9271 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9273 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9275 if (pItem2
&& !pItem2
->IsInTrade())
9277 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9281 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9283 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9285 if (pItem2
&& !pItem2
->IsInTrade())
9287 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9291 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9293 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9295 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9297 pItem2
= GetItemByPos( i
, j
);
9298 if (pItem2
&& !pItem2
->IsInTrade())
9300 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9306 // check free space for all items
9307 for (int k
=0;k
<count
;k
++)
9309 Item
*pItem
= pItems
[k
];
9312 if (!pItem
) continue;
9314 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9315 ItemPrototype
const *pProto
= pItem
->GetProto();
9319 return EQUIP_ERR_ITEM_NOT_FOUND
;
9322 if(pItem
->IsBindedNotWith(GetGUID()))
9323 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9326 ItemPrototype
const *pBagProto
;
9328 // item is 'one item only'
9329 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9330 if(res
!= EQUIP_ERR_OK
)
9333 // search stack for merge to
9334 if( pProto
->Stackable
> 1 )
9336 bool b_found
= false;
9338 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9340 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9341 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9343 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9348 if (b_found
) continue;
9350 for(int t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; t
++)
9352 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9353 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_pets
[t
-VANITYPET_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9355 inv_pets
[t
-VANITYPET_SLOT_START
] += pItem
->GetCount();
9360 if (b_found
) continue;
9362 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9364 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9365 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9367 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9372 if (b_found
) continue;
9374 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9376 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9377 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9379 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9384 if (b_found
) continue;
9386 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9388 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9389 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9391 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9396 if (b_found
) continue;
9398 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9400 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9403 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9405 pItem2
= GetItemByPos( t
, j
);
9406 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9408 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9415 if (b_found
) continue;
9419 if( pProto
->BagFamily
)
9421 bool b_found
= false;
9422 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9424 uint32 keyringSize
= GetMaxKeyringSize();
9425 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9427 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9429 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9436 if (b_found
) continue;
9438 if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9440 for(uint32 t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; ++t
)
9442 if( inv_pets
[t
-VANITYPET_SLOT_START
] == 0 )
9444 inv_pets
[t
-VANITYPET_SLOT_START
] = 1;
9451 if (b_found
) continue;
9453 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9455 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9457 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9459 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9466 if (b_found
) continue;
9468 if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9470 for(uint32 t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; ++t
)
9472 if( inv_quests
[t
-QUESTBAG_SLOT_START
] == 0 )
9474 inv_quests
[t
-QUESTBAG_SLOT_START
] = 1;
9481 if (b_found
) continue;
9483 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9485 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9488 pBagProto
= pBag
->GetProto();
9490 // not plain container check
9491 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9492 ItemCanGoIntoBag(pProto
,pBagProto
) )
9494 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9496 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9498 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9506 if (b_found
) continue;
9510 bool b_found
= false;
9511 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9513 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9515 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9520 if (b_found
) continue;
9522 // search free slot in bags
9523 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9525 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9528 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9530 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9532 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9540 // no free slot found?
9542 return EQUIP_ERR_INVENTORY_FULL
;
9545 return EQUIP_ERR_OK
;
9548 //////////////////////////////////////////////////////////////////////////
9549 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, uint32 count
, bool swap
) const
9552 Item
*pItem
= Item::CreateItem( item
, count
, this );
9555 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9560 return EQUIP_ERR_ITEM_NOT_FOUND
;
9563 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9568 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9569 ItemPrototype
const *pProto
= pItem
->GetProto();
9572 // May be here should be more stronger checks; STUNNED checked
9573 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9574 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9575 return EQUIP_ERR_YOU_ARE_STUNNED
;
9577 if(pItem
->IsBindedNotWith(GetGUID()))
9578 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9580 // check count of items (skip for auto move for same player from bank)
9581 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9582 if(res
!= EQUIP_ERR_OK
)
9585 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9587 // - in-progress arenas
9588 if( !pProto
->CanChangeEquipStateInCombat() )
9591 return EQUIP_ERR_NOT_IN_COMBAT
;
9593 if(BattleGround
* bg
= GetBattleGround())
9594 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9595 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9598 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9599 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9601 if(IsNonMeleeSpellCasted(false))
9602 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9604 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9605 if( eslot
== NULL_SLOT
)
9606 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9608 uint8 msg
= CanUseItem( pItem
, not_loading
);
9609 if( msg
!= EQUIP_ERR_OK
)
9611 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9612 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9614 // check unique-equipped on item
9615 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9617 // there is an equip limit on this item
9618 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9619 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9620 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9623 // check unique-equipped on gems
9624 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9626 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9629 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9633 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9634 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9636 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9637 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9638 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9642 // check unique-equipped special item classes
9643 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9645 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9647 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9649 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9651 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9652 (!swap
|| pBag
->GetSlot() != eslot
) )
9654 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9655 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9657 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9664 uint32 type
= pProto
->InventoryType
;
9666 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9668 if( type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9671 return EQUIP_ERR_CANT_DUAL_WIELD
;
9674 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
9677 if(mainItem
->GetProto()->InventoryType
== INVTYPE_2HWEAPON
)
9678 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9682 // equip two-hand weapon case (with possible unequip 2 items)
9683 if( type
== INVTYPE_2HWEAPON
)
9685 if(eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9686 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9688 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9689 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9690 ItemPosCountVec off_dest
;
9691 if( offItem
&& (!not_loading
||
9692 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9693 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9694 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9696 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9697 return EQUIP_ERR_OK
;
9701 return EQUIP_ERR_ITEM_NOT_FOUND
;
9703 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9706 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9708 // Applied only to equipped items and bank bags
9709 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9710 return EQUIP_ERR_OK
;
9712 Item
* pItem
= GetItemByPos(pos
);
9714 // Applied only to existed equipped item
9716 return EQUIP_ERR_OK
;
9718 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9720 ItemPrototype
const *pProto
= pItem
->GetProto();
9722 return EQUIP_ERR_ITEM_NOT_FOUND
;
9724 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9726 // - in-progress arenas
9727 if( !pProto
->CanChangeEquipStateInCombat() )
9730 return EQUIP_ERR_NOT_IN_COMBAT
;
9732 if(BattleGround
* bg
= GetBattleGround())
9733 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9734 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9737 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9738 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9740 return EQUIP_ERR_OK
;
9743 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9746 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9748 uint32 count
= pItem
->GetCount();
9750 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9751 ItemPrototype
const *pProto
= pItem
->GetProto();
9753 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9755 if( pItem
->IsBindedNotWith(GetGUID()) )
9756 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9758 // check count of items (skip for auto move for same player from bank)
9759 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9760 if(res
!= EQUIP_ERR_OK
)
9764 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9766 if( pProto
->InventoryType
== INVTYPE_BAG
)
9768 Bag
*pBag
= (Bag
*)pItem
;
9771 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9773 if( !HasBankBagSlot( slot
) )
9774 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9775 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9780 if( !pBag
->IsEmpty() )
9781 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9787 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9788 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9791 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9792 if(res
!=EQUIP_ERR_OK
)
9796 return EQUIP_ERR_OK
;
9799 // not specific slot or have space for partly store only in specific slot
9802 if( bag
!= NULL_BAG
)
9804 if( pProto
->InventoryType
== INVTYPE_BAG
)
9806 Bag
*pBag
= (Bag
*)pItem
;
9807 if( pBag
&& !pBag
->IsEmpty() )
9808 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9811 // search stack in bag for merge to
9812 if( pProto
->Stackable
> 1 )
9814 if( bag
== INVENTORY_SLOT_BAG_0
)
9816 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9817 if(res
!=EQUIP_ERR_OK
)
9821 return EQUIP_ERR_OK
;
9825 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9826 if(res
!=EQUIP_ERR_OK
)
9827 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9829 if(res
!=EQUIP_ERR_OK
)
9833 return EQUIP_ERR_OK
;
9837 // search free slot in bag
9838 if( bag
== INVENTORY_SLOT_BAG_0
)
9840 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9841 if(res
!=EQUIP_ERR_OK
)
9845 return EQUIP_ERR_OK
;
9849 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9850 if(res
!=EQUIP_ERR_OK
)
9851 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9853 if(res
!=EQUIP_ERR_OK
)
9857 return EQUIP_ERR_OK
;
9861 // not specific bag or have space for partly store only in specific bag
9863 // search stack for merge to
9864 if( pProto
->Stackable
> 1 )
9867 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9868 if(res
!=EQUIP_ERR_OK
)
9872 return EQUIP_ERR_OK
;
9875 if( pProto
->BagFamily
)
9877 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9879 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9880 if(res
!=EQUIP_ERR_OK
)
9884 return EQUIP_ERR_OK
;
9888 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9890 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9891 if(res
!=EQUIP_ERR_OK
)
9895 return EQUIP_ERR_OK
;
9899 // search free place in special bag
9900 if( pProto
->BagFamily
)
9902 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9904 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9905 if(res
!=EQUIP_ERR_OK
)
9909 return EQUIP_ERR_OK
;
9913 // search free space
9914 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9915 if(res
!=EQUIP_ERR_OK
)
9919 return EQUIP_ERR_OK
;
9921 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9923 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9924 if(res
!=EQUIP_ERR_OK
)
9928 return EQUIP_ERR_OK
;
9930 return EQUIP_ERR_BANK_FULL
;
9933 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9937 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9938 if( !isAlive() && not_loading
)
9939 return EQUIP_ERR_YOU_ARE_DEAD
;
9941 // return EQUIP_ERR_YOU_ARE_STUNNED;
9942 ItemPrototype
const *pProto
= pItem
->GetProto();
9945 if( pItem
->IsBindedNotWith(GetGUID()) )
9946 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9947 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9948 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9949 if( pItem
->GetSkill() != 0 )
9951 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9952 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9954 if( pProto
->RequiredSkill
!= 0 )
9956 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9957 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9958 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9959 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9961 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9962 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9963 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9964 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9965 if( getLevel() < pProto
->RequiredLevel
)
9966 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9967 return EQUIP_ERR_OK
;
9970 return EQUIP_ERR_ITEM_NOT_FOUND
;
9973 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9975 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9979 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9981 if( pProto
->RequiredSkill
!= 0 )
9983 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9985 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9988 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9990 if( getLevel() < pProto
->RequiredLevel
)
9997 uint8
Player::CanUseAmmo( uint32 item
) const
9999 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10001 return EQUIP_ERR_YOU_ARE_DEAD
;
10002 //if( isStunned() )
10003 // return EQUIP_ERR_YOU_ARE_STUNNED;
10004 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10007 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10008 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10009 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10010 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10011 if( pProto
->RequiredSkill
!= 0 )
10013 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10014 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10015 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10016 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10018 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10019 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10020 /*if( GetReputation() < pProto->RequiredReputation )
10021 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10023 if( getLevel() < pProto
->RequiredLevel
)
10024 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10026 // Requires No Ammo
10027 if(GetDummyAura(46699))
10028 return EQUIP_ERR_BAG_FULL6
;
10030 return EQUIP_ERR_OK
;
10032 return EQUIP_ERR_ITEM_NOT_FOUND
;
10035 void Player::SetAmmo( uint32 item
)
10041 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10047 uint8 msg
= CanUseAmmo( item
);
10048 if( msg
!= EQUIP_ERR_OK
)
10050 SendEquipError( msg
, NULL
, NULL
);
10055 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10057 _ApplyAmmoBonuses();
10060 void Player::RemoveAmmo()
10062 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10066 if(CanModifyStats())
10067 UpdateDamagePhysical(RANGED_ATTACK
);
10070 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10071 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10074 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10075 count
+= itr
->count
;
10077 Item
*pItem
= Item::CreateItem( item
, count
, this );
10080 ItemAddedQuestCheck( item
, count
);
10081 if(randomPropertyId
)
10082 pItem
->SetItemRandomProperties(randomPropertyId
);
10083 pItem
= StoreItem( dest
, pItem
, update
);
10088 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10093 Item
* lastItem
= pItem
;
10095 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10097 uint16 pos
= itr
->pos
;
10098 uint32 count
= itr
->count
;
10102 if(itr
== dest
.end())
10104 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10108 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10114 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10115 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10120 uint8 bag
= pos
>> 8;
10121 uint8 slot
= pos
& 255;
10123 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10125 Item
*pItem2
= GetItemByPos( bag
, slot
);
10130 pItem
= pItem
->CloneItem(count
,this);
10132 pItem
->SetCount(count
);
10137 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10138 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10139 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10140 pItem
->SetBinding( true );
10142 if( bag
== INVENTORY_SLOT_BAG_0
)
10144 m_items
[slot
] = pItem
;
10145 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10146 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10147 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10149 pItem
->SetSlot( slot
);
10150 pItem
->SetContainer( NULL
);
10152 if( IsInWorld() && update
)
10154 pItem
->AddToWorld();
10155 pItem
->SendUpdateToPlayer( this );
10158 pItem
->SetState(ITEM_CHANGED
, this);
10162 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10165 pBag
->StoreItem( slot
, pItem
, update
);
10166 if( IsInWorld() && update
)
10168 pItem
->AddToWorld();
10169 pItem
->SendUpdateToPlayer( this );
10171 pItem
->SetState(ITEM_CHANGED
, this);
10172 pBag
->SetState(ITEM_CHANGED
, this);
10176 AddEnchantmentDurations(pItem
);
10177 AddItemDurations(pItem
);
10183 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10184 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10185 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10186 pItem2
->SetBinding( true );
10188 pItem2
->SetCount( pItem2
->GetCount() + count
);
10189 if( IsInWorld() && update
)
10190 pItem2
->SendUpdateToPlayer( this );
10194 // delete item (it not in any slot currently)
10195 if( IsInWorld() && update
)
10197 pItem
->RemoveFromWorld();
10198 pItem
->DestroyForPlayer( this );
10201 RemoveEnchantmentDurations(pItem
);
10202 RemoveItemDurations(pItem
);
10204 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10205 pItem
->SetState(ITEM_REMOVED
, this);
10207 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10208 AddEnchantmentDurations(pItem2
);
10210 pItem2
->SetState(ITEM_CHANGED
, this);
10216 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, uint32 count
, bool update
)
10218 Item
*pItem
= Item::CreateItem( item
, count
, this );
10221 ItemAddedQuestCheck( item
, count
);
10222 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10229 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10233 AddEnchantmentDurations(pItem
);
10234 AddItemDurations(pItem
);
10236 uint8 bag
= pos
>> 8;
10237 uint8 slot
= pos
& 255;
10239 Item
*pItem2
= GetItemByPos( bag
, slot
);
10243 VisualizeItem( slot
, pItem
);
10247 ItemPrototype
const *pProto
= pItem
->GetProto();
10249 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10250 if(pProto
&& pProto
->ItemSet
)
10251 AddItemsSetItem(this,pItem
);
10253 _ApplyItemMods(pItem
, slot
, true);
10255 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10257 m_weaponChangeTimer
= DEFAULT_SWITCH_WEAPON
;
10258 if (getClass() == CLASS_ROGUE
)
10259 m_weaponChangeTimer
= ROGUE_SWITCH_WEAPON
;
10263 if( IsInWorld() && update
)
10265 pItem
->AddToWorld();
10266 pItem
->SendUpdateToPlayer( this );
10269 ApplyEquipCooldown(pItem
);
10271 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10272 UpdateExpertise(BASE_ATTACK
);
10273 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10274 UpdateExpertise(OFF_ATTACK
);
10278 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10279 if( IsInWorld() && update
)
10280 pItem2
->SendUpdateToPlayer( this );
10282 // delete item (it not in any slot currently)
10283 //pItem->DeleteFromDB();
10284 if( IsInWorld() && update
)
10286 pItem
->RemoveFromWorld();
10287 pItem
->DestroyForPlayer( this );
10290 RemoveEnchantmentDurations(pItem
);
10291 RemoveItemDurations(pItem
);
10293 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10294 pItem
->SetState(ITEM_REMOVED
, this);
10295 pItem2
->SetState(ITEM_CHANGED
, this);
10297 ApplyEquipCooldown(pItem2
);
10306 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10310 AddEnchantmentDurations(pItem
);
10311 AddItemDurations(pItem
);
10313 uint8 slot
= pos
& 255;
10314 VisualizeItem( slot
, pItem
);
10318 pItem
->AddToWorld();
10319 pItem
->SendUpdateToPlayer( this );
