2 * Copyright (C) 2005-2010 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"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #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 "ObjectDefines.h"
46 #include "CreatureAI.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundAV.h"
56 #include "BattleGroundMgr.h"
57 #include "ArenaTeam.h"
59 #include "Database/DatabaseImpl.h"
61 #include "SocialMgr.h"
62 #include "AchievementMgr.h"
66 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
68 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
69 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
70 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
72 #define SKILL_VALUE(x) PAIR32_LOPART(x)
73 #define SKILL_MAX(x) PAIR32_HIPART(x)
74 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
76 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
77 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
78 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
82 CHARACTER_FLAG_NONE
= 0x00000000,
83 CHARACTER_FLAG_UNK1
= 0x00000001,
84 CHARACTER_FLAG_UNK2
= 0x00000002,
85 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
86 CHARACTER_FLAG_UNK4
= 0x00000008,
87 CHARACTER_FLAG_UNK5
= 0x00000010,
88 CHARACTER_FLAG_UNK6
= 0x00000020,
89 CHARACTER_FLAG_UNK7
= 0x00000040,
90 CHARACTER_FLAG_UNK8
= 0x00000080,
91 CHARACTER_FLAG_UNK9
= 0x00000100,
92 CHARACTER_FLAG_UNK10
= 0x00000200,
93 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
94 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
95 CHARACTER_FLAG_UNK13
= 0x00001000,
96 CHARACTER_FLAG_GHOST
= 0x00002000,
97 CHARACTER_FLAG_RENAME
= 0x00004000,
98 CHARACTER_FLAG_UNK16
= 0x00008000,
99 CHARACTER_FLAG_UNK17
= 0x00010000,
100 CHARACTER_FLAG_UNK18
= 0x00020000,
101 CHARACTER_FLAG_UNK19
= 0x00040000,
102 CHARACTER_FLAG_UNK20
= 0x00080000,
103 CHARACTER_FLAG_UNK21
= 0x00100000,
104 CHARACTER_FLAG_UNK22
= 0x00200000,
105 CHARACTER_FLAG_UNK23
= 0x00400000,
106 CHARACTER_FLAG_UNK24
= 0x00800000,
107 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
108 CHARACTER_FLAG_DECLINED
= 0x02000000,
109 CHARACTER_FLAG_UNK27
= 0x04000000,
110 CHARACTER_FLAG_UNK28
= 0x08000000,
111 CHARACTER_FLAG_UNK29
= 0x10000000,
112 CHARACTER_FLAG_UNK30
= 0x20000000,
113 CHARACTER_FLAG_UNK31
= 0x40000000,
114 CHARACTER_FLAG_UNK32
= 0x80000000
117 enum CharacterCustomizeFlags
119 CHAR_CUSTOMIZE_FLAG_NONE
= 0x00000000,
120 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
= 0x00000001, // name, gender, etc...
121 CHAR_CUSTOMIZE_FLAG_FACTION
= 0x00010000, // name, gender, faction, etc...
122 CHAR_CUSTOMIZE_FLAG_RACE
= 0x00100000 // name, gender, race, etc...
125 // corpse reclaim times
126 #define DEATH_EXPIRE_STEP (5*MINUTE)
127 #define MAX_DEATH_COUNT 3
129 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
131 //== PlayerTaxi ================================================
133 PlayerTaxi::PlayerTaxi()
136 memset(m_taximask
, 0, sizeof(m_taximask
));
139 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
141 // class specific initial known nodes
144 case CLASS_DEATH_KNIGHT
:
146 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
147 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
152 // race specific initial known nodes: capital and taxi hub masks
155 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
156 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
157 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
158 case RACE_NIGHTELF
: SetTaximaskNode(26);
159 SetTaximaskNode(27); break; // Night Elf
160 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
161 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
162 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
163 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
164 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
165 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
168 // new continent starting masks (It will be accessible only at new map)
169 switch(Player::TeamForRace(race
))
171 case ALLIANCE
: SetTaximaskNode(100); break;
172 case HORDE
: SetTaximaskNode(99); break;
174 // level dependent taxi hubs
176 SetTaximaskNode(213); //Shattered Sun Staging Area
179 void PlayerTaxi::LoadTaxiMask(const char* data
)
181 Tokens tokens
= StrSplit(data
, " ");
184 Tokens::iterator iter
;
185 for (iter
= tokens
.begin(), index
= 0;
186 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
188 // load and set bits only for existed taxi nodes
189 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
193 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
197 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
198 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
202 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
203 data
<< uint32(m_taximask
[i
]); // known nodes
207 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
209 ClearTaxiDestinations();
211 Tokens tokens
= StrSplit(values
," ");
213 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
215 uint32 node
= uint32(atol(iter
->c_str()));
216 AddTaxiDestination(node
);
219 if(m_TaxiDestinations
.empty())
223 if(m_TaxiDestinations
.size() < 2)
226 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
230 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
235 // can't load taxi path without mount set (quest taxi path?)
236 if(!sObjectMgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
242 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
244 if(m_TaxiDestinations
.empty())
247 std::ostringstream ss
;
249 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
250 ss
<< m_TaxiDestinations
[i
] << " ";
255 uint32
PlayerTaxi::GetCurrentTaxiPath() const
257 if(m_TaxiDestinations
.size() < 2)
263 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
268 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
271 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
272 ss
<< taxi
.m_taximask
[i
] << " ";
277 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, SpellEntry
const* spellEntry
, uint8 eff
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(spellEntry
->Id
), lastAffected(NULL
)
279 uint32
const* ptr
= spellEntry
->GetEffectSpellClassMask(eff
);
280 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
284 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, Aura
const* aura
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(aura
->GetId()), lastAffected(NULL
)
286 uint32
const* ptr
= aura
->getAuraSpellClassMask();
287 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
291 bool SpellModifier::isAffectedOnSpell( SpellEntry
const *spell
) const
293 SpellEntry
const *affect_spell
= sSpellStore
.LookupEntry(spellId
);
294 // False if affect_spell == NULL or spellFamily not equal
295 if (!affect_spell
|| affect_spell
->SpellFamilyName
!= spell
->SpellFamilyName
)
297 if (mask
& spell
->SpellFamilyFlags
)
299 if (mask2
& spell
->SpellFamilyFlags2
)
304 //== Player ====================================================
306 UpdateMask
Player::updateVisualBits
;
308 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
315 m_objectType
|= TYPEMASK_PLAYER
;
316 m_objectTypeId
= TYPEID_PLAYER
;
318 m_valuesCount
= PLAYER_END
;
325 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
326 SetAcceptTicket(true);
328 // players always accept
329 if(GetSession()->GetSecurity() == SEC_PLAYER
)
330 SetAcceptWhispers(true);
338 m_usedTalentCount
= 0;
339 m_questRewardTalentCount
= 0;
342 m_weaponChangeTimer
= 0;
345 m_zoneUpdateTimer
= 0;
349 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
351 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
352 // this must help in case next save after mass player load after server startup
353 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
355 clearResurrectRequestData();
357 m_SpellModRemoveCount
= 0;
359 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
363 // group is initialized in the reference constructor
364 SetGroupInvite(NULL
);
365 m_groupUpdateMask
= 0;
366 m_auraUpdateMask
= 0;
370 m_GuildIdInvited
= 0;
371 m_ArenaTeamIdInvited
= 0;
373 m_atLoginFlags
= AT_LOGIN_NONE
;
375 mSemaphoreTeleport_Near
= false;
376 mSemaphoreTeleport_Far
= false;
378 m_DelayedOperations
= 0;
379 m_bCanDelayTeleport
= false;
380 m_bHasDelayedTeleport
= false;
381 m_teleport_options
= 0;
388 PlayerTalkClass
= new PlayerMenu( GetSession() );
389 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
391 m_DailyQuestChanged
= false;
392 m_lastDailyQuestTime
= 0;
394 for (int i
=0; i
<MAX_TIMERS
; ++i
)
395 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
397 m_MirrorTimerFlags
= UNDERWATER_NONE
;
398 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
404 m_deathExpireTime
= 0;
408 m_DetectInvTimer
= 1*IN_MILISECONDS
;
410 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
412 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
413 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
416 m_logintime
= time(NULL
);
417 m_Last_tick
= m_logintime
;
418 m_WeaponProficiency
= 0;
419 m_ArmorProficiency
= 0;
422 m_canDualWield
= false;
423 m_canTitanGrip
= false;
426 m_temporaryUnsummonedPetNumber
= 0;
427 //cache for UNIT_CREATED_BY_SPELL to allow
428 //returning reagents for temporarily removed pets
429 //when dying/logging out
432 ////////////////////Rest System/////////////////////
439 rest_type
=REST_TYPE_NO
;
440 ////////////////////Rest System/////////////////////
442 m_mailsUpdated
= false;
444 m_nextMailDelivereTime
= 0;
446 m_resetTalentsCost
= 0;
447 m_resetTalentsTime
= 0;
448 m_itemUpdateQueueBlocked
= false;
450 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
451 m_forced_speed_changes
[i
] = 0;
455 /////////////////// Instance System /////////////////////
458 m_InstanceValid
= true;
459 m_dungeonDifficulty
= DUNGEON_DIFFICULTY_NORMAL
;
460 m_raidDifficulty
= RAID_DIFFICULTY_10MAN_NORMAL
;
467 for (int i
= 0; i
< BASEMOD_END
; ++i
)
469 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
470 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
473 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
474 m_baseRatingValue
[i
] = 0;
476 m_baseSpellPower
= 0;
479 m_armorPenetrationPct
= 0.0f
;
482 m_lastHonorUpdateTime
= time(NULL
);
494 m_contestedPvPTimer
= 0;
496 m_declinedname
= NULL
;
505 CleanupsBeforeDelete();
507 // it must be unloaded already in PlayerLogout and accessed only for loggined player
510 // Note: buy back item already deleted from DB when player was saved
511 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
518 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
521 //all mailed items should be deleted, also all mail should be deallocated
522 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
525 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
526 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
528 delete PlayerTalkClass
;
532 m_transport
->RemovePassenger(this);
535 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
537 delete ItemSetEff
[x
];
539 // clean up player-instance binds, may unload some instance saves
540 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
541 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
542 itr
->second
.save
->RemovePlayer(this);
544 delete m_declinedname
;
548 void Player::CleanupsBeforeDelete()
550 if(m_uint32Values
) // only for fully created Object
553 DuelComplete(DUEL_INTERUPTED
);
555 Unit::CleanupsBeforeDelete();
558 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
560 //FIXME: outfitId not used in player creating
562 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
566 PlayerInfo
const* info
= sObjectMgr
.GetPlayerInfo(race
, class_
);
569 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
573 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
576 SetLocationMapId(info
->mapId
);
577 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
579 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
582 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
586 SetMap(sMapMgr
.CreateMap(info
->mapId
, this));
588 uint8 powertype
= cEntry
->powerType
;
590 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
591 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
593 setFactionForRace(race
);
595 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
597 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
599 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
600 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
601 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
602 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
603 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
605 // -1 is default value
606 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, -1);
608 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
609 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
610 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
612 SetUInt32Value( PLAYER_GUILDID
, 0 );
613 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
614 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
616 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
617 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
618 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
619 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
620 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
621 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
622 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
623 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
625 // set starting level
626 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
627 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
628 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
630 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
632 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
633 if(gm_level
> start_level
)
634 start_level
= gm_level
;
637 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
641 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
642 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
643 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
646 m_Last_tick
= time(NULL
);
647 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
648 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
650 // base stats and related field values
652 InitTaxiNodesForLevel();
653 InitGlyphsForLevel();
654 InitTalentForLevel();
655 InitPrimaryProfessions(); // to max set before any spell added
657 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
658 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
659 SetHealth(GetMaxHealth());
660 if (getPowerType()==POWER_MANA
)
662 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
663 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
666 if(getPowerType() == POWER_RUNIC_POWER
)
668 SetPower(POWER_RUNE
, 8);
669 SetMaxPower(POWER_RUNE
, 8);
670 SetPower(POWER_RUNIC_POWER
, 0);
671 SetMaxPower(POWER_RUNIC_POWER
, 1000);
675 learnDefaultSpells();
677 // original action bar
678 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
679 addActionButton(0, action_itr
->button
,action_itr
->action
,action_itr
->type
);
682 CharStartOutfitEntry
const* oEntry
= NULL
;
683 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
685 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
687 if(entry
->RaceClassGender
== RaceClassGender
)
697 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
699 if(oEntry
->ItemId
[j
] <= 0)
702 uint32 item_id
= oEntry
->ItemId
[j
];
704 // just skip, reported in ObjectMgr::LoadItemPrototypes
705 ItemPrototype
const* iProto
= ObjectMgr::GetItemPrototype(item_id
);
709 // BuyCount by default
710 int32 count
= iProto
->BuyCount
;
712 // special amount for foor/drink
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
724 if(iProto
->Stackable
< count
)
725 count
= iProto
->Stackable
;
727 // special amount for daggers
728 else if(iProto
->Class
==ITEM_CLASS_WEAPON
&& iProto
->SubClass
==ITEM_SUBCLASS_WEAPON_DAGGER
)
730 count
= 2; // will placed to 2 slots
733 StoreNewItemInBestSlots(item_id
, count
);
737 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
738 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
740 // bags and main-hand weapon must equipped at this moment
741 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
742 // or ammo not equipped in special bag
743 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
745 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
748 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
749 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
750 if( msg
== EQUIP_ERR_OK
)
752 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
753 EquipItem( eDest
, pItem
, true);
755 // move other items to more appropriate slots (ammo not equipped in special bag)
758 ItemPosCountVec sDest
;
759 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
760 if( msg
== EQUIP_ERR_OK
)
762 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
763 pItem
= StoreItem( sDest
, pItem
, true);
766 // if this is ammo then use it
767 msg
= CanUseAmmo( pItem
->GetEntry() );
768 if( msg
== EQUIP_ERR_OK
)
769 SetAmmo( pItem
->GetEntry() );
773 // all item positions resolved
778 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
780 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
782 // attempt equip by one
783 while(titem_amount
> 0)
786 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
787 if( msg
!= EQUIP_ERR_OK
)
790 EquipNewItem( eDest
, titem_id
, true);
791 AutoUnequipOffhandIfNeed();
795 if(titem_amount
== 0)
796 return true; // equipped
799 ItemPosCountVec sDest
;
800 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
801 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
802 if( msg
== EQUIP_ERR_OK
)
804 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
805 return true; // stored
808 // item can't be added
809 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
813 // helper function, mainly for script side, but can be used for simple task in mangos also.
814 Item
* Player::StoreNewItemInInventorySlot(uint32 itemEntry
, uint32 amount
)
816 ItemPosCountVec vDest
;
818 uint8 msg
= CanStoreNewItem(INVENTORY_SLOT_BAG_0
, NULL_SLOT
, vDest
, itemEntry
, amount
);
820 if (msg
== EQUIP_ERR_OK
)
822 if (Item
* pItem
= StoreNewItem(vDest
, itemEntry
, true, Item::GenerateItemRandomPropertyId(itemEntry
)))
829 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
831 if (int(MaxValue
) == DISABLED_MIRROR_TIMER
)
833 if (int(CurrentValue
) != DISABLED_MIRROR_TIMER
)
834 StopMirrorTimer(Type
);
837 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
838 data
<< (uint32
)Type
;
839 data
<< CurrentValue
;
843 data
<< (uint32
)0; // spell id
844 GetSession()->SendPacket( &data
);
847 void Player::StopMirrorTimer(MirrorTimerType Type
)
849 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
850 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
851 data
<< (uint32
)Type
;
852 GetSession()->SendPacket( &data
);
855 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
857 if(!isAlive() || isGameMaster())
860 // Absorb, resist some environmental damage type
863 if (type
== DAMAGE_LAVA
)
864 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
865 else if (type
== DAMAGE_SLIME
)
866 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
868 damage
-=absorb
+resist
;
870 DealDamageMods(this,damage
,&absorb
);
872 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
873 data
<< uint64(GetGUID());
874 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
875 data
<< uint32(damage
);
876 data
<< uint32(absorb
);
877 data
<< uint32(resist
);
878 SendMessageToSet(&data
, true);
880 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
884 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
886 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
887 DurabilityLossAll(0.10f
,false);
888 // durability lost message
889 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
890 GetSession()->SendPacket(&data2
);
893 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
899 int32
Player::getMaxTimer(MirrorTimerType timer
)
904 if (GetSession()->GetSecurity() >= (AccountTypes
)sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_GMLEVEL
))
905 return DISABLED_MIRROR_TIMER
;
906 return sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_MAX
)*IN_MILISECONDS
;
909 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) ||
910 GetSession()->GetSecurity() >= (AccountTypes
)sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_GMLEVEL
))
911 return DISABLED_MIRROR_TIMER
;
912 int32 UnderWaterTime
= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_MAX
)*IN_MILISECONDS
;
913 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
914 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
915 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
916 return UnderWaterTime
;
920 if (!isAlive() || GetSession()->GetSecurity() >= (AccountTypes
)sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_GMLEVEL
))
921 return DISABLED_MIRROR_TIMER
;
922 return sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_MAX
)*IN_MILISECONDS
;
930 void Player::UpdateMirrorTimers()
932 // Desync flags for update on next HandleDrowning
933 if (m_MirrorTimerFlags
)
934 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
937 void Player::HandleDrowning(uint32 time_diff
)
939 if (!m_MirrorTimerFlags
)
943 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
945 // Breath timer not activated - activate it
946 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
948 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
949 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
951 else // If activated - do tick
953 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
954 // Timer limit - need deal damage
955 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
957 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
958 // Calculate and deal damage
959 // TODO: Check this formula
960 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
961 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
963 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
964 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
967 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
969 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
971 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
972 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
973 StopMirrorTimer(BREATH_TIMER
);
974 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
975 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
979 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
981 // Fatigue timer not activated - activate it
982 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
984 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
985 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
989 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
990 // Timer limit - need deal damage or teleport ghost to graveyard
991 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
993 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
994 if (isAlive()) // Calculate and deal damage
996 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
997 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
999 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
1002 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
1003 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
1006 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
1008 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
1009 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
1010 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
1011 StopMirrorTimer(FATIGUE_TIMER
);
1012 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
1013 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
1016 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
1018 // Breath timer not activated - activate it
1019 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
1020 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
1023 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
1024 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1026 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1027 // Calculate and deal damage
1028 // TODO: Check this formula
1029 uint32 damage
= urand(600, 700);
1030 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1031 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1033 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1038 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1040 // Recheck timers flag
1041 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1042 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1043 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1045 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1048 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1051 ///The player sobers by 256 every 10 seconds
1052 void Player::HandleSobering()
1056 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1057 SetDrunkValue(drunk
);
1060 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1063 return DRUNKEN_SMASHED
;
1065 return DRUNKEN_DRUNK
;
1067 return DRUNKEN_TIPSY
;
1068 return DRUNKEN_SOBER
;
1071 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1073 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1075 m_drunk
= newDrunkenValue
;
1076 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1078 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1080 // special drunk invisibility detection
1081 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1082 m_detectInvisibilityMask
|= (1<<6);
1084 m_detectInvisibilityMask
&= ~(1<<6);
1086 if(newDrunkenState
== oldDrunkenState
)
1089 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1090 data
<< uint64(GetGUID());
1091 data
<< uint32(newDrunkenState
);
1092 data
<< uint32(itemId
);
1094 SendMessageToSet(&data
, true);
1097 void Player::Update( uint32 p_time
)
1103 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1108 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1109 m_nextMailDelivereTime
= 0;
1112 //used to implement delayed far teleports
1113 SetCanDelayTeleport(true);
1114 Unit::Update( p_time
);
1115 SetCanDelayTeleport(false);
1117 // update player only attacks
1118 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1120 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1123 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1125 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1128 time_t now
= time (NULL
);
1132 UpdateContestedPvP(p_time
);
1134 UpdateDuelFlag(now
);
1136 CheckDuelDistance(now
);
1138 UpdateAfkReport(now
);
1140 // Update items that have just a limited lifetime
1141 if (now
>m_Last_tick
)
1142 UpdateItemDuration(uint32(now
- m_Last_tick
));
1144 if (!m_timedquests
.empty())
1146 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1147 while (iter
!= m_timedquests
.end())
1149 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1150 if( q_status
.m_timer
<= p_time
)
1152 uint32 quest_id
= *iter
;
1153 ++iter
; // current iter will be removed in FailQuest
1154 FailQuest(quest_id
);
1158 q_status
.m_timer
-= p_time
;
1159 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1165 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1167 Unit
*pVictim
= getVictim();
1168 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1170 // default combat reach 10
1171 // TODO add weapon,skill check
1173 float pldistance
= ATTACK_DISTANCE
;
1175 if (isAttackReady(BASE_ATTACK
))
1177 if(!IsWithinDistInMap(pVictim
, pldistance
))
1179 setAttackTimer(BASE_ATTACK
,100);
1180 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1182 SendAttackSwingNotInRange();
1183 m_swingErrorMsg
= 1;
1186 //120 degrees of radiant range
1187 else if( !HasInArc( 2*M_PI_F
/3, pVictim
))
1189 setAttackTimer(BASE_ATTACK
,100);
1190 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1192 SendAttackSwingBadFacingAttack();
1193 m_swingErrorMsg
= 2;
1198 m_swingErrorMsg
= 0; // reset swing error state
1200 // prevent base and off attack in same time, delay attack at 0.2 sec
1201 if(haveOffhandWeapon())
1203 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1204 if(off_att
< ATTACK_DISPLAY_DELAY
)
1205 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1207 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1208 resetAttackTimer(BASE_ATTACK
);
1212 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1214 if(!IsWithinDistInMap(pVictim
, pldistance
))
1216 setAttackTimer(OFF_ATTACK
,100);
1218 else if( !HasInArc( 2*M_PI_F
/3, pVictim
))
1220 setAttackTimer(OFF_ATTACK
,100);
1224 // prevent base and off attack in same time, delay attack at 0.2 sec
1225 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1226 if(base_att
< ATTACK_DISPLAY_DELAY
)
1227 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1229 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1230 resetAttackTimer(OFF_ATTACK
);
1234 Unit
*owner
= pVictim
->GetOwner();
1235 Unit
*u
= owner
? owner
: pVictim
;
1236 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1239 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1244 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1246 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1248 int time_inn
= time(NULL
)-GetTimeInnEnter();
1249 if (time_inn
>= 10) //freeze update
1251 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1252 //speed collect rest bonus (section/in hour)
1253 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1254 UpdateInnerTime(time(NULL
));
1261 if(p_time
>= m_regenTimer
)
1264 m_regenTimer
-= p_time
;
1267 if (m_weaponChangeTimer
> 0)
1269 if(p_time
>= m_weaponChangeTimer
)
1270 m_weaponChangeTimer
= 0;
1272 m_weaponChangeTimer
-= p_time
;
1275 if (m_zoneUpdateTimer
> 0)
1277 if(p_time
>= m_zoneUpdateTimer
)
1279 uint32 newzone
, newarea
;
1280 GetZoneAndAreaId(newzone
,newarea
);
1282 if( m_zoneUpdateId
!= newzone
)
1283 UpdateZone(newzone
,newarea
); // also update area
1286 // use area updates as well
1287 // needed for free far all arenas for example
1288 if( m_areaUpdateId
!= newarea
)
1289 UpdateArea(newarea
);
1291 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1295 m_zoneUpdateTimer
-= p_time
;
1300 // if no longer casting, set regen power as soon as it is up.
1301 if (!IsUnderLastManaUseEffect())
1302 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
1308 if (m_deathState
== JUST_DIED
)
1315 if(p_time
>= m_nextSave
)
1317 // m_nextSave reseted in SaveToDB call
1319 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1323 m_nextSave
-= p_time
;
1327 //Handle Water/drowning
1328 HandleDrowning(p_time
);
1330 //Handle detect stealth players
1331 if (m_DetectInvTimer
> 0)
1333 if (p_time
>= m_DetectInvTimer
)
1335 HandleStealthedUnitsDetection();
1336 m_DetectInvTimer
= 3000;
1339 m_DetectInvTimer
-= p_time
;
1343 if (now
> m_Last_tick
)
1345 uint32 elapsed
= uint32(now
- m_Last_tick
);
1346 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1347 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1353 m_drunkTimer
+= p_time
;
1355 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1359 // not auto-free ghost from body in instances
1360 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1362 if(p_time
>= m_deathTimer
)
1369 m_deathTimer
-= p_time
;
1372 UpdateEnchantTime(p_time
);
1373 UpdateHomebindTime(p_time
);
1376 SendUpdateToOutOfRangeGroupMembers();
1378 Pet
* pet
= GetPet();
1379 if(pet
&& !pet
->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1381 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1384 //we should execute delayed teleports only for alive(!) players
1385 //because we don't want player's ghost teleported from graveyard
1386 if(IsHasDelayedTeleport() && isAlive())
1387 TeleportTo(m_teleport_dest
, m_teleport_options
);
1390 void Player::setDeathState(DeathState s
)
1392 uint32 ressSpellId
= 0;
1394 bool cur
= isAlive();
1396 if(s
== JUST_DIED
&& cur
)
1398 // drunken state is cleared on death
1400 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1403 clearResurrectRequestData();
1405 // remove form before other mods to prevent incorrect stats calculation
1406 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1408 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1409 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1411 // remove uncontrolled pets
1414 // save value before aura remove in Unit::setDeathState
1415 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1419 ressSpellId
= GetResurrectionSpellId();
1420 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1421 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1422 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1424 Unit::setDeathState(s
);
1426 // restore resurrection spell id for player after aura remove
1427 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1428 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1430 if(isAlive() && !cur
)
1432 //clear aura case after resurrection by another way (spells will be applied before next death)
1433 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1435 // restore default warrior stance
1436 if(getClass()== CLASS_WARRIOR
)
1437 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1441 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1444 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1445 // 8 9 10 11 12 13 14
1446 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1447 // 15 16 17 18 19 20
1448 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1450 Field
*fields
= result
->Fetch();
1452 uint32 guid
= fields
[0].GetUInt32();
1453 uint8 pRace
= fields
[2].GetUInt8();
1454 uint8 pClass
= fields
[3].GetUInt8();
1456 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(pRace
, pClass
);
1459 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1463 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1464 *p_data
<< fields
[1].GetString(); // name
1465 *p_data
<< uint8(pRace
); // race
1466 *p_data
<< uint8(pClass
); // class
1467 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1469 uint32 playerBytes
= fields
[5].GetUInt32();
1470 *p_data
<< uint8(playerBytes
); // skin
1471 *p_data
<< uint8(playerBytes
>> 8); // face
1472 *p_data
<< uint8(playerBytes
>> 16); // hair style
1473 *p_data
<< uint8(playerBytes
>> 24); // hair color
1475 uint32 playerBytes2
= fields
[6].GetUInt32();
1476 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1478 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1479 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1480 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1482 *p_data
<< fields
[10].GetFloat(); // x
1483 *p_data
<< fields
[11].GetFloat(); // y
1484 *p_data
<< fields
[12].GetFloat(); // z
1486 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1488 uint32 char_flags
= 0;
1489 uint32 playerFlags
= fields
[14].GetUInt32();
1490 uint32 atLoginFlags
= fields
[15].GetUInt32();
1491 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1492 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1493 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1494 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1495 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1496 char_flags
|= CHARACTER_FLAG_GHOST
;
1497 if(atLoginFlags
& AT_LOGIN_RENAME
)
1498 char_flags
|= CHARACTER_FLAG_RENAME
;
1499 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1501 if(!fields
[20].GetCppString().empty())
1502 char_flags
|= CHARACTER_FLAG_DECLINED
;
1505 char_flags
|= CHARACTER_FLAG_DECLINED
;
1507 *p_data
<< uint32(char_flags
); // character flags
1508 // character customize flags
1509 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
: CHAR_CUSTOMIZE_FLAG_NONE
);
1511 *p_data
<< uint8(atLoginFlags
& AT_LOGIN_FIRST
? 1 : 0);
1515 uint32 petDisplayId
= 0;
1516 uint32 petLevel
= 0;
1517 uint32 petFamily
= 0;
1519 // show pet at selection character in character list only for non-ghost character
1520 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1522 uint32 entry
= fields
[16].GetUInt32();
1523 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1526 petDisplayId
= fields
[17].GetUInt32();
1527 petLevel
= fields
[18].GetUInt32();
1528 petFamily
= cInfo
->family
;
1532 *p_data
<< uint32(petDisplayId
);
1533 *p_data
<< uint32(petLevel
);
1534 *p_data
<< uint32(petFamily
);
1537 // TODO: do not access data field here
1538 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1540 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1542 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1543 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1544 const ItemPrototype
* proto
= ObjectMgr::GetItemPrototype(item_id
);
1547 *p_data
<< uint32(0);
1548 *p_data
<< uint8(0);
1549 *p_data
<< uint32(0);
1553 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1555 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1556 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1558 // values stored in 2 uint16
1559 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1563 if ((enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
)))
1567 *p_data
<< uint32(proto
->DisplayInfoID
);
1568 *p_data
<< uint8(proto
->InventoryType
);
1569 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1571 *p_data
<< uint32(0); // first bag display id
1572 *p_data
<< uint8(0); // first bag inventory type
1573 *p_data
<< uint32(0); // enchant?
1578 bool Player::ToggleAFK()
1580 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1582 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1584 // afk player not allowed in battleground
1585 if(state
&& InBattleGround())
1586 LeaveBattleground();
1591 bool Player::ToggleDND()
1593 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1595 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1598 uint8
Player::chatTag() const
1615 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1617 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1619 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1623 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1624 Pet
* pet
= GetPet();
1626 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1628 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1629 // don't let gm level > 1 either
1630 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1633 // client without expansion support
1634 if(GetSession()->Expansion() < mEntry
->Expansion())
1636 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1639 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1641 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1643 return false; // normal client can't teleport to this map...
1647 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1650 // if we were on a transport, leave
1651 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1653 m_transport
->RemovePassenger(this);
1655 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
1658 // The player was ported to another map and looses the duel immediately.
1659 // We have to perform this check before the teleport, otherwise the
1660 // ObjectAccessor won't find the flag.
1661 if (duel
&& GetMapId() != mapid
)
1663 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1665 DuelComplete(DUEL_FLED
);
1668 // reset movement flags at teleport, because player will continue move with these flags after teleport
1669 m_movementInfo
.SetMovementFlags(MOVEFLAG_NONE
);
1671 if ((GetMapId() == mapid
) && (!m_transport
))
1673 //lets reset far teleport flag if it wasn't reset during chained teleports
1674 SetSemaphoreTeleportFar(false);
1675 //setup delayed teleport flag
1676 SetDelayedTeleportFlag(IsCanDelayTeleport());
1677 //if teleport spell is casted in Unit::Update() func
1678 //then we need to delay it until update process will be finished
1679 if(IsHasDelayedTeleport())
1681 SetSemaphoreTeleportNear(true);
1682 //lets save teleport destination for player
1683 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1684 m_teleport_options
= options
;
1688 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1690 //same map, only remove pet if out of range for new position
1691 if(pet
&& !pet
->IsWithinDist3d(x
, y
, z
, GetMap()->GetVisibilityDistance()))
1692 UnsummonPetTemporaryIfAny();
1695 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1698 // this will be used instead of the current location in SaveToDB
1699 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1700 SetFallInformation(0, z
);
1702 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1703 // at client packet MSG_MOVE_TELEPORT_ACK
1704 SetSemaphoreTeleportNear(true);
1705 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1706 if(!GetSession()->PlayerLogout())
1709 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1710 GetSession()->SendPacket(&data
);
1715 // far teleport to another map
1716 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1717 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1719 // Check enter rights before map getting to avoid creating instance copy for player
1720 // this check not dependent from map instance copy and same for all instance copies of selected map
1721 if (!sMapMgr
.CanPlayerEnter(mapid
, this))
1724 // If the map is not created, assume it is possible to enter it.
1725 // It will be created in the WorldPortAck.
1726 Map
*map
= sMapMgr
.FindMap(mapid
);
1727 if (!map
|| map
->CanEnter(this))
1729 //lets reset near teleport flag if it wasn't reset during chained teleports
1730 SetSemaphoreTeleportNear(false);
1731 //setup delayed teleport flag
1732 SetDelayedTeleportFlag(IsCanDelayTeleport());
1733 //if teleport spell is casted in Unit::Update() func
1734 //then we need to delay it until update process will be finished
1735 if(IsHasDelayedTeleport())
1737 SetSemaphoreTeleportFar(true);
1738 //lets save teleport destination for player
1739 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1740 m_teleport_options
= options
;
1748 ResetContestedPvP();
1750 // remove player from battleground on far teleport (when changing maps)
1751 if(BattleGround
const* bg
= GetBattleGround())
1753 // Note: at battleground join battleground id set before teleport
1754 // and we already will found "current" battleground
1755 // just need check that this is targeted map or leave
1756 if(bg
->GetMapId() != mapid
)
1757 LeaveBattleground(false); // don't teleport to entry point
1760 // remove pet on map change
1762 UnsummonPetTemporaryIfAny();
1764 // remove all dyn objects
1765 RemoveAllDynObjects();
1767 // stop spellcasting
1768 // not attempt interrupt teleportation spell at caster teleport
1769 if(!(options
& TELE_TO_SPELL
))
1770 if(IsNonMeleeSpellCasted(true))
1771 InterruptNonMeleeSpells(true);
1773 //remove auras before removing from map...
1774 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1776 if(!GetSession()->PlayerLogout())
1778 // send transfer packets
1779 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1780 data
<< uint32(mapid
);
1783 data
<< uint32(m_transport
->GetEntry());
1784 data
<< uint32(GetMapId());
1786 GetSession()->SendPacket(&data
);
1788 data
.Initialize(SMSG_NEW_WORLD
, (20));
1791 data
<< uint32(mapid
);
1792 data
<< float(m_movementInfo
.GetTransportPos()->x
);
1793 data
<< float(m_movementInfo
.GetTransportPos()->y
);
1794 data
<< float(m_movementInfo
.GetTransportPos()->z
);
1795 data
<< float(m_movementInfo
.GetTransportPos()->o
);
1799 data
<< uint32(mapid
);
1803 data
<< float(orientation
);
1805 GetSession()->SendPacket( &data
);
1806 SendSavedInstances();
1809 // remove from old map now
1811 oldmap
->Remove(this, false);
1813 // new final coordinates
1817 float final_o
= orientation
;
1821 final_x
+= m_movementInfo
.GetTransportPos()->x
;
1822 final_y
+= m_movementInfo
.GetTransportPos()->y
;
1823 final_z
+= m_movementInfo
.GetTransportPos()->z
;
1824 final_o
+= m_movementInfo
.GetTransportPos()->o
;
1827 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1828 SetFallInformation(0, final_z
);
1829 // if the player is saved before worldport ack (at logout for example)
1830 // this will be used instead of the current location in SaveToDB
1832 // move packet sent by client always after far teleport
1833 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1834 SetSemaphoreTeleportFar(true);
1842 bool Player::TeleportToBGEntryPoint()
1844 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1845 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1846 return TeleportTo(m_bgData
.joinPos
);
1849 void Player::ProcessDelayedOperations()
1851 if(m_DelayedOperations
== 0)
1854 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1856 ResurrectPlayer(0.0f
, false);
1858 if(GetMaxHealth() > m_resurrectHealth
)
1859 SetHealth( m_resurrectHealth
);
1861 SetHealth( GetMaxHealth() );
1863 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1864 SetPower(POWER_MANA
, m_resurrectMana
);
1866 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1868 SetPower(POWER_RAGE
, 0 );
1869 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1874 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1879 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1881 CastSpell(this, 26013, true); // Deserter
1884 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1886 if (m_bgData
.mountSpell
)
1888 CastSpell(this, m_bgData
.mountSpell
, true);
1889 m_bgData
.mountSpell
= 0;
1893 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1895 if (m_bgData
.HasTaxiPath())
1897 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1898 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1899 m_bgData
.ClearTaxiPath();
1901 ContinueTaxiFlight();
1905 //we have executed ALL delayed ops, so clear the flag
1906 m_DelayedOperations
= 0;
1909 void Player::AddToWorld()
1911 ///- Do not add/remove the player from the object storage
1912 ///- It will crash when updating the ObjectAccessor
1913 ///- The player should only be added when logging in
1916 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1919 m_items
[i
]->AddToWorld();
1923 void Player::RemoveFromWorld()
1928 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1929 UnsummonAllTotems();
1933 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1936 m_items
[i
]->RemoveFromWorld();
1939 ///- Do not add/remove the player from the object storage
1940 ///- It will crash when updating the ObjectAccessor
1941 ///- The player should only be removed when logging out
1942 Unit::RemoveFromWorld();
1945 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1949 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1953 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1955 // talent who gave more rage on attack
1956 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1960 addRage
= damage
/rageconversion
*2.5;
1962 // Berserker Rage effect
1963 if(HasAura(18499,0))
1967 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1969 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1972 void Player::RegenerateAll(uint32 diff
)
1974 // Not in combat or they have regeneration
1975 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1976 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1978 RegenerateHealth(diff
);
1979 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1981 Regenerate(POWER_RAGE
, diff
);
1982 if(getClass() == CLASS_DEATH_KNIGHT
)
1983 Regenerate(POWER_RUNIC_POWER
, diff
);
1987 Regenerate(POWER_ENERGY
, diff
);
1989 Regenerate(POWER_MANA
, diff
);
1991 if (getClass() == CLASS_DEATH_KNIGHT
)
1992 Regenerate(POWER_RUNE
, diff
);
1994 m_regenTimer
= REGEN_TIME_FULL
;
1997 // diff contains the time in milliseconds since last regen.
1998 void Player::Regenerate(Powers power
, uint32 diff
)
2000 uint32 curValue
= GetPower(power
);
2001 uint32 maxValue
= GetMaxPower(power
);
2003 float addvalue
= 0.0f
;
2009 bool recentCast
= IsUnderLastManaUseEffect();
2010 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
2013 // Mangos Updates Mana in intervals of 2s, which is correct
2014 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
2018 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
2021 case POWER_RAGE
: // Regenerate rage
2023 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
2024 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
2026 case POWER_ENERGY
: // Regenerate energy (rogue)
2029 case POWER_RUNIC_POWER
:
2031 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
2032 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
2036 if (getClass() != CLASS_DEATH_KNIGHT
)
2039 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
2041 if(uint16 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
2042 SetRuneCooldown(i
, (cd
< diff
) ? 0 : cd
- diff
);
2046 case POWER_HAPPINESS
:
2051 // Mana regen calculated in Player::UpdateManaRegen()
2052 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2053 if(power
!= POWER_MANA
)
2055 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
2056 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
2057 if ((*i
)->GetModifier()->m_miscvalue
== power
)
2058 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
2061 // addvalue computed on a 2sec basis. => update to diff time
2062 addvalue
*= float(diff
) / REGEN_TIME_FULL
;
2064 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
2066 curValue
+= uint32(addvalue
);
2067 if (curValue
> maxValue
)
2068 curValue
= maxValue
;
2072 if(curValue
<= uint32(addvalue
))
2075 curValue
-= uint32(addvalue
);
2077 SetPower(power
, curValue
);
2080 void Player::RegenerateHealth(uint32 diff
)
2082 uint32 curValue
= GetHealth();
2083 uint32 maxValue
= GetMaxHealth();
2085 if (curValue
>= maxValue
) return;
2087 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2089 float addvalue
= 0.0f
;
2092 if ( IsPolymorphed() )
2093 addvalue
= (float)GetMaxHealth()/3;
2094 // normal regen case (maybe partly in combat case)
2095 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2097 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2100 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2101 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2102 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2104 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2105 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2111 // always regeneration bonus (including combat)
2112 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2117 addvalue
*= (float)diff
/ REGEN_TIME_FULL
;
2119 ModifyHealth(int32(addvalue
));
2122 Creature
* Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2125 if (!guid
|| !IsInWorld() || isInFlight())
2128 // exist (we need look pets also for some interaction (quest/etc)
2129 Creature
*unit
= GetMap()->GetCreatureOrPetOrVehicle(guid
);
2133 // appropriate npc type
2134 if (npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2137 if (npcflagmask
== UNIT_NPC_FLAG_STABLEMASTER
)
2139 if (getClass() != CLASS_HUNTER
)
2143 // if a dead unit should be able to talk - the creature must be alive and have special flags
2144 if (!unit
->isAlive())
2147 if (isAlive() && unit
->isInvisibleForAlive())
2150 // not allow interaction under control, but allow with own pets
2151 if (unit
->GetCharmerGUID())
2155 if (unit
->IsHostileTo(this))
2159 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2160 if(factionTemplate
->faction
)
2161 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2162 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2166 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2172 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, uint32 gameobject_type
) const
2174 if (GameObject
*go
= GetMap()->GetGameObject(guid
))
2176 if (uint32(go
->GetGoType()) == gameobject_type
|| gameobject_type
== MAX_GAMEOBJECT_TYPE
)
2179 switch(go
->GetGoType())
2181 // TODO: find out how the client calculates the maximal usage distance to spellless working
2182 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2183 case GAMEOBJECT_TYPE_GUILD_BANK
:
2184 case GAMEOBJECT_TYPE_MAILBOX
:
2187 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2188 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2191 maxdist
= INTERACTION_DISTANCE
;
2195 if (go
->IsWithinDistInMap(this, maxdist
) && go
->isSpawned())
2198 sLog
.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2199 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2205 bool Player::IsUnderWater() const
2207 return IsInWater() &&
2208 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2211 void Player::SetInWater(bool apply
)
2213 if(m_isInWater
==apply
)
2216 //define player in water by opcodes
2217 //move player's guid into HateOfflineList of those mobs
2218 //which can't swim and move guid back into ThreatList when
2220 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2221 m_isInWater
= apply
;
2223 // remove auras that need water/land
2224 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2226 getHostileRefManager().updateThreatTables();
2229 struct SetGameMasterOnHelper
2231 explicit SetGameMasterOnHelper() {}
2232 void operator()(Unit
* unit
) const
2234 unit
->setFaction(35);
2235 unit
->getHostileRefManager().setOnlineOfflineState(false);
2239 struct SetGameMasterOffHelper
2241 explicit SetGameMasterOffHelper(uint32 _faction
) : faction(_faction
) {}
2242 void operator()(Unit
* unit
) const
2244 unit
->setFaction(faction
);
2245 unit
->getHostileRefManager().setOnlineOfflineState(true);
2250 void Player::SetGameMaster(bool on
)
2254 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2256 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2258 CallForAllControlledUnits(SetGameMasterOnHelper(),true,true,true,false);
2261 ResetContestedPvP();
2263 getHostileRefManager().setOnlineOfflineState(false);
2264 CombatStopWithPets();
2266 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2271 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2272 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2274 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2275 setFactionForRace(getRace());
2276 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2278 CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()),true,true,true,false);
2280 // restore FFA PvP Server state
2281 if(sWorld
.IsFFAPvPRealm())
2284 // restore FFA PvP area state, remove not allowed for GM mounts
2285 UpdateArea(m_areaUpdateId
);
2287 getHostileRefManager().setOnlineOfflineState(true);
2290 UpdateVisibilityForPlayer();
2293 void Player::SetGMVisible(bool on
)
2297 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2299 // Reapply stealth/invisibility if active or show if not any
2300 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2301 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2302 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2303 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2305 SetVisibility(VISIBILITY_ON
);
2309 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2311 SetAcceptWhispers(false);
2312 SetGameMaster(true);
2314 SetVisibility(VISIBILITY_OFF
);
2318 bool Player::IsGroupVisibleFor(Player
* p
) const
2320 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2322 default: return IsInSameGroupWith(p
);
2323 case 1: return IsInSameRaidWith(p
);
2324 case 2: return GetTeam()==p
->GetTeam();
2328 bool Player::IsInSameGroupWith(Player
const* p
) const
2330 return (p
==this || (GetGroup() != NULL
&&
2331 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
)));
2334 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2335 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2336 void Player::UninviteFromGroup()
2338 Group
* group
= GetGroupInvite();
2342 group
->RemoveInvite(this);
2344 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2346 if(group
->IsCreated())
2348 group
->Disband(true);
2349 sObjectMgr
.RemoveGroup(group
);
2352 group
->RemoveAllInvites();
2358 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2362 if (group
->RemoveMember(guid
, 0) <= 1)
2364 // group->Disband(); already disbanded in RemoveMember
2365 sObjectMgr
.RemoveGroup(group
);
2367 // removemember sets the player's group pointer to NULL
2372 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2374 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2375 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2376 data
<< uint32(GivenXP
+RestXP
); // given experience
2377 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2380 data
<< uint32(GivenXP
); // experience without rested bonus
2381 data
<< float(1); // 1 - none 0 - 100% group bonus output
2383 data
<< uint8(0); // new 2.4.0
2384 GetSession()->SendPacket(&data
);
2387 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2395 uint32 level
= getLevel();
2397 // XP to money conversion processed in Player::RewardQuest
2398 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2403 // handle SPELL_AURA_MOD_KILL_XP_PCT auras
2404 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT
);
2405 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2406 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2410 // handle SPELL_AURA_MOD_QUEST_XP_PCT auras
2411 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT
);
2412 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2413 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2416 // XP resting bonus for kill
2417 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2419 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2421 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2422 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2423 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2425 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2429 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2430 GiveLevel(level
+ 1);
2433 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2436 SetUInt32Value(PLAYER_XP
, newXP
);
2439 // Update player to next level
2440 // Current player experience not update (must be update by caller)
2441 void Player::GiveLevel(uint32 level
)
2443 if ( level
== getLevel() )
2446 PlayerLevelInfo info
;
2447 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2449 PlayerClassLevelInfo classInfo
;
2450 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2452 // send levelup info to client
2453 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2454 data
<< uint32(level
);
2455 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2456 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2457 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2465 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2466 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2468 GetSession()->SendPacket(&data
);
2470 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(level
));
2472 //update level, max level of skills
2473 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2475 _ApplyAllLevelScaleItemMods(false);
2479 UpdateSkillsForLevel ();
2481 // save base values (bonuses already included in stored stats
2482 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2483 SetCreateStat(Stats(i
), info
.stats
[i
]);
2485 SetCreateHealth(classInfo
.basehealth
);
2486 SetCreateMana(classInfo
.basemana
);
2488 InitTalentForLevel();
2489 InitTaxiNodesForLevel();
2490 InitGlyphsForLevel();
2494 // set current level health and mana/energy to maximum after applying all mods.
2495 SetHealth(GetMaxHealth());
2496 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2497 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2498 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2499 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2500 SetPower(POWER_FOCUS
, 0);
2501 SetPower(POWER_HAPPINESS
, 0);
2503 _ApplyAllLevelScaleItemMods(true);
2505 // update level to hunter/summon pet
2506 if (Pet
* pet
= GetPet())
2507 pet
->SynchronizeLevelWithOwner();
2509 if (MailLevelReward
const* mailReward
= sObjectMgr
.GetMailLevelReward(level
,getRaceMask()))
2510 MailDraft(mailReward
->mailTemplateId
).SendMailTo(this,MailSender(MAIL_CREATURE
,mailReward
->senderEntry
));
2512 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2515 void Player::InitTalentForLevel()
2517 uint32 level
= getLevel();
2518 // talents base at level diff ( talents = level - 9 but some can be used already)
2521 // Remove all talent points
2522 if(m_usedTalentCount
> 0) // Free any used talents
2525 SetFreeTalentPoints(0);
2530 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2532 // if used more that have then reset
2533 if(m_usedTalentCount
> talentPointsForLevel
)
2535 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2538 SetFreeTalentPoints(0);
2540 // else update amount of free points
2542 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2545 if(!GetSession()->PlayerLoading())
2546 SendTalentsInfoData(false); // update at client
2549 void Player::InitStatsForLevel(bool reapplyMods
)
2551 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2552 _RemoveAllStatBonuses();
2554 PlayerClassLevelInfo classInfo
;
2555 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2557 PlayerLevelInfo info
;
2558 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2560 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2561 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(getLevel()));
2563 // reset before any aura state sources (health set/aura apply)
2564 SetUInt32Value(UNIT_FIELD_AURASTATE
, 0);
2566 UpdateSkillsForLevel ();
2568 // set default cast time multiplier
2569 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2571 // reset size before reapply auras
2572 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2574 // save base values (bonuses already included in stored stats
2575 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2576 SetCreateStat(Stats(i
), info
.stats
[i
]);
2578 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2579 SetStat(Stats(i
), info
.stats
[i
]);
2581 SetCreateHealth(classInfo
.basehealth
);
2584 SetCreateMana(classInfo
.basemana
);
2586 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2590 //reset rating fields values
2591 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2592 SetUInt32Value(index
, 0);
2594 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2595 for (int i
= 0; i
< 7; ++i
)
2597 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2598 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2599 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2602 //reset attack power, damage and attack speed fields
2603 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2604 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2605 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2607 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2608 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2609 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2610 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2611 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2612 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2614 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2615 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2616 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2617 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2618 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2619 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2621 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2622 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2623 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2624 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2626 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2627 for (uint8 i
= 0; i
< 7; ++i
)
2628 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2630 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2631 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2632 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2635 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2637 // set armor (resistance 0) to original value (create_agility*2)
2638 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2639 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2640 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2641 // set other resistance to original value (0)
2642 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2644 SetResistance(SpellSchools(i
), 0);
2645 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2646 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2649 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2650 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2651 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2653 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2654 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2656 // Reset no reagent cost field
2657 for(int i
= 0; i
< 3; ++i
)
2658 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2659 // Init data for form but skip reapply item mods for form
2660 InitDataForForm(reapplyMods
);
2663 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2664 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2666 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2668 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2669 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2671 // cleanup unit flags (will be re-applied if need at aura load).
