2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
64 #define ZONE_UPDATE_INTERVAL 1000
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 level
)
131 // capital and taxi hub masks
134 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
135 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF
: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
146 // new continent starting masks (It will be accessible only at new map)
147 switch(Player::TeamForRace(race
))
149 case ALLIANCE
: SetTaximaskNode(100); break;
150 case HORDE
: SetTaximaskNode(99); break;
152 // level dependent taxi hubs
154 SetTaximaskNode(213); //Shattered Sun Staging Area
157 void PlayerTaxi::LoadTaxiMask(const char* data
)
159 Tokens tokens
= StrSplit(data
, " ");
162 Tokens::iterator iter
;
163 for (iter
= tokens
.begin(), index
= 0;
164 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
166 // load and set bits only for existed taxi nodes
167 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
171 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
175 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
176 data
<< sTaxiNodesMask
[i
]; // all existed nodes
180 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
181 data
<< uint32(m_taximask
[i
]); // known nodes
185 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values
)
187 ClearTaxiDestinations();
189 Tokens tokens
= StrSplit(values
," ");
191 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
193 uint32 node
= uint32(atol(iter
->c_str()));
194 AddTaxiDestination(node
);
197 if(m_TaxiDestinations
.empty())
201 if(m_TaxiDestinations
.size() < 2)
204 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
208 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
216 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
218 if(m_TaxiDestinations
.empty())
221 std::ostringstream ss
;
223 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
224 ss
<< m_TaxiDestinations
[i
] << " ";
229 uint32
PlayerTaxi::GetCurrentTaxiPath() const
231 if(m_TaxiDestinations
.size() < 2)
237 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
242 //== Player ====================================================
244 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
246 UpdateMask
Player::updateVisualBits
;
248 Player::Player (WorldSession
*session
): Unit()
255 m_objectType
|= TYPEMASK_PLAYER
;
256 m_objectTypeId
= TYPEID_PLAYER
;
258 m_valuesCount
= PLAYER_END
;
265 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
266 SetAcceptTicket(true);
268 // players always accept
269 if(GetSession()->GetSecurity() == SEC_PLAYER
)
270 SetAcceptWhispers(true);
278 m_usedTalentCount
= 0;
281 m_weaponChangeTimer
= 0;
284 m_zoneUpdateTimer
= 0;
288 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
290 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
291 // this must help in case next save after mass player load after server startup
292 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
294 clearResurrectRequestData();
296 m_SpellModRemoveCount
= 0;
298 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
302 // group is initialized in the reference constructor
303 SetGroupInvite(NULL
);
304 m_groupUpdateMask
= 0;
305 m_auraUpdateMask
= 0;
309 m_GuildIdInvited
= 0;
310 m_ArenaTeamIdInvited
= 0;
312 m_atLoginFlags
= AT_LOGIN_NONE
;
321 PlayerTalkClass
= new PlayerMenu( GetSession() );
322 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
324 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
325 m_Tutorials
[ aX
] = 0x00;
326 m_TutorialsChanged
= false;
328 m_DailyQuestChanged
= false;
329 m_lastDailyQuestTime
= 0;
332 m_weaponChangeTimer
= 0;
340 m_deathExpireTime
= 0;
344 m_DetectInvTimer
= 1000;
346 m_bgBattleGroundID
= 0;
347 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
349 m_bgBattleGroundQueueID
[j
].bgType
= 0;
350 m_bgBattleGroundQueueID
[j
].invited
= false;
354 m_logintime
= time(NULL
);
355 m_Last_tick
= m_logintime
;
356 m_WeaponProficiency
= 0;
357 m_ArmorProficiency
= 0;
360 m_canDualWield
= false;
363 m_temporaryUnsummonedPetNumber
= 0;
364 //cache for UNIT_CREATED_BY_SPELL to allow
365 //returning reagents for temporarily removed pets
366 //when dying/logging out
369 ////////////////////Rest System/////////////////////
376 rest_type
=REST_TYPE_NO
;
377 ////////////////////Rest System/////////////////////
379 m_mailsLoaded
= false;
380 m_mailsUpdated
= false;
382 m_nextMailDelivereTime
= 0;
384 m_resetTalentsCost
= 0;
385 m_resetTalentsTime
= 0;
386 m_itemUpdateQueueBlocked
= false;
388 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
389 m_forced_speed_changes
[i
] = 0;
393 /////////////////// Instance System /////////////////////
396 m_InstanceValid
= true;
397 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
399 for (int i
= 0; i
< BASEMOD_END
; i
++)
401 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
402 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
406 m_lastHonorUpdateTime
= time(NULL
);
415 //Default movement to run mode
416 m_unit_movement_flags
= 0;
419 m_bgAfkReportedTimer
= 0;
420 m_contestedPvPTimer
= 0;
422 m_declinedname
= NULL
;
427 CleanupsBeforeDelete();
429 // it must be unloaded already in PlayerLogout and accessed only for loggined player
432 // Note: buy back item already deleted from DB when player was saved
433 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
440 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
443 //all mailed items should be deleted, also all mail should be deallocated
444 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
447 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
448 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
450 delete PlayerTalkClass
;
454 m_transport
->RemovePassenger(this);
457 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
459 delete ItemSetEff
[x
];
461 // clean up player-instance binds, may unload some instance saves
462 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
463 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
464 itr
->second
.save
->RemovePlayer(this);
466 delete m_declinedname
;
469 void Player::CleanupsBeforeDelete()
471 if(m_uint32Values
) // only for fully created Object
474 DuelComplete(DUEL_INTERUPTED
);
476 Unit::CleanupsBeforeDelete();
479 bool Player::Create( uint32 guidlow
, std::string name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
481 //FIXME: outfitId not used in player creating
483 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
487 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
490 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
494 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
497 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
499 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
500 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
501 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
507 SetMapId(info
->mapId
);
508 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
510 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
513 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
517 uint8 powertype
= cEntry
->powerType
;
525 unitfield
= 0x00000000;
528 unitfield
= 0x00110000;
531 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
535 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
536 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
541 SetDisplayId(info
->displayId_f
);
542 SetNativeDisplayId(info
->displayId_f
);
545 SetDisplayId(info
->displayId_m
);
546 SetNativeDisplayId(info
->displayId_m
);
549 sLog
.outError("Invalid gender %u for player",gender
);
554 setFactionForRace(m_race
);
556 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
558 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
559 SetUInt32Value(UNIT_FIELD_BYTES_1
, unitfield
);
560 SetByteValue(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_UNK3
| UNIT_BYTE2_FLAG_UNK5
);
561 SetUInt32Value(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
562 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
564 //-1 is default value
565 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
567 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
568 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
569 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
571 SetUInt32Value( PLAYER_GUILDID
, 0 );
572 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
573 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
575 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
576 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
577 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
578 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
579 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
580 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
582 // set starting level
583 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
584 SetUInt32Value (UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_GM_LEVEL
));
586 SetUInt32Value (UNIT_FIELD_LEVEL
, sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
));
588 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
589 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
590 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
593 m_Last_tick
= time(NULL
);
594 m_Played_time
[0] = 0;
595 m_Played_time
[1] = 0;
597 // base stats and related field values
599 InitTaxiNodesForLevel();
600 InitTalentForLevel();
601 InitPrimaryProffesions(); // to max set before any spell added
603 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
604 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
605 SetHealth(GetMaxHealth());
606 if (getPowerType()==POWER_MANA
)
608 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
609 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
613 learnDefaultSpells(true);
615 // original action bar
616 std::list
<uint16
>::const_iterator action_itr
[4];
617 for(int i
=0; i
<4; i
++)
618 action_itr
[i
] = info
->action
[i
].begin();
620 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
623 for(int i
=0; i
<4 ;i
++)
624 taction
[i
] = (*action_itr
[i
]);
626 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
628 for(int i
=0; i
<4 ;i
++)
633 CharStartOutfitEntry
const* oEntry
= NULL
;
634 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
636 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
638 if(entry
->RaceClassGender
== RaceClassGender
)
648 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
650 if(oEntry
->ItemId
[j
] <= 0)
653 uint32 item_id
= oEntry
->ItemId
[j
];
655 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
658 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
662 uint32 count
= iProto
->Stackable
; // max stack by default (mostly 1)
663 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
665 switch(iProto
->Spells
[0].SpellCategory
)
668 if(iProto
->Stackable
> 4)
672 if(iProto
->Stackable
> 2)
678 StoreNewItemInBestSlot(item_id
, count
);
682 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
683 StoreNewItemInBestSlot(item_id_itr
->item_id
, item_id_itr
->item_amount
);
685 // bags and main-hand weapon must equipped at this moment
686 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
687 // or ammo not equipped in special bag
688 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
690 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
693 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
694 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
695 if( msg
== EQUIP_ERR_OK
)
697 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
698 EquipItem( eDest
, pItem
, true);
700 // move other items to more appropriate slots (ammo not equipped in special bag)
703 ItemPosCountVec sDest
;
704 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
705 if( msg
== EQUIP_ERR_OK
)
707 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
708 pItem
= StoreItem( sDest
, pItem
, true);
711 // if this is ammo then use it
712 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
713 if( msg
== EQUIP_ERR_OK
)
714 SetAmmo( pItem
->GetProto()->ItemId
);
718 // all item positions resolved
723 bool Player::StoreNewItemInBestSlot(uint32 titem_id
, uint32 titem_amount
)
725 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
729 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, titem_amount
, false );
730 if( msg
== EQUIP_ERR_OK
)
732 EquipNewItem( eDest
, titem_id
, titem_amount
, true);
733 AutoUnequipOffhandIfNeed();
734 return true; // equipped
738 ItemPosCountVec sDest
;
739 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
740 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
741 if( msg
== EQUIP_ERR_OK
)
743 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
744 return true; // stored
747 // item can't be added
748 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
752 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
754 uint32 BreathRegen
= (uint32
)-1;
756 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
757 data
<< (uint32
)Type
;
762 data
<< (uint32
)0; // spell id
763 GetSession()->SendPacket(&data
);
766 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
768 if(Type
==BREATH_TIMER
)
769 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
771 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
772 data
<< (uint32
)Type
;
773 data
<< CurrentValue
;
777 data
<< (uint32
)0; // spell id
778 GetSession()->SendPacket( &data
);
781 void Player::StopMirrorTimer(MirrorTimerType Type
)
783 if(Type
==BREATH_TIMER
)
786 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
787 data
<< (uint32
)Type
;
788 GetSession()->SendPacket( &data
);
791 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
793 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
794 data
<< (uint64
)guid
;
795 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
796 data
<< (uint32
)damage
;
799 //m_session->SendPacket(&data);
800 //Let other players see that you get damage
801 SendMessageToSet(&data
, true);
802 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
804 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
806 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
807 DurabilityLossAll(0.10f
,false);
808 // durability lost message
809 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
810 GetSession()->SendPacket(&data
);
814 void Player::HandleDrowning()
819 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
820 if(waterbreath
|| isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
822 StopMirrorTimer(BREATH_TIMER
);
827 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
829 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
830 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
831 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
833 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
835 //single trigger timer
836 if (!(m_isunderwater
& 0x02))
838 m_isunderwater
|= 0x02;
839 m_breathTimer
= UnderWaterTime
+ 1000;
841 //single trigger "Breathbar"
842 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
844 m_isunderwater
|= 0x04;
845 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
847 //continius trigger drowning "Damage"
848 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
850 //TODO: Check this formula
851 uint64 guid
= GetGUID();
852 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
854 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
855 m_breathTimer
= 2000;
858 //single trigger retract bar
859 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
861 m_isunderwater
= 0x08;
863 uint32 BreathRegen
= 10;
864 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
865 m_isunderwater
= 0x10;
868 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
870 StopMirrorTimer(BREATH_TIMER
);
875 void Player::HandleLava()
877 bool ValidArea
= false;
879 if ((m_isunderwater
& 0x80) && isAlive())
881 //Single trigger Set BreathTimer
882 if (!(m_isunderwater
& 0x80))
884 m_isunderwater
|= 0x04;
885 m_breathTimer
= 1000;
887 //Reset BreathTimer and still in the lava
890 uint64 guid
= GetGUID();
891 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
892 uint32 dmgZone
= GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
894 // Deal lava damage only in lava zones.
910 if (dmgZone
/ 5 & 0x408)
914 // if is valid area and is not gamemaster then deal damage
915 if ( ValidArea
&& !isGameMaster() )
916 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
918 m_breathTimer
= 1000;
922 //Death timer disabled and WaterFlags reset
923 else if (m_deathState
== DEAD
)
930 ///The player sobers by 256 every 10 seconds
931 void Player::HandleSobering()
935 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
936 SetDrunkValue(drunk
);
939 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
942 return DRUNKEN_SMASHED
;
944 return DRUNKEN_DRUNK
;
946 return DRUNKEN_TIPSY
;
947 return DRUNKEN_SOBER
;
950 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
952 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
954 m_drunk
= newDrunkenValue
;
955 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
957 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
959 // special drunk invisibility detection
960 if(newDrunkenState
>= DRUNKEN_DRUNK
)
961 m_detectInvisibilityMask
|= (1<<6);
963 m_detectInvisibilityMask
&= ~(1<<6);
965 if(newDrunkenState
== oldDrunkenState
)
968 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
970 data
<< uint32(newDrunkenState
);
971 data
<< uint32(itemId
);
973 SendMessageToSet(&data
, true);
976 void Player::Update( uint32 p_time
)
982 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
987 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
988 m_nextMailDelivereTime
= 0;
991 Unit::Update( p_time
);
993 // update player only attacks
994 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
996 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
999 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1001 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1004 time_t now
= time (NULL
);
1008 UpdateContestedPvP(p_time
);
1010 UpdateDuelFlag(now
);
1012 CheckDuelDistance(now
);
1014 UpdateAfkReport(now
);
1016 CheckExploreSystem();
1018 // Update items that have just a limited lifetime
1019 if (now
>m_Last_tick
)
1020 UpdateItemDuration(uint32(now
- m_Last_tick
));
1022 if (!m_timedquests
.empty())
1024 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1025 while (iter
!= m_timedquests
.end())
1027 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1028 if( q_status
.m_timer
<= p_time
)
1030 uint32 quest_id
= *iter
;
1031 ++iter
; // current iter will be removed in FailTimedQuest
1032 FailTimedQuest( quest_id
);
1036 q_status
.m_timer
-= p_time
;
1037 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1043 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1045 Unit
*pVictim
= getVictim();
1046 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1048 // default combat reach 10
1049 // TODO add weapon,skill check
1051 float pldistance
= ATTACK_DISTANCE
;
1053 if (isAttackReady(BASE_ATTACK
))
1055 if(!IsWithinDistInMap(pVictim
, pldistance
))
1057 setAttackTimer(BASE_ATTACK
,100);
1058 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1060 SendAttackSwingNotInRange();
1061 m_swingErrorMsg
= 1;
1064 //120 degrees of radiant range
1065 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1067 setAttackTimer(BASE_ATTACK
,100);
1068 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1070 SendAttackSwingBadFacingAttack();
1071 m_swingErrorMsg
= 2;
1076 m_swingErrorMsg
= 0; // reset swing error state
1078 // prevent base and off attack in same time, delay attack at 0.2 sec
1079 if(haveOffhandWeapon())
1081 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1082 if(off_att
< ATTACK_DISPLAY_DELAY
)
1083 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1085 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1086 resetAttackTimer(BASE_ATTACK
);
1090 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1092 if(!IsWithinDistInMap(pVictim
, pldistance
))
1094 setAttackTimer(OFF_ATTACK
,100);
1096 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1098 setAttackTimer(OFF_ATTACK
,100);
1102 // prevent base and off attack in same time, delay attack at 0.2 sec
1103 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1104 if(base_att
< ATTACK_DISPLAY_DELAY
)
1105 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1107 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1108 resetAttackTimer(OFF_ATTACK
);
1112 Unit
*owner
= pVictim
->GetOwner();
1113 Unit
*u
= owner
? owner
: pVictim
;
1114 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1117 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1122 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1124 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1126 int time_inn
= time(NULL
)-GetTimeInnEnter();
1127 if (time_inn
>= 10) //freeze update
1129 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1130 //speed collect rest bonus (section/in hour)
1131 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1132 UpdateInnerTime(time(NULL
));
1137 if(m_regenTimer
> 0)
1139 if(p_time
>= m_regenTimer
)
1142 m_regenTimer
-= p_time
;
1145 if (m_weaponChangeTimer
> 0)
1147 if(p_time
>= m_weaponChangeTimer
)
1148 m_weaponChangeTimer
= 0;
1150 m_weaponChangeTimer
-= p_time
;
1153 if (m_zoneUpdateTimer
> 0)
1155 if(p_time
>= m_zoneUpdateTimer
)
1157 uint32 newzone
= GetZoneId();
1158 if( m_zoneUpdateId
!= newzone
)
1159 UpdateZone(newzone
); // also update area
1162 // use area updates as well
1163 // needed for free far all arenas for example
1164 uint32 newarea
= GetAreaId();
1165 if( m_areaUpdateId
!= newarea
)
1166 UpdateArea(newarea
);
1168 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1172 m_zoneUpdateTimer
-= p_time
;
1180 if (m_deathState
== JUST_DIED
)
1187 if(p_time
>= m_nextSave
)
1189 // m_nextSave reseted in SaveToDB call
1191 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1195 m_nextSave
-= p_time
;
1200 if(m_breathTimer
> 0)
1202 if(p_time
>= m_breathTimer
)
1205 m_breathTimer
-= p_time
;
1209 //Handle Water/drowning
1215 //Handle detect stealth players
1216 if (m_DetectInvTimer
> 0)
1218 if (p_time
>= m_DetectInvTimer
)
1220 m_DetectInvTimer
= 3000;
1221 HandleStealthedUnitsDetection();
1224 m_DetectInvTimer
-= p_time
;
1228 if (now
> m_Last_tick
)
1230 uint32 elapsed
= uint32(now
- m_Last_tick
);
1231 m_Played_time
[0] += elapsed
; // Total played time
1232 m_Played_time
[1] += elapsed
; // Level played time
1238 m_drunkTimer
+= p_time
;
1240 if (m_drunkTimer
> 10000)
1244 // not auto-free ghost from body in instances
1245 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1247 if(p_time
>= m_deathTimer
)
1254 m_deathTimer
-= p_time
;
1257 UpdateEnchantTime(p_time
);
1258 UpdateHomebindTime(p_time
);
1261 SendUpdateToOutOfRangeGroupMembers();
1263 Pet
* pet
= GetPet();
1264 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1266 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1271 void Player::setDeathState(DeathState s
)
1273 uint32 ressSpellId
= 0;
1275 bool cur
= isAlive();
1277 if(s
== JUST_DIED
&& cur
)
1279 // drunken state is cleared on death
1281 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1284 clearResurrectRequestData();
1286 // remove form before other mods to prevent incorrect stats calculation
1287 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1289 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1290 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1292 // remove uncontrolled pets
1296 // save value before aura remove in Unit::setDeathState
1297 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1301 ressSpellId
= GetResurrectionSpellId();
1303 Unit::setDeathState(s
);
1305 // restore resurrection spell id for player after aura remove
1306 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1307 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1309 if(isAlive() && !cur
)
1311 //clear aura case after resurrection by another way (spells will be applied before next death)
1312 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1314 // restore default warrior stance
1315 if(getClass()== CLASS_WARRIOR
)
1316 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1320 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1322 *p_data
<< GetGUID();
1325 *p_data
<< getRace();
1326 uint8 pClass
= getClass();
1328 *p_data
<< getGender();
1330 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1331 *p_data
<< uint8(bytes
);
1332 *p_data
<< uint8(bytes
>> 8);
1333 *p_data
<< uint8(bytes
>> 16);
1334 *p_data
<< uint8(bytes
>> 24);
1336 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1337 *p_data
<< uint8(bytes
);
1339 *p_data
<< uint8(getLevel()); // player level
1340 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1341 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1344 *p_data
<< GetMapId();
1346 *p_data
<< GetPositionX();
1347 *p_data
<< GetPositionY();
1348 *p_data
<< GetPositionZ();
1350 *p_data
<< GetUInt32Value(PLAYER_GUILDID
); // guild id
1352 uint32 char_flags
= 0;
1353 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1354 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1355 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1356 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1357 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1358 char_flags
|= CHARACTER_FLAG_GHOST
;
1359 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1360 char_flags
|= CHARACTER_FLAG_RENAME
;
1361 // always send the flag if declined names aren't used
1362 // to let the client select a default method of declining the name
1363 if(!sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) || (result
&& result
->Fetch()[13].GetCppString() != ""))
1364 char_flags
|= CHARACTER_FLAG_DECLINED
;
1366 *p_data
<< (uint32
)char_flags
; // character flags
1368 *p_data
<< (uint8
)1; // unknown
1372 uint32 petDisplayId
= 0;
1373 uint32 petLevel
= 0;
1374 uint32 petFamily
= 0;
1376 // show pet at selection character in character list only for non-ghost character
1377 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1379 Field
* fields
= result
->Fetch();
1381 uint32 entry
= fields
[10].GetUInt32();
1382 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1385 petDisplayId
= fields
[11].GetUInt32();
1386 petLevel
= fields
[12].GetUInt32();
1387 petFamily
= cInfo
->family
;
1391 *p_data
<< (uint32
)petDisplayId
;
1392 *p_data
<< (uint32
)petLevel
;
1393 *p_data
<< (uint32
)petFamily
;
1396 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1397 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1400 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1405 Field *fields = result->Fetch();
1406 uint8 slot = fields[0].GetUInt8() & 255;
1407 uint32 item_id = fields[1].GetUInt32();
1408 if( slot >= EQUIPMENT_SLOT_END )
1411 items[slot] = objmgr.GetItemPrototype(item_id);
1414 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1417 } while (result->NextRow());
1421 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1423 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1424 uint32 item_id
= GetUInt32Value(visualbase
);
1425 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1426 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1428 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1430 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1431 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1437 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1438 *p_data
<< (uint8
)proto
->InventoryType
;
1439 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
1443 *p_data
<< (uint32
)0;
1444 *p_data
<< (uint8
)0;
1445 *p_data
<< (uint32
)0; // enchant?
1448 *p_data
<< (uint32
)0; // first bag display id
1449 *p_data
<< (uint8
)0; // first bag inventory type
1450 *p_data
<< (uint32
)0; // enchant?
1453 bool Player::ToggleAFK()
1455 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1457 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1459 // afk player not allowed in battleground
1460 if(state
&& InBattleGround())
1461 LeaveBattleground();
1466 bool Player::ToggleDND()
1468 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1470 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1473 uint8
Player::chatTag() const
1490 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1492 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1494 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1498 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1499 Pet
* pet
= GetPet();
1501 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1503 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1504 if(!InBattleGround() && mEntry
->IsBattleGround() && !GetSession()->GetSecurity())
1507 // client without expansion support
1508 if(GetSession()->Expansion() < mEntry
->Expansion())
1510 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1513 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1515 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL1
);
1517 return false; // normal client can't teleport to this map...
1521 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1524 // if we were on a transport, leave
1525 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1527 m_transport
->RemovePassenger(this);
1529 m_movementInfo
.t_x
= 0.0f
;
1530 m_movementInfo
.t_y
= 0.0f
;
1531 m_movementInfo
.t_z
= 0.0f
;
1532 m_movementInfo
.t_o
= 0.0f
;
1533 m_movementInfo
.t_time
= 0;
1536 SetSemaphoreTeleport(true);
1538 // The player was ported to another map and looses the duel immediately.
1539 // We have to perform this check before the teleport, otherwise the
1540 // ObjectAccessor won't find the flag.
1541 if (duel
&& GetMapId()!=mapid
)
1543 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1545 DuelComplete(DUEL_FLED
);
1548 // reset movement flags at teleport, because player will continue move with these flags after teleport
1549 SetUnitMovementFlags(0);
1551 if ((GetMapId() == mapid
) && (!m_transport
))
1553 // prepare zone change detect
1554 uint32 old_zone
= GetZoneId();
1557 if(!GetSession()->PlayerLogout())
1560 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1561 GetSession()->SendPacket(&data
);
1562 SetPosition( x
, y
, z
, orientation
, true);
1565 // this will be used instead of the current location in SaveToDB
1566 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1568 //BuildHeartBeatMsg(&data);
1569 //SendMessageToSet(&data, true);
1570 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1572 //same map, only remove pet if out of range
1573 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1575 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1576 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1578 m_temporaryUnsummonedPetNumber
= 0;
1580 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1584 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1587 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1590 if(pet
&& m_temporaryUnsummonedPetNumber
)
1592 Pet
* NewPet
= new Pet
;
1593 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1596 m_temporaryUnsummonedPetNumber
= 0;
1600 if(!GetSession()->PlayerLogout())
1602 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1603 SetSemaphoreTeleport(false);
1605 UpdateZone(GetZoneId());
1609 if(old_zone
!= GetZoneId())
1612 if(pvpInfo
.inHostileArea
)
1613 CastSpell(this, 2479, true);
1618 // far teleport to another map
1619 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1620 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1622 // Check enter rights before map getting to avoid creating instance copy for player
1623 // this check not dependent from map instance copy and same for all instance copies of selected map
1624 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1626 SetSemaphoreTeleport(false);
1630 // If the map is not created, assume it is possible to enter it.
1631 // It will be created in the WorldPortAck.
1632 Map
*map
= MapManager::Instance().FindMap(mapid
);
1633 if (!map
|| map
->CanEnter(this))
1639 ResetContestedPvP();
1641 // remove player from battleground on far teleport (when changing maps)
1642 if(BattleGround
const* bg
= GetBattleGround())
1644 // Note: at battleground join battleground id set before teleport
1645 // and we already will found "current" battleground
1646 // just need check that this is targeted map or leave
1647 if(bg
->GetMapId() != mapid
)
1648 LeaveBattleground(false); // don't teleport to entry point
1651 // remove pet on map change
1654 //leaving map -> delete pet right away (doing this later will cause problems)
1655 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1656 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1658 m_temporaryUnsummonedPetNumber
= 0;
1660 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1663 // remove all dyn objects
1664 RemoveAllDynObjects();
1666 // stop spellcasting
1667 // not attempt interrupt teleportation spell at caster teleport
1668 if(!(options
& TELE_TO_SPELL
))
1669 if(IsNonMeleeSpellCasted(true))
1670 InterruptNonMeleeSpells(true);
1672 if(!GetSession()->PlayerLogout())
1674 // send transfer packets
1675 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1676 data
<< uint32(mapid
);
1679 data
<< m_transport
->GetEntry() << GetMapId();
1681 GetSession()->SendPacket(&data
);
1683 data
.Initialize(SMSG_NEW_WORLD
, (20));
1686 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1690 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1692 GetSession()->SendPacket( &data
);
1693 SendSavedInstances();
1695 // remove from old map now
1696 if(oldmap
) oldmap
->Remove(this, false);
1699 // new final coordinates
1703 float final_o
= orientation
;
1707 final_x
+= m_movementInfo
.t_x
;
1708 final_y
+= m_movementInfo
.t_y
;
1709 final_z
+= m_movementInfo
.t_z
;
1710 final_o
+= m_movementInfo
.t_o
;
1713 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1714 // if the player is saved before worldportack (at logout for example)
1715 // this will be used instead of the current location in SaveToDB
1717 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1719 // move packet sent by client always after far teleport
1720 // SetPosition(final_x, final_y, final_z, final_o, true);
1723 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1731 void Player::AddToWorld()
1733 ///- Do not add/remove the player from the object storage
1734 ///- It will crash when updating the ObjectAccessor
1735 ///- The player should only be added when logging in
1738 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1741 m_items
[i
]->AddToWorld();
1745 void Player::RemoveFromWorld()
1750 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1752 UnsummonAllTotems();
1757 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1760 m_items
[i
]->RemoveFromWorld();
1763 ///- Do not add/remove the player from the object storage
1764 ///- It will crash when updating the ObjectAccessor
1765 ///- The player should only be removed when logging out
1766 Unit::RemoveFromWorld();
1769 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1773 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1777 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1779 // talent who gave more rage on attack
1780 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1784 addRage
= damage
/rageconversion
*2.5;
1786 // Berserker Rage effect
1787 if(HasAura(18499,0))
1791 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1793 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1796 void Player::RegenerateAll()
1798 if (m_regenTimer
!= 0)
1800 uint32 regenDelay
= 2000;
1802 // Not in combat or they have regeneration
1803 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1804 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1807 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1808 Regenerate(POWER_RAGE
);
1811 Regenerate( POWER_ENERGY
);
1813 Regenerate( POWER_MANA
);
1815 m_regenTimer
= regenDelay
;
1818 void Player::Regenerate(Powers power
)
1820 uint32 curValue
= GetPower(power
);
1821 uint32 maxValue
= GetMaxPower(power
);
1823 float addvalue
= 0.0f
;
1829 bool recentCast
= IsUnderLastManaUseEffect();
1830 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1833 // Mangos Updates Mana in intervals of 2s, which is correct
1834 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT
) * ManaIncreaseRate
* 2.00f
;
1838 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN
) * ManaIncreaseRate
* 2.00f
;
1841 case POWER_RAGE
: // Regenerate rage
1843 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1844 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1846 case POWER_ENERGY
: // Regenerate energy (rogue)
1850 case POWER_HAPPINESS
:
1854 // Mana regen calculated in Player::UpdateManaRegen()
1855 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1856 if(power
!= POWER_MANA
)
1858 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1859 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1860 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1861 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1864 if (power
!= POWER_RAGE
)
1866 curValue
+= uint32(addvalue
);
1867 if (curValue
> maxValue
)
1868 curValue
= maxValue
;
1872 if(curValue
<= uint32(addvalue
))
1875 curValue
-= uint32(addvalue
);
1877 SetPower(power
, curValue
);
1880 void Player::RegenerateHealth()
1882 uint32 curValue
= GetHealth();
1883 uint32 maxValue
= GetMaxHealth();
1885 if (curValue
>= maxValue
) return;
1887 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1889 float addvalue
= 0.0f
;
1892 if ( IsPolymorphed() )
1893 addvalue
= GetMaxHealth()/3;
1894 // normal regen case (maybe partly in combat case)
1895 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1897 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1900 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1901 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1902 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1904 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1905 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1911 // always regeneration bonus (including combat)
1912 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1917 ModifyHealth(int32(addvalue
));
1920 bool Player::CanInteractWithNPCs(bool alive
) const
1922 if(alive
&& !isAlive())
1930 bool Player::IsUnderWater() const
1932 return IsInWater() &&
1933 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1936 void Player::SetInWater(bool apply
)
1938 if(m_isInWater
==apply
)
1941 //define player in water by opcodes
1942 //move player's guid into HateOfflineList of those mobs
1943 //which can't swim and move guid back into ThreatList when
1945 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1946 m_isInWater
= apply
;
1948 // remove auras that need water/land
1949 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1951 getHostilRefManager().updateThreatTables();
1954 void Player::SetGameMaster(bool on
)
1958 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1960 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1962 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1963 ResetContestedPvP();
1965 getHostilRefManager().setOnlineOfflineState(false);
1970 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1971 setFactionForRace(getRace());
1972 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1974 // restore FFA PvP Server state
1975 if(sWorld
.IsFFAPvPRealm())
1976 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
1978 // restore FFA PvP area state, remove not allowed for GM mounts
1979 UpdateArea(m_areaUpdateId
);
1981 getHostilRefManager().setOnlineOfflineState(true);
1984 ObjectAccessor::UpdateVisibilityForPlayer(this);
1987 void Player::SetGMVisible(bool on
)
1991 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
1993 // Reapply stealth/invisibility if active or show if not any
1994 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
1995 SetVisibility(VISIBILITY_GROUP_STEALTH
);
1996 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
1997 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
1999 SetVisibility(VISIBILITY_ON
);
2003 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2005 SetAcceptWhispers(false);
2006 SetGameMaster(true);
2008 SetVisibility(VISIBILITY_OFF
);
2012 bool Player::IsGroupVisibleFor(Player
* p
) const
2014 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2016 default: return IsInSameGroupWith(p
);
2017 case 1: return IsInSameRaidWith(p
);
2018 case 2: return GetTeam()==p
->GetTeam();
2022 bool Player::IsInSameGroupWith(Player
const* p
) const
2024 return p
==this || GetGroup() != NULL
&&
2025 GetGroup() == p
->GetGroup() &&
2026 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2029 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2030 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2031 void Player::UninviteFromGroup()
2033 if(GetGroupInvite()) // uninvited invitee
2035 Group
* group
= GetGroupInvite();
2036 group
->RemoveInvite(this);
2038 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2040 if(group
->IsCreated())
2042 group
->Disband(true);
2043 objmgr
.RemoveGroup(group
);
2046 group
->RemoveAllInvites();
2053 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2057 if (group
->RemoveMember(guid
, 0) <= 1)
2059 // group->Disband(); already disbanded in RemoveMember
2060 objmgr
.RemoveGroup(group
);
2062 // removemember sets the player's group pointer to NULL
2067 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2069 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2070 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2071 data
<< uint32(GivenXP
+RestXP
); // given experience
2072 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2075 data
<< uint32(GivenXP
); // experience without rested bonus
2076 data
<< float(1); // 1 - none 0 - 100% group bonus output
2078 data
<< uint8(0); // new 2.4.0
2079 GetSession()->SendPacket(&data
);
2082 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2090 uint32 level
= getLevel();
2092 // XP to money conversion processed in Player::RewardQuest
2093 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2096 // handle SPELL_AURA_MOD_XP_PCT auras
2097 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2098 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2099 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2101 // XP resting bonus for kill
2102 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2104 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2106 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2107 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2108 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2110 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2114 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2115 GiveLevel(level
+ 1);
2118 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2121 SetUInt32Value(PLAYER_XP
, newXP
);
2124 // Update player to next level
2125 // Current player experience not update (must be update by caller)
2126 void Player::GiveLevel(uint32 level
)
2128 if ( level
== getLevel() )
2131 PlayerLevelInfo info
;
2132 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2134 PlayerClassLevelInfo classInfo
;
2135 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2137 // send levelup info to client
2138 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2139 data
<< uint32(level
);
2140 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2141 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2142 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2148 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2149 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2151 GetSession()->SendPacket(&data
);
2153 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2155 //update level, max level of skills
2156 if(getLevel()!= level
)
2157 m_Played_time
[1] = 0; // Level Played Time reset
2159 UpdateSkillsForLevel ();
2161 // save base values (bonuses already included in stored stats
2162 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2163 SetCreateStat(Stats(i
), info
.stats
[i
]);
2165 SetCreateHealth(classInfo
.basehealth
);
2166 SetCreateMana(classInfo
.basemana
);
2168 InitTalentForLevel();
2169 InitTaxiNodesForLevel();
2173 // set current level health and mana/energy to maximum after applying all mods.
2174 SetHealth(GetMaxHealth());
2175 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2176 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2177 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2178 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2179 SetPower(POWER_FOCUS
, 0);
2180 SetPower(POWER_HAPPINESS
, 0);
2182 // give level to summoned pet
2183 Pet
* pet
= GetPet();
2184 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2185 pet
->GivePetLevel(level
);
2188 void Player::InitTalentForLevel()
2190 uint32 level
= getLevel();
2191 // talents base at level diff ( talents = level - 9 but some can be used already)
2194 // Remove all talent points
2195 if(m_usedTalentCount
> 0) // Free any used talents
2198 SetFreeTalentPoints(0);
2203 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2204 // if used more that have then reset
2205 if(m_usedTalentCount
> talentPointsForLevel
)
2207 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2210 SetFreeTalentPoints(0);
2212 // else update amount of free points
2214 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2218 void Player::InitStatsForLevel(bool reapplyMods
)
2220 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2221 _RemoveAllStatBonuses();
2223 PlayerClassLevelInfo classInfo
;
2224 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2226 PlayerLevelInfo info
;
2227 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2229 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2230 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2232 UpdateSkillsForLevel ();
2234 // set default cast time multiplier
2235 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2237 // reset size before reapply auras
2238 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2240 // save base values (bonuses already included in stored stats
2241 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2242 SetCreateStat(Stats(i
), info
.stats
[i
]);
2244 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2245 SetStat(Stats(i
), info
.stats
[i
]);
2247 SetCreateHealth(classInfo
.basehealth
);
2250 SetCreateMana(classInfo
.basemana
);
2252 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2256 //reset rating fields values
2257 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2258 SetUInt32Value(index
, 0);
2260 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2261 for (int i
= 0; i
< 7; i
++)
2263 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2264 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2265 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2268 //reset attack power, damage and attack speed fields
2269 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2270 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2271 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2273 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2274 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2275 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2276 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2277 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2278 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2280 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2281 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2282 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2283 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2284 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2285 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2287 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2288 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2289 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2290 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2292 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2293 for (uint8 i
= 0; i
< 7; ++i
)
2294 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2296 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2297 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2298 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2301 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2303 // set armor (resistance 0) to original value (create_agility*2)
2304 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2305 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2306 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2307 // set other resistance to original value (0)
2308 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2310 SetResistance(SpellSchools(i
), 0);
2311 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2312 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2315 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2316 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2317 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2319 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2320 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2322 // Init data for form but skip reapply item mods for form
2323 InitDataForForm(reapplyMods
);
2326 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2327 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2329 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2331 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2332 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2334 // cleanup unit flags (will be re-applied if need at aura load).