10324 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10326 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10327 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10328 // entry // Size: 1
10329 // inspected enchantments // Size: 6
10331 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10332 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10337 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10339 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10340 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10342 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10343 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10345 // Use SetInt16Value to prevent set high part to FFFF for negative value
10346 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10347 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10351 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10353 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10354 SetUInt32Value(VisibleBase
+ 0, 0);
10356 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10357 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10359 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10360 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10364 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10369 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10370 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10371 pItem
->SetBinding( true );
10373 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10375 m_items
[slot
] = pItem
;
10376 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10377 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10378 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10379 pItem
->SetSlot( slot
);
10380 pItem
->SetContainer( NULL
);
10382 if( slot
< EQUIPMENT_SLOT_END
)
10383 SetVisibleItemSlot(slot
,pItem
);
10385 pItem
->SetState(ITEM_CHANGED
, this);
10388 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10390 // note: removeitem does not actually change the item
10391 // it only takes the item out of storage temporarily
10392 // note2: if removeitem is to be used for delinking
10393 // the item must be removed from the player's updatequeue
10395 Item
*pItem
= GetItemByPos( bag
, slot
);
10398 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10400 RemoveEnchantmentDurations(pItem
);
10401 RemoveItemDurations(pItem
);
10403 if( bag
== INVENTORY_SLOT_BAG_0
)
10405 if ( slot
< INVENTORY_SLOT_BAG_END
)
10407 ItemPrototype
const *pProto
= pItem
->GetProto();
10408 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10410 if(pProto
&& pProto
->ItemSet
)
10411 RemoveItemsSetItem(this,pProto
);
10413 _ApplyItemMods(pItem
, slot
, false);
10415 // remove item dependent auras and casts (only weapon and armor slots)
10416 if(slot
< EQUIPMENT_SLOT_END
)
10417 RemoveItemDependentAurasAndCasts(pItem
);
10419 // remove held enchantments
10420 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10422 if (pItem
->GetItemSuffixFactor())
10424 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10425 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10429 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10430 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10435 m_items
[slot
] = NULL
;
10436 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10438 if ( slot
< EQUIPMENT_SLOT_END
)
10439 SetVisibleItemSlot(slot
,NULL
);
10443 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10445 pBag
->RemoveItem(slot
, update
);
10447 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10448 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10449 pItem
->SetSlot( NULL_SLOT
);
10450 if( IsInWorld() && update
)
10451 pItem
->SendUpdateToPlayer( this );
10453 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10454 UpdateExpertise(BASE_ATTACK
);
10455 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10456 UpdateExpertise(OFF_ATTACK
);
10460 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10461 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10463 if(Item
* it
= GetItemByPos(bag
,slot
))
10465 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10466 RemoveItem( bag
,slot
,update
);
10467 it
->RemoveFromUpdateQueueOf(this);
10468 if(it
->IsInWorld())
10470 it
->RemoveFromWorld();
10471 it
->DestroyForPlayer( this );
10476 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10477 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10479 // update quest counters
10480 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10483 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10485 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10486 if(pLastItem
==pItem
)
10488 // update owner for last item (this can be original item with wrong owner
10489 if(pLastItem
->GetOwnerGUID() != GetGUID())
10490 pLastItem
->SetOwnerGUID(GetGUID());
10492 // if this original item then it need create record in inventory
10493 // in case trade we already have item in other player inventory
10494 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10498 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10500 Item
*pItem
= GetItemByPos( bag
, slot
);
10503 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10505 // start from destroy contained items (only equipped bag can have its)
10506 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10508 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10509 DestroyItem(slot
,i
,update
);
10512 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10513 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10515 RemoveEnchantmentDurations(pItem
);
10516 RemoveItemDurations(pItem
);
10518 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10520 if( bag
== INVENTORY_SLOT_BAG_0
)
10522 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10524 // equipment and equipped bags can have applied bonuses
10525 if ( slot
< INVENTORY_SLOT_BAG_END
)
10527 ItemPrototype
const *pProto
= pItem
->GetProto();
10529 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10530 if(pProto
&& pProto
->ItemSet
)
10531 RemoveItemsSetItem(this,pProto
);
10533 _ApplyItemMods(pItem
, slot
, false);
10536 if ( slot
< EQUIPMENT_SLOT_END
)
10538 // remove item dependent auras and casts (only weapon and armor slots)
10539 RemoveItemDependentAurasAndCasts(pItem
);
10541 // equipment visual show
10542 SetVisibleItemSlot(slot
,NULL
);
10545 m_items
[slot
] = NULL
;
10547 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10548 pBag
->RemoveItem(slot
, update
);
10550 if( IsInWorld() && update
)
10552 pItem
->RemoveFromWorld();
10553 pItem
->DestroyForPlayer(this);
10556 //pItem->SetOwnerGUID(0);
10557 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10558 pItem
->SetSlot( NULL_SLOT
);
10559 pItem
->SetState(ITEM_REMOVED
, this);
10563 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10565 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10567 ItemPrototype
const *pProto
;
10568 uint32 remcount
= 0;
10571 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10573 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10574 if( pItem
&& pItem
->GetEntry() == item
)
10576 if( pItem
->GetCount() + remcount
<= count
)
10578 // all items in inventory can unequipped
10579 remcount
+= pItem
->GetCount();
10580 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10582 if(remcount
>=count
)
10587 pProto
= pItem
->GetProto();
10588 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10589 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10590 if( IsInWorld() & update
)
10591 pItem
->SendUpdateToPlayer( this );
10592 pItem
->SetState(ITEM_CHANGED
, this);
10597 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10599 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10600 if( pItem
&& pItem
->GetEntry() == item
)
10602 if( pItem
->GetCount() + remcount
<= count
)
10604 // all keys can be unequipped
10605 remcount
+= pItem
->GetCount();
10606 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10608 if(remcount
>=count
)
10613 pProto
= pItem
->GetProto();
10614 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10615 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10616 if( IsInWorld() & update
)
10617 pItem
->SendUpdateToPlayer( this );
10618 pItem
->SetState(ITEM_CHANGED
, this);
10624 // in inventory bags
10625 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10627 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10629 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10631 pItem
= pBag
->GetItemByPos(j
);
10632 if( pItem
&& pItem
->GetEntry() == item
)
10634 // all items in bags can be unequipped
10635 if( pItem
->GetCount() + remcount
<= count
)
10637 remcount
+= pItem
->GetCount();
10638 DestroyItem( i
, j
, update
);
10640 if(remcount
>=count
)
10645 pProto
= pItem
->GetProto();
10646 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10647 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10648 if( IsInWorld() && update
)
10649 pItem
->SendUpdateToPlayer( this );
10650 pItem
->SetState(ITEM_CHANGED
, this);
10658 // in equipment and bag list
10659 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10661 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10662 if( pItem
&& pItem
->GetEntry() == item
)
10664 if( pItem
->GetCount() + remcount
<= count
)
10666 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10668 remcount
+= pItem
->GetCount();
10669 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10671 if(remcount
>=count
)
10677 pProto
= pItem
->GetProto();
10678 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10679 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10680 if( IsInWorld() & update
)
10681 pItem
->SendUpdateToPlayer( this );
10682 pItem
->SetState(ITEM_CHANGED
, this);
10689 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10691 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10694 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10696 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10697 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10698 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10700 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10702 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10703 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10704 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10707 // in inventory bags
10708 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10710 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10713 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10715 Item
* pItem
= pBag
->GetItemByPos(j
);
10716 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10717 DestroyItem( i
, j
, update
);
10722 // in equipment and bag list
10723 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10725 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10726 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10727 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10731 void Player::DestroyConjuredItems( bool update
)
10733 // used when entering arena
10734 // destroys all conjured items
10735 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10740 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10741 if( pItem
&& pItem
->GetProto() &&
10742 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10743 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10744 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10747 // in inventory bags
10748 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10750 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10753 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10755 Item
* pItem
= pBag
->GetItemByPos(j
);
10756 if( pItem
&& pItem
->GetProto() &&
10757 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10758 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10759 DestroyItem( i
, j
, update
);
10764 // in equipment and bag list
10765 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10767 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10768 if( pItem
&& pItem
->GetProto() &&
10769 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10770 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10771 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10775 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10780 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10782 if( pItem
->GetCount() <= count
)
10784 count
-= pItem
->GetCount();
10786 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10790 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10791 pItem
->SetCount( pItem
->GetCount() - count
);
10793 if( IsInWorld() & update
)
10794 pItem
->SendUpdateToPlayer( this );
10795 pItem
->SetState(ITEM_CHANGED
, this);
10799 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10801 uint8 srcbag
= src
>> 8;
10802 uint8 srcslot
= src
& 255;
10804 uint8 dstbag
= dst
>> 8;
10805 uint8 dstslot
= dst
& 255;
10807 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10810 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10814 // not let split all items (can be only at cheating)
10815 if(pSrcItem
->GetCount() == count
)
10817 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10821 // not let split more existed items (can be only at cheating)
10822 if(pSrcItem
->GetCount() < count
)
10824 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10828 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10830 //best error message found for attempting to split while looting
10831 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10835 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10836 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10839 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10843 if( IsInventoryPos( dst
) )
10845 // change item amount before check (for unique max count check)
10846 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10848 ItemPosCountVec dest
;
10849 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10850 if( msg
!= EQUIP_ERR_OK
)
10853 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10854 SendEquipError( msg
, pSrcItem
, NULL
);
10859 pSrcItem
->SendUpdateToPlayer( this );
10860 pSrcItem
->SetState(ITEM_CHANGED
, this);
10861 StoreItem( dest
, pNewItem
, true);
10863 else if( IsBankPos ( dst
) )
10865 // change item amount before check (for unique max count check)
10866 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10868 ItemPosCountVec dest
;
10869 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10870 if( msg
!= EQUIP_ERR_OK
)
10873 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10874 SendEquipError( msg
, pSrcItem
, NULL
);
10879 pSrcItem
->SendUpdateToPlayer( this );
10880 pSrcItem
->SetState(ITEM_CHANGED
, this);
10881 BankItem( dest
, pNewItem
, true);
10883 else if( IsEquipmentPos ( dst
) )
10885 // change item amount before check (for unique max count check), provide space for splitted items
10886 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10889 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10890 if( msg
!= EQUIP_ERR_OK
)
10893 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10894 SendEquipError( msg
, pSrcItem
, NULL
);
10899 pSrcItem
->SendUpdateToPlayer( this );
10900 pSrcItem
->SetState(ITEM_CHANGED
, this);
10901 EquipItem( dest
, pNewItem
, true);
10902 AutoUnequipOffhandIfNeed();
10906 void Player::SwapItem( uint16 src
, uint16 dst
)
10908 uint8 srcbag
= src
>> 8;
10909 uint8 srcslot
= src
& 255;
10911 uint8 dstbag
= dst
>> 8;
10912 uint8 dstslot
= dst
& 255;
10914 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10915 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10920 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10924 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10928 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10930 //best error message found for attempting to swap while looting
10931 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10935 // check unequip potability for equipped items and bank bags
10936 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10938 // bags can be swapped with empty bag slots
10939 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
10940 if(msg
!= EQUIP_ERR_OK
)
10942 SendEquipError( msg
, pSrcItem
, pDstItem
);
10947 // prevent put equipped/bank bag in self
10948 if( IsBagPos ( src
) && srcslot
== dstbag
)
10950 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10956 if( IsInventoryPos( dst
) )
10958 ItemPosCountVec dest
;
10959 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10960 if( msg
!= EQUIP_ERR_OK
)
10962 SendEquipError( msg
, pSrcItem
, NULL
);
10966 RemoveItem(srcbag
, srcslot
, true);
10967 StoreItem( dest
, pSrcItem
, true);
10969 else if( IsBankPos ( dst
) )
10971 ItemPosCountVec dest
;
10972 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10973 if( msg
!= EQUIP_ERR_OK
)
10975 SendEquipError( msg
, pSrcItem
, NULL
);
10979 RemoveItem(srcbag
, srcslot
, true);
10980 BankItem( dest
, pSrcItem
, true);
10982 else if( IsEquipmentPos ( dst
) )
10985 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10986 if( msg
!= EQUIP_ERR_OK
)
10988 SendEquipError( msg
, pSrcItem
, NULL
);
10992 RemoveItem(srcbag
, srcslot
, true);
10993 EquipItem( dest
, pSrcItem
, true);
10994 AutoUnequipOffhandIfNeed();
10997 else // if (!pDstItem)
10999 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11001 //best error message found for attempting to swap while looting
11002 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11006 // check unequip potability for equipped items and bank bags
11007 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11009 // bags can be swapped with empty bag slots
11010 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
11011 if(msg
!= EQUIP_ERR_OK
)
11013 SendEquipError( msg
, pSrcItem
, pDstItem
);
11018 // attempt merge to / fill target item
11021 ItemPosCountVec sDest
;
11023 if( IsInventoryPos( dst
) )
11024 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11025 else if( IsBankPos ( dst
) )
11026 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11027 else if( IsEquipmentPos ( dst
) )
11028 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11032 // can be merge/fill
11033 if(msg
== EQUIP_ERR_OK
)
11035 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
11037 RemoveItem(srcbag
, srcslot
, true);
11039 if( IsInventoryPos( dst
) )
11040 StoreItem( sDest
, pSrcItem
, true);
11041 else if( IsBankPos ( dst
) )
11042 BankItem( sDest
, pSrcItem
, true);
11043 else if( IsEquipmentPos ( dst
) )
11045 EquipItem( eDest
, pSrcItem
, true);
11046 AutoUnequipOffhandIfNeed();
11051 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
11052 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
11053 pSrcItem
->SetState(ITEM_CHANGED
, this);
11054 pDstItem
->SetState(ITEM_CHANGED
, this);
11057 pSrcItem
->SendUpdateToPlayer( this );
11058 pDstItem
->SendUpdateToPlayer( this );
11065 // impossible merge/fill, do real swap
11068 // check src->dest move possibility
11069 ItemPosCountVec sDest
;
11071 if( IsInventoryPos( dst
) )
11072 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11073 else if( IsBankPos( dst
) )
11074 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11075 else if( IsEquipmentPos( dst
) )
11077 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11078 if( msg
== EQUIP_ERR_OK
)
11079 msg
= CanUnequipItem( eDest
, true );
11082 if( msg
!= EQUIP_ERR_OK
)
11084 SendEquipError( msg
, pSrcItem
, pDstItem
);
11088 // check dest->src move possibility
11089 ItemPosCountVec sDest2
;
11091 if( IsInventoryPos( src
) )
11092 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11093 else if( IsBankPos( src
) )
11094 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11095 else if( IsEquipmentPos( src
) )
11097 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11098 if( msg
== EQUIP_ERR_OK
)
11099 msg
= CanUnequipItem( eDest2
, true);
11102 if( msg
!= EQUIP_ERR_OK
)
11104 SendEquipError( msg
, pDstItem
, pSrcItem
);
11108 // now do moves, remove...
11109 RemoveItem(dstbag
, dstslot
, false);
11110 RemoveItem(srcbag
, srcslot
, false);
11113 if( IsInventoryPos( dst
) )
11114 StoreItem(sDest
, pSrcItem
, true);
11115 else if( IsBankPos( dst
) )
11116 BankItem(sDest
, pSrcItem
, true);
11117 else if( IsEquipmentPos( dst
) )
11118 EquipItem(eDest
, pSrcItem
, true);
11121 if( IsInventoryPos( src
) )
11122 StoreItem(sDest2
, pDstItem
, true);
11123 else if( IsBankPos( src
) )
11124 BankItem(sDest2
, pDstItem
, true);
11125 else if( IsEquipmentPos( src
) )
11126 EquipItem(eDest2
, pDstItem
, true);
11128 AutoUnequipOffhandIfNeed();
11132 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11136 uint32 slot
= m_currentBuybackSlot
;
11137 // if current back slot non-empty search oldest or free
11140 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11141 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11143 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11152 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11154 if(oldest_time
> i_time
)
11156 oldest_time
= i_time
;
11162 slot
= oldest_slot
;
11165 RemoveItemFromBuyBackSlot( slot
, true );
11166 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11168 m_items
[slot
] = pItem
;
11169 time_t base
= time(NULL
);
11170 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11171 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11173 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11174 ItemPrototype
const *pProto
= pItem
->GetProto();
11176 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11178 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11179 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11181 // move to next (for non filled list is move most optimized choice)
11182 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11183 ++m_currentBuybackSlot
;
11187 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11189 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11190 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11191 return m_items
[slot
];
11195 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11197 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11198 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11200 Item
*pItem
= m_items
[slot
];
11203 pItem
->RemoveFromWorld();
11204 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11207 m_items
[slot
] = NULL
;
11209 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11210 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11211 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11212 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11214 // if current backslot is filled set to now free slot
11215 if(m_items
[m_currentBuybackSlot
])
11216 m_currentBuybackSlot
= slot
;
11220 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11222 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11223 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11224 data
<< uint8(msg
);
11228 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11229 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11230 data
<< uint8(0); // not 0 there...