2672 RemoveFlag( UNIT_FIELD_FLAGS
,
2673 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2674 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2675 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2676 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2677 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2678 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2680 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2682 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2683 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2685 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2686 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2688 // restore if need some important flags
2689 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2691 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2692 _ApplyAllStatBonuses();
2694 // set current level health and mana/energy to maximum after applying all mods.
2695 SetHealth(GetMaxHealth());
2696 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2697 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2698 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2699 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2700 SetPower(POWER_FOCUS
, 0);
2701 SetPower(POWER_HAPPINESS
, 0);
2702 SetPower(POWER_RUNIC_POWER
, 0);
2704 // update level to hunter/summon pet
2705 if (Pet
* pet
= GetPet())
2706 pet
->SynchronizeLevelWithOwner();
2709 void Player::SendInitialSpells()
2711 time_t curTime
= time(NULL
);
2712 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2714 uint16 spellCount
= 0;
2716 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2719 size_t countPos
= data
.wpos();
2720 data
<< uint16(spellCount
); // spell count placeholder
2722 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2724 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2727 if(!itr
->second
->active
|| itr
->second
->disabled
)
2730 data
<< uint32(itr
->first
);
2731 data
<< uint16(0); // it's not slot id
2736 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2738 uint16 spellCooldowns
= m_spellCooldowns
.size();
2739 data
<< uint16(spellCooldowns
);
2740 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2742 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2746 data
<< uint32(itr
->first
);
2748 data
<< uint16(itr
->second
.itemid
); // cast item id
2749 data
<< uint16(sEntry
->Category
); // spell category
2751 // send infinity cooldown in special format
2752 if(itr
->second
.end
>= infTime
)
2754 data
<< uint32(1); // cooldown
2755 data
<< uint32(0x80000000); // category cooldown
2759 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2761 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2763 data
<< uint32(0); // cooldown
2764 data
<< uint32(cooldown
); // category cooldown
2768 data
<< uint32(cooldown
); // cooldown
2769 data
<< uint32(0); // category cooldown
2773 GetSession()->SendPacket(&data
);
2775 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2778 void Player::RemoveMail(uint32 id
)
2780 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2782 if ((*itr
)->messageID
== id
)
2784 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2791 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2793 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2794 data
<< (uint32
) mailId
;
2795 data
<< (uint32
) mailAction
;
2796 data
<< (uint32
) mailError
;
2797 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2798 data
<< (uint32
) equipError
;
2799 else if( mailAction
== MAIL_ITEM_TAKEN
)
2801 data
<< (uint32
) item_guid
; // item guid low?
2802 data
<< (uint32
) item_count
; // item count?
2804 GetSession()->SendPacket(&data
);
2807 void Player::SendNewMail()
2809 // deliver undelivered mail
2810 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2812 GetSession()->SendPacket(&data
);
2815 void Player::UpdateNextMailTimeAndUnreads()
2817 // calculate next delivery time (min. from non-delivered mails
2818 // and recalculate unReadMail
2819 time_t cTime
= time(NULL
);
2820 m_nextMailDelivereTime
= 0;
2822 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2824 if((*itr
)->deliver_time
> cTime
)
2826 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2827 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2829 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2834 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2836 if(deliver_time
<= time(NULL
)) // ready now
2841 else // not ready and no have ready mails
2843 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2844 m_nextMailDelivereTime
= deliver_time
;
2848 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2850 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2853 // do character spell book cleanup (all characters)
2854 if(!IsInWorld() && !learning
) // spell load case
2856 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2857 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2860 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2865 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2867 // do character spell book cleanup (all characters)
2868 if(!IsInWorld() && !learning
) // spell load case
2870 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2871 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2874 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2879 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2881 bool dependent_set
= false;
2882 bool disabled_case
= false;
2883 bool superceded_old
= false;
2885 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2886 if (itr
!= m_spells
.end())
2888 uint32 next_active_spell_id
= 0;
2889 // fix activate state for non-stackable low rank (and find next spell for !active case)
2890 if(!SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
2892 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
2893 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2895 if(HasSpell(next_itr
->second
))
2897 // high rank already known so this must !active
2899 next_active_spell_id
= next_itr
->second
;
2905 // not do anything if already known in expected state
2906 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2907 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2909 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2910 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2915 // dependent spell known as not dependent, overwrite state
2916 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2918 itr
->second
->dependent
= dependent
;
2919 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2920 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2921 dependent_set
= true;
2924 // update active state for known spell
2925 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2927 itr
->second
->active
= active
;
2929 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2930 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2931 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2932 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2936 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2937 CastSpell (this,spell_id
,true);
2939 else if(IsInWorld())
2941 if(next_active_spell_id
)
2943 // update spell ranks in spellbook and action bar
2944 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2945 data
<< uint32(spell_id
);
2946 data
<< uint32(next_active_spell_id
);
2947 GetSession()->SendPacket( &data
);
2951 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2952 data
<< uint32(spell_id
);
2953 GetSession()->SendPacket(&data
);
2957 return active
; // learn (show in spell book if active now)
2960 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2962 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2963 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2964 itr
->second
->disabled
= disabled
;
2969 disabled_case
= true;
2971 else switch(itr
->second
->state
)
2973 case PLAYERSPELL_UNCHANGED
: // known saved spell
2975 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2978 m_spells
.erase(itr
);
2979 state
= PLAYERSPELL_CHANGED
;
2980 break; // need re-add
2982 default: // known not saved yet spell (new or modified)
2984 // can be in case spell loading but learned at some previous spell loading
2985 if(!IsInWorld() && !learning
&& !dependent_set
)
2986 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2993 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2995 // talent: unlearn all other talent ranks (high and low)
2996 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2998 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
3000 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
3002 // skip learning spell and no rank spell case
3003 uint32 rankSpellId
= talentInfo
->RankID
[i
];
3004 if(!rankSpellId
|| rankSpellId
==spell_id
)
3007 removeSpell(rankSpellId
,false,false);
3011 // non talent spell: learn low ranks (recursive call)
3012 else if(uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
))
3014 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
3015 addSpell(prev_spell
,active
,true,true,disabled
);
3016 else // at normal learning
3017 learnSpell(prev_spell
,true);
3020 PlayerSpell
*newspell
= new PlayerSpell
;
3021 newspell
->state
= state
;
3022 newspell
->active
= active
;
3023 newspell
->dependent
= dependent
;
3024 newspell
->disabled
= disabled
;
3026 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
3027 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3029 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
3031 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
3032 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
3033 if(!i_spellInfo
) continue;
3035 if( sSpellMgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
3037 if(itr2
->second
->active
)
3039 if(sSpellMgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
3041 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3043 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3044 data
<< uint32(itr2
->first
);
3045 data
<< uint32(spell_id
);
3046 GetSession()->SendPacket( &data
);
3049 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
3050 itr2
->second
->active
= false;
3051 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
3052 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
3053 superceded_old
= true; // new spell replace old in action bars and spell book.
3055 else if(sSpellMgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
3057 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3059 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3060 data
<< uint32(spell_id
);
3061 data
<< uint32(itr2
->first
);
3062 GetSession()->SendPacket( &data
);
3065 // mark new spell as disable (not learned yet for client and will not learned)
3066 newspell
->active
= false;
3067 if(newspell
->state
!= PLAYERSPELL_NEW
)
3068 newspell
->state
= PLAYERSPELL_CHANGED
;
3075 m_spells
[spell_id
] = newspell
;
3077 // return false if spell disabled
3078 if (newspell
->disabled
)
3082 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3084 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3085 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3086 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3088 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3089 CastSpell(this, spell_id
, true);
3091 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3092 else if (IsPassiveSpell(spell_id
))
3094 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3095 CastSpell(this, spell_id
, true);
3097 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3099 CastSpell(this, spell_id
, true);
3103 // update used talent points count
3104 m_usedTalentCount
+= talentCost
;
3106 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3107 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3109 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3110 SetFreePrimaryProfessions(freeProfs
-1);
3113 // add dependent skills
3114 uint16 maxskill
= GetMaxSkillValueForLevel();
3116 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3118 SkillLineAbilityMapBounds skill_bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3120 if (spellLearnSkill
)
3122 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3123 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3125 if (skill_value
< spellLearnSkill
->value
)
3126 skill_value
= spellLearnSkill
->value
;
3128 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3130 if (skill_max_value
< new_skill_max_value
)
3131 skill_max_value
= new_skill_max_value
;
3133 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3137 // not ranked skills
3138 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3140 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3144 if (HasSkill(pSkill
->id
))
3147 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3148 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3149 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3151 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3153 case SKILL_RANGE_LANGUAGE
:
3154 SetSkill(pSkill
->id
, 300, 300 );
3156 case SKILL_RANGE_LEVEL
:
3157 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3159 case SKILL_RANGE_MONO
:
3160 SetSkill(pSkill
->id
, 1, 1 );
3169 // learn dependent spells
3170 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3172 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3174 if (!itr2
->second
.autoLearned
)
3176 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3177 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3178 else // at normal learning
3179 learnSpell(itr2
->second
.spell
,true);
3183 if (!GetSession()->PlayerLoading())
3185 // not ranked skills
3186 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3188 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3189 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3192 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3195 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3196 return active
&& !disabled
&& !superceded_old
;
3199 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3201 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3202 // talent dependent passives activated at form apply have proper stance data
3203 bool need_cast
= (!spellInfo
->Stances
|| (m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)))));
3205 //Check CasterAuraStates
3206 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3209 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3211 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3213 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3214 bool active
= disabled
? itr
->second
->active
: true;
3216 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3218 // learn all disabled higher ranks (recursive)
3221 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3222 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3224 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3225 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3226 learnSpell(i
->second
,false);
3230 // prevent duplicated entires in spell book, also not send if not in world (loading)
3231 if(!learning
|| !IsInWorld ())
3234 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3235 data
<< uint32(spell_id
);
3236 GetSession()->SendPacket(&data
);
3239 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
, bool sendUpdate
)
3241 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3242 if (itr
== m_spells
.end())
3245 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| (disabled
&& itr
->second
->disabled
))
3248 // unlearn non talent higher ranks (recursive)
3249 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3250 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3251 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3252 removeSpell(itr2
->second
,disabled
,false);
3254 // re-search, it can be corrupted in prev loop
3255 itr
= m_spells
.find(spell_id
);
3256 if (itr
== m_spells
.end())
3257 return; // already unleared
3259 bool cur_active
= itr
->second
->active
;
3260 bool cur_dependent
= itr
->second
->dependent
;
3264 itr
->second
->disabled
= disabled
;
3265 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3266 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3270 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3273 m_spells
.erase(itr
);
3276 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3279 RemoveAurasDueToSpell(spell_id
);
3282 for(int i
= 0; i
< 3; ++i
)
3283 if(PetAura
const* petSpell
= sSpellMgr
.GetPetAura(spell_id
, i
))
3284 RemovePetAura(petSpell
);
3286 // free talent points
3287 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3290 if(talentCosts
< m_usedTalentCount
)
3291 m_usedTalentCount
-= talentCosts
;
3293 m_usedTalentCount
= 0;
3296 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3297 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3299 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3300 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3301 SetFreePrimaryProfessions(freeProfs
);
3304 // remove dependent skill
3305 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3308 uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
);
3309 if(!prev_spell
) // first rank, remove skill
3310 SetSkill(spellLearnSkill
->skill
,0,0);
3313 // search prev. skill setting by spell ranks chain
3314 SpellLearnSkillNode
const* prevSkill
= sSpellMgr
.GetSpellLearnSkill(prev_spell
);
3315 while(!prevSkill
&& prev_spell
)
3317 prev_spell
= sSpellMgr
.GetPrevSpellInChain(prev_spell
);
3318 prevSkill
= sSpellMgr
.GetSpellLearnSkill(sSpellMgr
.GetFirstSpellInChain(prev_spell
));
3321 if (!prevSkill
) // not found prev skill setting, remove skill
3322 SetSkill(spellLearnSkill
->skill
,0,0);
3323 else // set to prev. skill setting values
3325 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3326 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3328 if (skill_value
> prevSkill
->value
)
3329 skill_value
= prevSkill
->value
;
3331 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3333 if (skill_max_value
> new_skill_max_value
)
3334 skill_max_value
= new_skill_max_value
;
3336 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3343 // not ranked skills
3344 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3346 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3348 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3352 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3353 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3354 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3355 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3357 // not reset skills for professions and racial abilities
3358 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3359 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3362 SetSkill(pSkill
->id
, 0, 0 );
3367 // remove dependent spells
3368 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3370 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3371 removeSpell(itr2
->second
.spell
, disabled
);
3373 // activate lesser rank in spellbook/action bar, and cast it if need
3374 bool prev_activate
= false;
3376 if (uint32 prev_id
= sSpellMgr
.GetPrevSpellInChain (spell_id
))
3378 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3380 // if talent then lesser rank also talent and need learn
3384 learnSpell (prev_id
,false);
3386 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3387 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3389 // need manually update dependence state (learn spell ignore like attempts)
3390 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3391 if (prev_itr
!= m_spells
.end())
3393 if (prev_itr
->second
->dependent
!= cur_dependent
)
3395 prev_itr
->second
->dependent
= cur_dependent
;
3396 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3397 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3400 // now re-learn if need re-activate
3401 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3403 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3405 // downgrade spell ranks in spellbook and action bar
3406 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3407 data
<< uint32(spell_id
);
3408 data
<< uint32(prev_id
);
3409 GetSession()->SendPacket( &data
);
3410 prev_activate
= true;
3417 // remove from spell book if not replaced by lesser rank
3418 if (!prev_activate
&& sendUpdate
)
3420 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3421 data
<< uint32(spell_id
);
3422 GetSession()->SendPacket(&data
);
3426 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3428 m_spellCooldowns
.erase(spell_id
);
3431 SendClearCooldown(spell_id
, this);
3434 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3436 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3437 if (ct
== sSpellCategoryStore
.end())
3440 const SpellCategorySet
& ct_set
= ct
->second
;
3441 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3443 if (ct_set
.find(i
->first
) != ct_set
.end())
3444 RemoveSpellCooldown((i
++)->first
, update
);
3450 void Player::RemoveArenaSpellCooldowns()
3452 // remove cooldowns on spells that has < 15 min CD
3453 SpellCooldowns::iterator itr
, next
;
3454 // iterate spell cooldowns
3455 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3459 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3460 // check if spellentry is present and if the cooldown is less than 15 mins
3462 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3463 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3466 RemoveSpellCooldown(itr
->first
, true);
3471 void Player::RemoveAllSpellCooldown()
3473 if(!m_spellCooldowns
.empty())
3475 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3476 SendClearCooldown(itr
->first
, this);
3478 m_spellCooldowns
.clear();
3482 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3484 // some cooldowns can be already set at aura loading...
3486 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3490 time_t curTime
= time(NULL
);
3494 Field
*fields
= result
->Fetch();
3496 uint32 spell_id
= fields
[0].GetUInt32();
3497 uint32 item_id
= fields
[1].GetUInt32();
3498 time_t db_time
= (time_t)fields
[2].GetUInt64();
3500 if(!sSpellStore
.LookupEntry(spell_id
))
3502 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3506 // skip outdated cooldown
3507 if(db_time
<= curTime
)
3510 AddSpellCooldown(spell_id
, item_id
, db_time
);
3512 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3514 while( result
->NextRow() );
3520 void Player::_SaveSpellCooldowns()
3522 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3524 time_t curTime
= time(NULL
);
3525 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3527 /* copied following sql-code partly from achievementmgr */
3528 bool first_round
= true;
3529 std::ostringstream ss
;
3531 // remove outdated and save active
3532 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3534 if(itr
->second
.end
<= curTime
)
3535 m_spellCooldowns
.erase(itr
++);
3536 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3540 ss
<< "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
3541 first_round
= false;
3543 // next new/changed record prefix
3546 ss
<< "(" << GetGUIDLow() << "," << itr
->first
<< "," << itr
->second
.itemid
<< "," << uint64(itr
->second
.end
) << ")";
3553 // if something changed execute
3555 CharacterDatabase
.Execute( ss
.str().c_str() );
3558 uint32
Player::resetTalentsCost() const
3560 // The first time reset costs 1 gold
3561 if(m_resetTalentsCost
< 1*GOLD
)
3564 else if(m_resetTalentsCost
< 5*GOLD
)
3566 // After that it increases in increments of 5 gold
3567 else if(m_resetTalentsCost
< 10*GOLD
)
3571 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3574 // This cost will be reduced by a rate of 5 gold per month
3575 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3576 // to a minimum of 10 gold.
3577 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3581 // After that it increases in increments of 5 gold
3582 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3583 // until it hits a cap of 50 gold.
3584 if(new_cost
> 50*GOLD
)
3591 bool Player::resetTalents(bool no_cost
)
3593 // not need after this call
3594 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3595 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3597 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3599 if (m_usedTalentCount
== 0)
3601 SetFreeTalentPoints(talentPointsForLevel
);
3609 cost
= resetTalentsCost();
3611 if (GetMoney() < cost
)
3613 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3618 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3620 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3622 if (!talentInfo
) continue;
3624 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3629 // unlearn only talents for character class
3630 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3631 // to prevent unexpected lost normal learned spell skip another class talents
3632 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3635 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3637 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3639 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3645 // remove learned spells (all ranks)
3646 uint32 itrFirstId
= sSpellMgr
.GetFirstSpellInChain(itr
->first
);
3648 // unlearn if first rank is talent or learned by talent
3649 if (itrFirstId
== talentInfo
->RankID
[j
])
3651 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3652 itr
= GetSpellMap().begin();
3655 else if (sSpellMgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3657 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3658 itr
= GetSpellMap().begin();
3667 SetFreeTalentPoints(talentPointsForLevel
);
3671 ModifyMoney(-(int32
)cost
);
3672 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3673 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3675 m_resetTalentsCost
= cost
;
3676 m_resetTalentsTime
= time(NULL
);
3679 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3680 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3681 /* when prev line will dropped use next line
3682 if(Pet* pet = GetPet())
3684 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3685 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3692 m_canTitanGrip
= false;
3693 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3694 AutoUnequipOffhandIfNeed();
3700 Mail
* Player::GetMail(uint32 id
)
3702 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3704 if ((*itr
)->messageID
== id
)
3712 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3716 Object::_SetCreateBits(updateMask
, target
);
3720 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3722 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3723 updateMask
->SetBit(index
);
3728 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3732 Object::_SetUpdateBits(updateMask
, target
);
3736 Object::_SetUpdateBits(updateMask
, target
);
3737 *updateMask
&= updateVisualBits
;
3741 void Player::InitVisibleBits()
3743 updateVisualBits
.SetCount(PLAYER_END
);
3745 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3746 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3747 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3748 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3749 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3750 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3751 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3752 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3753 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3754 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3755 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3756 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3757 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3758 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3759 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3760 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3761 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3762 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3763 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3764 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3765 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3766 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3767 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3768 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3769 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3770 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3771 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3772 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3773 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3774 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3775 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3776 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3777 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3778 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3779 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3780 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3781 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3782 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3783 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3784 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3785 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3786 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3787 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3788 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3789 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3790 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3791 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3792 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3793 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3794 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3795 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3796 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3797 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3798 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3799 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3801 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3802 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3803 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3804 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3805 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3806 updateVisualBits
.SetBit(PLAYER_BYTES
);
3807 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3808 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3809 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3810 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3812 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3813 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= MAX_QUEST_OFFSET
)
3814 updateVisualBits
.SetBit(i
);
3816 // Players visible items are not inventory stuff
3817 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3819 uint32 offset
= i
* 2;
3822 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3824 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3827 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3830 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3832 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3834 if(m_items
[i
] == NULL
)
3837 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3842 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3844 if(m_items
[i
] == NULL
)
3847 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3849 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3851 if(m_items
[i
] == NULL
)
3854 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3858 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3861 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3863 Unit::DestroyForPlayer( target
, anim
);
3865 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3867 if(m_items
[i
] == NULL
)
3870 m_items
[i
]->DestroyForPlayer( target
);
3875 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3877 if(m_items
[i
] == NULL
)
3880 m_items
[i
]->DestroyForPlayer( target
);
3882 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3884 if(m_items
[i
] == NULL
)
3887 m_items
[i
]->DestroyForPlayer( target
);
3892 bool Player::HasSpell(uint32 spell
) const
3894 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3895 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3896 !itr
->second
->disabled
);
3899 bool Player::HasActiveSpell(uint32 spell
) const
3901 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3902 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3903 itr
->second
->active
&& !itr
->second
->disabled
);
3906 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3909 return TRAINER_SPELL_RED
;
3911 if (!trainer_spell
->learnedSpell
)
3912 return TRAINER_SPELL_RED
;
3915 if(HasSpell(trainer_spell
->learnedSpell
))
3916 return TRAINER_SPELL_GRAY
;
3918 // check race/class requirement
3919 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3920 return TRAINER_SPELL_RED
;
3922 // check level requirement
3923 if(getLevel() < trainer_spell
->reqLevel
)
3924 return TRAINER_SPELL_RED
;
3926 if(SpellChainNode
const* spell_chain
= sSpellMgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3928 // check prev.rank requirement
3929 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3930 return TRAINER_SPELL_RED
;
3932 // check additional spell requirement
3933 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3934 return TRAINER_SPELL_RED
;
3937 // check skill requirement
3938 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3939 return TRAINER_SPELL_RED
;
3941 // exist, already checked at loading
3942 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3944 // secondary prof. or not prof. spell
3945 uint32 skill
= spell
->EffectMiscValue
[1];
3947 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3948 return TRAINER_SPELL_GREEN
;
3950 // check primary prof. limit
3951 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3952 return TRAINER_SPELL_GREEN_DISABLED
;
3954 return TRAINER_SPELL_GREEN
;
3957 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3959 uint32 guid
= GUID_LOPART(playerguid
);
3961 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3962 // bones will be deleted by corpse/bones deleting thread shortly
3963 sObjectAccessor
.ConvertCorpseForPlayer(playerguid
);
3965 // remove from guild
3966 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3969 Guild
* guild
= sObjectMgr
.GetGuildById(guildId
);
3971 guild
->DelMember(guid
);
3974 // remove from arena teams
3975 LeaveAllArenaTeams(playerguid
);
3977 // the player was uninvited already on logout so just remove from group
3978 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", guid
);
3981 uint32 groupId
= (*resultGroup
)[0].GetUInt32();
3983 if (Group
* group
= sObjectMgr
.GetGroupById(groupId
))
3984 RemoveFromGroup(group
, playerguid
);
3987 // remove signs from petitions (also remove petitions if owner);
3988 RemovePetitionsAndSigns(playerguid
, 10);
3990 // return back all mails with COD and Item 0 1 2 3 4 5 6 7
3991 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3996 Field
*fields
= resultMail
->Fetch();
3998 uint32 mail_id
= fields
[0].GetUInt32();
3999 uint16 mailType
= fields
[1].GetUInt16();
4000 uint16 mailTemplateId
= fields
[2].GetUInt16();
4001 uint32 sender
= fields
[3].GetUInt32();
4002 std::string subject
= fields
[4].GetCppString();
4003 uint32 itemTextId
= fields
[5].GetUInt32();
4004 uint32 money
= fields
[6].GetUInt32();
4005 bool has_items
= fields
[7].GetBool();
4007 //we can return mail now
4008 //so firstly delete the old one
4009 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
4011 // mail not from player
4012 if (mailType
!= MAIL_NORMAL
)
4015 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4019 MailDraft
draft(subject
, itemTextId
);
4021 draft
= MailDraft(mailTemplateId
,false); // itesm already included
4025 // data needs to be at first place for Item::LoadFromDB
4026 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
4031 Field
*fields2
= resultItems
->Fetch();
4033 uint32 item_guidlow
= fields2
[1].GetUInt32();
4034 uint32 item_template
= fields2
[2].GetUInt32();
4036 ItemPrototype
const* itemProto
= ObjectMgr::GetItemPrototype(item_template
);
4039 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
4043 Item
*pItem
= NewItemOrBag(itemProto
);
4044 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
4046 pItem
->FSetState(ITEM_REMOVED
);
4047 pItem
->SaveToDB(); // it also deletes item object !
4051 draft
.AddItem(pItem
);
4053 while (resultItems
->NextRow());
4059 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4061 uint32 pl_account
= sObjectMgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
4063 draft
.AddMoney(money
).SendReturnToSender(pl_account
, guid
, sender
);
4065 while (resultMail
->NextRow());
4070 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
4071 // Get guids of character's pets, will deleted in transaction
4072 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
4074 // NOW we can finally clear other DB data related to character
4075 CharacterDatabase
.BeginTransaction();
4080 Field
*fields3
= resultPets
->Fetch();
4081 uint32 petguidlow
= fields3
[0].GetUInt32();
4082 Pet::DeleteFromDB(petguidlow
);
4083 } while (resultPets
->NextRow());
4087 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
4088 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
4089 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
4090 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
4091 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
4092 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
4093 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
4094 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
4095 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
4096 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
4097 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
4098 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid
);
4099 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
4100 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid
);
4101 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
4102 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
4103 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
4104 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
4105 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
4106 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
4107 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
4108 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
4109 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4110 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4111 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4112 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4113 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4114 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4115 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4116 CharacterDatabase
.CommitTransaction();
4118 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4119 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4122 void Player::SetMovement(PlayerMovementType pType
)
4127 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4128 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4129 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4130 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4132 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4135 data
.append(GetPackGUID());
4137 GetSession()->SendPacket( &data
);
4141 - a resurrectable corpse must not be loaded for the player (only bones)
4142 - the player must be in world
4144 void Player::BuildPlayerRepop()
4146 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4147 data
.append(GetPackGUID());
4148 GetSession()->SendPacket(&data
);
4150 if(getRace() == RACE_NIGHTELF
)
4151 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)
4152 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4154 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4155 // there must be SMSG.STOP_MIRROR_TIMER
4156 // there we must send 888 opcode
4158 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4161 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4165 // create a corpse and place it at the player's location
4167 Corpse
*corpse
= GetCorpse();
4170 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4173 GetMap()->Add(corpse
);
4175 // convert player body to ghost
4178 SetMovement(MOVE_WATER_WALK
);
4179 if(!GetSession()->isLogingOut())
4180 SetMovement(MOVE_UNROOT
);
4182 // BG - remove insignia related
4183 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4185 SendCorpseReclaimDelay();
4187 // to prevent cheating
4188 corpse
->ResetGhostTime();
4190 StopMirrorTimers(); //disable timers(bars)
4192 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4194 // set and clear other
4195 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4198 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4200 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4205 GetSession()->SendPacket(&data
);
4207 // speed change, land walk
4209 // remove death flag + set aura
4210 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4211 if(getRace() == RACE_NIGHTELF
)
4212 RemoveAurasDueToSpell(20584); // speed bonuses
4213 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4215 setDeathState(ALIVE
);
4217 SetMovement(MOVE_LAND_WALK
);
4218 SetMovement(MOVE_UNROOT
);
4222 // set health/powers (0- will be set in caller)
4223 if(restore_percent
>0.0f
)
4225 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4226 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4227 SetPower(POWER_RAGE
, 0);
4228 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4231 // trigger update zone for alive state zone updates
4232 uint32 newzone
, newarea
;
4233 GetZoneAndAreaId(newzone
,newarea
);
4234 UpdateZone(newzone
,newarea
);
4236 // update visibility
4237 UpdateVisibilityForPlayer();
4242 //Characters from level 1-10 are not affected by resurrection sickness.
4243 //Characters from level 11-19 will suffer from one minute of sickness
4244 //for each level they are above 10.
4245 //Characters level 20 and up suffer from ten minutes of sickness.
4246 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4248 if(int32(getLevel()) >= startLevel
)
4250 // set resurrection sickness
4251 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4253 // not full duration
4254 if(int32(getLevel()) < startLevel
+9)
4256 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4258 for(int i
=0; i
< 3; ++i
)
4260 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4262 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4263 Aur
->SendAuraUpdate(false);
4270 void Player::KillPlayer()
4272 SetMovement(MOVE_ROOT
);
4274 StopMirrorTimers(); //disable timers(bars)
4276 setDeathState(CORPSE
);
4277 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4279 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4280 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4282 // 6 minutes until repop at graveyard
4283 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4285 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4287 // don't create corpse at this moment, player might be falling
4289 // update visibility
4290 UpdateObjectVisibility();
4293 void Player::CreateCorpse()
4295 // prevent existence 2 corpse for player
4298 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4300 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4303 if(!corpse
->Create(sObjectMgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4309 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4310 _pb
= GetUInt32Value(PLAYER_BYTES
);
4311 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4313 uint8 race
= (uint8
)(_uf
);
4314 uint8 skin
= (uint8
)(_pb
);
4315 uint8 face
= (uint8
)(_pb
>> 8);
4316 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4317 uint8 haircolor
= (uint8
)(_pb
>> 24);
4318 uint8 facialhair
= (uint8
)(_pb2
);
4320 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4321 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4323 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4324 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4326 uint32 flags
= CORPSE_FLAG_UNK2
;
4327 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4328 flags
|= CORPSE_FLAG_HIDE_HELM
;
4329 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4330 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4331 if(InBattleGround() && !InArena())
4332 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4333 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4335 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4337 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4340 uint32 iIventoryType
;
4342 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4346 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4347 iIventoryType
= m_items
[i
]->GetProto()->InventoryType
;
4349 _cfi
= iDisplayID
| (iIventoryType
<< 24);
4350 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, _cfi
);
4354 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4355 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4357 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4360 // register for player, but not show
4361 sObjectAccessor
.AddCorpse(corpse
);
4364 void Player::SpawnCorpseBones()
4366 if(sObjectAccessor
.ConvertCorpseForPlayer(GetGUID()))
4367 if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
4368 SaveToDB(); // prevent loading as ghost without corpse
4371 Corpse
* Player::GetCorpse() const
4373 return sObjectAccessor
.GetCorpseForPlayerGUID(GetGUID());
4376 void Player::DurabilityLossAll(double percent
, bool inventory
)
4378 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4379 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4380 DurabilityLoss(pItem
,percent
);
4384 // bags not have durability
4385 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4387 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4388 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4389 DurabilityLoss(pItem
,percent
);
4391 // keys not have durability
4392 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4394 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4395 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4396 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4397 if(Item
* pItem
= GetItemByPos( i
, j
))
4398 DurabilityLoss(pItem
,percent
);
4402 void Player::DurabilityLoss(Item
* item
, double percent
)
4407 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4412 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4414 if(pDurabilityLoss
< 1 )
4415 pDurabilityLoss
= 1;
4417 DurabilityPointsLoss(item
,pDurabilityLoss
);
4420 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4422 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4423 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4424 DurabilityPointsLoss(pItem
,points
);
4428 // bags not have durability
4429 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4431 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4432 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4433 DurabilityPointsLoss(pItem
,points
);
4435 // keys not have durability
4436 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4438 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4439 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4440 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4441 if(Item
* pItem
= GetItemByPos( i
, j
))
4442 DurabilityPointsLoss(pItem
,points
);
4446 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4448 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4449 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4450 int32 pNewDurability
= pOldDurability
- points
;
4452 if (pNewDurability
< 0)
4454 else if (pNewDurability
> pMaxDurability
)
4455 pNewDurability
= pMaxDurability
;
4457 if (pOldDurability
!= pNewDurability
)
4459 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4460 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4461 _ApplyItemMods(item
,item
->GetSlot(), false);
4463 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4465 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4466 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4467 _ApplyItemMods(item
,item
->GetSlot(), true);
4469 item
->SetState(ITEM_CHANGED
, this);
4473 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4475 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4476 DurabilityPointsLoss(pItem
,1);
4479 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4481 uint32 TotalCost
= 0;
4482 // equipped, backpack, bags itself
4483 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4484 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4486 // bank, buyback and keys not repaired
4488 // items in inventory bags
4489 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4490 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4491 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4495 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4497 Item
* item
= GetItemByPos(pos
);
4499 uint32 TotalCost
= 0;
4503 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4507 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4511 uint32 LostDurability
= maxDurability
- curDurability
;
4512 if(LostDurability
>0)
4514 ItemPrototype
const *ditemProto
= item
->GetProto();
4516 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4519 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4523 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4524 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4525 if(!dQualitymodEntry
)
4527 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4531 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4532 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4534 costs
= uint32(costs
* discountMod
);
4536 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4541 if (GetGuildId()==0)
4543 DEBUG_LOG("You are not member of a guild");
4547 Guild
*pGuild
= sObjectMgr
.GetGuildById(GetGuildId());
4551 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4553 DEBUG_LOG("You do not have rights to withdraw for repairs");
4557 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4559 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4563 if (pGuild
->GetGuildBankMoney() < costs
)
4565 DEBUG_LOG("There is not enough money in bank");
4569 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4572 else if (GetMoney() < costs
)
4574 DEBUG_LOG("You do not have enough money");
4578 ModifyMoney( -int32(costs
) );
4582 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4583 item
->SetState(ITEM_CHANGED
, this);
4585 // reapply mods for total broken and repaired item if equipped
4586 if(IsEquipmentPos(pos
) && !curDurability
)
4587 _ApplyItemMods(item
,pos
& 255, true);
4591 void Player::RepopAtGraveyard()
4593 // note: this can be called also when the player is alive
4594 // for example from WorldSession::HandleMovementOpcodes
4596 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4598 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4599 if ((!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
) || GetTransport())
4601 ResurrectPlayer(0.5f
);
4605 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4607 // Special handle for battleground maps
4608 if( BattleGround
*bg
= GetBattleGround() )
4609 ClosestGrave
= bg
->GetClosestGraveYard(this);
4611 ClosestGrave
= sObjectMgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4613 // stop countdown until repop
4616 // if no grave found, stay at the current location
4617 // and don't show spirit healer location
4620 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4621 if(isDead()) // not send if alive, because it used in TeleportTo()
4623 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4624 data
<< ClosestGrave
->map_id
;
4625 data
<< ClosestGrave
->x
;
4626 data
<< ClosestGrave
->y
;
4627 data
<< ClosestGrave
->z
;
4628 GetSession()->SendPacket(&data
);
4633 void Player::JoinedChannel(Channel
*c
)
4635 m_channels
.push_back(c
);
4638 void Player::LeftChannel(Channel
*c
)
4640 m_channels
.remove(c
);
4643 void Player::CleanupChannels()
4645 while(!m_channels
.empty())
4647 Channel
* ch
= *m_channels
.begin();
4648 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4649 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4650 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4651 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4654 sLog
.outDebug("Player: channels cleaned up!");
4657 void Player::UpdateLocalChannels(uint32 newZone
)
4659 if(m_channels
.empty())
4662 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4666 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4670 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4672 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4676 // skip non built-in channels
4677 if(!(*i
)->IsConstant())
4680 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4684 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4688 char new_channel_name_buf
[100];
4689 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4690 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4692 if((*i
)!=new_channel
)
4694 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4696 // leave old channel
4697 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4698 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4699 LeftChannel(*i
); // remove from player's channel list
4700 cMgr
->LeftChannel(name
); // delete if empty
4703 sLog
.outDebug("Player: channels cleaned up!");
4706 void Player::LeaveLFGChannel()
4708 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4712 (*i
)->Leave(GetGUID());
4718 void Player::UpdateDefense()
4720 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4722 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4724 // update dependent from defense skill part
4725 UpdateDefenseBonusesMod();
4729 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4731 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4733 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4742 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4745 if(amount
<= -100.0f
)
4748 val
= (100.0f
+ amount
) / 100.0f
;
4749 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4753 if(!CanModifyStats())
4758 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4759 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4760 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4761 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4766 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4768 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4770 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4774 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4777 return m_auraBaseMod
[modGroup
][modType
];
4780 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4782 if(modGroup
>= BASEMOD_END
)
4784 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4788 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4791 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4794 uint32
Player::GetShieldBlockValue() const
4796 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4798 value
= (value
< 0) ? 0 : value
;
4800 return uint32(value
);
4803 float Player::GetMeleeCritFromAgility()
4805 uint32 level
= getLevel();
4806 uint32 pclass
= getClass();
4808 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4810 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4811 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4812 if (critBase
==NULL
|| critRatio
==NULL
)
4815 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4819 float Player::GetDodgeFromAgility()
4821 // Table for base dodge values
4822 float dodge_base
[MAX_CLASSES
] = {
4824 0.00652f
, // Paladin
4831 0.02011f
, // Warlock
4835 // Crit/agility to dodge/agility coefficient multipliers
4836 float crit_to_dodge
[MAX_CLASSES
] = {
4850 uint32 level
= getLevel();
4851 uint32 pclass
= getClass();
4853 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4855 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4856 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4857 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4860 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4861 return dodge
*100.0f
;
4864 float Player::GetSpellCritFromIntellect()
4866 uint32 level
= getLevel();
4867 uint32 pclass
= getClass();
4869 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4871 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4872 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4873 if (critBase
==NULL
|| critRatio
==NULL
)
4876 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4880 float Player::GetRatingCoefficient(CombatRating cr
) const
4882 uint32 level
= getLevel();
4884 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4886 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4888 return 1.0f
; // By default use minimum coefficient (not must be called)
4890 return Rating
->ratio
;
4893 float Player::GetRatingBonusValue(CombatRating cr
) const
4895 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4898 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4903 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4905 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4912 float Player::OCTRegenHPPerSpirit()
4914 uint32 level
= getLevel();
4915 uint32 pclass
= getClass();
4917 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4919 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4920 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4921 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4924 // Formula from PaperDollFrame script
4925 float spirit
= GetStat(STAT_SPIRIT
);
4926 float baseSpirit
= spirit
;
4927 if (baseSpirit
>50) baseSpirit
= 50;
4928 float moreSpirit
= spirit
- baseSpirit
;
4929 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4933 float Player::OCTRegenMPPerSpirit()
4935 uint32 level
= getLevel();
4936 uint32 pclass
= getClass();
4938 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4940 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4941 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4942 if (moreRatio
==NULL
)
4945 // Formula get from PaperDollFrame script
4946 float spirit
= GetStat(STAT_SPIRIT
);
4947 float regen
= spirit
* moreRatio
->ratio
;
4951 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4953 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4955 // explicit affected values
4958 case CR_HASTE_MELEE
:
4960 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4961 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4962 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4965 case CR_HASTE_RANGED
:
4967 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4968 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4971 case CR_HASTE_SPELL
:
4973 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4974 ApplyCastTimePercentMod(RatingChange
,apply
);
4982 void Player::UpdateRating(CombatRating cr
)
4984 int32 amount
= m_baseRatingValue
[cr
];
4985 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4986 // stat used stored in miscValueB for this aura
4987 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4988 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4989 if ((*i
)->GetMiscValue() & (1<<cr
))
4990 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4993 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4995 bool affectStats
= CanModifyStats();
4999 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
5000 case CR_DEFENSE_SKILL
:
5001 UpdateDefenseBonusesMod();
5004 UpdateDodgePercentage();
5007 UpdateParryPercentage();
5010 UpdateBlockPercentage();
5013 UpdateMeleeHitChances();
5016 UpdateRangedHitChances();
5019 UpdateSpellHitChances();
5024 UpdateCritPercentage(BASE_ATTACK
);
5025 UpdateCritPercentage(OFF_ATTACK
);
5028 case CR_CRIT_RANGED
:
5030 UpdateCritPercentage(RANGED_ATTACK
);
5034 UpdateAllSpellCritChances();
5036 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
5037 case CR_HIT_TAKEN_RANGED
:
5039 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
5041 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
5042 case CR_CRIT_TAKEN_RANGED
:
5044 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
5046 case CR_HASTE_MELEE
: // Implemented in Player::ApplyRatingMod
5047 case CR_HASTE_RANGED
:
5048 case CR_HASTE_SPELL
:
5050 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
5051 case CR_WEAPON_SKILL_OFFHAND
:
5052 case CR_WEAPON_SKILL_RANGED
:
5057 UpdateExpertise(BASE_ATTACK
);
5058 UpdateExpertise(OFF_ATTACK
);
5061 case CR_ARMOR_PENETRATION
:
5063 UpdateArmorPenetration();
5068 void Player::UpdateAllRatings()
5070 for(int cr
= 0; cr
< MAX_COMBAT_RATING
; ++cr
)
5071 UpdateRating(CombatRating(cr
));
5074 void Player::SetRegularAttackTime()
5076 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
5078 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
),true,false);
5081 ItemPrototype
const *proto
= tmpitem
->GetProto();
5083 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
5085 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
5090 //skill+step, checking for max value
5091 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5096 SkillStatusMap::iterator itr
= mSkillStatus
.find(skill_id
);
5097 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5100 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5101 uint32 data
= GetUInt32Value(valueIndex
);
5102 uint32 value
= SKILL_VALUE(data
);
5103 uint32 max
= SKILL_MAX(data
);
5105 if ((!max
) || (!value
) || (value
>= max
))
5108 if (value
*512 < max
*urand(0,512))
5110 uint32 new_value
= value
+step
;
5114 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,max
));
5115 if(itr
->second
.uState
!= SKILL_NEW
)
5116 itr
->second
.uState
= SKILL_CHANGED
;
5117 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5124 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5126 if ( SkillValue
>= GrayLevel
)
5127 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5128 if ( SkillValue
>= GreenLevel
)
5129 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5130 if ( SkillValue
>= YellowLevel
)
5131 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5132 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5135 bool Player::UpdateCraftSkill(uint32 spellid
)
5137 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5139 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spellid
);
5141 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5143 if (_spell_idx
->second
->skillId
)
5145 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5147 // Alchemy Discoveries here
5148 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5149 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5151 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5152 learnSpell(discoveredSpell
,false);
5155 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5157 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5158 _spell_idx
->second
->max_value
,
5159 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5160 _spell_idx
->second
->min_value
),
5167 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5169 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5171 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5173 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5176 case SKILL_HERBALISM
:
5177 case SKILL_LOCKPICKING
:
5178 case SKILL_JEWELCRAFTING
:
5179 case SKILL_INSCRIPTION
:
5180 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5181 case SKILL_SKINNING
:
5182 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5183 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5185 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5187 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5188 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5190 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5195 bool Player::UpdateFishingSkill()
5197 sLog
.outDebug("UpdateFishingSkill");
5199 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5201 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5203 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5205 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5208 // levels sync. with spell requirement for skill levels to learn
5209 // bonus abilities in sSkillLineAbilityStore
5210 // Used only to avoid scan DBC at each skill grow
5211 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5213 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5215 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5219 if(Chance
<= 0) // speedup in 0 chance case
5221 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5225 SkillStatusMap::iterator itr
= mSkillStatus
.find(SkillId
);
5226 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5229 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5231 uint32 data
= GetUInt32Value(valueIndex
);
5232 uint16 SkillValue
= SKILL_VALUE(data
);
5233 uint16 MaxValue
= SKILL_MAX(data
);
5235 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5238 int32 Roll
= irand(1,1000);
5240 if ( Roll
<= Chance
)
5242 uint32 new_value
= SkillValue
+step
;
5243 if(new_value
> MaxValue
)
5244 new_value
= MaxValue
;
5246 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,MaxValue
));
5247 if(itr
->second
.uState
!= SKILL_NEW
)
5248 itr
->second
.uState
= SKILL_CHANGED
;
5249 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5251 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5253 learnSkillRewardedSpells( SkillId
, new_value
);
5257 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5258 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5262 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5266 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5268 // no skill gain in pvp
5269 Unit
*pVictim
= getVictim();
5270 if(pVictim
&& pVictim
->IsCharmerOrOwnerPlayerOrPlayerItself())
5274 return; // always maximized SKILL_FERAL_COMBAT in fact
5276 if(m_form
== FORM_TREE
)
5277 return; // use weapon but not skill up
5279 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5285 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5288 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5289 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5290 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5296 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5298 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5302 UpdateAllCritPercentages();
5305 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5307 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5308 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5309 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5310 if(moblevel
< greylevel
)
5313 if (moblevel
> plevel
+ 5)
5314 moblevel
= plevel
+ 5;
5316 uint32 lvldif
= moblevel
- greylevel
;
5320 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5324 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5327 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5328 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5331 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5333 if(roll_chance_f(chance
))
5338 UpdateWeaponSkill(attType
);
5344 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5346 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skillid
);
5347 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5350 uint32 bonusIndex
= PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
);
5352 uint32 bonus_val
= GetUInt32Value(bonusIndex
);
5353 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5354 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5356 if(talent
) // permanent bonus stored in high part
5357 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5358 else // temporary/item bonus stored in low part
5359 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5362 void Player::UpdateSkillsForLevel()
5364 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5365 uint32 maxSkill
= GetMaxSkillValueForLevel();
5367 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5369 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5371 if(itr
->second
.uState
== SKILL_DELETED
)
5374 uint32 pskill
= itr
->first
;
5376 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5380 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5383 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5384 uint32 data
= GetUInt32Value(valueIndex
);
5385 uint32 max
= SKILL_MAX(data
);
5386 uint32 val
= SKILL_VALUE(data
);
5388 /// update only level dependent max skill values
5391 /// maximize skill always
5394 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5395 if(itr
->second
.uState
!= SKILL_NEW
)
5396 itr
->second
.uState
= SKILL_CHANGED
;
5398 else if(max
!= maxconfskill
) /// update max skill value if current max skill not maximized
5400 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(val
,maxSkill
));
5401 if(itr
->second
.uState
!= SKILL_NEW
)
5402 itr
->second
.uState
= SKILL_CHANGED
;
5408 void Player::UpdateSkillsToMaxSkillsForLevel()
5410 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5412 if(itr
->second
.uState
== SKILL_DELETED
)
5415 uint32 pskill
= itr
->first
;
5416 if( IsProfessionOrRidingSkill(pskill
))
5418 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5419 uint32 data
= GetUInt32Value(valueIndex
);
5421 uint32 max
= SKILL_MAX(data
);
5425 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(max
,max
));
5426 if(itr
->second
.uState
!= SKILL_NEW
)
5427 itr
->second
.uState
= SKILL_CHANGED
;
5430 if(pskill
== SKILL_DEFENSE
)
5431 UpdateDefenseBonusesMod();
5435 // This functions sets a skill line value (and adds if doesn't exist yet)
5436 // To "remove" a skill line, set it's values to zero
5437 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5442 SkillStatusMap::iterator itr
= mSkillStatus
.find(id
);
5445 if(itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
)
5449 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5450 if(itr
->second
.uState
!= SKILL_NEW
)
5451 itr
->second
.uState
= SKILL_CHANGED
;
5452 learnSkillRewardedSpells(id
, currVal
);
5453 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5454 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5458 // clear skill fields
5459 SetUInt32Value(PLAYER_SKILL_INDEX(itr
->second
.pos
),0);
5460 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),0);
5461 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
),0);
5463 // mark as deleted or simply remove from map if not saved yet
5464 if(itr
->second
.uState
!= SKILL_NEW
)
5465 itr
->second
.uState
= SKILL_DELETED
;
5467 mSkillStatus
.erase(itr
);
5469 // remove all spells that related to this skill
5470 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5471 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5472 if (pAbility
->skillId
==id
)
5473 removeSpell(sSpellMgr
.GetFirstSpellInChain(pAbility
->spellId
));
5476 else if(currVal
) //add
5478 for (int i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5479 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5481 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5484 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5487 // enable unlearn button for primary professions only
5488 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5489 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5491 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5492 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5493 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5494 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5496 // insert new entry or update if not deleted old entry yet
5497 if(itr
!= mSkillStatus
.end())
5499 itr
->second
.pos
= i
;
5500 itr
->second
.uState
= SKILL_CHANGED
;
5503 mSkillStatus
.insert(SkillStatusMap::value_type(id
, SkillStatusData(i
, SKILL_NEW
)));
5505 // apply skill bonuses
5506 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5508 // temporary bonuses
5509 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5510 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5511 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5512 (*j
)->ApplyModifier(true);
5514 // permanent bonuses
5515 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5516 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5517 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5518 (*j
)->ApplyModifier(true);
5520 // Learn all spells for skill
5521 learnSkillRewardedSpells(id
, currVal
);
5527 bool Player::HasSkill(uint32 skill
) const
5532 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5533 return (itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
);
5536 uint16
Player::GetSkillValue(uint32 skill
) const
5541 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5542 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5545 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5547 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5548 result
+= SKILL_TEMP_BONUS(bonus
);
5549 result
+= SKILL_PERM_BONUS(bonus
);
5550 return result
< 0 ? 0 : result
;
5553 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5558 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5559 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5562 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5564 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5565 result
+= SKILL_TEMP_BONUS(bonus
);
5566 result
+= SKILL_PERM_BONUS(bonus
);
5567 return result
< 0 ? 0 : result
;
5570 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5575 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5576 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5579 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5582 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5587 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5588 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5591 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5592 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5593 return result
< 0 ? 0 : result
;
5596 uint16
Player::GetPureSkillValue(uint32 skill
) const
5601 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5602 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5605 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5608 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5613 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5614 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5617 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5620 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5625 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5626 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5629 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5632 void Player::SendInitialActionButtons() const
5634 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5636 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5637 data
<< uint8(1); // can be 0, 1, 2 (talent spec)
5638 ActionButtonList
const& currentActionButtonList
= m_actionButtons
[m_activeSpec
];
5639 for(uint8 button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5641 ActionButtonList::const_iterator itr
= currentActionButtonList
.find(button
);
5642 if(itr
!= currentActionButtonList
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5643 data
<< uint32(itr
->second
.packedData
);
5648 GetSession()->SendPacket( &data
);
5649 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5652 bool Player::IsActionButtonDataValid(uint8 button
, uint32 action
, uint8 type
, Player
* player
)
5654 if(button
>= MAX_ACTION_BUTTONS
)
5657 sLog
.outError( "Action %u not added into button %u for player %s: button must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTONS
);
5659 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action
, button
, MAX_ACTION_BUTTONS
);
5663 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5666 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5668 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action
, button
, MAX_ACTION_BUTTON_ACTION_VALUE
);
5674 case ACTION_BUTTON_SPELL
:
5675 if(!sSpellStore
.LookupEntry(action
))
5678 sLog
.outError( "Spell action %u not added into button %u for player %s: spell not exist", action
, button
, player
->GetName() );
5680 sLog
.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action
, button
);
5684 if(player
&& !player
->HasSpell(action
))
5686 sLog
.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action
, button
, player
->GetName() );
5690 case ACTION_BUTTON_ITEM
:
5691 if(!ObjectMgr::GetItemPrototype(action
))
5694 sLog
.outError( "Item action %u not added into button %u for player %s: item not exist", action
, button
, player
->GetName() );
5696 sLog
.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action
, button
);
5701 break; // other cases not checked at this moment
5707 ActionButton
* Player::addActionButton(uint8 spec
, uint8 button
, uint32 action
, uint8 type
)
5709 // check action only for active spec (so not check at copy/load passive spec)
5710 if (spec
== GetActiveSpec() && !IsActionButtonDataValid(button
,action
,type
,this))
5713 // it create new button (NEW state) if need or return existed
5714 ActionButton
& ab
= m_actionButtons
[spec
][button
];
5716 // set data and update to CHANGED if not NEW
5717 ab
.SetActionAndType(action
,ActionButtonType(type
));
5719 sLog
.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action
, uint32(type
), button
, spec
);
5723 void Player::removeActionButton(uint8 spec
, uint8 button
)
5725 ActionButtonList
& currentActionButtonList
= m_actionButtons
[spec
];
5726 ActionButtonList::iterator buttonItr
= currentActionButtonList
.find(button
);
5727 if (buttonItr
== currentActionButtonList
.end() || buttonItr
->second
.uState
== ACTIONBUTTON_DELETED
)
5730 if (buttonItr
->second
.uState
== ACTIONBUTTON_NEW
)
5731 currentActionButtonList
.erase(buttonItr
); // new and not saved
5733 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5735 sLog
.outDetail("Action Button '%u' Removed from Player '%u' for spec %u", button
, GetGUIDLow(), spec
);
5738 ActionButton
const* Player::GetActionButton(uint8 button
)
5740 ActionButtonList
& currentActionButtonList
= m_actionButtons
[m_activeSpec
];
5741 ActionButtonList::iterator buttonItr
= currentActionButtonList
.find(button
);
5742 if (buttonItr
==currentActionButtonList
.end() || buttonItr
->second
.uState
== ACTIONBUTTON_DELETED
)
5745 return &buttonItr
->second
;
5748 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5750 // prevent crash when a bad coord is sent by the client
5751 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5753 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5759 const float old_x
= GetPositionX();
5760 const float old_y
= GetPositionY();
5761 const float old_z
= GetPositionZ();
5762 const float old_r
= GetOrientation();
5764 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5766 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5767 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5769 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5771 // move and update visible state if need
5772 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5774 // reread after Map::Relocation
5781 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5782 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5785 // code block for underwater state update
5786 UpdateUnderwaterState(m
, x
, y
, z
);
5788 CheckExploreSystem();
5793 void Player::SaveRecallPosition()
5795 m_recallMap
= GetMapId();
5796 m_recallX
= GetPositionX();
5797 m_recallY
= GetPositionY();
5798 m_recallZ
= GetPositionZ();
5799 m_recallO
= GetOrientation();
5802 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5804 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5807 _map
->MessageBroadcast(this, data
, self
);
5811 //if player is not in world and map in not created/already destroyed
5812 //no need to create one, just send packet for itself!