2335 RemoveFlag( UNIT_FIELD_FLAGS
,
2336 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2337 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2338 UNIT_FLAG_DISABLE_ROTATE
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2339 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2340 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2341 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2343 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2344 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2346 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2348 // restore if need some important flags
2349 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2351 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2352 _ApplyAllStatBonuses();
2354 // set current level health and mana/energy to maximum after applying all mods.
2355 SetHealth(GetMaxHealth());
2356 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2357 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2358 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2359 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2360 SetPower(POWER_FOCUS
, 0);
2361 SetPower(POWER_HAPPINESS
, 0);
2364 void Player::SendInitialSpells()
2366 uint16 spellCount
= 0;
2368 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2371 size_t countPos
= data
.wpos();
2372 data
<< uint16(spellCount
); // spell count placeholder
2374 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2376 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2379 if(!itr
->second
->active
|| itr
->second
->disabled
)
2382 data
<< uint16(itr
->first
);
2383 //data << uint16(itr->second->slotId);
2384 data
<< uint16(0); // it's not slot id
2389 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2391 uint16 spellCooldowns
= m_spellCooldowns
.size();
2392 data
<< uint16(spellCooldowns
);
2393 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); itr
++)
2395 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2399 data
<< uint16(itr
->first
);
2401 time_t cooldown
= 0;
2402 time_t curTime
= time(NULL
);
2403 if(itr
->second
.end
> curTime
)
2404 cooldown
= (itr
->second
.end
-curTime
)*1000;
2406 data
<< uint16(itr
->second
.itemid
); // cast item id
2407 data
<< uint16(sEntry
->Category
); // spell category
2408 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2411 data
<< uint32(cooldown
);
2415 data
<< uint32(cooldown
);
2420 GetSession()->SendPacket(&data
);
2422 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2425 void Player::RemoveMail(uint32 id
)
2427 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2429 if ((*itr
)->messageID
== id
)
2431 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2438 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2440 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2441 data
<< (uint32
) mailId
;
2442 data
<< (uint32
) mailAction
;
2443 data
<< (uint32
) mailError
;
2444 if ( mailError
== MAIL_ERR_BAG_FULL
)
2445 data
<< (uint32
) equipError
;
2446 else if( mailAction
== MAIL_ITEM_TAKEN
)
2448 data
<< (uint32
) item_guid
; // item guid low?
2449 data
<< (uint32
) item_count
; // item count?
2451 GetSession()->SendPacket(&data
);
2454 void Player::SendNewMail()
2456 // deliver undelivered mail
2457 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2459 GetSession()->SendPacket(&data
);
2462 void Player::UpdateNextMailTimeAndUnreads()
2464 // calculate next delivery time (min. from non-delivered mails
2465 // and recalculate unReadMail
2466 time_t cTime
= time(NULL
);
2467 m_nextMailDelivereTime
= 0;
2469 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2471 if((*itr
)->deliver_time
> cTime
)
2473 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2474 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2476 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2481 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2483 if(deliver_time
<= time(NULL
)) // ready now
2488 else // not ready and no have ready mails
2490 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2491 m_nextMailDelivereTime
= deliver_time
;
2495 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2497 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2500 // do character spell book cleanup (all characters)
2501 if(loading
&& !learning
) // spell load case
2503 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2504 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2507 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2512 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2514 // do character spell book cleanup (all characters)
2515 if(loading
&& !learning
) // spell load case
2517 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2518 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2521 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2526 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2528 bool disabled_case
= false;
2529 bool superceded_old
= false;
2531 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2532 if (itr
!= m_spells
.end())
2534 // update active state for known spell
2535 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2537 itr
->second
->active
= active
;
2539 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2540 if(loading
&& !learning
)
2541 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2542 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2543 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2547 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2548 data
<< uint16(spell_id
);
2549 GetSession()->SendPacket(&data
);
2551 return active
; // learn (show in spell book if active now)
2554 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2556 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2557 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2558 itr
->second
->disabled
= disabled
;
2563 disabled_case
= true;
2565 else switch(itr
->second
->state
)
2567 case PLAYERSPELL_UNCHANGED
: // known saved spell
2569 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2572 m_spells
.erase(itr
);
2573 state
= PLAYERSPELL_CHANGED
;
2574 break; // need re-add
2576 default: // known not saved yet spell (new or modified)
2578 // can be in case spell loading but learned at some previous spell loading
2579 if(loading
&& !learning
)
2580 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2587 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2589 // talent: unlearn all other talent ranks (high and low)
2590 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2592 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2594 for(int i
=0; i
<5; ++i
)
2596 // skip learning spell and no rank spell case
2597 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2598 if(!rankSpellId
|| rankSpellId
==spell_id
)
2601 // skip unknown ranks
2602 if(!HasSpell(rankSpellId
))
2605 removeSpell(rankSpellId
);
2609 // non talent spell: learn low ranks (recursive call)
2610 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2612 if(loading
) // at spells loading, no output, but allow save
2613 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2614 else // at normal learning
2615 learnSpell(prev_spell
);
2618 PlayerSpell
*newspell
= new PlayerSpell
;
2619 newspell
->active
= active
;
2620 newspell
->state
= state
;
2621 newspell
->disabled
= disabled
;
2623 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2624 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2626 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2628 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2629 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2630 if(!i_spellInfo
) continue;
2632 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2634 if(itr
->second
->active
)
2636 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2638 if(!loading
) // not send spell (re-/over-)learn packets at loading
2640 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2641 data
<< uint16(itr
->first
);
2642 data
<< uint16(spell_id
);
2643 GetSession()->SendPacket( &data
);
2646 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2647 itr
->second
->active
= false;
2648 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2649 superceded_old
= true; // new spell replace old in action bars and spell book.
2651 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2653 if(!loading
) // not send spell (re-/over-)learn packets at loading
2655 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2656 data
<< uint16(spell_id
);
2657 data
<< uint16(itr
->first
);
2658 GetSession()->SendPacket( &data
);
2661 // mark new spell as disable (not learned yet for client and will not learned)
2662 newspell
->active
= false;
2663 if(newspell
->state
!= PLAYERSPELL_NEW
)
2664 newspell
->state
= PLAYERSPELL_CHANGED
;
2671 uint16 tmpslot
=slot_id
;
2673 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2676 PlayerSpellMap::iterator itr
;
2677 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2679 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2681 if (itr
->second
->slotId
> maxid
)
2682 maxid
= itr
->second
->slotId
;
2684 tmpslot
= maxid
+ 1;
2687 newspell
->slotId
= tmpslot
;
2688 m_spells
[spell_id
] = newspell
;
2690 // return false if spell disabled
2691 if (newspell
->disabled
)
2695 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2697 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2698 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2699 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2701 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2702 CastSpell(this, spell_id
, true);
2704 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2705 else if (IsPassiveSpell(spell_id
))
2707 // if spell doesn't require a stance or the player is in the required stance
2708 if( ( !spellInfo
->Stances
&&
2709 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2710 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2711 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2712 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2713 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2714 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2715 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2716 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2717 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2718 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2719 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2720 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2721 //Check CasterAuraStates
2722 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2723 CastSpell(this, spell_id
, true);
2725 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2727 CastSpell(this, spell_id
, true);
2731 // update used talent points count
2732 m_usedTalentCount
+= talentCost
;
2734 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2735 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2737 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2738 SetFreePrimaryProffesions(freeProfs
-1);
2741 // add dependent skills
2742 uint16 maxskill
= GetMaxSkillValueForLevel();
2744 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2748 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2749 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2751 if(skill_value
< spellLearnSkill
->value
)
2752 skill_value
= spellLearnSkill
->value
;
2754 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2756 if(skill_max_value
< new_skill_max_value
)
2757 skill_max_value
= new_skill_max_value
;
2759 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2763 // not ranked skills
2764 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2765 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2767 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2769 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2773 if(HasSkill(pSkill
->id
))
2776 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2777 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2778 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2779 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2780 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2782 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2784 case SKILL_RANGE_LANGUAGE
:
2785 SetSkill(pSkill
->id
, 300, 300 );
2787 case SKILL_RANGE_LEVEL
:
2788 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2790 case SKILL_RANGE_MONO
:
2791 SetSkill(pSkill
->id
, 1, 1 );
2800 // learn dependent spells
2801 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2802 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2804 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2806 if(!itr
->second
.autoLearned
)
2808 if(loading
) // at spells loading, no output, but allow save
2809 addSpell(itr
->second
.spell
,true,true,loading
);
2810 else // at normal learning
2811 learnSpell(itr
->second
.spell
);
2815 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2816 return active
&& !disabled
&& !superceded_old
;
2819 void Player::learnSpell(uint32 spell_id
)
2821 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2823 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2824 bool active
= disabled
? itr
->second
->active
: true;
2826 bool learning
= addSpell(spell_id
,active
);
2828 // learn all disabled higher ranks (recursive)
2829 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2830 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2832 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2833 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2834 learnSpell(i
->second
);
2837 // prevent duplicated entires in spell book
2841 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2842 data
<< uint32(spell_id
);
2843 GetSession()->SendPacket(&data
);
2846 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2848 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2849 if (itr
== m_spells
.end())
2852 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2855 // unlearn non talent higher ranks (recursive)
2856 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2857 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2858 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2859 removeSpell(itr2
->second
,disabled
);
2862 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2863 data
<< uint16(spell_id
);
2864 GetSession()->SendPacket(&data
);
2868 itr
->second
->disabled
= disabled
;
2869 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2870 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2874 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2877 m_spells
.erase(itr
);
2880 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2883 RemoveAurasDueToSpell(spell_id
);
2886 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2887 RemovePetAura(petSpell
);
2889 // free talent points
2890 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2893 if(talentCosts
< m_usedTalentCount
)
2894 m_usedTalentCount
-= talentCosts
;
2896 m_usedTalentCount
= 0;
2899 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2900 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2902 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2903 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2904 SetFreePrimaryProffesions(freeProfs
);
2907 // remove dependent skill
2908 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2911 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2912 if(!prev_spell
) // first rank, remove skill
2913 SetSkill(spellLearnSkill
->skill
,0,0);
2916 // search prev. skill setting by spell ranks chain
2917 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2918 while(!prevSkill
&& prev_spell
)
2920 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2921 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2924 if(!prevSkill
) // not found prev skill setting, remove skill
2925 SetSkill(spellLearnSkill
->skill
,0,0);
2926 else // set to prev. skill setting values
2928 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2929 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2931 if(skill_value
> prevSkill
->value
)
2932 skill_value
= prevSkill
->value
;
2934 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2936 if(skill_max_value
> new_skill_max_value
)
2937 skill_max_value
= new_skill_max_value
;
2939 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2946 // not ranked skills
2947 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2948 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2950 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2952 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2956 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2957 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2958 pSkill
->id
==SKILL_POISONS
&& _spell_idx
->second
->max_value
==0 ||
2959 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2960 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2962 // not reset skills for professions and racial abilities
2963 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2964 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2967 SetSkill(pSkill
->id
, 0, 0 );
2972 // remove dependent spells
2973 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2974 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2976 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2977 removeSpell(itr2
->second
.spell
, disabled
);
2980 void Player::RemoveArenaSpellCooldowns()
2982 // remove cooldowns on spells that has < 15 min CD
2983 SpellCooldowns::iterator itr
, next
;
2984 // iterate spell cooldowns
2985 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
2989 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2990 // check if spellentry is present and if the cooldown is less than 15 mins
2992 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2993 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2996 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2997 data
<< uint32(itr
->first
);
2999 GetSession()->SendPacket(&data
);
3001 m_spellCooldowns
.erase(itr
);
3006 void Player::RemoveAllSpellCooldown()
3008 if(!m_spellCooldowns
.empty())
3010 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3012 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3013 data
<< uint32(itr
->first
);
3014 data
<< uint64(GetGUID());
3015 GetSession()->SendPacket(&data
);
3017 m_spellCooldowns
.clear();
3021 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3023 m_spellCooldowns
.clear();
3025 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3029 time_t curTime
= time(NULL
);
3033 Field
*fields
= result
->Fetch();
3035 uint32 spell_id
= fields
[0].GetUInt32();
3036 uint32 item_id
= fields
[1].GetUInt32();
3037 time_t db_time
= (time_t)fields
[2].GetUInt64();
3039 if(!sSpellStore
.LookupEntry(spell_id
))
3041 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3045 // skip outdated cooldown
3046 if(db_time
<= curTime
)
3049 AddSpellCooldown(spell_id
, item_id
, db_time
);
3051 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3053 while( result
->NextRow() );
3059 void Player::_SaveSpellCooldowns()
3061 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3063 time_t curTime
= time(NULL
);
3065 // remove outdated and save active
3066 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3068 if(itr
->second
.end
<= curTime
)
3069 m_spellCooldowns
.erase(itr
++);
3072 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3078 uint32
Player::resetTalentsCost() const
3080 // The first time reset costs 1 gold
3081 if(m_resetTalentsCost
< 1*GOLD
)
3084 else if(m_resetTalentsCost
< 5*GOLD
)
3086 // After that it increases in increments of 5 gold
3087 else if(m_resetTalentsCost
< 10*GOLD
)
3091 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3094 // This cost will be reduced by a rate of 5 gold per month
3095 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3096 // to a minimum of 10 gold.
3097 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3101 // After that it increases in increments of 5 gold
3102 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3103 // until it hits a cap of 50 gold.
3104 if(new_cost
> 50*GOLD
)
3111 bool Player::resetTalents(bool no_cost
)
3113 // not need after this call
3114 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3116 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3117 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3120 uint32 level
= getLevel();
3121 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3123 if (m_usedTalentCount
== 0)
3125 SetFreeTalentPoints(talentPointsForLevel
);
3133 cost
= resetTalentsCost();
3135 if (GetMoney() < cost
)
3137 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3142 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3144 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3146 if (!talentInfo
) continue;
3148 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3153 // unlearn only talents for character class
3154 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3155 // to prevent unexpected lost normal learned spell skip another class talents
3156 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3159 for (int j
= 0; j
< 5; j
++)
3161 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3163 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3169 // remove learned spells (all ranks)
3170 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3172 // unlearn if first rank is talent or learned by talent
3173 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3175 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3176 itr
= GetSpellMap().begin();
3185 SetFreeTalentPoints(talentPointsForLevel
);
3189 ModifyMoney(-(int32
)cost
);
3191 m_resetTalentsCost
= cost
;
3192 m_resetTalentsTime
= time(NULL
);
3195 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3196 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3201 bool Player::_removeSpell(uint16 spell_id
)
3203 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3204 if (itr
!= m_spells
.end())
3207 m_spells
.erase(itr
);
3213 Mail
* Player::GetMail(uint32 id
)
3215 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
3217 if ((*itr
)->messageID
== id
)
3225 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3229 Object::_SetCreateBits(updateMask
, target
);
3233 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3235 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3236 updateMask
->SetBit(index
);
3241 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3245 Object::_SetUpdateBits(updateMask
, target
);
3249 Object::_SetUpdateBits(updateMask
, target
);
3250 *updateMask
&= updateVisualBits
;
3254 void Player::InitVisibleBits()
3256 updateVisualBits
.SetCount(PLAYER_END
);
3258 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3260 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3261 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3262 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3264 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
);
3265 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+1);
3267 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
);
3268 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+1);
3270 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
);
3271 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+1);
3273 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
);
3274 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+1);
3276 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
);
3277 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+1);
3279 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3280 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3281 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3282 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3283 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3284 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3286 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3287 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3288 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3289 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3290 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3291 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3293 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3294 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3295 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3296 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3297 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3298 for(uint16 i
= UNIT_FIELD_AURA
; i
< UNIT_FIELD_AURASTATE
; ++i
)
3299 updateVisualBits
.SetBit(i
);
3300 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3301 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
);
3302 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3303 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3304 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3305 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3306 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3307 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3308 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3309 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3310 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3311 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3312 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3313 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3314 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3316 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
);
3317 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+1);
3318 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3319 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3320 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3321 updateVisualBits
.SetBit(PLAYER_BYTES
);
3322 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3323 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3324 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3325 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3327 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3328 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+=4)
3329 updateVisualBits
.SetBit(i
);
3331 //Players visible items are not inventory stuff
3332 //431) = 884 (0x374) = main weapon
3333 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3336 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 0);
3337 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (i
*MAX_VISIBLE_ITEM_OFFSET
) + 1);
3339 uint16 visual_base
= PLAYER_VISIBLE_ITEM_1_0
+ (i
*MAX_VISIBLE_ITEM_OFFSET
);
3342 updateVisualBits
.SetBit(visual_base
+ 0);
3344 // item enchantment IDs
3345 for(uint8 j
= 0; j
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++j
)
3346 updateVisualBits
.SetBit(visual_base
+ 1 + j
);
3348 // random properties
3349 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3350 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (i
*MAX_VISIBLE_ITEM_OFFSET
));
3353 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3356 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3358 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3360 if(m_items
[i
] == NULL
)
3363 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3369 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3371 if(m_items
[i
] == NULL
)
3374 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3376 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3378 if(m_items
[i
] == NULL
)
3381 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3385 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3388 void Player::DestroyForPlayer( Player
*target
) const
3390 Unit::DestroyForPlayer( target
);
3392 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3394 if(m_items
[i
] == NULL
)
3397 m_items
[i
]->DestroyForPlayer( target
);
3403 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3405 if(m_items
[i
] == NULL
)
3408 m_items
[i
]->DestroyForPlayer( target
);
3410 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3412 if(m_items
[i
] == NULL
)
3415 m_items
[i
]->DestroyForPlayer( target
);
3420 bool Player::HasSpell(uint32 spell
) const
3422 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3423 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3426 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3429 return TRAINER_SPELL_RED
;
3431 if (!trainer_spell
->spell
)
3432 return TRAINER_SPELL_RED
;
3435 if(HasSpell(trainer_spell
->spell
))
3436 return TRAINER_SPELL_GRAY
;
3438 // check race/class requirement
3439 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3440 return TRAINER_SPELL_RED
;
3442 // check level requirement
3443 if(getLevel() < trainer_spell
->reqlevel
)
3444 return TRAINER_SPELL_RED
;
3446 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3448 // check prev.rank requirement
3449 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3450 return TRAINER_SPELL_RED
;
3452 // check additional spell requirement
3453 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3454 return TRAINER_SPELL_RED
;
3457 // check skill requirement
3458 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3459 return TRAINER_SPELL_RED
;
3461 // exist, already checked at loading
3462 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3464 // secondary prof. or not prof. spell
3465 uint32 skill
= spell
->EffectMiscValue
[1];
3467 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3468 return TRAINER_SPELL_GREEN
;
3470 // check primary prof. limit
3471 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3472 return TRAINER_SPELL_RED
;
3474 return TRAINER_SPELL_GREEN
;
3477 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3479 uint32 guid
= GUID_LOPART(playerguid
);
3481 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3482 // bones will be deleted by corpse/bones deleting thread shortly
3483 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3485 // remove from guild
3486 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3489 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3491 guild
->DelMember(guid
);
3494 // the player was uninvited already on logout so just remove from group
3495 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3498 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3500 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3503 RemoveFromGroup(group
, playerguid
);
3507 // remove signs from petitions (also remove petitions if owner);
3508 RemovePetitionsAndSigns(playerguid
, 10);
3510 // return back all mails with COD and Item 0 1 2 3 4 5 6
3511 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3516 Field
*fields
= resultMail
->Fetch();
3518 uint32 mail_id
= fields
[0].GetUInt32();
3519 uint16 mailTemplateId
= fields
[1].GetUInt16();
3520 uint32 sender
= fields
[2].GetUInt32();
3521 std::string subject
= fields
[3].GetCppString();
3522 uint32 itemTextId
= fields
[4].GetUInt32();
3523 uint32 money
= fields
[5].GetUInt32();
3524 bool has_items
= fields
[6].GetBool();
3526 //we can return mail now
3527 //so firstly delete the old one
3528 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3533 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
3538 Field
*fields2
= resultItems
->Fetch();
3540 uint32 item_guidlow
= fields2
[0].GetUInt32();
3541 uint32 item_template
= fields2
[1].GetUInt32();
3543 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3546 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3550 Item
*pItem
= NewItemOrBag(itemProto
);
3551 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
)))
3553 pItem
->FSetState(ITEM_REMOVED
);
3554 pItem
->SaveToDB(); // it also deletes item object !
3558 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3560 while (resultItems
->NextRow());
3566 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3568 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3570 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3572 while (resultMail
->NextRow());
3577 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3578 // Get guids of character's pets, will deleted in transaction
3579 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3581 // NOW we can finally clear other DB data related to character
3582 CharacterDatabase
.BeginTransaction();
3587 Field
*fields3
= resultPets
->Fetch();
3588 uint32 petguidlow
= fields3
[0].GetUInt32();
3589 Pet::DeleteFromDB(petguidlow
);
3590 } while (resultPets
->NextRow());
3594 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3595 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3596 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3597 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3598 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3599 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3600 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3601 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3602 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3603 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3604 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3605 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3606 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3607 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3608 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3609 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3610 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3611 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3612 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3613 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3614 CharacterDatabase
.CommitTransaction();
3616 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3617 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3620 void Player::SetMovement(PlayerMovementType pType
)
3625 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3626 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3627 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3628 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3630 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3633 data
.append(GetPackGUID());
3635 GetSession()->SendPacket( &data
);
3639 - a resurrectable corpse must not be loaded for the player (only bones)
3640 - the player must be in world
3642 void Player::BuildPlayerRepop()
3644 if(getRace() == RACE_NIGHTELF
)
3645 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)
3646 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3648 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3649 // there must be SMSG.STOP_MIRROR_TIMER
3650 // there we must send 888 opcode
3652 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3655 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3659 // create a corpse and place it at the player's location
3661 Corpse
*corpse
= GetCorpse();
3664 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3667 GetMap()->Add(corpse
);
3669 // convert player body to ghost
3672 SetMovement(MOVE_WATER_WALK
);
3673 if(!GetSession()->isLogingOut())
3674 SetMovement(MOVE_UNROOT
);
3676 // BG - remove insignia related
3677 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3679 SendCorpseReclaimDelay();
3681 // to prevent cheating
3682 corpse
->ResetGhostTime();
3684 StopMirrorTimers(); //disable timers(bars)
3686 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3688 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3691 void Player::SendDelayResponse(const uint32 ml_seconds
)
3693 //FIXME: is this delay time arg really need? 50msec by default in code
3694 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3695 data
<< (uint32
)time(NULL
);
3697 GetSession()->SendPacket( &data
);
3700 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3702 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3707 GetSession()->SendPacket(&data
);
3709 // speed change, land walk
3711 // remove death flag + set aura
3712 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3713 if(getRace() == RACE_NIGHTELF
)
3714 RemoveAurasDueToSpell(20584); // speed bonuses
3715 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3717 setDeathState(ALIVE
);
3719 SetMovement(MOVE_LAND_WALK
);
3720 SetMovement(MOVE_UNROOT
);
3724 // set health/powers (0- will be set in caller)
3725 if(restore_percent
>0.0f
)
3727 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3728 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3729 SetPower(POWER_RAGE
, 0);
3730 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3733 // update visibility
3734 ObjectAccessor::UpdateVisibilityForPlayer(this);
3736 // some items limited to specific map
3737 DestroyZoneLimitedItem( true, GetZoneId());
3742 //Characters from level 1-10 are not affected by resurrection sickness.
3743 //Characters from level 11-19 will suffer from one minute of sickness
3744 //for each level they are above 10.
3745 //Characters level 20 and up suffer from ten minutes of sickness.
3746 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3748 if(int32(getLevel()) >= startLevel
)
3750 // set resurrection sickness
3751 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3753 // not full duration
3754 if(int32(getLevel()) < startLevel
+9)
3756 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3758 for(int i
=0; i
< 3; ++i
)
3760 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3762 Aur
->SetAuraDuration(delta
*1000);
3763 Aur
->UpdateAuraDuration();
3770 void Player::KillPlayer()
3772 SetMovement(MOVE_ROOT
);
3774 StopMirrorTimers(); //disable timers(bars)
3776 setDeathState(CORPSE
);
3777 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3779 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3780 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3782 // 6 minutes until repop at graveyard
3783 m_deathTimer
= 6*MINUTE
*1000;
3785 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3787 // don't create corpse at this moment, player might be falling
3789 // update visibility
3790 ObjectAccessor::UpdateObjectVisibility(this);
3793 void Player::CreateCorpse()
3795 // prevent existence 2 corpse for player
3798 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3800 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3803 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3804 GetPositionY(), GetPositionZ(), GetOrientation()))
3810 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3811 _pb
= GetUInt32Value(PLAYER_BYTES
);
3812 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3814 uint8 race
= (uint8
)(_uf
);
3815 uint8 skin
= (uint8
)(_pb
);
3816 uint8 face
= (uint8
)(_pb
>> 8);
3817 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3818 uint8 haircolor
= (uint8
)(_pb
>> 24);
3819 uint8 facialhair
= (uint8
)(_pb2
);
3821 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3822 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3824 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3825 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3827 uint32 flags
= CORPSE_FLAG_UNK2
;
3828 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3829 flags
|= CORPSE_FLAG_HIDE_HELM
;
3830 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3831 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3832 if(InBattleGround())
3833 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3834 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3836 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3838 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3841 uint16 iIventoryType
;
3843 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3847 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3848 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3850 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3851 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3855 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3856 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3858 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3861 // register for player, but not show
3862 ObjectAccessor::Instance().AddCorpse(corpse
);
3865 void Player::SpawnCorpseBones()
3867 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3868 SaveToDB(); // prevent loading as ghost without corpse
3871 Corpse
* Player::GetCorpse() const
3873 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3876 void Player::DurabilityLossAll(double percent
, bool inventory
)
3878 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3879 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3880 DurabilityLoss(pItem
,percent
);
3884 // bags not have durability
3885 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3887 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3888 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3889 DurabilityLoss(pItem
,percent
);
3891 // keys not have durability
3892 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3894 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3895 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3896 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3897 if(Item
* pItem
= GetItemByPos( i
, j
))
3898 DurabilityLoss(pItem
,percent
);
3902 void Player::DurabilityLoss(Item
* item
, double percent
)
3907 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3912 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3914 if(pDurabilityLoss
< 1 )
3915 pDurabilityLoss
= 1;
3917 DurabilityPointsLoss(item
,pDurabilityLoss
);
3920 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3922 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3923 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3924 DurabilityPointsLoss(pItem
,points
);
3928 // bags not have durability
3929 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3931 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3932 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3933 DurabilityPointsLoss(pItem
,points
);
3935 // keys not have durability
3936 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3938 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3939 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3940 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3941 if(Item
* pItem
= GetItemByPos( i
, j
))
3942 DurabilityPointsLoss(pItem
,points
);
3946 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3948 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3949 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3950 int32 pNewDurability
= pOldDurability
- points
;
3952 if (pNewDurability
< 0)
3954 else if (pNewDurability
> pMaxDurability
)
3955 pNewDurability
= pMaxDurability
;
3957 if (pOldDurability
!= pNewDurability
)
3959 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3960 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3961 _ApplyItemMods(item
,item
->GetSlot(), false);
3963 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
3965 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3966 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
3967 _ApplyItemMods(item
,item
->GetSlot(), true);
3969 item
->SetState(ITEM_CHANGED
, this);
3973 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
3975 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
3976 DurabilityPointsLoss(pItem
,1);
3979 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
3981 uint32 TotalCost
= 0;
3982 // equipped, backpack, bags itself
3983 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3984 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
3986 // bank, buyback and keys not repaired
3988 // items in inventory bags
3989 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
3990 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
3991 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
3995 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
3997 Item
* item
= GetItemByPos(pos
);
3999 uint32 TotalCost
= 0;
4003 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4007 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4011 uint32 LostDurability
= maxDurability
- curDurability
;
4012 if(LostDurability
>0)
4014 ItemPrototype
const *ditemProto
= item
->GetProto();
4016 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4019 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4023 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4024 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4025 if(!dQualitymodEntry
)
4027 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4031 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4032 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4034 costs
= uint32(costs
* discountMod
);
4036 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4041 if (GetGuildId()==0)
4043 DEBUG_LOG("You are not member of a guild");
4047 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4051 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4053 DEBUG_LOG("You do not have rights to withdraw for repairs");
4057 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4059 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4063 if (pGuild
->GetGuildBankMoney() < costs
)
4065 DEBUG_LOG("There is not enough money in bank");
4069 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4072 else if (GetMoney() < costs
)
4074 DEBUG_LOG("You do not have enough money");
4078 ModifyMoney( -int32(costs
) );
4082 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4083 item
->SetState(ITEM_CHANGED
, this);
4085 // reapply mods for total broken and repaired item if equipped
4086 if(IsEquipmentPos(pos
) && !curDurability
)
4087 _ApplyItemMods(item
,pos
& 255, true);
4091 void Player::RepopAtGraveyard()
4093 // note: this can be called also when the player is alive
4094 // for example from WorldSession::HandleMovementOpcodes
4096 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4098 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4099 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4101 ResurrectPlayer(0.5f
);
4105 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4107 // Special handle for battleground maps
4108 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4110 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4111 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4113 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4115 // stop countdown until repop
4118 // if no grave found, stay at the current location
4119 // and don't show spirit healer location
4122 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4123 if(isDead()) // not send if alive, because it used in TeleportTo()
4125 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4126 data
<< ClosestGrave
->map_id
;
4127 data
<< ClosestGrave
->x
;
4128 data
<< ClosestGrave
->y
;
4129 data
<< ClosestGrave
->z
;
4130 GetSession()->SendPacket(&data
);
4135 void Player::JoinedChannel(Channel
*c
)
4137 m_channels
.push_back(c
);
4140 void Player::LeftChannel(Channel
*c
)
4142 m_channels
.remove(c
);
4145 void Player::CleanupChannels()
4147 while(!m_channels
.empty())
4149 Channel
* ch
= *m_channels
.begin();
4150 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4151 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4152 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4153 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4156 sLog
.outDebug("Player: channels cleaned up!");
4159 void Player::UpdateLocalChannels(uint32 newZone
)
4161 if(m_channels
.empty())
4164 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4168 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4172 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4174 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4178 // skip non built-in channels
4179 if(!(*i
)->IsConstant())
4182 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4186 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4190 char new_channel_name_buf
[100];
4191 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4192 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4194 if((*i
)!=new_channel
)
4196 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4198 // leave old channel
4199 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4200 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4201 LeftChannel(*i
); // remove from player's channel list
4202 cMgr
->LeftChannel(name
); // delete if empty
4205 sLog
.outDebug("Player: channels cleaned up!");
4208 void Player::LeaveLFGChannel()
4210 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4214 (*i
)->Leave(GetGUID());
4220 void Player::UpdateDefense()
4222 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4224 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4226 // update dependent from defense skill part
4227 UpdateDefenseBonusesMod();
4231 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4233 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4235 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4244 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4247 if(amount
<= -100.0f
)
4250 val
= (100.0f
+ amount
) / 100.0f
;
4251 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4255 if(!CanModifyStats())
4260 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4261 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4262 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4263 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4268 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4270 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4272 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4276 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4279 return m_auraBaseMod
[modGroup
][modType
];
4282 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4284 if(modGroup
>= BASEMOD_END
)
4286 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4290 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4293 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4296 uint32
Player::GetShieldBlockValue() const
4298 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4300 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
)/20 - 1;
4302 value
= (value
< 0) ? 0 : value
;
4304 return uint32(value
);
4307 float Player::GetMeleeCritFromAgility()
4309 uint32 level
= getLevel();
4310 uint32 pclass
= getClass();
4312 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4314 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4315 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4316 if (critBase
==NULL
|| critRatio
==NULL
)
4319 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4323 float Player::GetDodgeFromAgility()
4325 // Table for base dodge values
4326 float dodge_base
[MAX_CLASSES
] = {
4328 0.00652f
, // Paladin
4335 0.02011f
, // Warlock
4339 // Crit/agility to dodge/agility coefficient multipliers
4340 float crit_to_dodge
[MAX_CLASSES
] = {
4354 uint32 level
= getLevel();
4355 uint32 pclass
= getClass();
4357 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4359 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4360 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4361 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4364 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4365 return dodge
*100.0f
;
4368 float Player::GetSpellCritFromIntellect()
4370 uint32 level
= getLevel();
4371 uint32 pclass
= getClass();
4373 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4375 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4376 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4377 if (critBase
==NULL
|| critRatio
==NULL
)
4380 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4384 float Player::GetRatingCoefficient(CombatRating cr
) const
4386 uint32 level
= getLevel();
4388 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4390 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4392 return 1.0f
; // By default use minimum coefficient (not must be called)
4394 return Rating
->ratio
;
4397 float Player::GetRatingBonusValue(CombatRating cr
) const
4399 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4402 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4404 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4405 if (melee
>25.0f
) melee
= 25.0f
;
4406 return uint32 (melee
* damage
/100.0f
);
4409 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4411 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4412 if (ranged
>25.0f
) ranged
=25.0f
;
4413 return uint32 (ranged
* damage
/100.0f
);
4416 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4418 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4419 // In wow script resilience limited to 25%
4422 return uint32 (spell
* damage
/ 100.0f
);
4425 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4427 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4428 // Dot resilience not limited (limit it by 100%)
4429 if (spellDot
> 100.0f
)
4431 return uint32 (spellDot
* damage
/ 100.0f
);
4434 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4439 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4441 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4448 float Player::OCTRegenHPPerSpirit()
4450 uint32 level
= getLevel();
4451 uint32 pclass
= getClass();
4453 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4455 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4456 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4457 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4460 // Formula from PaperDollFrame script
4461 float spirit
= GetStat(STAT_SPIRIT
);
4462 float baseSpirit
= spirit
;
4463 if (baseSpirit
>50) baseSpirit
= 50;
4464 float moreSpirit
= spirit
- baseSpirit
;
4465 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4469 float Player::OCTRegenMPPerSpirit()
4471 uint32 level
= getLevel();
4472 uint32 pclass
= getClass();
4474 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4476 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4477 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4478 if (moreRatio
==NULL
)
4481 // Formula get from PaperDollFrame script
4482 float spirit
= GetStat(STAT_SPIRIT
);
4483 float regen
= spirit
* moreRatio
->ratio
;
4487 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4489 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, value
, apply
);
4491 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4492 float RatingChange
= 0.0f
;
4494 bool affectStats
= CanModifyStats();
4498 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4499 case CR_DEFENSE_SKILL
:
4500 UpdateDefenseBonusesMod();
4503 UpdateDodgePercentage();
4506 UpdateParryPercentage();
4509 UpdateBlockPercentage();
4512 RatingChange
= value
/ RatingCoeffecient
;
4513 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4516 RatingChange
= value
/ RatingCoeffecient
;
4517 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4520 RatingChange
= value
/ RatingCoeffecient
;
4521 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4526 UpdateCritPercentage(BASE_ATTACK
);
4527 UpdateCritPercentage(OFF_ATTACK
);
4530 case CR_CRIT_RANGED
:
4532 UpdateCritPercentage(RANGED_ATTACK
);
4536 UpdateAllSpellCritChances();
4538 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4539 case CR_HIT_TAKEN_RANGED
:
4541 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4543 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4544 case CR_CRIT_TAKEN_RANGED
:
4546 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4548 case CR_HASTE_MELEE
:
4549 RatingChange
= value
/ RatingCoeffecient
;
4550 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4551 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4553 case CR_HASTE_RANGED
:
4554 RatingChange
= value
/ RatingCoeffecient
;
4555 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4557 case CR_HASTE_SPELL
:
4558 RatingChange
= value
/ RatingCoeffecient
;
4559 ApplyCastTimePercentMod(RatingChange
,apply
);
4561 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4562 case CR_WEAPON_SKILL_OFFHAND
:
4563 case CR_WEAPON_SKILL_RANGED
:
4568 UpdateExpertise(BASE_ATTACK
);
4569 UpdateExpertise(OFF_ATTACK
);
4575 void Player::SetRegularAttackTime()
4577 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4579 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4580 if(tmpitem
&& !tmpitem
->IsBroken())
4582 ItemPrototype
const *proto
= tmpitem
->GetProto();
4584 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4586 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4591 //skill+step, checking for max value
4592 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4598 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4599 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4602 if(i
>=PLAYER_MAX_SKILLS
)
4605 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4606 uint32 value
= SKILL_VALUE(data
);
4607 uint32 max
= SKILL_MAX(data
);
4609 if ((!max
) || (!value
) || (value
>= max
))
4612 if (value
*512 < max
*urand(0,512))
4614 uint32 new_value
= value