11232 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11237 if(ItemPrototype
const* proto
= pItem
->GetProto())
11238 level
= proto
->RequiredLevel
;
11240 data
<< uint32(level
); // new 2.4.0
11243 GetSession()->SendPacket(&data
);
11246 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11248 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11249 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11250 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11251 data
<< uint32(item
);
11253 data
<< uint32(param
);
11254 data
<< uint8(msg
);
11255 GetSession()->SendPacket(&data
);
11258 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11260 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11261 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11262 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11263 data
<< uint64(guid
);
11265 data
<< uint32(param
);
11266 data
<< uint8(msg
);
11267 GetSession()->SendPacket(&data
);
11270 void Player::ClearTrade()
11273 acceptTrade
= false;
11274 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11275 tradeItems
[i
] = NULL_SLOT
;
11278 void Player::TradeCancel(bool sendback
)
11282 // send yellow "Trade canceled" message to both traders
11286 ws
->SendCancelTrade();
11287 ws
= pTrader
->GetSession();
11288 if(!ws
->PlayerLogout())
11289 ws
->SendCancelTrade();
11293 pTrader
->ClearTrade();
11294 // prevent loss of reference
11295 pTrader
->pTrader
= NULL
;
11300 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11302 if(m_itemDuration
.empty())
11305 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11307 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11310 ++itr
; // current element can be erased in UpdateDuration
11312 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11313 item
->UpdateDuration(this,time
);
11317 void Player::UpdateEnchantTime(uint32 time
)
11319 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11323 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11325 next
= m_enchantDuration
.erase(itr
);
11327 else if(itr
->leftduration
<= time
)
11329 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11330 itr
->item
->ClearEnchantment(itr
->slot
);
11331 next
= m_enchantDuration
.erase(itr
);
11333 else if(itr
->leftduration
> time
)
11335 itr
->leftduration
-= time
;
11341 void Player::AddEnchantmentDurations(Item
*item
)
11343 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11345 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11348 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11350 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11354 void Player::RemoveEnchantmentDurations(Item
*item
)
11356 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11358 if(itr
->item
== item
)
11360 // save duration in item
11361 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11362 itr
= m_enchantDuration
.erase(itr
);
11369 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11371 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11372 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11375 if(itr
->slot
==slot
)
11377 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11379 // remove from stats
11380 ApplyEnchantment(itr
->item
,slot
,false,false);
11382 itr
->item
->ClearEnchantment(slot
);
11384 // remove from update list
11385 next
= m_enchantDuration
.erase(itr
);
11391 // remove enchants from inventory items
11392 // NOTE: no need to remove these from stats, since these aren't equipped
11394 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11396 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11397 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11398 pItem
->ClearEnchantment(slot
);
11401 // in inventory bags
11402 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11404 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11407 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11409 Item
* pItem
= pBag
->GetItemByPos(j
);
11410 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11411 pItem
->ClearEnchantment(slot
);
11417 // duration == 0 will remove item enchant
11418 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11423 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11426 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11428 if(itr
->item
== item
&& itr
->slot
== slot
)
11430 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11431 m_enchantDuration
.erase(itr
);
11435 if(item
&& duration
> 0 )
11437 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11438 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11442 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11444 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11445 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11448 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11453 if(!item
->IsEquipped())
11456 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11459 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11463 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11467 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11470 for (int s
=0; s
<3; s
++)
11472 uint32 enchant_display_type
= pEnchant
->type
[s
];
11473 uint32 enchant_amount
= pEnchant
->amount
[s
];
11474 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11476 switch(enchant_display_type
)
11478 case ITEM_ENCHANTMENT_TYPE_NONE
:
11480 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11481 // processed in Player::CastItemCombatSpell
11483 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11484 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11485 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11486 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11487 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11488 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11489 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11491 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11492 if(enchant_spell_id
)
11496 int32 basepoints
= int32(enchant_amount
);
11497 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11498 if (item
->GetItemRandomPropertyId() !=0 && !enchant_amount
)
11500 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11503 // Search enchant_amount
11504 for (int k
=0; k
<3; k
++)
11506 if(item_rand
->enchant_id
[k
] == enchant_id
)
11508 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11514 // Cast custom spell vs all equal basepoints getted from enchant_amount
11516 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11518 CastSpell(this,enchant_spell_id
,true,item
);
11521 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11524 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11525 if (!enchant_amount
)
11527 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11530 for (int k
=0; k
<3; k
++)
11532 if(item_rand
->enchant_id
[k
] == enchant_id
)
11534 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11541 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11543 case ITEM_ENCHANTMENT_TYPE_STAT
:
11545 if (!enchant_amount
)
11547 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11548 if(item_rand_suffix
)
11550 for (int k
=0; k
<3; k
++)
11552 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11554 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11561 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11562 switch (enchant_spell_id
)
11564 case ITEM_MOD_AGILITY
:
11565 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11566 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11567 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11569 case ITEM_MOD_STRENGTH
:
11570 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11571 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11572 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11574 case ITEM_MOD_INTELLECT
:
11575 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11576 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11577 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11579 case ITEM_MOD_SPIRIT
:
11580 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11581 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11582 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11584 case ITEM_MOD_STAMINA
:
11585 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11586 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11587 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11589 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11590 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11591 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11593 case ITEM_MOD_DODGE_RATING
:
11594 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11595 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11597 case ITEM_MOD_PARRY_RATING
:
11598 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11599 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11601 case ITEM_MOD_BLOCK_RATING
:
11602 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11603 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11605 case ITEM_MOD_HIT_MELEE_RATING
:
11606 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11607 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11609 case ITEM_MOD_HIT_RANGED_RATING
:
11610 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11611 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11613 case ITEM_MOD_HIT_SPELL_RATING
:
11614 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11615 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11617 case ITEM_MOD_CRIT_MELEE_RATING
:
11618 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11619 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11621 case ITEM_MOD_CRIT_RANGED_RATING
:
11622 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11623 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11625 case ITEM_MOD_CRIT_SPELL_RATING
:
11626 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11627 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11629 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11631 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11632 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11634 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11635 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11637 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11638 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11640 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11641 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11643 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11644 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11646 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11647 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11649 // case ITEM_MOD_HASTE_MELEE_RATING:
11650 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11652 // case ITEM_MOD_HASTE_RANGED_RATING:
11653 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11655 case ITEM_MOD_HASTE_SPELL_RATING
:
11656 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11658 case ITEM_MOD_HIT_RATING
:
11659 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11660 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11661 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11662 sLog
.outDebug("+ %u HIT", enchant_amount
);
11664 case ITEM_MOD_CRIT_RATING
:
11665 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11666 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11667 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11668 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11670 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11671 // case ITEM_MOD_HIT_TAKEN_RATING:
11672 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11673 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11674 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11676 // case ITEM_MOD_CRIT_TAKEN_RATING:
11677 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11678 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11679 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11681 case ITEM_MOD_RESILIENCE_RATING
:
11682 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11683 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11684 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11685 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11687 case ITEM_MOD_HASTE_RATING
:
11688 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11689 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11690 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11691 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11693 case ITEM_MOD_EXPERTISE_RATING
:
11694 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11695 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11697 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11698 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11699 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11706 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11708 if(getClass() == CLASS_SHAMAN
)
11710 float addValue
= 0.0f
;
11711 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11713 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11714 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11716 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11718 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11719 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11725 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11727 } /*switch(enchant_display_type)*/
11730 // visualize enchantment at player and equipped items
11731 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11733 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11734 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11742 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11744 AddEnchantmentDuration(item
,slot
,duration
);
11748 // duration == 0 will remove EnchantDuration
11749 AddEnchantmentDuration(item
,slot
,0);
11754 void Player::SendEnchantmentDurations()
11756 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11758 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11762 void Player::SendItemDurations()
11764 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11766 (*itr
)->SendTimeUpdate(this);
11770 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11772 if(!item
) // prevent crash
11775 // last check 2.0.10
11776 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11777 data
<< GetGUID(); // player GUID
11778 data
<< uint32(received
); // 0=looted, 1=from npc
11779 data
<< uint32(created
); // 0=received, 1=created
11780 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11781 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11782 // item slot, but when added to stack: 0xFFFFFFFF
11783 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11784 data
<< uint32(item
->GetEntry()); // item id
11785 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11786 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11787 data
<< uint32(count
); // count of items
11788 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11790 if (broadcast
&& GetGroup())
11791 GetGroup()->BroadcastPacket(&data
);
11793 GetSession()->SendPacket(&data
);
11796 /*********************************************************/
11797 /*** QUEST SYSTEM ***/
11798 /*********************************************************/
11800 void Player::PrepareQuestMenu( uint64 guid
)
11803 QuestRelations
* pObjectQR
;
11804 QuestRelations
* pObjectQIR
;
11805 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11808 pObject
= (Object
*)pCreature
;
11809 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11810 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11814 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11817 pObject
= (Object
*)pGameObject
;
11818 pObjectQR
= &objmgr
.mGOQuestRelations
;
11819 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11825 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11828 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11830 uint32 quest_id
= i
->second
;
11831 QuestStatus status
= GetQuestStatus( quest_id
);
11832 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11833 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11834 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11835 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11836 else if (status
== QUEST_STATUS_AVAILABLE
)
11837 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11840 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11842 uint32 quest_id
= i
->second
;
11843 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11844 if(!pQuest
) continue;
11846 QuestStatus status
= GetQuestStatus( quest_id
);
11848 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11849 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11850 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11851 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11855 void Player::SendPreparedQuest( uint64 guid
)
11857 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11858 if( questMenu
.Empty() )
11861 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11863 uint32 status
= qmi0
.m_qIcon
;
11865 // single element case
11866 if ( questMenu
.MenuItemCount() == 1 )
11868 // Auto open -- maybe also should verify there is no greeting
11869 uint32 quest_id
= qmi0
.m_qId
;
11870 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11873 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11874 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11875 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11876 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11877 // Send completable on repeatable quest if player don't have quest
11878 else if( pQuest
->IsRepeatable() )
11879 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11881 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11884 // multiply entries
11890 std::string title
= "";
11891 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11894 uint32 textid
= pCreature
->GetNpcTextId();
11895 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11898 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11899 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11904 qe
= gossiptext
->Options
[0].Emotes
[0];
11906 if(!gossiptext
->Options
[0].Text_0
.empty())
11908 title
= gossiptext
->Options
[0].Text_0
;
11910 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11913 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11916 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11917 title
= nl
->Text_0
[0][loc_idx
];
11923 title
= gossiptext
->Options
[0].Text_1
;
11925 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11928 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11931 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11932 title
= nl
->Text_1
[0][loc_idx
];
11938 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11942 bool Player::IsActiveQuest( uint32 quest_id
) const
11944 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11946 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11949 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11952 QuestRelations
* pObjectQR
;
11953 QuestRelations
* pObjectQIR
;
11955 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11958 pObject
= (Object
*)pCreature
;
11959 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11960 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11964 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11967 pObject
= (Object
*)pGameObject
;
11968 pObjectQR
= &objmgr
.mGOQuestRelations
;
11969 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11975 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11976 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11978 if (itr
->second
== nextQuestID
)
11979 return objmgr
.GetQuestTemplate(nextQuestID
);
11985 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11987 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11988 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11989 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11990 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11992 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11998 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12000 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12001 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12002 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12003 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12004 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12005 && SatisfyQuestDay( pQuest
, msg
);
12008 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12010 if( !SatisfyQuestLog( msg
) )
12013 uint32 srcitem
= pQuest
->GetSrcItemId();
12016 uint32 count
= pQuest
->GetSrcItemCount();
12017 ItemPosCountVec dest
;
12018 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12020 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12021 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12023 else if( msg
!= EQUIP_ERR_OK
)
12025 SendEquipError( msg
, NULL
, NULL
);
12032 bool Player::CanCompleteQuest( uint32 quest_id
)
12036 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12037 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12038 return false; // not allow re-complete quest
12040 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12045 // auto complete quest
12046 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12049 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12052 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12054 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12056 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12061 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12063 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12065 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12068 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12073 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12076 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12079 if ( qInfo
->GetRewOrReqMoney() < 0 )
12081 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12085 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12086 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12095 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12097 // Solve problem that player don't have the quest and try complete it.
12098 // if repeatable she must be able to complete event if player don't have it.
12099 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12100 if( !CanTakeQuest(pQuest
, false) )
12103 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12104 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12105 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12108 if( !CanRewardQuest(pQuest
, false) )
12114 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12116 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12117 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12120 // daily quest can't be rewarded (10 daily quest already completed)
12121 if(!SatisfyQuestDay(pQuest
,true))
12124 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12125 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12128 // prevent receive reward with quest items in bank
12129 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12131 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12133 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12134 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12137 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12143 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12144 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12150 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12152 // prevent receive reward with quest items in bank or for not completed quest
12153 if(!CanRewardQuest(pQuest
,msg
))
12156 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12158 if( pQuest
->RewChoiceItemId
[reward
] )
12160 ItemPosCountVec dest
;
12161 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12162 if( res
!= EQUIP_ERR_OK
)
12164 SendEquipError( res
, NULL
, NULL
);
12170 if ( pQuest
->GetRewItemsCount() > 0 )
12172 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12174 if( pQuest
->RewItemId
[i
] )
12176 ItemPosCountVec dest
;
12177 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12178 if( res
!= EQUIP_ERR_OK
)
12180 SendEquipError( res
, NULL
, NULL
);
12190 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12192 uint16 log_slot
= FindQuestSlot( 0 );
12193 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12195 uint32 quest_id
= pQuest
->GetQuestId();
12197 // if not exist then created with set uState==NEW and rewarded=false
12198 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12199 if (questStatusData
.uState
!= QUEST_NEW
)
12200 questStatusData
.uState
= QUEST_CHANGED
;
12202 // check for repeatable quests status reset
12203 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12204 questStatusData
.m_explored
= false;
12206 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12208 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12209 questStatusData
.m_itemcount
[i
] = 0;
12212 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12214 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12215 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12218 GiveQuestSourceItem( pQuest
);
12219 AdjustQuestReqItemCount( pQuest
);
12221 if( pQuest
->GetRepObjectiveFaction() )
12222 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12225 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12227 uint32 limittime
= pQuest
->GetLimitTime();
12229 // shared timed quest
12230 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12231 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12233 AddTimedQuest( quest_id
);
12234 questStatusData
.m_timer
= limittime
* 1000;
12235 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12238 questStatusData
.m_timer
= 0;
12240 SetQuestSlot(log_slot
, quest_id
, qtime
);
12242 //starting initial quest script
12243 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12244 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12246 UpdateForQuestsGO();
12249 void Player::CompleteQuest( uint32 quest_id
)
12253 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12255 uint16 log_slot
= FindQuestSlot( quest_id
);
12256 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12257 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12259 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12261 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12262 RewardQuest(qInfo
,0,this,false);
12264 SendQuestComplete( quest_id
);
12269 void Player::IncompleteQuest( uint32 quest_id
)
12273 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12275 uint16 log_slot
= FindQuestSlot( quest_id
);
12276 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12277 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12281 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12283 uint32 quest_id
= pQuest
->GetQuestId();
12285 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12287 if ( pQuest
->ReqItemId
[i
] )
12288 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12291 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12292 // SetTimedQuest( 0 );
12293 m_timedquests
.erase(pQuest
->GetQuestId());
12295 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12297 if( pQuest
->RewChoiceItemId
[reward
] )
12299 ItemPosCountVec dest
;
12300 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12302 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12303 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12308 if ( pQuest
->GetRewItemsCount() > 0 )
12310 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12312 if( pQuest
->RewItemId
[i
] )
12314 ItemPosCountVec dest
;
12315 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12317 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12318 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12324 RewardReputation( pQuest
);
12326 if( pQuest
->GetRewSpellCast() > 0 )
12327 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12328 else if( pQuest
->GetRewSpell() > 0)
12329 CastSpell( this, pQuest
->GetRewSpell(), true);
12331 uint16 log_slot
= FindQuestSlot( quest_id
);
12332 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12333 SetQuestSlot(log_slot
,0);
12335 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12337 // Not give XP in case already completed once repeatable quest
12338 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12340 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12341 GiveXP( XP
, NULL
);
12343 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12345 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12346 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12349 if(pQuest
->GetRewHonorableKills())
12350 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12353 if(pQuest
->GetCharTitleId())
12355 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12356 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
12359 // Send reward mail
12360 if(pQuest
->GetRewMailTemplateId())
12362 MailMessageType mailType
;
12363 uint32 senderGuidOrEntry
;
12364 switch(questGiver
->GetTypeId())
12367 mailType
= MAIL_CREATURE
;
12368 senderGuidOrEntry
= questGiver
->GetEntry();
12370 case TYPEID_GAMEOBJECT
:
12371 mailType
= MAIL_GAMEOBJECT
;
12372 senderGuidOrEntry
= questGiver
->GetEntry();
12375 mailType
= MAIL_ITEM
;
12376 senderGuidOrEntry
= questGiver
->GetEntry();
12378 case TYPEID_PLAYER
:
12379 mailType
= MAIL_NORMAL
;
12380 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12383 mailType
= MAIL_NORMAL
;
12384 senderGuidOrEntry
= GetGUIDLow();
12388 Loot questMailLoot
;
12390 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12393 MailItemsInfo mi
; // item list preparing
12395 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12397 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12399 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12401 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12402 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12407 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12409 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12411 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12413 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12414 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12419 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12422 if(pQuest
->IsDaily())
12424 SetDailyQuestStatus(quest_id
);
12425 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12428 if ( !pQuest
->IsRepeatable() )
12429 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12431 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12433 q_status
.m_rewarded
= true;
12436 SendQuestReward( pQuest
, XP
, questGiver
);
12438 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12439 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12440 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12443 void Player::FailQuest( uint32 quest_id
)
12447 IncompleteQuest( quest_id
);
12449 uint16 log_slot
= FindQuestSlot( quest_id
);
12450 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12452 SetQuestSlotTimer(log_slot
, 1 );
12453 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12455 SendQuestFailed( quest_id
);
12459 void Player::FailTimedQuest( uint32 quest_id
)
12463 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12465 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12466 q_status
.m_timer
= 0;
12468 IncompleteQuest( quest_id
);
12470 uint16 log_slot
= FindQuestSlot( quest_id
);
12471 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12473 SetQuestSlotTimer(log_slot
, 1 );
12474 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12476 SendQuestTimerFailed( quest_id
);
12480 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12482 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12483 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12485 // skip zone zoneOrSort and 0 case skillOrClass
12486 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12489 int32 questSort
= -zoneOrSort
;
12490 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12492 // check class sort cases in zoneOrSort
12493 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12496 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12501 if( skillOrClass
< 0 )
12503 uint8 reqClass
= -int32(skillOrClass
);
12504 if(getClass() != reqClass
)
12507 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12512 else if( skillOrClass
> 0 )
12514 uint32 reqSkill
= skillOrClass
;
12515 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12518 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12526 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12528 if( getLevel() < qInfo
->GetMinLevel() )
12531 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12537 bool Player::SatisfyQuestLog( bool msg
)
12540 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12545 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12546 GetSession()->SendPacket( &data
);
12547 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12552 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12554 // No previous quest (might be first quest in a series)
12555 if( qInfo
->prevQuests
.empty())
12558 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12560 uint32 prevId
= abs(*iter
);
12562 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12563 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12565 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12567 // If any of the positive previous quests completed, return true
12568 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12570 // skip one-from-all exclusive group
12571 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12574 // each-from-all exclusive group ( < 0)
12575 // can be start if only all quests in prev quest exclusive group completed and rewarded
12576 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12577 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12579 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12581 for(; iter
!= end
; ++iter
)
12583 uint32 exclude_Id
= iter
->second
;
12585 // skip checked quest id, only state of other quests in group is interesting
12586 if(exclude_Id
== prevId
)
12589 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12591 // alternative quest from group also must be completed and rewarded(reported)
12592 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12595 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12601 // If any of the negative previous quests active, return true
12602 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12603 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12605 // skip one-from-all exclusive group
12606 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12609 // each-from-all exclusive group ( < 0)
12610 // can be start if only all quests in prev quest exclusive group active
12611 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12612 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12614 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12616 for(; iter
!= end
; ++iter
)
12618 uint32 exclude_Id
= iter
->second
;
12620 // skip checked quest id, only state of other quests in group is interesting
12621 if(exclude_Id
== prevId
)
12624 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12626 // alternative quest from group also must be active
12627 if( i_exstatus
== mQuestStatus
.end() ||
12628 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12629 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12632 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12641 // Has only positive prev. quests in non-rewarded state
12642 // and negative prev. quests in non-active state
12644 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12649 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12651 uint32 reqraces
= qInfo
->GetRequiredRaces();
12652 if ( reqraces
== 0 )
12654 if( (reqraces
& getRaceMask()) == 0 )
12657 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12663 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12665 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12666 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12669 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12673 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12674 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12677 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12684 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12686 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12687 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12690 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12696 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12698 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12701 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12707 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12709 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12710 if(qInfo
->GetExclusiveGroup() <= 0)
12713 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12714 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12716 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12718 for(; iter
!= end
; ++iter
)
12720 uint32 exclude_Id
= iter
->second
;
12722 // skip checked quest id, only state of other quests in group is interesting
12723 if(exclude_Id
== qInfo
->GetQuestId())
12726 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12728 // alternative quest already started or completed
12729 if( i_exstatus
!= mQuestStatus
.end()
12730 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12733 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12740 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12742 if(!qInfo
->GetNextQuestInChain())
12745 // next quest in chain already started or completed
12746 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12747 if( itr
!= mQuestStatus
.end()