5814 GetSession()->SendPacket(data
);
5817 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5819 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5822 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5827 GetSession()->SendPacket(data
);
5830 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5832 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5835 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5840 GetSession()->SendPacket(data
);
5843 void Player::SendDirectMessage(WorldPacket
*data
)
5845 GetSession()->SendPacket(data
);
5848 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5850 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5851 data
<< uint32(CinematicSequenceId
);
5852 SendDirectMessage(&data
);
5855 void Player::SendMovieStart(uint32 MovieId
)
5857 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5858 data
<< uint32(MovieId
);
5859 SendDirectMessage(&data
);
5862 void Player::CheckExploreSystem()
5870 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5871 if(areaFlag
==0xffff)
5873 int offset
= areaFlag
/ 32;
5877 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5881 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5882 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5884 if( !(currFields
& val
) )
5886 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5888 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5890 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5893 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5895 else if(p
->area_level
> 0)
5897 uint32 area
= p
->ID
;
5898 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5900 SendExplorationExperience(area
,0);
5904 int32 diff
= int32(getLevel()) - p
->area_level
;
5908 XP
= uint32(sObjectMgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5912 int32 exploration_percent
= (100-((diff
-5)*5));
5913 if (exploration_percent
> 100)
5914 exploration_percent
= 100;
5915 else if (exploration_percent
< 0)
5916 exploration_percent
= 0;
5918 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5922 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5926 SendExplorationExperience(area
,XP
);
5928 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5933 uint32
Player::TeamForRace(uint8 race
)
5935 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5938 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5942 switch(rEntry
->TeamID
)
5944 case 7: return ALLIANCE
;
5945 case 1: return HORDE
;
5948 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5952 uint32
Player::getFactionForRace(uint8 race
)
5954 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5957 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5961 return rEntry
->FactionID
;
5964 void Player::setFactionForRace(uint8 race
)
5966 m_team
= TeamForRace(race
);
5967 setFaction( getFactionForRace(race
) );
5970 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5972 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5973 return GetReputationMgr().GetRank(factionEntry
);
5976 //Calculate total reputation percent player gain with quest/creature level
5977 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5979 float percent
= 100.0f
;
5981 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5983 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5986 float repMod
= (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5989 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5991 percent
+= rep
> 0 ? repMod
: -repMod
;
5993 if (percent
<= 0.0f
)
5996 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5999 //Calculates how many reputation points player gains in victim's enemy factions
6000 void Player::RewardReputation(Unit
*pVictim
, float rate
)
6002 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
6005 ReputationOnKillEntry
const* Rep
= sObjectMgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
6010 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
6012 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
6013 donerep1
= int32(donerep1
*rate
);
6014 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
6015 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
6016 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
6017 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
6019 // Wiki: Team factions value divided by 2
6020 if (factionEntry1
&& Rep
->is_teamaward1
)
6022 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
6023 if(team1_factionEntry
)
6024 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
6028 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
6030 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
6031 donerep2
= int32(donerep2
*rate
);
6032 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
6033 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
6034 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
6035 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
6037 // Wiki: Team factions value divided by 2
6038 if (factionEntry2
&& Rep
->is_teamaward2
)
6040 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
6041 if(team2_factionEntry
)
6042 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
6047 //Calculate how many reputation points player gain with the quest
6048 void Player::RewardReputation(Quest
const *pQuest
)
6050 // quest reputation reward/loss
6051 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
6053 if (!pQuest
->RewRepFaction
[i
])
6056 // For future, this row should be used as "override". Example quests are 10298 and 10870.
6057 // Typically, no diplomacy mod must apply to the final value (flat). Note the formula must be (finalValue = DBvalue/100)
6058 if (pQuest
->RewRepValue
[i
])
6060 int32 rep
= CalculateReputationGain(GetQuestLevelForPlayer(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
6062 if (FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]))
6063 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
6067 uint32 row
= ((pQuest
->RewRepValueId
[i
] < 0) ? 1 : 0) + 1;
6068 uint32 field
= abs(pQuest
->RewRepValueId
[i
]);
6070 if (const QuestFactionRewardEntry
*pRow
= sQuestFactionRewardStore
.LookupEntry(row
))
6072 int32 repPoints
= pRow
->rewardValue
[field
];
6077 repPoints
= CalculateReputationGain(GetQuestLevelForPlayer(pQuest
), repPoints
, pQuest
->RewRepFaction
[i
], true);
6079 if (const FactionEntry
* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]))
6080 GetReputationMgr().ModifyReputation(factionEntry
, repPoints
);
6085 // TODO: implement reputation spillover
6088 void Player::UpdateArenaFields(void)
6090 /* arena calcs go here */
6093 void Player::UpdateHonorFields()
6095 /// called when rewarding honor and at each save
6096 time_t now
= time(NULL
);
6097 time_t today
= (time(NULL
) / DAY
) * DAY
;
6099 if(m_lastHonorUpdateTime
< today
)
6101 time_t yesterday
= today
- DAY
;
6103 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6105 // update yesterday's contribution
6106 if(m_lastHonorUpdateTime
>= yesterday
)
6108 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6110 // this is the first update today, reset today's contribution
6111 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6112 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6116 // no honor/kills yesterday or today, reset
6117 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6118 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6122 m_lastHonorUpdateTime
= now
;
6125 ///Calculate the amount of honor gained based on the victim
6126 ///and the size of the group for which the honor is divided
6127 ///An exact honor value can also be given (overriding the calcs)
6128 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6130 // do not reward honor in arenas, but enable onkill spellproc
6133 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6136 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6142 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6143 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6146 uint64 victim_guid
= 0;
6147 uint32 victim_rank
= 0;
6149 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6150 UpdateHonorFields();
6154 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6157 victim_guid
= uVictim
->GetGUID();
6159 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6161 Player
*pVictim
= (Player
*)uVictim
;
6163 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6166 float f
= 1; //need for total kills (?? need more info)
6168 uint32 k_level
= getLevel();
6169 uint32 v_level
= pVictim
->getLevel();
6172 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6174 // [1..14] Alliance honor titles and player name
6175 // [15..28] Horde honor titles and player name
6176 // [29..38] Other title and player name
6178 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6179 // Get Killer titles, CharTitlesEntry::bit_index
6181 // title[1..14] -> rank[5..18]
6182 // title[15..28] -> rank[5..18]
6183 // title[other] -> 0
6184 if (victim_title
== 0)
6185 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6186 else if (victim_title
< 15)
6187 victim_rank
= victim_title
+ 4;
6188 else if (victim_title
< 29)
6189 victim_rank
= victim_title
- 14 + 4;
6191 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6194 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6199 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6201 int32 v_rank
=1; //need more info
6203 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6204 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6206 // count the number of playerkills in one day
6207 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6208 // and those in a lifetime
6209 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6210 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6211 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6212 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6216 Creature
*cVictim
= (Creature
*)uVictim
;
6218 if (!cVictim
->isRacialLeader())
6221 honor
= 100; // ??? need more info
6222 victim_rank
= 19; // HK: Leader
6226 if (uVictim
!= NULL
)
6228 honor
*= sWorld
.getRate(RATE_HONOR
);
6229 honor
*= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN
) + 100.0f
)/100.0f
;
6234 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6237 // honor - for show honor points in log
6238 // victim_guid - for show victim name in log
6239 // victim_rank [1..4] HK: <dishonored rank>
6240 // victim_rank [5..19] HK: <alliance\horde rank>
6241 // victim_rank [0,20+] HK: <>
6242 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6243 data
<< (uint32
) honor
;
6244 data
<< (uint64
) victim_guid
;
6245 data
<< (uint32
) victim_rank
;
6247 GetSession()->SendPacket(&data
);
6250 ModifyHonorPoints(int32(honor
));
6252 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6256 void Player::ModifyHonorPoints( int32 value
)
6260 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6261 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6263 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6266 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6269 void Player::ModifyArenaPoints( int32 value
)
6273 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6274 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6276 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6279 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6282 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6284 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6288 uint32 id
= result
->Fetch()[0].GetUInt32();
6293 uint32
Player::GetRankFromDB(uint64 guid
)
6295 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6298 uint32 v
= result
->Fetch()[0].GetUInt32();
6306 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6308 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
);
6312 uint32 id
= (*result
)[0].GetUInt32();
6317 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6319 uint32 guidLow
= GUID_LOPART(guid
);
6320 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6323 Field
* fields
= result
->Fetch();
6324 uint32 zone
= fields
[0].GetUInt32();
6329 // stored zone is zero, use generic and slow zone detection
6330 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6333 fields
= result
->Fetch();
6334 uint32 map
= fields
[0].GetUInt32();
6335 float posx
= fields
[1].GetFloat();
6336 float posy
= fields
[2].GetFloat();
6337 float posz
= fields
[3].GetFloat();
6340 zone
= sMapMgr
.GetZoneId(map
,posx
,posy
,posz
);
6343 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6349 uint32
Player::GetLevelFromDB(uint64 guid
)
6351 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6355 Field
* fields
= result
->Fetch();
6356 uint32 level
= fields
[0].GetUInt32();
6362 void Player::UpdateArea(uint32 newArea
)
6364 // FFA_PVP flags are area and not zone id dependent
6365 // so apply them accordingly
6366 m_areaUpdateId
= newArea
;
6368 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6370 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6377 // remove ffa flag only if not ffapvp realm
6378 // removal in sanctuaries and capitals is handled in zone update
6379 if(IsFFAPvP() && !sWorld
.IsFFAPvPRealm())
6383 UpdateAreaDependentAuras(newArea
);
6386 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6388 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6392 if(m_zoneUpdateId
!= newZone
)
6394 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6396 if (sWorld
.getConfig(CONFIG_WEATHER
))
6398 if(Weather
*wth
= sWorld
.FindWeather(zone
->ID
))
6399 wth
->SendWeatherUpdateToPlayer(this);
6400 else if(!sWorld
.AddWeather(zone
->ID
))
6402 // send fine weather packet to remove old zone's weather
6403 Weather::SendFineWeatherUpdateToPlayer(this);
6408 m_zoneUpdateId
= newZone
;
6409 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6411 // zone changed, so area changed as well, update it
6412 UpdateArea(newArea
);
6414 // in PvP, any not controlled zone (except zone->team == 6, default case)
6415 // in PvE, only opposition team capital
6419 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6421 case AREATEAM_HORDE
:
6422 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6425 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6426 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6428 default: // 6 in fact
6429 pvpInfo
.inHostileArea
= false;
6433 if(pvpInfo
.inHostileArea
) // in hostile area
6435 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6436 UpdatePvP(true, true);
6438 else // in friendly area
6440 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6441 pvpInfo
.endTimer
= time(0); // start toggle-off
6444 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6446 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6447 if(sWorld
.IsFFAPvPRealm())
6452 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6455 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6457 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6458 SetRestType(REST_TYPE_IN_CITY
);
6459 InnEnter(time(0),GetMapId(),0,0,0);
6461 if(sWorld
.IsFFAPvPRealm())
6464 else // anywhere else
6466 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6468 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6470 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6472 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6473 SetRestType(REST_TYPE_NO
);
6475 if(sWorld
.IsFFAPvPRealm())
6479 else // not in tavern (leave city then)
6481 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6482 SetRestType(REST_TYPE_NO
);
6484 // Set player to FFA PVP when not in rested environment.
6485 if(sWorld
.IsFFAPvPRealm())
6491 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6492 // if player resurrected at teleport this will be applied in resurrect code
6494 DestroyZoneLimitedItem( true, newZone
);
6496 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6497 AutoUnequipOffhandIfNeed();
6499 // recent client version not send leave/join channel packets for built-in local channels
6500 UpdateLocalChannels( newZone
);
6504 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6506 UpdateZoneDependentAuras(newZone
);
6509 //If players are too far way of duel flag... then player loose the duel
6510 void Player::CheckDuelDistance(time_t currTime
)
6515 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6516 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6520 if(duel
->outOfBound
== 0)
6522 if(!IsWithinDistInMap(obj
, 50))
6524 duel
->outOfBound
= currTime
;
6526 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6527 GetSession()->SendPacket(&data
);
6532 if(IsWithinDistInMap(obj
, 40))
6534 duel
->outOfBound
= 0;
6536 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6537 GetSession()->SendPacket(&data
);
6539 else if(currTime
>= (duel
->outOfBound
+10))
6541 DuelComplete(DUEL_FLED
);
6546 void Player::DuelComplete(DuelCompleteType type
)
6548 // duel not requested
6552 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6553 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6554 GetSession()->SendPacket(&data
);
6555 duel
->opponent
->GetSession()->SendPacket(&data
);
6557 if(type
!= DUEL_INTERUPTED
)
6559 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6560 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6561 data
<< duel
->opponent
->GetName();
6563 SendMessageToSet(&data
,true);
6566 if (type
== DUEL_WON
)
6568 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6570 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6573 //Remove Duel Flag object
6574 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6576 duel
->initiator
->RemoveGameObject(obj
,true);
6579 std::vector
<uint32
> auras2remove
;
6580 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6581 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6583 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6584 auras2remove
.push_back(i
->second
->GetId());
6587 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6588 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6590 auras2remove
.clear();
6591 AuraMap
const& auras
= GetAuras();
6592 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6594 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6595 auras2remove
.push_back(i
->second
->GetId());
6597 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6598 RemoveAurasDueToSpell(auras2remove
[i
]);
6600 // cleanup combo points
6601 if(GetComboTarget()==duel
->opponent
->GetGUID())
6603 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6606 if(duel
->opponent
->GetComboTarget()==GetGUID())
6607 duel
->opponent
->ClearComboPoints();
6608 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6609 duel
->opponent
->ClearComboPoints();
6612 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6613 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6614 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6615 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6617 delete duel
->opponent
->duel
;
6618 duel
->opponent
->duel
= NULL
;
6623 //---------------------------------------------------------//
6625 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6627 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6630 // not apply/remove mods for broken item
6631 if(item
->IsBroken())
6634 ItemPrototype
const *proto
= item
->GetProto();
6639 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6641 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6642 if(attacktype
< MAX_ATTACK
)
6643 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6645 _ApplyItemBonuses(proto
,slot
,apply
);
6647 if( slot
==EQUIPMENT_SLOT_RANGED
)
6648 _ApplyAmmoBonuses();
6650 ApplyItemEquipSpell(item
,apply
);
6651 ApplyEnchantment(item
, apply
);
6653 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6654 CorrectMetaGemEnchants(slot
, apply
);
6656 sLog
.outDebug("_ApplyItemMods complete.");
6659 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6661 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6664 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6665 if (only_level_scale
&& !ssd
)
6668 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6669 uint32 ssd_level
= getLevel();
6670 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6671 ssd_level
= ssd
->MaxLevel
;
6673 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6674 if (only_level_scale
&& !ssv
)
6677 for (uint32 i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6679 uint32 statType
= 0;
6681 // If set ScalingStatDistribution need get stats and values from it
6684 if (ssd
->StatMod
[i
] < 0)
6686 statType
= ssd
->StatMod
[i
];
6687 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6691 if (i
>= proto
->StatsCount
)
6693 statType
= proto
->ItemStat
[i
].ItemStatType
;
6694 val
= proto
->ItemStat
[i
].ItemStatValue
;
6703 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6705 case ITEM_MOD_HEALTH
: // modify HP
6706 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6708 case ITEM_MOD_AGILITY
: // modify agility
6709 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6710 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6712 case ITEM_MOD_STRENGTH
: //modify strength
6713 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6714 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6716 case ITEM_MOD_INTELLECT
: //modify intellect
6717 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6718 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6720 case ITEM_MOD_SPIRIT
: //modify spirit
6721 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6722 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6724 case ITEM_MOD_STAMINA
: //modify stamina
6725 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6726 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6728 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6729 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6731 case ITEM_MOD_DODGE_RATING
:
6732 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6734 case ITEM_MOD_PARRY_RATING
:
6735 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6737 case ITEM_MOD_BLOCK_RATING
:
6738 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6740 case ITEM_MOD_HIT_MELEE_RATING
:
6741 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6743 case ITEM_MOD_HIT_RANGED_RATING
:
6744 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6746 case ITEM_MOD_HIT_SPELL_RATING
:
6747 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6749 case ITEM_MOD_CRIT_MELEE_RATING
:
6750 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6752 case ITEM_MOD_CRIT_RANGED_RATING
:
6753 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6755 case ITEM_MOD_CRIT_SPELL_RATING
:
6756 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6758 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6759 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6761 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6762 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6764 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6765 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6767 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6768 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6770 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6771 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6773 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6774 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6776 case ITEM_MOD_HASTE_MELEE_RATING
:
6777 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6779 case ITEM_MOD_HASTE_RANGED_RATING
:
6780 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6782 case ITEM_MOD_HASTE_SPELL_RATING
:
6783 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6785 case ITEM_MOD_HIT_RATING
:
6786 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6787 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6788 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6790 case ITEM_MOD_CRIT_RATING
:
6791 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6792 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6793 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6795 case ITEM_MOD_HIT_TAKEN_RATING
:
6796 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6797 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6798 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6800 case ITEM_MOD_CRIT_TAKEN_RATING
:
6801 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6802 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6803 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6805 case ITEM_MOD_RESILIENCE_RATING
:
6806 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6807 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6808 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6810 case ITEM_MOD_HASTE_RATING
:
6811 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6812 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6813 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6815 case ITEM_MOD_EXPERTISE_RATING
:
6816 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6818 case ITEM_MOD_ATTACK_POWER
:
6819 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6820 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6822 case ITEM_MOD_RANGED_ATTACK_POWER
:
6823 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6825 case ITEM_MOD_MANA_REGENERATION
:
6826 ApplyManaRegenBonus(int32(val
), apply
);
6828 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6829 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6831 case ITEM_MOD_SPELL_POWER
:
6832 ApplySpellPowerBonus(int32(val
), apply
);
6834 // depricated item mods
6835 case ITEM_MOD_FERAL_ATTACK_POWER
:
6836 case ITEM_MOD_SPELL_HEALING_DONE
:
6837 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6842 // Apply Spell Power from ScalingStatValue if set
6845 if (int32 spellbonus
= ssv
->getSpellBonus(proto
->ScalingStatValue
))
6846 ApplySpellPowerBonus(spellbonus
, apply
);
6849 // If set ScalingStatValue armor get it or use item armor
6850 uint32 armor
= proto
->Armor
;
6853 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6856 // Add armor bonus from ArmorDamageModifier if > 0
6857 if (proto
->ArmorDamageModifier
> 0)
6858 armor
+= uint32(proto
->ArmorDamageModifier
);
6861 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6864 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6867 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6870 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6872 if (proto
->NatureRes
)
6873 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6875 if (proto
->FrostRes
)
6876 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6878 if (proto
->ShadowRes
)
6879 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6881 if (proto
->ArcaneRes
)
6882 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6884 WeaponAttackType attType
= BASE_ATTACK
;
6885 float damage
= 0.0f
;
6887 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6888 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6889 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6891 attType
= RANGED_ATTACK
;
6893 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6895 attType
= OFF_ATTACK
;
6898 float minDamage
= proto
->Damage
[0].DamageMin
;
6899 float maxDamage
= proto
->Damage
[0].DamageMax
;
6901 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6904 if ((extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
)))
6906 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6907 minDamage
= 0.7f
* average
;
6908 maxDamage
= 1.3f
* average
;
6913 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6914 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6915 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6920 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6921 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6924 // Apply feral bonus from ScalingStatValue if set
6927 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6928 ApplyFeralAPBonus(feral_bonus
, apply
);
6930 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6931 if(getClass() == CLASS_DRUID
)
6933 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6934 if (feral_bonus
> 0)
6935 ApplyFeralAPBonus(feral_bonus
, apply
);
6938 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6943 if(slot
== EQUIPMENT_SLOT_RANGED
)
6944 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6945 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6946 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6947 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6948 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6951 if(CanModifyStats() && (damage
|| proto
->Delay
))
6952 UpdateDamagePhysical(attType
);
6955 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6957 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6958 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6959 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6961 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6962 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6963 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6965 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6966 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6967 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6970 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6972 // generic not weapon specific case processes in aura code
6973 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6976 BaseModGroup mod
= BASEMOD_END
;
6979 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6980 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6981 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6985 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6987 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6991 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6993 // ignore spell mods for not wands
6994 Modifier
const* modifier
= aura
->GetModifier();
6995 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6998 // generic not weapon specific case processes in aura code
6999 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
7002 UnitMods unitMod
= UNIT_MOD_END
;
7005 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
7006 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
7007 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
7011 UnitModifierType unitModType
= TOTAL_VALUE
;
7012 switch(modifier
->m_auraname
)
7014 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
7015 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
7019 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
7021 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
7025 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
7030 ItemPrototype
const *proto
= item
->GetProto();
7034 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7036 _Spell
const& spellData
= proto
->Spells
[i
];
7039 if(!spellData
.SpellId
)
7042 // wrong triggering type
7043 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
7046 // check if it is valid spell
7047 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7051 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
7055 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
7059 // Cannot be used in this stance/form
7060 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
7063 if(form_change
) // check aura active state from other form
7066 for (int k
=0; k
< 3; ++k
)
7068 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
7069 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
7071 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
7081 if(found
) // and skip re-cast already active aura at form change
7085 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
7087 CastSpell(this,spellInfo
,true,item
);
7091 if(form_change
) // check aura compatibility
7093 // Cannot be used in this stance/form
7094 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
7095 return; // and remove only not compatible at form change
7099 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7101 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7105 void Player::UpdateEquipSpellsAtFormChange()
7107 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7109 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7111 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7112 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7116 // item set bonuses not dependent from item broken state
7117 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7119 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7123 for(uint32 y
=0;y
<8; ++y
)
7125 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7129 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7130 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7135 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
7137 Item
*item
= GetWeaponForAttack(attType
, true, false);
7141 ItemPrototype
const *proto
= item
->GetProto();
7145 if (!Target
|| Target
== this )
7148 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7150 _Spell
const& spellData
= proto
->Spells
[i
];
7153 if(!spellData
.SpellId
)
7156 // wrong triggering type
7157 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7160 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7163 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7167 // not allow proc extra attack spell at extra attack
7168 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7171 float chance
= (float)spellInfo
->procChance
;
7173 if(spellData
.SpellPPMRate
)
7175 uint32 WeaponSpeed
= proto
->Delay
;
7176 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7178 else if(chance
> 100.0f
)
7180 chance
= GetWeaponProcChance();
7183 if (roll_chance_f(chance
))
7184 CastSpell(Target
, spellInfo
->Id
, true, item
);
7187 // item combat enchantments
7188 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7190 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7191 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7192 if(!pEnchant
) continue;
7193 for (int s
=0;s
<3;s
++)
7195 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7198 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7201 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7205 // Use first rank to access spell item enchant procs
7206 float ppmRate
= sSpellMgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7208 float chance
= ppmRate
7209 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7210 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7213 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7214 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7216 if (roll_chance_f(chance
))
7218 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7219 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7221 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7227 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7229 ItemPrototype
const* proto
= item
->GetProto();
7230 // special learning case
7231 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7233 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7234 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7236 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7239 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7240 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7244 Spell
*spell
= new Spell(this, spellInfo
, false);
7245 spell
->m_CastItem
= item
;
7246 spell
->m_cast_count
= cast_count
; //set count of casts
7247 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7248 spell
->prepare(&targets
);
7252 // use triggered flag only for items with many spell casts and for not first cast
7255 // item spells casted at use
7256 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7258 _Spell
const& spellData
= proto
->Spells
[i
];
7261 if(!spellData
.SpellId
)
7264 // wrong triggering type
7265 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7268 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7271 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7275 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7276 spell
->m_CastItem
= item
;
7277 spell
->m_cast_count
= cast_count
; // set count of casts
7278 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7279 spell
->prepare(&targets
);
7284 // Item enchantments spells casted at use
7285 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7287 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7288 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7289 if(!pEnchant
) continue;
7290 for (int s
=0;s
<3;s
++)
7292 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7295 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7298 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7302 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7303 spell
->m_CastItem
= item
;
7304 spell
->m_cast_count
= cast_count
; // set count of casts
7305 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7306 spell
->prepare(&targets
);
7313 void Player::_RemoveAllItemMods()
7315 sLog
.outDebug("_RemoveAllItemMods start.");
7317 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7321 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7325 // item set bonuses not dependent from item broken state
7327 RemoveItemsSetItem(this,proto
);
7329 if(m_items
[i
]->IsBroken())
7332 ApplyItemEquipSpell(m_items
[i
],false);
7333 ApplyEnchantment(m_items
[i
], false);
7337 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7341 if(m_items
[i
]->IsBroken())
7343 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7347 uint32 attacktype
= Player::GetAttackBySlot(i
);
7348 if(attacktype
< MAX_ATTACK
)
7349 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7351 _ApplyItemBonuses(proto
,i
, false);
7353 if( i
== EQUIPMENT_SLOT_RANGED
)
7354 _ApplyAmmoBonuses();
7358 sLog
.outDebug("_RemoveAllItemMods complete.");
7361 void Player::_ApplyAllItemMods()
7363 sLog
.outDebug("_ApplyAllItemMods start.");
7365 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7369 if(m_items
[i
]->IsBroken())
7372 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7376 uint32 attacktype
= Player::GetAttackBySlot(i
);
7377 if(attacktype
< MAX_ATTACK
)
7378 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7380 _ApplyItemBonuses(proto
,i
, true);
7382 if( i
== EQUIPMENT_SLOT_RANGED
)
7383 _ApplyAmmoBonuses();
7387 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7391 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7395 // item set bonuses not dependent from item broken state
7397 AddItemsSetItem(this,m_items
[i
]);
7399 if(m_items
[i
]->IsBroken())
7402 ApplyItemEquipSpell(m_items
[i
],true);
7403 ApplyEnchantment(m_items
[i
], true);
7407 sLog
.outDebug("_ApplyAllItemMods complete.");
7410 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7412 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7416 if(m_items
[i
]->IsBroken())
7419 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7423 _ApplyItemBonuses(proto
,i
, apply
, true);
7428 void Player::_ApplyAmmoBonuses()
7431 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7435 float currentAmmoDPS
;
7437 ItemPrototype
const *ammo_proto
= ObjectMgr::GetItemPrototype( ammo_id
);
7438 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7439 currentAmmoDPS
= 0.0f
;
7441 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7443 if(currentAmmoDPS
== GetAmmoDPS())
7446 m_ammoDPS
= currentAmmoDPS
;
7448 if(CanModifyStats())
7449 UpdateDamagePhysical(RANGED_ATTACK
);
7452 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7457 // check ranged weapon
7458 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
, true, false );
7462 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7463 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7466 // check ammo ws. weapon compatibility
7467 switch(weapon_proto
->SubClass
)
7469 case ITEM_SUBCLASS_WEAPON_BOW
:
7470 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7471 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7474 case ITEM_SUBCLASS_WEAPON_GUN
:
7475 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7485 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7486 Called by remove insignia spell effect */
7487 void Player::RemovedInsignia(Player
* looterPlr
)
7489 if (!GetBattleGroundId())
7492 // If not released spirit, do it !
7493 if(m_deathTimer
> 0)
7500 Corpse
*corpse
= GetCorpse();
7504 // We have to convert player corpse to bones, not to be able to resurrect there
7505 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7506 Corpse
*bones
= sObjectAccessor
.ConvertCorpseForPlayer(GetGUID(),true);
7510 // Now we must make bones lootable, and send player loot
7511 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7513 // We store the level of our player in the gold field
7514 // We retrieve this information at Player::SendLoot()
7515 bones
->loot
.gold
= getLevel();
7516 bones
->lootRecipient
= looterPlr
;
7517 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7520 void Player::SendLootRelease( uint64 guid
)
7522 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7523 data
<< uint64(guid
) << uint8(1);
7524 SendDirectMessage( &data
);
7527 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7529 if (uint64 lguid
= GetLootGUID())
7530 m_session
->DoLootRelease(lguid
);
7533 PermissionTypes permission
= ALL_PERMISSION
;
7535 sLog
.outDebug("Player::SendLoot");
7536 if (IS_GAMEOBJECT_GUID(guid
))
7538 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7539 GameObject
*go
= GetMap()->GetGameObject(guid
);
7541 // not check distance for GO in case owned GO (fishing bobber case, for example)
7542 // And permit out of range GO with no owner in case fishing hole
7543 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7545 SendLootRelease(guid
);
7551 if (go
->getLootState() == GO_READY
)
7553 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7554 if ((go
->GetEntry() == BG_AV_OBJECTID_MINE_N
|| go
->GetEntry() == BG_AV_OBJECTID_MINE_S
))
7555 if (BattleGround
*bg
= GetBattleGround())
7556 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
7557 if (!(((BattleGroundAV
*)bg
)->PlayerCanDoMineQuest(go
->GetEntry(), GetTeam())))
7559 SendLootRelease(guid
);
7565 sLog
.outDebug(" if(lootid)");
7567 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7570 if (loot_type
== LOOT_FISHING
)
7571 go
->getFishLoot(loot
,this);
7573 go
->SetLootState(GO_ACTIVATED
);
7576 else if (IS_ITEM_GUID(guid
))
7578 Item
*item
= GetItemByGuid( guid
);
7582 SendLootRelease(guid
);
7588 if (!item
->m_lootGenerated
)
7590 item
->m_lootGenerated
= true;
7595 case LOOT_DISENCHANTING
:
7596 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7598 case LOOT_PROSPECTING
:
7599 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7602 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7605 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7606 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7611 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7613 Corpse
*bones
= GetMap()->GetCorpse(guid
);
7615 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7617 SendLootRelease(guid
);
7621 loot
= &bones
->loot
;
7623 if (!bones
->lootForBody
)
7625 bones
->lootForBody
= true;
7626 uint32 pLevel
= bones
->loot
.gold
;
7627 bones
->loot
.clear();
7628 if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV
)
7629 loot
->FillLoot(0, LootTemplates_Creature
, this, false);
7630 // It may need a better formula
7631 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7632 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7635 if (bones
->lootRecipient
!= this)
7636 permission
= NONE_PERMISSION
;
7640 Creature
*creature
= GetMap()->GetCreature(guid
);
7642 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7643 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7645 SendLootRelease(guid
);
7649 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7651 SendLootRelease(guid
);
7655 loot
= &creature
->loot
;
7657 if (loot_type
== LOOT_PICKPOCKETING
)
7659 if (!creature
->lootForPickPocketed
)
7661 creature
->lootForPickPocketed
= true;
7664 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7665 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7667 // Generate extra money for pick pocket loot
7668 const uint32 a
= urand(0, creature
->getLevel()/2);
7669 const uint32 b
= urand(0, getLevel()/2);
7670 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7675 // the player whose group may loot the corpse
7676 Player
*recipient
= creature
->GetLootRecipient();
7679 creature
->SetLootRecipient(this);
7683 if (creature
->lootForPickPocketed
)
7685 creature
->lootForPickPocketed
= false;
7689 if (!creature
->lootForBody
)
7691 creature
->lootForBody
= true;
7694 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7695 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7697 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7699 if (Group
* group
= recipient
->GetGroup())
7701 group
->UpdateLooterGuid(creature
,true);
7703 switch (group
->GetLootMethod())
7706 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7707 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7709 case NEED_BEFORE_GREED
:
7710 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7713 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7721 // possible only if creature->lootForBody && loot->empty() at spell cast check
7722 if (loot_type
== LOOT_SKINNING
)
7725 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7727 // set group rights only for loot_type != LOOT_SKINNING
7730 if(Group
* group
= GetGroup())
7732 if (group
== recipient
->GetGroup())
7734 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7735 permission
= ALL_PERMISSION
;
7736 else if (group
->GetLooterGuid() == GetGUID())
7738 if (group
->GetLootMethod() == MASTER_LOOT
)
7739 permission
= MASTER_PERMISSION
;
7741 permission
= ALL_PERMISSION
;
7744 permission
= GROUP_PERMISSION
;
7747 permission
= NONE_PERMISSION
;
7749 else if (recipient
== this)
7750 permission
= ALL_PERMISSION
;
7752 permission
= NONE_PERMISSION
;
7759 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7762 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7763 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7767 // need know merged fishing/corpse loot type for achievements
7768 loot
->loot_type
= loot_type
;
7770 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7772 data
<< uint64(guid
);
7773 data
<< uint8(loot_type
);
7774 data
<< LootView(*loot
, this, permission
);
7776 SendDirectMessage(&data
);
7778 // add 'this' player as one of the players that are looting 'loot'
7779 if (permission
!= NONE_PERMISSION
)
7780 loot
->AddLooter(GetGUID());
7782 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7783 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7786 void Player::SendNotifyLootMoneyRemoved()
7788 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7789 GetSession()->SendPacket( &data
);
7792 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7794 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7795 data
<< uint8(lootSlot
);
7796 GetSession()->SendPacket( &data
);
7799 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7801 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7804 GetSession()->SendPacket(&data
);
7807 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7809 // data depends on zoneid/mapid...
7810 BattleGround
* bg
= GetBattleGround();
7811 uint16 NumberOfFields
= 0;
7812 uint32 mapid
= GetMapId();
7814 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7816 // may be exist better way to do this...