+step
;
4618 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4625 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4627 if ( SkillValue
>= GrayLevel
)
4628 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4629 if ( SkillValue
>= GreenLevel
)
4630 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4631 if ( SkillValue
>= YellowLevel
)
4632 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4633 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4636 bool Player::UpdateCraftSkill(uint32 spellid
)
4638 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4640 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4641 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4643 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4645 if(_spell_idx
->second
->skillId
)
4647 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4649 // Alchemy Discoveries here
4650 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4651 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4653 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4654 learnSpell(discoveredSpell
);
4657 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4659 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4660 _spell_idx
->second
->max_value
,
4661 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4662 _spell_idx
->second
->min_value
),
4669 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4671 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4673 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4675 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4678 case SKILL_HERBALISM
:
4679 case SKILL_LOCKPICKING
:
4680 case SKILL_JEWELCRAFTING
:
4681 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4682 case SKILL_SKINNING
:
4683 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4684 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4686 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4688 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4689 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4691 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4696 bool Player::UpdateFishingSkill()
4698 sLog
.outDebug("UpdateFishingSkill");
4700 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4702 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4704 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4706 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4709 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4711 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4715 if(Chance
<= 0) // speedup in 0 chance case
4717 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4722 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4723 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4724 if ( i
>= PLAYER_MAX_SKILLS
)
4727 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4728 uint16 SkillValue
= SKILL_VALUE(data
);
4729 uint16 MaxValue
= SKILL_MAX(data
);
4731 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4734 int32 Roll
= irand(1,1000);
4736 if ( Roll
<= Chance
)
4738 uint32 new_value
= SkillValue
+step
;
4739 if(new_value
> MaxValue
)
4740 new_value
= MaxValue
;
4742 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4743 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4747 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4751 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4753 // no skill gain in pvp
4754 Unit
*pVictim
= getVictim();
4755 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4759 return; // always maximized SKILL_FERAL_COMBAT in fact
4761 if(m_form
== FORM_TREE
)
4762 return; // use weapon but not skill up
4764 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4770 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4773 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4774 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4775 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4781 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4783 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4787 UpdateAllCritPercentages();
4790 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4794 case MELEE_HIT_CRIT
:
4795 case MELEE_HIT_DODGE
:
4796 case MELEE_HIT_PARRY
:
4797 case MELEE_HIT_BLOCK
:
4798 case MELEE_HIT_BLOCK_CRIT
:
4805 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4806 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4807 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4808 if(moblevel
< greylevel
)
4811 if (moblevel
> plevel
+ 5)
4812 moblevel
= plevel
+ 5;
4814 uint32 lvldif
= moblevel
- greylevel
;
4818 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4822 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4825 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4826 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4829 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4831 if(roll_chance_f(chance
))
4836 UpdateWeaponSkill(attType
);
4842 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4844 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4845 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4847 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4848 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4849 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4851 if(talent
) // permanent bonus stored in high part
4852 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4853 else // temporary/item bonus stored in low part
4854 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4859 void Player::UpdateSkillsForLevel()
4861 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4862 uint32 maxSkill
= GetMaxSkillValueForLevel();
4864 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
4866 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4867 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4869 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4871 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4875 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4878 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4879 uint32 max
= SKILL_MAX(data
);
4880 uint32 val
= SKILL_VALUE(data
);
4882 /// update only level dependent max skill values
4885 /// miximize skill always
4887 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
4888 /// update max skill value if current max skill not maximized
4889 else if(max
!= maxconfskill
)
4890 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
4895 void Player::UpdateSkillsToMaxSkillsForLevel()
4897 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4898 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4900 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4901 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4903 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4905 uint32 max
= SKILL_MAX(data
);
4908 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4910 if(pskill
== SKILL_DEFENSE
)
4911 UpdateDefenseBonusesMod();
4915 // This functions sets a skill line value (and adds if doesn't exist yet)
4916 // To "remove" a skill line, set it's values to zero
4917 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4923 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4924 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4926 if(i
<PLAYER_MAX_SKILLS
) //has skill
4929 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4932 // clear skill fields
4933 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4934 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4935 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4937 // remove spells that depend on this skill when removing the skill
4938 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4941 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4944 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4945 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4947 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4949 if (_spell_idx
->second
->skillId
== id
)
4951 // this may remove more than one spell (dependents)
4952 removeSpell(itr
->first
);
4953 next
= m_spells
.begin();
4960 else if(currVal
) //add
4962 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4963 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4965 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
4968 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
4971 // enable unlearn button for primary professions only
4972 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
4973 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
4975 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
4976 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4978 // apply skill bonuses
4979 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4981 // temporary bonuses
4982 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
4983 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
4984 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4985 (*i
)->ApplyModifier(true);
4987 // permanent bonuses
4988 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
4989 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
4990 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
4991 (*i
)->ApplyModifier(true);
4993 // Learn all spells for skill
4994 learnSkillRewardedSpells(id
);
5000 bool Player::HasSkill(uint32 skill
) const
5002 if(!skill
)return false;
5003 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5005 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5013 uint16
Player::GetSkillValue(uint32 skill
) const
5018 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5020 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5022 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5024 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5025 result
+= SKILL_TEMP_BONUS(bonus
);
5026 result
+= SKILL_PERM_BONUS(bonus
);
5027 return result
< 0 ? 0 : result
;
5033 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5036 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5038 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5040 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5042 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5043 result
+= SKILL_TEMP_BONUS(bonus
);
5044 result
+= SKILL_PERM_BONUS(bonus
);
5045 return result
< 0 ? 0 : result
;
5051 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5054 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5056 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5058 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5064 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5067 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5069 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5071 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5072 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5073 return result
< 0 ? 0 : result
;
5079 uint16
Player::GetPureSkillValue(uint32 skill
) const
5082 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5084 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5086 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5092 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5097 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5099 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5101 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5108 void Player::SendInitialActionButtons()
5110 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5112 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5113 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5115 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5116 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5118 data
<< uint16(itr
->second
.action
);
5119 data
<< uint8(itr
->second
.misc
);
5120 data
<< uint8(itr
->second
.type
);
5128 GetSession()->SendPacket( &data
);
5129 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5132 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5134 if(button
>= MAX_ACTION_BUTTONS
)
5136 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5140 // check cheating with adding non-known spells to action bar
5141 if(type
==ACTION_BUTTON_SPELL
)
5143 if(!sSpellStore
.LookupEntry(action
))
5145 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5149 if(!HasSpell(action
))
5151 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5156 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5158 if (buttonItr
==m_actionButtons
.end())
5159 { // just add new button
5160 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5163 { // change state of current button
5164 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5165 buttonItr
->second
= ActionButton(action
,type
,misc
);
5166 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5169 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5172 void Player::removeActionButton(uint8 button
)
5174 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5175 if (buttonItr
==m_actionButtons
.end())
5178 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5179 m_actionButtons
.erase(buttonItr
); // new and not saved
5181 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5183 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5186 void Player::SetDontMove(bool dontMove
)
5188 m_dontMove
= dontMove
;
5191 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5193 // prevent crash when a bad coord is sent by the client
5194 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5196 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5202 const float old_x
= GetPositionX();
5203 const float old_y
= GetPositionY();
5204 const float old_z
= GetPositionZ();
5205 const float old_r
= GetOrientation();
5207 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5209 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5212 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5214 // move and update visible state if need
5215 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5217 // reread after Map::Relocation
5224 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5225 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5228 // code block for underwater state update
5229 UpdateUnderwaterState(m
, x
, y
, z
);
5231 CheckExploreSystem();
5236 void Player::SaveRecallPosition()
5238 m_recallMap
= GetMapId();
5239 m_recallX
= GetPositionX();
5240 m_recallY
= GetPositionY();
5241 m_recallZ
= GetPositionZ();
5242 m_recallO
= GetOrientation();
5245 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5247 GetMap()->MessageBroadcast(this, data
, self
);
5250 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5252 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5255 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5257 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5260 void Player::SendDirectMessage(WorldPacket
*data
)
5262 GetSession()->SendPacket(data
);
5265 void Player::CheckExploreSystem()
5273 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5274 if(areaFlag
==0xffff)
5276 int offset
= areaFlag
/ 32;
5280 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5284 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5285 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5287 if( !(currFields
& val
) )
5289 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5291 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5294 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5296 else if(p
->area_level
> 0)
5298 uint32 area
= p
->ID
;
5299 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5301 SendExplorationExperience(area
,0);
5305 int32 diff
= int32(getLevel()) - p
->area_level
;
5309 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5313 int32 exploration_percent
= (100-((diff
-5)*5));
5314 if (exploration_percent
> 100)
5315 exploration_percent
= 100;
5316 else if (exploration_percent
< 0)
5317 exploration_percent
= 0;
5319 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5323 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5327 SendExplorationExperience(area
,XP
);
5329 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5334 uint32
Player::TeamForRace(uint8 race
)
5336 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5339 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5343 switch(rEntry
->TeamID
)
5345 case 7: return ALLIANCE
;
5346 case 1: return HORDE
;
5349 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5353 uint32
Player::getFactionForRace(uint8 race
)
5355 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5358 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5362 return rEntry
->FactionID
;
5365 void Player::setFactionForRace(uint8 race
)
5367 m_team
= TeamForRace(race
);
5368 setFaction( getFactionForRace(race
) );
5371 void Player::UpdateReputation() const
5373 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5375 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5377 SendFactionState(&(itr
->second
));
5381 void Player::SendFactionState(FactionState
const* faction
) const
5383 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5385 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5386 data
<< (float) 0; // unk 2.4.0
5387 data
<< (uint32
) 1; // count
5389 data
<< (uint32
) faction
->ReputationListID
;
5390 data
<< (uint32
) faction
->Standing
;
5392 GetSession()->SendPacket(&data
);
5396 void Player::SendInitialReputations()
5398 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5399 data
<< uint32 (0x00000080);
5403 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); itr
++)
5405 // fill in absent fields
5406 for (; a
!= itr
->first
; a
++)
5408 data
<< uint8 (0x00);
5409 data
<< uint32 (0x00000000);
5412 // fill in encountered data
5413 data
<< uint8 (itr
->second
.Flags
);
5414 data
<< uint32 (itr
->second
.Standing
);
5419 // fill in absent fields
5420 for (; a
!= 128; a
++)
5422 data
<< uint8 (0x00);
5423 data
<< uint32 (0x00000000);
5426 GetSession()->SendPacket(&data
);
5429 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5431 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5432 if (itr
!= m_factions
.end())
5433 return &itr
->second
;
5438 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5440 // not allow declare war to own faction
5441 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5445 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5449 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5451 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5453 faction
->Changed
= true;
5456 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5458 // always invisible or hidden faction can't be inactive
5459 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5463 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5467 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5469 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5471 faction
->Changed
= true;
5474 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5476 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5478 if(!factionTemplateEntry
)
5481 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5484 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5486 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5490 if(factionEntry
->reputationListID
< 0)
5493 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5494 if (itr
== m_factions
.end())
5497 SetFactionVisible(&itr
->second
);
5500 void Player::SetFactionVisible(FactionState
* faction
)
5502 // always invisible or hidden faction can't be make visible
5503 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5507 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5510 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5511 faction
->Changed
= true;
5513 if(!m_session
->PlayerLoading())
5515 // make faction visible in reputation list at client
5516 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5517 data
<< faction
->ReputationListID
;
5518 GetSession()->SendPacket(&data
);
5522 void Player::SetInitialFactions()
5524 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5526 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5528 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5530 FactionState newFaction
;
5531 newFaction
.ID
= factionEntry
->ID
;
5532 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5533 newFaction
.Standing
= 0;
5534 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5535 newFaction
.Changed
= true;
5537 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5542 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5547 uint32 raceMask
= getRaceMask();
5548 uint32 classMask
= getClassMask();
5549 for (int i
=0; i
< 4; i
++)
5551 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5552 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5553 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5554 return factionEntry
->ReputationFlags
[i
];
5559 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5564 uint32 raceMask
= getRaceMask();
5565 uint32 classMask
= getClassMask();
5566 for (int i
=0; i
< 4; i
++)
5568 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5569 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5570 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5571 return factionEntry
->BaseRepValue
[i
];
5574 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5578 int32
Player::GetReputation(uint32 faction_id
) const
5580 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5584 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5588 return GetReputation(factionEntry
);
5591 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5593 // Faction without recorded reputation. Just ignore.
5597 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5598 if (itr
!= m_factions
.end())
5599 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5604 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5606 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5608 return MIN_REPUTATION_RANK
;
5610 return GetReputationRank(factionEntry
);
5613 ReputationRank
Player::ReputationToRank(int32 standing
) const
5615 int32 Limit
= Reputation_Cap
+ 1;
5616 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5618 Limit
-= ReputationRank_Length
[i
];
5619 if (standing
>= Limit
)
5620 return ReputationRank(i
);
5622 return MIN_REPUTATION_RANK
;
5625 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5627 int32 Reputation
= GetReputation(factionEntry
);
5628 return ReputationToRank(Reputation
);
5631 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5633 int32 Reputation
= GetBaseReputation(factionEntry
);
5634 return ReputationToRank(Reputation
);
5637 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5639 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5641 if(!factionTemplateEntry
)
5643 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5647 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5649 // Faction without recorded reputation. Just ignore.
5653 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5656 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5658 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5662 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5664 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5665 if(factionEntryCalc
)
5666 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5671 return ModifyOneFactionReputation(factionEntry
, standing
);
5674 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5676 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5677 if (itr
!= m_factions
.end())
5679 int32 BaseRep
= GetBaseReputation(factionEntry
);
5680 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5682 if (new_rep
> Reputation_Cap
)
5683 new_rep
= Reputation_Cap
;
5685 if (new_rep
< Reputation_Bottom
)
5686 new_rep
= Reputation_Bottom
;
5688 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5689 SetFactionAtWar(&itr
->second
,true);
5691 itr
->second
.Standing
= new_rep
- BaseRep
;
5692 itr
->second
.Changed
= true;
5694 SetFactionVisible(&itr
->second
);
5696 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5698 if(uint32 questid
= GetQuestSlotQuestId(i
))
5700 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5701 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5703 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5704 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5706 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5707 if ( CanCompleteQuest( questid
) )
5708 CompleteQuest( questid
);
5710 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5712 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5713 IncompleteQuest( questid
);
5719 SendFactionState(&(itr
->second
));
5726 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5728 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5730 if(!factionTemplateEntry
)
5732 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5736 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5738 // Faction without recorded reputation. Just ignore.
5742 return SetFactionReputation(factionEntry
, standing
);
5745 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5747 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5751 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5753 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5754 if(factionEntryCalc
)
5755 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5760 return SetOneFactionReputation(factionEntry
, standing
);
5763 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5765 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5766 if (itr
!= m_factions
.end())
5768 if (standing
> Reputation_Cap
)
5769 standing
= Reputation_Cap
;
5771 if (standing
< Reputation_Bottom
)
5772 standing
= Reputation_Bottom
;
5774 int32 BaseRep
= GetBaseReputation(factionEntry
);
5775 itr
->second
.Standing
= standing
- BaseRep
;
5776 itr
->second
.Changed
= true;
5778 SetFactionVisible(&itr
->second
);
5780 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5781 SetFactionAtWar(&itr
->second
,true);
5783 SendFactionState(&(itr
->second
));
5789 //Calculate total reputation percent player gain with quest/creature level
5790 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5792 // for grey creature kill received 20%, in other case 100.
5793 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5795 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5797 percent
+= rep
> 0 ? repMod
: -repMod
;
5802 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5805 //Calculates how many reputation points player gains in victim's enemy factions
5806 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5808 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5811 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5816 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5818 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5819 donerep1
= int32(donerep1
*rate
);
5820 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5821 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5822 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5823 ModifyFactionReputation(factionEntry1
, donerep1
);
5825 // Wiki: Team factions value divided by 2
5826 if(Rep
->is_teamaward1
)
5828 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5829 if(team1_factionEntry
)
5830 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5834 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5836 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5837 donerep2
= int32(donerep2
*rate
);
5838 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5839 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5840 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5841 ModifyFactionReputation(factionEntry2
, donerep2
);
5843 // Wiki: Team factions value divided by 2
5844 if(Rep
->is_teamaward2
)
5846 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5847 if(team2_factionEntry
)
5848 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5853 //Calculate how many reputation points player gain with the quest
5854 void Player::RewardReputation(Quest
const *pQuest
)
5856 // quest reputation reward/loss
5857 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5859 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5861 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5862 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5864 ModifyFactionReputation(factionEntry
, rep
);
5868 // TODO: implement reputation spillover
5871 void Player::UpdateArenaFields(void)
5873 /* arena calcs go here */
5876 void Player::UpdateHonorFields()
5878 /// called when rewarding honor and at each save
5879 uint64 now
= time(NULL
);
5880 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5882 if(m_lastHonorUpdateTime
< today
)
5884 uint64 yesterday
= today
- DAY
;
5886 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5888 // update yesterday's contribution
5889 if(m_lastHonorUpdateTime
>= yesterday
)
5891 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5893 // this is the first update today, reset today's contribution
5894 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5895 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5899 // no honor/kills yesterday or today, reset
5900 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5901 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5905 m_lastHonorUpdateTime
= now
;
5908 ///Calculate the amount of honor gained based on the victim
5909 ///and the size of the group for which the honor is divided
5910 ///An exact honor value can also be given (overriding the calcs)
5911 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5913 // do not reward honor in arenas, but enable onkill spellproc
5916 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5919 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5925 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5926 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5929 uint64 victim_guid
= 0;
5930 uint32 victim_rank
= 0;
5932 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5933 UpdateHonorFields();
5937 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5940 victim_guid
= uVictim
->GetGUID();
5942 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5944 Player
*pVictim
= (Player
*)uVictim
;
5946 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5949 float f
= 1; //need for total kills (?? need more info)
5951 uint32 k_level
= getLevel();
5952 uint32 v_level
= pVictim
->getLevel();
5955 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5957 // [1..14] Alliance honor titles and player name
5958 // [15..28] Horde honor titles and player name
5959 // [29..38] Other title and player name
5961 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5962 // Get Killer titles, CharTitlesEntry::bit_index
5964 // title[1..14] -> rank[5..18]
5965 // title[15..28] -> rank[5..18]
5966 // title[other] -> 0
5967 if (victim_title
== 0)
5968 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5969 else if (victim_title
< 15)
5970 victim_rank
= victim_title
+ 4;
5971 else if (victim_title
< 29)
5972 victim_rank
= victim_title
- 14 + 4;
5974 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5979 else if( k_level
<= 39 )
5980 k_grey
= k_level
- 5 - k_level
/10;
5982 k_grey
= k_level
- 1 - k_level
/5;
5987 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5989 int32 v_rank
=1; //need more info
5991 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5992 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5994 // count the number of playerkills in one day
5995 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5996 // and those in a lifetime
5997 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6001 Creature
*cVictim
= (Creature
*)uVictim
;
6003 if (!cVictim
->isRacialLeader())
6006 honor
= 100; // ??? need more info
6007 victim_rank
= 19; // HK: Leader
6011 if (uVictim
!= NULL
)
6013 honor
*= sWorld
.getRate(RATE_HONOR
);
6018 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6021 // honor - for show honor points in log
6022 // victim_guid - for show victim name in log
6023 // victim_rank [1..4] HK: <dishonored rank>
6024 // victim_rank [5..19] HK: <alliance\horde rank>
6025 // victim_rank [0,20+] HK: <>
6026 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6027 data
<< (uint32
) honor
;
6028 data
<< (uint64
) victim_guid
;
6029 data
<< (uint32
) victim_rank
;
6031 GetSession()->SendPacket(&data
);
6034 ModifyHonorPoints(int32(honor
));
6036 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6040 void Player::ModifyHonorPoints( int32 value
)
6044 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6045 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6047 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6050 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6053 void Player::ModifyArenaPoints( int32 value
)
6057 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6058 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6060 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6063 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6066 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6068 std::ostringstream ss
;
6069 ss
<<"SELECT guildid FROM guild_member WHERE guid='"<<guid
<<"'";
6070 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6073 uint32 v
= result
->Fetch()[0].GetUInt32();
6081 uint32
Player::GetRankFromDB(uint64 guid
)
6083 std::ostringstream ss
;
6084 ss
<<"SELECT rank FROM guild_member WHERE guid='"<<guid
<<"'";
6085 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6088 uint32 v
= result
->Fetch()[0].GetUInt32();
6096 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6098 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
);
6102 uint32 id
= (*result
)[0].GetUInt32();
6107 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6109 std::ostringstream ss
;
6111 ss
<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6112 QueryResult
*result
= CharacterDatabase
.Query( ss
.str().c_str() );
6115 Field
* fields
= result
->Fetch();
6116 uint32 zone
= fields
[0].GetUInt32();
6121 // stored zone is zero, use generic and slow zone detection
6123 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6124 result
= CharacterDatabase
.Query(ss
.str().c_str());
6127 fields
= result
->Fetch();
6128 uint32 map
= fields
[0].GetUInt32();
6129 float posx
= fields
[1].GetFloat();
6130 float posy
= fields
[2].GetFloat();
6133 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6136 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6137 CharacterDatabase
.Execute(ss
.str().c_str());
6143 void Player::UpdateArea(uint32 newArea
)
6145 // FFA_PVP flags are area and not zone id dependent
6146 // so apply them accordingly
6147 m_areaUpdateId
= newArea
;
6149 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6151 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6154 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6158 // remove ffa flag only if not ffapvp realm
6159 // removal in sanctuaries and capitals is handled in zone update
6160 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6161 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6164 UpdateAreaDependentAuras(newArea
);
6167 void Player::UpdateZone(uint32 newZone
)
6169 m_zoneUpdateId
= newZone
;
6170 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6172 // zone changed, so area changed as well, update it
6173 UpdateArea(GetAreaId());
6175 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6179 if (sWorld
.getConfig(CONFIG_WEATHER
))
6181 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6184 wth
->SendWeatherUpdateToPlayer(this);
6188 if(!sWorld
.AddWeather(zone
->ID
))
6190 // send fine weather packet to remove old zone's weather
6191 Weather::SendFineWeatherUpdateToPlayer(this);
6196 pvpInfo
.inHostileArea
=
6197 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6198 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6199 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6200 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6202 if(pvpInfo
.inHostileArea
) // in hostile area
6204 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6205 UpdatePvP(true, true);
6207 else // in friendly area
6209 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6210 pvpInfo
.endTimer
= time(0); // start toggle-off
6213 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6215 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6216 if(sWorld
.IsFFAPvPRealm())
6217 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6221 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_SANCTUARY
);
6224 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6226 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6227 SetRestType(REST_TYPE_IN_CITY
);
6228 InnEnter(time(0),GetMapId(),0,0,0);
6230 if(sWorld
.IsFFAPvPRealm())
6231 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6233 else // anywhere else
6235 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6237 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6239 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6241 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6242 SetRestType(REST_TYPE_NO
);
6244 if(sWorld
.IsFFAPvPRealm())
6245 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6248 else // not in tavern (leave city then)
6250 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6251 SetRestType(REST_TYPE_NO
);
6253 // Set player to FFA PVP when not in rested environment.
6254 if(sWorld
.IsFFAPvPRealm())
6255 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6260 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6261 // if player resurrected at teleport this will be applied in resurrect code
6263 DestroyZoneLimitedItem( true, newZone
);
6265 // recent client version not send leave/join channel packets for built-in local channels
6266 UpdateLocalChannels( newZone
);
6270 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6272 UpdateZoneDependentAuras(newZone
);
6275 //If players are too far way of duel flag... then player loose the duel
6276 void Player::CheckDuelDistance(time_t currTime
)
6281 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6282 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6286 if(duel
->outOfBound
== 0)
6288 if(!IsWithinDistInMap(obj
, 50))
6290 duel
->outOfBound
= currTime
;
6292 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6293 GetSession()->SendPacket(&data
);
6298 if(IsWithinDistInMap(obj
, 40))
6300 duel
->outOfBound
= 0;
6302 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6303 GetSession()->SendPacket(&data
);
6305 else if(currTime
>= (duel
->outOfBound
+10))
6307 DuelComplete(DUEL_FLED
);
6312 void Player::DuelComplete(DuelCompleteType type
)
6314 // duel not requested
6318 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6319 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6320 GetSession()->SendPacket(&data
);
6321 duel
->opponent
->GetSession()->SendPacket(&data
);
6323 if(type
!= DUEL_INTERUPTED
)
6325 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6326 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6327 data
<< duel
->opponent
->GetName();
6329 SendMessageToSet(&data
,true);
6332 // cool-down duel spell
6333 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6340 GetSession()->SendPacket(&data);
6341 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6342 data<<duel->opponent->GetGUID();
6346 duel->opponent->GetSession()->SendPacket(&data);*/
6348 //Remove Duel Flag object
6349 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6351 duel
->initiator
->RemoveGameObject(obj
,true);
6354 std::vector
<uint32
> auras2remove
;
6355 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6356 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); i
++)
6358 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6359 auras2remove
.push_back(i
->second
->GetId());
6362 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6363 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6365 auras2remove
.clear();
6366 AuraMap
const& auras
= GetAuras();
6367 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); i
++)
6369 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6370 auras2remove
.push_back(i
->second
->GetId());
6372 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6373 RemoveAurasDueToSpell(auras2remove
[i
]);
6375 // cleanup combo points
6376 if(GetComboTarget()==duel
->opponent
->GetGUID())
6378 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6381 if(duel
->opponent
->GetComboTarget()==GetGUID())
6382 duel
->opponent
->ClearComboPoints();
6383 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6384 duel
->opponent
->ClearComboPoints();
6387 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6388 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6389 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6390 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6392 delete duel
->opponent
->duel
;
6393 duel
->opponent
->duel
= NULL
;
6398 //---------------------------------------------------------//
6400 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6402 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6405 // not apply/remove mods for broken item
6406 if(item
->IsBroken())
6409 ItemPrototype
const *proto
= item
->GetProto();
6414 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6416 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6417 if(attacktype
< MAX_ATTACK
)
6418 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6420 _ApplyItemBonuses(proto
,slot
,apply
);
6422 if( slot
==EQUIPMENT_SLOT_RANGED
)
6423 _ApplyAmmoBonuses();
6425 ApplyItemEquipSpell(item
,apply
);
6426 ApplyEnchantment(item
, apply
);
6428 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6429 CorrectMetaGemEnchants(slot
, apply
);
6431 sLog
.outDebug("_ApplyItemMods complete.");
6434 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
,uint8 slot
,bool apply
)
6436 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6439 for (int i
= 0; i
< 10; i
++)
6441 float val
= float (proto
->ItemStat
[i
].ItemStatValue
);
6446 switch (proto
->ItemStat
[i
].ItemStatType
)
6449 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6451 case ITEM_MOD_HEALTH
: // modify HP
6452 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6454 case ITEM_MOD_AGILITY
: // modify agility
6455 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6456 ApplyStatBuffMod(STAT_AGILITY
, val
, apply
);
6458 case ITEM_MOD_STRENGTH
: //modify strength
6459 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6460 ApplyStatBuffMod(STAT_STRENGTH
, val
, apply
);
6462 case ITEM_MOD_INTELLECT
: //modify intellect
6463 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6464 ApplyStatBuffMod(STAT_INTELLECT
, val
, apply
);
6466 case ITEM_MOD_SPIRIT
: //modify spirit
6467 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6468 ApplyStatBuffMod(STAT_SPIRIT
, val
, apply
);
6470 case ITEM_MOD_STAMINA
: //modify stamina
6471 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6472 ApplyStatBuffMod(STAT_STAMINA
, val
, apply
);
6474 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6475 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6477 case ITEM_MOD_DODGE_RATING
:
6478 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6480 case ITEM_MOD_PARRY_RATING
:
6481 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6483 case ITEM_MOD_BLOCK_RATING
:
6484 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6486 case ITEM_MOD_HIT_MELEE_RATING
:
6487 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6489 case ITEM_MOD_HIT_RANGED_RATING
:
6490 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6492 case ITEM_MOD_HIT_SPELL_RATING
:
6493 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6495 case ITEM_MOD_CRIT_MELEE_RATING
:
6496 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6498 case ITEM_MOD_CRIT_RANGED_RATING
:
6499 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6501 case ITEM_MOD_CRIT_SPELL_RATING
:
6502 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6504 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6505 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6507 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6508 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6510 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6511 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6513 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6514 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6516 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6517 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6519 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6520 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6522 case ITEM_MOD_HASTE_MELEE_RATING
:
6523 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6525 case ITEM_MOD_HASTE_RANGED_RATING
:
6526 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6528 case ITEM_MOD_HASTE_SPELL_RATING
:
6529 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6531 case ITEM_MOD_HIT_RATING
:
6532 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6533 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6534 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6536 case ITEM_MOD_CRIT_RATING
:
6537 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6538 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6539 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6541 case ITEM_MOD_HIT_TAKEN_RATING
:
6542 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6543 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6544 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6546 case ITEM_MOD_CRIT_TAKEN_RATING
:
6547 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6548 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6549 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6551 case ITEM_MOD_RESILIENCE_RATING
:
6552 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6553 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6554 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6556 case ITEM_MOD_HASTE_RATING
:
6557 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6558 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6559 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6561 case ITEM_MOD_EXPERTISE_RATING
:
6562 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6568 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6571 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6574 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6577 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6579 if (proto
->NatureRes
)
6580 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6582 if (proto
->FrostRes
)
6583 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6585 if (proto
->ShadowRes
)
6586 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6588 if (proto
->ArcaneRes
)
6589 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6591 WeaponAttackType attType
= BASE_ATTACK
;
6592 float damage
= 0.0f
;
6594 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6595 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6596 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6598 attType
= RANGED_ATTACK
;
6600 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6602 attType
= OFF_ATTACK
;
6605 if (proto
->Damage
[0].DamageMin
> 0 )
6607 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6608 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6609 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6612 if (proto
->Damage
[0].DamageMax
> 0 )
6614 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6615 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6618 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6623 if(slot
== EQUIPMENT_SLOT_RANGED
)
6624 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6625 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6626 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6627 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6628 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6631 if(CanModifyStats() && (damage
|| proto
->Delay
))
6632 UpdateDamagePhysical(attType
);
6635 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6637 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6638 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6639 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6641 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6642 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6643 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6645 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6646 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6647 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6650 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6652 // generic not weapon specific case processes in aura code
6653 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6656 BaseModGroup mod
= BASEMOD_END
;
6659 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6660 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6661 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6665 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6667 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6671 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6673 // ignore spell mods for not wands
6674 Modifier
const* modifier
= aura
->GetModifier();
6675 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6678 // generic not weapon specific case processes in aura code
6679 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6682 UnitMods unitMod
= UNIT_MOD_END
;
6685 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6686 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6687 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6691 UnitModifierType unitModType
= TOTAL_VALUE
;
6692 switch(modifier
->m_auraname
)
6694 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6695 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6699 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6701 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6705 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6710 ItemPrototype
const *proto
= item
->GetProto();
6714 for (int i
= 0; i
< 5; i
++)
6716 _Spell
const& spellData
= proto
->Spells
[i
];
6719 if(!spellData
.SpellId
)
6722 // wrong triggering type
6723 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6726 // check if it is valid spell
6727 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6731 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6735 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6739 // Cannot be used in this stance/form
6740 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6743 if(form_change
) // check aura active state from other form
6746 for (int k
=0; k
< 3; ++k
)
6748 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6749 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6751 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6761 if(found
) // and skip re-cast already active aura at form change
6765 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6767 CastSpell(this,spellInfo
,true,item
);
6771 if(form_change
) // check aura compatibility
6773 // Cannot be used in this stance/form
6774 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6775 return; // and remove only not compatible at form change
6779 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6781 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6785 void Player::UpdateEquipSpellsAtFormChange()
6787 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6789 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6791 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6792 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6796 // item set bonuses not dependent from item broken state
6797 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6799 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6803 for(uint32 y
=0;y
<8; ++y
)
6805 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6809 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6810 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6815 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6817 if(!item
|| item
->IsBroken())
6820 ItemPrototype
const *proto
= item
->GetProto();
6824 if (!Target
|| Target
== this )
6827 for (int i
= 0; i
< 5; i
++)
6829 _Spell
const& spellData
= proto
->Spells
[i
];
6832 if(!spellData
.SpellId
)
6835 // wrong triggering type
6836 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6839 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6842 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6846 // not allow proc extra attack spell at extra attack
6847 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6850 float chance
= spellInfo
->procChance
;
6852 if(spellData
.SpellPPMRate
)
6854 uint32 WeaponSpeed
= GetAttackTime(attType
);
6855 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6857 else if(chance
> 100.0f
)
6859 chance
= GetWeaponProcChance();
6862 if (roll_chance_f(chance
))
6863 CastSpell(Target
, spellInfo
->Id
, true, item
);
6866 // item combat enchantments
6867 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6869 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6870 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6871 if(!pEnchant
) continue;
6872 for (int s
=0;s
<3;s
++)
6874 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6877 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6880 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6884 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6885 if (roll_chance_f(chance
))
6887 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6888 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6890 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6896 void Player::_RemoveAllItemMods()
6898 sLog
.outDebug("_RemoveAllItemMods start.");
6900 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6904 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6908 // item set bonuses not dependent from item broken state
6910 RemoveItemsSetItem(this,proto
);
6912 if(m_items
[i
]->IsBroken())
6915 ApplyItemEquipSpell(m_items
[i
],false);
6916 ApplyEnchantment(m_items
[i
], false);
6920 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6924 if(m_items
[i
]->IsBroken())
6926 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6930 uint32 attacktype
= Player::GetAttackBySlot(i
);
6931 if(attacktype
< MAX_ATTACK
)
6932 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6934 _ApplyItemBonuses(proto
,i
, false);
6936 if( i
== EQUIPMENT_SLOT_RANGED
)
6937 _ApplyAmmoBonuses();
6941 sLog
.outDebug("_RemoveAllItemMods complete.");
6944 void Player::_ApplyAllItemMods()
6946 sLog
.outDebug("_ApplyAllItemMods start.");
6948 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6952 if(m_items
[i
]->IsBroken())
6955 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6959 uint32 attacktype
= Player::GetAttackBySlot(i
);
6960 if(attacktype
< MAX_ATTACK
)
6961 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6963 _ApplyItemBonuses(proto
,i
, true);
6965 if( i
== EQUIPMENT_SLOT_RANGED
)
6966 _ApplyAmmoBonuses();
6970 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6974 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6978 // item set bonuses not dependent from item broken state
6980 AddItemsSetItem(this,m_items
[i
]);
6982 if(m_items
[i
]->IsBroken())
6985 ApplyItemEquipSpell(m_items
[i
],true);
6986 ApplyEnchantment(m_items
[i
], true);
6990 sLog
.outDebug("_ApplyAllItemMods complete.");
6993 void Player::_ApplyAmmoBonuses()
6996 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7000 float currentAmmoDPS
;
7002 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7003 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7004 currentAmmoDPS
= 0.0f
;
7006 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7008 if(currentAmmoDPS
== GetAmmoDPS())
7011 m_ammoDPS
= currentAmmoDPS
;
7013 if(CanModifyStats())
7014 UpdateDamagePhysical(RANGED_ATTACK
);
7017 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7022 // check ranged weapon
7023 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7024 if(!weapon
|| weapon
->IsBroken() )
7027 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7028 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7031 // check ammo ws. weapon compatibility
7032 switch(weapon_proto
->SubClass
)
7034 case ITEM_SUBCLASS_WEAPON_BOW
:
7035 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7036 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7039 case ITEM_SUBCLASS_WEAPON_GUN
:
7040 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7050 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7051 Called by remove insignia spell effect */
7052 void Player::RemovedInsignia(Player
* looterPlr
)
7054 if (!GetBattleGroundId())
7057 // If not released spirit, do it !