12748 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12751 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12755 // check for all quests further up the chain
12756 // only necessary if there are quest chains with more than one quest that can be skipped
12757 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12761 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12763 // No previous quest in chain
12764 if( qInfo
->prevChainQuests
.empty())
12767 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12769 uint32 prevId
= *iter
;
12771 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12773 if( i_prevstatus
!= mQuestStatus
.end() )
12775 // If any of the previous quests in chain active, return false
12776 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12777 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12780 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12785 // check for all quests further down the chain
12786 // only necessary if there are quest chains with more than one quest that can be skipped
12787 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12791 // No previous quest in chain active
12795 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12797 if(!qInfo
->IsDaily())
12800 bool have_slot
= false;
12801 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12803 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12804 if(qInfo
->GetQuestId()==id
)
12814 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12821 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12823 uint32 srcitem
= pQuest
->GetSrcItemId();
12826 uint32 count
= pQuest
->GetSrcItemCount();
12830 ItemPosCountVec dest
;
12831 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12832 if( msg
== EQUIP_ERR_OK
)
12834 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12835 SendNewItem(item
, count
, true, false);
12838 // player already have max amount required item, just report success
12839 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12842 SendEquipError( msg
, NULL
, NULL
);
12849 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12851 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12854 uint32 srcitem
= qInfo
->GetSrcItemId();
12857 uint32 count
= qInfo
->GetSrcItemCount();
12861 // exist one case when destroy source quest item not possible:
12862 // non un-equippable item (equipped non-empty bag, for example)
12863 uint8 res
= CanUnequipItems(srcitem
,count
);
12864 if(res
!= EQUIP_ERR_OK
)
12867 SendEquipError( res
, NULL
, NULL
);
12871 DestroyItemCount(srcitem
, count
, true, true);
12877 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12879 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12882 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12883 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12884 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12885 && !qInfo
->IsRepeatable() )
12886 return itr
->second
.m_rewarded
;
12893 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12897 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12898 if( itr
!= mQuestStatus
.end() )
12899 return itr
->second
.m_status
;
12901 return QUEST_STATUS_NONE
;
12904 bool Player::CanShareQuest(uint32 quest_id
) const
12906 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12907 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12909 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12910 if( itr
!= mQuestStatus
.end() )
12911 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12916 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12918 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12921 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12923 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12924 m_timedquests
.erase(qInfo
->GetQuestId());
12927 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12929 q_status
.m_status
= status
;
12930 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12933 UpdateForQuestsGO();
12936 // not used in MaNGOS, but used in scripting code
12937 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12939 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12943 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12944 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12945 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12950 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
12952 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12954 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12956 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12957 if( reqitemcount
!= 0 )
12959 uint32 quest_id
= pQuest
->GetQuestId();
12960 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12962 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12963 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12964 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12970 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12972 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12973 if ( GetQuestSlotQuestId(i
) == quest_id
)
12976 return MAX_QUEST_LOG_SIZE
;
12979 void Player::AreaExploredOrEventHappens( uint32 questId
)
12983 uint16 log_slot
= FindQuestSlot( questId
);
12984 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12986 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12988 if(!q_status
.m_explored
)
12990 q_status
.m_explored
= true;
12991 if (q_status
.uState
!= QUEST_NEW
)
12992 q_status
.uState
= QUEST_CHANGED
;
12995 if( CanCompleteQuest( questId
) )
12996 CompleteQuest( questId
);
13000 //not used in mangosd, function for external script library
13001 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13003 if( Group
*pGroup
= GetGroup() )
13005 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13007 Player
*pGroupGuy
= itr
->getSource();
13009 // for any leave or dead (with not released body) group member at appropriate distance
13010 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13011 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13015 AreaExploredOrEventHappens(questId
);
13018 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13020 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13022 uint32 questid
= GetQuestSlotQuestId(i
);
13023 if ( questid
== 0 )
13026 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13028 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13031 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13032 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13035 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13037 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13038 if ( reqitem
== entry
)
13040 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13041 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13042 if ( curitemcount
< reqitemcount
)
13044 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13045 q_status
.m_itemcount
[j
] += additemcount
;
13046 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13048 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13050 if ( CanCompleteQuest( questid
) )
13051 CompleteQuest( questid
);
13056 UpdateForQuestsGO();
13057 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13060 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13062 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13064 uint32 questid
= GetQuestSlotQuestId(i
);
13067 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13070 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13073 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13075 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13076 if ( reqitem
== entry
)
13078 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13080 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13081 uint32 curitemcount
;
13082 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13083 curitemcount
= q_status
.m_itemcount
[j
];
13085 curitemcount
= GetItemCount(entry
,true);
13086 if ( curitemcount
< reqitemcount
+ count
)
13088 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13089 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13090 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13092 IncompleteQuest( questid
);
13098 UpdateForQuestsGO();
13101 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13103 uint32 addkillcount
= 1;
13104 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13105 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13107 uint32 questid
= GetQuestSlotQuestId(i
);
13111 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13114 // just if !ingroup || !noraidgroup || raidgroup
13115 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13116 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13118 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13120 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13122 // skip GO activate objective or none
13123 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13126 // skip Cast at creature objective
13127 if(qInfo
->ReqSpell
[j
] !=0 )
13130 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13132 if ( reqkill
== entry
)
13134 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13135 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13136 if ( curkillcount
< reqkillcount
)
13138 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13139 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13141 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13143 if ( CanCompleteQuest( questid
) )
13144 CompleteQuest( questid
);
13146 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13155 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13157 bool isCreature
= IS_CREATURE_GUID(guid
);
13159 uint32 addCastCount
= 1;
13160 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13162 uint32 questid
= GetQuestSlotQuestId(i
);
13166 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13170 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13172 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13174 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13176 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13178 // skip kill creature objective (0) or wrong spell casts
13179 if(qInfo
->ReqSpell
[j
] != spell_id
)
13182 uint32 reqTarget
= 0;
13186 // creature activate objectives
13187 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13188 // checked at quest_template loading
13189 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13193 // GO activate objective
13194 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13195 // checked at quest_template loading
13196 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13199 // other not this creature/GO related objectives
13200 if( reqTarget
!= entry
)
13203 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13204 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13205 if ( curCastCount
< reqCastCount
)
13207 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13208 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13210 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13213 if ( CanCompleteQuest( questid
) )
13214 CompleteQuest( questid
);
13216 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13224 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13226 uint32 addTalkCount
= 1;
13227 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13229 uint32 questid
= GetQuestSlotQuestId(i
);
13233 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13237 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13239 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13241 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13243 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13245 // skip spell casts and Gameobject objectives
13246 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13249 uint32 reqTarget
= 0;
13251 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13252 // checked at quest_template loading
13253 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13257 if ( reqTarget
== entry
)
13259 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13260 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13261 if ( curTalkCount
< reqTalkCount
)
13263 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13264 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13266 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13268 if ( CanCompleteQuest( questid
) )
13269 CompleteQuest( questid
);
13271 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13280 void Player::MoneyChanged( uint32 count
)
13282 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13284 uint32 questid
= GetQuestSlotQuestId(i
);
13288 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13289 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13291 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13293 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13295 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13297 if ( CanCompleteQuest( questid
) )
13298 CompleteQuest( questid
);
13301 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13303 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13304 IncompleteQuest( questid
);
13310 bool Player::HasQuestForItem( uint32 itemid
) const
13312 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13314 QuestStatusData
const& q_status
= i
->second
;
13316 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13318 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13322 // hide quest if player is in raid-group and quest is no raid quest
13323 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13326 // There should be no mixed ReqItem/ReqSource drop
13327 // This part for ReqItem drop
13328 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13330 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13333 // This part - for ReqSource
13334 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13336 // examined item is a source item
13337 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13339 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13341 // total count of created ReqItems and SourceItems is less than ReqItemCount
13342 if(qinfo
->ReqItemId
[idx
] != 0 &&
13343 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13346 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13347 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13349 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13352 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13353 else if(qinfo
->ReqSpell
[idx
] != 0)
13355 // not casted and need more reagents/item for use.
13356 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13366 void Player::SendQuestComplete( uint32 quest_id
)
13370 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13371 data
<< uint32(quest_id
);
13372 GetSession()->SendPacket( &data
);
13373 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13377 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13379 uint32 questid
= pQuest
->GetQuestId();
13380 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13381 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13382 data
<< uint32(questid
);
13384 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13386 data
<< uint32(XP
);
13387 data
<< uint32(pQuest
->GetRewOrReqMoney());
13392 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13395 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13396 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13397 GetSession()->SendPacket( &data
);
13399 if (pQuest
->GetQuestCompleteScript() != 0)
13400 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13403 void Player::SendQuestFailed( uint32 quest_id
)
13407 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13409 data
<< uint32(0); // failed reason (4 for inventory is full)
13410 GetSession()->SendPacket( &data
);
13411 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13415 void Player::SendQuestTimerFailed( uint32 quest_id
)
13419 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13421 GetSession()->SendPacket( &data
);
13422 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13426 void Player::SendCanTakeQuestResponse( uint32 msg
)
13428 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13429 data
<< uint32(msg
);
13430 GetSession()->SendPacket( &data
);
13431 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13434 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13438 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13439 data
<< uint64(pPlayer
->GetGUID());
13440 data
<< uint8(msg
); // valid values: 0-8
13441 GetSession()->SendPacket( &data
);
13442 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13446 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13448 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13449 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13450 //data << pQuest->ReqItemId[item_idx];
13452 GetSession()->SendPacket( &data
);
13455 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13457 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13459 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13461 // client expected gameobject template id in form (id|0x80000000)
13462 entry
= (-entry
) | 0x80000000;
13464 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13465 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13466 data
<< uint32(pQuest
->GetQuestId());
13467 data
<< uint32(entry
);
13468 data
<< uint32(old_count
+ add_count
);
13469 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13470 data
<< uint64(guid
);
13471 GetSession()->SendPacket(&data
);
13473 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13474 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13475 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13478 /*********************************************************/
13479 /*** LOAD SYSTEM ***/
13480 /*********************************************************/
13482 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13484 bool delete_result
= true;
13487 // 0 1 2 3 4 5 6 7 8 9
13488 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13489 if(!result
) return false;
13491 else delete_result
= false;
13493 Field
*fields
= result
->Fetch();
13495 if(!LoadValues( fields
[1].GetString()))
13497 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13498 if(delete_result
) delete result
;
13502 // overwrite possible wrong/corrupted guid
13503 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13505 m_name
= fields
[2].GetCppString();
13507 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13508 SetMapId(fields
[6].GetUInt32());
13509 // the instance id is not needed at character enum
13511 m_Played_time
[0] = fields
[7].GetUInt32();
13512 m_Played_time
[1] = fields
[8].GetUInt32();
13514 m_atLoginFlags
= fields
[9].GetUInt32();
13516 // I don't see these used anywhere ..
13519 _LoadBoundInstances();*/
13521 if (delete_result
) delete result
;
13523 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13526 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13527 m_deathState
= DEAD
;
13532 void Player::_LoadDeclinedNames(QueryResult
* result
)
13538 delete m_declinedname
;
13540 m_declinedname
= new DeclinedName
;
13541 Field
*fields
= result
->Fetch();
13542 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13543 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13548 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13550 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13554 Field
*fields
= result
->Fetch();
13556 x
= fields
[0].GetFloat();
13557 y
= fields
[1].GetFloat();
13558 z
= fields
[2].GetFloat();
13559 o
= fields
[3].GetFloat();
13560 mapid
= fields
[4].GetUInt32();
13561 in_flight
= !fields
[5].GetCppString().empty();
13567 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13569 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13573 Field
*fields
= result
->Fetch();
13575 data
= StrSplit(fields
[0].GetCppString(), " ");
13582 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13584 if(index
>= data
.size())
13587 return (uint32
)atoi(data
[index
].c_str());
13590 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13593 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13594 memcpy(&result
, &temp
, sizeof(result
));
13599 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13602 if(!LoadValuesArrayFromDB(data
,guid
))
13605 return GetUInt32ValueFromArray(data
,index
);
13608 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13611 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13612 memcpy(&result
, &temp
, sizeof(result
));
13617 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13619 //// 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
13620 //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);
13621 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13625 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13629 Field
*fields
= result
->Fetch();
13631 uint32 dbAccountId
= fields
[1].GetUInt32();
13633 // check if the character's account in the db and the logged in account match.
13634 // player should be able to load/delete character only with correct account!
13635 if( dbAccountId
!= GetSession()->GetAccountId() )
13637 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13642 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13644 m_name
= fields
[3].GetCppString();
13646 // check name limitations
13647 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13650 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13654 if(!LoadValues( fields
[2].GetString()))
13656 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13661 // overwrite possible wrong/corrupted guid
13662 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13664 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13665 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13667 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13668 SetVisibleItemSlot(slot
,NULL
);
13672 delete m_items
[slot
];
13673 m_items
[slot
] = NULL
;
13677 // update money limits
13678 if(GetMoney() > MAX_MONEY_AMOUNT
)
13679 SetMoney(MAX_MONEY_AMOUNT
);
13681 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13684 m_race
= fields
[4].GetUInt8();
13685 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13686 //Other way is to saves m_team into characters table.
13687 setFactionForRace(m_race
);
13690 m_class
= fields
[5].GetUInt8();
13692 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13695 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13700 InitPrimaryProffesions(); // to max set before any spell loaded
13702 uint32 transGUID
= fields
[24].GetUInt32();
13703 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13704 SetMapId(fields
[9].GetUInt32());
13705 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13707 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13709 // check arena teams integrity
13710 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13712 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13716 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13717 if(at
->HaveMember(GetGUID()))
13720 // arena team not exist or not member, cleanup fields
13721 for(int j
=0; j
< 6; ++j
)
13722 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13725 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13727 if(!IsPositionValid())
13729 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());
13731 SetMapId(info
->mapId
);
13732 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13736 m_movementInfo
.t_x
= 0.0f
;
13737 m_movementInfo
.t_y
= 0.0f
;
13738 m_movementInfo
.t_z
= 0.0f
;
13739 m_movementInfo
.t_o
= 0.0f
;
13742 // load the player's map here if it's not already loaded
13743 Map
*map
= GetMap();
13744 // since the player may not be bound to the map yet, make sure subsequent
13745 // getmap calls won't create new maps
13746 SetInstanceId(map
->GetInstanceId());
13748 SaveRecallPosition();
13750 if (transGUID
!= 0)
13752 m_movementInfo
.t_x
= fields
[20].GetFloat();
13753 m_movementInfo
.t_y
= fields
[21].GetFloat();
13754 m_movementInfo
.t_z
= fields
[22].GetFloat();
13755 m_movementInfo
.t_o
= fields
[23].GetFloat();
13757 if( !MaNGOS::IsValidMapCoord(
13758 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13759 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13760 // transport size limited
13761 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13763 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13764 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13765 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13767 SetMapId(info
->mapId
);
13768 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13770 m_movementInfo
.t_x
= 0.0f
;
13771 m_movementInfo
.t_y
= 0.0f
;
13772 m_movementInfo
.t_z
= 0.0f
;
13773 m_movementInfo
.t_o
= 0.0f
;
13779 if (transGUID
!= 0)
13781 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13783 if( (*iter
)->GetGUIDLow() == transGUID
)
13785 m_transport
= *iter
;
13786 m_transport
->AddPassenger(this);
13787 SetMapId(m_transport
->GetMapId());
13794 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13797 SetMapId(info
->mapId
);
13798 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13800 m_movementInfo
.t_x
= 0.0f
;
13801 m_movementInfo
.t_y
= 0.0f
;
13802 m_movementInfo
.t_z
= 0.0f
;
13803 m_movementInfo
.t_o
= 0.0f
;
13809 time_t now
= time(NULL
);
13810 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13812 // since last logout (in seconds)
13813 uint64 time_diff
= uint64(now
- logoutTime
);
13815 // set value, including drunk invisibility detection
13816 // calculate sobering. after 15 minutes logged out, the player will be sober again
13818 if(time_diff
> 15*MINUTE
)
13821 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13822 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13823 SetDrunkValue(newDrunkenValue
);
13825 m_rest_bonus
= fields
[15].GetFloat();
13826 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13827 float bubble0
= 0.031;
13828 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13829 float bubble1
= 0.125;
13831 if((int32
)fields
[16].GetUInt32() > 0)
13833 float bubble
= fields
[17].GetUInt32() > 0
13834 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13835 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13837 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13840 m_cinematic
= fields
[12].GetUInt32();
13841 m_Played_time
[0]= fields
[13].GetUInt32();
13842 m_Played_time
[1]= fields
[14].GetUInt32();
13844 m_resetTalentsCost
= fields
[18].GetUInt32();
13845 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
13847 // reserve some flags
13848 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
13850 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
13851 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
13853 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
13855 uint32 extraflags
= fields
[25].GetUInt32();
13857 m_stableSlots
= fields
[26].GetUInt32();
13858 if(m_stableSlots
> 4)
13860 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
13864 m_atLoginFlags
= fields
[27].GetUInt32();
13867 // Update Honor kills data
13868 m_lastHonorUpdateTime
= logoutTime
;
13869 UpdateHonorFields();
13871 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
13872 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
13873 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
13875 std::string taxi_nodes
= fields
[31].GetCppString();
13879 // clear channel spell data (if saved at channel spell casting)
13880 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
13881 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
13883 // clear charm/summon related fields
13884 SetUInt64Value(UNIT_FIELD_CHARM
,0);
13885 SetUInt64Value(UNIT_FIELD_SUMMON
,0);
13886 SetUInt64Value(UNIT_FIELD_CHARMEDBY
,0);
13887 SetUInt64Value(UNIT_FIELD_SUMMONEDBY
,0);
13888 SetUInt64Value(UNIT_FIELD_CREATEDBY
,0);
13890 // reset some aura modifiers before aura apply
13891 SetUInt64Value(PLAYER_FARSIGHT
, 0);
13892 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
13893 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
13895 // reset skill modifiers and set correct unlearn flags
13896 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
13898 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
13900 // set correct unlearn bit
13901 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
13904 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
13905 if(!pSkill
) continue;
13907 // enable unlearn button for primary professions only
13908 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
13909 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
13911 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13914 // make sure the unit is considered out of combat for proper loading
13917 // make sure the unit is considered not in duel for proper loading
13918 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
13919 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
13921 // remember loaded power/health values to restore after stats initialization and modifier applying
13922 uint32 savedHealth
= GetHealth();
13923 uint32 savedPower
[MAX_POWERS
];
13924 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13925 savedPower
[i
] = GetPower(Powers(i
));
13927 // reset stats before loading any modifiers
13928 InitStatsForLevel();
13929 InitTaxiNodesForLevel();
13930 InitGlyphsForLevel();
13932 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13934 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13937 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
13939 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13940 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13941 m_deathState
= DEAD
;
13943 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
13945 // after spell load
13946 InitTalentForLevel();
13947 learnSkillRewardedSpells();
13949 // after spell load, learn rewarded spell if need also
13950 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
13951 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
13953 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
13955 // must be before inventory (some items required reputation check)
13956 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
13958 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
13960 // update items with duration and realtime
13961 UpdateItemDuration(time_diff
, true);
13963 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
13965 // unread mails and next delivery time, actual mails not loaded
13966 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
13968 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
13970 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13973 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13974 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13975 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
13977 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES
,uint64(1) << curTitle
))
13978 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
13981 // Not finish taxi flight path
13982 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
13984 // problems with taxi path loading
13985 TaxiNodesEntry
const* nodeEntry
= NULL
;
13986 if(uint32 node_id
= m_taxi
.GetTaxiSource())
13987 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13989 if(!nodeEntry
) // don't know taxi start node, to homebind
13991 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13992 SetMapId(m_homebindMapId
);
13993 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
13994 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13996 else // have start node, to it
13998 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13999 SetMapId(nodeEntry
->map_id
);
14000 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14001 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14003 m_taxi
.ClearTaxiDestinations();
14005 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14007 // save source node as recall coord to prevent recall and fall from sky
14008 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14009 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14010 m_recallMap
= nodeEntry
->map_id
;
14011 m_recallX
= nodeEntry
->x
;
14012 m_recallY
= nodeEntry
->y
;
14013 m_recallZ
= nodeEntry
->z
;
14015 // flight will started later
14018 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14020 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14021 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14023 RemoveAllAurasOnDeath();
14025 //apply all stat bonuses from items and auras
14026 SetCanModifyStats(true);
14029 // restore remembered power/health values (but not more max values)
14030 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14031 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14032 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14034 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14038 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14040 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14043 case 0: break; // disable
14044 case 1: SetGameMaster(true); break; // enable
14045 case 2: // save state
14046 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14047 SetGameMaster(true);
14051 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14054 case 0: break; // disable
14055 case 1: SetAcceptTicket(true); break; // enable
14056 case 2: // save state
14057 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14058 SetAcceptTicket(true);
14062 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14065 case 0: break; // disable
14066 case 1: SetGMChat(true); break; // enable
14067 case 2: // save state
14068 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14073 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14076 case 0: break; // disable
14077 case 1: SetAcceptWhispers(true); break; // enable
14078 case 2: // save state
14079 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14080 SetAcceptWhispers(true);
14085 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14087 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14088 m_achievementMgr
.CheckAllAchievementCriteria();
14092 bool Player::isAllowedToLoot(Creature
* creature
)
14094 if(Player
* recipient
= creature
->GetLootRecipient())
14096 if (recipient
== this)
14098 if( Group
* otherGroup
= recipient
->GetGroup())
14100 Group
* thisGroup
= GetGroup();
14103 return thisGroup
== otherGroup
;
14108 // prevent other players from looting if the recipient got disconnected
14109 return !creature
->hasLootRecipient();
14112 void Player::_LoadActions(QueryResult
*result
)
14114 m_actionButtons
.clear();
14116 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14122 Field
*fields
= result
->Fetch();
14124 uint8 button
= fields
[0].GetUInt8();
14126 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14128 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14130 while( result
->NextRow() );
14136 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14139 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14140 m_modAuras
[i
].clear();
14142 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14148 Field
*fields
= result
->Fetch();
14149 uint64 caster_guid
= fields
[0].GetUInt64();
14150 uint32 spellid
= fields
[1].GetUInt32();
14151 uint32 effindex
= fields
[2].GetUInt32();
14152 int32 damage
= (int32
)fields
[3].GetUInt32();
14153 int32 maxduration
= (int32
)fields
[4].GetUInt32();
14154 int32 remaintime
= (int32
)fields
[5].GetUInt32();
14155 int32 remaincharges
= (int32
)fields
[6].GetUInt32();
14157 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14160 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14166 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14170 // negative effects should continue counting down after logout
14171 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14173 if(remaintime
<= int32(timediff
))
14176 remaintime
-= timediff
;
14179 // prevent wrong values of remaincharges
14180 if(spellproto
->procCharges
)
14182 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14183 remaincharges
= spellproto
->procCharges
;
14188 //do not load single target auras (unless they were cast by the player)
14189 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14192 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14194 damage
= aura
->GetModifier()->m_amount
;
14195 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14198 while( result
->NextRow() );
14203 if(m_class
== CLASS_WARRIOR
)
14204 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14207 void Player::LoadCorpse()
14211 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14215 if(Corpse
*corpse
= GetCorpse())
14217 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14221 //Prevent Dead Player login without corpse
14222 ResurrectPlayer(0.5f
);
14227 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14229 //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());
14230 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14231 //NOTE: the "order by `bag`" is important because it makes sure
14232 //the bagMap is filled before items in the bags are loaded
14233 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14234 //expected to be equipped before offhand items (TODO: fixme)
14236 uint32 zone
= GetZoneId();
14240 std::list
<Item
*> problematicItems
;
14242 // prevent items from being added to the queue when stored
14243 m_itemUpdateQueueBlocked
= true;
14246 Field
*fields
= result
->Fetch();
14247 uint32 bag_guid
= fields
[1].GetUInt32();
14248 uint8 slot
= fields
[2].GetUInt8();
14249 uint32 item_guid
= fields
[3].GetUInt32();
14250 uint32 item_id
= fields
[4].GetUInt32();
14252 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14256 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14257 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14258 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14262 Item
*item
= NewItemOrBag(proto
);
14264 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14266 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14267 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14268 item
->FSetState(ITEM_REMOVED
);
14269 item
->SaveToDB(); // it also deletes item object !