7839 NumberOfFields
= 41;
7842 NumberOfFields
= 15;
7845 NumberOfFields
= 83;
7848 NumberOfFields
= 16;
7852 NumberOfFields
= 40;
7855 NumberOfFields
= 27;
7858 NumberOfFields
= 39;
7861 NumberOfFields
= 38;
7864 NumberOfFields
= 37;
7869 NumberOfFields
= 11;
7872 NumberOfFields
= 11;
7875 NumberOfFields
= 12;
7879 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7880 data
<< uint32(mapid
); // mapid
7881 data
<< uint32(zoneid
); // zone id
7882 data
<< uint32(areaid
); // area id, new 2.1.0
7883 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7884 data
<< uint32(0x8d8) << uint32(0x0); // 1
7885 data
<< uint32(0x8d7) << uint32(0x0); // 2
7886 data
<< uint32(0x8d6) << uint32(0x0); // 3
7887 data
<< uint32(0x8d5) << uint32(0x0); // 4
7888 data
<< uint32(0x8d4) << uint32(0x0); // 5
7889 data
<< uint32(0x8d3) << uint32(0x0); // 6
7890 // 7 1 - Arena season in progress, 0 - end of season
7891 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7892 // 8 Arena season id
7893 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7894 if(mapid
== 530) // Outland
7896 data
<< uint32(0x9bf) << uint32(0x0); // 7
7897 data
<< uint32(0x9bd) << uint32(0xF); // 8
7898 data
<< uint32(0x9bb) << uint32(0xF); // 9
7913 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AV
)
7914 bg
->FillInitialWorldStates(data
);
7917 data
<< uint32(0x7ae) << uint32(0x1); // 7 snowfall n
7918 data
<< uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
7919 data
<< uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
7920 data
<< uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
7921 data
<< uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
7922 data
<< uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
7923 data
<< uint32(0x567) << uint32(0x1); // 13 frostwolfe c
7924 data
<< uint32(0x566) << uint32(0x1); // 14 frostwolfw c
7925 data
<< uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
7926 data
<< uint32(0x544) << uint32(0x0); // 16 ice grave a_a
7927 data
<< uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
7928 data
<< uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
7929 data
<< uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
7930 data
<< uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
7931 data
<< uint32(0x574) << uint32(0x0); // 21 1396 unk
7932 data
<< uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
7933 data
<< uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
7934 data
<< uint32(0x56f) << uint32(0x0); // 24 1391 unk
7935 data
<< uint32(0x56e) << uint32(0x0); // 25 iceblood a
7936 data
<< uint32(0x56d) << uint32(0x0); // 26 towerp a
7937 data
<< uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
7938 data
<< uint32(0x56b) << uint32(0x0); // 28 froswolfw a
7939 data
<< uint32(0x56a) << uint32(0x1); // 29 1386 unk
7940 data
<< uint32(0x569) << uint32(0x1); // 30 iceblood c
7941 data
<< uint32(0x568) << uint32(0x1); // 31 towerp c
7942 data
<< uint32(0x565) << uint32(0x0); // 32 stoneh tower a
7943 data
<< uint32(0x564) << uint32(0x0); // 33 icewing tower a
7944 data
<< uint32(0x563) << uint32(0x0); // 34 dunn a
7945 data
<< uint32(0x562) << uint32(0x0); // 35 duns a
7946 data
<< uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
7947 data
<< uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
7948 data
<< uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
7949 data
<< uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
7950 data
<< uint32(0x55d) << uint32(0x0); // 40 stone tower d
7951 data
<< uint32(0x3c6) << uint32(0x0); // 41 966 unk
7952 data
<< uint32(0x3c4) << uint32(0x0); // 42 964 unk
7953 data
<< uint32(0x3c2) << uint32(0x0); // 43 962 unk
7954 data
<< uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
7955 data
<< uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
7956 data
<< uint32(0x3b6) << uint32(0x0); // 46 950 unk
7957 data
<< uint32(0x55c) << uint32(0x0); // 47 icewing tower d
7958 data
<< uint32(0x55b) << uint32(0x0); // 48 dunn d
7959 data
<< uint32(0x55a) << uint32(0x0); // 49 duns d
7960 data
<< uint32(0x559) << uint32(0x0); // 50 1369 unk
7961 data
<< uint32(0x558) << uint32(0x0); // 51 iceblood d
7962 data
<< uint32(0x557) << uint32(0x0); // 52 towerp d
7963 data
<< uint32(0x556) << uint32(0x0); // 53 frostwolfe d
7964 data
<< uint32(0x555) << uint32(0x0); // 54 frostwolfw d
7965 data
<< uint32(0x554) << uint32(0x1); // 55 stoneh tower c
7966 data
<< uint32(0x553) << uint32(0x1); // 56 icewing tower c
7967 data
<< uint32(0x552) << uint32(0x1); // 57 dunn c
7968 data
<< uint32(0x551) << uint32(0x1); // 58 duns c
7969 data
<< uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
7970 data
<< uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
7971 data
<< uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
7972 data
<< uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
7973 data
<< uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
7974 data
<< uint32(0x545) << uint32(0x0); // 64 iceblood h_a
7975 data
<< uint32(0x543) << uint32(0x1); // 65 iceblod h_c
7976 data
<< uint32(0x542) << uint32(0x0); // 66 iceblood a_c
7977 data
<< uint32(0x540) << uint32(0x0); // 67 snowfall h_a
7978 data
<< uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
7979 data
<< uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
7980 data
<< uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
7981 data
<< uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
7982 data
<< uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
7983 data
<< uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
7984 data
<< uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
7985 data
<< uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
7986 data
<< uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
7987 data
<< uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
7988 data
<< uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
7989 data
<< uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
7990 data
<< uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
7991 data
<< uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
7995 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7996 bg
->FillInitialWorldStates(data
);
7999 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
8000 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
8001 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
8002 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
8003 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
8004 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
8005 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
8006 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
8010 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
8011 bg
->FillInitialWorldStates(data
);
8014 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
8015 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
8016 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
8017 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
8018 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
8019 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
8020 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
8021 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
8022 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
8023 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
8024 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
8025 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
8026 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
8027 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
8028 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
8029 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
8030 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
8031 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
8032 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
8033 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
8034 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
8035 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
8036 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
8037 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
8038 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
8039 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
8040 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
8041 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
8042 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
8043 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
8044 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
8045 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
8049 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
8050 bg
->FillInitialWorldStates(data
);
8053 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
8054 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
8055 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
8056 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
8057 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
8058 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
8059 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
8060 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
8061 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
8062 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
8063 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
8064 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
8065 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
8066 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
8067 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
8068 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
8069 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
8070 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
8071 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
8072 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
8073 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
8074 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
8075 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
8076 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
8077 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
8078 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
8079 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
8080 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
8081 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
8082 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
8083 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
8084 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
8085 // and some more ... unknown
8088 case 3483: // Hellfire Peninsula
8089 data
<< uint32(0x9ba) << uint32(0x1); // 10
8090 data
<< uint32(0x9b9) << uint32(0x1); // 11
8091 data
<< uint32(0x9b5) << uint32(0x0); // 12
8092 data
<< uint32(0x9b4) << uint32(0x1); // 13
8093 data
<< uint32(0x9b3) << uint32(0x0); // 14
8094 data
<< uint32(0x9b2) << uint32(0x0); // 15
8095 data
<< uint32(0x9b1) << uint32(0x1); // 16
8096 data
<< uint32(0x9b0) << uint32(0x0); // 17
8097 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8098 data
<< uint32(0x9ac) << uint32(0x0); // 19
8099 data
<< uint32(0x9a8) << uint32(0x0); // 20
8100 data
<< uint32(0x9a7) << uint32(0x0); // 21
8101 data
<< uint32(0x9a6) << uint32(0x1); // 22
8103 case 3519: // Terokkar Forest
8104 data
<< uint32(0xa41) << uint32(0x0); // 10
8105 data
<< uint32(0xa40) << uint32(0x14); // 11
8106 data
<< uint32(0xa3f) << uint32(0x0); // 12
8107 data
<< uint32(0xa3e) << uint32(0x0); // 13
8108 data
<< uint32(0xa3d) << uint32(0x5); // 14
8109 data
<< uint32(0xa3c) << uint32(0x0); // 15
8110 data
<< uint32(0xa87) << uint32(0x0); // 16
8111 data
<< uint32(0xa86) << uint32(0x0); // 17
8112 data
<< uint32(0xa85) << uint32(0x0); // 18
8113 data
<< uint32(0xa84) << uint32(0x0); // 19
8114 data
<< uint32(0xa83) << uint32(0x0); // 20
8115 data
<< uint32(0xa82) << uint32(0x0); // 21
8116 data
<< uint32(0xa81) << uint32(0x0); // 22
8117 data
<< uint32(0xa80) << uint32(0x0); // 23
8118 data
<< uint32(0xa7e) << uint32(0x0); // 24
8119 data
<< uint32(0xa7d) << uint32(0x0); // 25
8120 data
<< uint32(0xa7c) << uint32(0x0); // 26
8121 data
<< uint32(0xa7b) << uint32(0x0); // 27
8122 data
<< uint32(0xa7a) << uint32(0x0); // 28
8123 data
<< uint32(0xa79) << uint32(0x0); // 29
8124 data
<< uint32(0x9d0) << uint32(0x5); // 30
8125 data
<< uint32(0x9ce) << uint32(0x0); // 31
8126 data
<< uint32(0x9cd) << uint32(0x0); // 32
8127 data
<< uint32(0x9cc) << uint32(0x0); // 33
8128 data
<< uint32(0xa88) << uint32(0x0); // 34
8129 data
<< uint32(0xad0) << uint32(0x0); // 35
8130 data
<< uint32(0xacf) << uint32(0x1); // 36
8132 case 3521: // Zangarmarsh
8133 data
<< uint32(0x9e1) << uint32(0x0); // 10
8134 data
<< uint32(0x9e0) << uint32(0x0); // 11
8135 data
<< uint32(0x9df) << uint32(0x0); // 12
8136 data
<< uint32(0xa5d) << uint32(0x1); // 13
8137 data
<< uint32(0xa5c) << uint32(0x0); // 14
8138 data
<< uint32(0xa5b) << uint32(0x1); // 15
8139 data
<< uint32(0xa5a) << uint32(0x0); // 16
8140 data
<< uint32(0xa59) << uint32(0x1); // 17
8141 data
<< uint32(0xa58) << uint32(0x0); // 18
8142 data
<< uint32(0xa57) << uint32(0x0); // 19
8143 data
<< uint32(0xa56) << uint32(0x0); // 20
8144 data
<< uint32(0xa55) << uint32(0x1); // 21
8145 data
<< uint32(0xa54) << uint32(0x0); // 22
8146 data
<< uint32(0x9e7) << uint32(0x0); // 23
8147 data
<< uint32(0x9e6) << uint32(0x0); // 24
8148 data
<< uint32(0x9e5) << uint32(0x0); // 25
8149 data
<< uint32(0xa00) << uint32(0x0); // 26
8150 data
<< uint32(0x9ff) << uint32(0x1); // 27
8151 data
<< uint32(0x9fe) << uint32(0x0); // 28
8152 data
<< uint32(0x9fd) << uint32(0x0); // 29
8153 data
<< uint32(0x9fc) << uint32(0x1); // 30
8154 data
<< uint32(0x9fb) << uint32(0x0); // 31
8155 data
<< uint32(0xa62) << uint32(0x0); // 32
8156 data
<< uint32(0xa61) << uint32(0x1); // 33
8157 data
<< uint32(0xa60) << uint32(0x1); // 34
8158 data
<< uint32(0xa5f) << uint32(0x0); // 35
8160 case 3698: // Nagrand Arena
8161 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8162 bg
->FillInitialWorldStates(data
);
8165 data
<< uint32(0xa0f) << uint32(0x0); // 7
8166 data
<< uint32(0xa10) << uint32(0x0); // 8
8167 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8170 case 3702: // Blade's Edge Arena
8171 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8172 bg
->FillInitialWorldStates(data
);
8175 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8176 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8177 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8180 case 3968: // Ruins of Lordaeron
8181 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8182 bg
->FillInitialWorldStates(data
);
8185 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8186 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8187 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8190 case 3703: // Shattrath City
8193 data
<< uint32(0x914) << uint32(0x0); // 7
8194 data
<< uint32(0x913) << uint32(0x0); // 8
8195 data
<< uint32(0x912) << uint32(0x0); // 9
8196 data
<< uint32(0x915) << uint32(0x0); // 10
8199 GetSession()->SendPacket(&data
);
8202 uint32
Player::GetXPRestBonus(uint32 xp
)
8204 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8206 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8209 SetRestBonus( GetRestBonus() - rested_bonus
);
8211 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8212 return rested_bonus
;
8215 void Player::SetBindPoint(uint64 guid
)
8217 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8218 data
<< uint64(guid
);
8219 GetSession()->SendPacket( &data
);
8222 void Player::SendTalentWipeConfirm(uint64 guid
)
8224 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8225 data
<< uint64(guid
);
8226 data
<< uint32(resetTalentsCost());
8227 GetSession()->SendPacket( &data
);
8230 void Player::SendPetSkillWipeConfirm()
8232 Pet
* pet
= GetPet();
8235 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8236 data
<< pet
->GetGUID();
8237 data
<< uint32(pet
->resetTalentsCost());
8238 GetSession()->SendPacket( &data
);
8241 /*********************************************************/
8242 /*** STORAGE SYSTEM ***/
8243 /*********************************************************/
8245 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8250 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8252 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8256 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8257 else if(charges
<= 1)
8259 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8260 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8265 void Player::SetSheath( SheathState sheathed
)
8269 case SHEATH_STATE_UNARMED
: // no prepared weapon
8270 SetVirtualItemSlot(0,NULL
);
8271 SetVirtualItemSlot(1,NULL
);
8272 SetVirtualItemSlot(2,NULL
);
8274 case SHEATH_STATE_MELEE
: // prepared melee weapon
8276 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true,true));
8277 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true,true));
8278 SetVirtualItemSlot(2,NULL
);
8280 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8281 SetVirtualItemSlot(0,NULL
);
8282 SetVirtualItemSlot(1,NULL
);
8283 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true,true));
8286 SetVirtualItemSlot(0,NULL
);
8287 SetVirtualItemSlot(1,NULL
);
8288 SetVirtualItemSlot(2,NULL
);
8291 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8294 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8296 uint8 pClass
= getClass();
8299 slots
[0] = NULL_SLOT
;
8300 slots
[1] = NULL_SLOT
;
8301 slots
[2] = NULL_SLOT
;
8302 slots
[3] = NULL_SLOT
;
8303 switch( proto
->InventoryType
)
8306 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8309 slots
[0] = EQUIPMENT_SLOT_NECK
;
8311 case INVTYPE_SHOULDERS
:
8312 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8315 slots
[0] = EQUIPMENT_SLOT_BODY
;
8318 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8321 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8324 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8327 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8330 slots
[0] = EQUIPMENT_SLOT_FEET
;
8332 case INVTYPE_WRISTS
:
8333 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8336 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8338 case INVTYPE_FINGER
:
8339 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8340 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8342 case INVTYPE_TRINKET
:
8343 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8344 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8347 slots
[0] = EQUIPMENT_SLOT_BACK
;
8349 case INVTYPE_WEAPON
:
8351 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8353 // suggest offhand slot only if know dual wielding
8354 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8356 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8359 case INVTYPE_SHIELD
:
8360 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8362 case INVTYPE_RANGED
:
8363 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8365 case INVTYPE_2HWEAPON
:
8366 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8367 if (CanDualWield() && CanTitanGrip())
8368 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8370 case INVTYPE_TABARD
:
8371 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8373 case INVTYPE_WEAPONMAINHAND
:
8374 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8376 case INVTYPE_WEAPONOFFHAND
:
8377 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8379 case INVTYPE_HOLDABLE
:
8380 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8382 case INVTYPE_THROWN
:
8383 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8385 case INVTYPE_RANGEDRIGHT
:
8386 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8389 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8390 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8391 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8392 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8396 switch(proto
->SubClass
)
8398 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8399 if (pClass
== CLASS_PALADIN
)
8400 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8402 case ITEM_SUBCLASS_ARMOR_IDOL
:
8403 if (pClass
== CLASS_DRUID
)
8404 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8406 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8407 if (pClass
== CLASS_SHAMAN
)
8408 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8410 case ITEM_SUBCLASS_ARMOR_MISC
:
8411 if (pClass
== CLASS_WARLOCK
)
8412 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8414 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8415 if (pClass
== CLASS_DEATH_KNIGHT
)
8416 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8425 if( slot
!= NULL_SLOT
)
8427 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8429 for (int i
= 0; i
< 4; ++i
)
8431 if ( slots
[i
] == slot
)
8438 // search free slot at first
8439 for (int i
= 0; i
< 4; ++i
)
8441 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8443 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8444 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8449 // if not found free and can swap return first appropriate from used
8450 for (int i
= 0; i
< 4; ++i
)
8452 if ( slots
[i
] != NULL_SLOT
&& swap
)
8461 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8464 uint32 tempcount
= 0;
8466 uint8 res
= EQUIP_ERR_OK
;
8468 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8470 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8471 if( pItem
&& pItem
->GetEntry() == item
)
8473 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8474 if(ires
==EQUIP_ERR_OK
)
8476 tempcount
+= pItem
->GetCount();
8477 if( tempcount
>= count
)
8478 return EQUIP_ERR_OK
;
8484 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8486 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8487 if( pItem
&& pItem
->GetEntry() == item
)
8489 tempcount
+= pItem
->GetCount();
8490 if( tempcount
>= count
)
8491 return EQUIP_ERR_OK
;
8494 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8496 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8497 if( pItem
&& pItem
->GetEntry() == item
)
8499 tempcount
+= pItem
->GetCount();
8500 if( tempcount
>= count
)
8501 return EQUIP_ERR_OK
;
8505 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8507 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8510 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8512 pItem
= GetItemByPos( i
, j
);
8513 if( pItem
&& pItem
->GetEntry() == item
)
8515 tempcount
+= pItem
->GetCount();
8516 if( tempcount
>= count
)
8517 return EQUIP_ERR_OK
;
8523 // not found req. item count and have unequippable items
8527 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8530 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8532 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8533 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8534 count
+= pItem
->GetCount();
8536 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8538 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8539 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8540 count
+= pItem
->GetCount();
8542 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8544 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8546 count
+= pBag
->GetItemCount(item
,skipItem
);
8549 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8551 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8553 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8554 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8555 count
+= pItem
->GetGemCountWithID(item
);
8561 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8563 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8564 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8565 count
+= pItem
->GetCount();
8567 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8569 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8571 count
+= pBag
->GetItemCount(item
,skipItem
);
8574 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8576 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8578 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8579 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8580 count
+= pItem
->GetGemCountWithID(item
);
8588 Item
* Player::GetItemByGuid( uint64 guid
) const
8590 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8592 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8593 if( pItem
&& pItem
->GetGUID() == guid
)
8596 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8598 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8599 if( pItem
&& pItem
->GetGUID() == guid
)
8603 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8605 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8608 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8610 Item
* pItem
= pBag
->GetItemByPos( j
);
8611 if( pItem
&& pItem
->GetGUID() == guid
)
8616 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8618 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8621 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8623 Item
* pItem
= pBag
->GetItemByPos( j
);
8624 if( pItem
&& pItem
->GetGUID() == guid
)
8633 Item
* Player::GetItemByPos( uint16 pos
) const
8635 uint8 bag
= pos
>> 8;
8636 uint8 slot
= pos
& 255;
8637 return GetItemByPos( bag
, slot
);
8640 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8642 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| (slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)) )
8643 return m_items
[slot
];
8644 else if ((bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8645 || (bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
) )
8647 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8649 return pBag
->GetItemByPos(slot
);
8654 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool nonbroken
, bool useable
) const
8659 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8660 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8661 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8662 default: return NULL
;
8665 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8666 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8669 if (useable
&& !IsUseEquipedWeapon(attackType
==BASE_ATTACK
))
8672 if (nonbroken
&& item
->IsBroken())
8678 Item
* Player::GetShield(bool useable
) const
8680 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8681 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8687 if( item
->IsBroken())
8693 uint32
Player::GetAttackBySlot( uint8 slot
)
8697 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8698 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8699 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8700 default: return MAX_ATTACK
;
8704 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8706 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8708 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8710 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8712 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8717 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8719 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8721 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8726 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8728 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8730 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8732 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8737 bool Player::IsBagPos( uint16 pos
)
8739 uint8 bag
= pos
>> 8;
8740 uint8 slot
= pos
& 255;
8741 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8743 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8748 bool Player::IsValidPos( uint8 bag
, uint8 slot
, bool explicit_pos
)
8751 if(bag
== NULL_BAG
&& !explicit_pos
)
8754 if (bag
== INVENTORY_SLOT_BAG_0
)
8756 // any post selected
8757 if (slot
== NULL_SLOT
&& !explicit_pos
)
8761 if (slot
< EQUIPMENT_SLOT_END
)
8765 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8769 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8773 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8777 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8781 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8787 // bag content slots
8788 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8790 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8794 // any post selected
8795 if (slot
== NULL_SLOT
&& !explicit_pos
)
8798 return slot
< pBag
->GetBagSize();
8801 // bank bag content slots
8802 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8804 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8808 // any post selected
8809 if (slot
== NULL_SLOT
&& !explicit_pos
)
8812 return slot
< pBag
->GetBagSize();
8820 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8822 uint32 tempcount
= 0;
8823 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8825 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8826 if( pItem
&& pItem
->GetEntry() == item
)
8828 tempcount
+= pItem
->GetCount();
8829 if( tempcount
>= count
)
8833 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8835 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8836 if( pItem
&& pItem
->GetEntry() == item
)
8838 tempcount
+= pItem
->GetCount();
8839 if( tempcount
>= count
)
8843 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8845 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8847 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8849 Item
* pItem
= GetItemByPos( i
, j
);
8850 if( pItem
&& pItem
->GetEntry() == item
)
8852 tempcount
+= pItem
->GetCount();
8853 if( tempcount
>= count
)
8862 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8864 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8865 if( pItem
&& pItem
->GetEntry() == item
)
8867 tempcount
+= pItem
->GetCount();
8868 if( tempcount
>= count
)
8872 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8874 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8876 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8878 Item
* pItem
= GetItemByPos( i
, j
);
8879 if( pItem
&& pItem
->GetEntry() == item
)
8881 tempcount
+= pItem
->GetCount();
8882 if( tempcount
>= count
)
8893 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8895 uint32 tempcount
= 0;
8896 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8898 if(i
==int(except_slot
))
8901 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8902 if( pItem
&& pItem
->GetEntry() == item
)
8904 tempcount
+= pItem
->GetCount();
8905 if( tempcount
>= count
)
8910 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(item
);
8911 if (pProto
&& pProto
->GemProperties
)
8913 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8915 if(i
==int(except_slot
))
8918 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8919 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8921 tempcount
+= pItem
->GetGemCountWithID(item
);
8922 if( tempcount
>= count
)
8931 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8933 uint32 tempcount
= 0;
8934 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8936 if(i
==int(except_slot
))
8939 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8943 ItemPrototype
const *pProto
= pItem
->GetProto();
8947 if (pProto
->ItemLimitCategory
== limitCategory
)
8949 tempcount
+= pItem
->GetCount();
8950 if( tempcount
>= count
)
8954 if( pProto
->Socket
[0].Color
)
8956 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8957 if( tempcount
>= count
)
8965 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8967 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
8971 *no_space_count
= count
;
8972 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8976 if(pProto
->MaxCount
<= 0)
8977 return EQUIP_ERR_OK
;
8979 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8981 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8984 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8985 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8988 return EQUIP_ERR_OK
;
8991 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8994 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8996 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8997 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
9000 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9002 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9003 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
9006 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9008 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9010 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9012 pItem
= GetItemByPos( i
, j
);
9013 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
9021 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
9023 Item
* pItem2
= GetItemByPos( bag
, slot
);
9025 // ignore move item (this slot will be empty at move)
9026 if (pItem2
==pSrcItem
)
9031 // empty specific slot - check item fit to slot
9032 if (!pItem2
|| swap
)
9034 if (bag
== INVENTORY_SLOT_BAG_0
)
9037 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
9038 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9040 // currencytoken case
9041 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
9042 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9045 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
9046 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9050 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9052 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9054 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9056 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9058 if (slot
>= pBagProto
->ContainerSlots
)
9059 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9061 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9062 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9065 // non empty stack with space
9066 need_space
= pProto
->GetMaxStackSize();
9068 // non empty slot, check item type
9071 // can be merged at least partly
9072 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9073 if (res
!= EQUIP_ERR_OK
)
9076 // free stack space or infinity
9077 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9080 if (need_space
> count
)
9083 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
9084 if (!newPosition
.isContainedIn(dest
))
9086 dest
.push_back(newPosition
);
9087 count
-= need_space
;
9089 return EQUIP_ERR_OK
;
9092 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
9094 // skip specific bag already processed in first called _CanStoreItem_InBag
9096 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9098 // skip not existed bag or self targeted bag
9099 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9100 if (!pBag
|| pBag
==pSrcItem
)
9101 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9103 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9105 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9107 // specialized bag mode or non-specilized
9108 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
9109 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9111 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9112 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9114 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9116 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9120 Item
* pItem2
= GetItemByPos( bag
, j
);
9122 // ignore move item (this slot will be empty at move)
9123 if (pItem2
== pSrcItem
)
9126 // if merge skip empty, if !merge skip non-empty
9127 if ((pItem2
!= NULL
) != merge
)
9130 uint32 need_space
= pProto
->GetMaxStackSize();
9134 // can be merged at least partly
9135 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9136 if (res
!= EQUIP_ERR_OK
)
9139 // descrease at current stacksize
9140 need_space
-= pItem2
->GetCount();
9143 if (need_space
> count
)
9146 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9147 if (!newPosition
.isContainedIn(dest
))
9149 dest
.push_back(newPosition
);
9150 count
-= need_space
;
9153 return EQUIP_ERR_OK
;
9156 return EQUIP_ERR_OK
;
9159 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
9161 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
9163 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9164 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9167 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9169 // ignore move item (this slot will be empty at move)
9170 if (pItem2
==pSrcItem
)
9173 // if merge skip empty, if !merge skip non-empty
9174 if ((pItem2
!= NULL
) != merge
)
9177 uint32 need_space
= pProto
->GetMaxStackSize();
9181 // can be merged at least partly
9182 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9183 if (res
!= EQUIP_ERR_OK
)
9186 // descrease at current stacksize
9187 need_space
-= pItem2
->GetCount();
9190 if (need_space
> count
)
9193 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9194 if (!newPosition
.isContainedIn(dest
))
9196 dest
.push_back(newPosition
);
9197 count
-= need_space
;
9200 return EQUIP_ERR_OK
;
9203 return EQUIP_ERR_OK
;
9206 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9208 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9210 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
9214 *no_space_count
= count
;
9215 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9221 if(pItem
->m_lootGenerated
)
9224 *no_space_count
= count
;
9225 return EQUIP_ERR_ALREADY_LOOTED
;
9228 if (pItem
->IsBindedNotWith(this))
9231 *no_space_count
= count
;
9232 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9236 // check count of items (skip for auto move for same player from bank)
9237 uint32 no_similar_count
= 0; // can't store this amount similar items
9238 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9239 if (res
!=EQUIP_ERR_OK
)
9241 if (count
==no_similar_count
)
9244 *no_space_count
= no_similar_count
;
9247 count
-= no_similar_count
;
9251 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9253 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9254 if (res
!=EQUIP_ERR_OK
)
9257 *no_space_count
= count
+ no_similar_count
;
9263 if (no_similar_count
==0)
9264 return EQUIP_ERR_OK
;
9267 *no_space_count
= count
+ no_similar_count
;
9268 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9272 // not specific slot or have space for partly store only in specific slot
9275 if (bag
!= NULL_BAG
)
9277 // search stack in bag for merge to
9278 if (pProto
->Stackable
!= 1)
9280 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9282 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9283 if (res
!=EQUIP_ERR_OK
)
9286 *no_space_count
= count
+ no_similar_count
;
9292 if (no_similar_count
==0)
9293 return EQUIP_ERR_OK
;
9296 *no_space_count
= count
+ no_similar_count
;
9297 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9300 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9301 if (res
!=EQUIP_ERR_OK
)
9304 *no_space_count
= count
+ no_similar_count
;
9310 if (no_similar_count
==0)
9311 return EQUIP_ERR_OK
;
9314 *no_space_count
= count
+ no_similar_count
;
9315 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9318 else // equipped bag
9320 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9321 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9322 if (res
!=EQUIP_ERR_OK
)
9323 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9325 if (res
!=EQUIP_ERR_OK
)
9328 *no_space_count
= count
+ no_similar_count
;
9334 if (no_similar_count
==0)
9335 return EQUIP_ERR_OK
;
9338 *no_space_count
= count
+ no_similar_count
;
9339 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9344 // search free slot in bag for place to
9345 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9347 // search free slot - keyring case
9348 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9350 uint32 keyringSize
= GetMaxKeyringSize();
9351 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9352 if (res
!=EQUIP_ERR_OK
)
9355 *no_space_count
= count
+ no_similar_count
;
9361 if (no_similar_count
==0)
9362 return EQUIP_ERR_OK
;
9365 *no_space_count
= count
+ no_similar_count
;
9366 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9369 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9370 if (res
!=EQUIP_ERR_OK
)
9373 *no_space_count
= count
+ no_similar_count
;
9379 if (no_similar_count
==0)
9380 return EQUIP_ERR_OK
;
9383 *no_space_count
= count
+ no_similar_count
;
9384 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9387 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9389 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9390 if (res
!=EQUIP_ERR_OK
)
9393 *no_space_count
= count
+ no_similar_count
;
9399 if (no_similar_count
==0)
9400 return EQUIP_ERR_OK
;
9403 *no_space_count
= count
+ no_similar_count
;
9404 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9408 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9409 if (res
!=EQUIP_ERR_OK
)
9412 *no_space_count
= count
+ no_similar_count
;
9418 if (no_similar_count
==0)
9419 return EQUIP_ERR_OK
;
9422 *no_space_count
= count
+ no_similar_count
;
9423 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9426 else // equipped bag
9428 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9429 if (res
!=EQUIP_ERR_OK
)
9430 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9432 if (res
!=EQUIP_ERR_OK
)
9435 *no_space_count
= count
+ no_similar_count
;
9441 if (no_similar_count
==0)
9442 return EQUIP_ERR_OK
;
9445 *no_space_count
= count
+ no_similar_count
;
9446 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9451 // not specific bag or have space for partly store only in specific bag
9453 // search stack for merge to
9454 if (pProto
->Stackable
!= 1)
9456 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9457 if (res
!=EQUIP_ERR_OK
)
9460 *no_space_count
= count
+ no_similar_count
;
9466 if (no_similar_count
==0)
9467 return EQUIP_ERR_OK
;
9470 *no_space_count
= count
+ no_similar_count
;
9471 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9474 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9475 if (res
!=EQUIP_ERR_OK
)
9478 *no_space_count
= count
+ no_similar_count
;
9484 if (no_similar_count
==0)
9485 return EQUIP_ERR_OK
;
9488 *no_space_count
= count
+ no_similar_count
;
9489 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9492 if (pProto
->BagFamily
)
9494 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9496 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9497 if (res
!=EQUIP_ERR_OK
)
9502 if (no_similar_count
==0)
9503 return EQUIP_ERR_OK
;
9506 *no_space_count
= count
+ no_similar_count
;
9507 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9512 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9514 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9515 if (res
!=EQUIP_ERR_OK
)
9520 if (no_similar_count
==0)
9521 return EQUIP_ERR_OK
;
9524 *no_space_count
= count
+ no_similar_count
;
9525 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9530 // search free slot - special bag case
9531 if (pProto
->BagFamily
)
9533 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9535 uint32 keyringSize
= GetMaxKeyringSize();
9536 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9537 if (res
!=EQUIP_ERR_OK
)
9540 *no_space_count
= count
+ no_similar_count
;
9546 if (no_similar_count
==0)
9547 return EQUIP_ERR_OK
;
9550 *no_space_count
= count
+ no_similar_count
;
9551 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9554 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9556 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9557 if (res
!=EQUIP_ERR_OK
)
9560 *no_space_count
= count
+ no_similar_count
;
9566 if (no_similar_count
==0)
9567 return EQUIP_ERR_OK
;
9570 *no_space_count
= count
+ no_similar_count
;
9571 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9575 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9577 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9578 if (res
!=EQUIP_ERR_OK
)
9583 if (no_similar_count
==0)
9584 return EQUIP_ERR_OK
;
9587 *no_space_count
= count
+ no_similar_count
;
9588 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9594 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9595 if (res
!=EQUIP_ERR_OK
)
9598 *no_space_count
= count
+ no_similar_count
;
9604 if (no_similar_count
==0)
9605 return EQUIP_ERR_OK
;
9608 *no_space_count
= count
+ no_similar_count
;
9609 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9612 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9614 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9615 if (res
!=EQUIP_ERR_OK
)
9620 if (no_similar_count
==0)
9621 return EQUIP_ERR_OK
;
9624 *no_space_count
= count
+ no_similar_count
;
9625 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9630 *no_space_count
= count
+ no_similar_count
;
9632 return EQUIP_ERR_INVENTORY_FULL
;
9635 //////////////////////////////////////////////////////////////////////////
9636 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9641 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9642 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9643 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9644 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9646 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9647 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9648 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9649 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9651 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9653 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9655 if (pItem2
&& !pItem2
->IsInTrade())
9657 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9661 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9663 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9665 if (pItem2
&& !pItem2
->IsInTrade())
9667 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9671 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9673 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9675 if (pItem2
&& !pItem2
->IsInTrade())
9677 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9681 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9683 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9685 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9687 pItem2
= GetItemByPos( i
, j
);
9688 if (pItem2
&& !pItem2
->IsInTrade())
9690 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9696 // check free space for all items
9697 for (int k
= 0; k
< count
; ++k
)
9699 Item
*pItem
= pItems
[k
];
9702 if (!pItem
) continue;
9704 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9705 ItemPrototype
const *pProto
= pItem
->GetProto();
9709 return EQUIP_ERR_ITEM_NOT_FOUND
;
9712 if(pItem
->m_lootGenerated
)
9713 return EQUIP_ERR_ALREADY_LOOTED
;
9716 if(pItem
->IsBindedNotWith(this))
9717 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9720 ItemPrototype
const *pBagProto
;
9722 // item is 'one item only'
9723 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9724 if(res
!= EQUIP_ERR_OK
)
9727 // search stack for merge to
9728 if( pProto
->Stackable
!= 1 )
9730 bool b_found
= false;
9732 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9734 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9735 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9737 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9742 if (b_found
) continue;
9744 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9746 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9747 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9749 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9754 if (b_found
) continue;
9756 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9758 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9759 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9761 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9766 if (b_found
) continue;
9768 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9770 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9773 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9775 pItem2
= GetItemByPos( t
, j
);
9776 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9778 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9785 if (b_found
) continue;
9789 if( pProto
->BagFamily
)
9791 bool b_found
= false;
9792 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9794 uint32 keyringSize
= GetMaxKeyringSize();
9795 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9797 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9799 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9806 if (b_found
) continue;
9808 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9810 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9812 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9814 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9821 if (b_found
) continue;
9823 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9825 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9828 pBagProto
= pBag
->GetProto();
9830 // not plain container check
9831 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9832 ItemCanGoIntoBag(pProto
,pBagProto
) )
9834 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9836 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9838 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9846 if (b_found
) continue;
9850 bool b_found
= false;
9851 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9853 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9855 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9860 if (b_found
) continue;
9862 // search free slot in bags
9863 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9865 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9868 pBagProto
= pBag
->GetProto();
9870 // special bag already checked
9871 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9874 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9876 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9878 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9886 // no free slot found?
9888 return EQUIP_ERR_INVENTORY_FULL
;
9891 return EQUIP_ERR_OK
;
9894 //////////////////////////////////////////////////////////////////////////
9895 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9898 Item
*pItem
= Item::CreateItem( item
, 1, this );
9901 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9906 return EQUIP_ERR_ITEM_NOT_FOUND
;
9909 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9914 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9915 ItemPrototype
const *pProto
= pItem
->GetProto();
9919 if(pItem
->m_lootGenerated
)
9920 return EQUIP_ERR_ALREADY_LOOTED
;
9922 if(pItem
->IsBindedNotWith(this))
9923 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9925 // check count of items (skip for auto move for same player from bank)
9926 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9927 if(res
!= EQUIP_ERR_OK
)
9930 // check this only in game
9933 // May be here should be more stronger checks; STUNNED checked
9934 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9935 if (hasUnitState(UNIT_STAT_STUNNED
))
9936 return EQUIP_ERR_YOU_ARE_STUNNED
;
9938 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9940 // - in-progress arenas
9941 if( !pProto
->CanChangeEquipStateInCombat() )
9944 return EQUIP_ERR_NOT_IN_COMBAT
;
9946 if(BattleGround
* bg
= GetBattleGround())
9947 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9948 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9951 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9952 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9954 if(IsNonMeleeSpellCasted(false))
9955 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9958 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9959 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
9960 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9961 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9963 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9964 if (eslot
== NULL_SLOT
)
9965 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9967 uint8 msg
= CanUseItem(pItem
, not_loading
);
9968 if (msg
!= EQUIP_ERR_OK
)
9970 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9971 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9973 // if swap ignore item (equipped also)
9974 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9977 // check unique-equipped special item classes
9978 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9980 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9982 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9986 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9988 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9989 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9990 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9991 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9998 uint32 type
= pProto
->InventoryType
;
10000 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
10002 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
10004 if (!CanDualWield())
10005 return EQUIP_ERR_CANT_DUAL_WIELD
;
10007 else if (type
== INVTYPE_2HWEAPON
)
10009 if (!CanDualWield() || !CanTitanGrip())
10010 return EQUIP_ERR_CANT_DUAL_WIELD
;
10013 if (IsTwoHandUsed())
10014 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
10017 // equip two-hand weapon case (with possible unequip 2 items)
10018 if (type
== INVTYPE_2HWEAPON
)
10020 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
10022 if (!CanTitanGrip())
10023 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
10025 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
10026 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
10028 if (!CanTitanGrip())
10030 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10031 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
10032 ItemPosCountVec off_dest
;
10033 if (offItem
&& (!not_loading
||
10034 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
10035 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
10036 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
10039 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
10040 return EQUIP_ERR_OK
;
10044 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
10047 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
10049 // Applied only to equipped items and bank bags
10050 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
10051 return EQUIP_ERR_OK
;
10053 Item
* pItem
= GetItemByPos(pos
);
10055 // Applied only to existed equipped item
10057 return EQUIP_ERR_OK
;
10059 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
10061 ItemPrototype
const *pProto
= pItem
->GetProto();
10063 return EQUIP_ERR_ITEM_NOT_FOUND
;
10066 if(pItem
->m_lootGenerated
)
10067 return EQUIP_ERR_ALREADY_LOOTED
;
10069 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10071 // - in-progress arenas
10072 if( !pProto
->CanChangeEquipStateInCombat() )
10075 return EQUIP_ERR_NOT_IN_COMBAT
;
10077 if(BattleGround
* bg
= GetBattleGround())
10078 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
10079 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
10082 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
10083 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
10085 return EQUIP_ERR_OK
;
10088 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
10091 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10093 uint32 count
= pItem
->GetCount();
10095 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10096 ItemPrototype
const *pProto
= pItem
->GetProto();
10098 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10101 if(pItem
->m_lootGenerated
)
10102 return EQUIP_ERR_ALREADY_LOOTED
;
10104 if (pItem
->IsBindedNotWith(this))
10105 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10107 // check count of items (skip for auto move for same player from bank)
10108 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10109 if (res
!= EQUIP_ERR_OK
)
10112 // in specific slot
10113 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10115 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10117 if (!pItem
->IsBag())
10118 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10120 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
10121 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10123 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10127 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10128 if (res
!=EQUIP_ERR_OK
)
10132 return EQUIP_ERR_OK
;
10135 // not specific slot or have space for partly store only in specific slot
10138 if( bag
!= NULL_BAG
)
10140 if( pProto
->InventoryType
== INVTYPE_BAG
)
10142 Bag
*pBag
= (Bag
*)pItem
;
10143 if( pBag
&& !pBag
->IsEmpty() )
10144 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10147 // search stack in bag for merge to
10148 if( pProto
->Stackable
!= 1 )
10150 if( bag
== INVENTORY_SLOT_BAG_0
)
10152 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10153 if(res
!=EQUIP_ERR_OK
)
10157 return EQUIP_ERR_OK
;
10161 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10162 if(res
!=EQUIP_ERR_OK
)
10163 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10165 if(res
!=EQUIP_ERR_OK
)
10169 return EQUIP_ERR_OK
;
10173 // search free slot in bag
10174 if( bag
== INVENTORY_SLOT_BAG_0
)
10176 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10177 if(res
!=EQUIP_ERR_OK
)
10181 return EQUIP_ERR_OK
;
10185 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
10186 if(res
!= EQUIP_ERR_OK
)
10187 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10189 if(res
!= EQUIP_ERR_OK
)
10193 return EQUIP_ERR_OK
;
10197 // not specific bag or have space for partly store only in specific bag
10199 // search stack for merge to
10200 if( pProto
->Stackable
!= 1 )
10203 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10204 if(res
!= EQUIP_ERR_OK
)
10208 return EQUIP_ERR_OK
;
10211 if( pProto
->BagFamily
)
10213 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10215 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10216 if(res
!=EQUIP_ERR_OK
)
10220 return EQUIP_ERR_OK
;
10224 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10226 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10227 if(res
!=EQUIP_ERR_OK
)
10231 return EQUIP_ERR_OK
;
10235 // search free place in special bag
10236 if( pProto
->BagFamily
)
10238 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10240 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10241 if(res
!=EQUIP_ERR_OK
)
10245 return EQUIP_ERR_OK
;
10249 // search free space
10250 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10251 if(res
!=EQUIP_ERR_OK
)
10255 return EQUIP_ERR_OK
;
10257 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10259 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10260 if(res
!=EQUIP_ERR_OK
)
10264 return EQUIP_ERR_OK
;
10266 return EQUIP_ERR_BANK_FULL
;
10269 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10273 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10275 if (!isAlive() && not_loading
)
10276 return EQUIP_ERR_YOU_ARE_DEAD
;
10279 // return EQUIP_ERR_YOU_ARE_STUNNED;
10281 ItemPrototype
const *pProto
= pItem
->GetProto();
10284 if (pItem
->IsBindedNotWith(this))
10285 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10287 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10288 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10290 if (uint32 item_use_skill
= pItem
->GetSkill())
10292 if (GetSkillValue(item_use_skill
) == 0)
10294 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10295 if (pProto
->Class
!= ITEM_CLASS_ARMOR
)
10296 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10298 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : NULL
;
10300 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10302 bool allowScaleSkill
= false;
10303 for (uint32 i
= 0; i
< sSkillLineAbilityStore
.GetNumRows(); ++i
)
10305 SkillLineAbilityEntry
const *skillInfo
= sSkillLineAbilityStore
.LookupEntry(i
);
10309 if (skillInfo
->skillId
!= item_use_skill
)
10313 if (skillInfo
->classmask
&& (skillInfo
->classmask
& getClassMask()) == 0)
10316 if (skillInfo
->racemask
&& (skillInfo
->racemask
& getRaceMask()) == 0)
10319 allowScaleSkill
= true;
10323 if (!allowScaleSkill
)
10324 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10328 if (pProto
->RequiredSkill
!= 0)
10330 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10331 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10333 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10334 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10337 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10338 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10340 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10341 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10343 if (getLevel() < pProto
->RequiredLevel
)
10344 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10346 return EQUIP_ERR_OK
;
10349 return EQUIP_ERR_ITEM_NOT_FOUND
;
10352 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10354 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10358 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10360 if( pProto
->RequiredSkill
!= 0 )
10362 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10364 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10367 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10369 if( getLevel() < pProto
->RequiredLevel
)
10376 uint8
Player::CanUseAmmo( uint32 item
) const
10378 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10380 return EQUIP_ERR_YOU_ARE_DEAD
;
10381 //if( isStunned() )
10382 // return EQUIP_ERR_YOU_ARE_STUNNED;
10383 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
10386 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10387 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10388 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10389 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10390 if( pProto
->RequiredSkill
!= 0 )
10392 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10393 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10394 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10395 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10397 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10398 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10399 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10400 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10402 if( getLevel() < pProto
->RequiredLevel
)
10403 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10405 // Requires No Ammo
10406 if(GetDummyAura(46699))
10407 return EQUIP_ERR_BAG_FULL6
;
10409 return EQUIP_ERR_OK
;
10411 return EQUIP_ERR_ITEM_NOT_FOUND
;
10414 void Player::SetAmmo( uint32 item
)
10420 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10426 uint8 msg
= CanUseAmmo( item
);
10427 if( msg
!= EQUIP_ERR_OK
)
10429 SendEquipError( msg
, NULL
, NULL
);
10434 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10436 _ApplyAmmoBonuses();
10439 void Player::RemoveAmmo()
10441 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10445 if(CanModifyStats())
10446 UpdateDamagePhysical(RANGED_ATTACK
);
10449 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10450 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10453 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10454 count
+= itr
->count
;
10456 Item
*pItem
= Item::CreateItem( item
, count
, this );
10459 ItemAddedQuestCheck( item
, count
);
10460 if(randomPropertyId
)
10461 pItem
->SetItemRandomProperties(randomPropertyId
);
10462 pItem
= StoreItem( dest
, pItem
, update
);
10467 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10472 Item
* lastItem
= pItem
;
10473 uint32 entry
= pItem
->GetEntry();
10474 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10476 uint16 pos
= itr
->pos
;
10477 uint32 count
= itr
->count
;
10481 if(itr
== dest
.end())
10483 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10487 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10489 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10493 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10494 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10499 uint8 bag
= pos
>> 8;
10500 uint8 slot
= pos
& 255;
10502 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10504 Item
*pItem2
= GetItemByPos( bag
, slot
);
10509 pItem
= pItem
->CloneItem(count
, this);
10511 pItem
->SetCount(count
);
10516 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10517 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10518 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10519 pItem
->SetBinding( true );
10521 if (bag
== INVENTORY_SLOT_BAG_0
)
10523 m_items
[slot
] = pItem
;
10524 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10525 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10526 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10528 pItem
->SetSlot( slot
);
10529 pItem
->SetContainer( NULL
);
10531 // need update known currency
10532 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10533 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10535 if (IsInWorld() && update
)
10537 pItem
->AddToWorld();
10538 pItem
->SendCreateUpdateToPlayer( this );
10541 pItem
->SetState(ITEM_CHANGED
, this);
10543 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10545 pBag
->StoreItem( slot
, pItem
, update
);
10546 if( IsInWorld() && update
)
10548 pItem
->AddToWorld();
10549 pItem
->SendCreateUpdateToPlayer( this );
10551 pItem
->SetState(ITEM_CHANGED
, this);
10552 pBag
->SetState(ITEM_CHANGED
, this);
10555 AddEnchantmentDurations(pItem
);
10556 AddItemDurations(pItem
);
10562 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10563 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10564 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10565 pItem2
->SetBinding( true );
10567 pItem2
->SetCount( pItem2
->GetCount() + count
);
10568 if (IsInWorld() && update
)
10569 pItem2
->SendCreateUpdateToPlayer( this );
10573 // delete item (it not in any slot currently)
10574 if (IsInWorld() && update
)
10576 pItem
->RemoveFromWorld();
10577 pItem
->DestroyForPlayer( this );
10580 RemoveEnchantmentDurations(pItem
);
10581 RemoveItemDurations(pItem
);
10583 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10584 pItem
->SetState(ITEM_REMOVED
, this);
10587 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10588 AddEnchantmentDurations(pItem2
);
10590 pItem2
->SetState(ITEM_CHANGED
, this);
10596 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10598 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10600 ItemAddedQuestCheck( item
, 1 );
10601 return EquipItem( pos
, pItem
, update
);
10607 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10609 AddEnchantmentDurations(pItem
);
10610 AddItemDurations(pItem
);
10612 uint8 bag
= pos
>> 8;
10613 uint8 slot
= pos
& 255;
10615 Item
*pItem2
= GetItemByPos( bag
, slot
);
10619 VisualizeItem( slot
, pItem
);
10623 ItemPrototype
const *pProto
= pItem
->GetProto();
10625 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10626 if(pProto
&& pProto
->ItemSet
)
10627 AddItemsSetItem(this, pItem
);
10629 _ApplyItemMods(pItem
, slot
, true);
10631 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10633 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10635 if (getClass() == CLASS_ROGUE
)
10636 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10638 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10641 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10644 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10646 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10647 data
<< uint64(GetGUID());
10649 data
<< uint32(cooldownSpell
);
10651 GetSession()->SendPacket(&data
);
10656 if( IsInWorld() && update
)
10658 pItem
->AddToWorld();
10659 pItem
->SendCreateUpdateToPlayer( this );
10662 ApplyEquipCooldown(pItem
);
10664 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10666 UpdateExpertise(BASE_ATTACK
);
10667 UpdateArmorPenetration();
10669 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10671 UpdateExpertise(OFF_ATTACK
);
10672 UpdateArmorPenetration();
10677 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10678 if( IsInWorld() && update
)
10679 pItem2
->SendCreateUpdateToPlayer( this );
10681 // delete item (it not in any slot currently)
10682 //pItem->DeleteFromDB();
10683 if( IsInWorld() && update
)
10685 pItem
->RemoveFromWorld();
10686 pItem
->DestroyForPlayer( this );
10689 RemoveEnchantmentDurations(pItem
);
10690 RemoveItemDurations(pItem
);
10692 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10693 pItem
->SetState(ITEM_REMOVED
, this);
10694 pItem2
->SetState(ITEM_CHANGED
, this);
10696 ApplyEquipCooldown(pItem2
);
10701 // only for full equip instead adding to stack
10702 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10707 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10711 AddEnchantmentDurations(pItem
);
10712 AddItemDurations(pItem
);
10714 uint8 slot
= pos
& 255;
10715 VisualizeItem( slot
, pItem
);
10719 pItem
->AddToWorld();
10720 pItem
->SendCreateUpdateToPlayer( this );
10723 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10727 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10731 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10732 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10733 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10737 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10738 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10742 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10747 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10748 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10749 pItem
->SetBinding( true );
10751 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10753 m_items
[slot
] = pItem
;
10754 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10755 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10756 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10757 pItem
->SetSlot( slot
);
10758 pItem
->SetContainer( NULL
);
10760 if( slot
< EQUIPMENT_SLOT_END
)
10761 SetVisibleItemSlot(slot
, pItem
);
10763 pItem
->SetState(ITEM_CHANGED
, this);
10766 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10768 // note: removeitem does not actually change the item
10769 // it only takes the item out of storage temporarily
10770 // note2: if removeitem is to be used for delinking
10771 // the item must be removed from the player's updatequeue
10773 Item
*pItem
= GetItemByPos( bag
, slot
);
10776 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10778 RemoveEnchantmentDurations(pItem
);
10779 RemoveItemDurations(pItem
);
10781 if( bag
== INVENTORY_SLOT_BAG_0
)
10783 if ( slot
< INVENTORY_SLOT_BAG_END
)
10785 ItemPrototype
const *pProto
= pItem
->GetProto();
10786 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10788 if(pProto
&& pProto
->ItemSet
)
10789 RemoveItemsSetItem(this, pProto
);
10791 _ApplyItemMods(pItem
, slot
, false);
10793 // remove item dependent auras and casts (only weapon and armor slots)
10794 if(slot
< EQUIPMENT_SLOT_END
)
10796 RemoveItemDependentAurasAndCasts(pItem
);
10798 // remove held enchantments, update expertise
10799 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10801 if (pItem
->GetItemSuffixFactor())
10803 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10804 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10808 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10809 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10812 UpdateExpertise(BASE_ATTACK
);
10813 UpdateArmorPenetration();
10815 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10817 UpdateExpertise(OFF_ATTACK
);
10818 UpdateArmorPenetration();
10822 // need update known currency
10823 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10824 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10826 m_items
[slot
] = NULL
;
10827 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10829 if ( slot
< EQUIPMENT_SLOT_END
)
10830 SetVisibleItemSlot(slot
, NULL
);
10834 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10836 pBag
->RemoveItem(slot
, update
);
10838 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10839 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10840 pItem
->SetSlot( NULL_SLOT
);
10841 if( IsInWorld() && update
)
10842 pItem
->SendCreateUpdateToPlayer( this );
10846 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10847 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10849 if(Item
* it
= GetItemByPos(bag
,slot
))
10851 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10852 RemoveItem(bag
, slot
, update
);
10853 it
->RemoveFromUpdateQueueOf(this);
10854 if(it
->IsInWorld())
10856 it
->RemoveFromWorld();
10857 it
->DestroyForPlayer( this );
10862 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10863 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10865 // update quest counters
10866 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10869 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10871 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10872 if(pLastItem
== pItem
)
10874 // update owner for last item (this can be original item with wrong owner
10875 if(pLastItem
->GetOwnerGUID() != GetGUID())
10876 pLastItem
->SetOwnerGUID(GetGUID());
10878 // if this original item then it need create record in inventory
10879 // in case trade we already have item in other player inventory
10880 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10884 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10886 Item
*pItem
= GetItemByPos( bag
, slot
);
10889 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10891 // start from destroy contained items (only equipped bag can have its)
10892 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10894 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10895 DestroyItem(slot
, i
, update
);
10898 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10899 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10901 RemoveEnchantmentDurations(pItem
);
10902 RemoveItemDurations(pItem
);
10904 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10906 if( bag
== INVENTORY_SLOT_BAG_0
)
10908 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10910 // equipment and equipped bags can have applied bonuses
10911 if ( slot
< INVENTORY_SLOT_BAG_END
)
10913 ItemPrototype
const *pProto
= pItem
->GetProto();
10915 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10916 if(pProto
&& pProto
->ItemSet
)
10917 RemoveItemsSetItem(this, pProto
);
10919 _ApplyItemMods(pItem
, slot
, false);
10922 if ( slot
< EQUIPMENT_SLOT_END
)
10924 // remove item dependent auras and casts (only weapon and armor slots)
10925 RemoveItemDependentAurasAndCasts(pItem
);
10927 // update expertise
10928 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10930 UpdateExpertise(BASE_ATTACK
);
10931 UpdateArmorPenetration();
10933 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10935 UpdateExpertise(OFF_ATTACK
);
10936 UpdateArmorPenetration();
10939 // equipment visual show
10940 SetVisibleItemSlot(slot
, NULL
);
10942 // need update known currency
10943 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10944 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10946 m_items
[slot
] = NULL
;
10948 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10949 pBag
->RemoveItem(slot
, update
);
10951 if( IsInWorld() && update
)
10953 pItem
->RemoveFromWorld();
10954 pItem
->DestroyForPlayer(this);
10957 //pItem->SetOwnerGUID(0);
10958 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10959 pItem
->SetSlot( NULL_SLOT
);
10960 pItem
->SetState(ITEM_REMOVED
, this);
10964 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10966 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10967 uint32 remcount
= 0;
10970 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10972 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10974 if (pItem
->GetEntry() == item
)
10976 if (pItem
->GetCount() + remcount
<= count
)
10978 // all items in inventory can unequipped
10979 remcount
+= pItem
->GetCount();
10980 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10982 if (remcount
>= count
)
10987 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10988 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10989 if (IsInWorld() & update
)
10990 pItem
->SendCreateUpdateToPlayer( this );
10991 pItem
->SetState(ITEM_CHANGED
, this);
10998 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
11000 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11002 if (pItem
->GetEntry() == item
)
11004 if (pItem
->GetCount() + remcount
<= count
)
11006 // all keys can be unequipped
11007 remcount
+= pItem
->GetCount();
11008 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11010 if (remcount
>= count
)
11015 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11016 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11017 if (IsInWorld() & update
)
11018 pItem
->SendCreateUpdateToPlayer( this );
11019 pItem
->SetState(ITEM_CHANGED
, this);
11026 // in inventory bags
11027 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11029 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11031 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11033 if(Item
* pItem
= pBag
->GetItemByPos(j
))
11035 if (pItem
->GetEntry() == item
)
11037 // all items in bags can be unequipped
11038 if (pItem
->GetCount() + remcount
<= count
)
11040 remcount
+= pItem
->GetCount();
11041 DestroyItem( i
, j
, update
);
11043 if (remcount
>= count
)
11048 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11049 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11050 if (IsInWorld() && update
)
11051 pItem
->SendCreateUpdateToPlayer( this );
11052 pItem
->SetState(ITEM_CHANGED
, this);
11061 // in equipment and bag list
11062 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11064 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11066 if (pItem
&& pItem
->GetEntry() == item
)
11068 if (pItem
->GetCount() + remcount
<= count
)
11070 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
11072 remcount
+= pItem
->GetCount();
11073 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11075 if (remcount
>= count
)
11081 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11082 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11083 if (IsInWorld() & update
)
11084 pItem
->SendCreateUpdateToPlayer( this );
11085 pItem
->SetState(ITEM_CHANGED
, this);
11093 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11095 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11098 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11099 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11100 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11101 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11103 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
11104 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11105 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11106 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11108 // in inventory bags
11109 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11110 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11111 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11112 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11113 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11114 DestroyItem(i
, j
, update
);
11116 // in equipment and bag list
11117 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11118 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11119 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11120 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11123 void Player::DestroyConjuredItems( bool update
)
11125 // used when entering arena
11126 // destroys all conjured items
11127 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11130 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11131 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11132 if (pItem
->IsConjuredConsumable())
11133 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11135 // in inventory bags
11136 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11137 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11138 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11139 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11140 if (pItem
->IsConjuredConsumable())
11141 DestroyItem( i
, j
, update
);
11143 // in equipment and bag list
11144 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11145 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11146 if (pItem
->IsConjuredConsumable())
11147 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11150 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11155 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11157 if( pItem
->GetCount() <= count
)
11159 count
-= pItem
->GetCount();
11161 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11165 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11166 pItem
->SetCount( pItem
->GetCount() - count
);
11168 if( IsInWorld() & update
)
11169 pItem
->SendCreateUpdateToPlayer( this );
11170 pItem
->SetState(ITEM_CHANGED
, this);
11174 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11176 uint8 srcbag
= src
>> 8;
11177 uint8 srcslot
= src
& 255;
11179 uint8 dstbag
= dst
>> 8;
11180 uint8 dstslot
= dst
& 255;
11182 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11185 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11189 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11191 //best error message found for attempting to split while looting
11192 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11196 // not let split all items (can be only at cheating)
11197 if(pSrcItem
->GetCount() == count
)
11199 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11203 // not let split more existed items (can be only at cheating)
11204 if(pSrcItem
->GetCount() < count
)
11206 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11210 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11211 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11214 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11218 if( IsInventoryPos( dst
) )
11220 // change item amount before check (for unique max count check)
11221 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11223 ItemPosCountVec dest
;
11224 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11225 if( msg
!= EQUIP_ERR_OK
)
11228 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11229 SendEquipError( msg
, pSrcItem
, NULL
);
11234 pSrcItem
->SendCreateUpdateToPlayer( this );
11235 pSrcItem
->SetState(ITEM_CHANGED
, this);
11236 StoreItem( dest
, pNewItem
, true);
11238 else if( IsBankPos ( dst
) )
11240 // change item amount before check (for unique max count check)
11241 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11243 ItemPosCountVec dest
;
11244 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11245 if( msg
!= EQUIP_ERR_OK
)
11248 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11249 SendEquipError( msg
, pSrcItem
, NULL
);
11254 pSrcItem
->SendCreateUpdateToPlayer( this );
11255 pSrcItem
->SetState(ITEM_CHANGED
, this);
11256 BankItem( dest
, pNewItem
, true);
11258 else if( IsEquipmentPos ( dst
) )
11260 // change item amount before check (for unique max count check), provide space for splitted items
11261 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11264 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11265 if( msg
!= EQUIP_ERR_OK
)
11268 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11269 SendEquipError( msg
, pSrcItem
, NULL
);
11274 pSrcItem
->SendCreateUpdateToPlayer( this );
11275 pSrcItem
->SetState(ITEM_CHANGED
, this);
11276 EquipItem( dest
, pNewItem
, true);
11277 AutoUnequipOffhandIfNeed();
11281 void Player::SwapItem( uint16 src
, uint16 dst
)
11283 uint8 srcbag
= src
>> 8;
11284 uint8 srcslot
= src
& 255;
11286 uint8 dstbag
= dst
>> 8;
11287 uint8 dstslot
= dst
& 255;
11289 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11290 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11295 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11299 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11305 // check unequip potability for equipped items and bank bags
11306 if (IsEquipmentPos(src
) || IsBagPos(src
))
11308 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11309 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || (pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty()));
11310 if (msg
!= EQUIP_ERR_OK
)
11312 SendEquipError( msg
, pSrcItem
, pDstItem
);
11317 // prevent put equipped/bank bag in self
11318 if (IsBagPos(src
) && srcslot
== dstbag
)
11320 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11324 // prevent put equipped/bank bag in self
11325 if (IsBagPos(dst
) && dstslot
== srcbag
)
11327 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pDstItem
, pSrcItem
);
11335 // check unequip potability for equipped items and bank bags
11336 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11338 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11339 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || (pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty()));
11340 if(msg
!= EQUIP_ERR_OK
)
11342 SendEquipError( msg
, pSrcItem
, pDstItem
);
11348 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11349 // or swap empty bag with another empty or not empty bag (with items exchange)
11354 if( IsInventoryPos( dst
) )
11356 ItemPosCountVec dest
;
11357 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11358 if( msg
!= EQUIP_ERR_OK
)
11360 SendEquipError( msg
, pSrcItem
, NULL
);
11364 RemoveItem(srcbag
, srcslot
, true);
11365 StoreItem( dest
, pSrcItem
, true);
11367 else if( IsBankPos ( dst
) )
11369 ItemPosCountVec dest
;
11370 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11371 if( msg
!= EQUIP_ERR_OK
)
11373 SendEquipError( msg
, pSrcItem
, NULL
);
11377 RemoveItem(srcbag
, srcslot
, true);
11378 BankItem( dest
, pSrcItem
, true);
11380 else if( IsEquipmentPos ( dst
) )
11383 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11384 if( msg
!= EQUIP_ERR_OK
)
11386 SendEquipError( msg
, pSrcItem
, NULL
);
11390 RemoveItem(srcbag
, srcslot
, true);
11391 EquipItem(dest
, pSrcItem
, true);
11392 AutoUnequipOffhandIfNeed();
11398 // attempt merge to / fill target item
11399 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11402 ItemPosCountVec sDest
;
11404 if( IsInventoryPos( dst
) )
11405 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11406 else if( IsBankPos ( dst
) )
11407 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11408 else if( IsEquipmentPos ( dst
) )
11409 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11413 // can be merge/fill
11414 if(msg
== EQUIP_ERR_OK
)
11416 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11418 RemoveItem(srcbag
, srcslot
, true);
11420 if( IsInventoryPos( dst
) )
11421 StoreItem( sDest
, pSrcItem
, true);
11422 else if( IsBankPos ( dst
) )
11423 BankItem( sDest
, pSrcItem
, true);
11424 else if( IsEquipmentPos ( dst
) )
11426 EquipItem( eDest
, pSrcItem
, true);
11427 AutoUnequipOffhandIfNeed();
11432 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11433 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11434 pSrcItem
->SetState(ITEM_CHANGED
, this);
11435 pDstItem
->SetState(ITEM_CHANGED
, this);
11438 pSrcItem
->SendCreateUpdateToPlayer( this );
11439 pDstItem
->SendCreateUpdateToPlayer( this );
11446 // impossible merge/fill, do real swap
11449 // check src->dest move possibility
11450 ItemPosCountVec sDest
;
11452 if( IsInventoryPos( dst
) )
11453 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11454 else if( IsBankPos( dst
) )
11455 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11456 else if( IsEquipmentPos( dst
) )
11458 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11459 if( msg
== EQUIP_ERR_OK
)
11460 msg
= CanUnequipItem( eDest
, true );
11463 if( msg
!= EQUIP_ERR_OK
)
11465 SendEquipError( msg
, pSrcItem
, pDstItem
);
11469 // check dest->src move possibility
11470 ItemPosCountVec sDest2
;
11472 if( IsInventoryPos( src
) )
11473 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11474 else if( IsBankPos( src
) )
11475 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11476 else if( IsEquipmentPos( src
) )
11478 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11479 if( msg
== EQUIP_ERR_OK
)
11480 msg
= CanUnequipItem( eDest2
, true);
11483 if( msg
!= EQUIP_ERR_OK
)
11485 SendEquipError( msg
, pDstItem
, pSrcItem
);
11489 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11490 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11492 Bag
* emptyBag
= NULL
;
11493 Bag
* fullBag
= NULL
;
11494 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11496 emptyBag
= (Bag
*)pSrcItem
;
11497 fullBag
= (Bag
*)pDstItem
;
11499 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11501 emptyBag
= (Bag
*)pDstItem
;
11502 fullBag
= (Bag
*)pSrcItem
;
11505 // bag swap (with items exchange) case
11506 if(emptyBag
&& fullBag
)
11508 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11512 for(uint32 i
=0; i
< fullBag
->GetBagSize(); ++i
)
11514 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11518 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11519 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11521 // one from items not go to empty target bag
11522 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11530 if (count
> emptyBag
->GetBagSize())
11532 // too small targeted bag
11533 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11538 count
= 0; // will pos in new bag
11539 for(uint32 i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11541 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11545 fullBag
->RemoveItem(i
, true);
11546 emptyBag
->StoreItem(count
, bagItem
, true);
11547 bagItem
->SetState(ITEM_CHANGED
, this);
11554 // now do moves, remove...