7058 if(m_deathTimer
> 0)
7065 Corpse
*corpse
= GetCorpse();
7069 // We have to convert player corpse to bones, not to be able to resurrect there
7070 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7071 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7075 // Now we must make bones lootable, and send player loot
7076 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7078 // We store the level of our player in the gold field
7079 // We retrieve this information at Player::SendLoot()
7080 bones
->loot
.gold
= getLevel();
7081 bones
->lootRecipient
= looterPlr
;
7082 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7091 void Player::SendLootRelease( uint64 guid
)
7093 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7094 data
<< uint64(guid
) << uint8(1);
7095 SendDirectMessage( &data
);
7098 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7101 PermissionTypes permission
= ALL_PERMISSION
;
7103 sLog
.outDebug("Player::SendLoot");
7104 if (IS_GAMEOBJECT_GUID(guid
))
7106 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7108 ObjectAccessor::GetGameObject(*this, guid
);
7110 // not check distance for GO in case owned GO (fishing bobber case, for example)
7111 // And permit out of range GO with no owner in case fishing hole
7112 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7114 SendLootRelease(guid
);
7120 if(go
->getLootState() == GO_READY
)
7122 uint32 lootid
= go
->GetLootId();
7126 sLog
.outDebug(" if(lootid)");
7128 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7131 if(loot_type
== LOOT_FISHING
)
7132 go
->getFishLoot(loot
);
7134 go
->SetLootState(GO_ACTIVATED
);
7137 else if (IS_ITEM_GUID(guid
))
7139 Item
*item
= GetItemByGuid( guid
);
7143 SendLootRelease(guid
);
7147 if(loot_type
== LOOT_DISENCHANTING
)
7151 if(!item
->m_lootGenerated
)
7153 item
->m_lootGenerated
= true;
7155 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7158 else if(loot_type
== LOOT_PROSPECTING
)
7162 if(!item
->m_lootGenerated
)
7164 item
->m_lootGenerated
= true;
7166 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7173 if(!item
->m_lootGenerated
)
7175 item
->m_lootGenerated
= true;
7177 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7179 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7183 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7185 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7187 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7189 SendLootRelease(guid
);
7193 loot
= &bones
->loot
;
7195 if (!bones
->lootForBody
)
7197 bones
->lootForBody
= true;
7198 uint32 pLevel
= bones
->loot
.gold
;
7199 bones
->loot
.clear();
7200 // It may need a better formula
7201 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7202 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7205 if (bones
->lootRecipient
!= this)
7206 permission
= NONE_PERMISSION
;
7210 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7212 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7213 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7215 SendLootRelease(guid
);
7219 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7221 SendLootRelease(guid
);
7225 loot
= &creature
->loot
;
7227 if(loot_type
== LOOT_PICKPOCKETING
)
7229 if ( !creature
->lootForPickPocketed
)
7231 creature
->lootForPickPocketed
= true;
7234 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7235 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7237 // Generate extra money for pick pocket loot
7238 const uint32 a
= urand(0, creature
->getLevel()/2);
7239 const uint32 b
= urand(0, getLevel()/2);
7240 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7245 // the player whose group may loot the corpse
7246 Player
*recipient
= creature
->GetLootRecipient();
7249 creature
->SetLootRecipient(this);
7253 if (creature
->lootForPickPocketed
)
7255 creature
->lootForPickPocketed
= false;
7259 if(!creature
->lootForBody
)
7261 creature
->lootForBody
= true;
7264 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7265 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7267 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7269 if(Group
* group
= recipient
->GetGroup())
7271 group
->UpdateLooterGuid(creature
,true);
7273 switch (group
->GetLootMethod())
7276 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7277 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7279 case NEED_BEFORE_GREED
:
7280 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7283 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7291 // possible only if creature->lootForBody && loot->empty() at spell cast check
7292 if (loot_type
== LOOT_SKINNING
)
7295 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7297 // set group rights only for loot_type != LOOT_SKINNING
7300 if(Group
* group
= GetGroup())
7302 if( group
== recipient
->GetGroup() )
7304 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7305 permission
= ALL_PERMISSION
;
7306 else if(group
->GetLooterGuid() == GetGUID())
7308 if(group
->GetLootMethod() == MASTER_LOOT
)
7309 permission
= MASTER_PERMISSION
;
7311 permission
= ALL_PERMISSION
;
7314 permission
= GROUP_PERMISSION
;
7317 permission
= NONE_PERMISSION
;
7319 else if(recipient
== this)
7320 permission
= ALL_PERMISSION
;
7322 permission
= NONE_PERMISSION
;
7329 QuestItemList
*q_list
= 0;
7330 if (permission
!= NONE_PERMISSION
)
7332 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7333 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7334 if (itr
== lootPlayerQuestItems
.end())
7335 q_list
= loot
->FillQuestLoot(this);
7337 q_list
= itr
->second
;
7340 QuestItemList
*ffa_list
= 0;
7341 if (permission
!= NONE_PERMISSION
)
7343 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7344 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7345 if (itr
== lootPlayerFFAItems
.end())
7346 ffa_list
= loot
->FillFFALoot(this);
7348 ffa_list
= itr
->second
;
7351 QuestItemList
*conditional_list
= 0;
7352 if (permission
!= NONE_PERMISSION
)
7354 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7355 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7356 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7357 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7359 conditional_list
= itr
->second
;
7362 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7363 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
)
7364 loot_type
= LOOT_SKINNING
;
7366 if(loot_type
== LOOT_FISHINGHOLE
)
7367 loot_type
= LOOT_FISHING
;
7369 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7371 data
<< uint64(guid
);
7372 data
<< uint8(loot_type
);
7373 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7375 SendDirectMessage(&data
);
7377 // add 'this' player as one of the players that are looting 'loot'
7378 if (permission
!= NONE_PERMISSION
)
7379 loot
->AddLooter(GetGUID());
7381 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7382 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7385 void Player::SendNotifyLootMoneyRemoved()
7387 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7388 GetSession()->SendPacket( &data
);
7391 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7393 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7394 data
<< uint8(lootSlot
);
7395 GetSession()->SendPacket( &data
);
7398 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7400 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7403 GetSession()->SendPacket(&data
);
7406 void Player::SendInitWorldStates()
7408 // data depends on zoneid/mapid...
7409 BattleGround
* bg
= GetBattleGround();
7410 uint16 NumberOfFields
= 0;
7411 uint32 mapid
= GetMapId();
7412 uint32 zoneid
= GetZoneId();
7413 uint32 areaid
= GetAreaId();
7414 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7415 // may be exist better way to do this...
7438 NumberOfFields
= 81;
7441 NumberOfFields
= 14;
7445 NumberOfFields
= 38;
7448 NumberOfFields
= 22;
7451 NumberOfFields
= 36;
7454 NumberOfFields
= 35;
7465 NumberOfFields
= 10;
7469 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7470 data
<< uint32(mapid
); // mapid
7471 data
<< uint32(zoneid
); // zone id
7472 data
<< uint32(areaid
); // area id, new 2.1.0
7473 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7474 data
<< uint32(0x8d8) << uint32(0x0); // 1
7475 data
<< uint32(0x8d7) << uint32(0x0); // 2
7476 data
<< uint32(0x8d6) << uint32(0x0); // 3
7477 data
<< uint32(0x8d5) << uint32(0x0); // 4
7478 data
<< uint32(0x8d4) << uint32(0x0); // 5
7479 data
<< uint32(0x8d3) << uint32(0x0); // 6
7480 if(mapid
== 530) // Outland
7482 data
<< uint32(0x9bf) << uint32(0x0); // 7
7483 data
<< uint32(0x9bd) << uint32(0xF); // 8
7484 data
<< uint32(0x9bb) << uint32(0xF); // 9
7499 data
<< uint32(0x7ae) << uint32(0x1); // 7
7500 data
<< uint32(0x532) << uint32(0x1); // 8
7501 data
<< uint32(0x531) << uint32(0x0); // 9
7502 data
<< uint32(0x52e) << uint32(0x0); // 10
7503 data
<< uint32(0x571) << uint32(0x0); // 11
7504 data
<< uint32(0x570) << uint32(0x0); // 12
7505 data
<< uint32(0x567) << uint32(0x1); // 13
7506 data
<< uint32(0x566) << uint32(0x1); // 14
7507 data
<< uint32(0x550) << uint32(0x1); // 15
7508 data
<< uint32(0x544) << uint32(0x0); // 16
7509 data
<< uint32(0x536) << uint32(0x0); // 17
7510 data
<< uint32(0x535) << uint32(0x1); // 18
7511 data
<< uint32(0x518) << uint32(0x0); // 19
7512 data
<< uint32(0x517) << uint32(0x0); // 20
7513 data
<< uint32(0x574) << uint32(0x0); // 21
7514 data
<< uint32(0x573) << uint32(0x0); // 22
7515 data
<< uint32(0x572) << uint32(0x0); // 23
7516 data
<< uint32(0x56f) << uint32(0x0); // 24
7517 data
<< uint32(0x56e) << uint32(0x0); // 25
7518 data
<< uint32(0x56d) << uint32(0x0); // 26
7519 data
<< uint32(0x56c) << uint32(0x0); // 27
7520 data
<< uint32(0x56b) << uint32(0x0); // 28
7521 data
<< uint32(0x56a) << uint32(0x1); // 29
7522 data
<< uint32(0x569) << uint32(0x1); // 30
7523 data
<< uint32(0x568) << uint32(0x1); // 13
7524 data
<< uint32(0x565) << uint32(0x0); // 32
7525 data
<< uint32(0x564) << uint32(0x0); // 33
7526 data
<< uint32(0x563) << uint32(0x0); // 34
7527 data
<< uint32(0x562) << uint32(0x0); // 35
7528 data
<< uint32(0x561) << uint32(0x0); // 36
7529 data
<< uint32(0x560) << uint32(0x0); // 37
7530 data
<< uint32(0x55f) << uint32(0x0); // 38
7531 data
<< uint32(0x55e) << uint32(0x0); // 39
7532 data
<< uint32(0x55d) << uint32(0x0); // 40
7533 data
<< uint32(0x3c6) << uint32(0x4); // 41
7534 data
<< uint32(0x3c4) << uint32(0x6); // 42
7535 data
<< uint32(0x3c2) << uint32(0x4); // 43
7536 data
<< uint32(0x516) << uint32(0x1); // 44
7537 data
<< uint32(0x515) << uint32(0x0); // 45
7538 data
<< uint32(0x3b6) << uint32(0x6); // 46
7539 data
<< uint32(0x55c) << uint32(0x0); // 47
7540 data
<< uint32(0x55b) << uint32(0x0); // 48
7541 data
<< uint32(0x55a) << uint32(0x0); // 49
7542 data
<< uint32(0x559) << uint32(0x0); // 50
7543 data
<< uint32(0x558) << uint32(0x0); // 51
7544 data
<< uint32(0x557) << uint32(0x0); // 52
7545 data
<< uint32(0x556) << uint32(0x0); // 53
7546 data
<< uint32(0x555) << uint32(0x0); // 54
7547 data
<< uint32(0x554) << uint32(0x1); // 55
7548 data
<< uint32(0x553) << uint32(0x1); // 56
7549 data
<< uint32(0x552) << uint32(0x1); // 57
7550 data
<< uint32(0x551) << uint32(0x1); // 58
7551 data
<< uint32(0x54f) << uint32(0x0); // 59
7552 data
<< uint32(0x54e) << uint32(0x0); // 60
7553 data
<< uint32(0x54d) << uint32(0x1); // 61
7554 data
<< uint32(0x54c) << uint32(0x0); // 62
7555 data
<< uint32(0x54b) << uint32(0x0); // 63
7556 data
<< uint32(0x545) << uint32(0x0); // 64
7557 data
<< uint32(0x543) << uint32(0x1); // 65
7558 data
<< uint32(0x542) << uint32(0x0); // 66
7559 data
<< uint32(0x540) << uint32(0x0); // 67
7560 data
<< uint32(0x53f) << uint32(0x0); // 68
7561 data
<< uint32(0x53e) << uint32(0x0); // 69
7562 data
<< uint32(0x53d) << uint32(0x0); // 70
7563 data
<< uint32(0x53c) << uint32(0x0); // 71
7564 data
<< uint32(0x53b) << uint32(0x0); // 72
7565 data
<< uint32(0x53a) << uint32(0x1); // 73
7566 data
<< uint32(0x539) << uint32(0x0); // 74
7567 data
<< uint32(0x538) << uint32(0x0); // 75
7568 data
<< uint32(0x537) << uint32(0x0); // 76
7569 data
<< uint32(0x534) << uint32(0x0); // 77
7570 data
<< uint32(0x533) << uint32(0x0); // 78
7571 data
<< uint32(0x530) << uint32(0x0); // 79
7572 data
<< uint32(0x52f) << uint32(0x0); // 80
7573 data
<< uint32(0x52d) << uint32(0x1); // 81
7576 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7577 bg
->FillInitialWorldStates(data
);
7580 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7581 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7582 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7583 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7584 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7585 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7586 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7587 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7591 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7592 bg
->FillInitialWorldStates(data
);
7595 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7596 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7597 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7598 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7599 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7600 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7601 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7602 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7603 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7604 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7605 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7606 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7607 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7608 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7609 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7610 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7611 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7612 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7613 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7614 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7615 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7616 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7617 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7618 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7619 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7620 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7621 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7622 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7623 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7624 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7625 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7626 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7630 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7631 bg
->FillInitialWorldStates(data
);
7634 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7635 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7636 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7637 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7638 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7639 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7640 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7641 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7642 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7643 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7644 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7645 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7646 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7647 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7648 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7649 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7650 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7651 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7652 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7653 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7654 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7655 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7656 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7657 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7658 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7659 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7660 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7661 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7662 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7663 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7664 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7665 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7666 // and some more ... unknown
7669 case 3483: // Hellfire Peninsula
7670 data
<< uint32(0x9ba) << uint32(0x1); // 10
7671 data
<< uint32(0x9b9) << uint32(0x1); // 11
7672 data
<< uint32(0x9b5) << uint32(0x0); // 12
7673 data
<< uint32(0x9b4) << uint32(0x1); // 13
7674 data
<< uint32(0x9b3) << uint32(0x0); // 14
7675 data
<< uint32(0x9b2) << uint32(0x0); // 15
7676 data
<< uint32(0x9b1) << uint32(0x1); // 16
7677 data
<< uint32(0x9b0) << uint32(0x0); // 17
7678 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7679 data
<< uint32(0x9ac) << uint32(0x0); // 19
7680 data
<< uint32(0x9a8) << uint32(0x0); // 20
7681 data
<< uint32(0x9a7) << uint32(0x0); // 21
7682 data
<< uint32(0x9a6) << uint32(0x1); // 22
7684 case 3519: // Terokkar Forest
7685 data
<< uint32(0xa41) << uint32(0x0); // 10
7686 data
<< uint32(0xa40) << uint32(0x14); // 11
7687 data
<< uint32(0xa3f) << uint32(0x0); // 12
7688 data
<< uint32(0xa3e) << uint32(0x0); // 13
7689 data
<< uint32(0xa3d) << uint32(0x5); // 14
7690 data
<< uint32(0xa3c) << uint32(0x0); // 15
7691 data
<< uint32(0xa87) << uint32(0x0); // 16
7692 data
<< uint32(0xa86) << uint32(0x0); // 17
7693 data
<< uint32(0xa85) << uint32(0x0); // 18
7694 data
<< uint32(0xa84) << uint32(0x0); // 19
7695 data
<< uint32(0xa83) << uint32(0x0); // 20
7696 data
<< uint32(0xa82) << uint32(0x0); // 21
7697 data
<< uint32(0xa81) << uint32(0x0); // 22
7698 data
<< uint32(0xa80) << uint32(0x0); // 23
7699 data
<< uint32(0xa7e) << uint32(0x0); // 24
7700 data
<< uint32(0xa7d) << uint32(0x0); // 25
7701 data
<< uint32(0xa7c) << uint32(0x0); // 26
7702 data
<< uint32(0xa7b) << uint32(0x0); // 27
7703 data
<< uint32(0xa7a) << uint32(0x0); // 28
7704 data
<< uint32(0xa79) << uint32(0x0); // 29
7705 data
<< uint32(0x9d0) << uint32(0x5); // 30
7706 data
<< uint32(0x9ce) << uint32(0x0); // 31
7707 data
<< uint32(0x9cd) << uint32(0x0); // 32
7708 data
<< uint32(0x9cc) << uint32(0x0); // 33
7709 data
<< uint32(0xa88) << uint32(0x0); // 34
7710 data
<< uint32(0xad0) << uint32(0x0); // 35
7711 data
<< uint32(0xacf) << uint32(0x1); // 36
7713 case 3521: // Zangarmarsh
7714 data
<< uint32(0x9e1) << uint32(0x0); // 10
7715 data
<< uint32(0x9e0) << uint32(0x0); // 11
7716 data
<< uint32(0x9df) << uint32(0x0); // 12
7717 data
<< uint32(0xa5d) << uint32(0x1); // 13
7718 data
<< uint32(0xa5c) << uint32(0x0); // 14
7719 data
<< uint32(0xa5b) << uint32(0x1); // 15
7720 data
<< uint32(0xa5a) << uint32(0x0); // 16
7721 data
<< uint32(0xa59) << uint32(0x1); // 17
7722 data
<< uint32(0xa58) << uint32(0x0); // 18
7723 data
<< uint32(0xa57) << uint32(0x0); // 19
7724 data
<< uint32(0xa56) << uint32(0x0); // 20
7725 data
<< uint32(0xa55) << uint32(0x1); // 21
7726 data
<< uint32(0xa54) << uint32(0x0); // 22
7727 data
<< uint32(0x9e7) << uint32(0x0); // 23
7728 data
<< uint32(0x9e6) << uint32(0x0); // 24
7729 data
<< uint32(0x9e5) << uint32(0x0); // 25
7730 data
<< uint32(0xa00) << uint32(0x0); // 26
7731 data
<< uint32(0x9ff) << uint32(0x1); // 27
7732 data
<< uint32(0x9fe) << uint32(0x0); // 28
7733 data
<< uint32(0x9fd) << uint32(0x0); // 29
7734 data
<< uint32(0x9fc) << uint32(0x1); // 30
7735 data
<< uint32(0x9fb) << uint32(0x0); // 31
7736 data
<< uint32(0xa62) << uint32(0x0); // 32
7737 data
<< uint32(0xa61) << uint32(0x1); // 33
7738 data
<< uint32(0xa60) << uint32(0x1); // 34
7739 data
<< uint32(0xa5f) << uint32(0x0); // 35
7741 case 3698: // Nagrand Arena
7742 data
<< uint32(0xa0f) << uint32(0x0); // 7
7743 data
<< uint32(0xa10) << uint32(0x0); // 8
7744 data
<< uint32(0xa11) << uint32(0x0); // 9
7746 case 3702: // Blade's Edge Arena
7747 data
<< uint32(0x9f0) << uint32(0x0); // 7
7748 data
<< uint32(0x9f1) << uint32(0x0); // 8
7749 data
<< uint32(0x9f3) << uint32(0x0); // 9
7751 case 3968: // Ruins of Lordaeron
7752 data
<< uint32(0xbb8) << uint32(0x0); // 7
7753 data
<< uint32(0xbb9) << uint32(0x0); // 8
7754 data
<< uint32(0xbba) << uint32(0x0); // 9
7756 case 3703: // Shattrath City
7759 data
<< uint32(0x914) << uint32(0x0); // 7
7760 data
<< uint32(0x913) << uint32(0x0); // 8
7761 data
<< uint32(0x912) << uint32(0x0); // 9
7762 data
<< uint32(0x915) << uint32(0x0); // 10
7765 GetSession()->SendPacket(&data
);
7768 uint32
Player::GetXPRestBonus(uint32 xp
)
7770 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7772 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7775 SetRestBonus( GetRestBonus() - rested_bonus
);
7777 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7778 return rested_bonus
;
7781 void Player::SetBindPoint(uint64 guid
)
7783 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7784 data
<< uint64(guid
);
7785 GetSession()->SendPacket( &data
);
7788 void Player::SendTalentWipeConfirm(uint64 guid
)
7790 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7791 data
<< uint64(guid
);
7792 data
<< uint32(resetTalentsCost());
7793 GetSession()->SendPacket( &data
);
7796 void Player::SendPetSkillWipeConfirm()
7798 Pet
* pet
= GetPet();
7801 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7802 data
<< pet
->GetGUID();
7803 data
<< uint32(pet
->resetTalentsCost());
7804 GetSession()->SendPacket( &data
);
7807 /*********************************************************/
7808 /*** STORAGE SYSTEM ***/
7809 /*********************************************************/
7811 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7816 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7818 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7822 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7823 else if(charges
<= 1)
7825 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7826 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7831 void Player::SetSheath( uint32 sheathed
)
7835 case SHEATH_STATE_UNARMED
: // no prepared weapon
7836 SetVirtualItemSlot(0,NULL
);
7837 SetVirtualItemSlot(1,NULL
);
7838 SetVirtualItemSlot(2,NULL
);
7840 case SHEATH_STATE_MELEE
: // prepared melee weapon
7842 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7843 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7844 SetVirtualItemSlot(2,NULL
);
7846 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7847 SetVirtualItemSlot(0,NULL
);
7848 SetVirtualItemSlot(1,NULL
);
7849 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7852 SetVirtualItemSlot(0,NULL
);
7853 SetVirtualItemSlot(1,NULL
);
7854 SetVirtualItemSlot(2,NULL
);
7857 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7860 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7862 uint8 pClass
= getClass();
7865 slots
[0] = NULL_SLOT
;
7866 slots
[1] = NULL_SLOT
;
7867 slots
[2] = NULL_SLOT
;
7868 slots
[3] = NULL_SLOT
;
7869 switch( proto
->InventoryType
)
7872 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7875 slots
[0] = EQUIPMENT_SLOT_NECK
;
7877 case INVTYPE_SHOULDERS
:
7878 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7881 slots
[0] = EQUIPMENT_SLOT_BODY
;
7884 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7887 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7890 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7893 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7896 slots
[0] = EQUIPMENT_SLOT_FEET
;
7898 case INVTYPE_WRISTS
:
7899 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7902 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7904 case INVTYPE_FINGER
:
7905 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7906 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7908 case INVTYPE_TRINKET
:
7909 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7910 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7913 slots
[0] = EQUIPMENT_SLOT_BACK
;
7915 case INVTYPE_WEAPON
:
7917 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7919 // suggest offhand slot only if know dual wielding
7920 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7922 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7924 case INVTYPE_SHIELD
:
7925 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7927 case INVTYPE_RANGED
:
7928 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7930 case INVTYPE_2HWEAPON
:
7931 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7933 case INVTYPE_TABARD
:
7934 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7936 case INVTYPE_WEAPONMAINHAND
:
7937 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7939 case INVTYPE_WEAPONOFFHAND
:
7940 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7942 case INVTYPE_HOLDABLE
:
7943 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7945 case INVTYPE_THROWN
:
7946 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7948 case INVTYPE_RANGEDRIGHT
:
7949 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7952 slots
[0] = INVENTORY_SLOT_BAG_1
;
7953 slots
[1] = INVENTORY_SLOT_BAG_2
;
7954 slots
[2] = INVENTORY_SLOT_BAG_3
;
7955 slots
[3] = INVENTORY_SLOT_BAG_4
;
7959 switch(proto
->SubClass
)
7961 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7962 if (pClass
== CLASS_PALADIN
)
7963 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7965 case ITEM_SUBCLASS_ARMOR_IDOL
:
7966 if (pClass
== CLASS_DRUID
)
7967 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7969 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7970 if (pClass
== CLASS_SHAMAN
)
7971 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7973 case ITEM_SUBCLASS_ARMOR_MISC
:
7974 if (pClass
== CLASS_WARLOCK
)
7975 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7984 if( slot
!= NULL_SLOT
)
7986 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7988 for (int i
= 0; i
< 4; i
++)
7990 if ( slots
[i
] == slot
)
7997 // search free slot at first
7998 for (int i
= 0; i
< 4; i
++)
8000 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8002 // in case 2hand equipped weapon offhand slot empty but not free
8003 if(slots
[i
]==EQUIPMENT_SLOT_OFFHAND
)
8005 Item
* mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
8006 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
8014 // if not found free and can swap return first appropriate from used
8015 for (int i
= 0; i
< 4; i
++)
8017 if ( slots
[i
] != NULL_SLOT
&& swap
)
8026 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8029 uint32 tempcount
= 0;
8031 uint8 res
= EQUIP_ERR_OK
;
8033 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8035 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8036 if( pItem
&& pItem
->GetEntry() == item
)
8038 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8039 if(ires
==EQUIP_ERR_OK
)
8041 tempcount
+= pItem
->GetCount();
8042 if( tempcount
>= count
)
8043 return EQUIP_ERR_OK
;
8049 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8051 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8052 if( pItem
&& pItem
->GetEntry() == item
)
8054 tempcount
+= pItem
->GetCount();
8055 if( tempcount
>= count
)
8056 return EQUIP_ERR_OK
;
8059 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8061 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8062 if( pItem
&& pItem
->GetEntry() == item
)
8064 tempcount
+= pItem
->GetCount();
8065 if( tempcount
>= count
)
8066 return EQUIP_ERR_OK
;
8070 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8072 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8075 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8077 pItem
= GetItemByPos( i
, j
);
8078 if( pItem
&& pItem
->GetEntry() == item
)
8080 tempcount
+= pItem
->GetCount();
8081 if( tempcount
>= count
)
8082 return EQUIP_ERR_OK
;
8088 // not found req. item count and have unequippable items
8092 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8095 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8097 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8098 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8099 count
+= pItem
->GetCount();
8101 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8103 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8104 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8105 count
+= pItem
->GetCount();
8107 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8109 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8111 count
+= pBag
->GetItemCount(item
,skipItem
);
8114 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8116 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8118 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8119 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8120 count
+= pItem
->GetGemCountWithID(item
);
8126 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8128 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8129 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8130 count
+= pItem
->GetCount();
8132 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8134 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8136 count
+= pBag
->GetItemCount(item
,skipItem
);
8139 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8141 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8143 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8144 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8145 count
+= pItem
->GetGemCountWithID(item
);
8153 Item
* Player::GetItemByGuid( uint64 guid
) const
8155 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8157 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8158 if( pItem
&& pItem
->GetGUID() == guid
)
8161 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8163 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8164 if( pItem
&& pItem
->GetGUID() == guid
)
8168 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8170 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8173 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8175 Item
* pItem
= pBag
->GetItemByPos( j
);
8176 if( pItem
&& pItem
->GetGUID() == guid
)
8181 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8183 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8186 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8188 Item
* pItem
= pBag
->GetItemByPos( j
);
8189 if( pItem
&& pItem
->GetGUID() == guid
)
8198 Item
* Player::GetItemByPos( uint16 pos
) const
8200 uint8 bag
= pos
>> 8;
8201 uint8 slot
= pos
& 255;
8202 return GetItemByPos( bag
, slot
);
8205 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8207 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8208 return m_items
[slot
];
8209 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8210 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8212 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8214 return pBag
->GetItemByPos(slot
);
8219 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8224 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8225 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8226 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8227 default: return NULL
;
8230 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8231 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8237 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8243 Item
* Player::GetShield(bool useable
) const
8245 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8246 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8252 if( item
->IsBroken())
8258 uint32
Player::GetAttackBySlot( uint8 slot
)
8262 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8263 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8264 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8265 default: return MAX_ATTACK
;
8269 bool Player::HasBankBagSlot( uint8 slot
) const
8271 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8272 if( slot
< maxslot
)
8277 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8279 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8281 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8283 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8285 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8290 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8292 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8294 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8299 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8301 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8303 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8305 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8310 bool Player::IsBagPos( uint16 pos
)
8312 uint8 bag
= pos
>> 8;
8313 uint8 slot
= pos
& 255;
8314 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8316 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8321 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8327 if (bag
== INVENTORY_SLOT_BAG_0
)
8329 // any post selected
8330 if (slot
== NULL_SLOT
)
8334 if (slot
< EQUIPMENT_SLOT_END
)
8338 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8342 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8346 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8350 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8354 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8360 // bag content slots
8361 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8363 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8367 // any post selected
8368 if (slot
== NULL_SLOT
)
8371 return slot
< pBag
->GetBagSize();
8374 // bank bag content slots
8375 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8377 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8381 // any post selected
8382 if (slot
== NULL_SLOT
)
8385 return slot
< pBag
->GetBagSize();
8393 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8395 uint32 tempcount
= 0;
8396 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8398 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8399 if( pItem
&& pItem
->GetEntry() == item
)
8401 tempcount
+= pItem
->GetCount();
8402 if( tempcount
>= count
)
8406 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
8408 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8409 if( pItem
&& pItem
->GetEntry() == item
)
8411 tempcount
+= pItem
->GetCount();
8412 if( tempcount
>= count
)
8416 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8418 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8420 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8422 Item
* pItem
= GetItemByPos( i
, j
);
8423 if( pItem
&& pItem
->GetEntry() == item
)
8425 tempcount
+= pItem
->GetCount();
8426 if( tempcount
>= count
)
8435 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8437 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8438 if( pItem
&& pItem
->GetEntry() == item
)
8440 tempcount
+= pItem
->GetCount();
8441 if( tempcount
>= count
)
8445 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8447 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8449 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8451 Item
* pItem
= GetItemByPos( i
, j
);
8452 if( pItem
&& pItem
->GetEntry() == item
)
8454 tempcount
+= pItem
->GetCount();
8455 if( tempcount
>= count
)
8466 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8469 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8471 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8472 if( pItem
&& pItem
->GetEntry() == item
)
8476 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8477 if (pProto
&& pProto
->GemProperties
)
8479 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8481 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8482 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8484 if (pItem
->GetGemCountWithID(item
) > 0 )
8493 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8495 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8499 *no_space_count
= count
;
8500 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8504 if(pProto
->MaxCount
== 0)
8505 return EQUIP_ERR_OK
;
8507 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8509 if( curcount
+ count
> pProto
->MaxCount
)
8512 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8513 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8516 return EQUIP_ERR_OK
;
8519 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8522 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8524 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8525 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8528 for(uint8 i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
8530 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8531 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8534 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8536 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8538 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8540 pItem
= GetItemByPos( i
, j
);
8541 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8549 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8551 Item
* pItem2
= GetItemByPos( bag
, slot
);
8553 // ignore move item (this slot will be empty at move)
8554 if(pItem2
==pSrcItem
)
8559 // empty specific slot - check item fit to slot
8560 if( !pItem2
|| swap
)
8562 if( bag
== INVENTORY_SLOT_BAG_0
)
8565 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8566 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8569 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8570 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8574 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8576 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8578 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8580 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8582 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8583 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8586 // non empty stack with space
8587 need_space
= pProto
->Stackable
;
8589 // non empty slot, check item type
8593 if(pItem2
->GetEntry() != pProto
->ItemId
)
8594 return EQUIP_ERR_ITEM_CANT_STACK
;
8597 if(pItem2
->GetCount() >= pProto
->Stackable
)
8598 return EQUIP_ERR_ITEM_CANT_STACK
;
8600 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8603 if(need_space
> count
)
8606 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8607 if(!newPosition
.isContainedIn(dest
))
8609 dest
.push_back(newPosition
);
8610 count
-= need_space
;
8612 return EQUIP_ERR_OK
;
8615 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
8617 // skip specific bag already processed in first called _CanStoreItem_InBag
8619 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8621 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8623 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8625 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8627 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8629 // specialized bag mode or non-specilized
8630 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8631 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8633 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8634 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8636 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8638 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8642 Item
* pItem2
= GetItemByPos( bag
, j
);
8644 // ignore move item (this slot will be empty at move)
8645 if(pItem2
==pSrcItem
)
8648 // if merge skip empty, if !merge skip non-empty
8649 if((pItem2
!=NULL
)!=merge
)
8654 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8656 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8657 if(need_space
> count
)
8660 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8661 if(!newPosition
.isContainedIn(dest
))
8663 dest
.push_back(newPosition
);
8664 count
-= need_space
;
8667 return EQUIP_ERR_OK
;
8673 uint32 need_space
= pProto
->Stackable
;
8674 if(need_space
> count
)
8677 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8678 if(!newPosition
.isContainedIn(dest
))
8680 dest
.push_back(newPosition
);
8681 count
-= need_space
;
8684 return EQUIP_ERR_OK
;
8688 return EQUIP_ERR_OK
;
8691 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
8693 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8695 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8696 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8699 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8701 // ignore move item (this slot will be empty at move)
8702 if(pItem2
==pSrcItem
)
8705 // if merge skip empty, if !merge skip non-empty
8706 if((pItem2
!=NULL
)!=merge
)
8711 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8713 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8714 if(need_space
> count
)
8716 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8717 if(!newPosition
.isContainedIn(dest
))
8719 dest
.push_back(newPosition
);
8720 count
-= need_space
;
8723 return EQUIP_ERR_OK
;
8729 uint32 need_space
= pProto
->Stackable
;
8730 if(need_space
> count
)
8733 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8734 if(!newPosition
.isContainedIn(dest
))
8736 dest
.push_back(newPosition
);
8737 count
-= need_space
;
8740 return EQUIP_ERR_OK
;
8744 return EQUIP_ERR_OK
;
8747 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8749 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8751 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8755 *no_space_count
= count
;
8756 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8759 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8762 *no_space_count
= count
;
8763 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8766 // check count of items (skip for auto move for same player from bank)
8767 uint32 no_similar_count
= 0; // can't store this amount similar items
8768 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8769 if(res
!=EQUIP_ERR_OK
)
8771 if(count
==no_similar_count
)
8774 *no_space_count
= no_similar_count
;
8777 count
-= no_similar_count
;
8781 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8783 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8784 if(res
!=EQUIP_ERR_OK
)
8787 *no_space_count
= count
+ no_similar_count
;
8793 if(no_similar_count
==0)
8794 return EQUIP_ERR_OK
;
8797 *no_space_count
= count
+ no_similar_count
;
8798 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8802 // not specific slot or have space for partly store only in specific slot
8805 if( bag
!= NULL_BAG
)
8807 // search stack in bag for merge to
8808 if( pProto
->Stackable
> 1 )
8810 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8812 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8813 if(res
!=EQUIP_ERR_OK
)
8816 *no_space_count
= count
+ no_similar_count
;
8822 if(no_similar_count
==0)
8823 return EQUIP_ERR_OK
;
8826 *no_space_count
= count
+ no_similar_count
;
8827 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8830 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8831 if(res
!=EQUIP_ERR_OK
)
8834 *no_space_count
= count
+ no_similar_count
;
8840 if(no_similar_count
==0)
8841 return EQUIP_ERR_OK
;
8844 *no_space_count
= count
+ no_similar_count
;
8845 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8848 else // equipped bag
8850 // we need check 2 time (specilized/non_specialized), use NULL_BAG to prevent skipping bag
8851 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8852 if(res
!=EQUIP_ERR_OK
)
8853 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8855 if(res
!=EQUIP_ERR_OK
)
8858 *no_space_count
= count
+ no_similar_count
;
8864 if(no_similar_count
==0)
8865 return EQUIP_ERR_OK
;
8868 *no_space_count
= count
+ no_similar_count
;
8869 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8874 // search free slot in bag for place to
8875 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8877 // search free slot - keyring case
8878 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8880 uint32 keyringSize
= GetMaxKeyringSize();
8881 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8882 if(res
!=EQUIP_ERR_OK
)
8885 *no_space_count
= count
+ no_similar_count
;
8891 if(no_similar_count
==0)
8892 return EQUIP_ERR_OK
;
8895 *no_space_count
= count
+ no_similar_count
;
8896 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8900 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8901 if(res
!=EQUIP_ERR_OK
)
8904 *no_space_count
= count
+ no_similar_count
;
8910 if(no_similar_count
==0)
8911 return EQUIP_ERR_OK
;
8914 *no_space_count
= count
+ no_similar_count
;
8915 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8918 else // equipped bag
8920 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
8921 if(res
!=EQUIP_ERR_OK
)
8922 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
8924 if(res
!=EQUIP_ERR_OK
)
8927 *no_space_count
= count
+ no_similar_count
;
8933 if(no_similar_count
==0)
8934 return EQUIP_ERR_OK
;
8937 *no_space_count
= count
+ no_similar_count
;
8938 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8943 // not specific bag or have space for partly store only in specific bag
8945 // search stack for merge to
8946 if( pProto
->Stackable
> 1 )
8948 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8949 if(res
!=EQUIP_ERR_OK
)
8952 *no_space_count
= count
+ no_similar_count
;
8958 if(no_similar_count
==0)
8959 return EQUIP_ERR_OK
;
8962 *no_space_count
= count
+ no_similar_count
;
8963 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8966 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8967 if(res
!=EQUIP_ERR_OK
)
8970 *no_space_count
= count
+ no_similar_count
;
8976 if(no_similar_count
==0)
8977 return EQUIP_ERR_OK
;
8980 *no_space_count
= count
+ no_similar_count
;
8981 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8984 if( pProto
->BagFamily
)
8986 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8988 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
8989 if(res
!=EQUIP_ERR_OK
)
8994 if(no_similar_count
==0)
8995 return EQUIP_ERR_OK
;
8998 *no_space_count
= count
+ no_similar_count
;
8999 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9004 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9006 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9007 if(res
!=EQUIP_ERR_OK
)
9012 if(no_similar_count
==0)
9013 return EQUIP_ERR_OK
;
9016 *no_space_count
= count
+ no_similar_count
;
9017 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9022 // search free slot - special bag case
9023 if( pProto
->BagFamily
)
9025 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9027 uint32 keyringSize
= GetMaxKeyringSize();
9028 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9029 if(res
!=EQUIP_ERR_OK
)
9032 *no_space_count
= count
+ no_similar_count
;
9038 if(no_similar_count
==0)
9039 return EQUIP_ERR_OK
;
9042 *no_space_count
= count
+ no_similar_count
;
9043 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9047 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9049 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9050 if(res
!=EQUIP_ERR_OK
)
9055 if(no_similar_count
==0)
9056 return EQUIP_ERR_OK
;
9059 *no_space_count
= count
+ no_similar_count
;
9060 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9066 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9067 if(res
!=EQUIP_ERR_OK
)
9070 *no_space_count
= count
+ no_similar_count
;
9076 if(no_similar_count
==0)
9077 return EQUIP_ERR_OK
;
9080 *no_space_count
= count
+ no_similar_count
;
9081 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9084 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9086 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9087 if(res
!=EQUIP_ERR_OK
)
9092 if(no_similar_count
==0)
9093 return EQUIP_ERR_OK
;
9096 *no_space_count
= count
+ no_similar_count
;
9097 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9102 *no_space_count
= count
+ no_similar_count
;
9104 return EQUIP_ERR_INVENTORY_FULL
;
9107 //////////////////////////////////////////////////////////////////////////
9108 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9113 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9114 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9115 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9117 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9118 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9119 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9121 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9123 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9125 if (pItem2
&& !pItem2
->IsInTrade())
9127 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9131 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9133 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9135 if (pItem2
&& !pItem2
->IsInTrade())
9137 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9141 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9143 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9145 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9147 pItem2
= GetItemByPos( i
, j
);
9148 if (pItem2
&& !pItem2
->IsInTrade())
9150 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9156 // check free space for all items
9157 for (int k
=0;k
<count
;k
++)
9159 Item
*pItem
= pItems
[k
];
9162 if (!pItem
) continue;
9164 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9165 ItemPrototype
const *pProto
= pItem
->GetProto();
9169 return EQUIP_ERR_ITEM_NOT_FOUND
;
9172 if(pItem
->IsBindedNotWith(GetGUID()))
9173 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9176 ItemPrototype
const *pBagProto
;
9178 // item is 'one item only'
9179 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9180 if(res
!= EQUIP_ERR_OK
)
9183 // search stack for merge to
9184 if( pProto
->Stackable
> 1 )
9186 bool b_found
= false;
9188 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9190 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9191 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9193 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9198 if (b_found
) continue;
9200 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9202 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9203 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9205 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9210 if (b_found
) continue;
9212 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9214 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9217 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9219 pItem2
= GetItemByPos( t
, j
);
9220 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9222 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9229 if (b_found
) continue;
9233 if( pProto
->BagFamily
)
9235 bool b_found
= false;
9236 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9238 uint32 keyringSize
= GetMaxKeyringSize();
9239 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9241 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9243 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9250 if (b_found
) continue;
9252 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9254 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9257 pBagProto
= pBag
->GetProto();
9259 // not plain container check
9260 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9261 ItemCanGoIntoBag(pProto
,pBagProto
) )
9263 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9265 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9267 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9275 if (b_found
) continue;
9279 bool b_found
= false;
9280 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9282 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9284 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9289 if (b_found
) continue;
9291 // search free slot in bags
9292 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9294 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9297 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9299 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9301 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9309 // no free slot found?
9311 return EQUIP_ERR_INVENTORY_FULL
;
9314 return EQUIP_ERR_OK
;
9317 //////////////////////////////////////////////////////////////////////////
9318 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, uint32 count
, bool swap
) const
9321 Item
*pItem
= Item::CreateItem( item
, count
, this );
9324 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9329 return EQUIP_ERR_ITEM_NOT_FOUND
;
9332 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9337 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9338 ItemPrototype
const *pProto
= pItem
->GetProto();
9341 // May be here should be more stronger checks; STUNNED checked
9342 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9343 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9344 return EQUIP_ERR_YOU_ARE_STUNNED
;
9346 if(pItem
->IsBindedNotWith(GetGUID()))
9347 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9349 // check count of items (skip for auto move for same player from bank)
9350 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9351 if(res
!= EQUIP_ERR_OK
)
9354 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9356 // - in-progress arenas
9357 if( !pProto
->CanChangeEquipStateInCombat() )
9360 return EQUIP_ERR_NOT_IN_COMBAT
;
9362 if(BattleGround
* bg
= GetBattleGround())
9363 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9364 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9367 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9368 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9370 if(IsNonMeleeSpellCasted(false))
9371 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9373 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9374 if( eslot
== NULL_SLOT
)
9375 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9377 uint8 msg
= CanUseItem( pItem
, not_loading
);
9378 if( msg
!= EQUIP_ERR_OK
)
9380 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9381 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9383 // check unique-equipped on item
9384 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9386 // there is an equip limit on this item
9387 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9388 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9389 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9392 // check unique-equipped on gems
9393 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9395 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9398 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9402 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9403 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9405 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9406 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9407 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9411 // check unique-equipped special item classes
9412 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9414 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9416 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9418 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9420 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9421 (!swap
|| pBag
->GetSlot() != eslot
) )
9423 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9424 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9426 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9433 uint32 type
= pProto
->InventoryType
;
9435 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9437 if( type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9440 return EQUIP_ERR_CANT_DUAL_WIELD
;
9443 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
9446 if(mainItem
->GetProto()->InventoryType
== INVTYPE_2HWEAPON
)
9447 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9451 // equip two-hand weapon case (with possible unequip 2 items)
9452 if( type
== INVTYPE_2HWEAPON
)
9454 if(eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9455 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9457 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9458 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9459 ItemPosCountVec off_dest
;
9460 if( offItem
&& (!not_loading
||
9461 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9462 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9463 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9465 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9466 return EQUIP_ERR_OK
;
9470 return EQUIP_ERR_ITEM_NOT_FOUND
;
9472 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9475 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9477 // Applied only to equipped items and bank bags
9478 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9479 return EQUIP_ERR_OK
;
9481 Item
* pItem
= GetItemByPos(pos
);
9483 // Applied only to existed equipped item
9485 return EQUIP_ERR_OK
;
9487 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9489 ItemPrototype
const *pProto
= pItem
->GetProto();
9491 return EQUIP_ERR_ITEM_NOT_FOUND
;
9493 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9495 // - in-progress arenas
9496 if( !pProto
->CanChangeEquipStateInCombat() )
9499 return EQUIP_ERR_NOT_IN_COMBAT
;
9501 if(BattleGround
* bg
= GetBattleGround())
9502 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9503 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9506 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9507 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9509 return EQUIP_ERR_OK
;
9512 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9515 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9517 uint32 count
= pItem
->GetCount();
9519 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9520 ItemPrototype
const *pProto
= pItem
->GetProto();
9522 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9524 if( pItem
->IsBindedNotWith(GetGUID()) )
9525 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9527 // check count of items (skip for auto move for same player from bank)
9528 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9529 if(res
!= EQUIP_ERR_OK
)
9533 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9535 if( pProto
->InventoryType
== INVTYPE_BAG
)
9537 Bag
*pBag
= (Bag
*)pItem
;
9540 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9542 if( !HasBankBagSlot( slot
) )
9543 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9544 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9549 if( !pBag
->IsEmpty() )
9550 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9556 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9557 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9560 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9561 if(res
!=EQUIP_ERR_OK
)
9565 return EQUIP_ERR_OK
;
9568 // not specific slot or have space for partly store only in specific slot
9571 if( bag
!= NULL_BAG
)
9573 if( pProto
->InventoryType
== INVTYPE_BAG
)
9575 Bag
*pBag
= (Bag
*)pItem
;
9576 if( pBag
&& !pBag
->IsEmpty() )
9577 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9580 // search stack in bag for merge to
9581 if( pProto
->Stackable
> 1 )
9583 if( bag
== INVENTORY_SLOT_BAG_0
)
9585 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9586 if(res
!=EQUIP_ERR_OK
)
9590 return EQUIP_ERR_OK
;
9594 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9595 if(res
!=EQUIP_ERR_OK
)
9596 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9598 if(res
!=EQUIP_ERR_OK
)
9602 return EQUIP_ERR_OK
;
9606 // search free slot in bag
9607 if( bag
== INVENTORY_SLOT_BAG_0
)
9609 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9610 if(res
!=EQUIP_ERR_OK
)
9614 return EQUIP_ERR_OK
;
9618 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9619 if(res
!=EQUIP_ERR_OK
)
9620 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9622 if(res
!=EQUIP_ERR_OK
)
9626 return EQUIP_ERR_OK
;
9630 // not specific bag or have space for partly store only in specific bag
9632 // search stack for merge to
9633 if( pProto
->Stackable
> 1 )
9636 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9637 if(res
!=EQUIP_ERR_OK
)
9641 return EQUIP_ERR_OK
;
9644 if( pProto
->BagFamily
)
9646 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9648 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9649 if(res
!=EQUIP_ERR_OK
)
9653 return EQUIP_ERR_OK
;
9657 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9659 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9660 if(res
!=EQUIP_ERR_OK
)
9664 return EQUIP_ERR_OK
;
9668 // search free place in special bag
9669 if( pProto
->BagFamily
)
9671 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9673 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9674 if(res
!=EQUIP_ERR_OK
)
9678 return EQUIP_ERR_OK
;
9682 // search free space
9683 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9684 if(res
!=EQUIP_ERR_OK
)
9688 return EQUIP_ERR_OK
;
9690 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
9692 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9693 if(res
!=EQUIP_ERR_OK
)
9697 return EQUIP_ERR_OK
;
9699 return EQUIP_ERR_BANK_FULL
;
9702 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9706 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9707 if( !isAlive() && not_loading
)
9708 return EQUIP_ERR_YOU_ARE_DEAD
;
9710 // return EQUIP_ERR_YOU_ARE_STUNNED;
9711 ItemPrototype
const *pProto
= pItem
->GetProto();
9714 if( pItem
->IsBindedNotWith(GetGUID()) )
9715 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9716 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9717 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9718 if( pItem
->GetSkill() != 0 )
9720 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9721 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9723 if( pProto
->RequiredSkill
!= 0 )
9725 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9726 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9727 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9728 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9730 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9731 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9732 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9733 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9734 if( getLevel() < pProto
->RequiredLevel
)
9735 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9736 return EQUIP_ERR_OK
;
9739 return EQUIP_ERR_ITEM_NOT_FOUND
;
9742 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9744 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9748 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9750 if( pProto
->RequiredSkill
!= 0 )
9752 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9754 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9757 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9759 if( getLevel() < pProto
->RequiredLevel
)
9766 uint8
Player::CanUseAmmo( uint32 item
) const
9768 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9770 return EQUIP_ERR_YOU_ARE_DEAD
;
9772 // return EQUIP_ERR_YOU_ARE_STUNNED;
9773 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9776 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9777 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9778 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9779 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9780 if( pProto
->RequiredSkill
!= 0 )
9782 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9783 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9784 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9785 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9787 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9788 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9789 /*if( GetReputation() < pProto->RequiredReputation )
9790 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9792 if( getLevel() < pProto
->RequiredLevel
)
9793 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9796 if(GetDummyAura(46699))
9797 return EQUIP_ERR_BAG_FULL6
;
9799 return EQUIP_ERR_OK
;
9801 return EQUIP_ERR_ITEM_NOT_FOUND
;
9804 void Player::SetAmmo( uint32 item
)
9810 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9816 uint8 msg
= CanUseAmmo( item
);
9817 if( msg
!= EQUIP_ERR_OK
)
9819 SendEquipError( msg
, NULL
, NULL
);
9824 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9826 _ApplyAmmoBonuses();
9829 void Player::RemoveAmmo()
9831 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9835 if(CanModifyStats())
9836 UpdateDamagePhysical(RANGED_ATTACK
);
9839 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9840 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9843 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9844 count
+= itr
->count
;
9846 Item
*pItem
= Item::CreateItem( item
, count
, this );
9849 ItemAddedQuestCheck( item
, count
);
9850 if(randomPropertyId
)
9851 pItem
->SetItemRandomProperties(randomPropertyId
);
9852 pItem
= StoreItem( dest
, pItem
, update
);
9857 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9862 Item
* lastItem
= pItem
;
9864 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9866 uint16 pos
= itr
->pos
;
9867 uint32 count
= itr
->count
;
9871 if(itr
== dest
.end())
9873 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9877 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9883 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9884 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
9889 uint8 bag
= pos
>> 8;
9890 uint8 slot
= pos
& 255;
9892 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
9894 Item
*pItem2
= GetItemByPos( bag
, slot
);
9899 pItem
= pItem
->CloneItem(count
,this);
9901 pItem
->SetCount(count
);
9906 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9907 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9908 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9909 pItem
->SetBinding( true );
9911 if( bag
== INVENTORY_SLOT_BAG_0
)
9913 m_items
[slot
] = pItem
;
9914 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
9915 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
9916 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
9918 pItem
->SetSlot( slot
);
9919 pItem
->SetContainer( NULL
);
9921 if( IsInWorld() && update
)
9923 pItem
->AddToWorld();
9924 pItem
->SendUpdateToPlayer( this );
9927 pItem
->SetState(ITEM_CHANGED
, this);
9931 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9934 pBag
->StoreItem( slot
, pItem
, update
);
9935 if( IsInWorld() && update
)
9937 pItem
->AddToWorld();
9938 pItem
->SendUpdateToPlayer( this );
9940 pItem
->SetState(ITEM_CHANGED
, this);
9941 pBag
->SetState(ITEM_CHANGED
, this);
9945 AddEnchantmentDurations(pItem
);
9946 AddItemDurations(pItem
);
9952 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
9953 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
9954 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
9955 pItem2
->SetBinding( true );
9957 pItem2
->SetCount( pItem2
->GetCount() + count
);
9958 if( IsInWorld() && update
)
9959 pItem2
->SendUpdateToPlayer( this );
9963 // delete item (it not in any slot currently)
9964 if( IsInWorld() && update
)
9966 pItem
->RemoveFromWorld();
9967 pItem
->DestroyForPlayer( this );
9970 RemoveEnchantmentDurations(pItem
);
9971 RemoveItemDurations(pItem
);
9973 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9974 pItem
->SetState(ITEM_REMOVED
, this);
9976 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
9977 AddEnchantmentDurations(pItem2
);
9979 pItem2
->SetState(ITEM_CHANGED
, this);
9985 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, uint32 count
, bool update
)
9987 Item
*pItem
= Item::CreateItem( item
, count
, this );
9990 ItemAddedQuestCheck( item
, count
);
9991 Item
* retItem
= EquipItem( pos
, pItem
, update
);
9998 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10002 AddEnchantmentDurations(pItem
);
10003 AddItemDurations(pItem
);
10005 uint8 bag
= pos
>> 8;
10006 uint8 slot
= pos
& 255;
10008 Item
*pItem2
= GetItemByPos( bag
, slot
);
10012 VisualizeItem( slot
, pItem
);
10016 ItemPrototype
const *pProto
= pItem
->GetProto();
10018 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10019 if(pProto
&& pProto
->ItemSet
)
10020 AddItemsSetItem(this,pItem
);
10022 _ApplyItemMods(pItem
, slot
, true);
10024 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10026 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10028 if (getClass() == CLASS_ROGUE
)
10029 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10031 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10034 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10037 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10039 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10040 data
<< uint64(GetGUID());
10042 data
<< uint32(cooldownSpell
);
10044 GetSession()->SendPacket(&data
);
10049 if( IsInWorld() && update
)
10051 pItem
->AddToWorld();
10052 pItem
->SendUpdateToPlayer( this );
10055 ApplyEquipCooldown(pItem
);
10057 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10058 UpdateExpertise(BASE_ATTACK
);
10059 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10060 UpdateExpertise(OFF_ATTACK
);
10064 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10065 if( IsInWorld() && update
)
10066 pItem2
->SendUpdateToPlayer( this );
10068 // delete item (it not in any slot currently)
10069 //pItem->DeleteFromDB();
10070 if( IsInWorld() && update
)
10072 pItem
->RemoveFromWorld();
10073 pItem
->DestroyForPlayer( this );
10076 RemoveEnchantmentDurations(pItem
);
10077 RemoveItemDurations(pItem
);
10079 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10080 pItem
->SetState(ITEM_REMOVED
, this);
10081 pItem2
->SetState(ITEM_CHANGED
, this);
10083 ApplyEquipCooldown(pItem2
);
10092 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10096 AddEnchantmentDurations(pItem
);
10097 AddItemDurations(pItem
);
10099 uint8 slot
= pos
& 255;
10100 VisualizeItem( slot
, pItem
);
10104 pItem
->AddToWorld();
10105 pItem
->SendUpdateToPlayer( this );
10110 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10112 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10113 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10114 // entry // Size: 1
10115 // inspected enchantments // Size: 6
10117 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10118 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10123 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10125 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10126 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10128 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10129 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10131 // Use SetInt16Value to prevent set high part to FFFF for negative value
10132 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10133 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10137 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10139 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10140 SetUInt32Value(VisibleBase
+ 0, 0);
10142 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10143 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10145 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10146 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10150 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10155 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10156 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10157 pItem
->SetBinding( true );
10159 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10161 m_items
[slot
] = pItem
;
10162 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10163 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10164 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10165 pItem
->SetSlot( slot
);
10166 pItem
->SetContainer( NULL
);
10168 if( slot
< EQUIPMENT_SLOT_END
)
10169 SetVisibleItemSlot(slot
,pItem
);
10171 pItem
->SetState(ITEM_CHANGED
, this);
10174 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10176 // note: removeitem does not actually change the item
10177 // it only takes the item out of storage temporarily
10178 // note2: if removeitem is to be used for delinking
10179 // the item must be removed from the player's updatequeue
10181 Item
*pItem
= GetItemByPos( bag
, slot
);
10184 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10186 RemoveEnchantmentDurations(pItem
);
10187 RemoveItemDurations(pItem
);
10189 if( bag
== INVENTORY_SLOT_BAG_0
)
10191 if ( slot
< INVENTORY_SLOT_BAG_END
)
10193 ItemPrototype
const *pProto
= pItem
->GetProto();
10194 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10196 if(pProto
&& pProto
->ItemSet
)
10197 RemoveItemsSetItem(this,pProto
);
10199 _ApplyItemMods(pItem
, slot
, false);
10201 // remove item dependent auras and casts (only weapon and armor slots)
10202 if(slot
< EQUIPMENT_SLOT_END
)
10203 RemoveItemDependentAurasAndCasts(pItem
);
10205 // remove held enchantments
10206 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10208 if (pItem
->GetItemSuffixFactor())
10210 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10211 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10215 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10216 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10221 m_items
[slot
] = NULL
;
10222 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10224 if ( slot
< EQUIPMENT_SLOT_END
)
10225 SetVisibleItemSlot(slot
,NULL
);
10229 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10231 pBag
->RemoveItem(slot
, update
);
10233 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10234 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10235 pItem
->SetSlot( NULL_SLOT
);
10236 if( IsInWorld() && update
)
10237 pItem
->SendUpdateToPlayer( this );
10239 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10240 UpdateExpertise(BASE_ATTACK
);
10241 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10242 UpdateExpertise(OFF_ATTACK
);
10246 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10247 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10249 if(Item
* it
= GetItemByPos(bag
,slot
))
10251 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10252 RemoveItem( bag
,slot
,update
);
10253 it
->RemoveFromUpdateQueueOf(this);
10254 if(it
->IsInWorld())
10256 it
->RemoveFromWorld();
10257 it
->DestroyForPlayer( this );
10262 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10263 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10265 // update quest counters
10266 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10269 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10271 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10272 if(pLastItem
==pItem
)
10274 // update owner for last item (this can be original item with wrong owner
10275 if(pLastItem
->GetOwnerGUID() != GetGUID())
10276 pLastItem
->SetOwnerGUID(GetGUID());
10278 // if this original item then it need create record in inventory
10279 // in case trade we already have item in other player inventory
10280 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10284 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10286 Item
*pItem
= GetItemByPos( bag
, slot
);
10289 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10291 // start from destroy contained items (only equipped bag can have its)
10292 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10294 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10295 DestroyItem(slot
,i
,update
);
10298 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10299 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10301 RemoveEnchantmentDurations(pItem
);
10302 RemoveItemDurations(pItem
);
10304 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10306 if( bag
== INVENTORY_SLOT_BAG_0
)
10309 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10311 // equipment and equipped bags can have applied bonuses
10312 if ( slot
< INVENTORY_SLOT_BAG_END
)
10314 ItemPrototype
const *pProto
= pItem
->GetProto();
10316 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10317 if(pProto
&& pProto
->ItemSet
)
10318 RemoveItemsSetItem(this,pProto
);
10320 _ApplyItemMods(pItem
, slot
, false);
10323 if ( slot
< EQUIPMENT_SLOT_END
)
10325 // remove item dependent auras and casts (only weapon and armor slots)
10326 RemoveItemDependentAurasAndCasts(pItem
);
10328 // equipment visual show
10329 SetVisibleItemSlot(slot
,NULL
);
10332 m_items
[slot
] = NULL
;
10334 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10335 pBag
->RemoveItem(slot
, update
);
10337 if( IsInWorld() && update
)
10339 pItem
->RemoveFromWorld();
10340 pItem
->DestroyForPlayer(this);
10343 //pItem->SetOwnerGUID(0);
10344 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10345 pItem
->SetSlot( NULL_SLOT
);
10346 pItem
->SetState(ITEM_REMOVED
, this);
10350 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10352 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10354 ItemPrototype
const *pProto
;
10355 uint32 remcount
= 0;
10358 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10360 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10361 if( pItem
&& pItem
->GetEntry() == item
)
10363 if( pItem
->GetCount() + remcount
<= count
)
10365 // all items in inventory can unequipped
10366 remcount
+= pItem
->GetCount();
10367 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10369 if(remcount
>=count
)
10374 pProto
= pItem
->GetProto();
10375 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10376 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10377 if( IsInWorld() & update
)
10378 pItem
->SendUpdateToPlayer( this );
10379 pItem
->SetState(ITEM_CHANGED
, this);
10384 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10386 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10387 if( pItem
&& pItem
->GetEntry() == item
)
10389 if( pItem
->GetCount() + remcount
<= count
)
10391 // all keys can be unequipped
10392 remcount
+= pItem
->GetCount();
10393 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10395 if(remcount
>=count
)
10400 pProto
= pItem
->GetProto();
10401 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10402 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10403 if( IsInWorld() & update
)
10404 pItem
->SendUpdateToPlayer( this );
10405 pItem
->SetState(ITEM_CHANGED
, this);
10411 // in inventory bags
10412 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10414 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10416 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10418 pItem
= pBag
->GetItemByPos(j
);
10419 if( pItem
&& pItem
->GetEntry() == item
)
10421 // all items in bags can be unequipped
10422 if( pItem
->GetCount() + remcount
<= count
)
10424 remcount
+= pItem
->GetCount();
10425 DestroyItem( i
, j
, update
);
10427 if(remcount
>=count
)
10432 pProto
= pItem
->GetProto();
10433 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10434 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10435 if( IsInWorld() && update
)
10436 pItem
->SendUpdateToPlayer( this );
10437 pItem
->SetState(ITEM_CHANGED
, this);
10445 // in equipment and bag list
10446 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10448 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10449 if( pItem
&& pItem
->GetEntry() == item
)
10451 if( pItem
->GetCount() + remcount
<= count
)
10453 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10455 remcount
+= pItem
->GetCount();
10456 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10458 if(remcount
>=count
)
10464 pProto
= pItem
->GetProto();
10465 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10466 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10467 if( IsInWorld() & update
)
10468 pItem
->SendUpdateToPlayer( this );
10469 pItem
->SetState(ITEM_CHANGED
, this);
10476 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10478 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10481 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10483 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10484 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10485 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10487 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
10489 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10490 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10491 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10494 // in inventory bags
10495 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10497 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10500 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10502 Item
* pItem
= pBag
->GetItemByPos(j
);
10503 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10504 DestroyItem( i
, j
, update
);
10509 // in equipment and bag list
10510 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10512 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10513 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10514 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10518 void Player::DestroyConjuredItems( bool update
)
10520 // used when entering arena
10521 // destroys all conjured items
10522 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10525 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10527 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10528 if( pItem
&& pItem
->GetProto() &&
10529 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10530 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10531 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10534 // in inventory bags
10535 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10537 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10540 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10542 Item
* pItem
= pBag
->GetItemByPos(j
);
10543 if( pItem
&& pItem
->GetProto() &&
10544 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10545 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10546 DestroyItem( i
, j
, update
);
10551 // in equipment and bag list
10552 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10554 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10555 if( pItem
&& pItem
->GetProto() &&
10556 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10557 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10558 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10562 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10567 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10569 if( pItem
->GetCount() <= count
)
10571 count
-= pItem
->GetCount();
10573 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10577 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10578 pItem
->SetCount( pItem
->GetCount() - count
);
10580 if( IsInWorld() & update
)
10581 pItem
->SendUpdateToPlayer( this );
10582 pItem
->SetState(ITEM_CHANGED
, this);
10586 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10588 uint8 srcbag
= src
>> 8;
10589 uint8 srcslot
= src
& 255;
10591 uint8 dstbag
= dst
>> 8;
10592 uint8 dstslot
= dst
& 255;
10594 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10597 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10601 // not let split all items (can be only at cheating)
10602 if(pSrcItem
->GetCount() == count
)
10604 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10608 // not let split more existed items (can be only at cheating)
10609 if(pSrcItem
->GetCount() < count
)
10611 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10615 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10617 //best error message found for attempting to split while looting
10618 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10622 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10623 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10626 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10630 if( IsInventoryPos( dst
) )
10632 // change item amount before check (for unique max count check)
10633 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10635 ItemPosCountVec dest
;
10636 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10637 if( msg
!= EQUIP_ERR_OK
)
10640 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10641 SendEquipError( msg
, pSrcItem
, NULL
);
10646 pSrcItem
->SendUpdateToPlayer( this );
10647 pSrcItem
->SetState(ITEM_CHANGED
, this);
10648 StoreItem( dest
, pNewItem
, true);
10650 else if( IsBankPos ( dst
) )
10652 // change item amount before check (for unique max count check)
10653 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10655 ItemPosCountVec dest
;
10656 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10657 if( msg
!= EQUIP_ERR_OK
)
10660 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10661 SendEquipError( msg
, pSrcItem
, NULL
);
10666 pSrcItem
->SendUpdateToPlayer( this );
10667 pSrcItem
->SetState(ITEM_CHANGED
, this);
10668 BankItem( dest
, pNewItem
, true);
10670 else if( IsEquipmentPos ( dst
) )
10672 // change item amount before check (for unique max count check), provide space for splitted items
10673 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10676 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10677 if( msg
!= EQUIP_ERR_OK
)
10680 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10681 SendEquipError( msg
, pSrcItem
, NULL
);
10686 pSrcItem
->SendUpdateToPlayer( this );
10687 pSrcItem
->SetState(ITEM_CHANGED
, this);
10688 EquipItem( dest
, pNewItem
, true);
10689 AutoUnequipOffhandIfNeed();
10693 void Player::SwapItem( uint16 src
, uint16 dst
)
10695 uint8 srcbag
= src
>> 8;
10696 uint8 srcslot
= src
& 255;
10698 uint8 dstbag
= dst
>> 8;
10699 uint8 dstslot
= dst
& 255;
10701 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10702 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10707 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10711 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10715 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10717 //best error message found for attempting to swap while looting
10718 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10722 // check unequip potability for equipped items and bank bags
10723 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10725 // bags can be swapped with empty bag slots
10726 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
10727 if(msg
!= EQUIP_ERR_OK
)
10729 SendEquipError( msg
, pSrcItem
, pDstItem
);
10734 // prevent put equipped/bank bag in self
10735 if( IsBagPos ( src
) && srcslot
== dstbag
)
10737 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10743 if( IsInventoryPos( dst
) )
10745 ItemPosCountVec dest
;
10746 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10747 if( msg
!= EQUIP_ERR_OK
)
10749 SendEquipError( msg
, pSrcItem
, NULL
);
10753 RemoveItem(srcbag
, srcslot
, true);
10754 StoreItem( dest
, pSrcItem
, true);
10756 else if( IsBankPos ( dst
) )
10758 ItemPosCountVec dest
;
10759 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10760 if( msg
!= EQUIP_ERR_OK
)
10762 SendEquipError( msg
, pSrcItem
, NULL
);
10766 RemoveItem(srcbag
, srcslot
, true);
10767 BankItem( dest
, pSrcItem
, true);
10769 else if( IsEquipmentPos ( dst
) )
10772 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10773 if( msg
!= EQUIP_ERR_OK
)
10775 SendEquipError( msg
, pSrcItem
, NULL
);
10779 RemoveItem(srcbag
, srcslot
, true);
10780 EquipItem( dest
, pSrcItem
, true);
10781 AutoUnequipOffhandIfNeed();
10784 else // if (!pDstItem)
10786 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10788 //best error message found for attempting to swap while looting
10789 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10793 // check unequip potability for equipped items and bank bags
10794 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10796 // bags can be swapped with empty bag slots
10797 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
10798 if(msg
!= EQUIP_ERR_OK
)
10800 SendEquipError( msg
, pSrcItem
, pDstItem
);
10805 // attempt merge to / fill target item
10808 ItemPosCountVec sDest
;
10810 if( IsInventoryPos( dst
) )
10811 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10812 else if( IsBankPos ( dst
) )
10813 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10814 else if( IsEquipmentPos ( dst
) )
10815 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10819 // can be merge/fill
10820 if(msg
== EQUIP_ERR_OK
)
10822 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
10824 RemoveItem(srcbag
, srcslot
, true);
10826 if( IsInventoryPos( dst
) )
10827 StoreItem( sDest
, pSrcItem
, true);
10828 else if( IsBankPos ( dst
) )
10829 BankItem( sDest
, pSrcItem
, true);
10830 else if( IsEquipmentPos ( dst
) )
10832 EquipItem( eDest
, pSrcItem
, true);
10833 AutoUnequipOffhandIfNeed();
10838 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
10839 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
10840 pSrcItem
->SetState(ITEM_CHANGED
, this);
10841 pDstItem
->SetState(ITEM_CHANGED
, this);
10844 pSrcItem
->SendUpdateToPlayer( this );
10845 pDstItem
->SendUpdateToPlayer( this );
10852 // impossible merge/fill, do real swap
10855 // check src->dest move possibility
10856 ItemPosCountVec sDest
;
10858 if( IsInventoryPos( dst
) )
10859 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10860 else if( IsBankPos( dst
) )
10861 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10862 else if( IsEquipmentPos( dst
) )
10864 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10865 if( msg
== EQUIP_ERR_OK
)
10866 msg
= CanUnequipItem( eDest
, true );
10869 if( msg
!= EQUIP_ERR_OK
)
10871 SendEquipError( msg
, pSrcItem
, pDstItem
);
10875 // check dest->src move possibility
10876 ItemPosCountVec sDest2
;
10878 if( IsInventoryPos( src
) )
10879 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10880 else if( IsBankPos( src
) )
10881 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10882 else if( IsEquipmentPos( src
) )
10884 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10885 if( msg
== EQUIP_ERR_OK
)
10886 msg
= CanUnequipItem( eDest2
, true);
10889 if( msg
!= EQUIP_ERR_OK
)
10891 SendEquipError( msg
, pDstItem
, pSrcItem
);
10895 // now do moves, remove...
10896 RemoveItem(dstbag
, dstslot
, false);
10897 RemoveItem(srcbag
, srcslot
, false);
10900 if( IsInventoryPos( dst
) )
10901 StoreItem(sDest
, pSrcItem
, true);
10902 else if( IsBankPos( dst
) )
10903 BankItem(sDest
, pSrcItem
, true);
10904 else if( IsEquipmentPos( dst
) )
10905 EquipItem(eDest
, pSrcItem
, true);
10908 if( IsInventoryPos( src
) )
10909 StoreItem(sDest2
, pDstItem
, true);
10910 else if( IsBankPos( src
) )
10911 BankItem(sDest2
, pDstItem
, true);
10912 else if( IsEquipmentPos( src
) )
10913 EquipItem(eDest2
, pDstItem
, true);
10915 AutoUnequipOffhandIfNeed();
10919 void Player::AddItemToBuyBackSlot( Item
*pItem
)
10923 uint32 slot
= m_currentBuybackSlot
;
10924 // if current back slot non-empty search oldest or free
10927 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
10928 uint32 oldest_slot
= BUYBACK_SLOT_START
;
10930 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
10939 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
10941 if(oldest_time
> i_time
)
10943 oldest_time
= i_time
;
10949 slot
= oldest_slot
;
10952 RemoveItemFromBuyBackSlot( slot
, true );
10953 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
10955 m_items
[slot
] = pItem
;
10956 time_t base
= time(NULL
);
10957 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
10958 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10960 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
10961 ItemPrototype
const *pProto
= pItem
->GetProto();
10963 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
10965 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10966 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
10968 // move to next (for non filled list is move most optimized choice)
10969 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
10970 ++m_currentBuybackSlot
;
10974 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
10976 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
10977 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10978 return m_items
[slot
];
10982 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
10984 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
10985 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
10987 Item
*pItem
= m_items
[slot
];
10990 pItem
->RemoveFromWorld();
10991 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
10994 m_items
[slot
] = NULL
;
10996 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
10997 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
10998 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
10999 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11001 // if current backslot is filled set to now free slot
11002 if(m_items
[m_currentBuybackSlot
])
11003 m_currentBuybackSlot
= slot
;
11007 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11009 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11010 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11011 data
<< uint8(msg
);
11015 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11016 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11017 data
<< uint8(0); // not 0 there...
11019 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11024 if(ItemPrototype
const* proto
= pItem
->GetProto())
11025 level
= proto
->RequiredLevel
;
11027 data
<< uint32(level
); // new 2.4.0
11030 GetSession()->SendPacket(&data
);
11033 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11035 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11036 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11037 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11038 data
<< uint32(item
);
11040 data
<< uint32(param
);
11041 data
<< uint8(msg
);
11042 GetSession()->SendPacket(&data
);
11045 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11047 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11048 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11049 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11050 data
<< uint64(guid
);
11052 data
<< uint32(param
);
11053 data
<< uint8(msg
);
11054 GetSession()->SendPacket(&data
);
11057 void Player::ClearTrade()
11060 acceptTrade
= false;
11061 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11062 tradeItems
[i
] = NULL_SLOT
;
11065 void Player::TradeCancel(bool sendback
)
11069 // send yellow "Trade canceled" message to both traders
11073 ws
->SendCancelTrade();
11074 ws
= pTrader
->GetSession();
11075 if(!ws
->PlayerLogout())
11076 ws
->SendCancelTrade();
11080 pTrader
->ClearTrade();
11081 // prevent loss of reference
11082 pTrader
->pTrader
= NULL
;
11087 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11089 if(m_itemDuration
.empty())
11092 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11094 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11097 ++itr
; // current element can be erased in UpdateDuration
11099 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11100 item
->UpdateDuration(this,time
);
11104 void Player::UpdateEnchantTime(uint32 time
)
11106 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11110 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11112 next
= m_enchantDuration
.erase(itr
);
11114 else if(itr
->leftduration
<= time
)
11116 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11117 itr
->item
->ClearEnchantment(itr
->slot
);
11118 next
= m_enchantDuration
.erase(itr
);
11120 else if(itr
->leftduration
> time
)
11122 itr
->leftduration
-= time
;
11128 void Player::AddEnchantmentDurations(Item
*item
)
11130 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11132 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11135 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11137 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11141 void Player::RemoveEnchantmentDurations(Item
*item
)
11143 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11145 if(itr
->item
== item
)
11147 // save duration in item
11148 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11149 itr
= m_enchantDuration
.erase(itr
);
11156 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11158 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11159 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11162 if(itr
->slot
==slot
)
11164 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11166 // remove from stats
11167 ApplyEnchantment(itr
->item
,slot
,false,false);
11169 itr
->item
->ClearEnchantment(slot
);
11171 // remove from update list
11172 next
= m_enchantDuration
.erase(itr
);
11178 // remove enchants from inventory items
11179 // NOTE: no need to remove these from stats, since these aren't equipped
11181 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11183 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11184 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11185 pItem
->ClearEnchantment(slot
);
11188 // in inventory bags
11189 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11191 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11194 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11196 Item
* pItem
= pBag
->GetItemByPos(j
);
11197 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11198 pItem
->ClearEnchantment(slot
);
11204 // duration == 0 will remove item enchant
11205 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11210 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11213 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11215 if(itr
->item
== item
&& itr
->slot
== slot
)
11217 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11218 m_enchantDuration
.erase(itr
);
11222 if(item
&& duration
> 0 )
11224 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11225 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11229 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11231 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11232 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11235 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11240 if(!item
->IsEquipped())
11243 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11246 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11250 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11254 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11257 for (int s
=0; s
<3; s
++)
11259 uint32 enchant_display_type
= pEnchant
->type
[s
];
11260 uint32 enchant_amount
= pEnchant
->amount
[s
];
11261 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11263 switch(enchant_display_type
)
11265 case ITEM_ENCHANTMENT_TYPE_NONE
:
11267 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11268 // processed in Player::CastItemCombatSpell
11270 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11271 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11272 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11273 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11274 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11275 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11276 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11278 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11279 if(enchant_spell_id
)
11283 int32 basepoints
= int32(enchant_amount
);
11284 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11285 if (item
->GetItemRandomPropertyId() !=0 && !enchant_amount
)
11287 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11290 // Search enchant_amount
11291 for (int k
=0; k
<3; k
++)
11293 if(item_rand
->enchant_id
[k
] == enchant_id
)
11295 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11301 // Cast custom spell vs all equal basepoints getted from enchant_amount
11303 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11305 CastSpell(this,enchant_spell_id
,true,item
);
11308 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11311 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11312 if (!enchant_amount
)
11314 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11317 for (int k
=0; k
<3; k
++)
11319 if(item_rand
->enchant_id
[k
] == enchant_id
)
11321 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11328 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11330 case ITEM_ENCHANTMENT_TYPE_STAT
:
11332 if (!enchant_amount
)
11334 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11335 if(item_rand_suffix
)
11337 for (int k
=0; k
<3; k
++)
11339 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11341 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11348 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11349 switch (enchant_spell_id
)
11351 case ITEM_MOD_AGILITY
:
11352 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11353 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11354 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11356 case ITEM_MOD_STRENGTH
:
11357 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11358 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11359 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11361 case ITEM_MOD_INTELLECT
:
11362 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11363 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11364 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11366 case ITEM_MOD_SPIRIT
:
11367 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11368 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11369 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11371 case ITEM_MOD_STAMINA
:
11372 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11373 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11374 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11376 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11377 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11378 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11380 case ITEM_MOD_DODGE_RATING
:
11381 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11382 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11384 case ITEM_MOD_PARRY_RATING
:
11385 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11386 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11388 case ITEM_MOD_BLOCK_RATING
:
11389 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11390 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11392 case ITEM_MOD_HIT_MELEE_RATING
:
11393 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11394 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11396 case ITEM_MOD_HIT_RANGED_RATING
:
11397 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11398 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11400 case ITEM_MOD_HIT_SPELL_RATING
:
11401 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11402 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11404 case ITEM_MOD_CRIT_MELEE_RATING
:
11405 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11406 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11408 case ITEM_MOD_CRIT_RANGED_RATING
:
11409 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11410 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11412 case ITEM_MOD_CRIT_SPELL_RATING
:
11413 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11414 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11416 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11418 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11419 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11421 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11422 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11424 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11425 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11427 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11428 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11430 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11431 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11433 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11434 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11436 // case ITEM_MOD_HASTE_MELEE_RATING:
11437 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11439 // case ITEM_MOD_HASTE_RANGED_RATING:
11440 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11442 case ITEM_MOD_HASTE_SPELL_RATING
:
11443 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11445 case ITEM_MOD_HIT_RATING
:
11446 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11447 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11448 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11449 sLog
.outDebug("+ %u HIT", enchant_amount
);
11451 case ITEM_MOD_CRIT_RATING
:
11452 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11453 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11454 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11455 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11457 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11458 // case ITEM_MOD_HIT_TAKEN_RATING:
11459 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11460 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11461 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11463 // case ITEM_MOD_CRIT_TAKEN_RATING:
11464 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11465 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11466 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11468 case ITEM_MOD_RESILIENCE_RATING
:
11469 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11470 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11471 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11472 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11474 case ITEM_MOD_HASTE_RATING
:
11475 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11476 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11477 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11478 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11480 case ITEM_MOD_EXPERTISE_RATING
:
11481 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11482 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11489 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11491 if(getClass() == CLASS_SHAMAN
)
11493 float addValue
= 0.0f
;
11494 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11496 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11497 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11499 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11501 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11502 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11508 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11510 } /*switch(enchant_display_type)*/
11513 // visualize enchantment at player and equipped items
11514 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11516 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11517 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11525 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11527 AddEnchantmentDuration(item
,slot
,duration
);
11531 // duration == 0 will remove EnchantDuration
11532 AddEnchantmentDuration(item
,slot
,0);
11537 void Player::SendEnchantmentDurations()
11539 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11541 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11545 void Player::SendItemDurations()
11547 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11549 (*itr
)->SendTimeUpdate(this);
11553 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11555 if(!item
) // prevent crash
11558 // last check 2.0.10
11559 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11560 data
<< GetGUID(); // player GUID
11561 data
<< uint32(received
); // 0=looted, 1=from npc
11562 data
<< uint32(created
); // 0=received, 1=created
11563 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11564 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11565 // item slot, but when added to stack: 0xFFFFFFFF
11566 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11567 data
<< uint32(item
->GetEntry()); // item id
11568 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11569 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11570 data
<< uint32(count
); // count of items
11571 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11573 if (broadcast
&& GetGroup())
11574 GetGroup()->BroadcastPacket(&data
);
11576 GetSession()->SendPacket(&data
);
11579 /*********************************************************/
11580 /*** QUEST SYSTEM ***/
11581 /*********************************************************/
11583 void Player::PrepareQuestMenu( uint64 guid
)
11586 QuestRelations
* pObjectQR
;
11587 QuestRelations
* pObjectQIR
;
11588 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11591 pObject
= (Object
*)pCreature
;
11592 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11593 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11597 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11600 pObject
= (Object
*)pGameObject
;
11601 pObjectQR
= &objmgr
.mGOQuestRelations
;
11602 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11608 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11611 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11613 uint32 quest_id
= i
->second
;
11614 QuestStatus status
= GetQuestStatus( quest_id
);
11615 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11616 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11617 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11618 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11619 else if (status
== QUEST_STATUS_AVAILABLE
)
11620 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11623 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11625 uint32 quest_id
= i
->second
;
11626 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11627 if(!pQuest
) continue;
11629 QuestStatus status
= GetQuestStatus( quest_id
);
11631 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11632 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11633 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11634 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11638 void Player::SendPreparedQuest( uint64 guid
)
11640 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11641 if( questMenu
.Empty() )
11644 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11646 uint32 status
= qmi0
.m_qIcon
;
11648 // single element case
11649 if ( questMenu
.MenuItemCount() == 1 )
11651 // Auto open -- maybe also should verify there is no greeting
11652 uint32 quest_id
= qmi0
.m_qId
;
11653 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11656 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11657 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11658 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11659 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11660 // Send completable on repeatable quest if player don't have quest
11661 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11662 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11664 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11667 // multiply entries
11673 std::string title
= "";
11674 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11677 uint32 textid
= pCreature
->GetNpcTextId();
11678 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11681 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11682 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11687 qe
= gossiptext
->Options
[0].Emotes
[0];
11689 if(!gossiptext
->Options
[0].Text_0
.empty())
11691 title
= gossiptext
->Options
[0].Text_0
;
11693 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11696 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11699 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11700 title
= nl
->Text_0
[0][loc_idx
];
11706 title
= gossiptext
->Options
[0].Text_1
;
11708 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11711 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11714 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11715 title
= nl
->Text_1
[0][loc_idx
];
11721 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11725 bool Player::IsActiveQuest( uint32 quest_id
) const
11727 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11729 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11732 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11735 QuestRelations
* pObjectQR
;
11736 QuestRelations
* pObjectQIR
;
11738 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11741 pObject
= (Object
*)pCreature
;
11742 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11743 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11747 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11750 pObject
= (Object
*)pGameObject
;
11751 pObjectQR
= &objmgr
.mGOQuestRelations
;
11752 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11758 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11759 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11761 if (itr
->second
== nextQuestID
)
11762 return objmgr
.GetQuestTemplate(nextQuestID
);
11768 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11770 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11771 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11772 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11773 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11775 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11781 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
11783 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
11784 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
11785 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
11786 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
11787 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
11788 && SatisfyQuestDay( pQuest
, msg
);
11791 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
11793 if( !SatisfyQuestLog( msg
) )
11796 uint32 srcitem
= pQuest
->GetSrcItemId();
11799 uint32 count
= pQuest
->GetSrcItemCount();
11800 ItemPosCountVec dest
;
11801 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
11803 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11804 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
11806 else if( msg
!= EQUIP_ERR_OK
)
11808 SendEquipError( msg
, NULL
, NULL
);
11815 bool Player::CanCompleteQuest( uint32 quest_id
)
11819 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
11820 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
11821 return false; // not allow re-complete quest
11823 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
11828 // auto complete quest
11829 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
11832 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
11835 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11837 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11839 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
11844 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11846 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11848 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
11851 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
11856 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
11859 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
11862 if ( qInfo
->GetRewOrReqMoney() < 0 )
11864 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
11868 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
11869 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
11878 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
11880 // Solve problem that player don't have the quest and try complete it.
11881 // if repeatable she must be able to complete event if player don't have it.
11882 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11883 if( !CanTakeQuest(pQuest
, false) )
11886 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11887 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11888 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
11891 if( !CanRewardQuest(pQuest
, false) )
11897 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
11899 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11900 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
11903 // daily quest can't be rewarded (25 daily quest already completed)
11904 if(!SatisfyQuestDay(pQuest
,true))
11907 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11908 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
11911 // prevent receive reward with quest items in bank
11912 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11914 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11916 if( pQuest
->ReqItemCount
[i
]!= 0 &&
11917 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
11920 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
11926 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11927 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
11933 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
11935 // prevent receive reward with quest items in bank or for not completed quest
11936 if(!CanRewardQuest(pQuest
,msg
))
11939 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
11941 if( pQuest
->RewChoiceItemId
[reward
] )
11943 ItemPosCountVec dest
;
11944 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
11945 if( res
!= EQUIP_ERR_OK
)
11947 SendEquipError( res
, NULL
, NULL
);
11953 if ( pQuest
->GetRewItemsCount() > 0 )
11955 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
11957 if( pQuest
->RewItemId
[i
] )
11959 ItemPosCountVec dest
;
11960 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
11961 if( res
!= EQUIP_ERR_OK
)
11963 SendEquipError( res
, NULL
, NULL
);
11973 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
11975 uint16 log_slot
= FindQuestSlot( 0 );
11976 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
11978 uint32 quest_id
= pQuest
->GetQuestId();
11980 // if not exist then created with set uState==NEW and rewarded=false
11981 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
11982 if (questStatusData
.uState
!= QUEST_NEW
)
11983 questStatusData
.uState
= QUEST_CHANGED
;
11985 // check for repeatable quests status reset
11986 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
11987 questStatusData
.m_explored
= false;
11989 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
11991 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11992 questStatusData
.m_itemcount
[i
] = 0;
11995 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
11997 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
11998 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12001 GiveQuestSourceItem( pQuest
);
12002 AdjustQuestReqItemCount( pQuest
);
12004 if( pQuest
->GetRepObjectiveFaction() )
12005 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12008 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12010 uint32 limittime
= pQuest
->GetLimitTime();
12012 // shared timed quest
12013 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12014 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12016 AddTimedQuest( quest_id
);
12017 questStatusData
.m_timer
= limittime
* 1000;
12018 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12021 questStatusData
.m_timer
= 0;
12023 SetQuestSlot(log_slot
, quest_id
, qtime
);
12025 //starting initial quest script
12026 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12027 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12029 UpdateForQuestsGO();
12032 void Player::CompleteQuest( uint32 quest_id
)
12036 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12038 uint16 log_slot
= FindQuestSlot( quest_id
);
12039 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12040 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12042 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12044 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12045 RewardQuest(qInfo
,0,this,false);
12047 SendQuestComplete( quest_id
);
12052 void Player::IncompleteQuest( uint32 quest_id
)
12056 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12058 uint16 log_slot
= FindQuestSlot( quest_id
);
12059 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12060 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12064 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12066 uint32 quest_id
= pQuest
->GetQuestId();
12068 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12070 if ( pQuest
->ReqItemId
[i
] )
12071 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12074 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12075 // SetTimedQuest( 0 );
12076 m_timedquests
.erase(pQuest
->GetQuestId());
12078 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12080 if( pQuest
->RewChoiceItemId
[reward
] )
12082 ItemPosCountVec dest
;
12083 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12085 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12086 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12091 if ( pQuest
->GetRewItemsCount() > 0 )
12093 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12095 if( pQuest
->RewItemId
[i
] )
12097 ItemPosCountVec dest
;
12098 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12100 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12101 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12107 RewardReputation( pQuest
);
12109 if( pQuest
->GetRewSpellCast() > 0 )
12110 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12111 else if( pQuest
->GetRewSpell() > 0)
12112 CastSpell( this, pQuest
->GetRewSpell(), true);
12114 uint16 log_slot
= FindQuestSlot( quest_id
);
12115 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12116 SetQuestSlot(log_slot
,0);
12118 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12120 // Not give XP in case already completed once repeatable quest
12121 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12123 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12124 GiveXP( XP
, NULL
);
12126 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12128 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12129 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12132 if(pQuest
->GetRewHonorableKills())
12133 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12136 if(pQuest
->GetCharTitleId())
12138 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12139 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
12142 // Send reward mail
12143 if(pQuest
->GetRewMailTemplateId())
12145 MailMessageType mailType
;
12146 uint32 senderGuidOrEntry
;
12147 switch(questGiver
->GetTypeId())
12150 mailType
= MAIL_CREATURE
;
12151 senderGuidOrEntry
= questGiver
->GetEntry();
12153 case TYPEID_GAMEOBJECT
:
12154 mailType
= MAIL_GAMEOBJECT
;
12155 senderGuidOrEntry
= questGiver
->GetEntry();
12158 mailType
= MAIL_ITEM
;
12159 senderGuidOrEntry
= questGiver
->GetEntry();
12161 case TYPEID_PLAYER
:
12162 mailType
= MAIL_NORMAL
;
12163 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12166 mailType
= MAIL_NORMAL
;
12167 senderGuidOrEntry
= GetGUIDLow();
12171 Loot questMailLoot
;
12173 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12176 MailItemsInfo mi
; // item list preparing
12178 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12180 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12182 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12184 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12185 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12190 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12192 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12194 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12196 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12197 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12202 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12205 if(pQuest
->IsDaily())
12206 SetDailyQuestStatus(quest_id
);
12208 if ( !pQuest
->IsRepeatable() )
12209 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12211 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12213 q_status
.m_rewarded
= true;
12216 SendQuestReward( pQuest
, XP
, questGiver
);
12218 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12221 void Player::FailQuest( uint32 quest_id
)
12225 IncompleteQuest( quest_id
);
12227 uint16 log_slot
= FindQuestSlot( quest_id
);
12228 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12230 SetQuestSlotTimer(log_slot
, 1 );
12231 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12233 SendQuestFailed( quest_id
);
12237 void Player::FailTimedQuest( uint32 quest_id
)
12241 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12243 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12244 q_status
.m_timer
= 0;
12246 IncompleteQuest( quest_id
);
12248 uint16 log_slot
= FindQuestSlot( quest_id
);
12249 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12251 SetQuestSlotTimer(log_slot
, 1 );
12252 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12254 SendQuestTimerFailed( quest_id
);
12258 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12260 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12261 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12263 // skip zone zoneOrSort and 0 case skillOrClass
12264 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12267 int32 questSort
= -zoneOrSort
;
12268 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12270 // check class sort cases in zoneOrSort
12271 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12274 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12279 if( skillOrClass
< 0 )
12281 uint8 reqClass
= -int32(skillOrClass
);
12282 if(getClass() != reqClass
)
12285 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12290 else if( skillOrClass
> 0 )
12292 uint32 reqSkill
= skillOrClass
;
12293 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12296 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12304 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12306 if( getLevel() < qInfo
->GetMinLevel() )
12309 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12315 bool Player::SatisfyQuestLog( bool msg
)
12318 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12323 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12324 GetSession()->SendPacket( &data
);
12325 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12330 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12332 // No previous quest (might be first quest in a series)
12333 if( qInfo
->prevQuests
.empty())
12336 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12338 uint32 prevId
= abs(*iter
);
12340 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12341 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12343 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12345 // If any of the positive previous quests completed, return true
12346 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12348 // skip one-from-all exclusive group
12349 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12352 // each-from-all exclusive group ( < 0)
12353 // can be start if only all quests in prev quest exclusive group completed and rewarded
12354 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12355 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12357 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12359 for(; iter
!= end
; ++iter
)
12361 uint32 exclude_Id
= iter
->second
;
12363 // skip checked quest id, only state of other quests in group is interesting
12364 if(exclude_Id
== prevId
)
12367 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12369 // alternative quest from group also must be completed and rewarded(reported)
12370 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12373 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12379 // If any of the negative previous quests active, return true
12380 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12381 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12383 // skip one-from-all exclusive group
12384 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12387 // each-from-all exclusive group ( < 0)
12388 // can be start if only all quests in prev quest exclusive group active
12389 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12390 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12392 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12394 for(; iter
!= end
; ++iter
)
12396 uint32 exclude_Id
= iter
->second
;
12398 // skip checked quest id, only state of other quests in group is interesting
12399 if(exclude_Id
== prevId
)
12402 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12404 // alternative quest from group also must be active
12405 if( i_exstatus
== mQuestStatus
.end() ||
12406 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12407 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12410 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12419 // Has only positive prev. quests in non-rewarded state
12420 // and negative prev. quests in non-active state
12422 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12427 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12429 uint32 reqraces
= qInfo
->GetRequiredRaces();
12430 if ( reqraces
== 0 )
12432 if( (reqraces
& getRaceMask()) == 0 )
12435 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12441 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12443 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12444 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12447 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12451 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12452 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12455 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12462 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12464 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12465 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12468 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12474 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12476 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12479 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12485 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12487 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12488 if(qInfo
->GetExclusiveGroup() <= 0)
12491 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12492 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12494 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12496 for(; iter
!= end
; ++iter
)
12498 uint32 exclude_Id
= iter
->second
;
12500 // skip checked quest id, only state of other quests in group is interesting
12501 if(exclude_Id
== qInfo
->GetQuestId())
12504 // not allow have daily quest if daily quest from exclusive group already recently completed
12505 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12506 if( !SatisfyQuestDay(Nquest
, false) )
12509 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12513 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12515 // alternative quest already started or completed
12516 if( i_exstatus
!= mQuestStatus
.end()
12517 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12520 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12527 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12529 if(!qInfo
->GetNextQuestInChain())
12532 // next quest in chain already started or completed
12533 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12534 if( itr
!= mQuestStatus
.end()
12535 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12538 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12542 // check for all quests further up the chain
12543 // only necessary if there are quest chains with more than one quest that can be skipped
12544 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12548 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12550 // No previous quest in chain
12551 if( qInfo
->prevChainQuests
.empty())
12554 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12556 uint32 prevId
= *iter
;
12558 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12560 if( i_prevstatus
!= mQuestStatus
.end() )
12562 // If any of the previous quests in chain active, return false
12563 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12564 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12567 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12572 // check for all quests further down the chain
12573 // only necessary if there are quest chains with more than one quest that can be skipped
12574 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12578 // No previous quest in chain active
12582 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12584 if(!qInfo
->IsDaily())
12587 bool have_slot
= false;
12588 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12590 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12591 if(qInfo
->GetQuestId()==id
)
12601 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12608 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12610 uint32 srcitem
= pQuest
->GetSrcItemId();
12613 uint32 count
= pQuest
->GetSrcItemCount();
12617 ItemPosCountVec dest
;
12618 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12619 if( msg
== EQUIP_ERR_OK
)
12621 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12622 SendNewItem(item
, count
, true, false);
12625 // player already have max amount required item, just report success
12626 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12629 SendEquipError( msg
, NULL
, NULL
);
12636 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12638 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12641 uint32 srcitem
= qInfo
->GetSrcItemId();
12644 uint32 count
= qInfo
->GetSrcItemCount();
12648 // exist one case when destroy source quest item not possible:
12649 // non un-equippable item (equipped non-empty bag, for example)
12650 uint8 res
= CanUnequipItems(srcitem
,count
);
12651 if(res
!= EQUIP_ERR_OK
)
12654 SendEquipError( res
, NULL
, NULL
);
12658 DestroyItemCount(srcitem
, count
, true, true);
12664 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12666 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12669 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12670 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12671 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12672 && !qInfo
->IsRepeatable() )
12673 return itr
->second
.m_rewarded
;
12680 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12684 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12685 if( itr
!= mQuestStatus
.end() )
12686 return itr
->second
.m_status
;
12688 return QUEST_STATUS_NONE
;
12691 bool Player::CanShareQuest(uint32 quest_id
) const
12693 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12694 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12696 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12697 if( itr
!= mQuestStatus
.end() )
12698 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12703 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12705 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12708 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12710 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12711 m_timedquests
.erase(qInfo
->GetQuestId());
12714 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12716 q_status
.m_status
= status
;
12717 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12720 UpdateForQuestsGO();
12723 // not used in MaNGOS, but used in scripting code
12724 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12726 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12730 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12731 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12732 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
12737 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
12739 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12741 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12743 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
12744 if( reqitemcount
!= 0 )
12746 uint32 quest_id
= pQuest
->GetQuestId();
12747 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
12749 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12750 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
12751 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12757 uint16
Player::FindQuestSlot( uint32 quest_id
) const
12759 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12760 if ( GetQuestSlotQuestId(i
) == quest_id
)
12763 return MAX_QUEST_LOG_SIZE
;
12766 void Player::AreaExploredOrEventHappens( uint32 questId
)
12770 uint16 log_slot
= FindQuestSlot( questId
);
12771 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12773 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12775 if(!q_status
.m_explored
)
12777 q_status
.m_explored
= true;
12778 if (q_status
.uState
!= QUEST_NEW
)
12779 q_status
.uState
= QUEST_CHANGED
;
12782 if( CanCompleteQuest( questId
) )
12783 CompleteQuest( questId
);
12787 //not used in mangosd, function for external script library
12788 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
12790 if( Group
*pGroup
= GetGroup() )
12792 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
12794 Player
*pGroupGuy
= itr
->getSource();
12796 // for any leave or dead (with not released body) group member at appropriate distance
12797 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
12798 pGroupGuy
->AreaExploredOrEventHappens(questId
);
12802 AreaExploredOrEventHappens(questId
);
12805 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
12807 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12809 uint32 questid
= GetQuestSlotQuestId(i
);
12810 if ( questid
== 0 )
12813 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12815 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
12818 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12819 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12822 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12824 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12825 if ( reqitem
== entry
)
12827 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12828 uint32 curitemcount
= q_status
.m_itemcount
[j
];
12829 if ( curitemcount
< reqitemcount
)
12831 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
12832 q_status
.m_itemcount
[j
] += additemcount
;
12833 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12835 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
12837 if ( CanCompleteQuest( questid
) )
12838 CompleteQuest( questid
);
12843 UpdateForQuestsGO();
12846 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
12848 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12850 uint32 questid
= GetQuestSlotQuestId(i
);
12853 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12856 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12859 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12861 uint32 reqitem
= qInfo
->ReqItemId
[j
];
12862 if ( reqitem
== entry
)
12864 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12866 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
12867 uint32 curitemcount
;
12868 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
12869 curitemcount
= q_status
.m_itemcount
[j
];
12871 curitemcount
= GetItemCount(entry
,true);
12872 if ( curitemcount
< reqitemcount
+ count
)
12874 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
12875 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
12876 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12878 IncompleteQuest( questid
);
12884 UpdateForQuestsGO();
12887 void Player::KilledMonster( uint32 entry
, uint64 guid
)
12889 uint32 addkillcount
= 1;
12890 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12892 uint32 questid
= GetQuestSlotQuestId(i
);
12896 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12899 // just if !ingroup || !noraidgroup || raidgroup
12900 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12901 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
12903 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12905 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12907 // skip GO activate objective or none
12908 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
12911 // skip Cast at creature objective
12912 if(qInfo
->ReqSpell
[j
] !=0 )
12915 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
12917 if ( reqkill
== entry
)
12919 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
12920 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
12921 if ( curkillcount
< reqkillcount
)
12923 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
12924 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12926 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
12928 if ( CanCompleteQuest( questid
) )
12929 CompleteQuest( questid
);
12931 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12940 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
12942 bool isCreature
= IS_CREATURE_GUID(guid
);
12944 uint32 addCastCount
= 1;
12945 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
12947 uint32 questid
= GetQuestSlotQuestId(i
);
12951 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12955 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12957 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12959 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
12961 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12963 // skip kill creature objective (0) or wrong spell casts
12964 if(qInfo
->ReqSpell
[j
] != spell_id
)
12967 uint32 reqTarget
= 0;
12971 // creature activate objectives
12972 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
12973 // checked at quest_template loading
12974 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
12978 // GO activate objective
12979 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
12980 // checked at quest_template loading
12981 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
12984 // other not this creature/GO related objectives
12985 if( reqTarget
!= entry
)
12988 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
12989 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
12990 if ( curCastCount
< reqCastCount
)
12992 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
12993 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12995 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
12998 if ( CanCompleteQuest( questid
) )
12999 CompleteQuest( questid
);
13001 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13009 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13011 uint32 addTalkCount
= 1;
13012 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13014 uint32 questid
= GetQuestSlotQuestId(i
);
13018 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13022 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13024 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13026 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13028 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13030 // skip spell casts and Gameobject objectives
13031 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13034 uint32 reqTarget
= 0;
13036 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13037 // checked at quest_template loading
13038 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13042 if ( reqTarget
== entry
)
13044 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13045 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13046 if ( curTalkCount
< reqTalkCount
)
13048 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13049 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13051 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13053 if ( CanCompleteQuest( questid
) )
13054 CompleteQuest( questid
);
13056 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13065 void Player::MoneyChanged( uint32 count
)
13067 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13069 uint32 questid
= GetQuestSlotQuestId(i
);
13073 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13074 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13076 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13078 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13080 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13082 if ( CanCompleteQuest( questid
) )
13083 CompleteQuest( questid
);
13086 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13088 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13089 IncompleteQuest( questid
);
13095 bool Player::HasQuestForItem( uint32 itemid
) const
13097 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13099 QuestStatusData
const& q_status
= i
->second
;
13101 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13103 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13107 // hide quest if player is in raid-group and quest is no raid quest
13108 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13111 // There should be no mixed ReqItem/ReqSource drop
13112 // This part for ReqItem drop
13113 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13115 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13118 // This part - for ReqSource
13119 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13121 // examined item is a source item
13122 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13124 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13126 // total count of created ReqItems and SourceItems is less than ReqItemCount
13127 if(qinfo
->ReqItemId
[idx
] != 0 &&
13128 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13131 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13132 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13134 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13137 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13138 else if(qinfo
->ReqSpell
[idx
] != 0)
13140 // not casted and need more reagents/item for use.
13141 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13151 void Player::SendQuestComplete( uint32 quest_id
)
13155 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13157 GetSession()->SendPacket( &data
);
13158 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13162 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13164 uint32 questid
= pQuest
->GetQuestId();
13165 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13166 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4+4+pQuest
->GetRewItemsCount()*8) );
13168 data
<< uint32(0x03);
13170 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13173 data
<< uint32(pQuest
->GetRewOrReqMoney());
13178 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13180 data
<< uint32(0); // new 2.3.0, HonorPoints?
13181 data
<< uint32( pQuest
->GetRewItemsCount() ); // max is 5
13183 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13185 if ( pQuest
->RewItemId
[i
] > 0 )
13186 data
<< pQuest
->RewItemId
[i
] << pQuest
->RewItemCount
[i
];
13188 data
<< uint32(0) << uint32(0);
13190 GetSession()->SendPacket( &data
);
13192 if (pQuest
->GetQuestCompleteScript() != 0)
13193 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13196 void Player::SendQuestFailed( uint32 quest_id
)
13200 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4 );
13202 GetSession()->SendPacket( &data
);
13203 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13207 void Player::SendQuestTimerFailed( uint32 quest_id
)
13211 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13213 GetSession()->SendPacket( &data
);
13214 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13218 void Player::SendCanTakeQuestResponse( uint32 msg
)
13220 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13221 data
<< uint32(msg
);
13222 GetSession()->SendPacket( &data
);
13223 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13226 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13230 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13231 data
<< uint64(pPlayer
->GetGUID());
13232 data
<< uint8(msg
); // valid values: 0-8
13233 GetSession()->SendPacket( &data
);
13234 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13238 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13240 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, (4+4) );
13241 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13242 data
<< pQuest
->ReqItemId
[item_idx
];
13244 GetSession()->SendPacket( &data
);
13247 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13249 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13251 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13253 // client expected gameobject template id in form (id|0x80000000)
13254 entry
= (-entry
) | 0x80000000;
13256 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13257 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13258 data
<< uint32(pQuest
->GetQuestId());
13259 data
<< uint32(entry
);
13260 data
<< uint32(old_count
+ add_count
);
13261 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13262 data
<< uint64(guid
);
13263 GetSession()->SendPacket(&data
);
13265 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13266 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13267 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13270 /*********************************************************/
13271 /*** LOAD SYSTEM ***/
13272 /*********************************************************/
13274 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13276 bool delete_result
= true;
13279 // 0 1 2 3 4 5 6 7 8 9
13280 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13281 if(!result
) return false;
13283 else delete_result
= false;
13285 Field
*fields
= result
->Fetch();
13287 if(!LoadValues( fields
[1].GetString()))
13289 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13290 if(delete_result
) delete result
;
13294 // overwrite possible wrong/corrupted guid
13295 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13297 m_name
= fields
[2].GetCppString();
13299 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13300 SetMapId(fields
[6].GetUInt32());
13301 // the instance id is not needed at character enum
13303 m_Played_time
[0] = fields
[7].GetUInt32();
13304 m_Played_time
[1] = fields
[8].GetUInt32();
13306 m_atLoginFlags
= fields
[9].GetUInt32();
13308 // I don't see these used anywhere ..
13311 _LoadBoundInstances();*/
13313 if (delete_result
) delete result
;
13315 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13318 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13319 m_deathState
= DEAD
;
13324 void Player::_LoadDeclinedNames(QueryResult
* result
)
13330 delete m_declinedname
;
13332 m_declinedname
= new DeclinedName
;
13333 Field
*fields
= result
->Fetch();
13334 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13335 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13340 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13342 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13346 Field
*fields
= result
->Fetch();
13348 x
= fields
[0].GetFloat();
13349 y
= fields
[1].GetFloat();
13350 z
= fields
[2].GetFloat();
13351 o
= fields
[3].GetFloat();
13352 mapid
= fields
[4].GetUInt32();
13353 in_flight
= !fields
[5].GetCppString().empty();
13359 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13361 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13365 Field
*fields
= result
->Fetch();
13367 data
= StrSplit(fields
[0].GetCppString(), " ");
13374 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13376 if(index
>= data
.size())
13379 return (uint32
)atoi(data
[index
].c_str());
13382 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13385 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13386 memcpy(&result
, &temp
, sizeof(result
));
13391 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13394 if(!LoadValuesArrayFromDB(data
,guid
))
13397 return GetUInt32ValueFromArray(data
,index
);
13400 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13403 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13404 memcpy(&result
, &temp
, sizeof(result
));
13409 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13411 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32
13412 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
13413 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13417 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13421 Field
*fields
= result
->Fetch();
13423 uint32 dbAccountId
= fields
[1].GetUInt32();
13425 // check if the character's account in the db and the logged in account match.
13426 // player should be able to load/delete character only with correct account!
13427 if( dbAccountId
!= GetSession()->GetAccountId() )
13429 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13434 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13436 m_name
= fields
[3].GetCppString();
13438 // check name limitations
13439 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13442 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13446 if(!LoadValues( fields
[2].GetString()))
13448 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13453 // overwrite possible wrong/corrupted guid
13454 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13456 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13457 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13459 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13460 SetVisibleItemSlot(slot
,NULL
);
13464 delete m_items
[slot
];
13465 m_items
[slot
] = NULL
;
13469 // update money limits
13470 if(GetMoney() > MAX_MONEY_AMOUNT
)
13471 SetMoney(MAX_MONEY_AMOUNT
);
13473 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13476 m_race
= fields
[4].GetUInt8();
13477 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13478 //Other way is to saves m_team into characters table.
13479 setFactionForRace(m_race
);
13482 m_class
= fields
[5].GetUInt8();
13484 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13487 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13492 InitPrimaryProffesions(); // to max set before any spell loaded
13494 uint32 transGUID
= fields
[24].GetUInt32();
13495 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13496 SetMapId(fields
[9].GetUInt32());
13497 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13499 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13501 // check arena teams integrity
13502 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13504 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13508 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13509 if(at
->HaveMember(GetGUID()))
13512 // arena team not exist or not member, cleanup fields
13513 for(int j
=0; j
< 6; ++j
)
13514 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13517 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13519 if(!IsPositionValid())
13521 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13523 SetMapId(info
->mapId
);
13524 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13528 m_movementInfo
.t_x
= 0.0f
;
13529 m_movementInfo
.t_y
= 0.0f
;
13530 m_movementInfo
.t_z
= 0.0f
;
13531 m_movementInfo
.t_o
= 0.0f
;
13534 // load the player's map here if it's not already loaded
13535 Map
*map
= GetMap();
13536 // since the player may not be bound to the map yet, make sure subsequent
13537 // getmap calls won't create new maps
13538 SetInstanceId(map
->GetInstanceId());
13540 SaveRecallPosition();
13542 if (transGUID
!= 0)
13544 m_movementInfo
.t_x
= fields
[20].GetFloat();
13545 m_movementInfo
.t_y
= fields
[21].GetFloat();
13546 m_movementInfo
.t_z
= fields
[22].GetFloat();
13547 m_movementInfo
.t_o
= fields
[23].GetFloat();
13549 if( !MaNGOS::IsValidMapCoord(
13550 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13551 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13552 // transport size limited
13553 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13555 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13556 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13557 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13559 SetMapId(info
->mapId
);
13560 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13562 m_movementInfo
.t_x
= 0.0f
;
13563 m_movementInfo
.t_y
= 0.0f
;
13564 m_movementInfo
.t_z
= 0.0f
;
13565 m_movementInfo
.t_o
= 0.0f
;
13571 if (transGUID
!= 0)
13573 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13575 if( (*iter
)->GetGUIDLow() == transGUID
)
13577 m_transport
= *iter
;
13578 m_transport
->AddPassenger(this);
13579 SetMapId(m_transport
->GetMapId());
13586 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13589 SetMapId(info
->mapId
);
13590 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13592 m_movementInfo
.t_x
= 0.0f
;
13593 m_movementInfo
.t_y
= 0.0f
;
13594 m_movementInfo
.t_z
= 0.0f
;
13595 m_movementInfo
.t_o
= 0.0f
;
13601 time_t now
= time(NULL
);
13602 time_t logoutTime
= time_t(fields
[16].GetUInt64());
13604 // since last logout (in seconds)
13605 uint64 time_diff
= uint64(now
- logoutTime
);
13607 // set value, including drunk invisibility detection
13608 // calculate sobering. after 15 minutes logged out, the player will be sober again
13610 if(time_diff
> 15*MINUTE
)
13613 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
13614 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
13615 SetDrunkValue(newDrunkenValue
);
13617 m_rest_bonus
= fields
[15].GetFloat();
13618 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13619 float bubble0
= 0.031;
13620 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13621 float bubble1
= 0.125;
13623 if((int32
)fields
[16].GetUInt32() > 0)
13625 float bubble
= fields
[17].GetUInt32() > 0
13626 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
13627 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
13629 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
13632 m_cinematic
= fields
[12].GetUInt32();
13633 m_Played_time
[0]= fields
[13].GetUInt32();
13634 m_Played_time
[1]= fields
[14].GetUInt32();
13636 m_resetTalentsCost
= fields
[18].GetUInt32();
13637 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
13639 // reserve some flags
13640 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
13642 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
13643 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
13645 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
13647 uint32 extraflags
= fields
[25].GetUInt32();
13649 m_stableSlots
= fields
[26].GetUInt32();
13650 if(m_stableSlots
> 2)
13652 sLog
.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots
));
13656 m_atLoginFlags
= fields
[27].GetUInt32();
13659 // Update Honor kills data
13660 m_lastHonorUpdateTime
= logoutTime
;
13661 UpdateHonorFields();
13663 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
13664 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
13665 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
13667 std::string taxi_nodes
= fields
[31].GetCppString();
13671 // clear channel spell data (if saved at channel spell casting)
13672 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
13673 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
13675 // clear charm/summon related fields
13676 SetUInt64Value(UNIT_FIELD_CHARM
,0);
13677 SetUInt64Value(UNIT_FIELD_SUMMON
,0);
13678 SetUInt64Value(UNIT_FIELD_CHARMEDBY
,0);
13679 SetUInt64Value(UNIT_FIELD_SUMMONEDBY
,0);
13680 SetUInt64Value(UNIT_FIELD_CREATEDBY
,0);
13682 // reset some aura modifiers before aura apply
13683 SetUInt64Value(PLAYER_FARSIGHT
, 0);
13684 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
13685 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
13687 // reset skill modifiers and set correct unlearn flags
13688 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
13690 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
13692 // set correct unlearn bit
13693 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
13696 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
13697 if(!pSkill
) continue;
13699 // enable unlearn button for primary professions only
13700 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
13701 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
13703 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13706 // make sure the unit is considered out of combat for proper loading
13709 // make sure the unit is considered not in duel for proper loading
13710 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
13711 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
13713 // remember loaded power/health values to restore after stats initialization and modifier applying
13714 uint32 savedHealth
= GetHealth();
13715 uint32 savedPower
[MAX_POWERS
];
13716 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13717 savedPower
[i
] = GetPower(Powers(i
));
13719 // reset stats before loading any modifiers
13720 InitStatsForLevel();
13721 InitTaxiNodesForLevel();
13723 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13725 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13728 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
13730 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13731 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13732 m_deathState
= DEAD
;
13734 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
13736 // after spell load
13737 InitTalentForLevel();
13738 learnSkillRewardedSpells();
13740 // after spell load, learn rewarded spell if need also
13741 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
13742 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
13744 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
13746 // must be before inventory (some items required reputation check)
13747 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
13749 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
13751 // update items with duration and realtime
13752 UpdateItemDuration(time_diff
, true);
13754 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
13756 // unread mails and next delivery time, actual mails not loaded
13757 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
13759 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
13761 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13764 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13765 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13766 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
13768 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES
,uint64(1) << curTitle
))
13769 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
13772 // Not finish taxi flight path
13773 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
13775 // problems with taxi path loading
13776 TaxiNodesEntry
const* nodeEntry
= NULL
;
13777 if(uint32 node_id
= m_taxi
.GetTaxiSource())
13778 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13780 if(!nodeEntry
) // don't know taxi start node, to homebind
13782 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13783 SetMapId(m_homebindMapId
);
13784 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
13785 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13787 else // have start node, to it
13789 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13790 SetMapId(nodeEntry
->map_id
);
13791 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
13792 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13794 m_taxi
.ClearTaxiDestinations();
13796 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
13798 // save source node as recall coord to prevent recall and fall from sky
13799 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
13800 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
13801 m_recallMap
= nodeEntry
->map_id
;
13802 m_recallX
= nodeEntry
->x
;
13803 m_recallY
= nodeEntry
->y
;
13804 m_recallZ
= nodeEntry
->z
;
13806 // flight will started later
13809 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
13811 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13812 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13814 RemoveAllAurasOnDeath();
13816 //apply all stat bonuses from items and auras
13817 SetCanModifyStats(true);
13820 // restore remembered power/health values (but not more max values)
13821 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
13822 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
13823 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
13825 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
13829 if(GetSession()->GetSecurity() > SEC_PLAYER
)
13831 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
13834 case 0: break; // disable
13835 case 1: SetGameMaster(true); break; // enable
13836 case 2: // save state
13837 if(extraflags
& PLAYER_EXTRA_GM_ON
)
13838 SetGameMaster(true);
13842 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
13845 case 0: break; // disable
13846 case 1: SetAcceptTicket(true); break; // enable
13847 case 2: // save state
13848 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
13849 SetAcceptTicket(true);
13853 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
13856 case 0: break; // disable
13857 case 1: SetGMChat(true); break; // enable
13858 case 2: // save state
13859 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
13864 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
13867 case 0: break; // disable
13868 case 1: SetAcceptWhispers(true); break; // enable
13869 case 2: // save state
13870 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
13871 SetAcceptWhispers(true);
13876 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
13881 bool Player::isAllowedToLoot(Creature
* creature
)
13883 if(Player
* recipient
= creature
->GetLootRecipient())
13885 if (recipient
== this)
13887 if( Group
* otherGroup
= recipient
->GetGroup())
13889 Group
* thisGroup
= GetGroup();
13892 return thisGroup
== otherGroup
;
13897 // prevent other players from looting if the recipient got disconnected
13898 return !creature
->hasLootRecipient();
13901 void Player::_LoadActions(QueryResult
*result
)
13903 m_actionButtons
.clear();
13905 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13911 Field
*fields
= result
->Fetch();
13913 uint8 button
= fields
[0].GetUInt8();
13915 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
13917 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
13919 while( result
->NextRow() );
13925 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
13928 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
13929 m_modAuras
[i
].clear();
13931 // all aura related fields
13932 for(int i
= UNIT_FIELD_AURA
; i
<= UNIT_FIELD_AURASTATE
; ++i
)
13933 SetUInt32Value(i
, 0);
13935 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
13941 Field
*fields
= result
->Fetch();
13942 uint64 caster_guid
= fields
[0].GetUInt64();
13943 uint32 spellid
= fields
[1].GetUInt32();
13944 uint32 effindex
= fields
[2].GetUInt32();
13945 uint32 stackcount
= fields
[3].GetUInt32();
13946 int32 damage
= (int32
)fields
[4].GetUInt32();
13947 int32 maxduration
= (int32
)fields
[5].GetUInt32();
13948 int32 remaintime
= (int32
)fields
[6].GetUInt32();
13949 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
13951 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
13954 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13960 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
13964 // negative effects should continue counting down after logout
13965 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
13967 if(remaintime
<= int32(timediff
))
13970 remaintime
-= timediff
;
13973 // prevent wrong values of remaincharges
13974 if(spellproto
->procCharges
)
13976 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
13977 remaincharges
= spellproto
->procCharges
;
13980 remaincharges
= -1;
13982 //do not load single target auras (unless they were cast by the player)
13983 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
13986 for(uint32 i
=0; i
<stackcount
; i
++)
13988 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
13990 damage
= aura
->GetModifier()->m_amount
;
13991 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
13993 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
13996 while( result
->NextRow() );
14001 if(m_class
== CLASS_WARRIOR
)
14002 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14005 void Player::LoadCorpse()
14009 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14013 if(Corpse
*corpse
= GetCorpse())
14015 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14019 //Prevent Dead Player login without corpse
14020 ResurrectPlayer(0.5f
);
14025 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14027 //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());
14028 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14029 //NOTE: the "order by `bag`" is important because it makes sure
14030 //the bagMap is filled before items in the bags are loaded
14031 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14032 //expected to be equipped before offhand items (TODO: fixme)
14034 uint32 zone
= GetZoneId();
14038 std::list
<Item
*> problematicItems
;
14040 // prevent items from being added to the queue when stored
14041 m_itemUpdateQueueBlocked
= true;
14044 Field
*fields
= result
->Fetch();
14045 uint32 bag_guid
= fields
[1].GetUInt32();
14046 uint8 slot
= fields
[2].GetUInt8();
14047 uint32 item_guid
= fields
[3].GetUInt32();
14048 uint32 item_id
= fields
[4].GetUInt32();
14050 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14054 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14055 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14056 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14060 Item
*item
= NewItemOrBag(proto
);
14062 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14064 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14065 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14066 item
->FSetState(ITEM_REMOVED
);
14067 item
->SaveToDB(); // it also deletes item object !
14071 // not allow have in alive state item limited to another map/zone
14072 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14074 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14075 item
->FSetState(ITEM_REMOVED
);
14076 item
->SaveToDB(); // it also deletes item object !
14080 // "Conjured items disappear if you are logged out for more than 15 minutes"
14081 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14083 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14084 item
->FSetState(ITEM_REMOVED
);
14085 item
->SaveToDB(); // it also deletes item object !
14089 bool success
= true;
14093 // the item is not in a bag
14094 item
->SetContainer( NULL
);
14095 item
->SetSlot(slot
);
14097 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14099 ItemPosCountVec dest
;
14100 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14101 item
= StoreItem(dest
, item
, true);
14105 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14108 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14109 QuickEquipItem(dest
, item
);
14113 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14115 ItemPosCountVec dest
;
14116 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14117 item
= BankItem(dest
, item
, true);
14124 // store bags that may contain items in them
14125 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14126 bagMap
[item_guid
] = (Bag
*)item
;
14131 item
->SetSlot(NULL_SLOT
);
14132 // the item is in a bag, find the bag
14133 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14134 if(itr
!= bagMap
.end())
14135 itr
->second
->StoreItem(slot
, item
, true );
14140 // item's state may have changed after stored
14142 item
->SetState(ITEM_UNCHANGED
, this);
14145 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
);
14146 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14147 problematicItems
.push_back(item
);
14149 } while (result
->NextRow());
14152 m_itemUpdateQueueBlocked
= false;
14154 // send by mail problematic items
14155 while(!problematicItems
.empty())
14158 MailItemsInfo mi
; // item list preparing
14160 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14162 Item
* item
= problematicItems
.front();
14163 problematicItems
.pop_front();
14165 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14168 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14170 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14174 _ApplyAllItemMods();
14177 // load mailed item which should receive current player
14178 void Player::_LoadMailedItems(Mail
*mail
)
14180 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail
->messageID
);
14186 Field
*fields
= result
->Fetch();
14187 uint32 item_guid_low
= fields
[0].GetUInt32();
14188 uint32 item_template
= fields
[1].GetUInt32();
14190 mail
->AddItem(item_guid_low
, item_template
);
14192 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14196 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14197 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14198 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14202 Item
*item
= NewItemOrBag(proto
);
14204 if(!item
->LoadFromDB(item_guid_low
, 0))
14206 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14207 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14208 item
->FSetState(ITEM_REMOVED
);
14209 item
->SaveToDB(); // it also deletes item object !
14214 } while (result
->NextRow());
14219 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14221 //set a count of unread mails
14222 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14225 Field
*fieldMail
= resultUnread
->Fetch();
14226 unReadMails
= fieldMail
[0].GetUInt8();
14227 delete resultUnread
;
14230 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14231 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14232 if (resultDelivery
)
14234 Field
*fieldMail
= resultDelivery
->Fetch();
14235 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14236 delete resultDelivery
;
14240 void Player::_LoadMail()
14243 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14244 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());
14249 Field
*fields
= result
->Fetch();
14250 Mail
*m
= new Mail
;
14251 m
->messageID
= fields
[0].GetUInt32();
14252 m
->messageType
= fields
[1].GetUInt8();
14253 m
->sender
= fields
[2].GetUInt32();
14254 m
->receiver
= fields
[3].GetUInt32();
14255 m
->subject
= fields
[4].GetCppString();
14256 m
->itemTextId
= fields
[5].GetUInt32();
14257 bool has_items
= fields
[6].GetBool();
14258 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14259 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14260 m
->money
= fields
[9].GetUInt32();
14261 m
->COD
= fields
[10].GetUInt32();
14262 m
->checked
= fields
[11].GetUInt32();
14263 m
->stationery
= fields
[12].GetUInt8();
14264 m
->mailTemplateId
= fields
[13].GetInt16();
14266 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14268 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14269 m
->mailTemplateId
= 0;
14272 m
->state
= MAIL_STATE_UNCHANGED
;
14275 _LoadMailedItems(m
);
14277 m_mail
.push_back(m
);
14278 } while( result
->NextRow() );
14281 m_mailsLoaded
= true;
14284 void Player::LoadPet()
14286 //fixme: the pet should still be loaded if the player is not in world
14287 // just not added to the map
14290 Pet
*pet
= new Pet
;
14291 if(!pet
->LoadPetFromDB(this,0,0,true))
14296 void Player::_LoadQuestStatus(QueryResult
*result
)
14298 mQuestStatus
.clear();
14302 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14303 //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());
14309 Field
*fields
= result
->Fetch();
14311 uint32 quest_id
= fields
[0].GetUInt32();
14312 // used to be new, no delete?
14313 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14317 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14319 uint32 qstatus
= fields
[1].GetUInt32();
14320 if(qstatus
< MAX_QUEST_STATUS
)
14321 questStatusData
.m_status
= QuestStatus(qstatus
);
14324 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14325 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14328 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14329 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14331 time_t quest_time
= time_t(fields
[4].GetUInt64());
14333 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14335 AddTimedQuest( quest_id
);
14337 if (quest_time
<= sWorld
.GetGameTime())
14338 questStatusData
.m_timer
= 1;
14340 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14345 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14346 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14347 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14348 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14349 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14350 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14351 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14352 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14354 questStatusData
.uState
= QUEST_UNCHANGED
;
14356 // add to quest log
14357 if( slot
< MAX_QUEST_LOG_SIZE
&&
14358 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14359 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14360 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14362 SetQuestSlot(slot
,quest_id
,quest_time
);
14364 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14365 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14367 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14368 if(questStatusData
.m_creatureOrGOcount
[idx
])
14369 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14374 if(questStatusData
.m_rewarded
)
14376 // learn rewarded spell if unknown
14377 learnQuestRewardedSpells(pQuest
);
14379 // set rewarded title if any
14380 if(pQuest
->GetCharTitleId())
14382 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14383 SetFlag64(PLAYER__FIELD_KNOWN_TITLES
, (uint64(1) << titleEntry
->bit_index
));
14387 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14390 while( result
->NextRow() );
14395 // clear quest log tail
14396 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14400 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14402 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14403 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14405 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14409 uint32 quest_daily_idx
= 0;
14413 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14415 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14419 Field
*fields
= result
->Fetch();
14421 uint32 quest_id
= fields
[0].GetUInt32();
14423 // save _any_ from daily quest times (it must be after last reset anyway)
14424 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14426 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14430 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14433 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14435 while( result
->NextRow() );
14440 m_DailyQuestChanged
= false;
14443 void Player::_LoadReputation(QueryResult
*result
)
14445 m_factions
.clear();
14447 // Set initial reputations (so everything is nifty before DB data load)
14448 SetInitialFactions();
14450 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14456 Field
*fields
= result
->Fetch();
14458 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14459 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14461 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14463 // update standing to current
14464 faction
->Standing
= int32(fields
[1].GetUInt32());
14466 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14468 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14469 SetFactionVisible(faction
); // have internal checks for forced invisibility
14471 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14472 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14474 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14475 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14476 else // DB not at war
14478 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14479 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14480 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14483 // set atWar for hostile
14484 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14485 SetFactionAtWar(faction
,true);
14487 // reset changed flag if values similar to saved in DB
14488 if(faction
->Flags
==dbFactionFlags
)
14489 faction
->Changed
= false;
14492 while( result
->NextRow() );
14498 void Player::_LoadSpells(QueryResult
*result
)
14500 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14501 delete itr
->second
;
14504 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14510 Field
*fields
= result
->Fetch();
14512 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14514 while( result
->NextRow() );
14520 void Player::_LoadTutorials(QueryResult
*result
)
14522 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14528 Field
*fields
= result
->Fetch();
14530 for (int iI
=0; iI
<8; iI
++)
14531 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14533 while( result
->NextRow() );
14538 m_TutorialsChanged
= false;
14541 void Player::_LoadGroup(QueryResult
*result
)
14543 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14546 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14548 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14551 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14552 SetGroup(group
, subgroup
);
14553 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14555 // the group leader may change the instance difficulty while the player is offline
14556 SetDifficulty(group
->GetDifficulty());
14562 void Player::_LoadBoundInstances(QueryResult
*result
)
14564 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14565 m_boundInstances
[i
].clear();
14567 Group
*group
= GetGroup();
14569 //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));
14574 Field
*fields
= result
->Fetch();
14575 bool perm
= fields
[1].GetBool();
14576 uint32 mapId
= fields
[2].GetUInt32();
14577 uint32 instanceId
= fields
[0].GetUInt32();
14578 uint8 difficulty
= fields
[3].GetUInt8();
14579 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14580 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14581 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14582 // and in that case it is not used
14586 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
);
14587 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14591 // since non permanent binds are always solo bind, they can always be reset
14592 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14593 if(save
) BindToInstance(save
, perm
, true);
14594 } while(result
->NextRow());
14599 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
14601 // some instances only have one difficulty
14602 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
14603 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
14605 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14606 if(itr
!= m_boundInstances
[difficulty
].end())
14607 return &itr
->second
;
14612 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
14614 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
14615 UnbindInstance(itr
, difficulty
, unload
);
14618 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
14620 if(itr
!= m_boundInstances
[difficulty
].end())
14622 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
14623 itr
->second
.save
->RemovePlayer(this); // save can become invalid
14624 m_boundInstances
[difficulty
].erase(itr
++);
14628 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
14632 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
14635 // update the save when the group kills a boss
14636 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
14637 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());
14640 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
14642 if(bind
.save
!= save
)
14644 if(bind
.save
) bind
.save
->RemovePlayer(this);
14645 save
->AddPlayer(this);
14648 if(permanent
) save
->SetCanReset(false);
14651 bind
.perm
= permanent
;
14652 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());
14659 void Player::SendRaidInfo()
14661 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
14663 uint32 counter
= 0, i
;
14664 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14665 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14666 if(itr
->second
.perm
) counter
++;
14669 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14671 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); itr
++)
14673 if(itr
->second
.perm
)
14675 InstanceSave
*save
= itr
->second
.save
;
14676 data
<< (save
->GetMapId());
14677 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
14678 data
<< save
->GetInstanceId();
14679 data
<< uint32(counter
);
14684 GetSession()->SendPacket(&data
);
14688 - called on every successful teleportation to a map
14690 void Player::SendSavedInstances()
14692 bool hasBeenSaved
= false;
14695 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14697 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14699 if(itr
->second
.perm
) // only permanent binds are sent
14701 hasBeenSaved
= true;
14707 //Send opcode 811. true or false means, whether you have current raid/heroic instances
14708 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
14709 data
<< uint32(hasBeenSaved
);
14710 GetSession()->SendPacket(&data
);
14715 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14717 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
14719 if(itr
->second
.perm
)
14721 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
14722 data
<< uint32(itr
->second
.save
->GetMapId());
14723 GetSession()->SendPacket(&data
);
14729 /// convert the player's binds to the group
14730 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
14732 bool has_binds
= false;
14733 bool has_solo
= false;
14735 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
14736 assert(player_guid
);
14738 // copy all binds to the group, when changing leader it's assumed the character
14739 // will not have any solo binds
14743 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14745 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
14748 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
14749 // permanent binds are not removed
14750 if(!itr
->second
.perm
)
14752 player
->UnbindInstance(itr
, i
, true); // increments itr
14761 // if the player's not online we don't know what binds it has
14762 if(!player
|| !group
|| has_binds
) CharacterDatabase
.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid
));
14763 // the following should not get executed when changing leaders
14764 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
14767 bool Player::_LoadHomeBind(QueryResult
*result
)
14770 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14773 Field
*fields
= result
->Fetch();
14774 m_homebindMapId
= fields
[0].GetUInt32();
14775 m_homebindZoneId
= fields
[1].GetUInt16();
14776 m_homebindX
= fields
[2].GetFloat();
14777 m_homebindY
= fields
[3].GetFloat();
14778 m_homebindZ
= fields
[4].GetFloat();
14781 // accept saved data only for valid position (and non instanceable)
14782 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
14783 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
14788 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14793 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
14794 if(!info
) return false;
14796 m_homebindMapId
= info
->mapId
;
14797 m_homebindZoneId
= info
->zoneId
;
14798 m_homebindX
= info
->positionX
;
14799 m_homebindY
= info
->positionY
;
14800 m_homebindZ
= info
->positionZ
;
14802 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
);
14805 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14806 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
14811 /*********************************************************/
14812 /*** SAVE SYSTEM ***/
14813 /*********************************************************/
14815 void Player::SaveToDB()
14817 // delay auto save at any saves (manual, in code, or autosave)
14818 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
14820 // first save/honor gain after midnight will also update the player's honor fields
14821 UpdateHonorFields();
14823 // Must saved before enter into BattleGround
14824 if(InBattleGround())
14827 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
14828 //save, far from tavern/city
14829 //save, but in tavern/city
14830 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
14833 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14834 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
14835 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
14836 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
14837 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
14838 uint32 tmp_displayid
= GetDisplayId();
14840 // Set player sit state to standing on save, also stealth and shifted form
14841 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
14842 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
14843 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
14844 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_ROTATE
);
14845 SetDisplayId(GetNativeDisplayId());
14847 bool inworld
= IsInWorld();
14849 CharacterDatabase
.BeginTransaction();
14851 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14853 std::string sql_name
= m_name
;
14854 CharacterDatabase
.escape_string(sql_name
);
14856 std::ostringstream ss
;
14857 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
14858 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14859 "taximask, online, cinematic, "
14860 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14861 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14862 "death_expire_time, taxi_path) VALUES ("
14863 << GetGUIDLow() << ", "
14864 << GetSession()->GetAccountId() << ", '"
14865 << sql_name
<< "', "
14867 << m_class
<< ", ";
14869 bool save_to_dest
= false;
14870 if(IsBeingTeleported())
14872 // don't save to battlegrounds or arenas
14873 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
14874 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
14875 save_to_dest
= true;
14880 ss
<< GetMapId() << ", "
14881 << (uint32
)GetDifficulty() << ", "
14882 << finiteAlways(GetPositionX()) << ", "
14883 << finiteAlways(GetPositionY()) << ", "
14884 << finiteAlways(GetPositionZ()) << ", "
14885 << finiteAlways(GetOrientation()) << ", '";
14889 ss
<< GetTeleportDest().mapid
<< ", "
14890 << (uint32
)GetDifficulty() << ", "
14891 << finiteAlways(GetTeleportDest().x
) << ", "
14892 << finiteAlways(GetTeleportDest().y
) << ", "
14893 << finiteAlways(GetTeleportDest().z
) << ", "
14894 << finiteAlways(GetTeleportDest().o
) << ", '";
14898 for( i
= 0; i
< m_valuesCount
; i
++ )
14900 ss
<< GetUInt32Value(i
) << " ";
14905 for( i
= 0; i
< 8; i
++ )
14906 ss
<< m_taxi
.GetTaximask(i
) << " ";
14909 ss
<< (inworld
? 1 : 0);
14915 ss
<< m_Played_time
[0];
14917 ss
<< m_Played_time
[1];
14920 ss
<< finiteAlways(m_rest_bonus
);
14922 ss
<< (uint64
)time(NULL
);
14924 ss
<< is_save_resting
;
14926 ss
<< m_resetTalentsCost
;
14928 ss
<< (uint64
)m_resetTalentsTime
;
14931 ss
<< finiteAlways(m_movementInfo
.t_x
);
14933 ss
<< finiteAlways(m_movementInfo
.t_y
);
14935 ss
<< finiteAlways(m_movementInfo
.t_z
);
14937 ss
<< finiteAlways(m_movementInfo
.t_o
);
14940 ss
<< m_transport
->GetGUIDLow();
14945 ss
<< m_ExtraFlags
;
14948 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
14951 ss
<< uint32(m_atLoginFlags
);
14957 ss
<< (uint64
)m_deathExpireTime
;
14960 ss
<< m_taxi
.SaveTaxiDestinationsToString();
14963 CharacterDatabase
.Execute( ss
.str().c_str() );
14965 if(m_mailsUpdated
) //save mails only when needed
14969 _SaveQuestStatus();
14970 _SaveDailyQuestStatus();
14973 _SaveSpellCooldowns();
14978 CharacterDatabase
.CommitTransaction();
14980 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
14981 SetDisplayId(tmp_displayid
);
14982 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
14983 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
14984 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
14985 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
14987 // save pet (hunter pet level and experience and all type pets health/mana).
14988 if(Pet
* pet
= GetPet())
14989 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
14992 // fast save function for item/money cheating preventing - save only inventory and money state
14993 void Player::SaveInventoryAndGoldToDB()
14996 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE
,GetMoney(),GetGUID());
14999 void Player::_SaveActions()
15001 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15003 switch (itr
->second
.uState
)
15005 case ACTIONBUTTON_NEW
:
15006 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15007 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15008 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15011 case ACTIONBUTTON_CHANGED
:
15012 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15013 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15014 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15017 case ACTIONBUTTON_DELETED
:
15018 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15019 m_actionButtons
.erase(itr
++);
15028 void Player::_SaveAuras()
15030 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15032 AuraMap
const& auras
= GetAuras();
15037 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15038 uint32 stackCounter
= 1;
15040 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15042 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15044 AuraMap::const_iterator itr2
= itr
;
15045 // save previous spellEffectPair to db
15047 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15049 //skip all auras from spells that are passive or need a shapeshift
15050 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15052 //do not save single target auras (unless they were cast by the player)
15053 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15056 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15057 for (i
= 0; i
< 3; i
++)
15058 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15059 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15064 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15065 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15066 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->m_procCharges
));
15071 if(itr
== auras
.end())
15075 if (lastEffectPair
== itr
->first
)
15079 lastEffectPair
= itr
->first
;
15085 void Player::_SaveInventory()
15087 // force items in buyback slots to new state
15088 // and remove those that aren't already
15089 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15091 Item
*item
= m_items
[i
];
15092 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15093 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15094 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15095 m_items
[i
]->FSetState(ITEM_NEW
);
15098 // update enchantment durations
15099 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15101 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15105 if (m_itemUpdateQueue
.empty()) return;
15107 // do not save if the update queue is corrupt
15108 bool error
= false;
15109 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15111 Item
*item
= m_itemUpdateQueue
[i
];
15112 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15113 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15117 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());
15120 else if (test
!= item
)
15122 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());
15129 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15130 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15134 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15136 Item
*item
= m_itemUpdateQueue
[i
];
15137 if(!item
) continue;
15139 Bag
*container
= item
->GetContainer();
15140 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15142 switch(item
->GetState())
15145 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());
15148 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());
15151 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15153 case ITEM_UNCHANGED
:
15157 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15159 m_itemUpdateQueue
.clear();
15162 void Player::_SaveMail()
15164 if (!m_mailsLoaded
)
15167 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); itr
++)
15170 if (m
->state
== MAIL_STATE_CHANGED
)
15172 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15173 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15174 if(m
->removedItems
.size())
15176 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15177 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15178 m
->removedItems
.clear();
15180 m
->state
= MAIL_STATE_UNCHANGED
;
15182 else if (m
->state
== MAIL_STATE_DELETED
)
15185 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15186 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15188 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15189 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15190 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15194 //deallocate deleted mails...
15195 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15197 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15202 itr
= m_mail
.begin();
15208 m_mailsUpdated
= false;
15211 void Player::_SaveQuestStatus()
15213 // we don't need transactions here.
15214 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15216 switch (i
->second
.uState
)
15219 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15220 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15221 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15223 case QUEST_CHANGED
:
15224 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15225 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15227 case QUEST_UNCHANGED
:
15230 i
->second
.uState
= QUEST_UNCHANGED
;
15234 void Player::_SaveDailyQuestStatus()
15236 if(!m_DailyQuestChanged
)
15239 m_DailyQuestChanged
= false;
15241 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15243 // we don't need transactions here.
15244 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15245 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15246 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15247 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15248 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15251 void Player::_SaveReputation()
15253 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15255 if (itr
->second
.Changed
)
15257 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15258 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15259 itr
->second
.Changed
= false;
15264 void Player::_SaveSpells()
15266 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15269 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15270 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15271 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15272 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15274 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15275 _removeSpell(itr
->first
);
15277 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15281 void Player::_SaveTutorials()
15283 if(!m_TutorialsChanged
)
15287 // it's better than rebuilding indexes multiple times
15288 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15291 Rows
= result
->Fetch()[0].GetUInt32();
15297 CharacterDatabase
.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15298 m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7], GetSession()->GetAccountId(), realmID
);
15302 CharacterDatabase
.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID
, m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7]);
15305 m_TutorialsChanged
= false;
15308 void Player::outDebugValues() const
15310 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15313 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15314 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15315 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15316 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15317 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15318 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15319 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15320 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15321 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15322 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15323 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15324 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15327 /*********************************************************/
15328 /*** FLOOD FILTER SYSTEM ***/
15329 /*********************************************************/
15331 void Player::UpdateSpeakTime()
15333 // ignore chat spam protection for GMs in any mode
15334 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15337 time_t current
= time (NULL
);
15338 if(m_speakTime
> current
)
15340 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15345 if(m_speakCount
>= max_count
)
15347 // prevent overwrite mute time, if message send just before mutes set, for example.
15348 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15349 if(GetSession()->m_muteTime
< new_mute
)
15350 GetSession()->m_muteTime
= new_mute
;
15358 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15361 bool Player::CanSpeak() const
15363 return GetSession()->m_muteTime
<= time (NULL
);
15366 /*********************************************************/
15367 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15368 /*********************************************************/
15370 void Player::SendAttackSwingNotInRange()
15372 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15373 GetSession()->SendPacket( &data
);
15376 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15378 std::ostringstream ss
;
15379 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15380 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15381 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15382 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15383 sLog
.outDebug(ss
.str().c_str());
15384 CharacterDatabase
.Execute(ss
.str().c_str());
15387 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15389 std::ostringstream ss2
;
15390 ss2
<<"UPDATE characters SET data='";
15392 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15394 ss2
<<tokens
[i
]<<" ";
15396 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15398 return CharacterDatabase
.Execute(ss2
.str().c_str());
15401 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15404 snprintf(buf
,11,"%u",value
);
15406 if(index
>= tokens
.size())
15409 tokens
[index
] = buf
;
15412 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15415 if(!LoadValuesArrayFromDB(tokens
,guid
))
15418 if(index
>= tokens
.size())
15422 snprintf(buf
,11,"%u",value
);
15423 tokens
[index
] = buf
;
15425 SaveValuesArrayInDB(tokens
,guid
);
15428 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15431 memcpy(&temp
, &value
, sizeof(value
));
15432 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15435 void Player::SendAttackSwingNotStanding()
15437 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15438 GetSession()->SendPacket( &data
);
15441 void Player::SendAttackSwingDeadTarget()
15443 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15444 GetSession()->SendPacket( &data
);
15447 void Player::SendAttackSwingCantAttack()
15449 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15450 GetSession()->SendPacket( &data
);
15453 void Player::SendAttackSwingCancelAttack()
15455 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15456 GetSession()->SendPacket( &data
);
15459 void Player::SendAttackSwingBadFacingAttack()
15461 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15462 GetSession()->SendPacket( &data
);
15465 void Player::SendAutoRepeatCancel()
15467 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, 0);
15468 GetSession()->SendPacket( &data
);
15471 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15473 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15476 GetSession()->SendPacket( &data
);
15478 SendMessageToSet( &data
, true );
15481 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15483 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15485 data
<< Experience
;
15486 GetSession()->SendPacket(&data
);
15489 void Player::SendDungeonDifficulty(bool IsInGroup
)
15491 uint8 val
= 0x00000001;
15492 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15493 data
<< (uint32
)GetDifficulty();
15494 data
<< uint32(val
);
15495 data
<< uint32(IsInGroup
);
15496 GetSession()->SendPacket(&data
);
15499 void Player::SendResetFailedNotify(uint32 mapid
)
15501 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15502 data
<< uint32(mapid
);
15503 GetSession()->SendPacket(&data
);
15506 /// Reset all solo instances and optionally send a message on success for each
15507 void Player::ResetInstances(uint8 method
)
15509 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15511 // we assume that when the difficulty changes, all instances that can be reset will be
15512 uint8 dif
= GetDifficulty();
15514 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15516 InstanceSave
*p
= itr
->second
.save
;
15517 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15518 if(!entry
|| !p
->CanReset())
15524 if(method
== INSTANCE_RESET_ALL
)
15526 // the "reset all instances" method can only reset normal maps
15527 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15534 // if the map is loaded, reset it
15535 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15536 if(map
&& map
->IsDungeon())
15537 ((InstanceMap
*)map
)->Reset(method
);
15539 // since this is a solo instance there should not be any players inside
15540 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15541 SendResetInstanceSuccess(p
->GetMapId());
15544 m_boundInstances
[dif
].erase(itr
++);
15546 // the following should remove the instance save from the manager and delete it as well
15547 p
->RemovePlayer(this);
15551 void Player::SendResetInstanceSuccess(uint32 MapId
)
15553 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15555 GetSession()->SendPacket(&data
);
15558 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15560 // TODO: find what other fail reasons there are besides players in the instance
15561 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15564 GetSession()->SendPacket(&data
);
15567 /*********************************************************/
15568 /*** Update timers ***/
15569 /*********************************************************/
15571 ///checks the 15 afk reports per 5 minutes limit
15572 void Player::UpdateAfkReport(time_t currTime
)
15574 if(m_bgAfkReportedTimer
<= currTime
)
15576 m_bgAfkReportedCount
= 0;
15577 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
15581 void Player::UpdateContestedPvP(uint32 diff
)
15583 if(!m_contestedPvPTimer
||isInCombat())
15585 if(m_contestedPvPTimer
<= diff
)
15587 ResetContestedPvP();
15590 m_contestedPvPTimer
-= diff
;
15593 void Player::UpdatePvPFlag(time_t currTime
)
15597 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15603 void Player::UpdateDuelFlag(time_t currTime
)
15605 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
15608 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
15609 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
15611 duel
->startTimer
= 0;
15612 duel
->startTime
= currTime
;
15613 duel
->opponent
->duel
->startTimer
= 0;
15614 duel
->opponent
->duel
->startTime
= currTime
;
15617 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
15622 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
15624 //returning of reagents only for players, so best done here
15625 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
15626 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15630 for(uint32 i
= 0; i
< 7; ++i
)
15632 if(spellInfo
->Reagent
[i
] > 0)
15634 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15635 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
15636 if( msg
== EQUIP_ERR_OK
)
15638 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
15640 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15645 m_temporaryUnsummonedPetNumber
= 0;
15648 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15651 // only if current pet in slot
15652 switch(pet
->getPetType())
15658 m_guardianPets
.erase(pet
->GetGUID());
15661 if(GetPetGUID()==pet
->GetGUID())
15670 switch(pet
->GetEntry())
15672 //warlock pets except imp are removed(?) when logging out
15677 mode
= PET_SAVE_NOT_IN_SLOT
;
15682 pet
->SavePetToDB(mode
);
15684 pet
->CleanupsBeforeDelete();
15685 pet
->AddObjectToRemoveList();
15686 pet
->m_removed
= true;
15688 if(pet
->isControlled())
15690 WorldPacket
data(SMSG_PET_SPELLS
, 8);
15692 GetSession()->SendPacket(&data
);
15695 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15699 void Player::RemoveMiniPet()
15701 if(Pet
* pet
= GetMiniPet())
15703 pet
->Remove(PET_SAVE_AS_DELETED
);
15708 Pet
* Player::GetMiniPet()
15712 return ObjectAccessor::GetPet(m_miniPet
);
15715 void Player::RemoveGuardians()
15717 while(!m_guardianPets
.empty())
15719 uint64 guid
= *m_guardianPets
.begin();
15720 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
15721 pet
->Remove(PET_SAVE_AS_DELETED
);
15723 m_guardianPets
.erase(guid
);
15727 bool Player::HasGuardianWithEntry(uint32 entry
)
15729 // pet guid middle part is entry (and creature also)
15730 // and in guardian list must be guardians with same entry _always_
15731 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
15732 if(GUID_ENPART(*itr
)==entry
)
15738 void Player::Uncharm()
15740 Unit
* charm
= GetCharm();
15744 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
15745 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
15748 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, std::string text
, uint32 language
) const
15750 *data
<< (uint8
)msgtype
;
15751 *data
<< (uint32
)language
;
15752 *data
<< (uint64
)GetGUID();
15753 *data
<< (uint32
)language
; //language 2.1.0 ?
15754 *data
<< (uint64
)GetGUID();
15755 *data
<< (uint32
)(text
.length()+1);
15757 *data
<< (uint8
)chatTag();
15760 void Player::Say(const std::string text
, const uint32 language
)
15762 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15763 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
15764 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
15767 void Player::Yell(const std::string text
, const uint32 language
)
15769 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15770 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
15771 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
15774 void Player::TextEmote(const std::string text
)
15776 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15777 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
15778 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
15781 void Player::Whisper(std::string text
, uint32 language
,uint64 receiver
)
15783 if (language
!= LANG_ADDON
) // if not addon data
15784 language
= LANG_UNIVERSAL
; // whispers should always be readable
15786 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
15788 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15789 if(!rPlayer
->isDND() || isGameMaster())
15791 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
15792 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
15793 rPlayer
->GetSession()->SendPacket(&data
);
15795 data
.Initialize(SMSG_MESSAGECHAT
, 200);
15796 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
15797 GetSession()->SendPacket(&data
);
15801 // announce to player that player he is whispering to is dnd and cannot receive his message
15802 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
15805 if(!isAcceptWhispers())
15807 SetAcceptWhispers(true);
15808 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
15811 // announce to player that player he is whispering to is afk
15812 if(rPlayer
->isAFK())
15813 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
15815 // if player whisper someone, auto turn of dnd to be able to receive an answer
15816 if(isDND() && !rPlayer
->isGameMaster())
15820 void Player::PetSpellInitialize()
15822 Pet
* pet
= GetPet();
15828 sLog
.outDebug("Pet Spells Groups");
15830 CreatureInfo
const *cinfo
= pet
->GetCreatureInfo();
15832 if(pet
->isControlled() && (pet
->getPetType() == HUNTER_PET
|| cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
))
15834 for(PetSpellMap::iterator itr
= pet
->m_spells
.begin();itr
!= pet
->m_spells
.end();itr
++)
15836 if(itr
->second
->state
== PETSPELL_REMOVED
)
15842 // first line + actionbar + spellcount + spells + last adds
15843 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);
15845 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
15848 data
<< (uint64
)pet
->GetGUID() << uint32(0x00000000) << uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
15850 for(uint32 i
= 0; i
< 10; i
++) //40
15852 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15855 data
<< uint8(addlist
); //1
15857 if(addlist
&& pet
->isControlled())
15859 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
15861 if(itr
->second
->state
== PETSPELL_REMOVED
)
15864 data
<< uint16(itr
->first
);
15865 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
15869 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15870 uint8 count
= 3; //1+8+8+8=25
15872 // if count = 0, then end of packet...
15874 // uint32 value is spell id...
15875 // uint64 value is constant 0, unknown...