14273 // not allow have in alive state item limited to another map/zone
14274 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14276 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14277 item
->FSetState(ITEM_REMOVED
);
14278 item
->SaveToDB(); // it also deletes item object !
14282 // "Conjured items disappear if you are logged out for more than 15 minutes"
14283 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14285 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14286 item
->FSetState(ITEM_REMOVED
);
14287 item
->SaveToDB(); // it also deletes item object !
14291 bool success
= true;
14295 // the item is not in a bag
14296 item
->SetContainer( NULL
);
14297 item
->SetSlot(slot
);
14299 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14301 ItemPosCountVec dest
;
14302 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14303 item
= StoreItem(dest
, item
, true);
14307 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14310 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14311 QuickEquipItem(dest
, item
);
14315 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14317 ItemPosCountVec dest
;
14318 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14319 item
= BankItem(dest
, item
, true);
14326 // store bags that may contain items in them
14327 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14328 bagMap
[item_guid
] = (Bag
*)item
;
14333 item
->SetSlot(NULL_SLOT
);
14334 // the item is in a bag, find the bag
14335 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14336 if(itr
!= bagMap
.end())
14337 itr
->second
->StoreItem(slot
, item
, true );
14342 // item's state may have changed after stored
14344 item
->SetState(ITEM_UNCHANGED
, this);
14347 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
);
14348 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14349 problematicItems
.push_back(item
);
14351 } while (result
->NextRow());
14354 m_itemUpdateQueueBlocked
= false;
14356 // send by mail problematic items
14357 while(!problematicItems
.empty())
14360 MailItemsInfo mi
; // item list preparing
14362 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14364 Item
* item
= problematicItems
.front();
14365 problematicItems
.pop_front();
14367 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14370 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14372 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14376 _ApplyAllItemMods();
14379 // load mailed item which should receive current player
14380 void Player::_LoadMailedItems(Mail
*mail
)
14382 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail
->messageID
);
14388 Field
*fields
= result
->Fetch();
14389 uint32 item_guid_low
= fields
[0].GetUInt32();
14390 uint32 item_template
= fields
[1].GetUInt32();
14392 mail
->AddItem(item_guid_low
, item_template
);
14394 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14398 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
);
14399 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14400 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14404 Item
*item
= NewItemOrBag(proto
);
14406 if(!item
->LoadFromDB(item_guid_low
, 0))
14408 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14409 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14410 item
->FSetState(ITEM_REMOVED
);
14411 item
->SaveToDB(); // it also deletes item object !
14416 } while (result
->NextRow());
14421 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14423 //set a count of unread mails
14424 //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);
14427 Field
*fieldMail
= resultUnread
->Fetch();
14428 unReadMails
= fieldMail
[0].GetUInt8();
14429 delete resultUnread
;
14432 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14433 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14434 if (resultDelivery
)
14436 Field
*fieldMail
= resultDelivery
->Fetch();
14437 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14438 delete resultDelivery
;
14442 void Player::_LoadMail()
14445 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14446 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());
14451 Field
*fields
= result
->Fetch();
14452 Mail
*m
= new Mail
;
14453 m
->messageID
= fields
[0].GetUInt32();
14454 m
->messageType
= fields
[1].GetUInt8();
14455 m
->sender
= fields
[2].GetUInt32();
14456 m
->receiver
= fields
[3].GetUInt32();
14457 m
->subject
= fields
[4].GetCppString();
14458 m
->itemTextId
= fields
[5].GetUInt32();
14459 bool has_items
= fields
[6].GetBool();
14460 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14461 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14462 m
->money
= fields
[9].GetUInt32();
14463 m
->COD
= fields
[10].GetUInt32();
14464 m
->checked
= fields
[11].GetUInt32();
14465 m
->stationery
= fields
[12].GetUInt8();
14466 m
->mailTemplateId
= fields
[13].GetInt16();
14468 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14470 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14471 m
->mailTemplateId
= 0;
14474 m
->state
= MAIL_STATE_UNCHANGED
;
14477 _LoadMailedItems(m
);
14479 m_mail
.push_back(m
);
14480 } while( result
->NextRow() );
14483 m_mailsLoaded
= true;
14486 void Player::LoadPet()
14488 //fixme: the pet should still be loaded if the player is not in world
14489 // just not added to the map
14492 Pet
*pet
= new Pet
;
14493 if(!pet
->LoadPetFromDB(this,0,0,true))
14498 void Player::_LoadQuestStatus(QueryResult
*result
)
14500 mQuestStatus
.clear();
14504 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14505 //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());
14511 Field
*fields
= result
->Fetch();
14513 uint32 quest_id
= fields
[0].GetUInt32();
14514 // used to be new, no delete?
14515 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14519 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14521 uint32 qstatus
= fields
[1].GetUInt32();
14522 if(qstatus
< MAX_QUEST_STATUS
)
14523 questStatusData
.m_status
= QuestStatus(qstatus
);
14526 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14527 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14530 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14531 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14533 time_t quest_time
= time_t(fields
[4].GetUInt64());
14535 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14537 AddTimedQuest( quest_id
);
14539 if (quest_time
<= sWorld
.GetGameTime())
14540 questStatusData
.m_timer
= 1;
14542 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14547 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14548 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14549 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14550 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14551 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14552 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14553 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14554 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14556 questStatusData
.uState
= QUEST_UNCHANGED
;
14558 // add to quest log
14559 if( slot
< MAX_QUEST_LOG_SIZE
&&
14560 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14561 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&& !questStatusData
.m_rewarded
) )
14563 SetQuestSlot(slot
,quest_id
,quest_time
);
14565 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14566 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14568 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14569 if(questStatusData
.m_creatureOrGOcount
[idx
])
14570 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14575 if(questStatusData
.m_rewarded
)
14577 // learn rewarded spell if unknown
14578 learnQuestRewardedSpells(pQuest
);
14580 // set rewarded title if any
14581 if(pQuest
->GetCharTitleId())
14583 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14584 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
14588 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14591 while( result
->NextRow() );
14596 // clear quest log tail
14597 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14601 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14603 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14604 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14606 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14610 uint32 quest_daily_idx
= 0;
14614 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14616 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14620 Field
*fields
= result
->Fetch();
14622 uint32 quest_id
= fields
[0].GetUInt32();
14624 // save _any_ from daily quest times (it must be after last reset anyway)
14625 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14627 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14631 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14634 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14636 while( result
->NextRow() );
14641 m_DailyQuestChanged
= false;
14644 void Player::_LoadReputation(QueryResult
*result
)
14646 m_factions
.clear();
14648 // Set initial reputations (so everything is nifty before DB data load)
14649 SetInitialFactions();
14651 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14657 Field
*fields
= result
->Fetch();
14659 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14660 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14662 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14664 // update standing to current
14665 faction
->Standing
= int32(fields
[1].GetUInt32());
14667 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14669 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14670 SetFactionVisible(faction
); // have internal checks for forced invisibility
14672 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14673 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14675 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14676 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14677 else // DB not at war
14679 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14680 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14681 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14684 // set atWar for hostile
14685 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14686 SetFactionAtWar(faction
,true);
14688 // reset changed flag if values similar to saved in DB
14689 if(faction
->Flags
==dbFactionFlags
)
14690 faction
->Changed
= false;
14693 while( result
->NextRow() );
14699 void Player::_LoadSpells(QueryResult
*result
)
14701 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14702 delete itr
->second
;
14705 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14711 Field
*fields
= result
->Fetch();
14713 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14715 while( result
->NextRow() );
14721 void Player::_LoadTutorials(QueryResult
*result
)
14723 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14729 Field
*fields
= result
->Fetch();
14731 for (int iI
=0; iI
<8; iI
++)
14732 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14734 while( result
->NextRow() );
14739 m_TutorialsChanged
= false;
14742 void Player::_LoadGroup(QueryResult
*result
)
14744 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14747 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14749 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14752 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14753 SetGroup(group
, subgroup
);
14754 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14756 // the group leader may change the instance difficulty while the player is offline
14757 SetDifficulty(group
->GetDifficulty());
14763 void Player::_LoadBoundInstances(QueryResult
*result
)
14765 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14766 m_boundInstances
[i
].clear();
14768 Group
*group
= GetGroup();
14770 //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));
14775 Field
*fields
= result
->Fetch();
14776 bool perm
= fields
[1].GetBool();
14777 uint32 mapId
= fields
[2].GetUInt32();
14778 uint32 instanceId
= fields
[0].GetUInt32();
14779 uint8 difficulty
= fields
[3].GetUInt8();
14780 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14781 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14782 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14783 // and in that case it is not used
14787 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
);
14788 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14792 // since non permanent binds are always solo bind, they can always be reset
14793 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14794 if(save
) BindToInstance(save
, perm
, true);
14795 } while(result
->NextRow());
14800 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14802 // some instances only have one difficulty
14803 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14804 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14806 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14807 if(itr
!= m_boundInstances
[difficulty
].end())
14808 return &itr
->second
;
14813 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14815 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14816 UnbindInstance(itr
, difficulty
, unload
);
14819 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14821 if(itr
!= m_boundInstances
[difficulty
].end())
14823 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14824 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14825 m_boundInstances
[difficulty
].erase(itr
++);
14829 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14833 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14836 // update the save when the group kills a boss
14837 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14838 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());
14841 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14843 if(bind
.save
!= save
)
14845 if(bind
.save
) bind
.save
->RemovePlayer(this);
14846 save
->AddPlayer(this);
14849 if(permanent
) save
->SetCanReset(false);
14852 bind
.perm
= permanent
;
14853 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());
14860 void Player::SendRaidInfo()
14862 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
14864 uint32 counter
= 0, i
;
14865 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14866 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14867 if(itr
->second
.perm
) counter
++;
14870 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14872 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14874 if(itr
->second
.perm
)
14876 InstanceSave
*save
= itr
->second
.save
;
14877 data
<< (save
->GetMapId());
14878 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
14879 data
<< save
->GetInstanceId();
14880 data
<< uint32(counter
);
14885 GetSession()->SendPacket(&data
);
14889 - called on every successful teleportation to a map
14891 void Player::SendSavedInstances()
14893 bool hasBeenSaved
= false;
14896 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14898 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14900 if(itr
->second
.perm
) // only permanent binds are sent
14902 hasBeenSaved
= true;
14908 //Send opcode 811. true or false means, whether you have current raid/heroic instances
14909 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
14910 data
<< uint32(hasBeenSaved
);
14911 GetSession()->SendPacket(&data
);
14916 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14918 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14920 if(itr
->second
.perm
)
14922 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
14923 data
<< uint32(itr
->second
.save
->GetMapId());
14924 GetSession()->SendPacket(&data
);
14930 /// convert the player's binds to the group
14931 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
14933 bool has_binds
= false;
14934 bool has_solo
= false;
14936 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
14937 assert(player_guid
);
14939 // copy all binds to the group, when changing leader it's assumed the character
14940 // will not have any solo binds
14944 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14946 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
14949 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
14950 // permanent binds are not removed
14951 if(!itr
->second
.perm
)
14953 player
->UnbindInstance(itr
, i
, true); // increments itr
14962 // if the player's not online we don't know what binds it has
14963 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
));
14964 // the following should not get executed when changing leaders
14965 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
14968 bool Player::_LoadHomeBind(QueryResult
*result
)
14971 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14974 Field
*fields
= result
->Fetch();
14975 m_homebindMapId
= fields
[0].GetUInt32();
14976 m_homebindZoneId
= fields
[1].GetUInt16();
14977 m_homebindX
= fields
[2].GetFloat();
14978 m_homebindY
= fields
[3].GetFloat();
14979 m_homebindZ
= fields
[4].GetFloat();
14982 // accept saved data only for valid position (and non instanceable)
14983 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
14984 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
14989 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14994 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
14995 if(!info
) return false;
14997 m_homebindMapId
= info
->mapId
;
14998 m_homebindZoneId
= info
->zoneId
;
14999 m_homebindX
= info
->positionX
;
15000 m_homebindY
= info
->positionY
;
15001 m_homebindZ
= info
->positionZ
;
15003 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
);
15006 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15007 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15012 /*********************************************************/
15013 /*** SAVE SYSTEM ***/
15014 /*********************************************************/
15016 void Player::SaveToDB()
15018 // delay auto save at any saves (manual, in code, or autosave)
15019 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15021 // first save/honor gain after midnight will also update the player's honor fields
15022 UpdateHonorFields();
15024 // Must saved before enter into BattleGround
15025 if(InBattleGround())
15028 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15029 //save, far from tavern/city
15030 //save, but in tavern/city
15031 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15034 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15035 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15036 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15037 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15038 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15039 uint32 tmp_displayid
= GetDisplayId();
15041 // Set player sit state to standing on save, also stealth and shifted form
15042 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
15043 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15044 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
15045 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15046 SetDisplayId(GetNativeDisplayId());
15048 bool inworld
= IsInWorld();
15050 CharacterDatabase
.BeginTransaction();
15052 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15054 std::string sql_name
= m_name
;
15055 CharacterDatabase
.escape_string(sql_name
);
15057 std::ostringstream ss
;
15058 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15059 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15060 "taximask, online, cinematic, "
15061 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15062 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15063 "death_expire_time, taxi_path) VALUES ("
15064 << GetGUIDLow() << ", "
15065 << GetSession()->GetAccountId() << ", '"
15066 << sql_name
<< "', "
15068 << m_class
<< ", ";
15070 bool save_to_dest
= false;
15071 if(IsBeingTeleported())
15073 // don't save to battlegrounds or arenas
15074 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
15075 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
15076 save_to_dest
= true;
15081 ss
<< GetMapId() << ", "
15082 << (uint32
)GetDifficulty() << ", "
15083 << finiteAlways(GetPositionX()) << ", "
15084 << finiteAlways(GetPositionY()) << ", "
15085 << finiteAlways(GetPositionZ()) << ", "
15086 << finiteAlways(GetOrientation()) << ", '";
15090 ss
<< GetTeleportDest().mapid
<< ", "
15091 << (uint32
)GetDifficulty() << ", "
15092 << finiteAlways(GetTeleportDest().x
) << ", "
15093 << finiteAlways(GetTeleportDest().y
) << ", "
15094 << finiteAlways(GetTeleportDest().z
) << ", "
15095 << finiteAlways(GetTeleportDest().o
) << ", '";
15099 for( i
= 0; i
< m_valuesCount
; i
++ )
15101 ss
<< GetUInt32Value(i
) << " ";
15106 for( i
= 0; i
< 8; i
++ )
15107 ss
<< m_taxi
.GetTaximask(i
) << " ";
15110 ss
<< (inworld
? 1 : 0);
15116 ss
<< m_Played_time
[0];
15118 ss
<< m_Played_time
[1];
15121 ss
<< finiteAlways(m_rest_bonus
);
15123 ss
<< (uint64
)time(NULL
);
15125 ss
<< is_save_resting
;
15127 ss
<< m_resetTalentsCost
;
15129 ss
<< (uint64
)m_resetTalentsTime
;
15132 ss
<< finiteAlways(m_movementInfo
.t_x
);
15134 ss
<< finiteAlways(m_movementInfo
.t_y
);
15136 ss
<< finiteAlways(m_movementInfo
.t_z
);
15138 ss
<< finiteAlways(m_movementInfo
.t_o
);
15141 ss
<< m_transport
->GetGUIDLow();
15146 ss
<< m_ExtraFlags
;
15149 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15152 ss
<< uint32(m_atLoginFlags
);
15158 ss
<< (uint64
)m_deathExpireTime
;
15161 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15164 CharacterDatabase
.Execute( ss
.str().c_str() );
15166 if(m_mailsUpdated
) //save mails only when needed
15170 _SaveQuestStatus();
15171 _SaveDailyQuestStatus();
15174 _SaveSpellCooldowns();
15179 CharacterDatabase
.CommitTransaction();
15181 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15182 SetDisplayId(tmp_displayid
);
15183 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15184 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15185 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15186 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15188 // save pet (hunter pet level and experience and all type pets health/mana).