11555 RemoveItem(dstbag
, dstslot
, false);
11556 RemoveItem(srcbag
, srcslot
, false);
11559 if (IsInventoryPos(dst
))
11560 StoreItem(sDest
, pSrcItem
, true);
11561 else if (IsBankPos(dst
))
11562 BankItem(sDest
, pSrcItem
, true);
11563 else if (IsEquipmentPos(dst
))
11564 EquipItem(eDest
, pSrcItem
, true);
11567 if (IsInventoryPos(src
))
11568 StoreItem(sDest2
, pDstItem
, true);
11569 else if (IsBankPos(src
))
11570 BankItem(sDest2
, pDstItem
, true);
11571 else if (IsEquipmentPos(src
))
11572 EquipItem(eDest2
, pDstItem
, true);
11574 AutoUnequipOffhandIfNeed();
11577 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11581 uint32 slot
= m_currentBuybackSlot
;
11582 // if current back slot non-empty search oldest or free
11585 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11586 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11588 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11597 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11599 if (oldest_time
> i_time
)
11601 oldest_time
= i_time
;
11607 slot
= oldest_slot
;
11610 RemoveItemFromBuyBackSlot( slot
, true );
11611 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11613 m_items
[slot
] = pItem
;
11614 time_t base
= time(NULL
);
11615 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11616 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11618 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11619 if (ItemPrototype
const *pProto
= pItem
->GetProto())
11620 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11622 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11623 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11625 // move to next (for non filled list is move most optimized choice)
11626 if (m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11627 ++m_currentBuybackSlot
;
11631 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11633 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11634 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11635 return m_items
[slot
];
11639 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11641 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11642 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11644 Item
*pItem
= m_items
[slot
];
11647 pItem
->RemoveFromWorld();
11648 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11651 m_items
[slot
] = NULL
;
11653 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11654 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11655 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11656 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11658 // if current backslot is filled set to now free slot
11659 if (m_items
[m_currentBuybackSlot
])
11660 m_currentBuybackSlot
= slot
;
11664 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11666 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11667 WorldPacket
data(SMSG_INVENTORY_CHANGE_FAILURE
, 1+8+8+1);
11668 data
<< uint8(msg
);
11670 if (msg
!= EQUIP_ERR_OK
)
11672 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11673 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11674 data
<< uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
11678 case EQUIP_ERR_CANT_EQUIP_LEVEL_I
:
11679 case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW
:
11681 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11682 data
<< uint32(proto
? proto
->RequiredLevel
: 0);
11684 case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM
: // no idea about this one...
11690 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS
:
11691 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS
:
11692 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS
:
11694 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11695 data
<< uint32(proto
? proto
->ItemLimitCategory
: 0);
11701 GetSession()->SendPacket(&data
);
11704 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11706 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11707 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11708 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11709 data
<< uint32(item
);
11711 data
<< uint32(param
);
11712 data
<< uint8(msg
);
11713 GetSession()->SendPacket(&data
);
11716 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11718 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11719 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11720 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11721 data
<< uint64(guid
);
11723 data
<< uint32(param
);
11724 data
<< uint8(msg
);
11725 GetSession()->SendPacket(&data
);
11728 void Player::ClearTrade()
11731 acceptTrade
= false;
11732 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11733 tradeItems
[i
] = NULL_SLOT
;
11736 void Player::TradeCancel(bool sendback
)
11740 // send yellow "Trade canceled" message to both traders
11744 ws
->SendCancelTrade();
11745 ws
= pTrader
->GetSession();
11746 if (!ws
->PlayerLogout())
11747 ws
->SendCancelTrade();
11751 pTrader
->ClearTrade();
11752 // prevent loss of reference
11753 pTrader
->pTrader
= NULL
;
11758 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11760 if (m_itemDuration
.empty())
11763 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11765 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11768 ++itr
; // current element can be erased in UpdateDuration
11770 if ((realtimeonly
&& item
->GetProto()->Duration
< 0) || !realtimeonly
)
11771 item
->UpdateDuration(this,time
);
11775 void Player::UpdateEnchantTime(uint32 time
)
11777 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11781 if (!itr
->item
->GetEnchantmentId(itr
->slot
))
11783 next
= m_enchantDuration
.erase(itr
);
11785 else if (itr
->leftduration
<= time
)
11787 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11788 itr
->item
->ClearEnchantment(itr
->slot
);
11789 next
= m_enchantDuration
.erase(itr
);
11791 else if (itr
->leftduration
> time
)
11793 itr
->leftduration
-= time
;
11799 void Player::AddEnchantmentDurations(Item
*item
)
11801 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11803 if (!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11806 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11808 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11812 void Player::RemoveEnchantmentDurations(Item
*item
)
11814 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11816 if (itr
->item
== item
)
11818 // save duration in item
11819 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11820 itr
= m_enchantDuration
.erase(itr
);
11827 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11829 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11830 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11833 if (itr
->slot
== slot
)
11835 if (itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11837 // remove from stats
11838 ApplyEnchantment(itr
->item
, slot
, false, false);
11840 itr
->item
->ClearEnchantment(slot
);
11842 // remove from update list
11843 next
= m_enchantDuration
.erase(itr
);
11849 // remove enchants from inventory items
11850 // NOTE: no need to remove these from stats, since these aren't equipped
11852 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11853 if (Item
* pItem
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
11854 if (pItem
->GetEnchantmentId(slot
))
11855 pItem
->ClearEnchantment(slot
);
11857 // in inventory bags
11858 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11859 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11860 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11861 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11862 if (pItem
->GetEnchantmentId(slot
))
11863 pItem
->ClearEnchantment(slot
);
11866 // duration == 0 will remove item enchant
11867 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11872 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11875 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11877 if (itr
->item
== item
&& itr
->slot
== slot
)
11879 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11880 m_enchantDuration
.erase(itr
);
11884 if (item
&& duration
> 0 )
11886 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11887 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11891 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11893 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11894 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11897 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11902 if (!item
->IsEquipped())
11905 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11908 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11912 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11916 if (!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11919 if (!item
->IsBroken())
11921 for (int s
= 0; s
< 3; ++s
)
11923 uint32 enchant_display_type
= pEnchant
->type
[s
];
11924 uint32 enchant_amount
= pEnchant
->amount
[s
];
11925 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11927 switch(enchant_display_type
)
11929 case ITEM_ENCHANTMENT_TYPE_NONE
:
11931 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11932 // processed in Player::CastItemCombatSpell
11934 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11935 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11936 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11937 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11938 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11939 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11940 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11942 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11943 if (enchant_spell_id
)
11947 int32 basepoints
= 0;
11948 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11949 if (item
->GetItemRandomPropertyId())
11951 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11954 // Search enchant_amount
11955 for (int k
= 0; k
< 3; ++k
)
11957 if(item_rand
->enchant_id
[k
] == enchant_id
)
11959 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11965 // Cast custom spell vs all equal basepoints getted from enchant_amount
11967 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11969 CastSpell(this, enchant_spell_id
, true, item
);
11972 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11975 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11976 if (!enchant_amount
)
11978 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11981 for (int k
= 0; k
< 3; ++k
)
11983 if(item_rand
->enchant_id
[k
] == enchant_id
)
11985 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11992 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11994 case ITEM_ENCHANTMENT_TYPE_STAT
:
11996 if (!enchant_amount
)
11998 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11999 if(item_rand_suffix
)
12001 for (int k
= 0; k
< 3; ++k
)
12003 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
12005 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
12012 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
12013 switch (enchant_spell_id
)
12015 case ITEM_MOD_MANA
:
12016 sLog
.outDebug("+ %u MANA",enchant_amount
);
12017 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
12019 case ITEM_MOD_HEALTH
:
12020 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
12021 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
12023 case ITEM_MOD_AGILITY
:
12024 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
12025 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12026 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
12028 case ITEM_MOD_STRENGTH
:
12029 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
12030 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12031 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
12033 case ITEM_MOD_INTELLECT
:
12034 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
12035 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12036 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
12038 case ITEM_MOD_SPIRIT
:
12039 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
12040 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12041 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
12043 case ITEM_MOD_STAMINA
:
12044 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
12045 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12046 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
12048 case ITEM_MOD_DEFENSE_SKILL_RATING
:
12049 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
12050 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
12052 case ITEM_MOD_DODGE_RATING
:
12053 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
12054 sLog
.outDebug("+ %u DODGE", enchant_amount
);
12056 case ITEM_MOD_PARRY_RATING
:
12057 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
12058 sLog
.outDebug("+ %u PARRY", enchant_amount
);
12060 case ITEM_MOD_BLOCK_RATING
:
12061 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
12062 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
12064 case ITEM_MOD_HIT_MELEE_RATING
:
12065 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12066 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
12068 case ITEM_MOD_HIT_RANGED_RATING
:
12069 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12070 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
12072 case ITEM_MOD_HIT_SPELL_RATING
:
12073 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12074 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
12076 case ITEM_MOD_CRIT_MELEE_RATING
:
12077 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12078 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
12080 case ITEM_MOD_CRIT_RANGED_RATING
:
12081 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12082 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
12084 case ITEM_MOD_CRIT_SPELL_RATING
:
12085 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12086 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
12088 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12090 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12091 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12093 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12094 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12096 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12097 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12099 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12100 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12102 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12103 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12105 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12106 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12108 // case ITEM_MOD_HASTE_MELEE_RATING:
12109 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12111 // case ITEM_MOD_HASTE_RANGED_RATING:
12112 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12114 case ITEM_MOD_HASTE_SPELL_RATING
:
12115 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12117 case ITEM_MOD_HIT_RATING
:
12118 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12119 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12120 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12121 sLog
.outDebug("+ %u HIT", enchant_amount
);
12123 case ITEM_MOD_CRIT_RATING
:
12124 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12125 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12126 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12127 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12129 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12130 // case ITEM_MOD_HIT_TAKEN_RATING:
12131 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12132 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12133 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12135 // case ITEM_MOD_CRIT_TAKEN_RATING:
12136 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12137 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12138 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12140 case ITEM_MOD_RESILIENCE_RATING
:
12141 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12142 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12143 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12144 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12146 case ITEM_MOD_HASTE_RATING
:
12147 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12148 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12149 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12150 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12152 case ITEM_MOD_EXPERTISE_RATING
:
12153 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12154 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12156 case ITEM_MOD_ATTACK_POWER
:
12157 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12158 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12159 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12161 case ITEM_MOD_RANGED_ATTACK_POWER
:
12162 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12163 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12165 case ITEM_MOD_MANA_REGENERATION
:
12166 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12167 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12169 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12170 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12171 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12173 case ITEM_MOD_SPELL_POWER
:
12174 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
12175 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12177 case ITEM_MOD_FERAL_ATTACK_POWER
:
12178 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
12179 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
12185 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12187 if(getClass() == CLASS_SHAMAN
)
12189 float addValue
= 0.0f
;
12190 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12192 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12193 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12195 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12197 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12198 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12203 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12204 // processed in Player::CastItemUseSpell
12206 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12210 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12212 } /*switch(enchant_display_type)*/
12216 // visualize enchantment at player and equipped items
12217 if(slot
== PERM_ENCHANTMENT_SLOT
)
12218 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
12220 if(slot
== TEMP_ENCHANTMENT_SLOT
)
12221 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
12229 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12231 AddEnchantmentDuration(item
, slot
, duration
);
12235 // duration == 0 will remove EnchantDuration
12236 AddEnchantmentDuration(item
, slot
, 0);
12241 void Player::SendEnchantmentDurations()
12243 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12245 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12249 void Player::SendItemDurations()
12251 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12253 (*itr
)->SendTimeUpdate(this);
12257 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12259 if(!item
) // prevent crash
12262 // last check 2.0.10
12263 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12264 data
<< uint64(GetGUID()); // player GUID
12265 data
<< uint32(received
); // 0=looted, 1=from npc
12266 data
<< uint32(created
); // 0=received, 1=created
12267 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12268 data
<< uint8(item
->GetBagSlot()); // bagslot
12269 // item slot, but when added to stack: 0xFFFFFFFF
12270 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12271 data
<< uint32(item
->GetEntry()); // item id
12272 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12273 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12274 data
<< uint32(count
); // count of items
12275 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12277 if (broadcast
&& GetGroup())
12278 GetGroup()->BroadcastPacket(&data
, true);
12280 GetSession()->SendPacket(&data
);
12283 /*********************************************************/
12284 /*** GOSSIP SYSTEM ***/
12285 /*********************************************************/
12287 void Player::PrepareGossipMenu(WorldObject
*pSource
, uint32 menuId
)
12289 PlayerMenu
* pMenu
= PlayerTalkClass
;
12290 pMenu
->ClearMenus();
12292 pMenu
->GetGossipMenu().SetMenuId(menuId
);
12294 GossipMenuItemsMapBounds pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(menuId
);
12296 // if default menuId and no menu options exist for this, use options from default options
12297 if (pMenuItemBounds
.first
== pMenuItemBounds
.second
&& menuId
== GetDefaultGossipMenuForSource(pSource
))
12298 pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(0);
12300 for(GossipMenuItemsMap::const_iterator itr
= pMenuItemBounds
.first
; itr
!= pMenuItemBounds
.second
; ++itr
)
12302 bool bCanTalk
= true;
12304 if (itr
->second
.cond_1
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
))
12307 if (itr
->second
.cond_2
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12310 if (itr
->second
.cond_3
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_3
))
12313 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12315 Creature
*pCreature
= (Creature
*)pSource
;
12317 uint32 npcflags
= pCreature
->GetUInt32Value(UNIT_NPC_FLAGS
);
12319 if (!(itr
->second
.npc_option_npcflag
& npcflags
))
12322 switch(itr
->second
.option_id
)
12324 case GOSSIP_OPTION_QUESTGIVER
:
12325 PrepareQuestMenu(pSource
->GetGUID());
12328 case GOSSIP_OPTION_ARMORER
:
12329 bCanTalk
= false; // added in special mode
12331 case GOSSIP_OPTION_SPIRITHEALER
:
12335 case GOSSIP_OPTION_VENDOR
:
12337 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
12338 if (!vItems
|| vItems
->Empty())
12340 sLog
.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature
->GetGUIDLow(), pCreature
->GetEntry());
12345 case GOSSIP_OPTION_TRAINER
:
12346 if (!pCreature
->isCanTrainingOf(this, false))
12349 case GOSSIP_OPTION_UNLEARNTALENTS
:
12350 if (!pCreature
->isCanTrainingAndResetTalentsOf(this))
12353 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12354 if (!GetPet() || GetPet()->getPetType() != HUNTER_PET
|| GetPet()->m_spells
.size() <= 1 || pCreature
->GetCreatureInfo()->trainer_type
!= TRAINER_TYPE_PETS
|| pCreature
->GetCreatureInfo()->trainer_class
!= CLASS_HUNTER
)
12357 case GOSSIP_OPTION_TAXIVENDOR
:
12358 if (GetSession()->SendLearnNewTaxiNode(pCreature
))
12361 case GOSSIP_OPTION_BATTLEFIELD
:
12362 if (!pCreature
->isCanInteractWithBattleMaster(this, false))
12365 case GOSSIP_OPTION_STABLEPET
:
12366 if (getClass() != CLASS_HUNTER
)
12369 case GOSSIP_OPTION_GOSSIP
:
12370 case GOSSIP_OPTION_SPIRITGUIDE
:
12371 case GOSSIP_OPTION_INNKEEPER
:
12372 case GOSSIP_OPTION_BANKER
:
12373 case GOSSIP_OPTION_PETITIONER
:
12374 case GOSSIP_OPTION_TABARDDESIGNER
:
12375 case GOSSIP_OPTION_AUCTIONEER
:
12376 break; // no checks
12378 sLog
.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature
->GetEntry(), itr
->second
.option_id
, itr
->second
.menu_id
);
12383 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12385 GameObject
*pGo
= (GameObject
*)pSource
;
12387 switch(itr
->second
.option_id
)
12389 case GOSSIP_OPTION_QUESTGIVER
:
12390 if (pGo
->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER
)
12391 PrepareQuestMenu(pSource
->GetGUID());
12394 case GOSSIP_OPTION_GOSSIP
:
12395 if (pGo
->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER
&& pGo
->GetGoType() != GAMEOBJECT_TYPE_GOOBER
)
12406 std::string strOptionText
= itr
->second
.option_text
;
12407 std::string strBoxText
= itr
->second
.box_text
;
12409 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12413 uint32 idxEntry
= MAKE_PAIR32(menuId
, itr
->second
.id
);
12415 if (GossipMenuItemsLocale
const *no
= sObjectMgr
.GetGossipMenuItemsLocale(idxEntry
))
12417 if (no
->OptionText
.size() > (size_t)loc_idx
&& !no
->OptionText
[loc_idx
].empty())
12418 strOptionText
= no
->OptionText
[loc_idx
];
12420 if (no
->BoxText
.size() > (size_t)loc_idx
&& !no
->BoxText
[loc_idx
].empty())
12421 strBoxText
= no
->BoxText
[loc_idx
];
12425 pMenu
->GetGossipMenu().AddMenuItem(itr
->second
.option_icon
, strOptionText
, 0, itr
->second
.option_id
, strBoxText
, itr
->second
.box_money
, itr
->second
.box_coded
);
12426 pMenu
->GetGossipMenu().AddGossipMenuItemData(itr
->second
.action_menu_id
, itr
->second
.action_poi_id
, itr
->second
.action_script_id
);
12430 // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
12431 /*if (pMenu->Empty())
12433 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
12435 // output error message if need
12436 pCreature->isCanTrainingOf(this, true);
12439 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
12441 // output error message if need
12442 pCreature->isCanInteractWithBattleMaster(this, true);
12447 void Player::SendPreparedGossip(WorldObject
*pSource
)
12452 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12454 // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
12455 if (!((Creature
*)pSource
)->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_GOSSIP
) && !PlayerTalkClass
->GetQuestMenu().Empty())
12457 SendPreparedQuest(pSource
->GetGUID());
12461 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12463 // probably need to find a better way here
12464 if (!PlayerTalkClass
->GetGossipMenu().GetMenuId() && !PlayerTalkClass
->GetQuestMenu().Empty())
12466 SendPreparedQuest(pSource
->GetGUID());
12471 // in case non empty gossip menu (that not included quests list size) show it
12472 // (quest entries from quest menu will be included in list)
12474 uint32 textId
= GetGossipTextId(pSource
);
12476 if (uint32 menuId
= PlayerTalkClass
->GetGossipMenu().GetMenuId())
12477 textId
= GetGossipTextId(menuId
);
12479 PlayerTalkClass
->SendGossipMenu(textId
, pSource
->GetGUID());
12482 void Player::OnGossipSelect(WorldObject
* pSource
, uint32 gossipListId
, uint32 menuId
)
12484 GossipMenu
& gossipmenu
= PlayerTalkClass
->GetGossipMenu();
12486 if (gossipListId
>= gossipmenu
.MenuItemCount())
12489 // if not same, then something funky is going on
12490 if (menuId
!= gossipmenu
.GetMenuId())
12493 uint32 gossipOptionId
= gossipmenu
.GetItem(gossipListId
).m_gOptionId
;
12494 uint64 guid
= pSource
->GetGUID();
12496 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12498 if (gossipOptionId
> GOSSIP_OPTION_QUESTGIVER
)
12500 sLog
.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource
->GetEntry());
12505 GossipMenuItemData pMenuData
= gossipmenu
.GetItemData(gossipListId
);
12507 switch(gossipOptionId
)
12509 case GOSSIP_OPTION_GOSSIP
:
12511 if (pMenuData
.m_gAction_poi
)
12512 PlayerTalkClass
->SendPointOfInterest(pMenuData
.m_gAction_poi
);
12514 if (pMenuData
.m_gAction_menu
)
12516 PrepareGossipMenu(pSource
, pMenuData
.m_gAction_menu
);
12517 SendPreparedGossip(pSource
);
12520 if (pMenuData
.m_gAction_script
)
12522 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12523 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, this, pSource
);
12524 else if (pSource
->GetTypeId() == TYPEID_UNIT
)
12525 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, pSource
, this);
12530 case GOSSIP_OPTION_SPIRITHEALER
:
12532 ((Creature
*)pSource
)->CastSpell(((Creature
*)pSource
),17251,true,NULL
,NULL
,GetGUID());
12534 case GOSSIP_OPTION_QUESTGIVER
:
12535 PrepareQuestMenu(guid
);
12536 SendPreparedQuest(guid
);
12538 case GOSSIP_OPTION_VENDOR
:
12539 case GOSSIP_OPTION_ARMORER
:
12540 GetSession()->SendListInventory(guid
);
12542 case GOSSIP_OPTION_STABLEPET
:
12543 GetSession()->SendStablePet(guid
);
12545 case GOSSIP_OPTION_TRAINER
:
12546 GetSession()->SendTrainerList(guid
);
12548 case GOSSIP_OPTION_UNLEARNTALENTS
:
12549 PlayerTalkClass
->CloseGossip();
12550 SendTalentWipeConfirm(guid
);
12552 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12553 PlayerTalkClass
->CloseGossip();
12554 SendPetSkillWipeConfirm();
12556 case GOSSIP_OPTION_TAXIVENDOR
:
12557 GetSession()->SendTaxiMenu(((Creature
*)pSource
));
12559 case GOSSIP_OPTION_INNKEEPER
:
12560 PlayerTalkClass
->CloseGossip();
12561 SetBindPoint(guid
);
12563 case GOSSIP_OPTION_BANKER
:
12564 GetSession()->SendShowBank(guid
);
12566 case GOSSIP_OPTION_PETITIONER
:
12567 PlayerTalkClass
->CloseGossip();
12568 GetSession()->SendPetitionShowList(guid
);
12570 case GOSSIP_OPTION_TABARDDESIGNER
:
12571 PlayerTalkClass
->CloseGossip();
12572 GetSession()->SendTabardVendorActivate(guid
);
12574 case GOSSIP_OPTION_AUCTIONEER
:
12575 GetSession()->SendAuctionHello(guid
, ((Creature
*)pSource
));
12577 case GOSSIP_OPTION_SPIRITGUIDE
:
12578 PrepareGossipMenu(pSource
);
12579 SendPreparedGossip(pSource
);
12581 case GOSSIP_OPTION_BATTLEFIELD
:
12583 BattleGroundTypeId bgTypeId
= sBattleGroundMgr
.GetBattleMasterBG(pSource
->GetEntry());
12585 if (bgTypeId
== BATTLEGROUND_TYPE_NONE
)
12587 sLog
.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
12591 GetSession()->SendBattlegGroundList(guid
, bgTypeId
);
12597 uint32
Player::GetGossipTextId(WorldObject
*pSource
)
12599 if (!pSource
|| pSource
->GetTypeId() != TYPEID_UNIT
|| !((Creature
*)pSource
)->GetDBTableGUIDLow())
12600 return DEFAULT_GOSSIP_MESSAGE
;
12602 if (uint32 pos
= sObjectMgr
.GetNpcGossip(((Creature
*)pSource
)->GetDBTableGUIDLow()))
12605 return DEFAULT_GOSSIP_MESSAGE
;
12608 uint32
Player::GetGossipTextId(uint32 menuId
)
12610 uint32 textId
= DEFAULT_GOSSIP_MESSAGE
;
12615 GossipMenusMapBounds pMenuBounds
= sObjectMgr
.GetGossipMenusMapBounds(menuId
);
12617 for(GossipMenusMap::const_iterator itr
= pMenuBounds
.first
; itr
!= pMenuBounds
.second
; ++itr
)
12619 if (sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
) && sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12620 textId
= itr
->second
.text_id
;
12626 uint32
Player::GetDefaultGossipMenuForSource(WorldObject
*pSource
)
12628 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12629 return ((Creature
*)pSource
)->GetCreatureInfo()->GossipMenuId
;
12630 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12631 return((GameObject
*)pSource
)->GetGOInfo()->GetGossipMenuId();
12636 /*********************************************************/
12637 /*** QUEST SYSTEM ***/
12638 /*********************************************************/
12640 void Player::PrepareQuestMenu( uint64 guid
)
12643 QuestRelations
* pObjectQR
;
12644 QuestRelations
* pObjectQIR
;
12646 // pets also can have quests
12647 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12649 pObject
= (Object
*)pCreature
;
12650 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12651 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12655 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12656 //only for quests which cast teleport spells on player
12657 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12659 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12662 pObject
= (Object
*)pGameObject
;
12663 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12664 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12670 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12673 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12675 uint32 quest_id
= i
->second
;
12676 QuestStatus status
= GetQuestStatus( quest_id
);
12677 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12678 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12679 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12680 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12681 else if (status
== QUEST_STATUS_AVAILABLE
)
12682 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12685 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12687 uint32 quest_id
= i
->second
;
12688 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12689 if(!pQuest
) continue;
12691 QuestStatus status
= GetQuestStatus( quest_id
);
12693 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12694 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12695 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12696 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12700 void Player::SendPreparedQuest(uint64 guid
)
12702 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12704 if (questMenu
.Empty())
12707 QuestMenuItem
const& qmi0
= questMenu
.GetItem(0);
12709 uint32 status
= qmi0
.m_qIcon
;
12711 // single element case
12712 if (questMenu
.MenuItemCount() == 1)
12714 // Auto open -- maybe also should verify there is no greeting
12715 uint32 quest_id
= qmi0
.m_qId
;
12716 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12720 if (status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus(quest_id
))
12721 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12722 else if (status
== DIALOG_STATUS_UNK2
)
12723 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12724 // Send completable on repeatable and autoCompletable quest if player don't have quest
12725 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12726 else if (pQuest
->IsAutoComplete() && pQuest
->IsRepeatable() && !pQuest
->IsDaily())
12727 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true);
12729 PlayerTalkClass
->SendQuestGiverQuestDetails(pQuest
, guid
, true);
12732 // multiply entries
12738 std::string title
= "";
12740 // need pet case for some quests
12741 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12743 uint32 textid
= GetGossipTextId(pCreature
);
12745 GossipText
const* gossiptext
= sObjectMgr
.GetGossipText(textid
);
12748 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12749 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12754 qe
= gossiptext
->Options
[0].Emotes
[0];
12756 if(!gossiptext
->Options
[0].Text_0
.empty())
12758 title
= gossiptext
->Options
[0].Text_0
;
12760 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12763 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12766 if ((int32
)nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12767 title
= nl
->Text_0
[0][loc_idx
];
12773 title
= gossiptext
->Options
[0].Text_1
;
12775 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12778 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12781 if ((int32
)nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12782 title
= nl
->Text_1
[0][loc_idx
];
12788 PlayerTalkClass
->SendQuestGiverQuestList(qe
, title
, guid
);
12792 bool Player::IsActiveQuest( uint32 quest_id
) const
12794 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12796 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12799 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12802 QuestRelations
* pObjectQR
;
12803 QuestRelations
* pObjectQIR
;
12805 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12807 pObject
= (Object
*)pCreature
;
12808 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12809 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12813 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12814 //only for quests which cast teleport spells on player
12815 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12817 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12820 pObject
= (Object
*)pGameObject
;
12821 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12822 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12828 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12829 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12831 if (itr
->second
== nextQuestID
)
12832 return sObjectMgr
.GetQuestTemplate(nextQuestID
);
12838 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12840 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12841 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12842 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12843 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12845 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12851 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12853 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12854 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12855 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12856 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12857 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12858 && SatisfyQuestDay( pQuest
, msg
);
12861 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12863 if( !SatisfyQuestLog( msg
) )
12866 uint32 srcitem
= pQuest
->GetSrcItemId();
12869 uint32 count
= pQuest
->GetSrcItemCount();
12870 ItemPosCountVec dest
;
12871 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12873 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12874 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12876 else if( msg2
!= EQUIP_ERR_OK
)
12878 SendEquipError( msg2
, NULL
, NULL
);
12885 bool Player::CanCompleteQuest( uint32 quest_id
)
12889 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12890 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12891 return false; // not allow re-complete quest
12893 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
12898 // auto complete quest
12899 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12902 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12905 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12907 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12909 if( qInfo
->ReqItemCount
[i
] != 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12914 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12916 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12918 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12921 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12926 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12929 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12932 if ( qInfo
->GetRewOrReqMoney() < 0 )
12934 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12938 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12939 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12948 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12950 // Solve problem that player don't have the quest and try complete it.
12951 // if repeatable she must be able to complete event if player don't have it.