15876 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15877 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15878 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15879 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15881 GetSession()->SendPacket(&data
);
15885 void Player::PossessSpellInitialize()
15887 Unit
* charm
= GetCharm();
15892 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15896 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15901 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15904 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15906 for(uint32 i
= 0; i
< 10; i
++) //40
15908 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15911 data
<< uint8(addlist
); //1
15915 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15916 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15917 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15919 GetSession()->SendPacket(&data
);
15922 void Player::CharmSpellInitialize()
15924 Unit
* charm
= GetCharm();
15929 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15932 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15938 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15940 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
15942 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
15944 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15946 if(charmInfo
->GetCharmSpell(i
)->spellId
)
15952 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
15954 data
<< (uint64
)charm
->GetGUID() << uint32(0x00000000);
15956 if(charm
->GetTypeId() != TYPEID_PLAYER
)
15957 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
15959 data
<< uint8(0) << uint8(0);
15963 for(uint32 i
= 0; i
< 10; i
++) //40
15965 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
15968 data
<< uint8(addlist
); //1
15972 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
15974 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
15975 if(cspell
->spellId
)
15977 data
<< uint16(cspell
->spellId
);
15978 data
<< uint16(cspell
->active
);
15985 data
<< uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15986 data
<< uint32(0x8e8c) << uint64(0); // if count = 3
15987 data
<< uint32(0x8e8b) << uint64(0); // if count = 3
15989 GetSession()->SendPacket(&data
);
15992 int32
Player::GetTotalFlatMods(uint32 spellId
, SpellModOp op
)
15994 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
15995 if (!spellInfo
) return 0;
15997 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
15999 SpellModifier
*mod
= *itr
;
16001 if(!IsAffectedBySpellmod(spellInfo
,mod
))
16004 if (mod
->type
== SPELLMOD_FLAT
)
16005 total
+= mod
->value
;
16010 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
16012 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16013 if (!spellInfo
) return 0;
16015 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
16017 SpellModifier
*mod
= *itr
;
16019 if(!IsAffectedBySpellmod(spellInfo
,mod
))
16022 if (mod
->type
== SPELLMOD_PCT
)
16023 total
+= mod
->value
;
16028 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16030 if (!mod
|| !spellInfo
)
16033 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16035 // prevent apply to any spell except spell that trigger expire
16038 if(mod
->lastAffected
!= spell
)
16041 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16045 return spellmgr
.IsAffectedBySpell(spellInfo
,mod
->spellId
,mod
->effectId
,mod
->mask
);
16048 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16050 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16052 for(int eff
=0;eff
<64;++eff
)
16054 uint64 _mask
= uint64(1) << eff
;
16055 if ( mod
->mask
& _mask
)
16058 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16060 if ((*itr
)->type
== mod
->type
&& (*itr
)->mask
& _mask
)
16061 val
+= (*itr
)->value
;
16063 val
+= apply
? mod
->value
: -(mod
->value
);
16064 WorldPacket
data(Opcode
, (1+1+4));
16065 data
<< uint8(eff
);
16066 data
<< uint8(mod
->op
);
16067 data
<< int32(val
);
16068 SendDirectMessage(&data
);
16073 m_spellMods
[mod
->op
].push_back(mod
);
16076 if (mod
->charges
== -1)
16077 --m_SpellModRemoveCount
;
16078 m_spellMods
[mod
->op
].remove(mod
);
16083 void Player::RemoveSpellMods(Spell
const* spell
)
16085 if(!spell
|| (m_SpellModRemoveCount
== 0))
16088 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16090 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16092 SpellModifier
*mod
= *itr
;
16095 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16097 RemoveAurasDueToSpell(mod
->spellId
);
16098 if (m_spellMods
[i
].empty())
16101 itr
= m_spellMods
[i
].begin();
16107 // send Proficiency
16108 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16110 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16111 data
<< pr1
<< pr2
;
16112 GetSession()->SendPacket (&data
);
16115 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16117 QueryResult
*result
= NULL
;
16119 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16121 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16124 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.
16125 { // and SendPetitionQueryOpcode reads data from the DB
16126 Field
*fields
= result
->Fetch();
16127 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16128 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16130 // send update if charter owner in game
16131 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16133 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16135 } while ( result
->NextRow() );
16140 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16142 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16145 CharacterDatabase
.BeginTransaction();
16148 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16149 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16153 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16154 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16156 CharacterDatabase
.CommitTransaction();
16159 void Player::SetRestBonus (float rest_bonus_new
)
16161 // Prevent resting on max level
16162 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16163 rest_bonus_new
= 0;
16165 if(rest_bonus_new
< 0)
16166 rest_bonus_new
= 0;
16168 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16170 if(rest_bonus_new
> rest_bonus_max
)
16171 m_rest_bonus
= rest_bonus_max
;
16173 m_rest_bonus
= rest_bonus_new
;
16175 // update data for client
16176 if(m_rest_bonus
>10)
16177 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16178 else if(m_rest_bonus
<=1)
16179 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16182 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16185 void Player::HandleStealthedUnitsDetection()
16187 std::list
<Unit
*> stealthedUnits
;
16189 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16191 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16192 cell
.SetNoCreate();
16194 MaNGOS::AnyStealthedCheck u_check
;
16195 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16197 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16198 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16200 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16201 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16202 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16204 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16208 i
= stealthedUnits
.erase(i
);
16212 if ((*i
)->isVisibleForOrDetect(this,true))
16215 (*i
)->SendUpdateToPlayer(this);
16216 m_clientGUIDs
.insert((*i
)->GetGUID());
16218 #ifdef MANGOS_DEBUG
16219 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16220 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16223 // target aura duration for caster show only if target exist at caster client
16224 // send data at target visibility change (adding to client)
16225 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16226 SendAuraDurationsForTarget(*i
);
16228 i
= stealthedUnits
.erase(i
);
16236 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16238 if(nodes
.size() < 2)
16241 // not let cheating with start flight mounted
16244 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16245 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16246 GetSession()->SendPacket(&data
);
16250 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16252 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16253 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16254 GetSession()->SendPacket(&data
);
16258 // 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
16259 if(GetSession()->isLogingOut() ||
16260 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16261 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16262 IsNonMeleeSpellCasted(false) ||
16265 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16266 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16267 GetSession()->SendPacket(&data
);
16271 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16274 uint32 sourcenode
= nodes
[0];
16276 // starting node too far away (cheat?)
16277 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16278 if( !node
|| node
->map_id
!= GetMapId() ||
16279 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16280 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16281 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16282 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16284 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16285 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16286 GetSession()->SendPacket(&data
);
16290 // Prepare to flight start now
16292 // stop combat at start taxi flight if any
16295 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16298 // clean not finished taxi path if any
16299 m_taxi
.ClearTaxiDestinations();
16301 // 0 element current node
16302 m_taxi
.AddTaxiDestination(sourcenode
);
16304 // fill destinations path tail
16305 uint32 sourcepath
= 0;
16306 uint32 totalcost
= 0;
16308 uint32 prevnode
= sourcenode
;
16309 uint32 lastnode
= 0;
16311 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16315 lastnode
= nodes
[i
];
16316 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16320 m_taxi
.ClearTaxiDestinations();
16326 if(prevnode
== sourcenode
)
16329 m_taxi
.AddTaxiDestination(lastnode
);
16331 prevnode
= lastnode
;
16334 if(!mount_id
) // if not provide then attempt use default.
16335 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16337 if (mount_id
== 0 || sourcepath
== 0)
16339 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16340 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16341 GetSession()->SendPacket(&data
);
16342 m_taxi
.ClearTaxiDestinations();
16346 uint32 money
= GetMoney();
16350 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16353 if(money
< totalcost
)
16355 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16356 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16357 GetSession()->SendPacket(&data
);
16358 m_taxi
.ClearTaxiDestinations();
16362 //Checks and preparations done, DO FLIGHT
16363 ModifyMoney(-(int32
)totalcost
);
16365 // prevent stealth flight
16366 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16368 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16369 data
<< uint32(ERR_TAXIOK
);
16370 GetSession()->SendPacket(&data
);
16372 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16374 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16379 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16381 // last check 2.0.10
16382 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16384 data
<< uint8(0x0); // flags (0x1, 0x2)
16385 time_t curTime
= time(NULL
);
16386 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16388 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16390 uint32 unSpellId
= itr
->first
;
16391 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16398 // Not send cooldown for this spells
16399 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16402 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16405 data
<< unTimeMs
; // in m.secs
16406 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16409 GetSession()->SendPacket(&data
);
16412 void Player::InitDataForForm(bool reapplyMods
)
16414 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16415 if(ssEntry
&& ssEntry
->attackSpeed
)
16417 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16418 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16419 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16422 SetRegularAttackTime();
16428 if(getPowerType()!=POWER_ENERGY
)
16429 setPowerType(POWER_ENERGY
);
16433 case FORM_DIREBEAR
:
16435 if(getPowerType()!=POWER_RAGE
)
16436 setPowerType(POWER_RAGE
);
16439 default: // 0, for example
16441 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16442 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16443 setPowerType(Powers(cEntry
->powerType
));
16448 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16450 UpdateEquipSpellsAtFormChange();
16452 UpdateAttackPowerAndDamage();
16453 UpdateAttackPowerAndDamage(true);
16456 // Return true is the bought item has a max count to force refresh of window by caller
16457 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16459 // cheating attempt
16460 if(count
< 1) count
= 1;
16465 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16468 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16472 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16475 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16476 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16480 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16481 if(!vItems
|| vItems
->Empty())
16483 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16487 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16488 if(vendor_slot
>= vItems
->GetItemCount())
16490 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16494 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16496 // check current item amount if it limited
16497 if( crItem
->maxcount
!= 0 )
16499 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16501 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16506 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16508 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16512 if(crItem
->ExtendedCost
)
16514 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16517 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16521 // honor points price
16522 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16524 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16528 // arena points price
16529 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16531 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16536 for (uint8 i
= 0; i
< 5; ++i
)
16538 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16540 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16545 // check for personal arena rating requirement
16546 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16548 // probably not the proper equip err
16549 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16554 uint32 price
= pProto
->BuyPrice
* count
;
16556 // reputation discount
16557 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16559 if( GetMoney() < price
)
16561 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
16565 uint8 bag
= 0; // init for case invalid bagGUID
16567 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16570 if( bagguid
== GetGUID() )
16572 bag
= INVENTORY_SLOT_BAG_0
;
16576 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16578 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16581 if( bagguid
== pBag
->GetGUID() )
16591 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
16593 ItemPosCountVec dest
;
16594 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
16595 if( msg
!= EQUIP_ERR_OK
)
16597 SendEquipError( msg
, NULL
, NULL
);
16601 ModifyMoney( -(int32
)price
);
16602 if(crItem
->ExtendedCost
) // case for new honor system
16604 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16605 if(iece
->reqhonorpoints
)
16606 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
16607 if(iece
->reqarenapoints
)
16608 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
16609 for (uint8 i
= 0; i
< 5; ++i
)
16611 if(iece
->reqitem
[i
])
16612 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
16616 if(Item
*it
= StoreNewItem( dest
, item
, true ))
16618 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16620 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16621 data
<< pCreature
->GetGUID();
16622 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16623 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16624 data
<< (uint32
)count
;
16625 GetSession()->SendPacket(&data
);
16627 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16630 else if( IsEquipmentPos( bag
, slot
) )
16633 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, pProto
->BuyCount
* count
, false );
16634 if( msg
!= EQUIP_ERR_OK
)
16636 SendEquipError( msg
, NULL
, NULL
);
16640 ModifyMoney( -(int32
)price
);
16641 if(crItem
->ExtendedCost
) // case for new honor system
16643 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16644 if(iece
->reqhonorpoints
)
16645 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
16646 if(iece
->reqarenapoints
)
16647 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
16648 for (uint8 i
= 0; i
< 5; ++i
)
16650 if(iece
->reqitem
[i
])
16651 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
16655 if(Item
*it
= EquipNewItem( dest
, item
, pProto
->BuyCount
* count
, true ))
16657 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
16659 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
16660 data
<< pCreature
->GetGUID();
16661 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
16662 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
16663 data
<< (uint32
)count
;
16664 GetSession()->SendPacket(&data
);
16666 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
16668 AutoUnequipOffhandIfNeed();
16673 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
16677 return crItem
->maxcount
!=0;
16680 uint32
Player::GetMaxPersonalArenaRatingRequirement()
16682 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16683 // the personal rating of the arena team must match the required limit as well
16684 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16685 uint32 max_personal_rating
= 0;
16686 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
16688 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
16690 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
16691 uint32 t_rating
= at
->GetRating();
16692 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
16693 if(max_personal_rating
< p_rating
)
16694 max_personal_rating
= p_rating
;
16697 return max_personal_rating
;
16700 void Player::UpdateHomebindTime(uint32 time
)
16702 // GMs never get homebind timer online
16703 if (m_InstanceValid
|| isGameMaster())
16705 if(m_HomebindTimer
) // instance valid, but timer not reset
16708 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16711 GetSession()->SendPacket(&data
);
16713 // instance is valid, reset homebind timer
16714 m_HomebindTimer
= 0;
16716 else if (m_HomebindTimer
> 0)
16718 if (time
>= m_HomebindTimer
)
16720 // teleport to homebind location
16721 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
16724 m_HomebindTimer
-= time
;
16728 // instance is invalid, start homebind timer
16729 m_HomebindTimer
= 60000;
16730 // send message to player
16731 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
16732 data
<< m_HomebindTimer
;
16734 GetSession()->SendPacket(&data
);
16735 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16739 void Player::UpdatePvP(bool state
, bool ovrride
)
16741 if(!state
|| ovrride
)
16744 if(Pet
* pet
= GetPet())
16745 pet
->SetPvP(state
);
16746 if(Unit
* charmed
= GetCharm())
16747 charmed
->SetPvP(state
);
16749 pvpInfo
.endTimer
= 0;
16753 if(pvpInfo
.endTimer
!= 0)
16754 pvpInfo
.endTimer
= time(NULL
);
16759 if(Pet
* pet
= GetPet())
16760 pet
->SetPvP(state
);
16761 if(Unit
* charmed
= GetCharm())
16762 charmed
->SetPvP(state
);
16767 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
16771 sc
.itemid
= itemid
;
16772 m_spellCooldowns
[spellid
] = sc
;
16775 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
16777 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
16780 // Get spell cooldown
16781 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16783 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16787 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16789 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16790 data
<< spellInfo
->Id
;
16792 SendDirectMessage(&data
);
16794 //slot to be excluded while counting
16795 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16797 if(!enchantmentcondition
)
16800 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
16805 uint8 curcount
[4] = {0, 0, 0, 0};
16807 //counting current equipped gem colors
16808 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
16812 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
16813 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
16815 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16817 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16821 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16825 uint32 gemid
= enchantEntry
->GemID
;
16829 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
16833 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
16837 uint8 GemColor
= gemProperty
->color
;
16839 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
16841 if(tmpcolormask
& GemColor
)
16848 bool activate
= true;
16850 for(int i
= 0; i
< 5; i
++)
16852 if(!Condition
->Color
[i
])
16855 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
16857 // if have <CompareColor> use them as count, else use <value> from Condition
16858 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
16860 switch(Condition
->Comparator
[i
])
16862 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16863 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
16865 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16866 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
16868 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16869 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
16874 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");
16879 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
16881 //cycle all equipped items
16882 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16884 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16885 if(slot
== exceptslot
)
16888 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16890 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
16893 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16895 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16899 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16903 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16906 //was enchant active with/without item?
16907 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
16908 //should it now be?
16909 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
16911 // ignore item gem conditions
16912 //if state changed, (dis)apply enchant
16913 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
16920 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
16921 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
16923 //cycle all equipped items
16924 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
16926 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
16927 if(slot
== exceptslot
)
16930 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16932 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
16935 //cycle all (gem)enchants
16936 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
16938 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
16939 if(!enchant_id
) //if no enchant go to next enchant(slot)
16942 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16946 //only metagems to be (de)activated, so only enchants with condition
16947 uint32 condition
= enchantEntry
->EnchantmentCondition
;
16949 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
16954 void Player::LeaveBattleground(bool teleportToEntryPoint
)
16956 if(BattleGround
*bg
= GetBattleGround())
16958 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
16960 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
16962 // call after remove to be sure that player resurrected for correct cast
16964 CastSpell(this, 26013, true); // Deserter
16968 bool Player::CanJoinToBattleground() const
16970 // check Deserter debuff
16971 if(GetDummyAura(26013))
16977 bool Player::CanReportAfkDueToLimit()
16979 // a player can complain about 15 people per 5 minutes
16980 if(m_bgAfkReportedCount
>= 15)
16982 ++m_bgAfkReportedCount
;
16986 ///This player has been blamed to be inactive in a battleground
16987 void Player::ReportedAfkBy(Player
* reporter
)
16989 BattleGround
*bg
= GetBattleGround();
16990 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
16993 // check if player has 'Idle' or 'Inactive' debuff
16994 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
16996 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
16997 // 3 players have to complain to apply debuff
16998 if(m_bgAfkReporter
.size() >= 3)
17000 // cast 'Idle' spell
17001 CastSpell(this, 43680, true);
17002 m_bgAfkReporter
.clear();
17007 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17009 // gamemaster in GM mode see all, including ghosts
17010 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17013 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17014 if (InBattleGround())
17016 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17021 // Live player see live player or dead player with not realized corpse
17022 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17024 return isAlive() || m_deathTimer
> 0;
17027 // Ghost see other friendly ghosts, that's for sure
17028 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17031 // Dead player see live players near own corpse
17034 Corpse
*corpse
= pl
->GetCorpse();
17037 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17038 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17043 // and not see any other
17047 bool Player::IsVisibleGloballyFor( Player
* u
) const
17052 // Always can see self
17056 // Visible units, always are visible for all players
17057 if (GetVisibility() == VISIBILITY_ON
)
17060 // GMs are visible for higher gms (or players are visible for gms)
17061 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17062 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17064 // non faction visibility non-breakable for non-GMs
17065 if (GetVisibility() == VISIBILITY_OFF
)
17068 // non-gm stealth/invisibility not hide from global player lists
17072 void Player::UpdateVisibilityOf(WorldObject
* target
)
17074 if(HaveAtClient(target
))
17076 if(!target
->isVisibleForInState(this,true))
17078 target
->DestroyForPlayer(this);
17079 m_clientGUIDs
.erase(target
->GetGUID());
17081 #ifdef MANGOS_DEBUG
17082 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17083 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17089 if(target
->isVisibleForInState(this,false))
17091 target
->SendUpdateToPlayer(this);
17092 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17093 m_clientGUIDs
.insert(target
->GetGUID());
17095 #ifdef MANGOS_DEBUG
17096 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17097 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17100 // target aura duration for caster show only if target exist at caster client
17101 // send data at target visibility change (adding to client)
17102 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17103 SendAuraDurationsForTarget((Unit
*)target
);
17105 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17106 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17112 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17114 s64
.insert(target
->GetGUID());
17118 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17120 if(!target
->IsTransport())
17121 s64
.insert(target
->GetGUID());
17125 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17127 if(HaveAtClient(target
))
17129 if(!target
->isVisibleForInState(this,true))
17131 target
->BuildOutOfRangeUpdateBlock(&data
);
17132 m_clientGUIDs
.erase(target
->GetGUID());
17134 #ifdef MANGOS_DEBUG
17135 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17136 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
));
17142 if(target
->isVisibleForInState(this,false))
17144 visibleNow
.insert(target
);
17145 target
->BuildUpdate(data_updates
);
17146 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17147 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17149 #ifdef MANGOS_DEBUG
17150 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17151 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
));
17157 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17158 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17159 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17160 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17161 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17163 void Player::InitPrimaryProffesions()
17165 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17168 void Player::SendComboPoints()
17170 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17173 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17174 data
.append(combotarget
->GetPackGUID());
17175 data
<< uint8(m_comboPoints
);
17176 GetSession()->SendPacket(&data
);
17180 void Player::AddComboPoints(Unit
* target
, int8 count
)
17185 // without combo points lost (duration checked in aura)
17186 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17188 if(target
->GetGUID() == m_comboTarget
)
17190 m_comboPoints
+= count
;
17195 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17196 target
->RemoveComboPointHolder(GetGUIDLow());
17198 m_comboTarget
= target
->GetGUID();
17199 m_comboPoints
= count
;
17201 target
->AddComboPointHolder(GetGUIDLow());
17204 if (m_comboPoints
> 5) m_comboPoints
= 5;
17205 if (m_comboPoints
< 0) m_comboPoints
= 0;
17210 void Player::ClearComboPoints()
17215 // without combopoints lost (duration checked in aura)
17216 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17222 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17223 target
->RemoveComboPointHolder(GetGUIDLow());
17228 void Player::SetGroup(Group
*group
, int8 subgroup
)
17230 if(group
== NULL
) m_group
.unlink();
17233 // never use SetGroup without a subgroup unless you specify NULL for group
17234 assert(subgroup
>= 0);
17235 m_group
.link(group
, this);
17236 m_group
.setSubGroup((uint8
)subgroup
);
17240 void Player::SendInitialPacketsBeforeAddToMap()
17242 WorldPacket
data(SMSG_SET_REST_START
, 4);
17243 data
<< uint32(0); // unknown, may be rest state time or experience
17244 GetSession()->SendPacket(&data
);
17247 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17248 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17249 data
<< (uint32
) m_homebindMapId
;
17250 data
<< (uint32
) m_homebindZoneId
;
17251 GetSession()->SendPacket(&data
);
17253 // SMSG_SET_PROFICIENCY
17254 // SMSG_UPDATE_AURA_DURATION
17257 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17258 for (int i
= 0; i
< 8; ++i
)
17259 data
<< uint32( GetTutorialInt(i
) );
17260 GetSession()->SendPacket(&data
);
17262 SendInitialSpells();
17264 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17265 data
<< uint32(0); // count, for(count) uint32;
17266 GetSession()->SendPacket(&data
);
17268 SendInitialActionButtons();
17269 SendInitialReputations();
17270 UpdateZone(GetZoneId());
17271 SendInitWorldStates();
17273 // SMSG_SET_AURA_SINGLE
17275 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17276 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17277 data
<< (float)0.01666667f
; // game speed
17278 GetSession()->SendPacket( &data
);
17280 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17281 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17282 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17285 void Player::SendInitialPacketsAfterAddToMap()
17287 CastSpell(this, 836, true); // LOGINEFFECT
17289 // set some aura effects that send packet to player client after add player to map
17290 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17291 // same auras state lost at far teleport, send it one more time in this case also
17292 static const AuraType auratypes
[] =
17294 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17295 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17296 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17298 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17300 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17301 if(!auraList
.empty())
17302 auraList
.front()->ApplyModifier(true,true);
17305 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17306 SetMovement(MOVE_ROOT
);
17308 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17309 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17311 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17312 data
.append(GetPackGUID());
17314 SendMessageToSet(&data
,true);
17317 SendEnchantmentDurations(); // must be after add to map
17318 SendItemDurations(); // must be after add to map
17321 void Player::SendUpdateToOutOfRangeGroupMembers()
17323 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17325 if(Group
* group
= GetGroup())
17326 group
->UpdatePlayerOutOfRange(this);
17328 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17329 m_auraUpdateMask
= 0;
17330 if(Pet
*pet
= GetPet())
17331 pet
->ResetAuraUpdateMask();
17334 void Player::SendTransferAborted(uint32 mapid
, uint16 reason
)
17336 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17337 data
<< uint32(mapid
);
17338 data
<< uint16(reason
); // transfer abort reason
17339 GetSession()->SendPacket(&data
);
17342 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17344 // type of warning, based on the time remaining until reset
17347 type
= RAID_INSTANCE_WELCOME
;
17348 else if(time
> 900 && time
<= 3600)
17349 type
= RAID_INSTANCE_WARNING_HOURS
;
17350 else if(time
> 300 && time
<= 900)
17351 type
= RAID_INSTANCE_WARNING_MIN
;
17353 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17354 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17355 data
<< uint32(type
);
17356 data
<< uint32(mapid
);
17357 data
<< uint32(time
);
17358 GetSession()->SendPacket(&data
);
17361 void Player::ApplyEquipCooldown( Item
* pItem
)
17363 for(int i
= 0; i
<5; ++i
)
17365 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17368 if( !spellData
.SpellId
)
17371 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17372 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17375 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17377 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17378 data
<< pItem
->GetGUID();
17379 data
<< uint32(spellData
.SpellId
);
17380 GetSession()->SendPacket(&data
);
17384 void Player::resetSpells()
17386 // not need after this call
17387 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17389 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17390 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17393 // make full copy of map (spells removed and marked as deleted at another spell remove
17394 // and we can't use original map for safe iterative with visit each spell at loop end
17395 PlayerSpellMap smap
= GetSpellMap();
17397 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17398 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17400 learnDefaultSpells();
17401 learnQuestRewardedSpells();
17404 void Player::learnDefaultSpells(bool loading
)
17406 // learn default race/class spells
17407 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17408 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17409 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17411 uint16 tspell
= spell_itr
->first
;
17414 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17415 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17416 addSpell(tspell
,spell_itr
->second
);
17417 else // but send in normal spell in game learn case
17418 learnSpell(tspell
);
17423 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17425 uint32 spell_id
= quest
->GetRewSpellCast();
17427 // skip quests without rewarded spell
17431 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17435 // check learned spells state
17436 bool found
= false;
17437 for(int i
=0; i
< 3; ++i
)
17439 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17446 // skip quests with not teaching spell or already known spell
17450 // prevent learn non first rank unknown profession and second specialization for same profession)
17451 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17452 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17454 // not have first rank learned (unlearned prof?)
17455 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17456 if( !HasSpell(first_spell
) )
17459 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17464 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17466 // search other specialization for same prof
17467 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17469 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17472 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17476 // compare only specializations
17477 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17480 // compare same chain spells
17481 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17484 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17485 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17491 CastSpell( this, spell_id
, true);
17494 void Player::learnQuestRewardedSpells()
17496 // learn spells received from quest completing
17497 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17499 // skip no rewarded quests
17500 if(!itr
->second
.m_rewarded
)
17503 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17507 learnQuestRewardedSpells(quest
);
17511 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17513 uint32 raceMask
= getRaceMask();
17514 uint32 classMask
= getClassMask();
17515 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
17517 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
17518 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
17520 // Check race if set
17521 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17523 // Check class if set
17524 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
17527 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
17529 // Ok need learn spell
17530 learnSpell(pAbility
->spellId
);
17535 void Player::learnSkillRewardedSpells()
17537 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
17539 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
17542 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
17544 learnSkillRewardedSpells(pskill
);
17548 void Player::SendAuraDurationsForTarget(Unit
* target
)
17550 for(Unit::AuraMap::const_iterator itr
= target
->GetAuras().begin(); itr
!= target
->GetAuras().end(); ++itr
)
17552 Aura
* aura
= itr
->second
;
17553 if(aura
->GetAuraSlot() >= MAX_AURAS
|| aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17556 aura
->SendAuraDurationForCaster(this);
17560 void Player::SetDailyQuestStatus( uint32 quest_id
)
17562 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17564 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
17566 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
17567 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
17568 m_DailyQuestChanged
= true;
17574 void Player::ResetDailyQuestStatus()
17576 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
17577 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
17579 // DB data deleted in caller
17580 m_DailyQuestChanged
= false;
17581 m_lastDailyQuestTime
= 0;
17584 BattleGround
* Player::GetBattleGround() const
17586 if(GetBattleGroundId()==0)
17589 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17592 bool Player::InArena() const
17594 BattleGround
*bg
= GetBattleGround();
17595 if(!bg
|| !bg
->isArena())
17601 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17603 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(bgTypeId
);
17607 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17613 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17621 return 10*(queue_id
+1);
17624 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17627 return 255; // hardcoded max level
17629 return 10*(queue_id
+2)-1;
17632 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17634 uint32 level
= getLevel();
17637 else if (level
> 69)
17640 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17643 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
17645 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
17646 if(!vendor_faction
)
17649 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17650 if(rank
<= REP_NEUTRAL
)
17653 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
17656 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
17658 uint32 racemask
= getRaceMask();
17659 uint32 classmask
= getClassMask();
17661 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
17662 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
17664 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
17666 // skip wrong race skills
17667 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
17670 // skip wrong class skills
17671 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
17677 bool Player::HasQuestForGO(int32 GOId
)
17679 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
17681 QuestStatusData qs
=i
->second
;
17682 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
17684 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
17688 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17691 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17693 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17696 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17704 void Player::UpdateForQuestsGO()
17706 if(m_clientGUIDs
.empty())
17710 WorldPacket packet
;
17711 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
17713 if(IS_GAMEOBJECT_GUID(*itr
))
17715 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
17717 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17720 udata
.BuildPacket(&packet
);
17721 GetSession()->SendPacket(&packet
);
17724 void Player::SummonIfPossible(bool agree
)
17728 m_summon_expire
= 0;
17732 // expire and auto declined
17733 if(m_summon_expire
< time(NULL
))
17736 // stop taxi flight at summon
17739 GetMotionMaster()->MovementExpired();
17740 m_taxi
.ClearTaxiDestinations();
17743 // drop flag at summon
17744 if(BattleGround
*bg
= GetBattleGround())
17745 bg
->EventPlayerDroppedFlag(this);
17747 m_summon_expire
= 0;
17749 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
17752 void Player::RemoveItemDurations( Item
*item
)
17754 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
17758 m_itemDuration
.erase(itr
);
17764 void Player::AddItemDurations( Item
*item
)
17766 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
17768 m_itemDuration
.push_back(item
);
17769 item
->SendTimeUpdate(this);
17773 void Player::AutoUnequipOffhandIfNeed()
17775 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
17779 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
17781 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
17784 ItemPosCountVec off_dest
;
17785 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
17786 if( off_msg
== EQUIP_ERR_OK
)
17788 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
17789 StoreItem( off_dest
, offItem
, true );
17793 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17797 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
17799 if(spellInfo
->EquippedItemClass
< 0)
17802 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17803 // for optimize check 2 used cases only
17804 switch(spellInfo
->EquippedItemClass
)
17806 case ITEM_CLASS_WEAPON
:
17808 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
17809 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17810 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17814 case ITEM_CLASS_ARMOR
:
17816 // tabard not have dependent spells
17817 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
17818 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
17819 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17822 // shields can be equipped to offhand slot
17823 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
17824 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17827 // ranged slot can have some armor subclasses
17828 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
17829 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
17835 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
17842 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
17844 AuraMap
& auras
= GetAuras();
17845 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
17847 Aura
* aura
= itr
->second
;
17849 // skip passive (passive item dependent spells work in another way) and not self applied auras
17850 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
17851 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
17857 // skip if not item dependent or have alternative item
17858 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
17864 // no alt item, remove aura, restart check
17865 RemoveAurasDueToSpell(aura
->GetId());
17866 itr
= auras
.begin();
17869 // currently casted spells can be dependent from item
17870 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
17872 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
17873 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
17878 uint32
Player::GetResurrectionSpellId()
17880 // search priceless resurrection possibilities
17882 uint32 spell_id
= 0;
17883 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
17884 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
17886 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17887 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
== 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
17889 switch((*itr
)->GetId())
17891 case 20707: spell_id
= 3026; break; // rank 1
17892 case 20762: spell_id
= 20758; break; // rank 2
17893 case 20763: spell_id
= 20759; break; // rank 3
17894 case 20764: spell_id
= 20760; break; // rank 4
17895 case 20765: spell_id
= 20761; break; // rank 5
17896 case 27239: spell_id
= 27240; break; // rank 6
17898 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
17904 // Twisting Nether // prio: 2 (max)
17905 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
17912 // Reincarnation (passive spell) // prio: 1
17913 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
17919 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
17921 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
17923 // prepare data for near group iteration (PvP and !PvP cases)
17925 bool honored_kill
= false;
17927 if(Group
*pGroup
= GetGroup())
17930 uint32 sum_level
= 0;
17931 Player
* member_with_max_level
= NULL
;
17932 Player
* not_gray_member_with_max_level
= NULL
;
17934 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
17936 if(member_with_max_level
)
17938 /// not get Xp in PvP or no not gray players in group
17939 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
17941 /// skip in check PvP case (for speed, not used)
17942 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
17943 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
17944 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
17946 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
17948 Player
* pGroupGuy
= itr
->getSource();
17952 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
17953 continue; // member (alive or dead) or his corpse at req. distance
17955 // honor can be in PvP and !PvP (racial leader) cases (for alive)
17956 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
17957 honored_kill
= true;
17959 // xp and reputation only in !PvP case
17962 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
17964 // if is in dungeon then all receive full reputation at kill
17965 // rewarded any alive/dead/near_corpse group member
17966 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
17968 // XP updated only for alive group member
17969 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
17970 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
17972 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
17974 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
17975 if(Pet
* pet
= pGroupGuy
->GetPet())
17976 pet
->GivePetXP(itr_xp
/2);
17979 // quest objectives updated only for alive group member or dead but with not released body
17980 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
17982 // normal creature (not pet/etc) can be only in !PvP case
17983 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
17984 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
17990 else // if (!pGroup)
17992 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
17994 // honor can be in PvP and !PvP (racial leader) cases
17995 if(RewardHonor(pVictim
,1))
17996 honored_kill
= true;
17998 // xp and reputation only in !PvP case
18001 RewardReputation(pVictim
,1);
18002 GiveXP(xp
, pVictim
);
18004 if(Pet
* pet
= GetPet())
18005 pet
->GivePetXP(xp
);
18007 // normal creature (not pet/etc) can be only in !PvP case
18008 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18009 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18012 return xp
|| honored_kill
;
18015 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18017 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18023 Corpse
* corpse
= GetCorpse();
18027 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18030 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18032 Item
* item
= GetWeaponForAttack(attType
,true);
18034 // unarmed only with base attack
18035 if(attType
!= BASE_ATTACK
&& !item
)
18038 // weapon skill or (unarmed for base attack)
18039 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18040 return GetBaseSkillValue(skill
);
18043 void Player::ResurectUsingRequestData()
18045 ResurrectPlayer(0.0f
,false);
18047 if(GetMaxHealth() > m_resurrectHealth
)
18048 SetHealth( m_resurrectHealth
);
18050 SetHealth( GetMaxHealth() );
18052 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18053 SetPower(POWER_MANA
, m_resurrectMana
);
18055 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18057 SetPower(POWER_RAGE
, 0 );
18059 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18061 SpawnCorpseBones();
18063 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18066 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18068 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18069 data
.append(target
->GetPackGUID());
18070 data
<< uint8(allowMove
);
18071 GetSession()->SendPacket(&data
);
18074 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18076 // remove new continent flight forms
18077 if( !isGameMaster() &&
18078 GetVirtualMapForMapAndZone(GetMapId(),newZone
) != 530)
18080 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18081 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18084 // Some spells applied at enter into zone (with subzones)
18086 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18087 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18089 uint32 spellid
= 0;
18091 if( GetTeam() == HORDE
)
18092 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18093 // and some alliance races
18094 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18095 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18097 if(spellid
&& !HasAura(spellid
,0) )
18098 CastSpell(this,spellid
,true);
18102 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18104 // remove auras from spells with area limitations
18105 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18107 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18108 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
18114 // unmount if enter in this subzone
18116 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18117 // Dragonmaw Illusion
18118 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18120 if( GetDummyAura(40214) )
18122 if( !HasAura(40216,0) )
18123 CastSpell(this,40216,true);
18124 if( !HasAura(42016,0) )
18125 CastSpell(this,42016,true);
18130 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18132 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18133 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18135 return copseReclaimDelay
[0];
18138 time_t now
= time(NULL
);
18139 // 0..2 full period
18140 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18141 return copseReclaimDelay
[count
];
18144 void Player::UpdateCorpseReclaimDelay()
18146 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18148 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18149 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18152 time_t now
= time(NULL
);
18153 if(now
< m_deathExpireTime
)
18155 // full and partly periods 1..3
18156 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18157 if(count
< MAX_DEATH_COUNT
)
18158 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18160 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18163 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18166 void Player::SendCorpseReclaimDelay(bool load
)
18168 Corpse
* corpse
= GetCorpse();
18175 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18178 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18181 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18182 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18184 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18185 if(count
>=MAX_DEATH_COUNT
)
18186 count
= MAX_DEATH_COUNT
-1;
18191 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18193 time_t now
= time(NULL
);
18194 if(now
>= expected_time
)
18197 delay
= expected_time
-now
;
18200 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18202 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18203 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18204 data
<< uint32(delay
*1000);
18205 GetSession()->SendPacket( &data
);
18208 Player
* Player::GetNextRandomRaidMember(float radius
)
18210 Group
*pGroup
= GetGroup();
18214 std::vector
<Player
*> nearMembers
;
18215 nearMembers
.reserve(pGroup
->GetMembersCount());
18217 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18219 Player
* Target
= itr
->getSource();
18221 // IsHostileTo check duel and controlled by enemy
18222 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18223 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18224 nearMembers
.push_back(Target
);
18227 if (nearMembers
.empty())
18230 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18231 return nearMembers
[randTarget
];
18234 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18236 float water_z
= m
->GetWaterLevel(x
,y
);
18237 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18238 uint8 flag1
= m
->GetTerrainType(x
,y
);
18240 //!Underwater check, not in water if underground or above water level
18241 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18242 m_isunderwater
&= 0x7A;
18243 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18244 m_isunderwater
|= 0x01;
18246 //!in lava check, anywhere under lava level
18247 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18248 m_isunderwater
|= 0x80;
18251 void Player::SetCanParry( bool value
)
18253 if(m_canParry
==value
)
18256 m_canParry
= value
;
18257 UpdateParryPercentage();
18260 void Player::SetCanBlock( bool value
)
18262 if(m_canBlock
==value
)
18265 m_canBlock
= value
;
18266 UpdateBlockPercentage();
18269 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18271 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18272 if(itr
->pos
== pos
)
18278 bool Player::isAllowUseBattleGroundObject()
18280 return ( //InBattleGround() && // in battleground - not need, check in other cases
18281 !IsMounted() && // not mounted
18282 !HasStealthAura() && // not stealthed
18283 !HasInvisibilityAura() && // not invisible
18284 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18285 isAlive() // live player