15189 if(Pet
* pet
= GetPet())
15190 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15191 m_achievementMgr
.SaveToDB();
15194 // fast save function for item/money cheating preventing - save only inventory and money state
15195 void Player::SaveInventoryAndGoldToDB()
15198 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE
,GetMoney(),GetGUID());
15201 void Player::_SaveActions()
15203 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15205 switch (itr
->second
.uState
)
15207 case ACTIONBUTTON_NEW
:
15208 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15209 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15210 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15213 case ACTIONBUTTON_CHANGED
:
15214 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15215 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15216 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15219 case ACTIONBUTTON_DELETED
:
15220 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15221 m_actionButtons
.erase(itr
++);
15230 void Player::_SaveAuras()
15232 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15234 AuraMap
const& auras
= GetAuras();
15235 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); ++itr
)
15237 SpellEntry
const *spellInfo
= itr
->second
->GetSpellProto();
15239 //skip all auras from spells that are passive or need a shapeshift
15240 if (itr
->second
->IsPassive() || itr
->second
->IsRemovedOnShapeLost())
15243 //do not save single target auras (unless they were cast by the player)
15244 if (itr
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
))
15248 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15249 for (i
= 0; i
< 3; i
++)
15250 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15251 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15256 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());
15257 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
15258 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%d', '%d', '%d', '%d')",
15259 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
));
15264 void Player::_SaveInventory()
15266 // force items in buyback slots to new state
15267 // and remove those that aren't already
15268 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15270 Item
*item
= m_items
[i
];
15271 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15272 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15273 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15274 m_items
[i
]->FSetState(ITEM_NEW
);
15277 // update enchantment durations
15278 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15280 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15284 if (m_itemUpdateQueue
.empty()) return;
15286 // do not save if the update queue is corrupt
15287 bool error
= false;
15288 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15290 Item
*item
= m_itemUpdateQueue
[i
];
15291 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15292 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15296 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());
15299 else if (test
!= item
)
15301 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());
15308 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15309 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15313 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15315 Item
*item
= m_itemUpdateQueue
[i
];
15316 if(!item
) continue;
15318 Bag
*container
= item
->GetContainer();
15319 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15321 switch(item
->GetState())
15324 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());
15327 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());
15330 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15332 case ITEM_UNCHANGED
:
15336 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15338 m_itemUpdateQueue
.clear();
15341 void Player::_SaveMail()
15343 if (!m_mailsLoaded
)
15346 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
15349 if (m
->state
== MAIL_STATE_CHANGED
)
15351 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'",
15352 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15353 if(m
->removedItems
.size())
15355 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15356 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15357 m
->removedItems
.clear();
15359 m
->state
= MAIL_STATE_UNCHANGED
;
15361 else if (m
->state
== MAIL_STATE_DELETED
)
15364 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15365 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15367 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15368 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15369 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15373 //deallocate deleted mails...
15374 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15376 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15381 itr
= m_mail
.begin();
15387 m_mailsUpdated
= false;
15390 void Player::_SaveQuestStatus()
15392 // we don't need transactions here.
15393 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15395 switch (i
->second
.uState
)
15398 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15399 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15400 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]);
15402 case QUEST_CHANGED
:
15403 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' ",
15404 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
);
15406 case QUEST_UNCHANGED
:
15409 i
->second
.uState
= QUEST_UNCHANGED
;
15413 void Player::_SaveDailyQuestStatus()
15415 if(!m_DailyQuestChanged
)
15418 m_DailyQuestChanged
= false;
15420 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15422 // we don't need transactions here.
15423 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15424 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15425 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15426 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15427 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15430 void Player::_SaveReputation()
15432 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15434 if (itr
->second
.Changed
)
15436 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15437 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
);
15438 itr
->second
.Changed
= false;
15443 void Player::_SaveSpells()
15445 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15448 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15449 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15450 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15451 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);
15453 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15454 _removeSpell(itr
->first
);
15456 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15460 void Player::_SaveTutorials()
15462 if(!m_TutorialsChanged
)
15466 // it's better than rebuilding indexes multiple times
15467 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15470 Rows
= result
->Fetch()[0].GetUInt32();
15476 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'",
15477 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
);
15481 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]);
15484 m_TutorialsChanged
= false;
15487 void Player::outDebugValues() const
15489 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15492 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15493 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15494 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15495 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15496 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15497 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15498 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15499 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15500 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15501 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15502 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15503 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15506 /*********************************************************/
15507 /*** FLOOD FILTER SYSTEM ***/
15508 /*********************************************************/
15510 void Player::UpdateSpeakTime()
15512 // ignore chat spam protection for GMs in any mode
15513 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15516 time_t current
= time (NULL
);
15517 if(m_speakTime
> current
)
15519 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15524 if(m_speakCount
>= max_count
)
15526 // prevent overwrite mute time, if message send just before mutes set, for example.
15527 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15528 if(GetSession()->m_muteTime
< new_mute
)
15529 GetSession()->m_muteTime
= new_mute
;
15537 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15540 bool Player::CanSpeak() const
15542 return GetSession()->m_muteTime
<= time (NULL
);
15545 /*********************************************************/
15546 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15547 /*********************************************************/
15549 void Player::SendAttackSwingNotInRange()
15551 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15552 GetSession()->SendPacket( &data
);
15555 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15557 std::ostringstream ss
;
15558 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15559 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15560 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15561 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15562 sLog
.outDebug(ss
.str().c_str());
15563 CharacterDatabase
.Execute(ss
.str().c_str());
15566 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15568 std::ostringstream ss2
;
15569 ss2
<<"UPDATE characters SET data='";
15571 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15573 ss2
<<tokens
[i
]<<" ";
15575 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15577 return CharacterDatabase
.Execute(ss2
.str().c_str());
15580 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15583 snprintf(buf
,11,"%u",value
);
15585 if(index
>= tokens
.size())
15588 tokens
[index
] = buf
;
15591 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15594 if(!LoadValuesArrayFromDB(tokens
,guid
))
15597 if(index
>= tokens
.size())
15601 snprintf(buf
,11,"%u",value
);
15602 tokens
[index
] = buf
;
15604 SaveValuesArrayInDB(tokens
,guid
);
15607 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15610 memcpy(&temp
, &value
, sizeof(value
));
15611 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15614 void Player::SendAttackSwingNotStanding()
15616 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15617 GetSession()->SendPacket( &data
);
15620 void Player::SendAttackSwingDeadTarget()
15622 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15623 GetSession()->SendPacket( &data
);
15626 void Player::SendAttackSwingCantAttack()
15628 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15629 GetSession()->SendPacket( &data
);
15632 void Player::SendAttackSwingCancelAttack()
15634 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15635 GetSession()->SendPacket( &data
);
15638 void Player::SendAttackSwingBadFacingAttack()
15640 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15641 GetSession()->SendPacket( &data
);
15644 void Player::SendAutoRepeatCancel()
15646 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15647 data
.append(GetPackGUID()); // may be it's target guid
15648 GetSession()->SendPacket( &data
);
15651 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15653 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15656 GetSession()->SendPacket( &data
);
15658 SendMessageToSet( &data
, true );
15661 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15663 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15665 data
<< Experience
;
15666 GetSession()->SendPacket(&data
);
15669 void Player::SendDungeonDifficulty(bool IsInGroup
)
15671 uint8 val
= 0x00000001;
15672 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15673 data
<< (uint32
)GetDifficulty();
15674 data
<< uint32(val
);
15675 data
<< uint32(IsInGroup
);
15676 GetSession()->SendPacket(&data
);
15679 void Player::SendResetFailedNotify(uint32 mapid
)
15681 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15682 data
<< uint32(mapid
);
15683 GetSession()->SendPacket(&data
);
15686 /// Reset all solo instances and optionally send a message on success for each
15687 void Player::ResetInstances(uint8 method
)
15689 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15691 // we assume that when the difficulty changes, all instances that can be reset will be
15692 uint8 dif
= GetDifficulty();
15694 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15696 InstanceSave
*p
= itr
->second
.save
;
15697 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15698 if(!entry
|| !p
->CanReset())
15704 if(method
== INSTANCE_RESET_ALL
)
15706 // the "reset all instances" method can only reset normal maps
15707 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15714 // if the map is loaded, reset it
15715 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15716 if(map
&& map
->IsDungeon())
15717 ((InstanceMap
*)map
)->Reset(method
);
15719 // since this is a solo instance there should not be any players inside
15720 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15721 SendResetInstanceSuccess(p
->GetMapId());
15724 m_boundInstances
[dif
].erase(itr
++);
15726 // the following should remove the instance save from the manager and delete it as well
15727 p
->RemovePlayer(this);
15731 void Player::SendResetInstanceSuccess(uint32 MapId
)
15733 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15735 GetSession()->SendPacket(&data
);
15738 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15740 // TODO: find what other fail reasons there are besides players in the instance
15741 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15744 GetSession()->SendPacket(&data
);
15747 /*********************************************************/
15748 /*** Update timers ***/
15749 /*********************************************************/
15751 ///checks the 15 afk reports per 5 minutes limit
15752 void Player::UpdateAfkReport(time_t currTime
)
15754 if(m_bgAfkReportedTimer
<= currTime
)
15756 m_bgAfkReportedCount
= 0;
15757 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15761 void Player::UpdateContestedPvP(uint32 diff
)
15763 if(!m_contestedPvPTimer
||isInCombat())
15765 if(m_contestedPvPTimer
<= diff
)
15767 ResetContestedPvP();
15770 m_contestedPvPTimer
-= diff
;
15773 void Player::UpdatePvPFlag(time_t currTime
)
15777 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15783 void Player::UpdateDuelFlag(time_t currTime
)
15785 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15788 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15789 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15791 duel
->startTimer
= 0;
15792 duel
->startTime
= currTime
;
15793 duel
->opponent
->duel
->startTimer
= 0;
15794 duel
->opponent
->duel
->startTime
= currTime
;
15797 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
15802 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
15804 //returning of reagents only for players, so best done here
15805 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
15806 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15810 for(uint32 i
= 0; i
< 7; ++i
)
15812 if(spellInfo
->Reagent
[i
] > 0)
15814 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15815 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
15816 if( msg
== EQUIP_ERR_OK
)
15818 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
15820 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15825 m_temporaryUnsummonedPetNumber
= 0;
15828 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15831 // only if current pet in slot
15832 switch(pet
->getPetType())
15838 m_guardianPets
.erase(pet
->GetGUID());
15841 if(GetPetGUID()==pet
->GetGUID())
15850 switch(pet
->GetEntry())
15852 //warlock pets except imp are removed(?) when logging out
15857 mode
= PET_SAVE_NOT_IN_SLOT
;
15862 pet
->SavePetToDB(mode
);
15864 pet
->CleanupsBeforeDelete();
15865 pet
->AddObjectToRemoveList();
15866 pet
->m_removed
= true;
15868 if(pet
->isControlled())
15870 WorldPacket
data(SMSG_PET_SPELLS
, 8);
15873 GetSession()->SendPacket(&data
);
15876 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15880 void Player::RemoveMiniPet()
15882 if(Pet
* pet
= GetMiniPet())
15884 pet
->Remove(PET_SAVE_AS_DELETED
);
15889 Pet
* Player::GetMiniPet()
15893 return ObjectAccessor::GetPet(m_miniPet
);
15896 void Player::RemoveGuardians()
15898 while(!m_guardianPets
.empty())
15900 uint64 guid
= *m_guardianPets
.begin();
15901 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
15902 pet
->Remove(PET_SAVE_AS_DELETED
);
15904 m_guardianPets
.erase(guid
);
15908 bool Player::HasGuardianWithEntry(uint32 entry
)
15910 // pet guid middle part is entry (and creature also)
15911 // and in guardian list must be guardians with same entry _always_
15912 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
15913 if(GUID_ENPART(*itr
)==entry
)
15919 void Player::Uncharm()
15921 Unit
* charm
= GetCharm();
15925 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
15926 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
15929 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, std::string text
, uint32 language
) const
15931 *data
<< (uint8
)msgtype
;
15932 *data
<< (uint32
)language
;
15933 *data
<< (uint64
)GetGUID();
15934 *data
<< (uint32
)language
; //language 2.1.0 ?
15935 *data
<< (uint64
)GetGUID();
15936 *data
<< (uint32
)(text
.length()+1);
15938 *data
<< (uint8
)chatTag();
15941 void Player::Say(const std::string text
, const uint32 language
)
15943 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15944 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
15945 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
15948 void Player::Yell(const std::string text
, const uint32 language
)
15950 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15951 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
15952 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
15955 void Player::TextEmote(const std::string text
)
15957 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15958 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
15959 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
15962 void Player::Whisper(std::string text
, uint32 language
,uint64 receiver
)
15964 if (language
!= LANG_ADDON
) // if not addon data
15965 language
= LANG_UNIVERSAL
; // whispers should always be readable
15967 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
15969 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15970 if(!rPlayer
->isDND() || isGameMaster())
15972 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15973 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
15974 rPlayer
->GetSession()->SendPacket(&data
);
15976 data
.Initialize(SMSG_MESSAGECHAT
, 200);
15977 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
15978 GetSession()->SendPacket(&data
);
15982 // announce to player that player he is whispering to is dnd and cannot receive his message
15983 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
15986 if(!isAcceptWhispers())
15988 SetAcceptWhispers(true);
15989 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
15992 // announce to player that player he is whispering to is afk
15993 if(rPlayer
->isAFK())
15994 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
15996 // if player whisper someone, auto turn of dnd to be able to receive an answer
15997 if(isDND() && !rPlayer
->isGameMaster())
16001 void Player::PetSpellInitialize()
16003 Pet
* pet
= GetPet();
16008 sLog
.outDebug("Pet Spells Groups");
16010 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16012 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16013 data
<< uint64(pet
->GetGUID());
16014 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16016 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16019 for(uint32 i
= 0; i
< 10; i
++)
16021 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16024 size_t spellsCountPos
= data
.wpos();
16028 data
<< uint8(addlist
); // placeholder
16030 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16033 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16035 if(itr
->second
->state
== PETSPELL_REMOVED
)
16038 data
<< uint16(itr
->first
);
16039 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16044 data
.put
<uint8
>(spellsCountPos
, addlist
);
16046 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16047 data
<< uint8(cooldownsCount
);
16049 time_t curTime
= time(NULL
);
16051 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16053 time_t cooldown
= 0;
16055 if(itr
->second
> curTime
)
16056 cooldown
= (itr
->second
- curTime
) * 1000;
16058 data
<< uint16(itr
->first
); // spellid
16059 data
<< uint16(0); // spell category?
16060 data
<< uint32(itr
->second
); // cooldown
16061 data
<< uint32(0); // category cooldown
16064 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16066 time_t cooldown
= 0;
16068 if(itr
->second
> curTime
)
16069 cooldown
= (itr
->second
- curTime
) * 1000;
16071 data
<< uint16(itr
->first
); // spellid
16072 data
<< uint16(0); // spell category?
16073 data
<< uint32(0); // cooldown
16074 data
<< uint32(itr
->second
); // category cooldown
16077 GetSession()->SendPacket(&data
);
16080 void Player::PossessSpellInitialize()
16082 Unit
* charm
= GetCharm();
16087 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16091 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16096 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16099 data
<< uint64(charm
->GetGUID());
16100 data
<< uint32(0x00000000);
16102 data
<< uint8(0) << uint8(0) << uint16(0);
16104 for(uint32 i
= 0; i
< 10; i
++) //40
16106 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16109 data
<< uint8(addlist
); //1
16112 data
<< uint8(count
); // cooldowns count
16114 GetSession()->SendPacket(&data
);
16117 void Player::CharmSpellInitialize()
16119 Unit
* charm
= GetCharm();
16124 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16127 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16133 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16135 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16137 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16139 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16141 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16147 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16149 data
<< uint64(charm
->GetGUID());
16150 data
<< uint32(0x00000000);
16152 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16153 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16155 data
<< uint8(0) << uint8(0);
16158 for(uint32 i
= 0; i
< 10; i
++) //40
16160 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16163 data
<< uint8(addlist
); //1
16167 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16169 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16170 if(cspell
->spellId
)
16172 data
<< uint16(cspell
->spellId
);
16173 data
<< uint16(cspell
->active
);
16179 data
<< uint8(count
); // cooldowns count
16181 GetSession()->SendPacket(&data
);
16184 int32
Player::GetTotalFlatMods(uint32 spellId
, SpellModOp op
)
16186 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16187 if (!spellInfo
) return 0;
16189 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
16191 SpellModifier
*mod
= *itr
;
16193 if(!IsAffectedBySpellmod(spellInfo
,mod
))
16196 if (mod
->type
== SPELLMOD_FLAT
)
16197 total
+= mod
->value
;
16202 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
16204 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16205 if (!spellInfo
) return 0;
16207 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
16209 SpellModifier
*mod
= *itr
;
16211 if(!IsAffectedBySpellmod(spellInfo
,mod
))
16214 if (mod
->type
== SPELLMOD_PCT
)
16215 total
+= mod
->value
;
16220 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16222 if (!mod
|| !spellInfo
)
16225 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16227 // prevent apply to any spell except spell that trigger expire
16230 if(mod
->lastAffected
!= spell
)
16233 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16237 return spellmgr
.IsAffectedBySpell(spellInfo
,mod
->spellId
,mod
->effectId
,mod
->mask
);
16240 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16242 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16244 for(int eff
=0;eff
<64;++eff
)
16246 uint64 _mask
= uint64(1) << eff
;
16247 if ( mod
->mask
& _mask
)
16250 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16252 if ((*itr
)->type
== mod
->type
&& (*itr
)->mask
& _mask
)
16253 val
+= (*itr
)->value
;
16255 val
+= apply
? mod
->value
: -(mod
->value
);
16256 WorldPacket
data(Opcode
, (1+1+4));
16257 data
<< uint8(eff
);
16258 data
<< uint8(mod
->op
);
16259 data
<< int32(val
);
16260 SendDirectMessage(&data
);
16265 m_spellMods
[mod
->op
].push_back(mod
);
16268 if (mod
->charges
== -1)
16269 --m_SpellModRemoveCount
;
16270 m_spellMods
[mod
->op
].remove(mod
);
16275 void Player::RemoveSpellMods(Spell
const* spell
)
16277 if(!spell
|| (m_SpellModRemoveCount
== 0))
16280 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16282 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16284 SpellModifier
*mod
= *itr
;
16287 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16289 RemoveAurasDueToSpell(mod
->spellId
);
16290 if (m_spellMods
[i
].empty())
16293 itr
= m_spellMods
[i
].begin();
16299 // send Proficiency
16300 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16302 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16303 data
<< pr1
<< pr2
;
16304 GetSession()->SendPacket (&data
);
16307 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16309 QueryResult
*result
= NULL
;
16311 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16313 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16316 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.
16317 { // and SendPetitionQueryOpcode reads data from the DB
16318 Field
*fields
= result
->Fetch();
16319 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16320 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16322 // send update if charter owner in game
16323 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16325 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16327 } while ( result
->NextRow() );
16332 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16334 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16337 CharacterDatabase
.BeginTransaction();
16340 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16341 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16345 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16346 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16348 CharacterDatabase
.CommitTransaction();
16351 void Player::SetRestBonus (float rest_bonus_new
)
16353 // Prevent resting on max level
16354 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16355 rest_bonus_new
= 0;
16357 if(rest_bonus_new
< 0)
16358 rest_bonus_new
= 0;
16360 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16362 if(rest_bonus_new
> rest_bonus_max
)
16363 m_rest_bonus
= rest_bonus_max
;
16365 m_rest_bonus
= rest_bonus_new
;
16367 // update data for client
16368 if(m_rest_bonus
>10)
16369 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16370 else if(m_rest_bonus
<=1)
16371 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16374 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16377 void Player::HandleStealthedUnitsDetection()
16379 std::list
<Unit
*> stealthedUnits
;
16381 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16383 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16384 cell
.SetNoCreate();
16386 MaNGOS::AnyStealthedCheck u_check
;
16387 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16389 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16390 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16392 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16393 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16394 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *MapManager::Instance().GetMap(GetMapId(), this));
16396 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16400 i
= stealthedUnits
.erase(i
);
16404 if ((*i
)->isVisibleForOrDetect(this,true))
16407 (*i
)->SendUpdateToPlayer(this);
16408 m_clientGUIDs
.insert((*i
)->GetGUID());
16410 #ifdef MANGOS_DEBUG
16411 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16412 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16415 // target aura duration for caster show only if target exist at caster client
16416 // send data at target visibility change (adding to client)
16417 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16418 SendAurasForTarget(*i
);
16420 i
= stealthedUnits
.erase(i
);
16428 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16430 if(nodes
.size() < 2)
16433 // not let cheating with start flight mounted
16436 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16437 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16438 GetSession()->SendPacket(&data
);
16442 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16444 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16445 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16446 GetSession()->SendPacket(&data
);
16450 // 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
16451 if(GetSession()->isLogingOut() ||
16452 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16453 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16454 IsNonMeleeSpellCasted(false) ||
16457 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16458 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16459 GetSession()->SendPacket(&data
);
16463 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16466 uint32 sourcenode
= nodes
[0];
16468 // starting node too far away (cheat?)
16469 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16470 if( !node
|| node
->map_id
!= GetMapId() ||
16471 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16472 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16473 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16474 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16476 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16477 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16478 GetSession()->SendPacket(&data
);
16482 // Prepare to flight start now
16484 // stop combat at start taxi flight if any
16487 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16490 // clean not finished taxi path if any
16491 m_taxi
.ClearTaxiDestinations();
16493 // 0 element current node
16494 m_taxi
.AddTaxiDestination(sourcenode
);
16496 // fill destinations path tail
16497 uint32 sourcepath
= 0;
16498 uint32 totalcost
= 0;
16500 uint32 prevnode
= sourcenode
;
16501 uint32 lastnode
= 0;
16503 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16507 lastnode
= nodes
[i
];
16508 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16512 m_taxi
.ClearTaxiDestinations();
16518 if(prevnode
== sourcenode
)
16521 m_taxi
.AddTaxiDestination(lastnode
);
16523 prevnode
= lastnode
;
16526 if(!mount_id
) // if not provide then attempt use default.
16527 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16529 if (mount_id
== 0 || sourcepath
== 0)
16531 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16532 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16533 GetSession()->SendPacket(&data
);
16534 m_taxi
.ClearTaxiDestinations();
16538 uint32 money
= GetMoney();
16542 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16545 if(money
< totalcost
)
16547 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16548 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16549 GetSession()->SendPacket(&data
);
16550 m_taxi
.ClearTaxiDestinations();
16554 //Checks and preparations done, DO FLIGHT
16555 ModifyMoney(-(int32
)totalcost
);
16557 // prevent stealth flight
16558 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16560 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16561 data
<< uint32(ERR_TAXIOK
);
16562 GetSession()->SendPacket(&data
);
16564 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16566 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16571 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16573 // last check 2.0.10
16574 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16576 data
<< uint8(0x0); // flags (0x1, 0x2)
16577 time_t curTime
= time(NULL
);
16578 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16580 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16582 uint32 unSpellId
= itr
->first
;
16583 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16590 // Not send cooldown for this spells
16591 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16594 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16597 data
<< unTimeMs
; // in m.secs
16598 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16601 GetSession()->SendPacket(&data
);
16604 void Player::InitDataForForm(bool reapplyMods
)
16606 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16607 if(ssEntry
&& ssEntry
->attackSpeed
)
16609 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16610 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16611 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16614 SetRegularAttackTime();
16620 if(getPowerType()!=POWER_ENERGY
)
16621 setPowerType(POWER_ENERGY
);
16625 case FORM_DIREBEAR
:
16627 if(getPowerType()!=POWER_RAGE
)
16628 setPowerType(POWER_RAGE
);
16631 default: // 0, for example
16633 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16634 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16635 setPowerType(Powers(cEntry
->powerType
));
16640 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16642 UpdateEquipSpellsAtFormChange();
16644 UpdateAttackPowerAndDamage();
16645 UpdateAttackPowerAndDamage(true);
16648 // Return true is the bought item has a max count to force refresh of window by caller
16649 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16651 // cheating attempt
16652 if(count
< 1) count
= 1;
16657 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16660 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16664 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16667 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16668 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16672 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16673 if(!vItems
|| vItems
->Empty())
16675 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16679 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16680 if(vendor_slot
>= vItems
->GetItemCount())
16682 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16686 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16688 // check current item amount if it limited
16689 if( crItem
->maxcount
!= 0 )
16691 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16693 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16698 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16700 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16704 if(crItem
->ExtendedCost
)
16706 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16709 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16713 // honor points price
16714 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16716 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16720 // arena points price
16721 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16723 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16728 for (uint8 i
= 0; i
< 5; ++i
)
16730 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16732 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16737 // check for personal arena rating requirement
16738 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16740 // probably not the proper equip err
16741 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16746 uint32 price
= pProto
->BuyPrice
* count
;
16748 // reputation discount
16749 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16751 if( GetMoney() < price
)
16753 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16757 uint8 bag
= 0; // init for case invalid bagGUID
16759 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16762 if( bagguid
== GetGUID() )
16764 bag
= INVENTORY_SLOT_BAG_0
;
16768 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16770 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16773 if( bagguid
== pBag
->GetGUID() )
16783 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16785 ItemPosCountVec dest
;
16786 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16787 if( msg
!= EQUIP_ERR_OK
)
16789 SendEquipError( msg
, NULL
, NULL
);
16793 ModifyMoney( -(int32
)price
);
16794 if(crItem
->ExtendedCost
) // case for new honor system
16796 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16797 if(iece
->reqhonorpoints
)
16798 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16799 if(iece
->reqarenapoints
)
16800 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16801 for (uint8 i
= 0; i
< 5; ++i
)
16803 if(iece
->reqitem
[i
])
16804 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
16808 if(Item
*it
= StoreNewItem( dest
, item
, true ))
16810 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16812 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16813 data
<< pCreature
->GetGUID();
16814 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16815 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16816 data
<< (uint32
)count
;
16817 GetSession()->SendPacket(&data
);
16819 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16822 else if( IsEquipmentPos( bag
, slot
) )
16825 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, pProto
->BuyCount
* count
, false );
16826 if( msg
!= EQUIP_ERR_OK
)
16828 SendEquipError( msg
, NULL
, NULL
);
16832 ModifyMoney( -(int32
)price
);
16833 if(crItem
->ExtendedCost
) // case for new honor system
16835 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16836 if(iece
->reqhonorpoints
)
16837 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
16838 if(iece
->reqarenapoints
)
16839 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
16840 for (uint8 i
= 0; i
< 5; ++i
)
16842 if(iece
->reqitem
[i
])
16843 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
16847 if(Item
*it
= EquipNewItem( dest
, item
, pProto
->BuyCount
* count
, true ))
16849 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16851 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16852 data
<< pCreature
->GetGUID();
16853 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16854 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16855 data
<< (uint32
)count
;
16856 GetSession()->SendPacket(&data
);
16858 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16860 AutoUnequipOffhandIfNeed();
16865 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
16869 return crItem
->maxcount
!=0;
16872 uint32
Player::GetMaxPersonalArenaRatingRequirement()
16874 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16875 // the personal rating of the arena team must match the required limit as well
16876 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16877 uint32 max_personal_rating
= 0;
16878 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
16880 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
16882 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
16883 uint32 t_rating
= at
->GetRating();
16884 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
16885 if(max_personal_rating
< p_rating
)
16886 max_personal_rating
= p_rating
;
16889 return max_personal_rating
;
16892 void Player::UpdateHomebindTime(uint32 time
)
16894 // GMs never get homebind timer online
16895 if (m_InstanceValid
|| isGameMaster())
16897 if(m_HomebindTimer
) // instance valid, but timer not reset
16900 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16903 GetSession()->SendPacket(&data
);
16905 // instance is valid, reset homebind timer
16906 m_HomebindTimer
= 0;
16908 else if (m_HomebindTimer
> 0)
16910 if (time
>= m_HomebindTimer
)
16912 // teleport to homebind location
16913 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
16916 m_HomebindTimer
-= time
;
16920 // instance is invalid, start homebind timer
16921 m_HomebindTimer
= 60000;
16922 // send message to player
16923 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16924 data
<< m_HomebindTimer
;
16926 GetSession()->SendPacket(&data
);
16927 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16931 void Player::UpdatePvP(bool state
, bool ovrride
)
16933 if(!state
|| ovrride
)
16936 if(Pet
* pet
= GetPet())
16937 pet
->SetPvP(state
);
16938 if(Unit
* charmed
= GetCharm())
16939 charmed
->SetPvP(state
);
16941 pvpInfo
.endTimer
= 0;
16945 if(pvpInfo
.endTimer
!= 0)
16946 pvpInfo
.endTimer
= time(NULL
);
16951 if(Pet
* pet
= GetPet())
16952 pet
->SetPvP(state
);
16953 if(Unit
* charmed
= GetCharm())
16954 charmed
->SetPvP(state
);
16959 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
16963 sc
.itemid
= itemid
;
16964 m_spellCooldowns
[spellid
] = sc
;
16967 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
16969 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
16972 // Get spell cooldown
16973 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16975 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16979 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16981 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16982 data
<< spellInfo
->Id
;
16984 SendDirectMessage(&data
);
16986 //slot to be excluded while counting
16987 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16989 if(!enchantmentcondition
)
16992 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
16997 uint8 curcount
[4] = {0, 0, 0, 0};
16999 //counting current equipped gem colors
17000 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17004 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17005 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17007 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17009 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17013 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17017 uint32 gemid
= enchantEntry
->GemID
;
17021 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17025 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17029 uint8 GemColor
= gemProperty
->color
;
17031 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17033 if(tmpcolormask
& GemColor
)
17040 bool activate
= true;
17042 for(int i
= 0; i
< 5; i
++)
17044 if(!Condition
->Color
[i
])
17047 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17049 // if have <CompareColor> use them as count, else use <value> from Condition
17050 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17052 switch(Condition
->Comparator
[i
])
17054 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17055 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17057 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17058 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17060 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17061 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17066 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");
17071 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17073 //cycle all equipped items
17074 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17076 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17077 if(slot
== exceptslot
)
17080 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17082 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17085 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17087 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17091 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17095 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17098 //was enchant active with/without item?
17099 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17100 //should it now be?
17101 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17103 // ignore item gem conditions
17104 //if state changed, (dis)apply enchant
17105 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17112 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17113 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17115 //cycle all equipped items
17116 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17118 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17119 if(slot
== exceptslot
)
17122 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17124 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17127 //cycle all (gem)enchants
17128 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17130 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17131 if(!enchant_id
) //if no enchant go to next enchant(slot)
17134 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17138 //only metagems to be (de)activated, so only enchants with condition
17139 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17141 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17146 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17148 if(BattleGround
*bg
= GetBattleGround())
17150 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17152 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17154 // call after remove to be sure that player resurrected for correct cast
17156 CastSpell(this, 26013, true); // Deserter
17160 bool Player::CanJoinToBattleground() const
17162 // check Deserter debuff
17163 if(GetDummyAura(26013))
17169 bool Player::CanReportAfkDueToLimit()
17171 // a player can complain about 15 people per 5 minutes
17172 if(m_bgAfkReportedCount
>= 15)
17174 ++m_bgAfkReportedCount
;
17178 ///This player has been blamed to be inactive in a battleground
17179 void Player::ReportedAfkBy(Player
* reporter
)
17181 BattleGround
*bg
= GetBattleGround();
17182 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17185 // check if player has 'Idle' or 'Inactive' debuff
17186 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17188 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17189 // 3 players have to complain to apply debuff
17190 if(m_bgAfkReporter
.size() >= 3)
17192 // cast 'Idle' spell
17193 CastSpell(this, 43680, true);
17194 m_bgAfkReporter
.clear();
17199 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17201 // gamemaster in GM mode see all, including ghosts
17202 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17205 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17206 if (InBattleGround())
17208 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17213 // Live player see live player or dead player with not realized corpse
17214 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17216 return isAlive() || m_deathTimer
> 0;
17219 // Ghost see other friendly ghosts, that's for sure
17220 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17223 // Dead player see live players near own corpse
17226 Corpse
*corpse
= pl
->GetCorpse();
17229 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17230 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17235 // and not see any other
17239 bool Player::IsVisibleGloballyFor( Player
* u
) const
17244 // Always can see self
17248 // Visible units, always are visible for all players
17249 if (GetVisibility() == VISIBILITY_ON
)
17252 // GMs are visible for higher gms (or players are visible for gms)
17253 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17254 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17256 // non faction visibility non-breakable for non-GMs
17257 if (GetVisibility() == VISIBILITY_OFF
)
17260 // non-gm stealth/invisibility not hide from global player lists
17264 void Player::UpdateVisibilityOf(WorldObject
* target
)
17266 if(HaveAtClient(target
))
17268 if(!target
->isVisibleForInState(this,true))
17270 target
->DestroyForPlayer(this);
17271 m_clientGUIDs
.erase(target
->GetGUID());
17273 #ifdef MANGOS_DEBUG
17274 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17275 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17281 if(target
->isVisibleForInState(this,false))
17283 target
->SendUpdateToPlayer(this);
17284 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17285 m_clientGUIDs
.insert(target
->GetGUID());
17287 #ifdef MANGOS_DEBUG
17288 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17289 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17292 // target aura duration for caster show only if target exist at caster client
17293 // send data at target visibility change (adding to client)
17294 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17295 SendAurasForTarget((Unit
*)target
);
17297 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17298 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17304 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17306 s64
.insert(target
->GetGUID());
17310 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17312 if(!target
->IsTransport())
17313 s64
.insert(target
->GetGUID());
17317 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17319 if(HaveAtClient(target
))
17321 if(!target
->isVisibleForInState(this,true))
17323 target
->BuildOutOfRangeUpdateBlock(&data
);
17324 m_clientGUIDs
.erase(target
->GetGUID());
17326 #ifdef MANGOS_DEBUG
17327 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17328 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
));
17334 if(target
->isVisibleForInState(this,false))
17336 visibleNow
.insert(target
);
17337 target
->BuildUpdate(data_updates
);
17338 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17339 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17341 #ifdef MANGOS_DEBUG
17342 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17343 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
));
17349 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17350 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17351 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17352 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17353 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17355 void Player::InitPrimaryProffesions()
17357 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17360 void Player::SendComboPoints()
17362 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17365 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17366 data
.append(combotarget
->GetPackGUID());
17367 data
<< uint8(m_comboPoints
);
17368 GetSession()->SendPacket(&data
);
17372 void Player::AddComboPoints(Unit
* target
, int8 count
)
17377 // without combo points lost (duration checked in aura)
17378 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17380 if(target
->GetGUID() == m_comboTarget
)
17382 m_comboPoints
+= count
;
17387 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17388 target
->RemoveComboPointHolder(GetGUIDLow());
17390 m_comboTarget
= target
->GetGUID();
17391 m_comboPoints
= count
;
17393 target
->AddComboPointHolder(GetGUIDLow());
17396 if (m_comboPoints
> 5) m_comboPoints
= 5;
17397 if (m_comboPoints
< 0) m_comboPoints
= 0;
17402 void Player::ClearComboPoints()
17407 // without combopoints lost (duration checked in aura)
17408 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17414 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17415 target
->RemoveComboPointHolder(GetGUIDLow());
17420 void Player::SetGroup(Group
*group
, int8 subgroup
)
17422 if(group
== NULL
) m_group
.unlink();
17425 // never use SetGroup without a subgroup unless you specify NULL for group
17426 assert(subgroup
>= 0);
17427 m_group
.link(group
, this);
17428 m_group
.setSubGroup((uint8
)subgroup
);
17432 void Player::SendInitialPacketsBeforeAddToMap()
17434 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17435 data
<< uint32(0); // unknown, may be rest state time or experience
17436 GetSession()->SendPacket(&data
);
17439 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17440 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17441 data
<< (uint32
) m_homebindMapId
;
17442 data
<< (uint32
) m_homebindZoneId
;
17443 GetSession()->SendPacket(&data
);
17445 // SMSG_SET_PROFICIENCY
17446 // SMSG_UPDATE_AURA_DURATION
17449 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17450 for (int i
= 0; i
< 8; ++i
)
17451 data
<< uint32( GetTutorialInt(i
) );
17452 GetSession()->SendPacket(&data
);
17454 SendInitialSpells();
17456 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17457 data
<< uint32(0); // count, for(count) uint32;
17458 GetSession()->SendPacket(&data
);
17460 SendInitialActionButtons();
17461 SendInitialReputations();
17462 m_achievementMgr
.SendAllAchievementData();
17463 UpdateZone(GetZoneId());
17464 SendInitWorldStates();
17466 // SMSG_SET_AURA_SINGLE
17468 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17469 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17470 data
<< (float)0.01666667f
; // game speed
17471 GetSession()->SendPacket( &data
);
17473 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17474 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17475 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17478 void Player::SendInitialPacketsAfterAddToMap()
17480 CastSpell(this, 836, true); // LOGINEFFECT
17482 // set some aura effects that send packet to player client after add player to map
17483 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17484 // same auras state lost at far teleport, send it one more time in this case also
17485 static const AuraType auratypes
[] =
17487 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17488 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17489 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17491 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17493 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17494 if(!auraList
.empty())
17495 auraList
.front()->ApplyModifier(true,true);
17498 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17499 SetMovement(MOVE_ROOT
);
17501 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17502 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17504 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17505 data
.append(GetPackGUID());
17507 SendMessageToSet(&data
,true);
17510 SendAurasForTarget(this);
17511 SendEnchantmentDurations(); // must be after add to map
17512 SendItemDurations(); // must be after add to map
17515 void Player::SendUpdateToOutOfRangeGroupMembers()
17517 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17519 if(Group
* group
= GetGroup())
17520 group
->UpdatePlayerOutOfRange(this);
17522 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17523 m_auraUpdateMask
= 0;
17524 if(Pet
*pet
= GetPet())
17525 pet
->ResetAuraUpdateMask();
17528 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17530 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17531 data
<< uint32(mapid
);
17532 data
<< uint8(reason
); // transfer abort reason
17535 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17536 case TRANSFER_ABORT_DIFFICULTY
:
17537 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17538 data
<< uint8(arg
);
17541 GetSession()->SendPacket(&data
);
17544 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17546 // type of warning, based on the time remaining until reset
17549 type
= RAID_INSTANCE_WELCOME
;
17550 else if(time
> 900 && time
<= 3600)
17551 type
= RAID_INSTANCE_WARNING_HOURS
;
17552 else if(time
> 300 && time
<= 900)
17553 type
= RAID_INSTANCE_WARNING_MIN
;
17555 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17556 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17557 data
<< uint32(type
);
17558 data
<< uint32(mapid
);
17559 data
<< uint32(time
);
17560 GetSession()->SendPacket(&data
);
17563 void Player::ApplyEquipCooldown( Item
* pItem
)
17565 for(int i
= 0; i
<5; ++i
)
17567 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17570 if( !spellData
.SpellId
)
17573 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17574 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17577 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17579 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17580 data
<< pItem
->GetGUID();
17581 data
<< uint32(spellData
.SpellId
);
17582 GetSession()->SendPacket(&data
);
17586 void Player::resetSpells()
17588 // not need after this call
17589 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17591 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17592 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17595 // make full copy of map (spells removed and marked as deleted at another spell remove
17596 // and we can't use original map for safe iterative with visit each spell at loop end
17597 PlayerSpellMap smap
= GetSpellMap();
17599 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17600 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17602 learnDefaultSpells();
17603 learnQuestRewardedSpells();
17606 void Player::learnDefaultSpells(bool loading
)
17608 // learn default race/class spells
17609 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17610 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17611 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17613 uint16 tspell
= spell_itr
->first
;
17616 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17617 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17618 addSpell(tspell
,spell_itr
->second
);
17619 else // but send in normal spell in game learn case
17620 learnSpell(tspell
);
17625 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17627 uint32 spell_id
= quest
->GetRewSpellCast();
17629 // skip quests without rewarded spell
17633 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17637 // check learned spells state
17638 bool found
= false;
17639 for(int i
=0; i
< 3; ++i
)
17641 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17648 // skip quests with not teaching spell or already known spell
17652 // prevent learn non first rank unknown profession and second specialization for same profession)
17653 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17654 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17656 // not have first rank learned (unlearned prof?)
17657 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17658 if( !HasSpell(first_spell
) )
17661 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17666 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17668 // search other specialization for same prof
17669 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17671 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17674 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17678 // compare only specializations
17679 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17682 // compare same chain spells
17683 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17686 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17687 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17693 CastSpell( this, spell_id
, true);
17696 void Player::learnQuestRewardedSpells()
17698 // learn spells received from quest completing
17699 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17701 // skip no rewarded quests
17702 if(!itr
->second
.m_rewarded
)
17705 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17709 learnQuestRewardedSpells(quest
);
17713 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17715 uint32 raceMask
= getRaceMask();
17716 uint32 classMask
= getClassMask();
17717 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
17719 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
17720 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
17722 // Check race if set
17723 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17725 // Check class if set
17726 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
17729 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
17731 // Ok need learn spell
17732 learnSpell(pAbility
->spellId
);
17737 void Player::learnSkillRewardedSpells()
17739 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
17741 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
17744 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
17746 learnSkillRewardedSpells(pskill
);
17750 void Player::SendAurasForTarget(Unit
*target
)
17752 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
17753 data
.append(target
->GetPackGUID());
17755 for(Unit::AuraMap::const_iterator itr
= target
->GetAuras().begin(); itr
!= target
->GetAuras().end(); ++itr
)
17757 Aura
* aura
= itr
->second
;
17758 if(aura
->GetAuraSlot() >= MAX_AURAS
|| aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17761 data
<< uint8(aura
->GetAuraSlot());
17762 data
<< uint32(aura
->GetId());
17766 uint8 auraFlags
= aura
->GetAuraFlags();
17767 data
<< uint8(auraFlags
); // flags
17768 data
<< uint8(aura
->GetAuraLevel()); // level
17769 data
<< uint8(aura
->m_procCharges
); // charges
17771 /*if(!(auraFlags & AFLAG_NOT_GUID))
17773 data << uint8(0) // packed GUID of someone (caster?)
17776 if(auraFlags
& AFLAG_DURATION
) // include aura duration
17778 data
<< uint32(aura
->GetAuraMaxDuration());
17779 data
<< uint32(aura
->GetAuraDuration());
17784 GetSession()->SendPacket(&data
);
17787 void Player::SetDailyQuestStatus( uint32 quest_id
)
17789 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17791 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
17793 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
17794 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
17795 m_DailyQuestChanged
= true;
17801 void Player::ResetDailyQuestStatus()
17803 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17804 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
17806 // DB data deleted in caller
17807 m_DailyQuestChanged
= false;
17808 m_lastDailyQuestTime
= 0;
17811 BattleGround
* Player::GetBattleGround() const
17813 if(GetBattleGroundId()==0)
17816 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17819 bool Player::InArena() const
17821 BattleGround
*bg
= GetBattleGround();
17822 if(!bg
|| !bg
->isArena())
17828 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17830 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(bgTypeId
);
17834 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17840 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17848 return 10*(queue_id
+1);
17851 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17854 return 255; // hardcoded max level
17856 return 10*(queue_id
+2)-1;
17859 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17861 uint32 level
= getLevel();
17864 else if (level
> 69)
17867 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17870 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
17872 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
17873 if(!vendor_faction
)
17876 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17877 if(rank
<= REP_NEUTRAL
)
17880 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
17883 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
17885 uint32 racemask
= getRaceMask();
17886 uint32 classmask
= getClassMask();
17888 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
17889 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
17891 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
17893 // skip wrong race skills
17894 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
17897 // skip wrong class skills
17898 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
17904 bool Player::HasQuestForGO(int32 GOId
)
17906 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
17908 QuestStatusData qs
=i
->second
;
17909 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
17911 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
17915 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17918 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17920 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17923 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17931 void Player::UpdateForQuestsGO()
17933 if(m_clientGUIDs
.empty())
17937 WorldPacket packet
;
17938 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
17940 if(IS_GAMEOBJECT_GUID(*itr
))
17942 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
17944 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17947 udata
.BuildPacket(&packet
);
17948 GetSession()->SendPacket(&packet
);
17951 void Player::SummonIfPossible(bool agree
)
17955 m_summon_expire
= 0;
17959 // expire and auto declined
17960 if(m_summon_expire
< time(NULL
))
17963 // stop taxi flight at summon
17966 GetMotionMaster()->MovementExpired();
17967 m_taxi
.ClearTaxiDestinations();
17970 // drop flag at summon
17971 if(BattleGround
*bg
= GetBattleGround())
17972 bg
->EventPlayerDroppedFlag(this);
17974 m_summon_expire
= 0;
17976 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
17979 void Player::RemoveItemDurations( Item
*item
)
17981 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
17985 m_itemDuration
.erase(itr
);
17991 void Player::AddItemDurations( Item
*item
)
17993 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
17995 m_itemDuration
.push_back(item
);
17996 item
->SendTimeUpdate(this);
18000 void Player::AutoUnequipOffhandIfNeed()
18002 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18006 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
18008 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
18011 ItemPosCountVec off_dest
;
18012 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18013 if( off_msg
== EQUIP_ERR_OK
)
18015 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18016 StoreItem( off_dest
, offItem
, true );
18020 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18024 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18026 if(spellInfo
->EquippedItemClass
< 0)
18029 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18030 // for optimize check 2 used cases only
18031 switch(spellInfo
->EquippedItemClass
)
18033 case ITEM_CLASS_WEAPON
:
18035 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18036 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18037 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18041 case ITEM_CLASS_ARMOR
:
18043 // tabard not have dependent spells
18044 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18045 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18046 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18049 // shields can be equipped to offhand slot
18050 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18051 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18054 // ranged slot can have some armor subclasses
18055 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18056 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18062 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18069 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18071 AuraMap
& auras
= GetAuras();
18072 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18074 Aura
* aura
= itr
->second
;
18076 // skip passive (passive item dependent spells work in another way) and not self applied auras
18077 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18078 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18084 // skip if not item dependent or have alternative item
18085 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18091 // no alt item, remove aura, restart check
18092 RemoveAurasDueToSpell(aura
->GetId());
18093 itr
= auras
.begin();
18096 // currently casted spells can be dependent from item
18097 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18099 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18100 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18105 uint32
Player::GetResurrectionSpellId()
18107 // search priceless resurrection possibilities
18109 uint32 spell_id
= 0;
18110 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18111 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18113 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18114 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18116 switch((*itr
)->GetId())
18118 case 20707: spell_id
= 3026; break; // rank 1
18119 case 20762: spell_id
= 20758; break; // rank 2
18120 case 20763: spell_id
= 20759; break; // rank 3
18121 case 20764: spell_id
= 20760; break; // rank 4
18122 case 20765: spell_id
= 20761; break; // rank 5
18123 case 27239: spell_id
= 27240; break; // rank 6
18125 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18131 // Twisting Nether // prio: 2 (max)
18132 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18139 // Reincarnation (passive spell) // prio: 1
18140 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18146 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18148 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18150 // prepare data for near group iteration (PvP and !PvP cases)
18152 bool honored_kill
= false;
18154 if(Group
*pGroup
= GetGroup())
18157 uint32 sum_level
= 0;
18158 Player
* member_with_max_level
= NULL
;
18159 Player
* not_gray_member_with_max_level
= NULL
;
18161 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18163 if(member_with_max_level
)
18165 /// not get Xp in PvP or no not gray players in group
18166 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18168 /// skip in check PvP case (for speed, not used)
18169 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18170 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18171 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18173 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18175 Player
* pGroupGuy
= itr
->getSource();
18179 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18180 continue; // member (alive or dead) or his corpse at req. distance
18182 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18183 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18184 honored_kill
= true;
18186 // xp and reputation only in !PvP case
18189 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18191 // if is in dungeon then all receive full reputation at kill
18192 // rewarded any alive/dead/near_corpse group member
18193 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18195 // XP updated only for alive group member
18196 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18197 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18199 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18201 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18202 if(Pet
* pet
= pGroupGuy
->GetPet())
18203 pet
->GivePetXP(itr_xp
/2);
18206 // quest objectives updated only for alive group member or dead but with not released body
18207 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18209 // normal creature (not pet/etc) can be only in !PvP case
18210 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18211 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18217 else // if (!pGroup)
18219 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18221 // honor can be in PvP and !PvP (racial leader) cases
18222 if(RewardHonor(pVictim
,1))
18223 honored_kill
= true;
18225 // xp and reputation only in !PvP case
18228 RewardReputation(pVictim
,1);
18229 GiveXP(xp
, pVictim
);
18231 if(Pet
* pet
= GetPet())
18232 pet
->GivePetXP(xp
);
18234 // normal creature (not pet/etc) can be only in !PvP case
18235 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18236 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18239 return xp
|| honored_kill
;
18242 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18244 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18250 Corpse
* corpse
= GetCorpse();
18254 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18257 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18259 Item
* item
= GetWeaponForAttack(attType
,true);
18261 // unarmed only with base attack
18262 if(attType
!= BASE_ATTACK
&& !item
)
18265 // weapon skill or (unarmed for base attack)
18266 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18267 return GetBaseSkillValue(skill
);
18270 void Player::ResurectUsingRequestData()
18272 ResurrectPlayer(0.0f
,false);
18274 if(GetMaxHealth() > m_resurrectHealth
)
18275 SetHealth( m_resurrectHealth
);
18277 SetHealth( GetMaxHealth() );
18279 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18280 SetPower(POWER_MANA
, m_resurrectMana
);
18282 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18284 SetPower(POWER_RAGE
, 0 );
18286 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18288 SpawnCorpseBones();
18290 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18293 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18295 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18296 data
.append(target
->GetPackGUID());
18297 data
<< uint8(allowMove
);
18298 GetSession()->SendPacket(&data
);
18301 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18303 // remove new continent flight forms
18304 if( !isGameMaster() &&
18305 GetVirtualMapForMapAndZone(GetMapId(),newZone
) != 530)
18307 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18308 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18311 // Some spells applied at enter into zone (with subzones)
18313 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18314 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18316 uint32 spellid
= 0;
18318 if( GetTeam() == HORDE
)
18319 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18320 // and some alliance races
18321 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18322 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18324 if(spellid
&& !HasAura(spellid
,0) )
18325 CastSpell(this,spellid
,true);
18329 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18331 // remove auras from spells with area limitations
18332 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18334 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18335 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
18341 // unmount if enter in this subzone
18343 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18344 // Dragonmaw Illusion
18345 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18347 if( GetDummyAura(40214) )
18349 if( !HasAura(40216,0) )
18350 CastSpell(this,40216,true);
18351 if( !HasAura(42016,0) )
18352 CastSpell(this,42016,true);
18357 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18359 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18360 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18362 return copseReclaimDelay
[0];
18365 time_t now
= time(NULL
);
18366 // 0..2 full period
18367 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18368 return copseReclaimDelay
[count
];
18371 void Player::UpdateCorpseReclaimDelay()
18373 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18375 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18376 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18379 time_t now
= time(NULL
);
18380 if(now
< m_deathExpireTime
)
18382 // full and partly periods 1..3
18383 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18384 if(count
< MAX_DEATH_COUNT
)
18385 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18387 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18390 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18393 void Player::SendCorpseReclaimDelay(bool load
)
18395 Corpse
* corpse
= GetCorpse();
18402 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18405 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18408 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18409 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18411 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18412 if(count
>=MAX_DEATH_COUNT
)
18413 count
= MAX_DEATH_COUNT
-1;
18418 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18420 time_t now
= time(NULL
);
18421 if(now
>= expected_time
)
18424 delay
= expected_time
-now
;
18427 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18429 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18430 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18431 data
<< uint32(delay
*1000);
18432 GetSession()->SendPacket( &data
);
18435 Player
* Player::GetNextRandomRaidMember(float radius
)
18437 Group
*pGroup
= GetGroup();
18441 std::vector
<Player
*> nearMembers
;
18442 nearMembers
.reserve(pGroup
->GetMembersCount());
18444 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18446 Player
* Target
= itr
->getSource();
18448 // IsHostileTo check duel and controlled by enemy
18449 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18450 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18451 nearMembers
.push_back(Target
);
18454 if (nearMembers
.empty())
18457 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18458 return nearMembers
[randTarget
];
18461 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18463 float water_z
= m
->GetWaterLevel(x
,y
);
18464 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18465 uint8 flag1
= m
->GetTerrainType(x
,y
);
18467 //!Underwater check, not in water if underground or above water level
18468 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18469 m_isunderwater
&= 0x7A;
18470 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18471 m_isunderwater
|= 0x01;
18473 //!in lava check, anywhere under lava level
18474 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18475 m_isunderwater
|= 0x80;
18478 void Player::SetCanParry( bool value
)
18480 if(m_canParry
==value
)
18483 m_canParry
= value
;
18484 UpdateParryPercentage();
18487 void Player::SetCanBlock( bool value
)
18489 if(m_canBlock
==value
)
18492 m_canBlock
= value
;
18493 UpdateBlockPercentage();
18496 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18498 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18499 if(itr
->pos
== pos
)
18505 bool Player::isAllowUseBattleGroundObject()
18507 return ( //InBattleGround() && // in battleground - not need, check in other cases
18508 !IsMounted() && // not mounted
18509 !HasStealthAura() && // not stealthed
18510 !HasInvisibilityAura() && // not invisible
18511 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18512 isAlive() // live player
18516 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18518 uint32 level
= getLevel();
18520 if(level
> sGtBarberShopCostBaseStore
.GetNumRows())
18521 level
= GT_MAX_LEVEL
; // max level in this dbc
18523 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18524 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18525 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
18527 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
18530 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
18532 if(!bsc
) // shouldn't happen
18537 if(hairstyle
!= newhairstyle
)
18538 cost
+= bsc
->cost
; // full price
18540 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
18541 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
18543 if(facialhair
!= newfacialhair
)
18544 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
18546 return uint32(cost
);
18549 void Player::InitGlyphsForLevel()
18551 uint32 level
= getLevel();
18554 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18556 value
|= (0x01 | 0x02);
18566 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);