12952 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12953 if( !CanTakeQuest(pQuest
, false) )
12956 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12957 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12958 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
]) )
12961 if( !CanRewardQuest(pQuest
, false) )
12967 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12969 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12970 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12973 // daily quest can't be rewarded (25 daily quest already completed)
12974 if(!SatisfyQuestDay(pQuest
,true))
12977 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12978 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12981 // prevent receive reward with quest items in bank
12982 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12984 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12986 if( pQuest
->ReqItemCount
[i
] != 0 &&
12987 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12990 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12996 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12997 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
13003 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
13005 // prevent receive reward with quest items in bank or for not completed quest
13006 if(!CanRewardQuest(pQuest
,msg
))
13009 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
13011 if( pQuest
->RewChoiceItemId
[reward
] )
13013 ItemPosCountVec dest
;
13014 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
13015 if( res
!= EQUIP_ERR_OK
)
13017 SendEquipError( res
, NULL
, NULL
);
13023 if ( pQuest
->GetRewItemsCount() > 0 )
13025 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13027 if( pQuest
->RewItemId
[i
] )
13029 ItemPosCountVec dest
;
13030 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
13031 if( res
!= EQUIP_ERR_OK
)
13033 SendEquipError( res
, NULL
, NULL
);
13043 void Player::SendPetTameFailure(PetTameFailureReason reason
)
13045 WorldPacket
data(SMSG_PET_TAME_FAILURE
, 1);
13046 data
<< uint8(reason
);
13047 GetSession()->SendPacket(&data
);
13050 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
13052 uint16 log_slot
= FindQuestSlot( 0 );
13053 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
13055 uint32 quest_id
= pQuest
->GetQuestId();
13057 // if not exist then created with set uState==NEW and rewarded=false
13058 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
13060 // check for repeatable quests status reset
13061 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
13062 questStatusData
.m_explored
= false;
13064 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13066 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13067 questStatusData
.m_itemcount
[i
] = 0;
13070 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13072 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13073 questStatusData
.m_creatureOrGOcount
[i
] = 0;
13076 GiveQuestSourceItem( pQuest
);
13077 AdjustQuestReqItemCount( pQuest
, questStatusData
);
13079 if( pQuest
->GetRepObjectiveFaction() )
13080 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
13081 GetReputationMgr().SetVisible(factionEntry
);
13084 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13086 uint32 limittime
= pQuest
->GetLimitTime();
13088 // shared timed quest
13089 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
13090 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
13092 AddTimedQuest( quest_id
);
13093 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
13094 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
13097 questStatusData
.m_timer
= 0;
13099 SetQuestSlot(log_slot
, quest_id
, qtime
);
13101 if (questStatusData
.uState
!= QUEST_NEW
)
13102 questStatusData
.uState
= QUEST_CHANGED
;
13104 //starting initial quest script
13105 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
13106 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
13108 // Some spells applied at quest activation
13109 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
13110 if(saBounds
.first
!= saBounds
.second
)
13113 GetZoneAndAreaId(zone
,area
);
13115 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13116 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13117 if( !HasAura(itr
->second
->spellId
,0) )
13118 CastSpell(this,itr
->second
->spellId
,true);
13121 UpdateForQuestWorldObjects();
13124 void Player::CompleteQuest( uint32 quest_id
)
13128 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
13130 uint16 log_slot
= FindQuestSlot( quest_id
);
13131 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13132 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13134 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13136 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
13137 RewardQuest(qInfo
,0,this,false);
13139 SendQuestComplete( quest_id
);
13144 void Player::IncompleteQuest( uint32 quest_id
)
13148 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
13150 uint16 log_slot
= FindQuestSlot( quest_id
);
13151 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13152 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13156 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
13158 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
13159 //should work fine, cause far teleport will be executed in Player::Update()
13160 SetCanDelayTeleport(true);
13162 uint32 quest_id
= pQuest
->GetQuestId();
13164 for (int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13166 if (pQuest
->ReqItemId
[i
])
13167 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
13170 RemoveTimedQuest(quest_id
);
13172 if (BattleGround
* bg
= GetBattleGround())
13173 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
13174 ((BattleGroundAV
*)bg
)->HandleQuestComplete(pQuest
->GetQuestId(), this);
13176 if (pQuest
->GetRewChoiceItemsCount() > 0)
13178 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
13180 ItemPosCountVec dest
;
13181 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
13183 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13184 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
13189 if (pQuest
->GetRewItemsCount() > 0)
13191 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
13193 if (uint32 itemId
= pQuest
->RewItemId
[i
])
13195 ItemPosCountVec dest
;
13196 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
13198 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13199 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
13205 RewardReputation( pQuest
);
13207 uint16 log_slot
= FindQuestSlot( quest_id
);
13208 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13209 SetQuestSlot(log_slot
,0);
13211 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13213 // Not give XP in case already completed once repeatable quest
13214 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
13216 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
13217 GiveXP( XP
, NULL
);
13220 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
13221 ModifyMoney( money
);
13222 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
13225 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
13226 if (pQuest
->GetRewOrReqMoney())
13228 ModifyMoney( pQuest
->GetRewOrReqMoney() );
13230 if (pQuest
->GetRewOrReqMoney() > 0)
13231 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
13235 if (pQuest
->GetRewHonorAddition())
13236 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorAddition()));
13239 if (pQuest
->GetCharTitleId())
13241 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
13242 SetTitle(titleEntry
);
13245 if (pQuest
->GetBonusTalents())
13247 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
13248 InitTalentForLevel();
13251 // Send reward mail
13252 if (uint32 mail_template_id
= pQuest
->GetRewMailTemplateId())
13253 MailDraft(mail_template_id
).SendMailTo(this, questGiver
, MAIL_CHECK_MASK_NONE
, pQuest
->GetRewMailDelaySecs());
13255 if (pQuest
->IsDaily())
13257 SetDailyQuestStatus(quest_id
);
13258 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
13261 if (!pQuest
->IsRepeatable())
13262 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
13264 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
13266 q_status
.m_rewarded
= true;
13267 if (q_status
.uState
!= QUEST_NEW
)
13268 q_status
.uState
= QUEST_CHANGED
;
13271 SendQuestReward( pQuest
, XP
, questGiver
);
13273 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
13274 if (pQuest
->GetRewSpellCast() > 0)
13275 CastSpell( this, pQuest
->GetRewSpellCast(), true);
13276 else if ( pQuest
->GetRewSpell() > 0)
13277 CastSpell( this, pQuest
->GetRewSpell(), true);
13279 if (pQuest
->GetZoneOrSort() > 0)
13280 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
13281 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
13282 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
13287 // remove auras from spells with quest reward state limitations
13288 SpellAreaForQuestMapBounds saEndBounds
= sSpellMgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
13289 if(saEndBounds
.first
!= saEndBounds
.second
)
13291 GetZoneAndAreaId(zone
,area
);
13293 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
13294 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
13295 RemoveAurasDueToSpell(itr
->second
->spellId
);
13298 // Some spells applied at quest reward
13299 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
13300 if(saBounds
.first
!= saBounds
.second
)
13303 GetZoneAndAreaId(zone
,area
);
13305 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13306 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13307 if( !HasAura(itr
->second
->spellId
,0) )
13308 CastSpell(this,itr
->second
->spellId
,true);
13311 //lets remove flag for delayed teleports
13312 SetCanDelayTeleport(false);
13315 void Player::FailQuest(uint32 questId
)
13317 if (Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(questId
))
13319 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
13321 uint16 log_slot
= FindQuestSlot(questId
);
13323 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13325 SetQuestSlotTimer(log_slot
, 1);
13326 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
13329 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13331 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13333 RemoveTimedQuest(questId
);
13334 q_status
.m_timer
= 0;
13336 SendQuestTimerFailed(questId
);
13339 SendQuestFailed(questId
);
13343 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
13345 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
13346 int32 skillOrClass
= qInfo
->GetSkillOrClass();
13348 // skip zone zoneOrSort and 0 case skillOrClass
13349 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
13352 int32 questSort
= -zoneOrSort
;
13353 uint8 reqSortClass
= ClassByQuestSort(questSort
);
13355 // check class sort cases in zoneOrSort
13356 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
13359 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13364 if( skillOrClass
< 0 )
13366 uint8 reqClass
= -int32(skillOrClass
);
13367 if(getClass() != reqClass
)
13370 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13375 else if( skillOrClass
> 0 )
13377 uint32 reqSkill
= skillOrClass
;
13378 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
13381 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13389 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
13391 if( getLevel() < qInfo
->GetMinLevel() )
13394 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13400 bool Player::SatisfyQuestLog( bool msg
)
13403 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13408 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13409 GetSession()->SendPacket( &data
);
13410 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13415 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13417 // No previous quest (might be first quest in a series)
13418 if( qInfo
->prevQuests
.empty())
13421 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13423 uint32 prevId
= abs(*iter
);
13425 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13426 Quest
const* qPrevInfo
= sObjectMgr
.GetQuestTemplate(prevId
);
13428 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13430 // If any of the positive previous quests completed, return true
13431 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13433 // skip one-from-all exclusive group
13434 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13437 // each-from-all exclusive group ( < 0)
13438 // can be start if only all quests in prev quest exclusive group completed and rewarded
13439 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13440 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13442 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13444 for(; iter2
!= end
; ++iter2
)
13446 uint32 exclude_Id
= iter2
->second
;
13448 // skip checked quest id, only state of other quests in group is interesting
13449 if(exclude_Id
== prevId
)
13452 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13454 // alternative quest from group also must be completed and rewarded(reported)
13455 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13458 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13464 // If any of the negative previous quests active, return true
13465 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13466 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13468 // skip one-from-all exclusive group
13469 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13472 // each-from-all exclusive group ( < 0)
13473 // can be start if only all quests in prev quest exclusive group active
13474 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13475 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13477 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13479 for(; iter2
!= end
; ++iter2
)
13481 uint32 exclude_Id
= iter2
->second
;
13483 // skip checked quest id, only state of other quests in group is interesting
13484 if(exclude_Id
== prevId
)
13487 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13489 // alternative quest from group also must be active
13490 if( i_exstatus
== mQuestStatus
.end() ||
13491 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13492 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13495 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13504 // Has only positive prev. quests in non-rewarded state
13505 // and negative prev. quests in non-active state
13507 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13512 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13514 uint32 reqraces
= qInfo
->GetRequiredRaces();
13515 if ( reqraces
== 0 )
13517 if( (reqraces
& getRaceMask()) == 0 )
13520 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13526 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13528 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13529 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13532 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13536 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13537 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13540 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13547 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13549 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13550 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13553 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13559 bool Player::SatisfyQuestTimed(Quest
const* qInfo
, bool msg
)
13561 if (!m_timedquests
.empty() && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13564 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13571 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13573 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13574 if(qInfo
->GetExclusiveGroup() <= 0)
13577 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13578 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13580 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13582 for(; iter
!= end
; ++iter
)
13584 uint32 exclude_Id
= iter
->second
;
13586 // skip checked quest id, only state of other quests in group is interesting
13587 if(exclude_Id
== qInfo
->GetQuestId())
13590 // not allow have daily quest if daily quest from exclusive group already recently completed
13591 Quest
const* Nquest
= sObjectMgr
.GetQuestTemplate(exclude_Id
);
13592 if( !SatisfyQuestDay(Nquest
, false) )
13595 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13599 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13601 // alternative quest already started or completed
13602 if( i_exstatus
!= mQuestStatus
.end()
13603 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13606 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13613 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13615 if(!qInfo
->GetNextQuestInChain())
13618 // next quest in chain already started or completed
13619 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13620 if( itr
!= mQuestStatus
.end()
13621 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13624 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13628 // check for all quests further up the chain
13629 // only necessary if there are quest chains with more than one quest that can be skipped
13630 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13634 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13636 // No previous quest in chain
13637 if( qInfo
->prevChainQuests
.empty())
13640 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13642 uint32 prevId
= *iter
;
13644 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13646 if( i_prevstatus
!= mQuestStatus
.end() )
13648 // If any of the previous quests in chain active, return false
13649 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13650 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13653 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13658 // check for all quests further down the chain
13659 // only necessary if there are quest chains with more than one quest that can be skipped
13660 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13664 // No previous quest in chain active
13668 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13670 if(!qInfo
->IsDaily())
13673 bool have_slot
= false;
13674 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13676 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13677 if(qInfo
->GetQuestId()==id
)
13687 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13694 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13696 uint32 srcitem
= pQuest
->GetSrcItemId();
13699 uint32 count
= pQuest
->GetSrcItemCount();
13703 ItemPosCountVec dest
;
13704 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13705 if( msg
== EQUIP_ERR_OK
)
13707 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13708 SendNewItem(item
, count
, true, false);
13711 // player already have max amount required item, just report success
13712 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13715 SendEquipError( msg
, NULL
, NULL
);
13722 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13724 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13727 uint32 srcitem
= qInfo
->GetSrcItemId();
13730 uint32 count
= qInfo
->GetSrcItemCount();
13734 // exist one case when destroy source quest item not possible:
13735 // non un-equippable item (equipped non-empty bag, for example)
13736 uint8 res
= CanUnequipItems(srcitem
,count
);
13737 if(res
!= EQUIP_ERR_OK
)
13740 SendEquipError( res
, NULL
, NULL
);
13744 DestroyItemCount(srcitem
, count
, true, true);
13750 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13752 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13755 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13756 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13757 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13758 && !qInfo
->IsRepeatable() )
13759 return itr
->second
.m_rewarded
;
13766 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13770 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13771 if( itr
!= mQuestStatus
.end() )
13772 return itr
->second
.m_status
;
13774 return QUEST_STATUS_NONE
;
13777 bool Player::CanShareQuest(uint32 quest_id
) const
13779 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13780 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13782 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13783 if( itr
!= mQuestStatus
.end() )
13784 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13789 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13791 if (sObjectMgr
.GetQuestTemplate(quest_id
))
13793 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13795 q_status
.m_status
= status
;
13797 if (q_status
.uState
!= QUEST_NEW
)
13798 q_status
.uState
= QUEST_CHANGED
;
13801 UpdateForQuestWorldObjects();
13804 // not used in MaNGOS, but used in scripting code
13805 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13807 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13811 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13812 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13813 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13818 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13820 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13822 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13824 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13825 if( reqitemcount
!= 0 )
13827 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
], true);
13829 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13830 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13836 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13838 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13839 if ( GetQuestSlotQuestId(i
) == quest_id
)
13842 return MAX_QUEST_LOG_SIZE
;
13845 void Player::AreaExploredOrEventHappens( uint32 questId
)
13849 uint16 log_slot
= FindQuestSlot( questId
);
13850 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13852 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13854 if(!q_status
.m_explored
)
13856 q_status
.m_explored
= true;
13857 if (q_status
.uState
!= QUEST_NEW
)
13858 q_status
.uState
= QUEST_CHANGED
;
13861 if( CanCompleteQuest( questId
) )
13862 CompleteQuest( questId
);
13866 //not used in mangosd, function for external script library
13867 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13869 if( Group
*pGroup
= GetGroup() )
13871 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13873 Player
*pGroupGuy
= itr
->getSource();
13875 // for any leave or dead (with not released body) group member at appropriate distance
13876 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13877 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13881 AreaExploredOrEventHappens(questId
);
13884 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13886 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13888 uint32 questid
= GetQuestSlotQuestId(i
);
13889 if ( questid
== 0 )
13892 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13894 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13897 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13898 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13901 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13903 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13904 if ( reqitem
== entry
)
13906 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13907 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13908 if ( curitemcount
< reqitemcount
)
13910 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13911 q_status
.m_itemcount
[j
] += additemcount
;
13912 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13914 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13916 if ( CanCompleteQuest( questid
) )
13917 CompleteQuest( questid
);
13922 UpdateForQuestWorldObjects();
13925 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13927 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13929 uint32 questid
= GetQuestSlotQuestId(i
);
13932 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13935 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13938 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13940 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13941 if ( reqitem
== entry
)
13943 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13945 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13946 uint32 curitemcount
;
13947 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13948 curitemcount
= q_status
.m_itemcount
[j
];
13950 curitemcount
= GetItemCount(entry
, true);
13951 if ( curitemcount
< reqitemcount
+ count
)
13953 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13954 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13955 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13957 IncompleteQuest( questid
);
13963 UpdateForQuestWorldObjects();
13966 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13969 KilledMonsterCredit(cInfo
->Entry
,guid
);
13971 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13972 if(cInfo
->KillCredit
[i
])
13973 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13976 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13978 uint32 addkillcount
= 1;
13979 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13980 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13982 uint32 questid
= GetQuestSlotQuestId(i
);
13986 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13989 // just if !ingroup || !noraidgroup || raidgroup
13990 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13991 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13993 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13995 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13997 // skip GO activate objective or none
13998 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
14001 // skip Cast at creature objective
14002 if(qInfo
->ReqSpell
[j
] !=0 )
14005 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
14007 if ( reqkill
== entry
)
14009 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
14010 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
14011 if ( curkillcount
< reqkillcount
)
14013 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
14014 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14016 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
14018 if ( CanCompleteQuest( questid
) )
14019 CompleteQuest( questid
);
14021 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14030 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
14032 bool isCreature
= IS_CREATURE_GUID(guid
);
14034 uint32 addCastCount
= 1;
14035 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14037 uint32 questid
= GetQuestSlotQuestId(i
);
14041 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14045 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14047 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14049 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
14051 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14053 // skip kill creature objective (0) or wrong spell casts
14054 if(qInfo
->ReqSpell
[j
] != spell_id
)
14057 uint32 reqTarget
= 0;
14061 // creature activate objectives
14062 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
14063 // checked at quest_template loading
14064 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14068 // GO activate objective
14069 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
14070 // checked at quest_template loading
14071 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
14074 // other not this creature/GO related objectives
14075 if( reqTarget
!= entry
)
14078 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14079 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
14080 if ( curCastCount
< reqCastCount
)
14082 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
14083 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14085 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
14088 if ( CanCompleteQuest( questid
) )
14089 CompleteQuest( questid
);
14091 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14099 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
14101 uint32 addTalkCount
= 1;
14102 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14104 uint32 questid
= GetQuestSlotQuestId(i
);
14108 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14112 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14114 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14116 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
14118 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14120 // skip spell casts and Gameobject objectives
14121 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
14124 uint32 reqTarget
= 0;
14126 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
14127 // checked at quest_template loading
14128 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14132 if ( reqTarget
== entry
)
14134 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14135 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
14136 if ( curTalkCount
< reqTalkCount
)
14138 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
14139 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14141 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
14143 if ( CanCompleteQuest( questid
) )
14144 CompleteQuest( questid
);
14146 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14155 void Player::MoneyChanged( uint32 count
)
14157 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14159 uint32 questid
= GetQuestSlotQuestId(i
);
14163 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14164 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
14166 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14168 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14170 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
14172 if ( CanCompleteQuest( questid
) )
14173 CompleteQuest( questid
);
14176 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14178 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
14179 IncompleteQuest( questid
);
14185 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
14187 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14189 if(uint32 questid
= GetQuestSlotQuestId(i
))
14191 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
))
14193 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
14195 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14196 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14198 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
14199 if ( CanCompleteQuest( questid
) )
14200 CompleteQuest( questid
);
14202 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14204 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
14205 IncompleteQuest( questid
);
14213 bool Player::HasQuestForItem( uint32 itemid
) const
14215 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14217 uint32 questid
= GetQuestSlotQuestId(i
);
14218 if ( questid
== 0 )
14221 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
14222 if(qs_itr
== mQuestStatus
.end())
14225 QuestStatusData
const& q_status
= qs_itr
->second
;
14227 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14229 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
14233 // hide quest if player is in raid-group and quest is no raid quest
14234 if (GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
14235 && !InBattleGround())
14238 // There should be no mixed ReqItem/ReqSource drop
14239 // This part for ReqItem drop
14240 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
14242 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
14245 // This part - for ReqSource
14246 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
14248 // examined item is a source item
14249 if (qinfo
->ReqSourceId
[j
] == itemid
)
14251 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(itemid
);
14254 if (pProto
->MaxCount
&& (int32
)GetItemCount(itemid
,true) < pProto
->MaxCount
)
14257 // allows custom amount drop when not 0
14258 if (qinfo
->ReqSourceCount
[j
])
14260 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
14262 } else if ((int32
)GetItemCount(itemid
,true) < pProto
->Stackable
)
14271 void Player::SendQuestComplete( uint32 quest_id
)
14275 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
14276 data
<< uint32(quest_id
);
14277 GetSession()->SendPacket( &data
);
14278 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
14282 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
14284 uint32 questid
= pQuest
->GetQuestId();
14285 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
14286 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
14287 data
<< uint32(questid
);
14289 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
14291 data
<< uint32(XP
);
14292 data
<< uint32(pQuest
->GetRewOrReqMoney());
14297 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
14300 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorAddition()));
14301 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
14303 GetSession()->SendPacket( &data
);
14305 if (pQuest
->GetQuestCompleteScript() != 0)
14306 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
14309 void Player::SendQuestFailed( uint32 quest_id
)
14313 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
14314 data
<< uint32(quest_id
);
14315 data
<< uint32(0); // failed reason (4 for inventory is full)
14316 GetSession()->SendPacket( &data
);
14317 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
14321 void Player::SendQuestTimerFailed( uint32 quest_id
)
14325 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
14326 data
<< uint32(quest_id
);
14327 GetSession()->SendPacket( &data
);
14328 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
14332 void Player::SendCanTakeQuestResponse( uint32 msg
)
14334 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
14335 data
<< uint32(msg
);
14336 GetSession()->SendPacket( &data
);
14337 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
14340 void Player::SendQuestConfirmAccept(const Quest
* pQuest
, Player
* pReceiver
)
14344 std::string strTitle
= pQuest
->GetTitle();
14346 int loc_idx
= pReceiver
->GetSession()->GetSessionDbLocaleIndex();
14350 if (const QuestLocale
* pLocale
= sObjectMgr
.GetQuestLocale(pQuest
->GetQuestId()))
14352 if ((int32
)pLocale
->Title
.size() > loc_idx
&& !pLocale
->Title
[loc_idx
].empty())
14353 strTitle
= pLocale
->Title
[loc_idx
];
14357 WorldPacket
data(SMSG_QUEST_CONFIRM_ACCEPT
, (4 + strTitle
.size() + 8));
14358 data
<< uint32(pQuest
->GetQuestId());
14360 data
<< uint64(GetGUID());
14361 pReceiver
->GetSession()->SendPacket(&data
);
14363 sLog
.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
14367 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
14371 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
14372 data
<< uint64(pPlayer
->GetGUID());
14373 data
<< uint8(msg
); // valid values: 0-8
14374 GetSession()->SendPacket( &data
);
14375 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
14379 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
14381 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
14382 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
14383 //data << pQuest->ReqItemId[item_idx];
14385 GetSession()->SendPacket( &data
);
14388 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
14390 assert(old_count
+ add_count
< 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
14392 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
14394 // client expected gameobject template id in form (id|0x80000000)
14395 entry
= (-entry
) | 0x80000000;
14397 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
14398 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
14399 data
<< uint32(pQuest
->GetQuestId());
14400 data
<< uint32(entry
);
14401 data
<< uint32(old_count
+ add_count
);
14402 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
14403 data
<< uint64(guid
);
14404 GetSession()->SendPacket(&data
);
14406 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
14407 if( log_slot
< MAX_QUEST_LOG_SIZE
)
14408 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
14411 /*********************************************************/
14412 /*** LOAD SYSTEM ***/
14413 /*********************************************************/
14415 void Player::_LoadDeclinedNames(QueryResult
* result
)
14421 delete m_declinedname
;
14423 m_declinedname
= new DeclinedName
;
14424 Field
*fields
= result
->Fetch();
14425 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14426 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14431 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14433 // arenateamid, played_week, played_season, personal_rating
14434 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
) * MAX_ARENA_SLOT
* ARENA_TEAM_END
);
14440 Field
*fields
= result
->Fetch();
14442 uint32 arenateamid
= fields
[0].GetUInt32();
14443 uint32 played_week
= fields
[1].GetUInt32();
14444 uint32 played_season
= fields
[2].GetUInt32();
14445 uint32 wons_season
= fields
[3].GetUInt32();
14446 uint32 personal_rating
= fields
[4].GetUInt32();
14448 ArenaTeam
* aTeam
= sObjectMgr
.GetArenaTeamById(arenateamid
);
14451 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid
);
14454 uint8 arenaSlot
= aTeam
->GetSlot();
14456 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_ID
, arenateamid
);
14457 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_TYPE
, aTeam
->GetType());
14458 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_MEMBER
, (aTeam
->GetCaptain() == GetGUID()) ? 0 : 1);
14459 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_GAMES_WEEK
, played_week
);
14460 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_GAMES_SEASON
, played_season
);
14461 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_WINS_SEASON
, wons_season
);
14462 SetArenaTeamInfoField(arenaSlot
, ARENA_TEAM_PERSONAL_RATING
, personal_rating
);
14464 } while (result
->NextRow());
14468 void Player::_LoadEquipmentSets(QueryResult
*result
)
14470 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
14477 Field
*fields
= result
->Fetch();
14479 EquipmentSet eqSet
;
14481 eqSet
.Guid
= fields
[0].GetUInt64();
14482 uint32 index
= fields
[1].GetUInt32();
14483 eqSet
.Name
= fields
[2].GetCppString();
14484 eqSet
.IconName
= fields
[3].GetCppString();
14485 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
14487 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
14488 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
14490 m_EquipmentSets
[index
] = eqSet
;
14494 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
14496 } while (result
->NextRow());
14500 void Player::_LoadBGData(QueryResult
* result
)
14505 // Expecting only one row
14506 Field
*fields
= result
->Fetch();
14507 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
14508 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
14509 m_bgData
.bgTeam
= fields
[1].GetUInt32();
14510 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
14511 fields
[2].GetFloat(), // X
14512 fields
[3].GetFloat(), // Y
14513 fields
[4].GetFloat(), // Z
14514 fields
[5].GetFloat()); // Orientation
14515 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
14516 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
14517 m_bgData
.mountSpell
= fields
[9].GetUInt32();
14522 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14524 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14528 Field
*fields
= result
->Fetch();
14530 x
= fields
[0].GetFloat();
14531 y
= fields
[1].GetFloat();
14532 z
= fields
[2].GetFloat();
14533 o
= fields
[3].GetFloat();
14534 mapid
= fields
[4].GetUInt32();
14535 in_flight
= !fields
[5].GetCppString().empty();
14541 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14543 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14547 Field
*fields
= result
->Fetch();
14549 data
= StrSplit(fields
[0].GetCppString(), " ");
14556 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14558 if(index
>= data
.size())
14561 return (uint32
)atoi(data
[index
].c_str());
14564 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14567 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14568 memcpy(&result
, &temp
, sizeof(result
));
14573 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14576 if(!LoadValuesArrayFromDB(data
,guid
))
14579 return GetUInt32ValueFromArray(data
,index
);
14582 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14585 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14586 memcpy(&result
, &temp
, sizeof(result
));
14591 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14593 // 0 1 2 3 4 5 6 7 8 9 10 11 12
14594 //SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
14595 // 13 14 15 16 17 18 19 20 21 22 23 24 25
14596 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
14597 // 26 27 28 29 30 31 32 33 34 35 36 37 38 39
14598 //"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,"
14599 // 40 41 42 43 44 45 46 47 48 49 50
14600 //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
14601 // 51 52 53 54 55 56 57 58 59 60
14602 //"health, power1, power2, power3, power4, power5, power6, power7, specCount, activeSpec FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid));
14603 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14607 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14611 Field
*fields
= result
->Fetch();
14613 uint32 dbAccountId
= fields
[1].GetUInt32();
14615 // check if the character's account in the db and the logged in account match.
14616 // player should be able to load/delete character only with correct account!
14617 if( dbAccountId
!= GetSession()->GetAccountId() )
14619 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14624 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14626 m_name
= fields
[3].GetCppString();
14628 // check name limitations
14629 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14630 (GetSession()->GetSecurity() == SEC_PLAYER
&& sObjectMgr
.IsReservedName(m_name
)))
14633 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14637 if(!LoadValues( fields
[2].GetString()))
14639 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14644 // overwrite possible wrong/corrupted guid
14645 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14647 // overwrite some data fields
14648 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14649 bytes0
|= fields
[4].GetUInt8(); // race
14650 bytes0
|= fields
[5].GetUInt8() << 8; // class
14651 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14652 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14654 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14655 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14657 uint32 money
= fields
[9].GetUInt32();
14658 if(money
> MAX_MONEY_AMOUNT
)
14659 money
= MAX_MONEY_AMOUNT
;
14662 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14663 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14664 SetUInt32Value(PLAYER_BYTES_3
, (fields
[50].GetUInt16() & 0xFFFE) | fields
[6].GetUInt8());
14665 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14666 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, fields
[49].GetInt32());
14668 SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES
, fields
[48].GetUInt64());
14673 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14674 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14676 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14677 SetVisibleItemSlot(slot
, NULL
);
14681 delete m_items
[slot
];
14682 m_items
[slot
] = NULL
;
14686 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14689 //Need to call it to initialize m_team (m_team can be calculated from race)
14690 //Other way is to saves m_team into characters table.
14691 setFactionForRace(getRace());
14694 // load home bind and check in same time class/race pair, it used later for restore broken positions
14695 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14701 InitPrimaryProfessions(); // to max set before any spell loaded
14703 // init saved position, and fix it later if problematic
14704 uint32 transGUID
= fields
[31].GetUInt32();
14705 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14706 SetLocationMapId(fields
[16].GetUInt32());
14708 uint32 difficulty
= fields
[39].GetUInt32();
14709 if(difficulty
>= MAX_DUNGEON_DIFFICULTY
)
14710 difficulty
= DUNGEON_DIFFICULTY_NORMAL
;
14711 SetDungeonDifficulty(Difficulty(difficulty
)); // may be changed in _LoadGroup
14713 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14715 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14717 uint32 arena_currency
= fields
[40].GetUInt32();
14718 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14719 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14721 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14723 // check arena teams integrity
14724 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14726 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14730 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(arena_team_id
))
14731 if(at
->HaveMember(GetGUID()))
14734 // arena team not exist or not member, cleanup fields
14735 for(int j
= 0; j
< ARENA_TEAM_END
; ++j
)
14736 SetArenaTeamInfoField(arena_slot
, ArenaTeamInfoType(j
), 0);
14739 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, fields
[41].GetUInt32());
14740 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, fields
[42].GetUInt32());
14741 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, fields
[43].GetUInt32());
14742 SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, fields
[44].GetUInt32());
14743 SetUInt16Value(PLAYER_FIELD_KILLS
, 0, fields
[45].GetUInt16());
14744 SetUInt16Value(PLAYER_FIELD_KILLS
, 1, fields
[46].GetUInt16());
14746 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14748 if(!IsPositionValid())
14750 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14751 RelocateToHomebind();
14755 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14758 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14760 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14762 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14764 bool player_at_bg
= currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID());
14766 if(player_at_bg
&& currentBg
->GetStatus() != STATUS_WAIT_LEAVE
)
14768 BattleGroundQueueTypeId bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14769 AddBattleGroundQueueId(bgQueueTypeId
);
14771 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14773 //join player to battleground group
14774 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14775 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14777 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14783 currentBg
->RemovePlayerAtLeave(GetGUID(), false, true);
14785 // move to bg enter point
14786 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14787 SetLocationMapId(_loc
.mapid
);
14788 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14790 // We are not in BG anymore
14791 m_bgData
.bgInstanceID
= 0;
14796 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14797 // if server restart after player save in BG or area
14798 // player can have current coordinates in to BG/Arena map, fix this
14799 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14801 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14802 SetLocationMapId(_loc
.mapid
);
14803 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14807 if (transGUID
!= 0)
14809 m_movementInfo
.SetTransportData(transGUID
, fields
[27].GetFloat(), fields
[28].GetFloat(), fields
[29].GetFloat(), fields
[30].GetFloat(), 0, -1);
14811 if( !MaNGOS::IsValidMapCoord(
14812 GetPositionX() + m_movementInfo
.GetTransportPos()->x
, GetPositionY() + m_movementInfo
.GetTransportPos()->y
,
14813 GetPositionZ() + m_movementInfo
.GetTransportPos()->z
, GetOrientation() + m_movementInfo
.GetTransportPos()->o
) ||
14814 // transport size limited
14815 m_movementInfo
.GetTransportPos()->x
> 50 || m_movementInfo
.GetTransportPos()->y
> 50 || m_movementInfo
.GetTransportPos()->z
> 50 )
14817 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14818 guid
, GetPositionX() + m_movementInfo
.GetTransportPos()->x
, GetPositionY() + m_movementInfo
.GetTransportPos()->y
,
14819 GetPositionZ() + m_movementInfo
.GetTransportPos()->z
, GetOrientation() + m_movementInfo
.GetTransportPos()->o
);
14821 RelocateToHomebind();
14823 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14829 if (transGUID
!= 0)
14831 for (MapManager::TransportSet::const_iterator iter
= sMapMgr
.m_Transports
.begin(); iter
!= sMapMgr
.m_Transports
.end(); ++iter
)
14833 if( (*iter
)->GetGUIDLow() == transGUID
)
14835 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14836 // client without expansion support
14837 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14839 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14843 m_transport
= *iter
;
14844 m_transport
->AddPassenger(this);
14845 SetLocationMapId(m_transport
->GetMapId());
14852 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14855 RelocateToHomebind();
14857 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14862 else // not transport case
14864 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14865 // client without expansion support
14866 if(GetSession()->Expansion() < mapEntry
->Expansion())
14868 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14869 RelocateToHomebind();
14873 // NOW player must have valid map
14874 // load the player's map here if it's not already loaded
14875 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
14877 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14878 if(GetInstanceId() && !sInstanceSaveMgr
.GetInstanceSave(GetInstanceId()))
14880 AreaTrigger
const* at
= sObjectMgr
.GetMapEntranceTrigger(GetMapId());
14882 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14884 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14887 SaveRecallPosition();
14889 time_t now
= time(NULL
);
14890 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14892 // since last logout (in seconds)
14893 uint64 time_diff
= uint64(now
- logoutTime
);
14895 // set value, including drunk invisibility detection
14896 // calculate sobering. after 15 minutes logged out, the player will be sober again
14898 if(time_diff
> 15*MINUTE
)
14901 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14902 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14903 SetDrunkValue(newDrunkenValue
);
14905 m_rest_bonus
= fields
[22].GetFloat();
14906 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14907 float bubble0
= 0.031f
;
14908 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14909 float bubble1
= 0.125f
;
14913 float bubble
= fields
[24].GetUInt32() > 0
14914 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14915 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14917 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14920 m_cinematic
= fields
[19].GetUInt32();
14921 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14922 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14924 m_resetTalentsCost
= fields
[25].GetUInt32();
14925 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14927 // reserve some flags
14928 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14930 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14931 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14933 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14935 uint32 extraflags
= fields
[32].GetUInt32();
14937 m_stableSlots
= fields
[33].GetUInt32();
14938 if(m_stableSlots
> MAX_PET_STABLES
)
14940 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14941 m_stableSlots
= MAX_PET_STABLES
;
14944 m_atLoginFlags
= fields
[34].GetUInt32();
14947 // Update Honor kills data
14948 m_lastHonorUpdateTime
= logoutTime
;
14949 UpdateHonorFields();
14951 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14952 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14953 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14955 std::string taxi_nodes
= fields
[38].GetCppString();
14957 // clear channel spell data (if saved at channel spell casting)
14958 SetChannelObjectGUID(0);
14959 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14961 // clear charm/summon related fields
14965 SetChannelObjectGUID(0);
14970 // reset some aura modifiers before aura apply
14971 SetFarSightGUID(0);
14972 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14973 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14975 // cleanup aura list explicitly before skill load wher some spells can be applied
14978 // make sure the unit is considered out of combat for proper loading
14981 // make sure the unit is considered not in duel for proper loading
14982 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14983 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14985 // reset stats before loading any modifiers
14986 InitStatsForLevel();
14987 InitGlyphsForLevel();
14988 InitTaxiNodesForLevel();
14991 // load skills after InitStatsForLevel because it triggering aura apply also
14992 _LoadSkills(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS
));
14994 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14999 m_specsCount
= fields
[59].GetUInt8();
15000 m_activeSpec
= fields
[60].GetUInt8();
15002 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
15005 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
15006 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
15007 m_deathState
= DEAD
;
15009 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
15011 // after spell load, learn rewarded spell if need also
15012 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
15013 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
15015 // after spell and quest load
15016 InitTalentForLevel();
15017 learnDefaultSpells();
15019 // must be before inventory (some items required reputation check)
15020 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
15022 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
15024 // update items with duration and realtime
15025 UpdateItemDuration(time_diff
, true);
15027 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
15029 // unread mails and next delivery time, actual mails not loaded
15030 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
15032 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
15034 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
15035 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
15036 uint32 curTitle
= fields
[47].GetUInt32();
15037 if (curTitle
&& !HasTitle(curTitle
))
15040 SetUInt32Value(PLAYER_CHOSEN_TITLE
, curTitle
);
15042 // Not finish taxi flight path
15043 if(m_bgData
.HasTaxiPath())
15045 m_taxi
.ClearTaxiDestinations();
15046 for (int i
= 0; i
< 2; ++i
)
15047 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
15049 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
15051 // problems with taxi path loading
15052 TaxiNodesEntry
const* nodeEntry
= NULL
;
15053 if(uint32 node_id
= m_taxi
.GetTaxiSource())
15054 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
15056 if(!nodeEntry
) // don't know taxi start node, to homebind
15058 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
15059 RelocateToHomebind();
15061 else // have start node, to it
15063 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
15064 SetLocationMapId(nodeEntry
->map_id
);
15065 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
15068 //we can be relocated from taxi and still have an outdated Map pointer!
15069 //so we need to get a new Map pointer!
15070 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
15071 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
15073 m_taxi
.ClearTaxiDestinations();
15076 if(uint32 node_id
= m_taxi
.GetTaxiSource())
15078 // save source node as recall coord to prevent recall and fall from sky
15079 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
15080 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
15081 m_recallMap
= nodeEntry
->map_id
;
15082 m_recallX
= nodeEntry
->x
;
15083 m_recallY
= nodeEntry
->y
;
15084 m_recallZ
= nodeEntry
->z
;
15086 // flight will started later
15089 // has to be called after last Relocate() in Player::LoadFromDB
15090 SetFallInformation(0, GetPositionZ());
15092 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
15094 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
15095 // Do now before stats re-calculation cleanup for ghost state unexpected auras
15097 RemoveAllAurasOnDeath();
15099 //apply all stat bonuses from items and auras
15100 SetCanModifyStats(true);
15103 // restore remembered power/health values (but not more max values)
15104 uint32 savedhealth
= fields
[51].GetUInt32();
15105 SetHealth(savedhealth
> GetMaxHealth() ? GetMaxHealth() : savedhealth
);
15106 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
15108 uint32 savedpower
= fields
[52+i
].GetUInt32();
15109 SetPower(Powers(i
),savedpower
> GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedpower
);
15112 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
15119 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15121 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
15124 case 0: break; // disable
15125 case 1: SetGameMaster(true); break; // enable
15126 case 2: // save state
15127 if(extraflags
& PLAYER_EXTRA_GM_ON
)
15128 SetGameMaster(true);
15132 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
15135 case 0: SetGMVisible(false); break; // invisible
15136 case 1: break; // visible
15137 case 2: // save state
15138 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
15139 SetGMVisible(false);
15143 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
15146 case 0: break; // disable
15147 case 1: SetAcceptTicket(true); break; // enable
15148 case 2: // save state
15149 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
15150 SetAcceptTicket(true);
15154 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
15157 case 0: break; // disable
15158 case 1: SetGMChat(true); break; // enable
15159 case 2: // save state
15160 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
15165 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
15168 case 0: break; // disable
15169 case 1: SetAcceptWhispers(true); break; // enable
15170 case 2: // save state
15171 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
15172 SetAcceptWhispers(true);
15177 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
15179 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
15180 m_achievementMgr
.CheckAllAchievementCriteria();
15182 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
15187 bool Player::isAllowedToLoot(Creature
* creature
)
15189 if(Player
* recipient
= creature
->GetLootRecipient())
15191 if (recipient
== this)
15193 if( Group
* otherGroup
= recipient
->GetGroup())
15195 Group
* thisGroup
= GetGroup();
15198 return thisGroup
== otherGroup
;
15203 // prevent other players from looting if the recipient got disconnected
15204 return !creature
->hasLootRecipient();
15207 void Player::_LoadActions(QueryResult
*result
)
15209 for(int i
= 0; i
< MAX_TALENT_SPEC_COUNT
; ++i
)
15210 m_actionButtons
[i
].clear();
15212 //QueryResult *result = CharacterDatabase.PQuery("SELECT spec, button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
15218 Field
*fields
= result
->Fetch();
15220 uint8 spec
= fields
[0].GetUInt8();
15221 uint8 button
= fields
[1].GetUInt8();
15222 uint32 action
= fields
[2].GetUInt32();
15223 uint8 type
= fields
[3].GetUInt8();
15225 if(ActionButton
* ab
= addActionButton(spec
, button
, action
, type
))
15226 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
15229 sLog
.outError( " ...at loading, and will deleted in DB also");
15231 // Will deleted in DB at next save (it can create data until save but marked as deleted)
15232 m_actionButtons
[spec
][button
].uState
= ACTIONBUTTON_DELETED
;
15235 while( result
->NextRow() );
15241 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
15243 //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explcitly cleaned early
15245 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15251 Field
*fields
= result
->Fetch();
15252 uint64 caster_guid
= fields
[0].GetUInt64();
15253 uint32 spellid
= fields
[1].GetUInt32();
15254 uint32 effindex
= fields
[2].GetUInt32();
15255 uint32 stackcount
= fields
[3].GetUInt32();
15256 int32 damage
= fields
[4].GetInt32();
15257 int32 maxduration
= fields
[5].GetInt32();
15258 int32 remaintime
= fields
[6].GetInt32();
15259 int32 remaincharges
= fields
[7].GetInt32();
15261 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
15264 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15270 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15274 // negative effects should continue counting down after logout
15275 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
15277 if (remaintime
/IN_MILISECONDS
<= int32(timediff
))
15280 remaintime
-= timediff
*IN_MILISECONDS
;
15283 // prevent wrong values of remaincharges
15284 if(spellproto
->procCharges
)
15286 if(remaincharges
<= 0 || remaincharges
> (int32
)spellproto
->procCharges
)
15287 remaincharges
= spellproto
->procCharges
;
15293 for(uint32 i
=0; i
<stackcount
; ++i
)
15295 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
15297 damage
= aura
->GetModifier()->m_amount
;
15299 // reset stolen single target auras
15300 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
15301 aura
->SetIsSingleTarget(false);
15303 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
15305 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
15308 while( result
->NextRow() );
15313 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
15314 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
15317 void Player::_LoadGlyphAuras()
15319 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
15321 if (uint32 glyph
= GetGlyph(i
))
15323 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
15325 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
15327 if(gp
->TypeFlags
== gs
->TypeFlags
)
15329 CastSpell(this, gp
->SpellId
, true);
15333 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
15336 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
15339 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
15341 // On any error remove glyph
15347 void Player::LoadCorpse()
15351 sObjectAccessor
.ConvertCorpseForPlayer(GetGUID());
15355 if(Corpse
*corpse
= GetCorpse())
15357 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
15361 //Prevent Dead Player login without corpse
15362 ResurrectPlayer(0.5f
);
15367 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
15369 //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());
15370 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
15371 //NOTE: the "order by `bag`" is important because it makes sure
15372 //the bagMap is filled before items in the bags are loaded
15373 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
15374 //expected to be equipped before offhand items (TODO: fixme)
15376 uint32 zone
= GetZoneId();
15380 std::list
<Item
*> problematicItems
;
15382 // prevent items from being added to the queue when stored
15383 m_itemUpdateQueueBlocked
= true;
15386 Field
*fields
= result
->Fetch();
15387 uint32 bag_guid
= fields
[1].GetUInt32();
15388 uint8 slot
= fields
[2].GetUInt8();
15389 uint32 item_guid
= fields
[3].GetUInt32();
15390 uint32 item_id
= fields
[4].GetUInt32();
15392 ItemPrototype
const * proto
= ObjectMgr::GetItemPrototype(item_id
);
15396 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15397 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
15398 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15402 Item
*item
= NewItemOrBag(proto
);
15404 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
15406 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15407 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15408 item
->FSetState(ITEM_REMOVED
);
15409 item
->SaveToDB(); // it also deletes item object !
15413 // not allow have in alive state item limited to another map/zone
15414 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
15416 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15417 item
->FSetState(ITEM_REMOVED
);
15418 item
->SaveToDB(); // it also deletes item object !
15422 // "Conjured items disappear if you are logged out for more than 15 minutes"
15423 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
15425 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15426 item
->FSetState(ITEM_REMOVED
);
15427 item
->SaveToDB(); // it also deletes item object !
15431 bool success
= true;
15433 // the item/bag is not in a bag
15436 item
->SetContainer( NULL
);
15437 item
->SetSlot(slot
);
15439 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
15441 ItemPosCountVec dest
;
15442 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15443 item
= StoreItem(dest
, item
, true);
15447 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
15450 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15451 QuickEquipItem(dest
, item
);
15455 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
15457 ItemPosCountVec dest
;
15458 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15459 item
= BankItem(dest
, item
, true);
15466 // store bags that may contain items in them
15467 if(item
->IsBag() && IsBagPos(item
->GetPos()))
15468 bagMap
[item_guid
] = (Bag
*)item
;
15471 // the item/bag in a bag
15474 item
->SetSlot(NULL_SLOT
);
15475 // the item is in a bag, find the bag
15476 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
15477 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
15479 ItemPosCountVec dest
;
15480 if( CanStoreItem( itr
->second
->GetSlot(), slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15481 item
= StoreItem(dest
, item
, true);
15489 // item's state may have changed after stored
15491 item
->SetState(ITEM_UNCHANGED
, this);
15494 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
);
15495 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15496 problematicItems
.push_back(item
);
15498 } while (result
->NextRow());
15501 m_itemUpdateQueueBlocked
= false;
15503 // send by mail problematic items
15504 while(!problematicItems
.empty())
15506 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
15509 MailDraft
draft(subject
);
15511 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
15513 Item
* item
= problematicItems
.front();
15514 problematicItems
.pop_front();
15516 draft
.AddItem(item
);
15519 draft
.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
15523 _ApplyAllItemMods();
15526 // load mailed item which should receive current player
15527 void Player::_LoadMailedItems(Mail
*mail
)
15529 // data needs to be at first place for Item::LoadFromDB
15530 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
15536 Field
*fields
= result
->Fetch();
15537 uint32 item_guid_low
= fields
[1].GetUInt32();
15538 uint32 item_template
= fields
[2].GetUInt32();
15540 mail
->AddItem(item_guid_low
, item_template
);
15542 ItemPrototype
const *proto
= ObjectMgr::GetItemPrototype(item_template
);
15546 sLog
.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
15547 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15548 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15552 Item
*item
= NewItemOrBag(proto
);
15554 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15556 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15557 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15558 item
->FSetState(ITEM_REMOVED
);
15559 item
->SaveToDB(); // it also deletes item object !
15564 } while (result
->NextRow());
15569 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15571 //set a count of unread mails
15572 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
15575 Field
*fieldMail
= resultUnread
->Fetch();
15576 unReadMails
= fieldMail
[0].GetUInt8();
15577 delete resultUnread
;
15580 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15581 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15582 if (resultDelivery
)
15584 Field
*fieldMail
= resultDelivery
->Fetch();
15585 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15586 delete resultDelivery
;
15590 void Player::_LoadMail()
15593 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15594 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());
15599 Field
*fields
= result
->Fetch();
15600 Mail
*m
= new Mail
;
15601 m
->messageID
= fields
[0].GetUInt32();
15602 m
->messageType
= fields
[1].GetUInt8();
15603 m
->sender
= fields
[2].GetUInt32();
15604 m
->receiver
= fields
[3].GetUInt32();
15605 m
->subject
= fields
[4].GetCppString();
15606 m
->itemTextId
= fields
[5].GetUInt32();
15607 bool has_items
= fields
[6].GetBool();
15608 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15609 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15610 m
->money
= fields
[9].GetUInt32();
15611 m
->COD
= fields
[10].GetUInt32();
15612 m
->checked
= fields
[11].GetUInt32();
15613 m
->stationery
= fields
[12].GetUInt8();
15614 m
->mailTemplateId
= fields
[13].GetInt16();
15616 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15618 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15619 m
->mailTemplateId
= 0;
15622 m
->state
= MAIL_STATE_UNCHANGED
;
15625 _LoadMailedItems(m
);
15627 m_mail
.push_back(m
);
15628 } while( result
->NextRow() );
15633 void Player::LoadPet()
15635 //fixme: the pet should still be loaded if the player is not in world
15636 // just not added to the map
15639 Pet
*pet
= new Pet
;
15640 if(!pet
->LoadPetFromDB(this,0,0,true))
15645 void Player::_LoadQuestStatus(QueryResult
*result
)
15647 mQuestStatus
.clear();
15651 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15652 //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());
15658 Field
*fields
= result
->Fetch();
15660 uint32 quest_id
= fields
[0].GetUInt32();
15661 // used to be new, no delete?
15662 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15666 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15668 uint32 qstatus
= fields
[1].GetUInt32();
15669 if(qstatus
< MAX_QUEST_STATUS
)
15670 questStatusData
.m_status
= QuestStatus(qstatus
);
15673 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15674 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15677 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15678 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15680 time_t quest_time
= time_t(fields
[4].GetUInt64());
15682 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15684 AddTimedQuest( quest_id
);
15686 if (quest_time
<= sWorld
.GetGameTime())
15687 questStatusData
.m_timer
= 1;
15689 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15694 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15695 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15696 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15697 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15698 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15699 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15700 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15701 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15703 questStatusData
.uState
= QUEST_UNCHANGED
;
15705 // add to quest log
15706 if (slot
< MAX_QUEST_LOG_SIZE
&&
15707 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15708 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15709 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15710 (!questStatusData
.m_rewarded
|| pQuest
->IsRepeatable())))
15712 SetQuestSlot(slot
, quest_id
, quest_time
);
15714 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15715 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15717 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15718 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15720 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15721 if(questStatusData
.m_creatureOrGOcount
[idx
])
15722 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15727 if(questStatusData
.m_rewarded
)
15729 // learn rewarded spell if unknown
15730 learnQuestRewardedSpells(pQuest
);
15732 // set rewarded title if any
15733 if(pQuest
->GetCharTitleId())
15735 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15736 SetTitle(titleEntry
);
15739 if(pQuest
->GetBonusTalents())
15740 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15743 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15746 while( result
->NextRow() );
15751 // clear quest log tail
15752 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15753 SetQuestSlot(i
, 0);
15756 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15758 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15759 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15761 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15765 uint32 quest_daily_idx
= 0;
15769 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15771 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15775 Field
*fields
= result
->Fetch();
15777 uint32 quest_id
= fields
[0].GetUInt32();
15779 // save _any_ from daily quest times (it must be after last reset anyway)
15780 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15782 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15786 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15789 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15791 while( result
->NextRow() );
15796 m_DailyQuestChanged
= false;
15799 void Player::_LoadSpells(QueryResult
*result
)
15801 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15807 Field
*fields
= result
->Fetch();
15809 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15811 while( result
->NextRow() );
15817 void Player::_LoadGroup(QueryResult
*result
)
15819 //QueryResult *result = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15822 uint32 groupId
= (*result
)[0].GetUInt32();
15825 if (Group
* group
= sObjectMgr
.GetGroupById(groupId
))
15827 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15828 SetGroup(group
, subgroup
);
15829 if (getLevel() >= LEVELREQUIREMENT_HEROIC
)
15831 // the group leader may change the instance difficulty while the player is offline
15832 SetDungeonDifficulty(group
->GetDungeonDifficulty());
15833 SetRaidDifficulty(group
->GetRaidDifficulty());
15839 void Player::_LoadBoundInstances(QueryResult
*result
)
15841 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15842 m_boundInstances
[i
].clear();
15844 Group
*group
= GetGroup();
15846 //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));
15851 Field
*fields
= result
->Fetch();
15852 bool perm
= fields
[1].GetBool();
15853 uint32 mapId
= fields
[2].GetUInt32();
15854 uint32 instanceId
= fields
[0].GetUInt32();
15855 uint8 difficulty
= fields
[3].GetUInt8();
15857 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15858 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15859 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15860 // and in that case it is not used
15862 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15863 if(!mapEntry
|| !mapEntry
->IsDungeon())
15865 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15866 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15870 if(difficulty
>= MAX_DIFFICULTY
)
15872 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15873 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15877 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapId
,Difficulty(difficulty
));
15880 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15881 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15887 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
);
15888 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15892 // since non permanent binds are always solo bind, they can always be reset
15893 InstanceSave
*save
= sInstanceSaveMgr
.AddInstanceSave(mapId
, instanceId
, Difficulty(difficulty
), resetTime
, !perm
, true);
15894 if(save
) BindToInstance(save
, perm
, true);
15895 } while(result
->NextRow());
15900 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, Difficulty difficulty
)
15902 // some instances only have one difficulty
15903 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapid
,difficulty
);
15907 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15908 if(itr
!= m_boundInstances
[difficulty
].end())
15909 return &itr
->second
;
15914 void Player::UnbindInstance(uint32 mapid
, Difficulty difficulty
, bool unload
)
15916 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15917 UnbindInstance(itr
, difficulty
, unload
);
15920 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, Difficulty difficulty
, bool unload
)
15922 if(itr
!= m_boundInstances
[difficulty
].end())
15924 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15925 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15926 m_boundInstances
[difficulty
].erase(itr
++);
15930 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15934 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15937 // update the save when the group kills a boss
15938 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15939 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());
15942 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15944 if(bind
.save
!= save
)
15946 if(bind
.save
) bind
.save
->RemovePlayer(this);
15947 save
->AddPlayer(this);
15950 if(permanent
) save
->SetCanReset(false);
15953 bind
.perm
= permanent
;
15954 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());
15961 void Player::SendRaidInfo()
15963 uint32 counter
= 0;
15965 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15967 size_t p_counter
= data
.wpos();
15968 data
<< uint32(counter
); // placeholder
15970 time_t now
= time(NULL
);
15972 for(int i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15974 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15976 if(itr
->second
.perm
)
15978 InstanceSave
*save
= itr
->second
.save
;
15979 data
<< uint32(save
->GetMapId()); // map id
15980 data
<< uint32(save
->GetDifficulty()); // difficulty
15981 data
<< uint64(save
->GetInstanceId()); // instance id
15982 data
<< uint8(1); // expired = 0
15983 data
<< uint8(0); // extended = 1
15984 data
<< uint32(save
->GetResetTime() - now
); // reset time
15989 data
.put
<uint32
>(p_counter
, counter
);
15990 GetSession()->SendPacket(&data
);
15994 - called on every successful teleportation to a map
15996 void Player::SendSavedInstances()
15998 bool hasBeenSaved
= false;
16001 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
16003 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
16005 if(itr
->second
.perm
) // only permanent binds are sent
16007 hasBeenSaved
= true;
16013 //Send opcode 811. true or false means, whether you have current raid/heroic instances
16014 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
16015 data
<< uint32(hasBeenSaved
);
16016 GetSession()->SendPacket(&data
);
16021 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
16023 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
16025 if(itr
->second
.perm
)
16027 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
16028 data
<< uint32(itr
->second
.save
->GetMapId());
16029 GetSession()->SendPacket(&data
);
16035 /// convert the player's binds to the group
16036 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
16038 bool has_binds
= false;
16039 bool has_solo
= false;
16041 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
16042 assert(player_guid
);
16044 // copy all binds to the group, when changing leader it's assumed the character
16045 // will not have any solo binds
16049 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
16051 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
16054 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
16055 // permanent binds are not removed
16056 if(!itr
->second
.perm
)
16058 // increments itr in call
16059 player
->UnbindInstance(itr
, Difficulty(i
), true);
16068 // if the player's not online we don't know what binds it has
16069 if(!player
|| !group
|| has_binds
)
16070 CharacterDatabase
.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid
));
16072 // the following should not get executed when changing leaders
16073 if(!player
|| has_solo
)
16074 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
16077 bool Player::_LoadHomeBind(QueryResult
*result
)
16079 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
16082 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
16087 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
16090 Field
*fields
= result
->Fetch();
16091 m_homebindMapId
= fields
[0].GetUInt32();
16092 m_homebindZoneId
= fields
[1].GetUInt16();
16093 m_homebindX
= fields
[2].GetFloat();
16094 m_homebindY
= fields
[3].GetFloat();
16095 m_homebindZ
= fields
[4].GetFloat();
16098 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
16100 // accept saved data only for valid position (and non instanceable), and accessable
16101 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
16102 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
16107 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
16112 m_homebindMapId
= info
->mapId
;
16113 m_homebindZoneId
= info
->zoneId
;
16114 m_homebindX
= info
->positionX
;
16115 m_homebindY
= info
->positionY
;
16116 m_homebindZ
= info
->positionZ
;
16118 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
);
16121 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
16122 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
16127 /*********************************************************/
16128 /*** SAVE SYSTEM ***/
16129 /*********************************************************/
16131 void Player::SaveToDB()
16133 // we should assure this: assert((m_nextSave != sWorld.getConfig(CONFIG_INTERVAL_SAVE)));
16134 // delay auto save at any saves (manual, in code, or autosave)
16135 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
16137 //lets allow only players in world to be saved
16138 if(IsBeingTeleportedFar())
16140 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
16144 // first save/honor gain after midnight will also update the player's honor fields
16145 UpdateHonorFields();
16147 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
16150 CharacterDatabase
.BeginTransaction();
16152 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
16154 std::string sql_name
= m_name
;
16155 CharacterDatabase
.escape_string(sql_name
);
16157 std::ostringstream ss
;
16158 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
16159 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
16160 "taximask, online, cinematic, "
16161 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
16162 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
16163 "death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
16164 "todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
16165 "power4, power5, power6, power7, specCount, activeSpec) VALUES ("
16166 << GetGUIDLow() << ", "
16167 << GetSession()->GetAccountId() << ", '"
16168 << sql_name
<< "', "
16169 << (uint32
)getRace() << ", "
16170 << (uint32
)getClass() << ", "
16171 << (uint32
)getGender() << ", "
16172 << getLevel() << ", "
16173 << GetUInt32Value(PLAYER_XP
) << ", "
16174 << GetMoney() << ", "
16175 << GetUInt32Value(PLAYER_BYTES
) << ", "
16176 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
16177 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
16179 if(!IsBeingTeleported())
16181 ss
<< GetMapId() << ", "
16182 << (uint32
)GetDungeonDifficulty() << ", "
16183 << finiteAlways(GetPositionX()) << ", "
16184 << finiteAlways(GetPositionY()) << ", "
16185 << finiteAlways(GetPositionZ()) << ", "
16186 << finiteAlways(GetOrientation()) << ", '";
16190 ss
<< GetTeleportDest().mapid
<< ", "
16191 << (uint32
)GetDungeonDifficulty() << ", "
16192 << finiteAlways(GetTeleportDest().coord_x
) << ", "
16193 << finiteAlways(GetTeleportDest().coord_y
) << ", "
16194 << finiteAlways(GetTeleportDest().coord_z
) << ", "
16195 << finiteAlways(GetTeleportDest().orientation
) << ", '";
16199 for( i
= 0; i
< m_valuesCount
; ++i
)
16201 ss
<< GetUInt32Value(i
) << " ";
16206 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
16208 ss
<< (IsInWorld() ? 1 : 0) << ", ";
16210 ss
<< m_cinematic
<< ", ";
16212 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
16213 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
16215 ss
<< finiteAlways(m_rest_bonus
) << ", ";
16216 ss
<< (uint64
)time(NULL
) << ", ";
16217 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
16218 //save, far from tavern/city
16219 //save, but in tavern/city
16220 ss
<< m_resetTalentsCost
<< ", ";
16221 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
16223 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->x
) << ", ";
16224 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->y
) << ", ";
16225 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->z
) << ", ";
16226 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->o
) << ", ";
16228 ss
<< m_transport
->GetGUIDLow();
16233 ss
<< m_ExtraFlags
<< ", ";
16235 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
16237 ss
<< uint32(m_atLoginFlags
) << ", ";
16239 ss
<< GetZoneId() << ", ";
16241 ss
<< (uint64
)m_deathExpireTime
<< ", '";
16243 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
16245 ss
<< GetArenaPoints() << ", ";
16247 ss
<< GetHonorPoints() << ", ";
16249 ss
<< GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
) << ", ";
16251 ss
<< GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
) << ", ";
16253 ss
<< GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
) << ", ";
16255 ss
<< GetUInt16Value(PLAYER_FIELD_KILLS
, 0) << ", ";
16257 ss
<< GetUInt16Value(PLAYER_FIELD_KILLS
, 1) << ", ";
16259 ss
<< GetUInt32Value(PLAYER_CHOSEN_TITLE
) << ", ";
16261 ss
<< GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES
) << ", ";
16263 // FIXME: at this moment send to DB as unsigned, including unit32(-1)
16264 ss
<< GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
) << ", ";
16266 ss
<< (uint16
)(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE) << ", ";
16270 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
16271 ss
<< "," << GetPower(Powers(i
));
16274 ss
<< uint32(m_specsCount
) << ", ";
16275 ss
<< uint32(m_activeSpec
);
16279 CharacterDatabase
.Execute( ss
.str().c_str() );
16281 if(m_mailsUpdated
) //save mails only when needed
16286 _SaveQuestStatus();
16287 _SaveDailyQuestStatus();
16289 _SaveSpellCooldowns();
16293 m_achievementMgr
.SaveToDB();
16294 m_reputationMgr
.SaveToDB();
16295 _SaveEquipmentSets();
16296 GetSession()->SaveTutorialsData(); // changed only while character in game
16298 CharacterDatabase
.CommitTransaction();
16300 // save pet (hunter pet level and experience and all type pets health/mana).
16301 if(Pet
* pet
= GetPet())
16302 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
16305 // fast save function for item/money cheating preventing - save only inventory and money state
16306 void Player::SaveInventoryAndGoldToDB()
16312 void Player::SaveGoldToDB()
16314 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
16317 void Player::_SaveActions()
16319 for(int i
= 0; i
< MAX_TALENT_SPEC_COUNT
; ++i
)
16321 for(ActionButtonList::iterator itr
= m_actionButtons
[i
].begin(); itr
!= m_actionButtons
[i
].end(); )
16323 switch (itr
->second
.uState
)
16325 case ACTIONBUTTON_NEW
:
16326 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,spec, button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
16327 GetGUIDLow(), i
, (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
16328 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16331 case ACTIONBUTTON_CHANGED
:
16332 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' AND spec = '%u'",
16333 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
, i
);
16334 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16337 case ACTIONBUTTON_DELETED
:
16338 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' AND button = '%u' AND spec = '%u'", GetGUIDLow(), (uint32
)itr
->first
, i
);
16339 m_actionButtons
[i
].erase(itr
++);
16349 void Player::_SaveAuras()
16351 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
16353 AuraMap
const& auras
= GetAuras();
16358 spellEffectPair lastEffectPair
= auras
.begin()->first
;
16359 uint32 stackCounter
= 1;
16361 /* copied following sql-code partly from achievementmgr */
16362 bool first_round
= true;
16363 std::ostringstream ss
;
16364 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
16366 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
16368 AuraMap::const_iterator itr2
= itr
;
16369 // save previous spellEffectPair to db
16372 //skip all auras from spells that are passive
16373 //do not save single target auras (unless they were cast by the player)
16374 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
16378 ss
<< "INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges)VALUES ";
16379 first_round
= false;
16381 // next new/changed record prefix
16385 ss
<< "("<< GetGUIDLow() << "," << itr2
->second
->GetCasterGUID() << ","
16386 << (uint32
)itr2
->second
->GetId() << "," << (uint32
)itr2
->second
->GetEffIndex() << ","
16387 << stackCounter
<< "," << itr2
->second
->GetModifier()->m_amount
<< ","
16388 <<int(itr2
->second
->GetAuraMaxDuration()) << "," << int(itr2
->second
->GetAuraDuration()) << ","
16389 << int(itr2
->second
->GetAuraCharges()) << ")";
16392 if(itr
== auras
.end())
16396 if (lastEffectPair
== itr
->first
)
16400 lastEffectPair
= itr
->first
;
16405 // if something changed execute
16407 CharacterDatabase
.Execute( ss
.str().c_str() );
16410 void Player::_SaveInventory()
16412 // force items in buyback slots to new state
16413 // and remove those that aren't already
16414 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
16416 Item
*item
= m_items
[i
];
16417 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
16418 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16419 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
16420 m_items
[i
]->FSetState(ITEM_NEW
);
16423 // update enchantment durations
16424 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
16426 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
16430 if (m_itemUpdateQueue
.empty()) return;
16432 // do not save if the update queue is corrupt
16433 bool error
= false;
16434 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16436 Item
*item
= m_itemUpdateQueue
[i
];
16437 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
16438 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
16442 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());
16445 else if (test
!= item
)
16447 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());
16454 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16455 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
16459 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16461 Item
*item
= m_itemUpdateQueue
[i
];
16462 if(!item
) continue;
16464 Bag
*container
= item
->GetContainer();
16465 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
16467 switch(item
->GetState())
16470 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());
16473 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());
16476 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16478 case ITEM_UNCHANGED
:
16482 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
16484 m_itemUpdateQueue
.clear();
16487 void Player::_SaveMail()
16489 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
16492 if (m
->state
== MAIL_STATE_CHANGED
)
16494 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
16495 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
16496 if(m
->removedItems
.size())
16498 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
16499 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
16500 m
->removedItems
.clear();
16502 m
->state
= MAIL_STATE_UNCHANGED
;
16504 else if (m
->state
== MAIL_STATE_DELETED
)
16507 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
16508 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
16510 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16511 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16512 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16516 //deallocate deleted mails...
16517 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16519 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16524 itr
= m_mail
.begin();
16530 m_mailsUpdated
= false;
16533 void Player::_SaveQuestStatus()
16535 // we don't need transactions here.
16536 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16538 switch (i
->second
.uState
)
16541 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16542 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16543 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
16545 case QUEST_CHANGED
:
16546 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
16547 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
16549 case QUEST_UNCHANGED
:
16552 i
->second
.uState
= QUEST_UNCHANGED
;
16556 void Player::_SaveDailyQuestStatus()
16558 if(!m_DailyQuestChanged
)
16561 m_DailyQuestChanged
= false;
16563 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16565 // we don't need transactions here.
16566 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16567 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16568 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16569 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
16570 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16574 void Player::_SaveSkills()
16576 // we don't need transactions here.
16577 for( SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); )
16579 if(itr
->second
.uState
== SKILL_UNCHANGED
)
16585 if(itr
->second
.uState
== SKILL_DELETED
)
16587 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr
->first
);
16588 mSkillStatus
.erase(itr
++);
16592 uint32 valueData
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
));
16593 uint16 value
= SKILL_VALUE(valueData
);
16594 uint16 max
= SKILL_MAX(valueData
);
16596 switch (itr
->second
.uState
)
16599 CharacterDatabase
.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
16600 GetGUIDLow(), itr
->first
, value
, max
);
16602 case SKILL_CHANGED
:
16603 CharacterDatabase
.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
16604 value
, max
, GetGUIDLow(), itr
->first
);
16607 itr
->second
.uState
= SKILL_UNCHANGED
;
16613 void Player::_SaveSpells()
16615 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16617 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16618 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16620 // add only changed/new not dependent spells
16621 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16622 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
16624 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16626 delete itr
->second
;
16627 m_spells
.erase(itr
++);
16631 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16638 void Player::outDebugValues() const
16640 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16643 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16644 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16645 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16646 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
16647 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16648 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16649 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16650 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16651 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16652 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16653 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16654 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16657 /*********************************************************/
16658 /*** FLOOD FILTER SYSTEM ***/
16659 /*********************************************************/
16661 void Player::UpdateSpeakTime()
16663 // ignore chat spam protection for GMs in any mode
16664 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16667 time_t current
= time (NULL
);
16668 if(m_speakTime
> current
)
16670 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16675 if(m_speakCount
>= max_count
)
16677 // prevent overwrite mute time, if message send just before mutes set, for example.
16678 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16679 if(GetSession()->m_muteTime
< new_mute
)
16680 GetSession()->m_muteTime
= new_mute
;
16688 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16691 bool Player::CanSpeak() const
16693 return GetSession()->m_muteTime
<= time (NULL
);
16696 /*********************************************************/
16697 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16698 /*********************************************************/
16700 void Player::SendAttackSwingNotInRange()
16702 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16703 GetSession()->SendPacket( &data
);
16706 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16708 std::ostringstream ss
;
16709 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16710 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16711 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16712 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16713 sLog
.outDebug("%s", ss
.str().c_str());
16714 CharacterDatabase
.Execute(ss
.str().c_str());
16717 void Player::SaveDataFieldToDB()
16719 std::ostringstream ss
;
16720 ss
<<"UPDATE characters SET data='";
16722 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16724 ss
<< GetUInt32Value(i
) << " ";
16726 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16728 CharacterDatabase
.Execute(ss
.str().c_str());
16731 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16733 std::ostringstream ss2
;
16734 ss2
<< "UPDATE characters SET data='";
16736 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16738 ss2
<< tokens
[i
] << " ";
16740 ss2
<< "' WHERE guid='" << GUID_LOPART(guid
) << "'";
16742 return CharacterDatabase
.Execute(ss2
.str().c_str());
16745 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16748 snprintf(buf
,11,"%u",value
);
16750 if(index
>= tokens
.size())
16753 tokens
[index
] = buf
;
16756 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16759 if(!LoadValuesArrayFromDB(tokens
,guid
))
16762 if(index
>= tokens
.size())
16766 snprintf(buf
,11,"%u",value
);
16767 tokens
[index
] = buf
;
16769 SaveValuesArrayInDB(tokens
,guid
);
16772 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16775 memcpy(&temp
, &value
, sizeof(value
));
16776 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16779 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16782 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16786 Field
* fields
= result
->Fetch();
16788 uint32 player_bytes2
= fields
[0].GetUInt32();
16789 player_bytes2
&= ~0xFF;
16790 player_bytes2
|= facialHair
;
16792 CharacterDatabase
.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender
, skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24), player_bytes2
, GUID_LOPART(guid
));
16797 void Player::SendAttackSwingDeadTarget()
16799 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16800 GetSession()->SendPacket( &data
);
16803 void Player::SendAttackSwingCantAttack()
16805 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16806 GetSession()->SendPacket( &data
);
16809 void Player::SendAttackSwingCancelAttack()
16811 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16812 GetSession()->SendPacket( &data
);
16815 void Player::SendAttackSwingBadFacingAttack()
16817 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16818 GetSession()->SendPacket( &data
);
16821 void Player::SendAutoRepeatCancel(Unit
*target
)
16823 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16824 data
.append(target
->GetPackGUID()); // may be it's target guid
16825 GetSession()->SendPacket( &data
);
16828 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16830 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16831 data
<< uint32(Area
);
16832 data
<< uint32(Experience
);
16833 GetSession()->SendPacket(&data
);
16836 void Player::SendDungeonDifficulty(bool IsInGroup
)
16838 uint8 val
= 0x00000001;
16839 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16840 data
<< uint32(GetDungeonDifficulty());
16841 data
<< uint32(val
);
16842 data
<< uint32(IsInGroup
);
16843 GetSession()->SendPacket(&data
);
16846 void Player::SendRaidDifficulty(bool IsInGroup
)
16848 uint8 val
= 0x00000001;
16849 WorldPacket
data(MSG_SET_RAID_DIFFICULTY
, 12);
16850 data
<< uint32(GetRaidDifficulty());
16851 data
<< uint32(val
);
16852 data
<< uint32(IsInGroup
);
16853 GetSession()->SendPacket(&data
);
16856 void Player::SendResetFailedNotify(uint32 mapid
)
16858 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16859 data
<< uint32(mapid
);
16860 GetSession()->SendPacket(&data
);
16863 /// Reset all solo instances and optionally send a message on success for each
16864 void Player::ResetInstances(uint8 method
, bool isRaid
)
16866 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16868 // we assume that when the difficulty changes, all instances that can be reset will be
16869 Difficulty diff
= GetDifficulty(isRaid
);
16871 for (BoundInstancesMap::iterator itr
= m_boundInstances
[diff
].begin(); itr
!= m_boundInstances
[diff
].end();)
16873 InstanceSave
*p
= itr
->second
.save
;
16874 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16875 if(!entry
|| entry
->IsRaid() != isRaid
|| !p
->CanReset())
16881 if(method
== INSTANCE_RESET_ALL
)
16883 // the "reset all instances" method can only reset normal maps
16884 if(entry
->map_type
== MAP_RAID
|| diff
== DUNGEON_DIFFICULTY_HEROIC
)
16891 // if the map is loaded, reset it
16892 Map
*map
= sMapMgr
.FindMap(p
->GetMapId(), p
->GetInstanceId());
16893 if(map
&& map
->IsDungeon())
16894 ((InstanceMap
*)map
)->Reset(method
);
16896 // since this is a solo instance there should not be any players inside
16897 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16898 SendResetInstanceSuccess(p
->GetMapId());
16901 m_boundInstances
[diff
].erase(itr
++);
16903 // the following should remove the instance save from the manager and delete it as well
16904 p
->RemovePlayer(this);
16908 void Player::SendResetInstanceSuccess(uint32 MapId
)
16910 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16911 data
<< uint32(MapId
);
16912 GetSession()->SendPacket(&data
);
16915 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16917 // TODO: find what other fail reasons there are besides players in the instance
16918 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16919 data
<< uint32(reason
);
16920 data
<< uint32(MapId
);
16921 GetSession()->SendPacket(&data
);
16924 /*********************************************************/
16925 /*** Update timers ***/
16926 /*********************************************************/
16928 ///checks the 15 afk reports per 5 minutes limit
16929 void Player::UpdateAfkReport(time_t currTime
)
16931 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16933 m_bgData
.bgAfkReportedCount
= 0;
16934 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16938 void Player::UpdateContestedPvP(uint32 diff
)
16940 if(!m_contestedPvPTimer
||isInCombat())
16942 if(m_contestedPvPTimer
<= diff
)
16944 ResetContestedPvP();
16947 m_contestedPvPTimer
-= diff
;
16950 void Player::UpdatePvPFlag(time_t currTime
)
16954 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16960 void Player::UpdateDuelFlag(time_t currTime
)
16962 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16965 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16966 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16968 duel
->startTimer
= 0;
16969 duel
->startTime
= currTime
;
16970 duel
->opponent
->duel
->startTimer
= 0;
16971 duel
->opponent
->duel
->startTime
= currTime
;
16974 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16979 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16982 // not save secondary permanent pet as current
16983 if (pet
&& m_temporaryUnsummonedPetNumber
!= pet
->GetCharmInfo()->GetPetNumber() && mode
== PET_SAVE_AS_CURRENT
)
16984 mode
= PET_SAVE_NOT_IN_SLOT
;
16986 if(returnreagent
&& pet
&& mode
!= PET_SAVE_AS_CURRENT
)
16988 //returning of reagents only for players, so best done here
16989 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16990 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16994 for(uint32 i
= 0; i
< 7; ++i
)
16996 if(spellInfo
->Reagent
[i
] > 0)
16998 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16999 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
17000 if( msg
== EQUIP_ERR_OK
)
17002 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
17004 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
17011 // only if current pet in slot
17012 switch(pet
->getPetType())
17018 RemoveGuardian(pet
);
17021 if(GetPetGUID() == pet
->GetGUID())
17028 pet
->SavePetToDB(mode
);
17030 pet
->AddObjectToRemoveList();
17031 pet
->m_removed
= true;
17033 if(pet
->isControlled())
17035 RemovePetActionBar();
17038 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
17042 void Player::RemoveMiniPet()
17044 if(Pet
* pet
= GetMiniPet())
17046 pet
->Remove(PET_SAVE_AS_DELETED
);
17051 Pet
* Player::GetMiniPet()
17055 return GetMap()->GetPet(m_miniPet
);
17058 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
17060 *data
<< (uint8
)msgtype
;
17061 *data
<< (uint32
)language
;
17062 *data
<< (uint64
)GetGUID();
17063 *data
<< (uint32
)language
; //language 2.1.0 ?
17064 *data
<< (uint64
)GetGUID();
17065 *data
<< (uint32
)(text
.length()+1);
17067 *data
<< (uint8
)chatTag();
17070 void Player::Say(const std::string
& text
, const uint32 language
)
17072 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17073 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
17074 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
17077 void Player::Yell(const std::string
& text
, const uint32 language
)
17079 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17080 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
17081 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
17084 void Player::TextEmote(const std::string
& text
)
17086 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17087 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
17088 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
17091 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
17093 if (language
!= LANG_ADDON
) // if not addon data
17094 language
= LANG_UNIVERSAL
; // whispers should always be readable
17096 Player
*rPlayer
= sObjectMgr
.GetPlayer(receiver
);
17098 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
17099 if(!rPlayer
->isDND() || isGameMaster())
17101 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17102 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
17103 rPlayer
->GetSession()->SendPacket(&data
);
17105 // not send confirmation for addon messages
17106 if (language
!= LANG_ADDON
)
17108 data
.Initialize(SMSG_MESSAGECHAT
, 200);
17109 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_WHISPER_INFORM
, text
, language
);
17110 GetSession()->SendPacket(&data
);
17115 // announce to player that player he is whispering to is dnd and cannot receive his message
17116 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
17119 if(!isAcceptWhispers())
17121 SetAcceptWhispers(true);
17122 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
17125 // announce to player that player he is whispering to is afk
17126 if(rPlayer
->isAFK())
17127 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
17129 // if player whisper someone, auto turn of dnd to be able to receive an answer
17130 if(isDND() && !rPlayer
->isGameMaster())
17134 void Player::PetSpellInitialize()
17136 Pet
* pet
= GetPet();
17141 sLog
.outDebug("Pet Spells Groups");
17143 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
17145 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17146 data
<< uint64(pet
->GetGUID());
17147 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
17149 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17152 charmInfo
->BuildActionBar(&data
);
17154 size_t spellsCountPos
= data
.wpos();
17158 data
<< uint8(addlist
); // placeholder
17160 if (pet
->IsPermanentPetFor(this))
17163 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
17165 if(itr
->second
.state
== PETSPELL_REMOVED
)
17168 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
17173 data
.put
<uint8
>(spellsCountPos
, addlist
);
17175 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
17176 data
<< uint8(cooldownsCount
);
17178 time_t curTime
= time(NULL
);
17180 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
17182 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17184 data
<< uint32(itr
->first
); // spellid
17185 data
<< uint16(0); // spell category?
17186 data
<< uint32(cooldown
); // cooldown
17187 data
<< uint32(0); // category cooldown
17190 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
17192 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17194 data
<< uint32(itr
->first
); // spellid
17195 data
<< uint16(0); // spell category?
17196 data
<< uint32(0); // cooldown
17197 data
<< uint32(cooldown
); // category cooldown
17200 GetSession()->SendPacket(&data
);
17203 void Player::SendPetGUIDs()
17208 // Later this function might get modified for multiple guids
17209 WorldPacket
data(SMSG_PET_GUIDS
, 12);
17210 data
<< uint32(1); // count
17211 data
<< uint64(GetPetGUID());
17212 GetSession()->SendPacket(&data
);
17215 void Player::PossessSpellInitialize()
17217 Unit
* charm
= GetCharm();
17222 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17226 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17230 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17231 data
<< uint64(charm
->GetGUID());
17236 charmInfo
->BuildActionBar(&data
);
17238 data
<< uint8(0); // spells count
17239 data
<< uint8(0); // cooldowns count
17241 GetSession()->SendPacket(&data
);
17244 void Player::CharmSpellInitialize()
17246 Unit
* charm
= GetCharm();
17251 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17254 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17260 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17262 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
17264 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
17266 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17268 if(charmInfo
->GetCharmSpell(i
)->GetAction())
17274 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
17275 data
<< uint64(charm
->GetGUID());
17279 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17280 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17282 data
<< uint8(0) << uint8(0) << uint16(0);
17284 charmInfo
->BuildActionBar(&data
);
17286 data
<< uint8(addlist
);
17290 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17292 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
17293 if(cspell
->GetAction())
17294 data
<< uint32(cspell
->packedData
);
17298 data
<< uint8(0); // cooldowns count
17300 GetSession()->SendPacket(&data
);
17303 void Player::RemovePetActionBar()
17305 WorldPacket
data(SMSG_PET_SPELLS
, 8);
17307 SendDirectMessage(&data
);
17310 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
17312 if (!mod
|| !spellInfo
)
17315 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
17317 // prevent apply to any spell except spell that trigger expire
17320 if(mod
->lastAffected
!= spell
)
17323 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
17327 return mod
->isAffectedOnSpell(spellInfo
);
17330 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
17332 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
17334 for(int eff
= 0; eff
< 96; ++eff
)
17340 _mask
= uint64(1) << (eff
- 0);
17342 _mask2
= uint32(1) << (eff
- 64);
17344 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
17347 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
17349 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
17350 val
+= (*itr
)->value
;
17352 val
+= apply
? mod
->value
: -(mod
->value
);
17353 WorldPacket
data(Opcode
, (1+1+4));
17354 data
<< uint8(eff
);
17355 data
<< uint8(mod
->op
);
17356 data
<< int32(val
);
17357 SendDirectMessage(&data
);
17362 m_spellMods
[mod
->op
].push_back(mod
);
17365 if (mod
->charges
== -1)
17366 --m_SpellModRemoveCount
;
17367 m_spellMods
[mod
->op
].remove(mod
);
17372 void Player::RemoveSpellMods(Spell
const* spell
)
17374 if(!spell
|| (m_SpellModRemoveCount
== 0))
17377 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
17379 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
17381 SpellModifier
*mod
= *itr
;
17384 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
17386 RemoveAurasDueToSpell(mod
->spellId
);
17387 if (m_spellMods
[i
].empty())
17390 itr
= m_spellMods
[i
].begin();
17396 // send Proficiency
17397 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
17399 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
17400 data
<< uint8(pr1
) << uint32(pr2
);
17401 GetSession()->SendPacket (&data
);
17404 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
17406 QueryResult
*result
= NULL
;
17408 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17410 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17413 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.
17414 { // and SendPetitionQueryOpcode reads data from the DB
17415 Field
*fields
= result
->Fetch();
17416 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
17417 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
17419 // send update if charter owner in game
17420 Player
* owner
= sObjectMgr
.GetPlayer(ownerguid
);
17422 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
17424 } while ( result
->NextRow() );
17429 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17431 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17434 CharacterDatabase
.BeginTransaction();
17437 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17438 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17442 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17443 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17445 CharacterDatabase
.CommitTransaction();
17448 void Player::LeaveAllArenaTeams(uint64 guid
)
17450 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
17456 Field
*fields
= result
->Fetch();
17457 uint32 at_id
= fields
[0].GetUInt32();
17460 ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(at_id
);
17462 at
->DelMember(guid
);
17464 } while (result
->NextRow());
17469 void Player::SetRestBonus (float rest_bonus_new
)
17471 // Prevent resting on max level
17472 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17473 rest_bonus_new
= 0;
17475 if(rest_bonus_new
< 0)
17476 rest_bonus_new
= 0;
17478 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17480 if(rest_bonus_new
> rest_bonus_max
)
17481 m_rest_bonus
= rest_bonus_max
;
17483 m_rest_bonus
= rest_bonus_new
;
17485 // update data for client
17486 if(m_rest_bonus
>10)
17487 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17488 else if(m_rest_bonus
<=1)
17489 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17492 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17495 void Player::HandleStealthedUnitsDetection()
17497 std::list
<Unit
*> stealthedUnits
;
17499 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17501 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17502 cell
.SetNoCreate();
17504 MaNGOS::AnyStealthedCheck u_check
;
17505 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17507 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17508 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17510 cell
.Visit(p
, world_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17511 cell
.Visit(p
, grid_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17513 WorldObject
const* viewPoint
= GetViewPoint();
17515 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
17520 bool hasAtClient
= HaveAtClient((*i
));
17521 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
17527 (*i
)->SendCreateUpdateToPlayer(this);
17528 m_clientGUIDs
.insert((*i
)->GetGUID());
17530 #ifdef MANGOS_DEBUG
17531 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17532 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17535 // target aura duration for caster show only if target exist at caster client
17536 // send data at target visibility change (adding to client)
17537 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17538 SendAurasForTarget(*i
);
17545 (*i
)->DestroyForPlayer(this);
17546 m_clientGUIDs
.erase((*i
)->GetGUID());
17552 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
17554 if(nodes
.size() < 2)
17557 // 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
17558 if(GetSession()->isLogingOut() || isInCombat())
17560 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17561 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17562 GetSession()->SendPacket(&data
);
17566 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17572 // not let cheating with start flight mounted
17575 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17576 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17577 GetSession()->SendPacket(&data
);
17581 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17583 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17584 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17585 GetSession()->SendPacket(&data
);
17589 // 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
17590 if(IsNonMeleeSpellCasted(false))
17592 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17593 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17594 GetSession()->SendPacket(&data
);
17598 // cast case or scripted call case
17601 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
17603 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17604 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
17606 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
17607 if (spell
->m_spellInfo
->Id
!= spellid
)
17608 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
17610 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
17612 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
17613 if (spell
->m_spellInfo
->Id
!= spellid
)
17614 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
17617 uint32 sourcenode
= nodes
[0];
17619 // starting node too far away (cheat?)
17620 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17623 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17624 data
<< uint32(ERR_TAXINOSUCHPATH
);
17625 GetSession()->SendPacket(&data
);
17629 // check node starting pos data set case if provided
17630 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
17632 if (node
->map_id
!= GetMapId() ||
17633 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17634 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17635 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17636 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
17638 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17639 data
<< uint32(ERR_TAXITOOFARAWAY
);
17640 GetSession()->SendPacket(&data
);
17644 // node must have pos if taxi master case (npc != NULL)
17647 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17648 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17649 GetSession()->SendPacket(&data
);
17653 // Prepare to flight start now
17655 // stop combat at start taxi flight if any
17658 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17661 // clean not finished taxi path if any
17662 m_taxi
.ClearTaxiDestinations();
17664 // 0 element current node
17665 m_taxi
.AddTaxiDestination(sourcenode
);
17667 // fill destinations path tail
17668 uint32 sourcepath
= 0;
17669 uint32 totalcost
= 0;
17671 uint32 prevnode
= sourcenode
;
17672 uint32 lastnode
= 0;
17674 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17678 lastnode
= nodes
[i
];
17679 sObjectMgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17683 m_taxi
.ClearTaxiDestinations();
17689 if(prevnode
== sourcenode
)
17692 m_taxi
.AddTaxiDestination(lastnode
);
17694 prevnode
= lastnode
;
17697 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17698 uint32 mount_display_id
= sObjectMgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
17700 // in spell case allow 0 model
17701 if ((mount_display_id
== 0 && spellid
== 0) || sourcepath
== 0)
17703 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17704 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17705 GetSession()->SendPacket(&data
);
17706 m_taxi
.ClearTaxiDestinations();
17710 uint32 money
= GetMoney();
17713 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17715 if(money
< totalcost
)
17717 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17718 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17719 GetSession()->SendPacket(&data
);
17720 m_taxi
.ClearTaxiDestinations();
17724 //Checks and preparations done, DO FLIGHT
17725 ModifyMoney(-(int32
)totalcost
);
17726 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17727 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17729 // prevent stealth flight
17730 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17732 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17733 data
<< uint32(ERR_TAXIOK
);
17734 GetSession()->SendPacket(&data
);
17736 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17738 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17743 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17745 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17749 std::vector
<uint32
> nodes
;
17752 nodes
[0] = entry
->from
;
17753 nodes
[1] = entry
->to
;
17755 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17758 void Player::ContinueTaxiFlight()
17760 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17764 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17766 uint32 mountDisplayId
= sObjectMgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17767 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17769 // search appropriate start path node
17770 uint32 startNode
= 0;
17772 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17774 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17776 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17777 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17778 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17780 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17782 TaxiPathNode
const& node
= nodeList
[i
];
17783 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17785 // skip nodes at another map
17786 if(node
.mapid
!= GetMapId())
17789 distPrev
= distNext
;
17792 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17793 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17794 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17797 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17798 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17799 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17801 if(distNext
+ distPrev
< distNodes
)
17808 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17811 void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17813 // last check 2.0.10
17814 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17815 data
<< uint64(GetGUID());
17816 data
<< uint8(0x0); // flags (0x1, 0x2)
17817 time_t curTime
= time(NULL
);
17818 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17820 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17822 uint32 unSpellId
= itr
->first
;
17823 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17830 // Not send cooldown for this spells
17831 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17834 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17836 data
<< uint32(unSpellId
);
17837 data
<< uint32(unTimeMs
); // in m.secs
17838 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17841 GetSession()->SendPacket(&data
);
17844 void Player::InitDataForForm(bool reapplyMods
)
17846 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17847 if(ssEntry
&& ssEntry
->attackSpeed
)
17849 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17850 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17851 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17854 SetRegularAttackTime();
17860 if(getPowerType()!=POWER_ENERGY
)
17861 setPowerType(POWER_ENERGY
);
17865 case FORM_DIREBEAR
:
17867 if(getPowerType()!=POWER_RAGE
)
17868 setPowerType(POWER_RAGE
);
17871 default: // 0, for example
17873 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17874 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17875 setPowerType(Powers(cEntry
->powerType
));
17880 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17882 UpdateEquipSpellsAtFormChange();
17884 UpdateAttackPowerAndDamage();
17885 UpdateAttackPowerAndDamage(true);
17888 void Player::InitDisplayIds()
17890 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
17893 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17897 uint8 gender
= getGender();
17900 case GENDER_FEMALE
:
17901 SetDisplayId(info
->displayId_f
);
17902 SetNativeDisplayId(info
->displayId_f
);
17905 SetDisplayId(info
->displayId_m
);
17906 SetNativeDisplayId(info
->displayId_m
);
17909 sLog
.outError("Invalid gender %u for player",gender
);
17914 // Return true is the bought item has a max count to force refresh of window by caller
17915 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17917 // cheating attempt
17918 if (count
< 1) count
= 1;
17923 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
17926 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17930 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17933 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17934 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17938 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17939 if(!vItems
|| vItems
->Empty())
17941 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17945 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17946 if (vendor_slot
>= vItems
->GetItemCount())
17948 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17952 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17954 // check current item amount if it limited
17955 if (crItem
->maxcount
!= 0)
17957 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17959 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17964 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17966 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17970 if (crItem
->ExtendedCost
)
17972 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17975 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17979 // honor points price
17980 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17982 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17986 // arena points price
17987 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17989 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17994 for (uint8 i
= 0; i
< 5; ++i
)
17996 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17998 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
18003 // check for personal arena rating requirement
18004 if( GetMaxPersonalArenaRatingRequirement(iece
->reqarenaslot
) < iece
->reqpersonalarenarating
)
18006 // probably not the proper equip err
18007 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
18012 uint32 price
= pProto
->BuyPrice
* count
;
18014 // reputation discount
18015 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
18017 if (GetMoney() < price
)
18019 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
18023 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
18025 ItemPosCountVec dest
;
18026 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
18027 if (msg
!= EQUIP_ERR_OK
)
18029 SendEquipError( msg
, NULL
, NULL
);
18033 ModifyMoney( -(int32
)price
);
18034 if (crItem
->ExtendedCost
) // case for new honor system
18036 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
18037 if (iece
->reqhonorpoints
)
18038 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
18039 if (iece
->reqarenapoints
)
18040 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
18041 for (uint8 i
= 0; i
< 5; ++i
)
18043 if (iece
->reqitem
[i
])
18044 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
18048 if (Item
*it
= StoreNewItem( dest
, item
, true ))
18050 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
18052 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
18053 data
<< uint64(pCreature
->GetGUID());
18054 data
<< uint32(vendor_slot
+1); // numbered from 1 at client
18055 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
18056 data
<< uint32(count
);
18057 GetSession()->SendPacket(&data
);
18059 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
18062 else if (IsEquipmentPos(bag
, slot
))
18064 if (pProto
->BuyCount
* count
!= 1)
18066 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
18071 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
18072 if (msg
!= EQUIP_ERR_OK
)
18074 SendEquipError( msg
, NULL
, NULL
);
18078 ModifyMoney( -(int32
)price
);
18079 if (crItem
->ExtendedCost
) // case for new honor system
18081 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
18082 if (iece
->reqhonorpoints
)
18083 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
18084 if (iece
->reqarenapoints
)
18085 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
18086 for (uint8 i
= 0; i
< 5; ++i
)
18088 if(iece
->reqitem
[i
])
18089 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
18093 if (Item
*it
= EquipNewItem( dest
, item
, true ))
18095 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
18097 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
18098 data
<< uint64(pCreature
->GetGUID());
18099 data
<< uint32(vendor_slot
+ 1); // numbered from 1 at client
18100 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
18101 data
<< uint32(count
);
18102 GetSession()->SendPacket(&data
);
18104 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
18106 AutoUnequipOffhandIfNeed();
18111 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
18115 return crItem
->maxcount
!= 0;
18118 uint32
Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot
)
18120 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
18121 // the personal rating of the arena team must match the required limit as well
18122 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
18123 uint32 max_personal_rating
= 0;
18124 for(int i
= minarenaslot
; i
< MAX_ARENA_SLOT
; ++i
)
18126 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(GetArenaTeamId(i
)))
18128 uint32 p_rating
= GetArenaPersonalRating(i
);
18129 uint32 t_rating
= at
->GetRating();
18130 p_rating
= p_rating
< t_rating
? p_rating
: t_rating
;
18131 if(max_personal_rating
< p_rating
)
18132 max_personal_rating
= p_rating
;
18135 return max_personal_rating
;
18138 void Player::UpdateHomebindTime(uint32 time
)
18140 // GMs never get homebind timer online
18141 if (m_InstanceValid
|| isGameMaster())
18143 if(m_HomebindTimer
) // instance valid, but timer not reset
18146 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18148 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18149 GetSession()->SendPacket(&data
);
18151 // instance is valid, reset homebind timer
18152 m_HomebindTimer
= 0;
18154 else if (m_HomebindTimer
> 0)
18156 if (time
>= m_HomebindTimer
)
18158 // teleport to nearest graveyard
18159 RepopAtGraveyard();
18162 m_HomebindTimer
-= time
;
18166 // instance is invalid, start homebind timer
18167 m_HomebindTimer
= 60000;
18168 // send message to player
18169 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18170 data
<< uint32(m_HomebindTimer
);
18171 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18172 GetSession()->SendPacket(&data
);
18173 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
18177 void Player::UpdatePvP(bool state
, bool ovrride
)
18179 if(!state
|| ovrride
)
18182 pvpInfo
.endTimer
= 0;
18186 if(pvpInfo
.endTimer
!= 0)
18187 pvpInfo
.endTimer
= time(NULL
);
18193 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
18195 // init cooldown values
18200 // some special item spells without correct cooldown in SpellInfo
18201 // cooldown information stored in item prototype
18202 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
18206 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
18208 for(int idx
= 0; idx
< 5; ++idx
)
18210 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
18212 cat
= proto
->Spells
[idx
].SpellCategory
;
18213 rec
= proto
->Spells
[idx
].SpellCooldown
;
18214 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
18221 // if no cooldown found above then base at DBC data
18222 if(rec
< 0 && catrec
< 0)
18224 cat
= spellInfo
->Category
;
18225 rec
= spellInfo
->RecoveryTime
;
18226 catrec
= spellInfo
->CategoryRecoveryTime
;
18229 time_t curTime
= time(NULL
);
18234 // overwrite time for selected category
18235 if(infinityCooldown
)
18237 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
18238 // but not allow ignore until reset or re-login
18239 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
18240 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
18244 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
18245 // prevent 0 cooldowns set by another way
18246 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
18247 rec
= GetAttackTime(RANGED_ATTACK
);
18249 // Now we have cooldown data (if found any), time to apply mods
18251 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
18254 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
18256 // replace negative cooldowns by 0
18257 if (rec
< 0) rec
= 0;
18258 if (catrec
< 0) catrec
= 0;
18260 // no cooldown after applying spell mods
18261 if( rec
== 0 && catrec
== 0)
18264 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
18265 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
18268 // self spell cooldown
18270 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
18273 if (cat
&& catrec
> 0)
18275 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
18276 if(i_scstore
!= sSpellCategoryStore
.end())
18278 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
18280 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
18283 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
18289 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
18293 sc
.itemid
= itemid
;
18294 m_spellCooldowns
[spellid
] = sc
;
18297 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
18299 // start cooldowns at server side, if any
18300 AddSpellAndCategoryCooldowns(spellInfo
, itemId
, spell
);
18302 // Send activate cooldown timer (possible 0) at client side
18303 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
18304 data
<< uint32(spellInfo
->Id
);
18305 data
<< uint64(GetGUID());
18306 SendDirectMessage(&data
);
18309 void Player::UpdatePotionCooldown(Spell
* spell
)
18311 // no potion used i combat or still in combat
18312 if(!m_lastPotionId
|| isInCombat())
18315 // Call not from spell cast, send cooldown event for item spells if no in combat
18318 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
18319 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
18320 for(int idx
= 0; idx
< 5; ++idx
)
18321 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
18322 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
18323 SendCooldownEvent(spellInfo
,m_lastPotionId
);
18325 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
18327 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
18329 m_lastPotionId
= 0;
18332 //slot to be excluded while counting
18333 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
18335 if(!enchantmentcondition
)
18338 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
18343 uint8 curcount
[4] = {0, 0, 0, 0};
18345 //counting current equipped gem colors
18346 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
18350 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
18351 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
18353 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18355 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18359 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18363 uint32 gemid
= enchantEntry
->GemID
;
18367 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
18371 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
18375 uint8 GemColor
= gemProperty
->color
;
18377 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
18379 if(tmpcolormask
& GemColor
)
18386 bool activate
= true;
18388 for(int i
= 0; i
< 5; ++i
)
18390 if(!Condition
->Color
[i
])
18393 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
18395 // if have <CompareColor> use them as count, else use <value> from Condition
18396 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
18398 switch(Condition
->Comparator
[i
])
18400 case 2: // requires less <color> than (<value> || <comparecolor>) gems
18401 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
18403 case 3: // requires more <color> than (<value> || <comparecolor>) gems
18404 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
18406 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
18407 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
18412 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");
18417 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
18419 //cycle all equipped items
18420 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18422 //enchants for the slot being socketed are handled by Player::ApplyItemMods
18423 if(slot
== exceptslot
)
18426 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18428 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
18431 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18433 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18437 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18441 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18444 //was enchant active with/without item?
18445 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
18446 //should it now be?
18447 if(wasactive
!= EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
18449 // ignore item gem conditions
18450 //if state changed, (dis)apply enchant
18451 ApplyEnchantment(pItem
, EnchantmentSlot(enchant_slot
), !wasactive
, true, true);
18458 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
18459 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
18461 //cycle all equipped items
18462 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18464 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
18465 if(slot
== exceptslot
)
18468 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18470 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
18473 //cycle all (gem)enchants
18474 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18476 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18477 if(!enchant_id
) //if no enchant go to next enchant(slot)
18480 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18484 //only metagems to be (de)activated, so only enchants with condition
18485 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18487 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
18492 void Player::SetBattleGroundEntryPoint()
18495 if (!m_taxi
.empty())
18497 m_bgData
.mountSpell
= 0;
18498 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
18499 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
18501 // On taxi we don't need check for dungeon
18502 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18507 m_bgData
.ClearTaxiPath();
18509 // Mount spell id storing
18512 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
18513 if (!auras
.empty())
18514 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
18517 m_bgData
.mountSpell
= 0;
18519 // If map is dungeon find linked graveyard
18520 if(GetMap()->IsDungeon())
18522 if (const WorldSafeLocsEntry
* entry
= sObjectMgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
18524 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
18528 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
18530 // If new entry point is not BG or arena set it
18531 else if (!GetMap()->IsBattleGroundOrArena())
18533 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18538 // In error cases use homebind position
18539 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
18542 void Player::LeaveBattleground(bool teleportToEntryPoint
)
18544 if(BattleGround
*bg
= GetBattleGround())
18546 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
18548 // call after remove to be sure that player resurrected for correct cast
18549 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
18551 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
18553 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
18554 if(IsBeingTeleportedFar())
18556 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
18560 CastSpell(this, 26013, true); // Deserter
18566 bool Player::CanJoinToBattleground() const
18568 // check Deserter debuff
18569 if(GetDummyAura(26013))
18575 bool Player::CanReportAfkDueToLimit()
18577 // a player can complain about 15 people per 5 minutes
18578 if(m_bgData
.bgAfkReportedCount
++ >= 15)
18584 ///This player has been blamed to be inactive in a battleground
18585 void Player::ReportedAfkBy(Player
* reporter
)
18587 BattleGround
*bg
= GetBattleGround();
18588 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
18591 // check if player has 'Idle' or 'Inactive' debuff
18592 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow()) == m_bgData
.bgAfkReporter
.end() && !HasAura(43680, 0) && !HasAura(43681, 0) && reporter
->CanReportAfkDueToLimit())
18594 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
18595 // 3 players have to complain to apply debuff
18596 if(m_bgData
.bgAfkReporter
.size() >= 3)
18598 // cast 'Idle' spell
18599 CastSpell(this, 43680, true);
18600 m_bgData
.bgAfkReporter
.clear();
18605 WorldObject
const* Player::GetViewPoint() const
18607 if(uint64 far_sight
= GetFarSight())
18609 WorldObject
const* viewPoint
= GetMap()->GetWorldObject(far_sight
);
18610 return viewPoint
? viewPoint
: this; // always expected not NULL
18616 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
18618 // gamemaster in GM mode see all, including ghosts
18619 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18622 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18623 if (InBattleGround())
18625 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18630 // Live player see live player or dead player with not realized corpse
18631 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18633 return isAlive() || m_deathTimer
> 0;
18636 // Ghost see other friendly ghosts, that's for sure
18637 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18640 // Dead player see live players near own corpse
18643 Corpse
*corpse
= pl
->GetCorpse();
18646 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18647 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18652 // and not see any other
18656 bool Player::IsVisibleGloballyFor( Player
* u
) const
18661 // Always can see self
18665 // Visible units, always are visible for all players
18666 if (GetVisibility() == VISIBILITY_ON
)
18669 // GMs are visible for higher gms (or players are visible for gms)
18670 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18671 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18673 // non faction visibility non-breakable for non-GMs
18674 if (GetVisibility() == VISIBILITY_OFF
)
18677 // non-gm stealth/invisibility not hide from global player lists
18682 inline void BeforeVisibilityDestroy(T
* /*t*/, Player
* /*p*/)
18687 inline void BeforeVisibilityDestroy
<Creature
>(Creature
* t
, Player
* p
)
18689 if (p
->GetPetGUID()==t
->GetGUID() && ((Creature
*)t
)->isPet())
18690 ((Pet
*)t
)->Remove(PET_SAVE_NOT_IN_SLOT
, true);
18693 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
18695 if(HaveAtClient(target
))
18697 if(!target
->isVisibleForInState(this, viewPoint
, true))
18699 if (target
->GetTypeId()==TYPEID_UNIT
)
18700 BeforeVisibilityDestroy
<Creature
>((Creature
*)target
,this);
18702 target
->DestroyForPlayer(this);
18703 m_clientGUIDs
.erase(target
->GetGUID());
18705 #ifdef MANGOS_DEBUG
18706 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18707 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18713 if(target
->isVisibleForInState(this, viewPoint
, false))
18715 target
->SendCreateUpdateToPlayer(this);
18716 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18717 m_clientGUIDs
.insert(target
->GetGUID());
18719 #ifdef MANGOS_DEBUG
18720 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18721 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18724 // target aura duration for caster show only if target exist at caster client
18725 // send data at target visibility change (adding to client)
18726 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18727 SendAurasForTarget((Unit
*)target
);
18729 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18730 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18736 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18738 s64
.insert(target
->GetGUID());
18742 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18744 if(!target
->IsTransport())
18745 s64
.insert(target
->GetGUID());
18749 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18751 if(HaveAtClient(target
))
18753 if(!target
->isVisibleForInState(this,viewPoint
,true))
18755 BeforeVisibilityDestroy
<T
>(target
,this);
18757 target
->BuildOutOfRangeUpdateBlock(&data
);
18758 m_clientGUIDs
.erase(target
->GetGUID());
18760 #ifdef MANGOS_DEBUG
18761 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18762 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
));
18768 if(target
->isVisibleForInState(this,viewPoint
,false))
18770 visibleNow
.insert(target
);
18771 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18772 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18774 #ifdef MANGOS_DEBUG
18775 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18776 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
));
18782 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18783 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18784 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18785 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18786 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18788 void Player::InitPrimaryProfessions()
18790 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18793 void Player::SendComboPoints()
18795 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18798 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18799 data
.append(combotarget
->GetPackGUID());
18800 data
<< uint8(m_comboPoints
);
18801 GetSession()->SendPacket(&data
);
18805 void Player::AddComboPoints(Unit
* target
, int8 count
)
18810 // without combo points lost (duration checked in aura)
18811 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18813 if(target
->GetGUID() == m_comboTarget
)
18815 m_comboPoints
+= count
;
18820 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18821 target2
->RemoveComboPointHolder(GetGUIDLow());
18823 m_comboTarget
= target
->GetGUID();
18824 m_comboPoints
= count
;
18826 target
->AddComboPointHolder(GetGUIDLow());
18829 if (m_comboPoints
> 5) m_comboPoints
= 5;
18830 if (m_comboPoints
< 0) m_comboPoints
= 0;
18835 void Player::ClearComboPoints()
18840 // without combopoints lost (duration checked in aura)
18841 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18847 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18848 target
->RemoveComboPointHolder(GetGUIDLow());
18853 void Player::SetGroup(Group
*group
, int8 subgroup
)
18859 // never use SetGroup without a subgroup unless you specify NULL for group
18860 assert(subgroup
>= 0);
18861 m_group
.link(group
, this);
18862 m_group
.setSubGroup((uint8
)subgroup
);
18866 void Player::SendInitialPacketsBeforeAddToMap()
18868 GetSocial()->SendSocialList();
18871 WorldPacket
data(SMSG_BINDPOINTUPDATE
, 5*4);
18872 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18873 data
<< (uint32
) m_homebindMapId
;
18874 data
<< (uint32
) m_homebindZoneId
;
18875 GetSession()->SendPacket(&data
);
18877 // SMSG_SET_PROFICIENCY
18878 // SMSG_SET_PCT_SPELL_MODIFIER
18879 // SMSG_SET_FLAT_SPELL_MODIFIER
18881 SendTalentsInfoData(false);
18883 data
.Initialize(SMSG_INSTANCE_DIFFICULTY
, 4+4);
18886 GetSession()->SendPacket(&data
);
18888 SendInitialSpells();
18890 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18891 data
<< uint32(0); // count, for(count) uint32;
18892 GetSession()->SendPacket(&data
);
18894 SendInitialActionButtons();
18895 m_reputationMgr
.SendInitialReputations();
18898 SendCorpseReclaimDelay(true);
18900 SendInitWorldStates(GetZoneId(), GetAreaId());
18902 SendEquipmentSetList();
18904 m_achievementMgr
.SendAllAchievementData();
18906 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18907 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18908 data
<< (float)0.01666667f
; // game speed
18909 data
<< uint32(0); // added in 3.1.2
18910 GetSession()->SendPacket( &data
);
18912 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18914 // SMSG_POWER_UPDATE
18916 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18917 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18918 m_movementInfo
.AddMovementFlag(MOVEFLAG_FLYING
);
18923 void Player::SendInitialPacketsAfterAddToMap()
18926 uint32 newzone
, newarea
;
18927 GetZoneAndAreaId(newzone
,newarea
);
18928 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18930 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18931 data
<< uint32(0x00000000); // on blizz it increments periodically
18932 GetSession()->SendPacket(&data
);
18934 CastSpell(this, 836, true); // LOGINEFFECT
18936 // set some aura effects that send packet to player client after add player to map
18937 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18938 // same auras state lost at far teleport, send it one more time in this case also
18939 static const AuraType auratypes
[] =
18941 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18942 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18943 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18945 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18947 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18948 if(!auraList
.empty())
18949 auraList
.front()->ApplyModifier(true,true);
18952 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18953 SetMovement(MOVE_ROOT
);
18955 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18956 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18958 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18959 data2
.append(GetPackGUID());
18960 data2
<< (uint32
)2;
18961 SendMessageToSet(&data2
,true);
18964 SendAurasForTarget(this);
18965 SendEnchantmentDurations(); // must be after add to map
18966 SendItemDurations(); // must be after add to map
18969 void Player::SendUpdateToOutOfRangeGroupMembers()
18971 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18973 if(Group
* group
= GetGroup())
18974 group
->UpdatePlayerOutOfRange(this);
18976 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18977 m_auraUpdateMask
= 0;
18978 if(Pet
*pet
= GetPet())
18979 pet
->ResetAuraUpdateMask();
18982 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18984 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18985 data
<< uint32(mapid
);
18986 data
<< uint8(reason
); // transfer abort reason
18989 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18990 case TRANSFER_ABORT_DIFFICULTY
:
18991 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18992 data
<< uint8(arg
);
18995 GetSession()->SendPacket(&data
);
18998 void Player::SendInstanceResetWarning( uint32 mapid
, Difficulty difficulty
, uint32 time
)
19000 // type of warning, based on the time remaining until reset
19003 type
= RAID_INSTANCE_WELCOME
;
19004 else if(time
> 900 && time
<= 3600)
19005 type
= RAID_INSTANCE_WARNING_HOURS
;
19006 else if(time
> 300 && time
<= 900)
19007 type
= RAID_INSTANCE_WARNING_MIN
;
19009 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
19011 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
19012 data
<< uint32(type
);
19013 data
<< uint32(mapid
);
19014 data
<< uint32(difficulty
); // difficulty
19015 data
<< uint32(time
);
19016 if(type
== RAID_INSTANCE_WELCOME
)
19018 data
<< uint8(0); // is your (1)
19019 data
<< uint8(0); // is extended (1), ignored if prev field is 0
19021 GetSession()->SendPacket(&data
);
19024 void Player::ApplyEquipCooldown( Item
* pItem
)
19026 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
19028 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
19031 if( !spellData
.SpellId
)
19034 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
19035 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
19038 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
19040 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
19041 data
<< pItem
->GetGUID();
19042 data
<< uint32(spellData
.SpellId
);
19043 GetSession()->SendPacket(&data
);
19047 void Player::resetSpells()
19049 // not need after this call
19050 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
19051 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
19053 // make full copy of map (spells removed and marked as deleted at another spell remove
19054 // and we can't use original map for safe iterative with visit each spell at loop end
19055 PlayerSpellMap smap
= GetSpellMap();
19057 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
19058 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
19060 learnDefaultSpells();
19061 learnQuestRewardedSpells();
19064 void Player::learnDefaultSpells()
19066 // learn default race/class spells
19067 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(),getClass());
19068 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
19070 uint32 tspell
= *itr
;
19071 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
19072 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
19073 addSpell(tspell
,true,true,true,false);
19074 else // but send in normal spell in game learn case
19075 learnSpell(tspell
,true);
19079 void Player::learnQuestRewardedSpells(Quest
const* quest
)
19081 uint32 spell_id
= quest
->GetRewSpellCast();
19083 // skip quests without rewarded spell
19087 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
19091 // check learned spells state
19092 bool found
= false;
19093 for(int i
=0; i
< 3; ++i
)
19095 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
19102 // skip quests with not teaching spell or already known spell
19106 // prevent learn non first rank unknown profession and second specialization for same profession)
19107 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
19108 if( sSpellMgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
19110 // not have first rank learned (unlearned prof?)
19111 uint32 first_spell
= sSpellMgr
.GetFirstSpellInChain(learned_0
);
19112 if( !HasSpell(first_spell
) )
19115 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
19120 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
19122 // search other specialization for same prof
19123 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
19125 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
19128 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
19132 // compare only specializations
19133 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
19136 // compare same chain spells
19137 if(sSpellMgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
19140 // now we have 2 specialization, learn possible only if found is lesser specialization rank
19141 if(!sSpellMgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
19147 CastSpell( this, spell_id
, true);
19150 void Player::learnQuestRewardedSpells()
19152 // learn spells received from quest completing
19153 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
19155 // skip no rewarded quests
19156 if(!itr
->second
.m_rewarded
)
19159 Quest
const* quest
= sObjectMgr
.GetQuestTemplate(itr
->first
);
19163 learnQuestRewardedSpells(quest
);
19167 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
19169 uint32 raceMask
= getRaceMask();
19170 uint32 classMask
= getClassMask();
19171 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
19173 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
19174 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
19176 // Check race if set
19177 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
19179 // Check class if set
19180 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
19183 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
19185 // need unlearn spell
19186 if (skill_value
< pAbility
->req_skill_value
)
19187 removeSpell(pAbility
->spellId
);
19189 else if (!IsInWorld())
19190 addSpell(pAbility
->spellId
,true,true,true,false);
19192 learnSpell(pAbility
->spellId
,true);
19197 void Player::SendAurasForTarget(Unit
*target
)
19199 if(target
->GetVisibleAuras()->empty()) // speedup things
19202 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
19203 data
.append(target
->GetPackGUID());
19205 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
19206 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
19208 for(uint32 j
= 0; j
< 3; ++j
)
19210 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
19212 data
<< uint8(aura
->GetAuraSlot());
19213 data
<< uint32(aura
->GetId());
19217 uint8 auraFlags
= aura
->GetAuraFlags();
19219 data
<< uint8(auraFlags
);
19221 data
<< uint8(aura
->GetAuraLevel());
19223 if (aura
->GetAuraCharges())
19224 data
<< uint8(aura
->GetAuraCharges() * aura
->GetStackAmount());
19226 data
<< uint8(aura
->GetStackAmount());
19228 if(!(auraFlags
& AFLAG_NOT_CASTER
))
19230 data
<< uint8(0); // packed GUID of someone (caster?)
19233 if(auraFlags
& AFLAG_DURATION
) // include aura duration
19235 data
<< uint32(aura
->GetAuraMaxDuration());
19236 data
<< uint32(aura
->GetAuraDuration());
19244 GetSession()->SendPacket(&data
);
19247 void Player::SetDailyQuestStatus( uint32 quest_id
)
19249 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19251 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
19253 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
19254 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
19255 m_DailyQuestChanged
= true;
19261 void Player::ResetDailyQuestStatus()
19263 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19264 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
19266 // DB data deleted in caller
19267 m_DailyQuestChanged
= false;
19268 m_lastDailyQuestTime
= 0;
19271 BattleGround
* Player::GetBattleGround() const
19273 if(GetBattleGroundId()==0)
19276 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
19279 bool Player::InArena() const
19281 BattleGround
*bg
= GetBattleGround();
19282 if(!bg
|| !bg
->isArena())
19288 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
19290 // get a template bg instead of running one
19291 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
19295 // limit check leel to dbc compatible level range
19296 uint32 level
= getLevel();
19297 if (level
> DEFAULT_MAX_LEVEL
)
19298 level
= DEFAULT_MAX_LEVEL
;
19300 if(level
< bg
->GetMinLevel() || level
> bg
->GetMaxLevel())
19306 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
19308 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
19309 if(!vendor_faction
|| !vendor_faction
->faction
)
19312 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
19313 if(rank
<= REP_NEUTRAL
)
19316 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
19319 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
19321 uint32 racemask
= getRaceMask();
19322 uint32 classmask
= getClassMask();
19324 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
19325 if (bounds
.first
==bounds
.second
)
19328 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
19330 // skip wrong race skills
19331 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
19334 // skip wrong class skills
19335 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
19344 bool Player::HasQuestForGO(int32 GOId
) const
19346 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
19348 uint32 questid
= GetQuestSlotQuestId(i
);
19349 if ( questid
== 0 )
19352 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
19353 if(qs_itr
== mQuestStatus
.end())
19356 QuestStatusData
const& qs
= qs_itr
->second
;
19358 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
19360 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
19364 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
19367 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
19369 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
19372 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
19380 void Player::UpdateForQuestWorldObjects()
19382 if(m_clientGUIDs
.empty())
19386 WorldPacket packet
;
19387 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
19389 if(IS_GAMEOBJECT_GUID(*itr
))
19391 GameObject
*obj
= GetMap()->GetGameObject(*itr
);
19393 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
19395 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
19397 Creature
*obj
= GetMap()->GetCreatureOrPetOrVehicle(*itr
);
19401 // check if this unit requires quest specific flags
19402 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19405 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
19406 for(SpellClickInfoMap::const_iterator _itr
= clickPair
.first
; _itr
!= clickPair
.second
; ++_itr
)
19408 if(_itr
->second
.questStart
|| _itr
->second
.questEnd
)
19410 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
19416 udata
.BuildPacket(&packet
);
19417 GetSession()->SendPacket(&packet
);
19420 void Player::SummonIfPossible(bool agree
)
19424 m_summon_expire
= 0;
19428 // expire and auto declined
19429 if(m_summon_expire
< time(NULL
))
19432 // stop taxi flight at summon
19435 GetMotionMaster()->MovementExpired();
19436 m_taxi
.ClearTaxiDestinations();
19439 // drop flag at summon
19440 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
19441 if(BattleGround
*bg
= GetBattleGround())
19442 bg
->EventPlayerDroppedFlag(this);
19444 m_summon_expire
= 0;
19446 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
19448 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
19451 void Player::RemoveItemDurations( Item
*item
)
19453 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
19457 m_itemDuration
.erase(itr
);
19463 void Player::AddItemDurations( Item
*item
)
19465 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
19467 m_itemDuration
.push_back(item
);
19468 item
->SendTimeUpdate(this);
19472 void Player::AutoUnequipOffhandIfNeed()
19474 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
19478 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
19479 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
19482 ItemPosCountVec off_dest
;
19483 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
19484 if( off_msg
== EQUIP_ERR_OK
)
19486 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19487 StoreItem( off_dest
, offItem
, true );
19491 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19492 CharacterDatabase
.BeginTransaction();
19493 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
19494 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
19495 CharacterDatabase
.CommitTransaction();
19497 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
19498 MailDraft(subject
).AddItem(offItem
).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
19502 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
19504 if(spellInfo
->EquippedItemClass
< 0)
19507 // scan other equipped items for same requirements (mostly 2 daggers/etc)
19508 // for optimize check 2 used cases only
19509 switch(spellInfo
->EquippedItemClass
)
19511 case ITEM_CLASS_WEAPON
:
19513 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
19514 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19515 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19519 case ITEM_CLASS_ARMOR
:
19521 // tabard not have dependent spells
19522 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
19523 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19524 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19527 // shields can be equipped to offhand slot
19528 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
19529 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19532 // ranged slot can have some armor subclasses
19533 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
19534 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19540 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
19547 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
19549 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
19550 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
19551 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
19554 // Check no reagent use mask
19555 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
19556 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
19557 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
19558 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
19564 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
19566 AuraMap
& auras
= GetAuras();
19567 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
19569 Aura
* aura
= itr
->second
;
19571 // skip passive (passive item dependent spells work in another way) and not self applied auras
19572 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
19573 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
19579 // skip if not item dependent or have alternative item
19580 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
19586 // no alt item, remove aura, restart check
19587 RemoveAurasDueToSpell(aura
->GetId());
19588 itr
= auras
.begin();
19591 // currently casted spells can be dependent from item
19592 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
19593 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
19594 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
19595 InterruptSpell(CurrentSpellTypes(i
));
19598 uint32
Player::GetResurrectionSpellId()
19600 // search priceless resurrection possibilities
19602 uint32 spell_id
= 0;
19603 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
19604 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
19606 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19607 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
19609 switch((*itr
)->GetId())
19611 case 20707: spell_id
= 3026; break; // rank 1
19612 case 20762: spell_id
= 20758; break; // rank 2
19613 case 20763: spell_id
= 20759; break; // rank 3
19614 case 20764: spell_id
= 20760; break; // rank 4
19615 case 20765: spell_id
= 20761; break; // rank 5
19616 case 27239: spell_id
= 27240; break; // rank 6
19617 case 47883: spell_id
= 47882; break; // rank 7
19619 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
19625 // Twisting Nether // prio: 2 (max)
19626 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
19633 // Reincarnation (passive spell) // prio: 1
19634 // Glyph of Renewed Life remove reagent requiremnnt
19635 if (prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasItemCount(17030,1) || HasAura(58059, 0)))
19641 // Used in triggers for check "Only to targets that grant experience or honor" req
19642 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
19644 uint32 v_level
= pVictim
->getLevel();
19645 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
19647 // Victim level less gray level
19648 if(v_level
<=k_grey
)
19651 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
19653 if (((Creature
*)pVictim
)->isTotem() ||
19654 ((Creature
*)pVictim
)->isPet() ||
19655 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
19661 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19663 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19665 // prepare data for near group iteration (PvP and !PvP cases)
19667 bool honored_kill
= false;
19669 if(Group
*pGroup
= GetGroup())
19672 uint32 sum_level
= 0;
19673 Player
* member_with_max_level
= NULL
;
19674 Player
* not_gray_member_with_max_level
= NULL
;
19676 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19678 if(member_with_max_level
)
19680 /// not get Xp in PvP or no not gray players in group
19681 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19683 /// skip in check PvP case (for speed, not used)
19684 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19685 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19686 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19688 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19690 Player
* pGroupGuy
= itr
->getSource();
19694 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19695 continue; // member (alive or dead) or his corpse at req. distance
19697 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19698 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19699 honored_kill
= true;
19701 // xp and reputation only in !PvP case
19704 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19706 // if is in dungeon then all receive full reputation at kill
19707 // rewarded any alive/dead/near_corpse group member
19708 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19710 // XP updated only for alive group member
19711 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19712 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19714 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19716 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19717 if(Pet
* pet
= pGroupGuy
->GetPet())
19718 pet
->GivePetXP(itr_xp
/2);
19721 // quest objectives updated only for alive group member or dead but with not released body
19722 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19724 // normal creature (not pet/etc) can be only in !PvP case
19725 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19726 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19732 else // if (!pGroup)
19734 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19736 // honor can be in PvP and !PvP (racial leader) cases
19737 if(RewardHonor(pVictim
,1))
19738 honored_kill
= true;
19740 // xp and reputation only in !PvP case
19743 RewardReputation(pVictim
,1);
19744 GiveXP(xp
, pVictim
);
19746 if(Pet
* pet
= GetPet())
19747 pet
->GivePetXP(xp
);
19749 // normal creature (not pet/etc) can be only in !PvP case
19750 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19751 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19754 return xp
|| honored_kill
;
19757 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19759 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19761 // prepare data for near group iteration
19762 if(Group
*pGroup
= GetGroup())
19764 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19766 Player
* pGroupGuy
= itr
->getSource();
19770 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19771 continue; // member (alive or dead) or his corpse at req. distance
19773 // quest objectives updated only for alive group member or dead but with not released body
19774 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19775 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19778 else // if (!pGroup)
19779 KilledMonsterCredit(creature_id
, creature_guid
);
19782 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19784 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19790 Corpse
* corpse
= GetCorpse();
19794 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19797 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19799 Item
* item
= GetWeaponForAttack(attType
,true,true);
19801 // unarmed only with base attack
19802 if(attType
!= BASE_ATTACK
&& !item
)
19805 // weapon skill or (unarmed for base attack)
19806 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19807 return GetBaseSkillValue(skill
);
19810 void Player::ResurectUsingRequestData()
19812 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19813 if(IS_PLAYER_GUID(m_resurrectGUID
))
19814 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19816 //we cannot resurrect player when we triggered far teleport
19817 //player will be resurrected upon teleportation
19818 if(IsBeingTeleportedFar())
19820 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19824 ResurrectPlayer(0.0f
,false);
19826 if(GetMaxHealth() > m_resurrectHealth
)
19827 SetHealth( m_resurrectHealth
);
19829 SetHealth( GetMaxHealth() );
19831 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19832 SetPower(POWER_MANA
, m_resurrectMana
);
19834 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19836 SetPower(POWER_RAGE
, 0 );
19838 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19840 SpawnCorpseBones();
19843 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19845 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19846 data
.append(target
->GetPackGUID());
19847 data
<< uint8(allowMove
);
19848 GetSession()->SendPacket(&data
);
19851 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19853 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19854 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newZone
);
19855 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19856 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19857 if( !HasAura(itr
->second
->spellId
,0) )
19858 CastSpell(this,itr
->second
->spellId
,true);
19861 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19863 // remove auras from spells with area limitations
19864 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19866 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19867 if(sSpellMgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19873 // some auras applied at subzone enter
19874 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newArea
);
19875 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19876 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19877 if( !HasAura(itr
->second
->spellId
,0) )
19878 CastSpell(this,itr
->second
->spellId
,true);
19881 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19883 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19884 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19886 return copseReclaimDelay
[0];
19889 time_t now
= time(NULL
);
19890 // 0..2 full period
19891 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19892 return copseReclaimDelay
[count
];
19895 void Player::UpdateCorpseReclaimDelay()
19897 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19899 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19900 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19903 time_t now
= time(NULL
);
19904 if(now
< m_deathExpireTime
)
19906 // full and partly periods 1..3
19907 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19908 if(count
< MAX_DEATH_COUNT
)
19909 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19911 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19914 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19917 void Player::SendCorpseReclaimDelay(bool load
)
19919 Corpse
* corpse
= GetCorpse();
19926 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19929 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19932 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19933 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19935 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19936 if(count
>=MAX_DEATH_COUNT
)
19937 count
= MAX_DEATH_COUNT
-1;
19942 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19944 time_t now
= time(NULL
);
19945 if(now
>= expected_time
)
19948 delay
= expected_time
-now
;
19951 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19953 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19954 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19955 data
<< uint32(delay
*IN_MILISECONDS
);
19956 GetSession()->SendPacket( &data
);
19959 Player
* Player::GetNextRandomRaidMember(float radius
)
19961 Group
*pGroup
= GetGroup();
19965 std::vector
<Player
*> nearMembers
;
19966 nearMembers
.reserve(pGroup
->GetMembersCount());
19968 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19970 Player
* Target
= itr
->getSource();
19972 // IsHostileTo check duel and controlled by enemy
19973 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19974 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19975 nearMembers
.push_back(Target
);
19978 if (nearMembers
.empty())
19981 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19982 return nearMembers
[randTarget
];
19985 PartyResult
Player::CanUninviteFromGroup() const
19987 const Group
* grp
= GetGroup();
19989 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19991 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19992 return PARTY_RESULT_YOU_NOT_LEADER
;
19994 if(InBattleGround())
19995 return PARTY_RESULT_INVITE_RESTRICTED
;
19997 return PARTY_RESULT_OK
;
20000 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
20002 //we must move references from m_group to m_originalGroup
20003 SetOriginalGroup(GetGroup(), GetSubGroup());
20006 m_group
.link(group
, this);
20007 m_group
.setSubGroup((uint8
)subgroup
);
20010 void Player::RemoveFromBattleGroundRaid()
20012 //remove existing reference
20014 if( Group
* group
= GetOriginalGroup() )
20016 m_group
.link(group
, this);
20017 m_group
.setSubGroup(GetOriginalSubGroup());
20019 SetOriginalGroup(NULL
);
20022 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
20024 if( group
== NULL
)
20025 m_originalGroup
.unlink();
20028 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
20029 assert(subgroup
>= 0);
20030 m_originalGroup
.link(group
, this);
20031 m_originalGroup
.setSubGroup((uint8
)subgroup
);
20035 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
20037 LiquidData liquid_status
;
20038 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
20041 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
20042 // Small hack for enable breath in WMO
20044 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
20048 // All liquids type - check under water position
20049 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
20051 if ( res
& LIQUID_MAP_UNDER_WATER
)
20052 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
20054 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
20057 // Allow travel in dark water on taxi or transport
20058 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
20059 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
20061 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
20063 // in lava check, anywhere in lava level
20064 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
20066 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
20067 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
20069 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
20071 // in slime check, anywhere in slime level
20072 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
20074 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
20075 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
20077 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
20081 void Player::SetCanParry( bool value
)
20083 if(m_canParry
==value
)
20086 m_canParry
= value
;
20087 UpdateParryPercentage();
20090 void Player::SetCanBlock( bool value
)
20092 if(m_canBlock
==value
)
20095 m_canBlock
= value
;
20096 UpdateBlockPercentage();
20099 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
20101 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
20102 if(itr
->pos
== pos
)
20108 bool Player::CanUseBattleGroundObject()
20110 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
20111 // maybe gameobject code should handle that ForceReaction usage
20112 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
20113 return ( //InBattleGround() && // in battleground - not need, check in other cases
20114 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
20115 //player cannot use object when he is invulnerable (immune)
20116 !isTotalImmune() && // not totally immune
20117 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
20118 !HasStealthAura() && // not stealthed
20119 !HasInvisibilityAura() && // not invisible
20120 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
20121 isAlive() // live player
20125 bool Player::CanCaptureTowerPoint()
20127 return ( !HasStealthAura() && // not stealthed
20128 !HasInvisibilityAura() && // not invisible
20129 isAlive() // live player
20133 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
20135 uint32 level
= getLevel();
20137 if(level
> GT_MAX_LEVEL
)
20138 level
= GT_MAX_LEVEL
; // max level in this dbc
20140 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
20141 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
20142 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
20144 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
20147 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
20149 if(!bsc
) // shouldn't happen
20154 if(hairstyle
!= newhairstyle
)
20155 cost
+= bsc
->cost
; // full price
20157 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
20158 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
20160 if(facialhair
!= newfacialhair
)
20161 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
20163 return uint32(cost
);
20166 void Player::InitGlyphsForLevel()
20168 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
20169 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
20171 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
20173 uint32 level
= getLevel();
20176 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
20178 value
|= (0x01 | 0x02);
20188 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
20191 void Player::EnterVehicle(Vehicle
*vehicle
)
20193 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
20197 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
20201 vehicle
->SetCharmerGUID(GetGUID());
20202 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20203 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20204 vehicle
->setFaction(getFaction());
20206 SetCharm(vehicle
); // charm
20207 SetFarSightGUID(vehicle
->GetGUID()); // set view
20209 SetClientControl(vehicle
, 1); // redirect controls to vehicle
20212 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
20213 GetSession()->SendPacket(&data
);
20215 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
20216 data
.append(GetPackGUID());
20217 data
<< uint32(0); // counter?
20218 data
<< uint32(MOVEFLAG_ONTRANSPORT
); // transport
20219 data
<< uint16(0); // special flags
20220 data
<< uint32(getMSTime()); // time
20221 data
<< vehicle
->GetPositionX(); // x
20222 data
<< vehicle
->GetPositionY(); // y
20223 data
<< vehicle
->GetPositionZ(); // z
20224 data
<< vehicle
->GetOrientation(); // o
20225 // transport part, TODO: load/calculate seat offsets
20226 data
<< uint64(vehicle
->GetGUID()); // transport guid
20227 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
20228 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
20229 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
20230 data
<< float(0); // transport orientation
20231 data
<< uint32(getMSTime()); // transport time
20232 data
<< uint8(0); // seat
20233 // end of transport part
20234 data
<< uint32(0); // fall time
20235 GetSession()->SendPacket(&data
);
20237 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
20238 data
<< uint64(vehicle
->GetGUID());
20241 data
<< uint32(0x00000101);
20243 for(uint32 i
= 0; i
< 10; ++i
)
20244 data
<< uint16(0) << uint8(0) << uint8(i
+8);
20248 GetSession()->SendPacket(&data
);
20251 void Player::ExitVehicle(Vehicle
*vehicle
)
20253 vehicle
->SetCharmerGUID(0);
20254 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20255 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20256 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
20259 SetFarSightGUID(0);
20261 SetClientControl(vehicle
, 0);
20264 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
20265 data
.append(GetPackGUID());
20266 data
<< uint32(0); // counter?
20267 data
<< uint32(MOVEFLAG_ROOT
); // fly unk
20268 data
<< uint16(MOVEFLAG2_UNK4
); // special flags
20269 data
<< uint32(getMSTime()); // time
20270 data
<< vehicle
->GetPositionX(); // x
20271 data
<< vehicle
->GetPositionY(); // y
20272 data
<< vehicle
->GetPositionZ(); // z
20273 data
<< vehicle
->GetOrientation(); // o
20274 data
<< uint32(0); // fall time
20275 GetSession()->SendPacket(&data
);
20277 RemovePetActionBar();
20279 // maybe called at dummy aura remove?
20280 // CastSpell(this, 45472, true); // Parachute
20283 bool Player::isTotalImmune()
20285 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
20287 uint32 immuneMask
= 0;
20288 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
20290 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
20291 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
20297 bool Player::HasTitle(uint32 bitIndex
)
20299 if (bitIndex
> MAX_TITLE_INDEX
)
20302 uint32 fieldIndexOffset
= bitIndex
/ 32;
20303 uint32 flag
= 1 << (bitIndex
% 32);
20304 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20307 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
20309 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
20310 uint32 flag
= 1 << (title
->bit_index
% 32);
20314 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20317 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20321 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20324 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20327 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
20328 data
<< uint32(title
->bit_index
);
20329 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
20330 GetSession()->SendPacket(&data
);
20333 void Player::ConvertRune(uint8 index
, RuneType newType
)
20335 SetCurrentRune(index
, newType
);
20337 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
20338 data
<< uint8(index
);
20339 data
<< uint8(newType
);
20340 GetSession()->SendPacket(&data
);
20343 void Player::ResyncRunes(uint8 count
)
20345 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
20346 for(uint32 i
= 0; i
< count
; ++i
)
20348 data
<< uint8(GetCurrentRune(i
)); // rune type
20349 data
<< uint8(255 - ((GetRuneCooldown(i
) / REGEN_TIME_FULL
) * 51)); // passed cooldown time (0-255)
20351 GetSession()->SendPacket(&data
);
20354 void Player::AddRunePower(uint8 index
)
20356 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
20357 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
20358 GetSession()->SendPacket(&data
);
20361 static RuneType runeSlotTypes
[MAX_RUNES
] = {
20370 void Player::InitRunes()
20372 if(getClass() != CLASS_DEATH_KNIGHT
)
20375 m_runes
= new Runes
;
20377 m_runes
->runeState
= 0;
20379 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20381 SetBaseRune(i
, runeSlotTypes
[i
]); // init base types
20382 SetCurrentRune(i
, runeSlotTypes
[i
]); // init current types
20383 SetRuneCooldown(i
, 0); // reset cooldowns
20384 m_runes
->SetRuneState(i
);
20387 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
20388 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
20392 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType
) const
20394 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20395 if (GetBaseRune(i
) == runeType
&& GetRuneCooldown(i
) == 0)
20401 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
20404 loot
.FillLoot (loot_id
,store
,this,true);
20406 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
20407 for(uint32 i
= 0; i
< max_slot
; ++i
)
20409 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
20411 ItemPosCountVec dest
;
20412 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
20413 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
20414 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20415 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
20416 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20417 if(msg
!= EQUIP_ERR_OK
)
20419 SendEquipError( msg
, NULL
, NULL
);
20423 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
20424 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
20428 uint32
Player::CalculateTalentsPoints() const
20430 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
20432 if(getClass() != CLASS_DEATH_KNIGHT
)
20433 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
20435 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
20436 talentPointsForLevel
+= m_questRewardTalentCount
;
20438 if(talentPointsForLevel
> base_talent
)
20439 talentPointsForLevel
= base_talent
;
20441 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
20444 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
20446 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
20447 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
20448 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
20451 struct DoPlayerLearnSpell
20453 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
20454 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
20458 void Player::learnSpellHighRank(uint32 spellid
)
20460 learnSpell(spellid
,false);
20462 DoPlayerLearnSpell
worker(*this);
20463 sSpellMgr
.doForHighRanks(spellid
,worker
);
20466 void Player::_LoadSkills(QueryResult
*result
)
20469 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
20476 Field
*fields
= result
->Fetch();
20478 uint16 skill
= fields
[0].GetUInt16();
20479 uint16 value
= fields
[1].GetUInt16();
20480 uint16 max
= fields
[2].GetUInt16();
20482 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(skill
);
20485 sLog
.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill
);
20489 // set fixed skill ranges
20490 switch(GetSkillRangeType(pSkill
,false))
20492 case SKILL_RANGE_LANGUAGE
: // 300..300
20495 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
20504 sLog
.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill
);
20505 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill
);
20509 // enable unlearn button for primary professions only
20510 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
20511 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,1));
20513 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,0));
20515 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),MAKE_SKILL_VALUE(value
, max
));
20516 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20518 mSkillStatus
.insert(SkillStatusMap::value_type(skill
, SkillStatusData(count
, SKILL_UNCHANGED
)));
20520 learnSkillRewardedSpells(skill
, value
);
20524 if(count
>= PLAYER_MAX_SKILLS
) // client limit
20526 sLog
.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS
);
20529 } while (result
->NextRow());
20533 for (; count
< PLAYER_MAX_SKILLS
; ++count
)
20535 SetUInt32Value(PLAYER_SKILL_INDEX(count
), 0);
20536 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),0);
20537 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20540 // special settings
20541 if(getClass()==CLASS_DEATH_KNIGHT
)
20543 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
20546 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
20548 base_skill
= 1; // skill mast be known and then > 0 in any case
20550 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
20551 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
20552 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
20553 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
20554 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
20555 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
20556 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
20557 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
20558 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
20559 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
20560 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
20561 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
20562 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
20563 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
20564 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
20565 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
20569 uint32
Player::GetPhaseMaskForSpawn() const
20571 uint32 phase
= PHASEMASK_NORMAL
;
20572 if(!isGameMaster())
20573 phase
= GetPhaseMask();
20576 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
20577 if(!phases
.empty())
20578 phase
= phases
.front()->GetMiscValue();
20581 // some aura phases include 1 normal map in addition to phase itself
20582 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
20585 return PHASEMASK_NORMAL
;
20588 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
20590 ItemPrototype
const* pProto
= pItem
->GetProto();
20592 // proto based limitations
20593 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
20596 // check unique-equipped on gems
20597 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
20599 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
20602 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
20606 ItemPrototype
const* pGem
= ObjectMgr::GetItemPrototype(enchantEntry
->GemID
);
20610 // include for check equip another gems with same limit category for not equipped item (and then not counted)
20611 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
20612 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
20614 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
20618 return EQUIP_ERR_OK
;
20621 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
20623 // check unique-equipped on item
20624 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
20626 // there is an equip limit on this item
20627 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
20628 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20631 // check unique-equipped limit
20632 if (itemProto
->ItemLimitCategory
)
20634 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
20636 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20638 if(limit_count
> limitEntry
->maxCount
)
20639 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
20641 // there is an equip limit on this item
20642 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
20643 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20646 return EQUIP_ERR_OK
;
20649 void Player::HandleFall(MovementInfo
const& movementInfo
)
20651 // calculate total z distance of the fall
20652 float z_diff
= m_lastFallZ
- movementInfo
.GetPos()->z
;
20653 sLog
.outDebug("zDiff = %f", z_diff
);
20655 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
20656 // 14.57 can be calculated by resolving damageperc formula below to 0
20657 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
20658 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
20659 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
20661 //Safe fall, fall height reduction
20662 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
20664 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
20668 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
20670 float height
= movementInfo
.GetPos()->z
;
20671 UpdateGroundPositionZ(movementInfo
.GetPos()->x
, movementInfo
.GetPos()->y
, height
);
20675 //Prevent fall damage from being more than the player maximum health
20676 if (damage
> GetMaxHealth())
20677 damage
= GetMaxHealth();
20680 if (GetDummyAura(43621))
20681 damage
= GetMaxHealth()/2;
20683 uint32 original_health
= GetHealth();
20684 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
20686 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20687 if (isAlive() && final_damage
< original_health
)
20688 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
20691 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20692 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.GetPos()->z
, height
, GetPositionZ(), movementInfo
.GetFallTime(), height
, damage
, safe_fall
);
20697 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
20699 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
20702 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
20704 uint32 CurTalentPoints
= GetFreeTalentPoints();
20706 if(CurTalentPoints
== 0)
20709 if (talentRank
>= MAX_TALENT_RANK
)
20712 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
20717 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
20722 // prevent learn talent for different class (cheating)
20723 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
20726 // find current max talent rank
20727 uint32 curtalent_maxrank
= 0;
20728 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20730 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20732 curtalent_maxrank
= k
+ 1;
20737 // we already have same or higher talent rank learned
20738 if(curtalent_maxrank
>= (talentRank
+ 1))
20741 // check if we have enough talent points
20742 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20745 // Check if it requires another talent
20746 if (talentInfo
->DependsOn
> 0)
20748 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20750 bool hasEnoughRank
= false;
20751 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20753 if (depTalentInfo
->RankID
[i
] != 0)
20754 if (HasSpell(depTalentInfo
->RankID
[i
]))
20755 hasEnoughRank
= true;
20757 if (!hasEnoughRank
)
20762 // Find out how many points we have in this field
20763 uint32 spentPoints
= 0;
20765 uint32 tTab
= talentInfo
->TalentTab
;
20766 if (talentInfo
->Row
> 0)
20768 unsigned int numRows
= sTalentStore
.GetNumRows();
20769 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20771 // Someday, someone needs to revamp
20772 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20773 if (tmpTalent
) // the way talents are tracked
20775 if (tmpTalent
->TalentTab
== tTab
)
20777 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20779 if (tmpTalent
->RankID
[j
] != 0)
20781 if (HasSpell(tmpTalent
->RankID
[j
]))
20783 spentPoints
+= j
+ 1;
20792 // not have required min points spent in talent tree
20793 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
20796 // spell not set in talent.dbc
20797 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20800 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20805 if(HasSpell(spellid
))
20808 // learn! (other talent ranks will unlearned at learning)
20809 learnSpell(spellid
, false);
20810 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20812 // update free talent points
20813 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20816 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20818 Pet
*pet
= GetPet();
20823 if(petGuid
!= pet
->GetGUID())
20826 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20828 if(CurTalentPoints
== 0)
20831 if (talentRank
>= MAX_PET_TALENT_RANK
)
20834 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20839 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20844 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20849 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20854 if(pet_family
->petTalentType
< 0) // not hunter pet
20857 // prevent learn talent for different family (cheating)
20858 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20861 // find current max talent rank
20862 int32 curtalent_maxrank
= 0;
20863 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20865 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20867 curtalent_maxrank
= k
+ 1;
20872 // we already have same or higher talent rank learned
20873 if(curtalent_maxrank
>= int32(talentRank
+ 1))
20876 // check if we have enough talent points
20877 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20880 // Check if it requires another talent
20881 if (talentInfo
->DependsOn
> 0)
20883 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20885 bool hasEnoughRank
= false;
20886 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20888 if (depTalentInfo
->RankID
[i
] != 0)
20889 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20890 hasEnoughRank
= true;
20892 if (!hasEnoughRank
)
20897 // Find out how many points we have in this field
20898 uint32 spentPoints
= 0;
20900 uint32 tTab
= talentInfo
->TalentTab
;
20901 if (talentInfo
->Row
> 0)
20903 unsigned int numRows
= sTalentStore
.GetNumRows();
20904 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20906 // Someday, someone needs to revamp
20907 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20908 if (tmpTalent
) // the way talents are tracked
20910 if (tmpTalent
->TalentTab
== tTab
)
20912 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20914 if (tmpTalent
->RankID
[j
] != 0)
20916 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20918 spentPoints
+= j
+ 1;
20927 // not have required min points spent in talent tree
20928 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20931 // spell not set in talent.dbc
20932 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20935 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20940 if(pet
->HasSpell(spellid
))
20943 // learn! (other talent ranks will unlearned at learning)
20944 pet
->learnSpell(spellid
);
20945 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20947 // update free talent points
20948 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20951 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20953 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20956 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
, (UI64LIT(1) << (ctEntry
->BitIndex
- 1)));
20958 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
, (UI64LIT(1) << (ctEntry
->BitIndex
- 1)));
20962 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20964 if (m_lastFallTime
>= minfo
.GetFallTime() || m_lastFallZ
<= minfo
.GetPos()->z
|| opcode
== MSG_MOVE_FALL_LAND
)
20965 SetFallInformation(minfo
.GetFallTime(), minfo
.GetPos()->z
);
20968 void Player::UnsummonPetTemporaryIfAny()
20970 Pet
* pet
= GetPet();
20974 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20976 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20977 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20980 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20983 void Player::ResummonPetTemporaryUnSummonedIfAny()
20985 if(!m_temporaryUnsummonedPetNumber
)
20988 // not resummon in not appropriate state
20989 if(IsPetNeedBeTemporaryUnsummoned())
20995 Pet
* NewPet
= new Pet
;
20996 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20999 m_temporaryUnsummonedPetNumber
= 0;
21002 bool Player::canSeeSpellClickOn(Creature
const *c
) const
21004 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
21007 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
21008 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
21009 if(itr
->second
.IsFitToRequirements(this))
21015 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
21017 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
21018 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
21019 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
21023 // loop through all specs (only 1 for now)
21024 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
21026 uint8 talentIdCount
= 0;
21027 size_t pos
= data
->wpos();
21028 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
21030 // find class talent tabs (all players have 3 talent tabs)
21031 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
21033 for(uint32 i
= 0; i
< 3; ++i
)
21035 uint32 talentTabId
= talentTabIds
[i
];
21037 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
21039 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
21043 // skip another tab talents
21044 if(talentInfo
->TalentTab
!= talentTabId
)
21047 // find max talent rank
21048 int32 curtalent_maxrank
= -1;
21049 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
21051 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
21053 curtalent_maxrank
= k
;
21058 // not learned talent
21059 if(curtalent_maxrank
< 0)
21062 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
21063 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
21069 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
21071 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
21073 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
21074 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
21079 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
21081 uint32 unspentTalentPoints
= 0;
21082 size_t pointsPos
= data
->wpos();
21083 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
21085 uint8 talentIdCount
= 0;
21086 size_t countPos
= data
->wpos();
21087 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
21089 Pet
*pet
= GetPet();
21093 unspentTalentPoints
= pet
->GetFreeTalentPoints();
21095 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
21097 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
21101 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
21102 if(!pet_family
|| pet_family
->petTalentType
< 0)
21105 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
21107 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
21111 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
21114 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
21116 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
21120 // skip another tab talents
21121 if(talentInfo
->TalentTab
!= talentTabId
)
21124 // find max talent rank
21125 int32 curtalent_maxrank
= -1;
21126 for(int32 k
= 4; k
> -1; --k
)
21128 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
21130 curtalent_maxrank
= k
;
21135 // not learned talent
21136 if(curtalent_maxrank
< 0)
21139 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
21140 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
21145 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
21151 void Player::SendTalentsInfoData(bool pet
)
21153 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
21154 data
<< uint8(pet
? 1 : 0);
21156 BuildPetTalentsInfoData(&data
);
21158 BuildPlayerTalentsInfoData(&data
);
21159 GetSession()->SendPacket(&data
);
21162 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
21164 uint32 slotUsedMask
= 0;
21165 size_t slotUsedMaskPos
= data
->wpos();
21166 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
21168 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21170 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
21175 slotUsedMask
|= (1 << i
);
21177 *data
<< uint32(item
->GetEntry()); // item entry
21179 uint16 enchantmentMask
= 0;
21180 size_t enchantmentMaskPos
= data
->wpos();
21181 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
21183 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
21185 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
21190 enchantmentMask
|= (1 << j
);
21192 *data
<< uint16(enchId
); // enchantmentId?
21195 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
21197 *data
<< uint16(0); // ?
21198 *data
<< uint8(0); // PGUID!
21199 *data
<< uint32(0); // seed?
21202 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
21205 void Player::SendEquipmentSetList()
21208 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
21209 size_t count_pos
= data
.wpos();
21210 data
<< uint32(count
); // count placeholder
21211 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21213 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
21215 data
.appendPackGUID(itr
->second
.Guid
);
21216 data
<< uint32(itr
->first
);
21217 data
<< itr
->second
.Name
;
21218 data
<< itr
->second
.IconName
;
21219 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21220 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
21222 ++count
; // client have limit but it checked at loading and set
21224 data
.put
<uint32
>(count_pos
, count
);
21225 GetSession()->SendPacket(&data
);
21228 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
21230 if(eqset
.Guid
!= 0)
21232 bool found
= false;
21234 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21236 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
21243 if(!found
) // something wrong...
21245 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
21250 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
21252 EquipmentSetUpdateState old_state
= eqslot
.state
;
21256 if(eqset
.Guid
== 0)
21258 eqslot
.Guid
= sObjectMgr
.GenerateEquipmentSetGuid();
21260 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
21261 data
<< uint32(index
);
21262 data
.appendPackGUID(eqslot
.Guid
);
21263 GetSession()->SendPacket(&data
);
21266 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
21269 void Player::_SaveEquipmentSets()
21271 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
21273 uint32 index
= itr
->first
;
21274 EquipmentSet
& eqset
= itr
->second
;
21275 switch(eqset
.state
)
21277 case EQUIPMENT_SET_UNCHANGED
:
21279 break; // nothing do
21280 case EQUIPMENT_SET_CHANGED
:
21281 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
21282 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21283 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
21284 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21287 case EQUIPMENT_SET_NEW
:
21288 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
21289 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21290 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
21291 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21294 case EQUIPMENT_SET_DELETED
:
21295 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
21296 m_EquipmentSets
.erase(itr
++);
21302 void Player::_SaveBGData()
21304 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
21305 if (m_bgData
.bgInstanceID
)
21307 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
21308 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
21309 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
21310 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
21314 void Player::DeleteEquipmentSet(uint64 setGuid
)
21316 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21318 if(itr
->second
.Guid
== setGuid
)
21320 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
21321 m_EquipmentSets
.erase(itr
);
21323 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
21329 void Player::ActivateSpec(uint8 specNum
)
21331 if(GetActiveSpec() == specNum
)
21334 if(specNum
>= GetSpecsCount())
21337 // unlearn GetActiveSpec() talents (not learned in specNum);
21338 // learn specNum talents
21340 SetActiveSpec(specNum
);
21342 // recheck action buttons (not checked at loading/spec copy)
21343 ActionButtonList
const& currentActionButtonList
= m_actionButtons
[m_activeSpec
];
21344 for(ActionButtonList::const_iterator itr
= currentActionButtonList
.begin(); itr
!= currentActionButtonList
.end(); ++itr
)
21345 if (itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
21346 if (!IsActionButtonDataValid(itr
->first
,itr
->second
.GetAction(),itr
->second
.GetType(), this))
21347 removeActionButton(m_activeSpec
,itr
->first
);
21349 SendInitialActionButtons();
21351 InitTalentForLevel();
21354 void Player::UpdateSpecCount(uint8 count
)
21356 uint8 curCount
= GetSpecsCount();
21357 if (curCount
== count
)
21360 // maybe current spec data must be copied to 0 spec?
21361 if (m_activeSpec
>= count
)
21364 // copy spec data from new specs
21365 if (count
> curCount
)
21367 // copy action buttons from active spec (more easy in this case iterate first by button)
21368 ActionButtonList
const& currentActionButtonList
= m_actionButtons
[m_activeSpec
];
21370 for(ActionButtonList::const_iterator itr
= currentActionButtonList
.begin(); itr
!= currentActionButtonList
.end(); ++itr
)
21372 if (itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
21374 for(uint8 spec
= curCount
; spec
< count
; ++spec
)
21375 addActionButton(spec
,itr
->first
,itr
->second
.GetAction(),itr
->second
.GetType());
21380 // for(uint8 spec = curCount; spec < count; ++spec)
21383 // delete spec data for removed specs
21384 else if (count
< curCount
)
21386 // delete action buttons for removed spec
21387 for(uint8 spec
= count
; spec
< curCount
; ++spec
)
21389 // delete action buttons for removed spec
21390 for(uint8 button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
21391 removeActionButton(spec
,button
);
21393 // other data remove
21397 SetSpecsCount(count
);
21399 SendTalentsInfoData(false);
21402 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
21404 m_atLoginFlags
&= ~f
;
21407 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
21410 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
21412 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
21413 data
<< uint32(spell_id
);
21414 data
<< uint64(target
->GetGUID());
21415 SendDirectMessage(&data
);
21418 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
21420 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
21421 data
->append(GetPackGUID());
21422 *data
<< uint32(0); // this value increments every time
21423 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
21424 *data
<< uint16(0); // 2.3.0
21425 *data
<< uint32(getMSTime()); // time
21430 *data
<< uint32(0);
21433 bool Player::HasMovementFlag( MovementFlags f
) const
21435 return m_movementInfo
.HasMovementFlag(f
);
21438 void Player::SetFarSightGUID( uint64 guid
)
21440 if(GetFarSight() == guid
)
21443 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
21445 // need triggering load grids around new view point
21446 UpdateVisibilityForPlayer();
21449 void Player::UpdateVisibilityForPlayer()
21451 WorldObject
const* viewPoint
= GetViewPoint();
21454 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
21457 m
->UpdatePlayerVisibility(this, cell
, p
);
21459 if (this != viewPoint
)
21461 CellPair
pView(MaNGOS::ComputeCellPair(viewPoint
->GetPositionX(), viewPoint
->GetPositionY()));
21462 Cell
cellView(pView
);
21464 m
->UpdateObjectsVisibilityFor(this, cellView
, pView
);
21467 m
->UpdateObjectsVisibilityFor(this, cell
, p
);
21470 void Player::SendDuelCountdown(uint32 counter
)
21472 WorldPacket
data(SMSG_DUEL_COUNTDOWN
, 4);
21473 data
<< uint32(counter
); // seconds
21474 GetSession()->SendPacket(&data
);
21477 bool Player::IsImmunedToSpellEffect(SpellEntry
const* spellInfo
, uint32 index
) const
21479 switch(spellInfo
->Effect
[index
])
21481 case SPELL_EFFECT_ATTACK_ME
:
21486 switch(spellInfo
->EffectApplyAuraName
[index
])
21488 case SPELL_AURA_MOD_TAUNT
:
21493 return Unit::IsImmunedToSpellEffect(spellInfo
, index
);
21496 void Player::SetHomebindToCurrentPos()
21498 m_homebindMapId
= GetMapId();
21499 m_homebindZoneId
= GetZoneId();
21500 m_homebindX
= GetPositionX();
21501 m_homebindY
= GetPositionY();
21502 m_homebindZ
= GetPositionZ();
21504 // update sql homebind
21505 CharacterDatabase
.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
21506 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetGUIDLow());