2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
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 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
350 m_Tutorials
[ aX
] = 0x00;
351 m_TutorialsChanged
= false;
353 m_DailyQuestChanged
= false;
354 m_lastDailyQuestTime
= 0;
356 for (int i
=0; i
<MAX_TIMERS
; ++i
)
357 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
359 m_MirrorTimerFlags
= UNDERWATER_NONE
;
360 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
366 m_deathExpireTime
= 0;
370 m_DetectInvTimer
= 1*IN_MILISECONDS
;
372 m_bgBattleGroundID
= 0;
373 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
374 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
376 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
377 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
381 m_logintime
= time(NULL
);
382 m_Last_tick
= m_logintime
;
383 m_WeaponProficiency
= 0;
384 m_ArmorProficiency
= 0;
387 m_canDualWield
= false;
388 m_canTitanGrip
= false;
391 m_temporaryUnsummonedPetNumber
= 0;
392 //cache for UNIT_CREATED_BY_SPELL to allow
393 //returning reagents for temporarily removed pets
394 //when dying/logging out
397 ////////////////////Rest System/////////////////////
404 rest_type
=REST_TYPE_NO
;
405 ////////////////////Rest System/////////////////////
407 m_mailsLoaded
= false;
408 m_mailsUpdated
= false;
410 m_nextMailDelivereTime
= 0;
412 m_resetTalentsCost
= 0;
413 m_resetTalentsTime
= 0;
414 m_itemUpdateQueueBlocked
= false;
416 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
417 m_forced_speed_changes
[i
] = 0;
421 /////////////////// Instance System /////////////////////
424 m_InstanceValid
= true;
425 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
429 for (int i
= 0; i
< BASEMOD_END
; ++i
)
431 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
432 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
435 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
436 m_baseRatingValue
[i
] = 0;
438 m_baseSpellDamage
= 0;
439 m_baseSpellHealing
= 0;
444 m_lastHonorUpdateTime
= time(NULL
);
453 //Default movement to run mode
454 m_unit_movement_flags
= 0;
459 m_bgAfkReportedTimer
= 0;
460 m_contestedPvPTimer
= 0;
462 m_declinedname
= NULL
;
471 CleanupsBeforeDelete();
473 // it must be unloaded already in PlayerLogout and accessed only for loggined player
476 // Note: buy back item already deleted from DB when player was saved
477 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
484 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
487 //all mailed items should be deleted, also all mail should be deallocated
488 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
491 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
492 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
494 delete PlayerTalkClass
;
498 m_transport
->RemovePassenger(this);
501 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
503 delete ItemSetEff
[x
];
505 // clean up player-instance binds, may unload some instance saves
506 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
507 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
508 itr
->second
.save
->RemovePlayer(this);
510 delete m_declinedname
;
514 void Player::CleanupsBeforeDelete()
516 if(m_uint32Values
) // only for fully created Object
519 DuelComplete(DUEL_INTERUPTED
);
521 Unit::CleanupsBeforeDelete();
524 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
526 //FIXME: outfitId not used in player creating
528 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
532 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
535 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
539 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
545 SetMapId(info
->mapId
);
546 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
548 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
551 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
555 uint8 powertype
= cEntry
->powerType
;
557 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
558 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
563 SetDisplayId(info
->displayId_f
);
564 SetNativeDisplayId(info
->displayId_f
);
567 SetDisplayId(info
->displayId_m
);
568 SetNativeDisplayId(info
->displayId_m
);
571 sLog
.outError("Invalid gender %u for player",gender
);
576 setFactionForRace(m_race
);
578 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
580 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
581 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
582 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
583 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
584 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
585 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
587 // -1 is default value
588 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
590 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
591 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
592 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
594 SetUInt32Value( PLAYER_GUILDID
, 0 );
595 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
596 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
606 // set starting level
607 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
609 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
613 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
614 if(gm_level
> start_level
)
615 start_level
= gm_level
;
618 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
622 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
627 m_Last_tick
= time(NULL
);
628 m_Played_time
[0] = 0;
629 m_Played_time
[1] = 0;
631 // base stats and related field values
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProffesions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA
)
643 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
647 if(getPowerType() == POWER_RUNIC_POWER
)
649 SetPower(POWER_RUNE
, 8);
650 SetMaxPower(POWER_RUNE
, 8);
651 SetPower(POWER_RUNIC_POWER
, 0);
652 SetMaxPower(POWER_RUNIC_POWER
, 1000);
656 learnDefaultSpells();
658 // original action bar
659 std::list
<uint16
>::const_iterator action_itr
[4];
660 for(int i
=0; i
<4; ++i
)
661 action_itr
[i
] = info
->action
[i
].begin();
663 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
666 for(int i
=0; i
<4 ;++i
)
667 taction
[i
] = (*action_itr
[i
]);
669 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
671 for(int i
=0; i
<4 ;++i
)
676 CharStartOutfitEntry
const* oEntry
= NULL
;
677 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
679 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
681 if(entry
->RaceClassGender
== RaceClassGender
)
691 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
693 if(oEntry
->ItemId
[j
] <= 0)
696 uint32 item_id
= oEntry
->ItemId
[j
];
699 // Hack for not existed item id in dbc 3.0.3
703 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
706 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 if(iProto
->Stackable
> 4)
722 if(iProto
->Stackable
> 2)
728 StoreNewItemInBestSlots(item_id
, count
);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
733 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
740 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
745 if( msg
== EQUIP_ERR_OK
)
747 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
748 EquipItem( eDest
, pItem
, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
753 ItemPosCountVec sDest
;
754 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
755 if( msg
== EQUIP_ERR_OK
)
757 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
758 pItem
= StoreItem( sDest
, pItem
, true);
761 // if this is ammo then use it
762 msg
= CanUseAmmo( pItem
->GetEntry() );
763 if( msg
== EQUIP_ERR_OK
)
764 SetAmmo( pItem
->GetEntry() );
768 // all item positions resolved
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
775 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
777 // attempt equip by one
778 while(titem_amount
> 0)
781 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
782 if( msg
!= EQUIP_ERR_OK
)
785 EquipNewItem( eDest
, titem_id
, true);
786 AutoUnequipOffhandIfNeed();
790 if(titem_amount
== 0)
791 return true; // equipped
794 ItemPosCountVec sDest
;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
797 if( msg
== EQUIP_ERR_OK
)
799 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
800 return true; // stored
803 // item can't be added
804 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
808 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
810 if (MaxValue
== DISABLED_MIRROR_TIMER
)
812 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
813 StopMirrorTimer(Type
);
816 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
817 data
<< (uint32
)Type
;
818 data
<< CurrentValue
;
822 data
<< (uint32
)0; // spell id
823 GetSession()->SendPacket( &data
);
826 void Player::StopMirrorTimer(MirrorTimerType Type
)
828 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
829 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
830 data
<< (uint32
)Type
;
831 GetSession()->SendPacket( &data
);
834 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
836 if(!isAlive() || isGameMaster())
839 // Absorb, resist some environmental damage type
842 if (type
== DAMAGE_LAVA
)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 else if (type
== DAMAGE_SLIME
)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
847 damage
-=absorb
+resist
;
849 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
850 data
<< uint64(GetGUID());
851 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
852 data
<< uint32(damage
);
853 data
<< uint32(absorb
);
854 data
<< uint32(resist
);
855 SendMessageToSet(&data
, true);
857 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
861 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
863 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
864 DurabilityLossAll(0.10f
,false);
865 // durability lost message
866 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
867 GetSession()->SendPacket(&data2
);
870 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
874 int32
Player::getMaxTimer(MirrorTimerType timer
)
879 return MINUTE
*IN_MILISECONDS
;
882 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
883 return DISABLED_MIRROR_TIMER
;
884 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
885 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
886 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
887 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
888 return UnderWaterTime
;
893 return DISABLED_MIRROR_TIMER
;
894 return 1*IN_MILISECONDS
;
902 void Player::UpdateMirrorTimers()
904 // Desync flags for update on next HandleDrowning
905 if (m_MirrorTimerFlags
)
906 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
909 void Player::HandleDrowning(uint32 time_diff
)
911 if (!m_MirrorTimerFlags
)
915 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
917 // Breath timer not activated - activate it
918 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
920 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
921 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
923 else // If activated - do tick
925 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
926 // Timer limit - need deal damage
927 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
929 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
930 // Calculate and deal damage
931 // TODO: Check this formula
932 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
933 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
935 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
936 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
939 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
941 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
943 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
944 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
945 StopMirrorTimer(BREATH_TIMER
);
946 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
947 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
951 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
953 // Fatigue timer not activated - activate it
954 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
956 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
957 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
961 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
962 // Timer limit - need deal damage or teleport ghost to graveyard
963 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
965 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
966 if (isAlive()) // Calculate and deal damage
968 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
969 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
971 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
974 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
975 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
978 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
980 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
981 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
982 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
983 StopMirrorTimer(FATIGUE_TIMER
);
984 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
985 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
988 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
990 // Breath timer not activated - activate it
991 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
992 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
995 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
996 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
998 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
999 // Calculate and deal damage
1000 // TODO: Check this formula
1001 uint32 damage
= urand(600, 700);
1002 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1003 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1005 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1010 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1012 // Recheck timers flag
1013 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1014 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1015 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1017 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1020 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1023 ///The player sobers by 256 every 10 seconds
1024 void Player::HandleSobering()
1028 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1029 SetDrunkValue(drunk
);
1032 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1035 return DRUNKEN_SMASHED
;
1037 return DRUNKEN_DRUNK
;
1039 return DRUNKEN_TIPSY
;
1040 return DRUNKEN_SOBER
;
1043 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1045 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1047 m_drunk
= newDrunkenValue
;
1048 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1050 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1052 // special drunk invisibility detection
1053 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1054 m_detectInvisibilityMask
|= (1<<6);
1056 m_detectInvisibilityMask
&= ~(1<<6);
1058 if(newDrunkenState
== oldDrunkenState
)
1061 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1062 data
<< uint64(GetGUID());
1063 data
<< uint32(newDrunkenState
);
1064 data
<< uint32(itemId
);
1066 SendMessageToSet(&data
, true);
1069 void Player::Update( uint32 p_time
)
1075 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1080 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1081 m_nextMailDelivereTime
= 0;
1084 Unit::Update( p_time
);
1086 // update player only attacks
1087 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1089 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1092 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1094 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1097 time_t now
= time (NULL
);
1101 UpdateContestedPvP(p_time
);
1103 UpdateDuelFlag(now
);
1105 CheckDuelDistance(now
);
1107 UpdateAfkReport(now
);
1109 // Update items that have just a limited lifetime
1110 if (now
>m_Last_tick
)
1111 UpdateItemDuration(uint32(now
- m_Last_tick
));
1113 if (!m_timedquests
.empty())
1115 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1116 while (iter
!= m_timedquests
.end())
1118 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1119 if( q_status
.m_timer
<= p_time
)
1121 uint32 quest_id
= *iter
;
1122 ++iter
; // current iter will be removed in FailTimedQuest
1123 FailTimedQuest( quest_id
);
1127 q_status
.m_timer
-= p_time
;
1128 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1134 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1136 Unit
*pVictim
= getVictim();
1137 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1139 // default combat reach 10
1140 // TODO add weapon,skill check
1142 float pldistance
= ATTACK_DISTANCE
;
1144 if (isAttackReady(BASE_ATTACK
))
1146 if(!IsWithinDistInMap(pVictim
, pldistance
))
1148 setAttackTimer(BASE_ATTACK
,100);
1149 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1151 SendAttackSwingNotInRange();
1152 m_swingErrorMsg
= 1;
1155 //120 degrees of radiant range
1156 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1158 setAttackTimer(BASE_ATTACK
,100);
1159 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1161 SendAttackSwingBadFacingAttack();
1162 m_swingErrorMsg
= 2;
1167 m_swingErrorMsg
= 0; // reset swing error state
1169 // prevent base and off attack in same time, delay attack at 0.2 sec
1170 if(haveOffhandWeapon())
1172 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1173 if(off_att
< ATTACK_DISPLAY_DELAY
)
1174 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1176 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1177 resetAttackTimer(BASE_ATTACK
);
1181 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1183 if(!IsWithinDistInMap(pVictim
, pldistance
))
1185 setAttackTimer(OFF_ATTACK
,100);
1187 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1189 setAttackTimer(OFF_ATTACK
,100);
1193 // prevent base and off attack in same time, delay attack at 0.2 sec
1194 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1195 if(base_att
< ATTACK_DISPLAY_DELAY
)
1196 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1198 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1199 resetAttackTimer(OFF_ATTACK
);
1203 Unit
*owner
= pVictim
->GetOwner();
1204 Unit
*u
= owner
? owner
: pVictim
;
1205 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1208 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1213 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1215 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1217 int time_inn
= time(NULL
)-GetTimeInnEnter();
1218 if (time_inn
>= 10) //freeze update
1220 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1221 //speed collect rest bonus (section/in hour)
1222 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1223 UpdateInnerTime(time(NULL
));
1228 if(m_regenTimer
> 0)
1230 if(p_time
>= m_regenTimer
)
1233 m_regenTimer
-= p_time
;
1236 if (m_weaponChangeTimer
> 0)
1238 if(p_time
>= m_weaponChangeTimer
)
1239 m_weaponChangeTimer
= 0;
1241 m_weaponChangeTimer
-= p_time
;
1244 if (m_zoneUpdateTimer
> 0)
1246 if(p_time
>= m_zoneUpdateTimer
)
1248 uint32 newzone
, newarea
;
1249 GetZoneAndAreaId(newzone
,newarea
);
1251 if( m_zoneUpdateId
!= newzone
)
1252 UpdateZone(newzone
,newarea
); // also update area
1255 // use area updates as well
1256 // needed for free far all arenas for example
1257 if( m_areaUpdateId
!= newarea
)
1258 UpdateArea(newarea
);
1260 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1264 m_zoneUpdateTimer
-= p_time
;
1272 if (m_deathState
== JUST_DIED
)
1279 if(p_time
>= m_nextSave
)
1281 // m_nextSave reseted in SaveToDB call
1283 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1287 m_nextSave
-= p_time
;
1291 //Handle Water/drowning
1292 HandleDrowning(p_time
);
1294 //Handle detect stealth players
1295 if (m_DetectInvTimer
> 0)
1297 if (p_time
>= m_DetectInvTimer
)
1299 m_DetectInvTimer
= 3000;
1300 HandleStealthedUnitsDetection();
1303 m_DetectInvTimer
-= p_time
;
1307 if (now
> m_Last_tick
)
1309 uint32 elapsed
= uint32(now
- m_Last_tick
);
1310 m_Played_time
[0] += elapsed
; // Total played time
1311 m_Played_time
[1] += elapsed
; // Level played time
1317 m_drunkTimer
+= p_time
;
1319 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1323 // not auto-free ghost from body in instances
1324 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1326 if(p_time
>= m_deathTimer
)
1333 m_deathTimer
-= p_time
;
1336 UpdateEnchantTime(p_time
);
1337 UpdateHomebindTime(p_time
);
1340 SendUpdateToOutOfRangeGroupMembers();
1342 Pet
* pet
= GetPet();
1343 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1345 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1350 void Player::setDeathState(DeathState s
)
1352 uint32 ressSpellId
= 0;
1354 bool cur
= isAlive();
1356 if(s
== JUST_DIED
&& cur
)
1358 // drunken state is cleared on death
1360 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1363 clearResurrectRequestData();
1365 // remove form before other mods to prevent incorrect stats calculation
1366 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1368 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1369 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1371 // remove uncontrolled pets
1375 // save value before aura remove in Unit::setDeathState
1376 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1380 ressSpellId
= GetResurrectionSpellId();
1381 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1385 Unit::setDeathState(s
);
1387 // restore resurrection spell id for player after aura remove
1388 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1389 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1391 if(isAlive() && !cur
)
1393 //clear aura case after resurrection by another way (spells will be applied before next death)
1394 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1396 // restore default warrior stance
1397 if(getClass()== CLASS_WARRIOR
)
1398 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1402 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1404 Field
*fields
= result
->Fetch();
1406 *p_data
<< uint64(GetGUID());
1409 *p_data
<< uint8(getRace());
1410 uint8 pClass
= getClass();
1411 *p_data
<< uint8(pClass
);
1412 *p_data
<< uint8(getGender());
1414 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1415 *p_data
<< uint8(bytes
);
1416 *p_data
<< uint8(bytes
>> 8);
1417 *p_data
<< uint8(bytes
>> 16);
1418 *p_data
<< uint8(bytes
>> 24);
1420 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1421 *p_data
<< uint8(bytes
);
1423 *p_data
<< uint8(getLevel()); // player level
1424 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1425 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1426 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1427 *p_data
<< uint32(zoneId
);
1428 *p_data
<< uint32(GetMapId());
1430 *p_data
<< GetPositionX();
1431 *p_data
<< GetPositionY();
1432 *p_data
<< GetPositionZ();
1435 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1437 uint32 char_flags
= 0;
1438 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1439 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1440 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1441 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1442 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1443 char_flags
|= CHARACTER_FLAG_GHOST
;
1444 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1445 char_flags
|= CHARACTER_FLAG_RENAME
;
1446 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1447 char_flags
|= CHARACTER_FLAG_DECLINED
;
1449 *p_data
<< uint32(char_flags
); // character flags
1450 // character customize (flags?)
1451 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1452 *p_data
<< uint8(1); // unknown
1456 uint32 petDisplayId
= 0;
1457 uint32 petLevel
= 0;
1458 uint32 petFamily
= 0;
1460 // show pet at selection character in character list only for non-ghost character
1461 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1463 uint32 entry
= fields
[10].GetUInt32();
1464 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1467 petDisplayId
= fields
[11].GetUInt32();
1468 petLevel
= fields
[12].GetUInt32();
1469 petFamily
= cInfo
->family
;
1473 *p_data
<< uint32(petDisplayId
);
1474 *p_data
<< uint32(petLevel
);
1475 *p_data
<< uint32(petFamily
);
1478 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1480 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1481 uint32 item_id
= GetUInt32Value(visualbase
);
1482 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1483 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1485 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1487 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1488 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1494 *p_data
<< uint32(proto
->DisplayInfoID
);
1495 *p_data
<< uint8(proto
->InventoryType
);
1496 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1500 *p_data
<< uint32(0);
1501 *p_data
<< uint8(0);
1502 *p_data
<< uint32(0); // enchant?
1505 *p_data
<< uint32(0); // first bag display id
1506 *p_data
<< uint8(0); // first bag inventory type
1507 *p_data
<< uint32(0); // enchant?
1510 bool Player::ToggleAFK()
1512 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1514 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1516 // afk player not allowed in battleground
1517 if(state
&& InBattleGround())
1518 LeaveBattleground();
1523 bool Player::ToggleDND()
1525 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1527 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1530 uint8
Player::chatTag() const
1547 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1549 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1551 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1555 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1556 Pet
* pet
= GetPet();
1558 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1560 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1561 // don't let gm level > 1 either
1562 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1565 // client without expansion support
1566 if(GetSession()->Expansion() < mEntry
->Expansion())
1568 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1571 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1573 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1575 return false; // normal client can't teleport to this map...
1579 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1582 // if we were on a transport, leave
1583 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1585 m_transport
->RemovePassenger(this);
1587 m_movementInfo
.t_x
= 0.0f
;
1588 m_movementInfo
.t_y
= 0.0f
;
1589 m_movementInfo
.t_z
= 0.0f
;
1590 m_movementInfo
.t_o
= 0.0f
;
1591 m_movementInfo
.t_time
= 0;
1594 // The player was ported to another map and looses the duel immediately.
1595 // We have to perform this check before the teleport, otherwise the
1596 // ObjectAccessor won't find the flag.
1597 if (duel
&& GetMapId()!=mapid
)
1599 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1601 DuelComplete(DUEL_FLED
);
1604 // reset movement flags at teleport, because player will continue move with these flags after teleport
1605 SetUnitMovementFlags(0);
1607 if ((GetMapId() == mapid
) && (!m_transport
))
1609 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1611 //same map, only remove pet if out of range for new position
1612 if(pet
&& pet
->GetDistance(x
,y
,z
) >= OWNER_MAX_DISTANCE
)
1613 UnsummonPetTemporaryIfAny();
1616 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1619 // this will be used instead of the current location in SaveToDB
1620 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1621 SetFallInformation(0, z
);
1623 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1624 // at client packet MSG_MOVE_TELEPORT_ACK
1625 SetSemaphoreTeleportNear(true);
1626 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1627 if(!GetSession()->PlayerLogout())
1630 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1631 GetSession()->SendPacket(&data
);
1636 // far teleport to another map
1637 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1638 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1640 // Check enter rights before map getting to avoid creating instance copy for player
1641 // this check not dependent from map instance copy and same for all instance copies of selected map
1642 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1645 // If the map is not created, assume it is possible to enter it.
1646 // It will be created in the WorldPortAck.
1647 Map
*map
= MapManager::Instance().FindMap(mapid
);
1648 if (!map
|| map
->CanEnter(this))
1654 ResetContestedPvP();
1656 // remove player from battleground on far teleport (when changing maps)
1657 if(BattleGround
const* bg
= GetBattleGround())
1659 // Note: at battleground join battleground id set before teleport
1660 // and we already will found "current" battleground
1661 // just need check that this is targeted map or leave
1662 if(bg
->GetMapId() != mapid
)
1663 LeaveBattleground(false); // don't teleport to entry point
1666 // remove pet on map change
1668 UnsummonPetTemporaryIfAny();
1670 // remove all dyn objects
1671 RemoveAllDynObjects();
1673 // stop spellcasting
1674 // not attempt interrupt teleportation spell at caster teleport
1675 if(!(options
& TELE_TO_SPELL
))
1676 if(IsNonMeleeSpellCasted(true))
1677 InterruptNonMeleeSpells(true);
1679 if(!GetSession()->PlayerLogout())
1681 // send transfer packets
1682 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1683 data
<< uint32(mapid
);
1686 data
<< m_transport
->GetEntry() << GetMapId();
1688 GetSession()->SendPacket(&data
);
1690 data
.Initialize(SMSG_NEW_WORLD
, (20));
1693 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1697 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1699 GetSession()->SendPacket( &data
);
1700 SendSavedInstances();
1702 // remove from old map now
1703 if(oldmap
) oldmap
->Remove(this, false);
1706 // new final coordinates
1710 float final_o
= orientation
;
1714 final_x
+= m_movementInfo
.t_x
;
1715 final_y
+= m_movementInfo
.t_y
;
1716 final_z
+= m_movementInfo
.t_z
;
1717 final_o
+= m_movementInfo
.t_o
;
1720 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1721 SetFallInformation(0, final_z
);
1722 // if the player is saved before worldportack (at logout for example)
1723 // this will be used instead of the current location in SaveToDB
1725 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1727 // move packet sent by client always after far teleport
1728 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1729 SetSemaphoreTeleportFar(true);
1737 void Player::AddToWorld()
1739 ///- Do not add/remove the player from the object storage
1740 ///- It will crash when updating the ObjectAccessor
1741 ///- The player should only be added when logging in
1744 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1747 m_items
[i
]->AddToWorld();
1751 void Player::RemoveFromWorld()
1756 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1758 UnsummonAllTotems();
1763 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1766 m_items
[i
]->RemoveFromWorld();
1769 ///- Do not add/remove the player from the object storage
1770 ///- It will crash when updating the ObjectAccessor
1771 ///- The player should only be removed when logging out
1772 Unit::RemoveFromWorld();
1775 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1779 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1783 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1785 // talent who gave more rage on attack
1786 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1790 addRage
= damage
/rageconversion
*2.5;
1792 // Berserker Rage effect
1793 if(HasAura(18499,0))
1797 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1799 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1802 void Player::RegenerateAll()
1804 if (m_regenTimer
!= 0)
1806 uint32 regenDelay
= 2000;
1808 // Not in combat or they have regeneration
1809 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1810 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1813 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1815 Regenerate(POWER_RAGE
);
1816 if(getClass() == CLASS_DEATH_KNIGHT
)
1817 Regenerate(POWER_RUNIC_POWER
);
1821 Regenerate( POWER_ENERGY
);
1823 Regenerate( POWER_MANA
);
1825 if(getClass() == CLASS_DEATH_KNIGHT
)
1826 Regenerate( POWER_RUNE
);
1828 m_regenTimer
= regenDelay
;
1831 void Player::Regenerate(Powers power
)
1833 uint32 curValue
= GetPower(power
);
1834 uint32 maxValue
= GetMaxPower(power
);
1836 float addvalue
= 0.0f
;
1842 bool recentCast
= IsUnderLastManaUseEffect();
1843 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1846 // Mangos Updates Mana in intervals of 2s, which is correct
1847 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1851 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1854 case POWER_RAGE
: // Regenerate rage
1856 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1857 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1859 case POWER_ENERGY
: // Regenerate energy (rogue)
1862 case POWER_RUNIC_POWER
:
1864 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1865 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1869 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1870 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1871 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1874 case POWER_HAPPINESS
:
1878 // Mana regen calculated in Player::UpdateManaRegen()
1879 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1880 if(power
!= POWER_MANA
)
1882 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1883 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1884 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1885 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1888 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1890 curValue
+= uint32(addvalue
);
1891 if (curValue
> maxValue
)
1892 curValue
= maxValue
;
1896 if(curValue
<= uint32(addvalue
))
1899 curValue
-= uint32(addvalue
);
1901 SetPower(power
, curValue
);
1904 void Player::RegenerateHealth()
1906 uint32 curValue
= GetHealth();
1907 uint32 maxValue
= GetMaxHealth();
1909 if (curValue
>= maxValue
) return;
1911 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1913 float addvalue
= 0.0f
;
1916 if ( IsPolymorphed() )
1917 addvalue
= GetMaxHealth()/3;
1918 // normal regen case (maybe partly in combat case)
1919 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1921 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1924 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1925 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1926 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1928 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1929 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1935 // always regeneration bonus (including combat)
1936 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1941 ModifyHealth(int32(addvalue
));
1944 bool Player::CanInteractWithNPCs(bool alive
) const
1946 if(alive
&& !isAlive())
1955 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1965 Creature
*unit
= GetMap()->GetCreature(guid
);
1970 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1973 // appropriate npc type
1974 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1977 // alive or spirit healer
1978 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1981 // not allow interaction under control
1982 if(unit
->GetCharmerOrOwnerGUID())
1986 if( unit
->IsHostileTo(this))
1990 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1991 if(factionTemplate
->faction
)
1992 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
1993 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
1997 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2003 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2005 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2007 if(go
->GetGoType() == type
)
2012 // TODO: find out how the client calculates the maximal usage distance to spellless working
2013 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2014 case GAMEOBJECT_TYPE_GUILD_BANK
:
2015 case GAMEOBJECT_TYPE_MAILBOX
:
2018 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2019 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2022 maxdist
= INTERACTION_DISTANCE
;
2026 if (go
->IsWithinDistInMap(this, maxdist
))
2029 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2030 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2036 bool Player::IsUnderWater() const
2038 return IsInWater() &&
2039 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2042 void Player::SetInWater(bool apply
)
2044 if(m_isInWater
==apply
)
2047 //define player in water by opcodes
2048 //move player's guid into HateOfflineList of those mobs
2049 //which can't swim and move guid back into ThreatList when
2051 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2052 m_isInWater
= apply
;
2054 // remove auras that need water/land
2055 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2057 getHostilRefManager().updateThreatTables();
2060 void Player::SetGameMaster(bool on
)
2064 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2066 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2068 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2069 ResetContestedPvP();
2071 getHostilRefManager().setOnlineOfflineState(false);
2074 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2079 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2080 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2082 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2083 setFactionForRace(getRace());
2084 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2086 // restore FFA PvP Server state
2087 if(sWorld
.IsFFAPvPRealm())
2088 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2090 // restore FFA PvP area state, remove not allowed for GM mounts
2091 UpdateArea(m_areaUpdateId
);
2093 getHostilRefManager().setOnlineOfflineState(true);
2096 ObjectAccessor::UpdateVisibilityForPlayer(this);
2099 void Player::SetGMVisible(bool on
)
2103 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2105 // Reapply stealth/invisibility if active or show if not any
2106 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2107 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2108 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2109 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2111 SetVisibility(VISIBILITY_ON
);
2115 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2117 SetAcceptWhispers(false);
2118 SetGameMaster(true);
2120 SetVisibility(VISIBILITY_OFF
);
2124 bool Player::IsGroupVisibleFor(Player
* p
) const
2126 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2128 default: return IsInSameGroupWith(p
);
2129 case 1: return IsInSameRaidWith(p
);
2130 case 2: return GetTeam()==p
->GetTeam();
2134 bool Player::IsInSameGroupWith(Player
const* p
) const
2136 return p
==this || GetGroup() != NULL
&&
2137 GetGroup() == p
->GetGroup() &&
2138 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2141 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2142 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2143 void Player::UninviteFromGroup()
2145 Group
* group
= GetGroupInvite();
2149 group
->RemoveInvite(this);
2151 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2153 if(group
->IsCreated())
2155 group
->Disband(true);
2156 objmgr
.RemoveGroup(group
);
2159 group
->RemoveAllInvites();
2165 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2169 if (group
->RemoveMember(guid
, 0) <= 1)
2171 // group->Disband(); already disbanded in RemoveMember
2172 objmgr
.RemoveGroup(group
);
2174 // removemember sets the player's group pointer to NULL
2179 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2181 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2182 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2183 data
<< uint32(GivenXP
+RestXP
); // given experience
2184 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2187 data
<< uint32(GivenXP
); // experience without rested bonus
2188 data
<< float(1); // 1 - none 0 - 100% group bonus output
2190 data
<< uint8(0); // new 2.4.0
2191 GetSession()->SendPacket(&data
);
2194 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2202 uint32 level
= getLevel();
2204 // XP to money conversion processed in Player::RewardQuest
2205 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2208 // handle SPELL_AURA_MOD_XP_PCT auras
2209 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2210 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2211 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2213 // XP resting bonus for kill
2214 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2216 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2218 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2219 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2220 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2222 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2226 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2227 GiveLevel(level
+ 1);
2230 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2233 SetUInt32Value(PLAYER_XP
, newXP
);
2236 // Update player to next level
2237 // Current player experience not update (must be update by caller)
2238 void Player::GiveLevel(uint32 level
)
2240 if ( level
== getLevel() )
2243 PlayerLevelInfo info
;
2244 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2246 PlayerClassLevelInfo classInfo
;
2247 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2249 // send levelup info to client
2250 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2251 data
<< uint32(level
);
2252 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2253 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2254 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2262 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2263 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2265 GetSession()->SendPacket(&data
);
2267 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2269 //update level, max level of skills
2270 if(getLevel()!= level
)
2271 m_Played_time
[1] = 0; // Level Played Time reset
2273 UpdateSkillsForLevel ();
2275 // save base values (bonuses already included in stored stats
2276 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2277 SetCreateStat(Stats(i
), info
.stats
[i
]);
2279 SetCreateHealth(classInfo
.basehealth
);
2280 SetCreateMana(classInfo
.basemana
);
2282 InitTalentForLevel();
2283 InitTaxiNodesForLevel();
2284 InitGlyphsForLevel();
2288 // set current level health and mana/energy to maximum after applying all mods.
2289 SetHealth(GetMaxHealth());
2290 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2291 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2292 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2293 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2294 SetPower(POWER_FOCUS
, 0);
2295 SetPower(POWER_HAPPINESS
, 0);
2297 // give level to summoned pet
2298 Pet
* pet
= GetPet();
2299 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2300 pet
->GivePetLevel(level
);
2301 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2304 void Player::InitTalentForLevel()
2306 uint32 level
= getLevel();
2307 // talents base at level diff ( talents = level - 9 but some can be used already)
2310 // Remove all talent points
2311 if(m_usedTalentCount
> 0) // Free any used talents
2314 SetFreeTalentPoints(0);
2319 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2321 // if used more that have then reset
2322 if(m_usedTalentCount
> talentPointsForLevel
)
2324 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2327 SetFreeTalentPoints(0);
2329 // else update amount of free points
2331 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2335 void Player::InitStatsForLevel(bool reapplyMods
)
2337 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2338 _RemoveAllStatBonuses();
2340 PlayerClassLevelInfo classInfo
;
2341 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2343 PlayerLevelInfo info
;
2344 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2346 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2347 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2349 UpdateSkillsForLevel ();
2351 // set default cast time multiplier
2352 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2354 // reset size before reapply auras
2355 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2357 // save base values (bonuses already included in stored stats
2358 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2359 SetCreateStat(Stats(i
), info
.stats
[i
]);
2361 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2362 SetStat(Stats(i
), info
.stats
[i
]);
2364 SetCreateHealth(classInfo
.basehealth
);
2367 SetCreateMana(classInfo
.basemana
);
2369 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2373 //reset rating fields values
2374 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2375 SetUInt32Value(index
, 0);
2377 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2378 for (int i
= 0; i
< 7; ++i
)
2380 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2381 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2382 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2385 //reset attack power, damage and attack speed fields
2386 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2387 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2388 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2390 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2391 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2392 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2393 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2394 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2395 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2397 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2398 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2399 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2400 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2401 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2402 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2404 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2405 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2406 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2407 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2409 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2410 for (uint8 i
= 0; i
< 7; ++i
)
2411 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2413 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2414 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2415 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2418 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2420 // set armor (resistance 0) to original value (create_agility*2)
2421 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2422 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2423 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2424 // set other resistance to original value (0)
2425 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2427 SetResistance(SpellSchools(i
), 0);
2428 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2429 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2432 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2433 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2434 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2436 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2437 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2439 // Reset no reagent cost field
2440 for(int i
= 0; i
< 3; ++i
)
2441 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2442 // Init data for form but skip reapply item mods for form
2443 InitDataForForm(reapplyMods
);
2446 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2447 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2449 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2451 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2452 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2454 // cleanup unit flags (will be re-applied if need at aura load).
2455 RemoveFlag( UNIT_FIELD_FLAGS
,
2456 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2457 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2458 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2459 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2460 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2461 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2463 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2465 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2466 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2468 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2469 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2471 // restore if need some important flags
2472 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2474 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2475 _ApplyAllStatBonuses();
2477 // set current level health and mana/energy to maximum after applying all mods.
2478 SetHealth(GetMaxHealth());
2479 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2480 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2481 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2482 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2483 SetPower(POWER_FOCUS
, 0);
2484 SetPower(POWER_HAPPINESS
, 0);
2485 SetPower(POWER_RUNIC_POWER
, 0);
2488 void Player::SendInitialSpells()
2490 time_t curTime
= time(NULL
);
2491 time_t infTime
= curTime
+ MONTH
/2;
2493 uint16 spellCount
= 0;
2495 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2498 size_t countPos
= data
.wpos();
2499 data
<< uint16(spellCount
); // spell count placeholder
2501 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2503 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2506 if(!itr
->second
->active
|| itr
->second
->disabled
)
2509 data
<< uint16(itr
->first
);
2510 data
<< uint16(0); // it's not slot id
2515 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2517 uint16 spellCooldowns
= m_spellCooldowns
.size();
2518 data
<< uint16(spellCooldowns
);
2519 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2521 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2525 // not send infinity cooldown
2526 if(itr
->second
.end
> infTime
)
2529 data
<< uint16(itr
->first
);
2531 time_t cooldown
= 0;
2532 if(itr
->second
.end
> curTime
)
2533 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2535 data
<< uint16(itr
->second
.itemid
); // cast item id
2536 data
<< uint16(sEntry
->Category
); // spell category
2537 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2539 data
<< uint32(0); // cooldown
2540 data
<< uint32(cooldown
); // category cooldown
2544 data
<< uint32(cooldown
); // cooldown
2545 data
<< uint32(0); // category cooldown
2549 GetSession()->SendPacket(&data
);
2551 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2554 void Player::RemoveMail(uint32 id
)
2556 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2558 if ((*itr
)->messageID
== id
)
2560 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2567 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2569 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2570 data
<< (uint32
) mailId
;
2571 data
<< (uint32
) mailAction
;
2572 data
<< (uint32
) mailError
;
2573 if ( mailError
== MAIL_ERR_BAG_FULL
)
2574 data
<< (uint32
) equipError
;
2575 else if( mailAction
== MAIL_ITEM_TAKEN
)
2577 data
<< (uint32
) item_guid
; // item guid low?
2578 data
<< (uint32
) item_count
; // item count?
2580 GetSession()->SendPacket(&data
);
2583 void Player::SendNewMail()
2585 // deliver undelivered mail
2586 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2588 GetSession()->SendPacket(&data
);
2591 void Player::UpdateNextMailTimeAndUnreads()
2593 // calculate next delivery time (min. from non-delivered mails
2594 // and recalculate unReadMail
2595 time_t cTime
= time(NULL
);
2596 m_nextMailDelivereTime
= 0;
2598 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2600 if((*itr
)->deliver_time
> cTime
)
2602 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2603 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2605 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2610 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2612 if(deliver_time
<= time(NULL
)) // ready now
2617 else // not ready and no have ready mails
2619 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2620 m_nextMailDelivereTime
= deliver_time
;
2624 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2626 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2629 // do character spell book cleanup (all characters)
2630 if(!IsInWorld() && !learning
) // spell load case
2632 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2633 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2636 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2641 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2643 // do character spell book cleanup (all characters)
2644 if(!IsInWorld() && !learning
) // spell load case
2646 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2647 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2650 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2655 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2657 bool dependent_set
= false;
2658 bool disabled_case
= false;
2659 bool superceded_old
= false;
2661 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2662 if (itr
!= m_spells
.end())
2664 uint32 next_active_spell_id
= 0;
2665 // fix activate state for non-stackable low rank (and find next spell for !active case)
2666 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2668 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2669 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2671 if(HasSpell(next_itr
->second
))
2673 // high rank already known so this must !active
2675 next_active_spell_id
= next_itr
->second
;
2681 // not do anything if already known in expected state
2682 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2683 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2685 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2686 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2691 // dependent spell known as not dependent, overwrite state
2692 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2694 itr
->second
->dependent
= dependent
;
2695 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2696 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2697 dependent_set
= true;
2700 // update active state for known spell
2701 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2703 itr
->second
->active
= active
;
2705 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2706 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2707 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2708 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2712 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2713 CastSpell (this,spell_id
,true);
2715 else if(IsInWorld())
2717 if(next_active_spell_id
)
2719 // update spell ranks in spellbook and action bar
2720 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2721 data
<< uint16(spell_id
);
2722 data
<< uint16(next_active_spell_id
);
2723 GetSession()->SendPacket( &data
);
2727 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2728 data
<< uint16(spell_id
);
2729 GetSession()->SendPacket(&data
);
2733 return active
; // learn (show in spell book if active now)
2736 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2738 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2739 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2740 itr
->second
->disabled
= disabled
;
2745 disabled_case
= true;
2747 else switch(itr
->second
->state
)
2749 case PLAYERSPELL_UNCHANGED
: // known saved spell
2751 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2754 m_spells
.erase(itr
);
2755 state
= PLAYERSPELL_CHANGED
;
2756 break; // need re-add
2758 default: // known not saved yet spell (new or modified)
2760 // can be in case spell loading but learned at some previous spell loading
2761 if(!IsInWorld() && !learning
&& !dependent_set
)
2762 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2769 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2771 // talent: unlearn all other talent ranks (high and low)
2772 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2774 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2776 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2778 // skip learning spell and no rank spell case
2779 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2780 if(!rankSpellId
|| rankSpellId
==spell_id
)
2783 removeSpell(rankSpellId
);
2787 // non talent spell: learn low ranks (recursive call)
2788 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2790 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2791 addSpell(prev_spell
,active
,true,true,disabled
);
2792 else // at normal learning
2793 learnSpell(prev_spell
,true);
2796 PlayerSpell
*newspell
= new PlayerSpell
;
2797 newspell
->state
= state
;
2798 newspell
->active
= active
;
2799 newspell
->dependent
= dependent
;
2800 newspell
->disabled
= disabled
;
2802 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2803 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2805 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2807 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2808 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2809 if(!i_spellInfo
) continue;
2811 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2813 if(itr2
->second
->active
)
2815 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2817 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2819 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2820 data
<< uint16(itr2
->first
);
2821 data
<< uint16(spell_id
);
2822 GetSession()->SendPacket( &data
);
2825 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2826 itr2
->second
->active
= false;
2827 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2828 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2829 superceded_old
= true; // new spell replace old in action bars and spell book.
2831 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2833 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2835 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2836 data
<< uint16(spell_id
);
2837 data
<< uint16(itr2
->first
);
2838 GetSession()->SendPacket( &data
);
2841 // mark new spell as disable (not learned yet for client and will not learned)
2842 newspell
->active
= false;
2843 if(newspell
->state
!= PLAYERSPELL_NEW
)
2844 newspell
->state
= PLAYERSPELL_CHANGED
;
2851 m_spells
[spell_id
] = newspell
;
2853 // return false if spell disabled
2854 if (newspell
->disabled
)
2858 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2860 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2861 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2862 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2864 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2865 CastSpell(this, spell_id
, true);
2867 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2868 else if (IsPassiveSpell(spell_id
))
2870 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2871 CastSpell(this, spell_id
, true);
2873 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2875 CastSpell(this, spell_id
, true);
2879 // update used talent points count
2880 m_usedTalentCount
+= talentCost
;
2882 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2883 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2885 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2886 SetFreePrimaryProffesions(freeProfs
-1);
2889 // add dependent skills
2890 uint16 maxskill
= GetMaxSkillValueForLevel();
2892 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2894 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2895 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2899 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2900 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2902 if(skill_value
< spellLearnSkill
->value
)
2903 skill_value
= spellLearnSkill
->value
;
2905 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2907 if(skill_max_value
< new_skill_max_value
)
2908 skill_max_value
= new_skill_max_value
;
2910 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2914 // not ranked skills
2915 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2917 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2921 if(HasSkill(pSkill
->id
))
2924 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2925 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2926 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2928 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2930 case SKILL_RANGE_LANGUAGE
:
2931 SetSkill(pSkill
->id
, 300, 300 );
2933 case SKILL_RANGE_LEVEL
:
2934 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2936 case SKILL_RANGE_MONO
:
2937 SetSkill(pSkill
->id
, 1, 1 );
2946 // learn dependent spells
2947 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2948 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2950 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2952 if(!itr2
->second
.autoLearned
)
2954 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2955 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2956 else // at normal learning
2957 learnSpell(itr2
->second
.spell
,true);
2961 if(!GetSession()->PlayerLoading())
2963 // not ranked skills
2964 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2966 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
2967 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
2970 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
2973 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2974 return active
&& !disabled
&& !superceded_old
;
2977 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2979 bool need_cast
= false;
2981 switch(spellInfo
->Id
)
2983 // some spells not have stance data expacted cast at form change or present
2984 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2985 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2986 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2987 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2988 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2989 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2990 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2991 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2992 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2993 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2994 // another spells have proper stance data
2995 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2998 //Check CasterAuraStates
2999 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3002 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3004 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3006 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3007 bool active
= disabled
? itr
->second
->active
: true;
3009 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3011 // learn all disabled higher ranks (recursive)
3014 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3015 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3017 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3018 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3019 learnSpell(i
->second
,false);
3023 // prevent duplicated entires in spell book, also not send if not in world (loading)
3024 if(!learning
|| !IsInWorld ())
3027 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3028 data
<< uint32(spell_id
);
3029 GetSession()->SendPacket(&data
);
3032 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3034 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3035 if (itr
== m_spells
.end())
3038 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3041 // unlearn non talent higher ranks (recursive)
3042 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3043 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3044 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3045 removeSpell(itr2
->second
,disabled
);
3047 bool cur_active
= itr
->second
->active
;
3048 bool cur_dependent
= itr
->second
->dependent
;
3052 itr
->second
->disabled
= disabled
;
3053 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3054 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3058 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3061 m_spells
.erase(itr
);
3064 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3067 RemoveAurasDueToSpell(spell_id
);
3070 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3071 RemovePetAura(petSpell
);
3073 // free talent points
3074 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3077 if(talentCosts
< m_usedTalentCount
)
3078 m_usedTalentCount
-= talentCosts
;
3080 m_usedTalentCount
= 0;
3083 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3084 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3086 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
3087 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3088 SetFreePrimaryProffesions(freeProfs
);
3091 // remove dependent skill
3092 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3095 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3096 if(!prev_spell
) // first rank, remove skill
3097 SetSkill(spellLearnSkill
->skill
,0,0);
3100 // search prev. skill setting by spell ranks chain
3101 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3102 while(!prevSkill
&& prev_spell
)
3104 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3105 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3108 if(!prevSkill
) // not found prev skill setting, remove skill
3109 SetSkill(spellLearnSkill
->skill
,0,0);
3110 else // set to prev. skill setting values
3112 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3113 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3115 if(skill_value
> prevSkill
->value
)
3116 skill_value
= prevSkill
->value
;
3118 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3120 if(skill_max_value
> new_skill_max_value
)
3121 skill_max_value
= new_skill_max_value
;
3123 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3130 // not ranked skills
3131 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3132 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3134 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3136 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3140 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3141 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3142 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3144 // not reset skills for professions and racial abilities
3145 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3146 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3149 SetSkill(pSkill
->id
, 0, 0 );
3154 // remove dependent spells
3155 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3156 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3158 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3159 removeSpell(itr2
->second
.spell
, disabled
);
3161 // activate lesser rank in spellbook/action bar, and cast it if need
3162 bool prev_activate
= false;
3164 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3166 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3168 // if talent then lesser rank also talent and need learn
3170 learnSpell (prev_id
,false);
3171 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3172 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3174 // need manually update dependence state (learn spell ignore like attempts)
3175 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3176 if (prev_itr
!= m_spells
.end())
3178 if(prev_itr
->second
->dependent
!= cur_dependent
)
3180 prev_itr
->second
->dependent
= cur_dependent
;
3181 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3182 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3185 // now re-learn if need re-activate
3186 if(cur_active
&& !prev_itr
->second
->active
)
3188 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3190 if(update_action_bar_for_low_rank
)
3192 // downgrade spell ranks in spellbook and action bar
3193 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3194 data
<< uint16(spell_id
);
3195 data
<< uint16(prev_id
);
3196 GetSession()->SendPacket( &data
);
3197 prev_activate
= true;
3205 // remove from spell book if not replaced by lesser rank
3208 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3209 data
<< uint16(spell_id
);
3210 GetSession()->SendPacket(&data
);
3214 void Player::RemoveArenaSpellCooldowns()
3216 // remove cooldowns on spells that has < 15 min CD
3217 SpellCooldowns::iterator itr
, next
;
3218 // iterate spell cooldowns
3219 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3223 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3224 // check if spellentry is present and if the cooldown is less than 15 mins
3226 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3227 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3230 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3231 data
<< uint32(itr
->first
);
3232 data
<< uint64(GetGUID());
3233 GetSession()->SendPacket(&data
);
3235 m_spellCooldowns
.erase(itr
);
3240 void Player::RemoveAllSpellCooldown()
3242 if(!m_spellCooldowns
.empty())
3244 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3246 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3247 data
<< uint32(itr
->first
);
3248 data
<< uint64(GetGUID());
3249 GetSession()->SendPacket(&data
);
3251 m_spellCooldowns
.clear();
3255 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3257 // some cooldowns can be already set at aura loading...
3259 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3263 time_t curTime
= time(NULL
);
3267 Field
*fields
= result
->Fetch();
3269 uint32 spell_id
= fields
[0].GetUInt32();
3270 uint32 item_id
= fields
[1].GetUInt32();
3271 time_t db_time
= (time_t)fields
[2].GetUInt64();
3273 if(!sSpellStore
.LookupEntry(spell_id
))
3275 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3279 // skip outdated cooldown
3280 if(db_time
<= curTime
)
3283 AddSpellCooldown(spell_id
, item_id
, db_time
);
3285 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3287 while( result
->NextRow() );
3293 void Player::_SaveSpellCooldowns()
3295 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3297 time_t curTime
= time(NULL
);
3298 time_t infTime
= curTime
+ MONTH
/2;
3300 // remove outdated and save active
3301 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3303 if(itr
->second
.end
<= curTime
)
3304 m_spellCooldowns
.erase(itr
++);
3305 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3307 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
));
3315 uint32
Player::resetTalentsCost() const
3317 // The first time reset costs 1 gold
3318 if(m_resetTalentsCost
< 1*GOLD
)
3321 else if(m_resetTalentsCost
< 5*GOLD
)
3323 // After that it increases in increments of 5 gold
3324 else if(m_resetTalentsCost
< 10*GOLD
)
3328 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3331 // This cost will be reduced by a rate of 5 gold per month
3332 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3333 // to a minimum of 10 gold.
3334 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3338 // After that it increases in increments of 5 gold
3339 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3340 // until it hits a cap of 50 gold.
3341 if(new_cost
> 50*GOLD
)
3348 bool Player::resetTalents(bool no_cost
)
3350 // not need after this call
3351 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3353 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3354 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3357 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3359 if (m_usedTalentCount
== 0)
3361 SetFreeTalentPoints(talentPointsForLevel
);
3369 cost
= resetTalentsCost();
3371 if (GetMoney() < cost
)
3373 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3378 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3380 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3382 if (!talentInfo
) continue;
3384 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3389 // unlearn only talents for character class
3390 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3391 // to prevent unexpected lost normal learned spell skip another class talents
3392 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3395 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3397 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3399 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3405 // remove learned spells (all ranks)
3406 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3408 // unlearn if first rank is talent or learned by talent
3409 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3411 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3412 itr
= GetSpellMap().begin();
3421 SetFreeTalentPoints(talentPointsForLevel
);
3425 ModifyMoney(-(int32
)cost
);
3426 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3428 m_resetTalentsCost
= cost
;
3429 m_resetTalentsTime
= time(NULL
);
3432 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3433 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3437 m_canTitanGrip
= false;
3438 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3439 AutoUnequipOffhandIfNeed();
3445 Mail
* Player::GetMail(uint32 id
)
3447 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3449 if ((*itr
)->messageID
== id
)
3457 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3461 Object::_SetCreateBits(updateMask
, target
);
3465 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3467 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3468 updateMask
->SetBit(index
);
3473 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3477 Object::_SetUpdateBits(updateMask
, target
);
3481 Object::_SetUpdateBits(updateMask
, target
);
3482 *updateMask
&= updateVisualBits
;
3486 void Player::InitVisibleBits()
3488 updateVisualBits
.SetCount(PLAYER_END
);
3490 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3491 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3492 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3493 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3494 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3495 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3496 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3497 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3498 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3499 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3500 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3501 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3502 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3503 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3504 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3505 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3506 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3507 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3508 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3509 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3510 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3511 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3512 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3513 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3514 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3515 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3516 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3517 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3518 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3519 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3520 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3521 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3522 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3523 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3524 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3525 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3526 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3527 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3528 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3529 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3530 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3531 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3532 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3533 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3534 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3535 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3536 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3537 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3538 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3539 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3540 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3541 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3542 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3543 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3544 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3546 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3547 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3548 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3549 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3550 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3551 updateVisualBits
.SetBit(PLAYER_BYTES
);
3552 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3553 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3554 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3555 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3557 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3558 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3559 updateVisualBits
.SetBit(i
);
3561 // Players visible items are not inventory stuff
3562 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3564 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3567 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3568 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3571 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3573 // item enchantments
3574 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3575 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3577 // random properties
3578 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3579 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3580 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3583 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3586 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3588 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3590 if(m_items
[i
] == NULL
)
3593 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3598 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3600 if(m_items
[i
] == NULL
)
3603 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3605 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
3607 if(m_items
[i
] == NULL
)
3610 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3614 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3617 void Player::DestroyForPlayer( Player
*target
) const
3619 Unit::DestroyForPlayer( target
);
3621 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3623 if(m_items
[i
] == NULL
)
3626 m_items
[i
]->DestroyForPlayer( target
);
3631 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3633 if(m_items
[i
] == NULL
)
3636 m_items
[i
]->DestroyForPlayer( target
);
3638 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
3640 if(m_items
[i
] == NULL
)
3643 m_items
[i
]->DestroyForPlayer( target
);
3648 bool Player::HasSpell(uint32 spell
) const
3650 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3651 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3652 !itr
->second
->disabled
);
3655 bool Player::HasActiveSpell(uint32 spell
) const
3657 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3658 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3659 itr
->second
->active
&& !itr
->second
->disabled
);
3662 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3665 return TRAINER_SPELL_RED
;
3667 if (!trainer_spell
->learnedSpell
)
3668 return TRAINER_SPELL_RED
;
3671 if(HasSpell(trainer_spell
->learnedSpell
))
3672 return TRAINER_SPELL_GRAY
;
3674 // check race/class requirement
3675 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3676 return TRAINER_SPELL_RED
;
3678 // check level requirement
3679 if(getLevel() < trainer_spell
->reqLevel
)
3680 return TRAINER_SPELL_RED
;
3682 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3684 // check prev.rank requirement
3685 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3686 return TRAINER_SPELL_RED
;
3688 // check additional spell requirement
3689 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3690 return TRAINER_SPELL_RED
;
3693 // check skill requirement
3694 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3695 return TRAINER_SPELL_RED
;
3697 // exist, already checked at loading
3698 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3700 // secondary prof. or not prof. spell
3701 uint32 skill
= spell
->EffectMiscValue
[1];
3703 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3704 return TRAINER_SPELL_GREEN
;
3706 // check primary prof. limit
3707 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3708 return TRAINER_SPELL_RED
;
3710 return TRAINER_SPELL_GREEN
;
3713 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3715 uint32 guid
= GUID_LOPART(playerguid
);
3717 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3718 // bones will be deleted by corpse/bones deleting thread shortly
3719 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3721 // remove from guild
3722 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3725 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3727 guild
->DelMember(guid
);
3730 // remove from arena teams
3731 LeaveAllArenaTeams(playerguid
);
3733 // the player was uninvited already on logout so just remove from group
3734 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3737 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3739 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3742 RemoveFromGroup(group
, playerguid
);
3746 // remove signs from petitions (also remove petitions if owner);
3747 RemovePetitionsAndSigns(playerguid
, 10);
3749 // return back all mails with COD and Item 0 1 2 3 4 5 6
3750 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
);
3755 Field
*fields
= resultMail
->Fetch();
3757 uint32 mail_id
= fields
[0].GetUInt32();
3758 uint16 mailTemplateId
= fields
[1].GetUInt16();
3759 uint32 sender
= fields
[2].GetUInt32();
3760 std::string subject
= fields
[3].GetCppString();
3761 uint32 itemTextId
= fields
[4].GetUInt32();
3762 uint32 money
= fields
[5].GetUInt32();
3763 bool has_items
= fields
[6].GetBool();
3765 //we can return mail now
3766 //so firstly delete the old one
3767 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3772 // data needs to be at first place for Item::LoadFromDB
3773 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3778 Field
*fields2
= resultItems
->Fetch();
3780 uint32 item_guidlow
= fields2
[1].GetUInt32();
3781 uint32 item_template
= fields2
[2].GetUInt32();
3783 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3786 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3790 Item
*pItem
= NewItemOrBag(itemProto
);
3791 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3793 pItem
->FSetState(ITEM_REMOVED
);
3794 pItem
->SaveToDB(); // it also deletes item object !
3798 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3800 while (resultItems
->NextRow());
3806 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3808 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3810 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3812 while (resultMail
->NextRow());
3817 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3818 // Get guids of character's pets, will deleted in transaction
3819 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3821 // NOW we can finally clear other DB data related to character
3822 CharacterDatabase
.BeginTransaction();
3827 Field
*fields3
= resultPets
->Fetch();
3828 uint32 petguidlow
= fields3
[0].GetUInt32();
3829 Pet::DeleteFromDB(petguidlow
);
3830 } while (resultPets
->NextRow());
3834 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3835 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3836 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3837 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3838 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3839 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3840 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3841 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3842 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3843 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3844 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3845 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3846 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3847 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3848 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3849 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3850 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3851 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3852 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3853 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3854 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3855 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3856 CharacterDatabase
.CommitTransaction();
3858 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3859 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3862 void Player::SetMovement(PlayerMovementType pType
)
3867 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3868 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3869 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3870 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3872 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3875 data
.append(GetPackGUID());
3877 GetSession()->SendPacket( &data
);
3881 - a resurrectable corpse must not be loaded for the player (only bones)
3882 - the player must be in world
3884 void Player::BuildPlayerRepop()
3886 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3887 data
.append(GetPackGUID());
3888 GetSession()->SendPacket(&data
);
3890 if(getRace() == RACE_NIGHTELF
)
3891 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)
3892 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3894 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3895 // there must be SMSG.STOP_MIRROR_TIMER
3896 // there we must send 888 opcode
3898 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3901 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3905 // create a corpse and place it at the player's location
3907 Corpse
*corpse
= GetCorpse();
3910 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3913 GetMap()->Add(corpse
);
3915 // convert player body to ghost
3918 SetMovement(MOVE_WATER_WALK
);
3919 if(!GetSession()->isLogingOut())
3920 SetMovement(MOVE_UNROOT
);
3922 // BG - remove insignia related
3923 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3925 SendCorpseReclaimDelay();
3927 // to prevent cheating
3928 corpse
->ResetGhostTime();
3930 StopMirrorTimers(); //disable timers(bars)
3932 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3934 // set and clear other
3935 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3938 void Player::SendDelayResponse(const uint32 ml_seconds
)
3940 //FIXME: is this delay time arg really need? 50msec by default in code
3941 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3942 data
<< (uint32
)time(NULL
);
3944 GetSession()->SendPacket( &data
);
3947 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3949 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3954 GetSession()->SendPacket(&data
);
3956 // speed change, land walk
3958 // remove death flag + set aura
3959 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3960 if(getRace() == RACE_NIGHTELF
)
3961 RemoveAurasDueToSpell(20584); // speed bonuses
3962 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3964 setDeathState(ALIVE
);
3966 SetMovement(MOVE_LAND_WALK
);
3967 SetMovement(MOVE_UNROOT
);
3971 // set health/powers (0- will be set in caller)
3972 if(restore_percent
>0.0f
)
3974 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3975 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3976 SetPower(POWER_RAGE
, 0);
3977 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3980 // trigger update zone for alive state zone updates
3981 uint32 newzone
, newarea
;
3982 GetZoneAndAreaId(newzone
,newarea
);
3983 UpdateZone(newzone
,newarea
);
3985 // update visibility
3986 ObjectAccessor::UpdateVisibilityForPlayer(this);
3991 //Characters from level 1-10 are not affected by resurrection sickness.
3992 //Characters from level 11-19 will suffer from one minute of sickness
3993 //for each level they are above 10.
3994 //Characters level 20 and up suffer from ten minutes of sickness.
3995 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3997 if(int32(getLevel()) >= startLevel
)
3999 // set resurrection sickness
4000 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4002 // not full duration
4003 if(int32(getLevel()) < startLevel
+9)
4005 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4007 for(int i
=0; i
< 3; ++i
)
4009 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4011 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4012 Aur
->SendAuraUpdate(false);
4019 void Player::KillPlayer()
4021 SetMovement(MOVE_ROOT
);
4023 StopMirrorTimers(); //disable timers(bars)
4025 setDeathState(CORPSE
);
4026 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4028 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4029 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4031 // 6 minutes until repop at graveyard
4032 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4034 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4036 // don't create corpse at this moment, player might be falling
4038 // update visibility
4039 ObjectAccessor::UpdateObjectVisibility(this);
4042 void Player::CreateCorpse()
4044 // prevent existence 2 corpse for player
4047 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4049 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4052 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4058 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4059 _pb
= GetUInt32Value(PLAYER_BYTES
);
4060 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4062 uint8 race
= (uint8
)(_uf
);
4063 uint8 skin
= (uint8
)(_pb
);
4064 uint8 face
= (uint8
)(_pb
>> 8);
4065 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4066 uint8 haircolor
= (uint8
)(_pb
>> 24);
4067 uint8 facialhair
= (uint8
)(_pb2
);
4069 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4070 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4072 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4073 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4075 uint32 flags
= CORPSE_FLAG_UNK2
;
4076 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4077 flags
|= CORPSE_FLAG_HIDE_HELM
;
4078 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4079 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4080 if(InBattleGround() && !InArena())
4081 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4082 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4084 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4086 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4089 uint16 iIventoryType
;
4091 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4095 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4096 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4098 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4099 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4103 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4104 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4106 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4109 // register for player, but not show
4110 ObjectAccessor::Instance().AddCorpse(corpse
);
4113 void Player::SpawnCorpseBones()
4115 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4116 SaveToDB(); // prevent loading as ghost without corpse
4119 Corpse
* Player::GetCorpse() const
4121 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4124 void Player::DurabilityLossAll(double percent
, bool inventory
)
4126 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4127 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4128 DurabilityLoss(pItem
,percent
);
4132 // bags not have durability
4133 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4135 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4136 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4137 DurabilityLoss(pItem
,percent
);
4139 // keys not have durability
4140 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4142 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4143 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4144 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4145 if(Item
* pItem
= GetItemByPos( i
, j
))
4146 DurabilityLoss(pItem
,percent
);
4150 void Player::DurabilityLoss(Item
* item
, double percent
)
4155 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4160 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4162 if(pDurabilityLoss
< 1 )
4163 pDurabilityLoss
= 1;
4165 DurabilityPointsLoss(item
,pDurabilityLoss
);
4168 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4170 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4171 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4172 DurabilityPointsLoss(pItem
,points
);
4176 // bags not have durability
4177 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4179 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4180 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4181 DurabilityPointsLoss(pItem
,points
);
4183 // keys not have durability
4184 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4186 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4187 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4188 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4189 if(Item
* pItem
= GetItemByPos( i
, j
))
4190 DurabilityPointsLoss(pItem
,points
);
4194 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4196 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4197 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4198 int32 pNewDurability
= pOldDurability
- points
;
4200 if (pNewDurability
< 0)
4202 else if (pNewDurability
> pMaxDurability
)
4203 pNewDurability
= pMaxDurability
;
4205 if (pOldDurability
!= pNewDurability
)
4207 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4208 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4209 _ApplyItemMods(item
,item
->GetSlot(), false);
4211 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4213 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4214 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4215 _ApplyItemMods(item
,item
->GetSlot(), true);
4217 item
->SetState(ITEM_CHANGED
, this);
4221 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4223 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4224 DurabilityPointsLoss(pItem
,1);
4227 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4229 uint32 TotalCost
= 0;
4230 // equipped, backpack, bags itself
4231 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4232 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4234 // bank, buyback and keys not repaired
4236 // items in inventory bags
4237 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4238 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4239 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4243 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4245 Item
* item
= GetItemByPos(pos
);
4247 uint32 TotalCost
= 0;
4251 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4255 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4259 uint32 LostDurability
= maxDurability
- curDurability
;
4260 if(LostDurability
>0)
4262 ItemPrototype
const *ditemProto
= item
->GetProto();
4264 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4267 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4271 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4272 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4273 if(!dQualitymodEntry
)
4275 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4279 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4280 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4282 costs
= uint32(costs
* discountMod
);
4284 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4289 if (GetGuildId()==0)
4291 DEBUG_LOG("You are not member of a guild");
4295 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4299 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4301 DEBUG_LOG("You do not have rights to withdraw for repairs");
4305 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4307 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4311 if (pGuild
->GetGuildBankMoney() < costs
)
4313 DEBUG_LOG("There is not enough money in bank");
4317 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4320 else if (GetMoney() < costs
)
4322 DEBUG_LOG("You do not have enough money");
4326 ModifyMoney( -int32(costs
) );
4330 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4331 item
->SetState(ITEM_CHANGED
, this);
4333 // reapply mods for total broken and repaired item if equipped
4334 if(IsEquipmentPos(pos
) && !curDurability
)
4335 _ApplyItemMods(item
,pos
& 255, true);
4339 void Player::RepopAtGraveyard()
4341 // note: this can be called also when the player is alive
4342 // for example from WorldSession::HandleMovementOpcodes
4344 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4346 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4347 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4349 ResurrectPlayer(0.5f
);
4353 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4355 // Special handle for battleground maps
4356 if( BattleGround
*bg
= GetBattleGround() )
4357 ClosestGrave
= bg
->GetClosestGraveYard(this);
4359 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4361 // stop countdown until repop
4364 // if no grave found, stay at the current location
4365 // and don't show spirit healer location
4368 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4369 if(isDead()) // not send if alive, because it used in TeleportTo()
4371 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4372 data
<< ClosestGrave
->map_id
;
4373 data
<< ClosestGrave
->x
;
4374 data
<< ClosestGrave
->y
;
4375 data
<< ClosestGrave
->z
;
4376 GetSession()->SendPacket(&data
);
4381 void Player::JoinedChannel(Channel
*c
)
4383 m_channels
.push_back(c
);
4386 void Player::LeftChannel(Channel
*c
)
4388 m_channels
.remove(c
);
4391 void Player::CleanupChannels()
4393 while(!m_channels
.empty())
4395 Channel
* ch
= *m_channels
.begin();
4396 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4397 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4398 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4399 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4402 sLog
.outDebug("Player: channels cleaned up!");
4405 void Player::UpdateLocalChannels(uint32 newZone
)
4407 if(m_channels
.empty())
4410 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4414 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4418 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4420 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4424 // skip non built-in channels
4425 if(!(*i
)->IsConstant())
4428 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4432 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4436 char new_channel_name_buf
[100];
4437 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4438 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4440 if((*i
)!=new_channel
)
4442 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4444 // leave old channel
4445 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4446 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4447 LeftChannel(*i
); // remove from player's channel list
4448 cMgr
->LeftChannel(name
); // delete if empty
4451 sLog
.outDebug("Player: channels cleaned up!");
4454 void Player::LeaveLFGChannel()
4456 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4460 (*i
)->Leave(GetGUID());
4466 void Player::UpdateDefense()
4468 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4470 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4472 // update dependent from defense skill part
4473 UpdateDefenseBonusesMod();
4477 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4479 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4481 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4490 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4493 if(amount
<= -100.0f
)
4496 val
= (100.0f
+ amount
) / 100.0f
;
4497 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4501 if(!CanModifyStats())
4506 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4507 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4508 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4509 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4514 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4516 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4518 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4522 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4525 return m_auraBaseMod
[modGroup
][modType
];
4528 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4530 if(modGroup
>= BASEMOD_END
)
4532 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4536 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4539 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4542 uint32
Player::GetShieldBlockValue() const
4544 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4546 value
= (value
< 0) ? 0 : value
;
4548 return uint32(value
);
4551 float Player::GetMeleeCritFromAgility()
4553 uint32 level
= getLevel();
4554 uint32 pclass
= getClass();
4556 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4558 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4559 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4560 if (critBase
==NULL
|| critRatio
==NULL
)
4563 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4567 float Player::GetDodgeFromAgility()
4569 // Table for base dodge values
4570 float dodge_base
[MAX_CLASSES
] = {
4572 0.00652f
, // Paladin
4579 0.02011f
, // Warlock
4583 // Crit/agility to dodge/agility coefficient multipliers
4584 float crit_to_dodge
[MAX_CLASSES
] = {
4598 uint32 level
= getLevel();
4599 uint32 pclass
= getClass();
4601 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4603 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4604 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4605 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4608 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4609 return dodge
*100.0f
;
4612 float Player::GetSpellCritFromIntellect()
4614 uint32 level
= getLevel();
4615 uint32 pclass
= getClass();
4617 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4619 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4620 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4621 if (critBase
==NULL
|| critRatio
==NULL
)
4624 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4628 float Player::GetRatingCoefficient(CombatRating cr
) const
4630 uint32 level
= getLevel();
4632 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4634 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4636 return 1.0f
; // By default use minimum coefficient (not must be called)
4638 return Rating
->ratio
;
4641 float Player::GetRatingBonusValue(CombatRating cr
) const
4643 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4646 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4648 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4649 if (melee
>33.0f
) melee
= 33.0f
;
4650 return uint32 (melee
* damage
/100.0f
);
4653 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4655 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4656 if (ranged
>33.0f
) ranged
=33.0f
;
4657 return uint32 (ranged
* damage
/100.0f
);
4660 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4662 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4663 // In wow script resilience limited to 33%
4666 return uint32 (spell
* damage
/ 100.0f
);
4669 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4671 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4672 // Dot resilience not limited (limit it by 100%)
4673 if (spellDot
> 100.0f
)
4675 return uint32 (spellDot
* damage
/ 100.0f
);
4678 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4683 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4685 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4692 float Player::OCTRegenHPPerSpirit()
4694 uint32 level
= getLevel();
4695 uint32 pclass
= getClass();
4697 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4699 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4700 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4701 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4704 // Formula from PaperDollFrame script
4705 float spirit
= GetStat(STAT_SPIRIT
);
4706 float baseSpirit
= spirit
;
4707 if (baseSpirit
>50) baseSpirit
= 50;
4708 float moreSpirit
= spirit
- baseSpirit
;
4709 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4713 float Player::OCTRegenMPPerSpirit()
4715 uint32 level
= getLevel();
4716 uint32 pclass
= getClass();
4718 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4720 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4721 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4722 if (moreRatio
==NULL
)
4725 // Formula get from PaperDollFrame script
4726 float spirit
= GetStat(STAT_SPIRIT
);
4727 float regen
= spirit
* moreRatio
->ratio
;
4731 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4733 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4735 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4736 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4737 // stat used stored in miscValueB for this aura
4738 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4739 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4740 if ((*i
)->GetMiscValue() & (1<<cr
))
4741 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4744 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4746 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4747 float RatingChange
= 0.0f
;
4749 bool affectStats
= CanModifyStats();
4753 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4754 case CR_DEFENSE_SKILL
:
4755 UpdateDefenseBonusesMod();
4758 UpdateDodgePercentage();
4761 UpdateParryPercentage();
4764 UpdateBlockPercentage();
4767 UpdateMeleeHitChances();
4770 UpdateRangedHitChances();
4773 UpdateSpellHitChances();
4778 UpdateCritPercentage(BASE_ATTACK
);
4779 UpdateCritPercentage(OFF_ATTACK
);
4782 case CR_CRIT_RANGED
:
4784 UpdateCritPercentage(RANGED_ATTACK
);
4788 UpdateAllSpellCritChances();
4790 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4791 case CR_HIT_TAKEN_RANGED
:
4793 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4795 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4796 case CR_CRIT_TAKEN_RANGED
:
4798 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4800 case CR_HASTE_MELEE
:
4801 RatingChange
= value
/ RatingCoeffecient
;
4802 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4803 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4805 case CR_HASTE_RANGED
:
4806 RatingChange
= value
/ RatingCoeffecient
;
4807 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4809 case CR_HASTE_SPELL
:
4810 RatingChange
= value
/ RatingCoeffecient
;
4811 ApplyCastTimePercentMod(RatingChange
,apply
);
4813 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4814 case CR_WEAPON_SKILL_OFFHAND
:
4815 case CR_WEAPON_SKILL_RANGED
:
4820 UpdateExpertise(BASE_ATTACK
);
4821 UpdateExpertise(OFF_ATTACK
);
4827 void Player::SetRegularAttackTime()
4829 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4831 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4832 if(tmpitem
&& !tmpitem
->IsBroken())
4834 ItemPrototype
const *proto
= tmpitem
->GetProto();
4836 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4838 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4843 //skill+step, checking for max value
4844 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4850 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4851 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4854 if(i
>=PLAYER_MAX_SKILLS
)
4857 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4858 uint32 value
= SKILL_VALUE(data
);
4859 uint32 max
= SKILL_MAX(data
);
4861 if ((!max
) || (!value
) || (value
>= max
))
4864 if (value
*512 < max
*urand(0,512))
4866 uint32 new_value
= value
+step
;
4870 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4871 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4878 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4880 if ( SkillValue
>= GrayLevel
)
4881 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4882 if ( SkillValue
>= GreenLevel
)
4883 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4884 if ( SkillValue
>= YellowLevel
)
4885 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4886 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4889 bool Player::UpdateCraftSkill(uint32 spellid
)
4891 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4893 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4894 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4896 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4898 if(_spell_idx
->second
->skillId
)
4900 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4902 // Alchemy Discoveries here
4903 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4904 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4906 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4907 learnSpell(discoveredSpell
,false);
4910 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4912 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4913 _spell_idx
->second
->max_value
,
4914 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4915 _spell_idx
->second
->min_value
),
4922 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4924 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4926 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4928 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4931 case SKILL_HERBALISM
:
4932 case SKILL_LOCKPICKING
:
4933 case SKILL_JEWELCRAFTING
:
4934 case SKILL_INSCRIPTION
:
4935 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4936 case SKILL_SKINNING
:
4937 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4938 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4940 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4942 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4943 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4945 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4950 bool Player::UpdateFishingSkill()
4952 sLog
.outDebug("UpdateFishingSkill");
4954 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4956 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4958 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4960 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4963 // levels sync. with spell requirement for skill levels to learn
4964 // bonus abilities in sSkillLineAbilityStore
4965 // Used only to avoid scan DBC at each skill grow
4966 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4968 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4970 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4974 if(Chance
<= 0) // speedup in 0 chance case
4976 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4981 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4982 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4983 if ( i
>= PLAYER_MAX_SKILLS
)
4986 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4987 uint16 SkillValue
= SKILL_VALUE(data
);
4988 uint16 MaxValue
= SKILL_MAX(data
);
4990 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4993 int32 Roll
= irand(1,1000);
4995 if ( Roll
<= Chance
)
4997 uint32 new_value
= SkillValue
+step
;
4998 if(new_value
> MaxValue
)
4999 new_value
= MaxValue
;
5001 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5002 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5004 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5006 learnSkillRewardedSpells( SkillId
, new_value
);
5010 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5011 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5015 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5019 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5021 // no skill gain in pvp
5022 Unit
*pVictim
= getVictim();
5023 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5027 return; // always maximized SKILL_FERAL_COMBAT in fact
5029 if(m_form
== FORM_TREE
)
5030 return; // use weapon but not skill up
5032 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5038 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5041 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5042 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5043 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5049 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5051 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5055 UpdateAllCritPercentages();
5058 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5060 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5061 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5062 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5063 if(moblevel
< greylevel
)
5066 if (moblevel
> plevel
+ 5)
5067 moblevel
= plevel
+ 5;
5069 uint32 lvldif
= moblevel
- greylevel
;
5073 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5077 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5080 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5081 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5084 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5086 if(roll_chance_f(chance
))
5091 UpdateWeaponSkill(attType
);
5097 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5099 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5100 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5102 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5103 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5104 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5106 if(talent
) // permanent bonus stored in high part
5107 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5108 else // temporary/item bonus stored in low part
5109 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5114 void Player::UpdateSkillsForLevel()
5116 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5117 uint32 maxSkill
= GetMaxSkillValueForLevel();
5119 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5121 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5122 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5124 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5126 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5130 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5133 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5134 uint32 max
= SKILL_MAX(data
);
5135 uint32 val
= SKILL_VALUE(data
);
5137 /// update only level dependent max skill values
5140 /// miximize skill always
5142 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5143 /// update max skill value if current max skill not maximized
5144 else if(max
!= maxconfskill
)
5145 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5150 void Player::UpdateSkillsToMaxSkillsForLevel()
5152 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5153 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5155 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5156 if( IsProfessionOrRidingSkill(pskill
))
5158 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5160 uint32 max
= SKILL_MAX(data
);
5163 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5165 if(pskill
== SKILL_DEFENSE
)
5166 UpdateDefenseBonusesMod();
5170 // This functions sets a skill line value (and adds if doesn't exist yet)
5171 // To "remove" a skill line, set it's values to zero
5172 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5178 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5179 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5181 if(i
<PLAYER_MAX_SKILLS
) //has skill
5185 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5186 learnSkillRewardedSpells(id
, currVal
);
5187 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5188 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5192 // clear skill fields
5193 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5194 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5195 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5197 // remove all spells that related to this skill
5198 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5199 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5200 if (pAbility
->skillId
==id
)
5201 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5204 else if(currVal
) //add
5206 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5207 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5209 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5212 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5215 // enable unlearn button for primary professions only
5216 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5217 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5219 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5220 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5221 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5222 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5224 // apply skill bonuses
5225 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5227 // temporary bonuses
5228 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5229 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5230 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5231 (*j
)->ApplyModifier(true);
5233 // permanent bonuses
5234 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5235 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5236 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5237 (*j
)->ApplyModifier(true);
5239 // Learn all spells for skill
5240 learnSkillRewardedSpells(id
, currVal
);
5246 bool Player::HasSkill(uint32 skill
) const
5248 if(!skill
)return false;
5249 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5251 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5259 uint16
Player::GetSkillValue(uint32 skill
) const
5264 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5266 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5268 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5270 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5271 result
+= SKILL_TEMP_BONUS(bonus
);
5272 result
+= SKILL_PERM_BONUS(bonus
);
5273 return result
< 0 ? 0 : result
;
5279 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5282 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5284 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5286 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5288 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5289 result
+= SKILL_TEMP_BONUS(bonus
);
5290 result
+= SKILL_PERM_BONUS(bonus
);
5291 return result
< 0 ? 0 : result
;
5297 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5300 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5302 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5304 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5310 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5313 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5315 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5317 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5318 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5319 return result
< 0 ? 0 : result
;
5325 uint16
Player::GetPureSkillValue(uint32 skill
) const
5328 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5330 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5332 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5338 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5343 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5345 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5347 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5354 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5359 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5361 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5363 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5370 void Player::SendInitialActionButtons()
5372 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5374 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5375 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5377 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5378 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5380 data
<< uint16(itr
->second
.action
);
5381 data
<< uint8(itr
->second
.misc
);
5382 data
<< uint8(itr
->second
.type
);
5390 GetSession()->SendPacket( &data
);
5391 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5394 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5396 if(button
>= MAX_ACTION_BUTTONS
)
5398 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5402 // check cheating with adding non-known spells to action bar
5403 if(type
==ACTION_BUTTON_SPELL
)
5405 if(!sSpellStore
.LookupEntry(action
))
5407 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5411 if(!HasSpell(action
))
5413 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5418 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5420 if (buttonItr
==m_actionButtons
.end())
5421 { // just add new button
5422 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5425 { // change state of current button
5426 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5427 buttonItr
->second
= ActionButton(action
,type
,misc
);
5428 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5431 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5435 void Player::removeActionButton(uint8 button
)
5437 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5438 if (buttonItr
==m_actionButtons
.end())
5441 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5442 m_actionButtons
.erase(buttonItr
); // new and not saved
5444 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5446 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5449 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5451 // prevent crash when a bad coord is sent by the client
5452 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5454 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5460 const float old_x
= GetPositionX();
5461 const float old_y
= GetPositionY();
5462 const float old_z
= GetPositionZ();
5463 const float old_r
= GetOrientation();
5465 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5467 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5468 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5470 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5472 // move and update visible state if need
5473 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5475 // reread after Map::Relocation
5482 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5483 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5486 // code block for underwater state update
5487 UpdateUnderwaterState(m
, x
, y
, z
);
5489 CheckExploreSystem();
5494 void Player::SaveRecallPosition()
5496 m_recallMap
= GetMapId();
5497 m_recallX
= GetPositionX();
5498 m_recallY
= GetPositionY();
5499 m_recallZ
= GetPositionZ();
5500 m_recallO
= GetOrientation();
5503 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5505 GetMap()->MessageBroadcast(this, data
, self
);
5508 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5510 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5513 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5515 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5518 void Player::SendDirectMessage(WorldPacket
*data
)
5520 GetSession()->SendPacket(data
);
5523 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5525 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5526 data
<< uint32(CinematicSequenceId
);
5527 SendDirectMessage(&data
);
5530 void Player::SendMovieStart(uint32 MovieId
)
5532 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5533 data
<< uint32(MovieId
);
5534 SendDirectMessage(&data
);
5537 void Player::CheckExploreSystem()
5545 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5546 if(areaFlag
==0xffff)
5548 int offset
= areaFlag
/ 32;
5552 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5556 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5557 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5559 if( !(currFields
& val
) )
5561 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5563 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5565 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5568 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5570 else if(p
->area_level
> 0)
5572 uint32 area
= p
->ID
;
5573 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5575 SendExplorationExperience(area
,0);
5579 int32 diff
= int32(getLevel()) - p
->area_level
;
5583 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5587 int32 exploration_percent
= (100-((diff
-5)*5));
5588 if (exploration_percent
> 100)
5589 exploration_percent
= 100;
5590 else if (exploration_percent
< 0)
5591 exploration_percent
= 0;
5593 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5597 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5601 SendExplorationExperience(area
,XP
);
5603 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5608 uint32
Player::TeamForRace(uint8 race
)
5610 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5613 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5617 switch(rEntry
->TeamID
)
5619 case 7: return ALLIANCE
;
5620 case 1: return HORDE
;
5623 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5627 uint32
Player::getFactionForRace(uint8 race
)
5629 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5632 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5636 return rEntry
->FactionID
;
5639 void Player::setFactionForRace(uint8 race
)
5641 m_team
= TeamForRace(race
);
5642 setFaction( getFactionForRace(race
) );
5645 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5647 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5648 return GetReputationMgr().GetRank(factionEntry
);
5651 //Calculate total reputation percent player gain with quest/creature level
5652 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5654 float percent
= 100.0f
;
5656 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5658 if(rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5661 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5663 percent
+= rep
> 0 ? repMod
: -repMod
;
5668 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5671 //Calculates how many reputation points player gains in victim's enemy factions
5672 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5674 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5677 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5682 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5684 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5685 donerep1
= int32(donerep1
*rate
);
5686 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5687 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5688 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5689 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5691 // Wiki: Team factions value divided by 2
5692 if (factionEntry1
&& Rep
->is_teamaward1
)
5694 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5695 if(team1_factionEntry
)
5696 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5700 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5702 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5703 donerep2
= int32(donerep2
*rate
);
5704 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5705 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5706 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5707 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5709 // Wiki: Team factions value divided by 2
5710 if (factionEntry2
&& Rep
->is_teamaward2
)
5712 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5713 if(team2_factionEntry
)
5714 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5719 //Calculate how many reputation points player gain with the quest
5720 void Player::RewardReputation(Quest
const *pQuest
)
5722 // quest reputation reward/loss
5723 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5725 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5727 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
5728 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5730 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5734 // TODO: implement reputation spillover
5737 void Player::UpdateArenaFields(void)
5739 /* arena calcs go here */
5742 void Player::UpdateHonorFields()
5744 /// called when rewarding honor and at each save
5745 uint64 now
= time(NULL
);
5746 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5748 if(m_lastHonorUpdateTime
< today
)
5750 uint64 yesterday
= today
- DAY
;
5752 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5754 // update yesterday's contribution
5755 if(m_lastHonorUpdateTime
>= yesterday
)
5757 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5759 // this is the first update today, reset today's contribution
5760 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5761 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5765 // no honor/kills yesterday or today, reset
5766 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5767 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5771 m_lastHonorUpdateTime
= now
;
5774 ///Calculate the amount of honor gained based on the victim
5775 ///and the size of the group for which the honor is divided
5776 ///An exact honor value can also be given (overriding the calcs)
5777 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5779 // do not reward honor in arenas, but enable onkill spellproc
5782 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5785 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5791 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5792 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5795 uint64 victim_guid
= 0;
5796 uint32 victim_rank
= 0;
5798 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5799 UpdateHonorFields();
5803 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5806 victim_guid
= uVictim
->GetGUID();
5808 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5810 Player
*pVictim
= (Player
*)uVictim
;
5812 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5815 float f
= 1; //need for total kills (?? need more info)
5817 uint32 k_level
= getLevel();
5818 uint32 v_level
= pVictim
->getLevel();
5821 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5823 // [1..14] Alliance honor titles and player name
5824 // [15..28] Horde honor titles and player name
5825 // [29..38] Other title and player name
5827 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5828 // Get Killer titles, CharTitlesEntry::bit_index
5830 // title[1..14] -> rank[5..18]
5831 // title[15..28] -> rank[5..18]
5832 // title[other] -> 0
5833 if (victim_title
== 0)
5834 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5835 else if (victim_title
< 15)
5836 victim_rank
= victim_title
+ 4;
5837 else if (victim_title
< 29)
5838 victim_rank
= victim_title
- 14 + 4;
5840 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5843 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5848 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5850 int32 v_rank
=1; //need more info
5852 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5853 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5855 // count the number of playerkills in one day
5856 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5857 // and those in a lifetime
5858 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5859 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5863 Creature
*cVictim
= (Creature
*)uVictim
;
5865 if (!cVictim
->isRacialLeader())
5868 honor
= 100; // ??? need more info
5869 victim_rank
= 19; // HK: Leader
5873 if (uVictim
!= NULL
)
5875 honor
*= sWorld
.getRate(RATE_HONOR
);
5880 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5883 // honor - for show honor points in log
5884 // victim_guid - for show victim name in log
5885 // victim_rank [1..4] HK: <dishonored rank>
5886 // victim_rank [5..19] HK: <alliance\horde rank>
5887 // victim_rank [0,20+] HK: <>
5888 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5889 data
<< (uint32
) honor
;
5890 data
<< (uint64
) victim_guid
;
5891 data
<< (uint32
) victim_rank
;
5893 GetSession()->SendPacket(&data
);
5896 ModifyHonorPoints(int32(honor
));
5898 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5902 void Player::ModifyHonorPoints( int32 value
)
5906 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5907 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5909 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5912 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5915 void Player::ModifyArenaPoints( int32 value
)
5919 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5920 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5922 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5925 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5928 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5930 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
5934 uint32 id
= result
->Fetch()[0].GetUInt32();
5939 uint32
Player::GetRankFromDB(uint64 guid
)
5941 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
5944 uint32 v
= result
->Fetch()[0].GetUInt32();
5952 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
5954 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
);
5958 uint32 id
= (*result
)[0].GetUInt32();
5963 uint32
Player::GetZoneIdFromDB(uint64 guid
)
5965 uint32 guidLow
= GUID_LOPART(guid
);
5966 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
5969 Field
* fields
= result
->Fetch();
5970 uint32 zone
= fields
[0].GetUInt32();
5975 // stored zone is zero, use generic and slow zone detection
5976 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
5979 fields
= result
->Fetch();
5980 uint32 map
= fields
[0].GetUInt32();
5981 float posx
= fields
[1].GetFloat();
5982 float posy
= fields
[2].GetFloat();
5983 float posz
= fields
[3].GetFloat();
5986 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
5988 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
5994 void Player::UpdateArea(uint32 newArea
)
5996 // FFA_PVP flags are area and not zone id dependent
5997 // so apply them accordingly
5998 m_areaUpdateId
= newArea
;
6000 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6002 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6005 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6009 // remove ffa flag only if not ffapvp realm
6010 // removal in sanctuaries and capitals is handled in zone update
6011 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6012 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6015 UpdateAreaDependentAuras(newArea
);
6018 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6020 if(m_zoneUpdateId
!= newZone
)
6021 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6023 m_zoneUpdateId
= newZone
;
6024 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6026 // zone changed, so area changed as well, update it
6027 UpdateArea(newArea
);
6029 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6033 if (sWorld
.getConfig(CONFIG_WEATHER
))
6035 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6038 wth
->SendWeatherUpdateToPlayer(this);
6042 if(!sWorld
.AddWeather(zone
->ID
))
6044 // send fine weather packet to remove old zone's weather
6045 Weather::SendFineWeatherUpdateToPlayer(this);
6050 pvpInfo
.inHostileArea
=
6051 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6052 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6053 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6054 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6056 if(pvpInfo
.inHostileArea
) // in hostile area
6058 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6059 UpdatePvP(true, true);
6061 else // in friendly area
6063 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6064 pvpInfo
.endTimer
= time(0); // start toggle-off
6067 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6069 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6070 if(sWorld
.IsFFAPvPRealm())
6071 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6075 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6078 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6080 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6081 SetRestType(REST_TYPE_IN_CITY
);
6082 InnEnter(time(0),GetMapId(),0,0,0);
6084 if(sWorld
.IsFFAPvPRealm())
6085 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6087 else // anywhere else
6089 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6091 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6093 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6095 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6096 SetRestType(REST_TYPE_NO
);
6098 if(sWorld
.IsFFAPvPRealm())
6099 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6102 else // not in tavern (leave city then)
6104 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6105 SetRestType(REST_TYPE_NO
);
6107 // Set player to FFA PVP when not in rested environment.
6108 if(sWorld
.IsFFAPvPRealm())
6109 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6114 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6115 // if player resurrected at teleport this will be applied in resurrect code
6117 DestroyZoneLimitedItem( true, newZone
);
6119 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6120 AutoUnequipOffhandIfNeed();
6122 // recent client version not send leave/join channel packets for built-in local channels
6123 UpdateLocalChannels( newZone
);
6127 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6129 UpdateZoneDependentAuras(newZone
);
6132 //If players are too far way of duel flag... then player loose the duel
6133 void Player::CheckDuelDistance(time_t currTime
)
6138 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6139 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6143 if(duel
->outOfBound
== 0)
6145 if(!IsWithinDistInMap(obj
, 50))
6147 duel
->outOfBound
= currTime
;
6149 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6150 GetSession()->SendPacket(&data
);
6155 if(IsWithinDistInMap(obj
, 40))
6157 duel
->outOfBound
= 0;
6159 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6160 GetSession()->SendPacket(&data
);
6162 else if(currTime
>= (duel
->outOfBound
+10))
6164 DuelComplete(DUEL_FLED
);
6169 void Player::DuelComplete(DuelCompleteType type
)
6171 // duel not requested
6175 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6176 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6177 GetSession()->SendPacket(&data
);
6178 duel
->opponent
->GetSession()->SendPacket(&data
);
6180 if(type
!= DUEL_INTERUPTED
)
6182 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6183 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6184 data
<< duel
->opponent
->GetName();
6186 SendMessageToSet(&data
,true);
6189 // cool-down duel spell
6190 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6197 GetSession()->SendPacket(&data);
6198 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6199 data<<duel->opponent->GetGUID();
6203 duel->opponent->GetSession()->SendPacket(&data);*/
6205 //Remove Duel Flag object
6206 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6208 duel
->initiator
->RemoveGameObject(obj
,true);
6211 std::vector
<uint32
> auras2remove
;
6212 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6213 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6215 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6216 auras2remove
.push_back(i
->second
->GetId());
6219 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6220 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6222 auras2remove
.clear();
6223 AuraMap
const& auras
= GetAuras();
6224 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6226 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6227 auras2remove
.push_back(i
->second
->GetId());
6229 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6230 RemoveAurasDueToSpell(auras2remove
[i
]);
6232 // cleanup combo points
6233 if(GetComboTarget()==duel
->opponent
->GetGUID())
6235 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6238 if(duel
->opponent
->GetComboTarget()==GetGUID())
6239 duel
->opponent
->ClearComboPoints();
6240 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6241 duel
->opponent
->ClearComboPoints();
6244 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6245 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6246 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6247 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6249 delete duel
->opponent
->duel
;
6250 duel
->opponent
->duel
= NULL
;
6255 //---------------------------------------------------------//
6257 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6259 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6262 // not apply/remove mods for broken item
6263 if(item
->IsBroken())
6266 ItemPrototype
const *proto
= item
->GetProto();
6271 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6273 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6274 if(attacktype
< MAX_ATTACK
)
6275 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6277 _ApplyItemBonuses(proto
,slot
,apply
);
6279 if( slot
==EQUIPMENT_SLOT_RANGED
)
6280 _ApplyAmmoBonuses();
6282 ApplyItemEquipSpell(item
,apply
);
6283 ApplyEnchantment(item
, apply
);
6285 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6286 CorrectMetaGemEnchants(slot
, apply
);
6288 sLog
.outDebug("_ApplyItemMods complete.");
6291 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6293 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6296 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6298 uint32 statType
= 0;
6301 if(proto
->ScalingStatDistribution
)
6303 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6305 statType
= ssd
->StatMod
[i
];
6307 if(uint32 modifier
= ssd
->Modifier
[i
])
6309 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6310 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6312 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6313 val
= (multiplier
* modifier
) / 10000;
6320 statType
= proto
->ItemStat
[i
].ItemStatType
;
6321 val
= proto
->ItemStat
[i
].ItemStatValue
;
6330 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6332 case ITEM_MOD_HEALTH
: // modify HP
6333 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6335 case ITEM_MOD_AGILITY
: // modify agility
6336 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6337 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6339 case ITEM_MOD_STRENGTH
: //modify strength
6340 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6341 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6343 case ITEM_MOD_INTELLECT
: //modify intellect
6344 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6345 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6347 case ITEM_MOD_SPIRIT
: //modify spirit
6348 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6349 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6351 case ITEM_MOD_STAMINA
: //modify stamina
6352 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6353 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6355 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6356 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6358 case ITEM_MOD_DODGE_RATING
:
6359 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6361 case ITEM_MOD_PARRY_RATING
:
6362 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6364 case ITEM_MOD_BLOCK_RATING
:
6365 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6367 case ITEM_MOD_HIT_MELEE_RATING
:
6368 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6370 case ITEM_MOD_HIT_RANGED_RATING
:
6371 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6373 case ITEM_MOD_HIT_SPELL_RATING
:
6374 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6376 case ITEM_MOD_CRIT_MELEE_RATING
:
6377 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6379 case ITEM_MOD_CRIT_RANGED_RATING
:
6380 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6382 case ITEM_MOD_CRIT_SPELL_RATING
:
6383 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6385 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6386 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6388 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6389 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6391 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6392 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6394 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6395 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6397 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6398 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6400 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6401 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6403 case ITEM_MOD_HASTE_MELEE_RATING
:
6404 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6406 case ITEM_MOD_HASTE_RANGED_RATING
:
6407 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6409 case ITEM_MOD_HASTE_SPELL_RATING
:
6410 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6412 case ITEM_MOD_HIT_RATING
:
6413 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6414 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6415 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6417 case ITEM_MOD_CRIT_RATING
:
6418 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6419 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6420 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6422 case ITEM_MOD_HIT_TAKEN_RATING
:
6423 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6424 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6425 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6427 case ITEM_MOD_CRIT_TAKEN_RATING
:
6428 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6429 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6430 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6432 case ITEM_MOD_RESILIENCE_RATING
:
6433 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6434 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6435 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6437 case ITEM_MOD_HASTE_RATING
:
6438 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6439 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6440 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6442 case ITEM_MOD_EXPERTISE_RATING
:
6443 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6445 case ITEM_MOD_ATTACK_POWER
:
6446 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6447 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6449 case ITEM_MOD_RANGED_ATTACK_POWER
:
6450 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6452 case ITEM_MOD_FERAL_ATTACK_POWER
:
6453 ApplyFeralAPBonus(int32(val
), apply
);
6455 case ITEM_MOD_SPELL_HEALING_DONE
:
6456 ApplySpellHealingBonus(int32(val
), apply
);
6458 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6459 ApplySpellDamageBonus(int32(val
), apply
);
6461 case ITEM_MOD_MANA_REGENERATION
:
6462 ApplyManaRegenBonus(int32(val
), apply
);
6464 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6465 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6467 case ITEM_MOD_SPELL_POWER
:
6468 ApplySpellHealingBonus(int32(val
), apply
);
6469 ApplySpellDamageBonus(int32(val
), apply
);
6475 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6478 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6481 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6484 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6486 if (proto
->NatureRes
)
6487 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6489 if (proto
->FrostRes
)
6490 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6492 if (proto
->ShadowRes
)
6493 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6495 if (proto
->ArcaneRes
)
6496 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6498 WeaponAttackType attType
= BASE_ATTACK
;
6499 float damage
= 0.0f
;
6501 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6502 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6503 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6505 attType
= RANGED_ATTACK
;
6507 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6509 attType
= OFF_ATTACK
;
6512 if (proto
->Damage
[0].DamageMin
> 0 )
6514 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6515 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6516 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6519 if (proto
->Damage
[0].DamageMax
> 0 )
6521 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6522 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6525 // Druids get feral AP bonus from weapon dps
6526 if(getClass() == CLASS_DRUID
)
6528 int32 feral_bonus
= proto
->getFeralBonus();
6529 if (feral_bonus
> 0)
6530 ApplyFeralAPBonus(feral_bonus
, apply
);
6533 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6538 if(slot
== EQUIPMENT_SLOT_RANGED
)
6539 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6540 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6541 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6542 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6543 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6546 if(CanModifyStats() && (damage
|| proto
->Delay
))
6547 UpdateDamagePhysical(attType
);
6550 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6552 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6553 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6554 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6556 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6557 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6558 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6560 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6561 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6562 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6565 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6567 // generic not weapon specific case processes in aura code
6568 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6571 BaseModGroup mod
= BASEMOD_END
;
6574 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6575 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6576 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6580 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6582 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6586 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6588 // ignore spell mods for not wands
6589 Modifier
const* modifier
= aura
->GetModifier();
6590 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6593 // generic not weapon specific case processes in aura code
6594 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6597 UnitMods unitMod
= UNIT_MOD_END
;
6600 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6601 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6602 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6606 UnitModifierType unitModType
= TOTAL_VALUE
;
6607 switch(modifier
->m_auraname
)
6609 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6610 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6614 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6616 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6620 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6625 ItemPrototype
const *proto
= item
->GetProto();
6629 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6631 _Spell
const& spellData
= proto
->Spells
[i
];
6634 if(!spellData
.SpellId
)
6637 // wrong triggering type
6638 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6641 // check if it is valid spell
6642 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6646 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6650 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6654 // Cannot be used in this stance/form
6655 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6658 if(form_change
) // check aura active state from other form
6661 for (int k
=0; k
< 3; ++k
)
6663 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6664 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6666 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6676 if(found
) // and skip re-cast already active aura at form change
6680 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6682 CastSpell(this,spellInfo
,true,item
);
6686 if(form_change
) // check aura compatibility
6688 // Cannot be used in this stance/form
6689 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6690 return; // and remove only not compatible at form change
6694 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6696 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6700 void Player::UpdateEquipSpellsAtFormChange()
6702 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6704 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6706 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6707 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6711 // item set bonuses not dependent from item broken state
6712 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6714 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6718 for(uint32 y
=0;y
<8; ++y
)
6720 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6724 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6725 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6730 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6732 if(!item
|| item
->IsBroken())
6735 ItemPrototype
const *proto
= item
->GetProto();
6739 if (!Target
|| Target
== this )
6742 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6744 _Spell
const& spellData
= proto
->Spells
[i
];
6747 if(!spellData
.SpellId
)
6750 // wrong triggering type
6751 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6754 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6757 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6761 // not allow proc extra attack spell at extra attack
6762 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6765 float chance
= spellInfo
->procChance
;
6767 if(spellData
.SpellPPMRate
)
6769 uint32 WeaponSpeed
= GetAttackTime(attType
);
6770 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6772 else if(chance
> 100.0f
)
6774 chance
= GetWeaponProcChance();
6777 if (roll_chance_f(chance
))
6778 CastSpell(Target
, spellInfo
->Id
, true, item
);
6781 // item combat enchantments
6782 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6784 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6785 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6786 if(!pEnchant
) continue;
6787 for (int s
=0;s
<3;s
++)
6789 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6792 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6795 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6799 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6800 if (roll_chance_f(chance
))
6802 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6803 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6805 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6811 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6813 ItemPrototype
const* proto
= item
->GetProto();
6814 // special learning case
6815 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6817 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6818 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6820 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6823 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6824 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6828 Spell
*spell
= new Spell(this, spellInfo
, false);
6829 spell
->m_CastItem
= item
;
6830 spell
->m_cast_count
= cast_count
; //set count of casts
6831 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6832 spell
->prepare(&targets
);
6836 // use triggered flag only for items with many spell casts and for not first cast
6839 // item spells casted at use
6840 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6842 _Spell
const& spellData
= proto
->Spells
[i
];
6845 if(!spellData
.SpellId
)
6848 // wrong triggering type
6849 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6852 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6855 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6859 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6860 spell
->m_CastItem
= item
;
6861 spell
->m_cast_count
= cast_count
; // set count of casts
6862 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6863 spell
->prepare(&targets
);
6868 // Item enchantments spells casted at use
6869 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6871 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6872 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6873 if(!pEnchant
) continue;
6874 for (int s
=0;s
<3;s
++)
6876 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6879 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6882 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6886 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6887 spell
->m_CastItem
= item
;
6888 spell
->m_cast_count
= cast_count
; // set count of casts
6889 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6890 spell
->prepare(&targets
);
6897 void Player::_RemoveAllItemMods()
6899 sLog
.outDebug("_RemoveAllItemMods start.");
6901 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6905 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6909 // item set bonuses not dependent from item broken state
6911 RemoveItemsSetItem(this,proto
);
6913 if(m_items
[i
]->IsBroken())
6916 ApplyItemEquipSpell(m_items
[i
],false);
6917 ApplyEnchantment(m_items
[i
], false);
6921 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6925 if(m_items
[i
]->IsBroken())
6927 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6931 uint32 attacktype
= Player::GetAttackBySlot(i
);
6932 if(attacktype
< MAX_ATTACK
)
6933 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6935 _ApplyItemBonuses(proto
,i
, false);
6937 if( i
== EQUIPMENT_SLOT_RANGED
)
6938 _ApplyAmmoBonuses();
6942 sLog
.outDebug("_RemoveAllItemMods complete.");
6945 void Player::_ApplyAllItemMods()
6947 sLog
.outDebug("_ApplyAllItemMods start.");
6949 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6953 if(m_items
[i
]->IsBroken())
6956 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6960 uint32 attacktype
= Player::GetAttackBySlot(i
);
6961 if(attacktype
< MAX_ATTACK
)
6962 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6964 _ApplyItemBonuses(proto
,i
, true);
6966 if( i
== EQUIPMENT_SLOT_RANGED
)
6967 _ApplyAmmoBonuses();
6971 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6975 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6979 // item set bonuses not dependent from item broken state
6981 AddItemsSetItem(this,m_items
[i
]);
6983 if(m_items
[i
]->IsBroken())
6986 ApplyItemEquipSpell(m_items
[i
],true);
6987 ApplyEnchantment(m_items
[i
], true);
6991 sLog
.outDebug("_ApplyAllItemMods complete.");
6994 void Player::_ApplyAmmoBonuses()
6997 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7001 float currentAmmoDPS
;
7003 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7004 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7005 currentAmmoDPS
= 0.0f
;
7007 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7009 if(currentAmmoDPS
== GetAmmoDPS())
7012 m_ammoDPS
= currentAmmoDPS
;
7014 if(CanModifyStats())
7015 UpdateDamagePhysical(RANGED_ATTACK
);
7018 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7023 // check ranged weapon
7024 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7025 if(!weapon
|| weapon
->IsBroken() )
7028 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7029 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7032 // check ammo ws. weapon compatibility
7033 switch(weapon_proto
->SubClass
)
7035 case ITEM_SUBCLASS_WEAPON_BOW
:
7036 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7037 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7040 case ITEM_SUBCLASS_WEAPON_GUN
:
7041 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7051 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7052 Called by remove insignia spell effect */
7053 void Player::RemovedInsignia(Player
* looterPlr
)
7055 if (!GetBattleGroundId())
7058 // If not released spirit, do it !
7059 if(m_deathTimer
> 0)
7066 Corpse
*corpse
= GetCorpse();
7070 // We have to convert player corpse to bones, not to be able to resurrect there
7071 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7072 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7076 // Now we must make bones lootable, and send player loot
7077 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7079 // We store the level of our player in the gold field
7080 // We retrieve this information at Player::SendLoot()
7081 bones
->loot
.gold
= getLevel();
7082 bones
->lootRecipient
= looterPlr
;
7083 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7086 void Player::SendLootRelease( uint64 guid
)
7088 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7089 data
<< uint64(guid
) << uint8(1);
7090 SendDirectMessage( &data
);
7093 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7095 if (uint64 lguid
= GetLootGUID())
7096 m_session
->DoLootRelease(lguid
);
7099 PermissionTypes permission
= ALL_PERMISSION
;
7101 sLog
.outDebug("Player::SendLoot");
7102 if (IS_GAMEOBJECT_GUID(guid
))
7104 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7105 GameObject
*go
= GetMap()->GetGameObject(guid
);
7107 // not check distance for GO in case owned GO (fishing bobber case, for example)
7108 // And permit out of range GO with no owner in case fishing hole
7109 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7111 SendLootRelease(guid
);
7117 if (go
->getLootState() == GO_READY
)
7119 uint32 lootid
= go
->GetLootId();
7123 sLog
.outDebug(" if(lootid)");
7125 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7128 if (loot_type
== LOOT_FISHING
)
7129 go
->getFishLoot(loot
,this);
7131 go
->SetLootState(GO_ACTIVATED
);
7134 else if (IS_ITEM_GUID(guid
))
7136 Item
*item
= GetItemByGuid( guid
);
7140 SendLootRelease(guid
);
7146 if (!item
->m_lootGenerated
)
7148 item
->m_lootGenerated
= true;
7153 case LOOT_DISENCHANTING
:
7154 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7156 case LOOT_PROSPECTING
:
7157 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7160 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7163 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7164 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7169 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7171 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7173 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7175 SendLootRelease(guid
);
7179 loot
= &bones
->loot
;
7181 if (!bones
->lootForBody
)
7183 bones
->lootForBody
= true;
7184 uint32 pLevel
= bones
->loot
.gold
;
7185 bones
->loot
.clear();
7186 // It may need a better formula
7187 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7188 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7191 if (bones
->lootRecipient
!= this)
7192 permission
= NONE_PERMISSION
;
7196 Creature
*creature
= GetMap()->GetCreature(guid
);
7198 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7199 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7201 SendLootRelease(guid
);
7205 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7207 SendLootRelease(guid
);
7211 loot
= &creature
->loot
;
7213 if (loot_type
== LOOT_PICKPOCKETING
)
7215 if (!creature
->lootForPickPocketed
)
7217 creature
->lootForPickPocketed
= true;
7220 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7221 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7223 // Generate extra money for pick pocket loot
7224 const uint32 a
= urand(0, creature
->getLevel()/2);
7225 const uint32 b
= urand(0, getLevel()/2);
7226 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7231 // the player whose group may loot the corpse
7232 Player
*recipient
= creature
->GetLootRecipient();
7235 creature
->SetLootRecipient(this);
7239 if (creature
->lootForPickPocketed
)
7241 creature
->lootForPickPocketed
= false;
7245 if (!creature
->lootForBody
)
7247 creature
->lootForBody
= true;
7250 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7251 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7253 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7255 if (Group
* group
= recipient
->GetGroup())
7257 group
->UpdateLooterGuid(creature
,true);
7259 switch (group
->GetLootMethod())
7262 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7263 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7265 case NEED_BEFORE_GREED
:
7266 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7269 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7277 // possible only if creature->lootForBody && loot->empty() at spell cast check
7278 if (loot_type
== LOOT_SKINNING
)
7281 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7283 // set group rights only for loot_type != LOOT_SKINNING
7286 if(Group
* group
= GetGroup())
7288 if (group
== recipient
->GetGroup())
7290 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7291 permission
= ALL_PERMISSION
;
7292 else if (group
->GetLooterGuid() == GetGUID())
7294 if (group
->GetLootMethod() == MASTER_LOOT
)
7295 permission
= MASTER_PERMISSION
;
7297 permission
= ALL_PERMISSION
;
7300 permission
= GROUP_PERMISSION
;
7303 permission
= NONE_PERMISSION
;
7305 else if (recipient
== this)
7306 permission
= ALL_PERMISSION
;
7308 permission
= NONE_PERMISSION
;
7315 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7318 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7319 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7323 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7325 data
<< uint64(guid
);
7326 data
<< uint8(loot_type
);
7327 data
<< LootView(*loot
, this, permission
);
7329 SendDirectMessage(&data
);
7331 // add 'this' player as one of the players that are looting 'loot'
7332 if (permission
!= NONE_PERMISSION
)
7333 loot
->AddLooter(GetGUID());
7335 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7336 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7339 void Player::SendNotifyLootMoneyRemoved()
7341 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7342 GetSession()->SendPacket( &data
);
7345 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7347 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7348 data
<< uint8(lootSlot
);
7349 GetSession()->SendPacket( &data
);
7352 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7354 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7357 GetSession()->SendPacket(&data
);
7360 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7362 // data depends on zoneid/mapid...
7363 BattleGround
* bg
= GetBattleGround();
7364 uint16 NumberOfFields
= 0;
7365 uint32 mapid
= GetMapId();
7367 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7369 // may be exist better way to do this...
7392 NumberOfFields
= 41;
7395 NumberOfFields
= 15;
7398 NumberOfFields
= 83;
7401 NumberOfFields
= 16;
7405 NumberOfFields
= 40;
7408 NumberOfFields
= 27;
7411 NumberOfFields
= 39;
7414 NumberOfFields
= 38;
7417 NumberOfFields
= 37;
7422 NumberOfFields
= 11;
7425 NumberOfFields
= 11;
7428 NumberOfFields
= 12;
7432 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7433 data
<< uint32(mapid
); // mapid
7434 data
<< uint32(zoneid
); // zone id
7435 data
<< uint32(areaid
); // area id, new 2.1.0
7436 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7437 data
<< uint32(0x8d8) << uint32(0x0); // 1
7438 data
<< uint32(0x8d7) << uint32(0x0); // 2
7439 data
<< uint32(0x8d6) << uint32(0x0); // 3
7440 data
<< uint32(0x8d5) << uint32(0x0); // 4
7441 data
<< uint32(0x8d4) << uint32(0x0); // 5
7442 data
<< uint32(0x8d3) << uint32(0x0); // 6
7443 // 7 1 - Arena season in progress, 0 - end of season
7444 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7445 // 8 Arena season id
7446 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7447 if(mapid
== 530) // Outland
7449 data
<< uint32(0x9bf) << uint32(0x0); // 7
7450 data
<< uint32(0x9bd) << uint32(0xF); // 8
7451 data
<< uint32(0x9bb) << uint32(0xF); // 9
7466 data
<< uint32(0x7ae) << uint32(0x1); // 7
7467 data
<< uint32(0x532) << uint32(0x1); // 8
7468 data
<< uint32(0x531) << uint32(0x0); // 9
7469 data
<< uint32(0x52e) << uint32(0x0); // 10
7470 data
<< uint32(0x571) << uint32(0x0); // 11
7471 data
<< uint32(0x570) << uint32(0x0); // 12
7472 data
<< uint32(0x567) << uint32(0x1); // 13
7473 data
<< uint32(0x566) << uint32(0x1); // 14
7474 data
<< uint32(0x550) << uint32(0x1); // 15
7475 data
<< uint32(0x544) << uint32(0x0); // 16
7476 data
<< uint32(0x536) << uint32(0x0); // 17
7477 data
<< uint32(0x535) << uint32(0x1); // 18
7478 data
<< uint32(0x518) << uint32(0x0); // 19
7479 data
<< uint32(0x517) << uint32(0x0); // 20
7480 data
<< uint32(0x574) << uint32(0x0); // 21
7481 data
<< uint32(0x573) << uint32(0x0); // 22
7482 data
<< uint32(0x572) << uint32(0x0); // 23
7483 data
<< uint32(0x56f) << uint32(0x0); // 24
7484 data
<< uint32(0x56e) << uint32(0x0); // 25
7485 data
<< uint32(0x56d) << uint32(0x0); // 26
7486 data
<< uint32(0x56c) << uint32(0x0); // 27
7487 data
<< uint32(0x56b) << uint32(0x0); // 28
7488 data
<< uint32(0x56a) << uint32(0x1); // 29
7489 data
<< uint32(0x569) << uint32(0x1); // 30
7490 data
<< uint32(0x568) << uint32(0x1); // 13
7491 data
<< uint32(0x565) << uint32(0x0); // 32
7492 data
<< uint32(0x564) << uint32(0x0); // 33
7493 data
<< uint32(0x563) << uint32(0x0); // 34
7494 data
<< uint32(0x562) << uint32(0x0); // 35
7495 data
<< uint32(0x561) << uint32(0x0); // 36
7496 data
<< uint32(0x560) << uint32(0x0); // 37
7497 data
<< uint32(0x55f) << uint32(0x0); // 38
7498 data
<< uint32(0x55e) << uint32(0x0); // 39
7499 data
<< uint32(0x55d) << uint32(0x0); // 40
7500 data
<< uint32(0x3c6) << uint32(0x4); // 41
7501 data
<< uint32(0x3c4) << uint32(0x6); // 42
7502 data
<< uint32(0x3c2) << uint32(0x4); // 43
7503 data
<< uint32(0x516) << uint32(0x1); // 44
7504 data
<< uint32(0x515) << uint32(0x0); // 45
7505 data
<< uint32(0x3b6) << uint32(0x6); // 46
7506 data
<< uint32(0x55c) << uint32(0x0); // 47
7507 data
<< uint32(0x55b) << uint32(0x0); // 48
7508 data
<< uint32(0x55a) << uint32(0x0); // 49
7509 data
<< uint32(0x559) << uint32(0x0); // 50
7510 data
<< uint32(0x558) << uint32(0x0); // 51
7511 data
<< uint32(0x557) << uint32(0x0); // 52
7512 data
<< uint32(0x556) << uint32(0x0); // 53
7513 data
<< uint32(0x555) << uint32(0x0); // 54
7514 data
<< uint32(0x554) << uint32(0x1); // 55
7515 data
<< uint32(0x553) << uint32(0x1); // 56
7516 data
<< uint32(0x552) << uint32(0x1); // 57
7517 data
<< uint32(0x551) << uint32(0x1); // 58
7518 data
<< uint32(0x54f) << uint32(0x0); // 59
7519 data
<< uint32(0x54e) << uint32(0x0); // 60
7520 data
<< uint32(0x54d) << uint32(0x1); // 61
7521 data
<< uint32(0x54c) << uint32(0x0); // 62
7522 data
<< uint32(0x54b) << uint32(0x0); // 63
7523 data
<< uint32(0x545) << uint32(0x0); // 64
7524 data
<< uint32(0x543) << uint32(0x1); // 65
7525 data
<< uint32(0x542) << uint32(0x0); // 66
7526 data
<< uint32(0x540) << uint32(0x0); // 67
7527 data
<< uint32(0x53f) << uint32(0x0); // 68
7528 data
<< uint32(0x53e) << uint32(0x0); // 69
7529 data
<< uint32(0x53d) << uint32(0x0); // 70
7530 data
<< uint32(0x53c) << uint32(0x0); // 71
7531 data
<< uint32(0x53b) << uint32(0x0); // 72
7532 data
<< uint32(0x53a) << uint32(0x1); // 73
7533 data
<< uint32(0x539) << uint32(0x0); // 74
7534 data
<< uint32(0x538) << uint32(0x0); // 75
7535 data
<< uint32(0x537) << uint32(0x0); // 76
7536 data
<< uint32(0x534) << uint32(0x0); // 77
7537 data
<< uint32(0x533) << uint32(0x0); // 78
7538 data
<< uint32(0x530) << uint32(0x0); // 79
7539 data
<< uint32(0x52f) << uint32(0x0); // 80
7540 data
<< uint32(0x52d) << uint32(0x1); // 81
7543 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7544 bg
->FillInitialWorldStates(data
);
7547 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7548 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7549 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7550 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7551 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7552 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7553 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7554 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7558 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7559 bg
->FillInitialWorldStates(data
);
7562 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7563 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7564 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7565 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7566 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7567 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7568 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7569 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7570 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7571 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7572 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7573 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7574 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7575 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7576 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7577 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7578 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7579 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7580 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7581 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7582 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7583 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7584 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7585 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7586 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7587 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7588 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7589 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7590 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7591 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7592 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7593 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7597 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7598 bg
->FillInitialWorldStates(data
);
7601 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7602 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7603 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7604 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7605 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7606 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7607 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7608 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7609 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7610 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7611 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7612 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7613 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7614 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7615 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7616 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7617 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7618 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7619 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7620 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7621 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7622 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7623 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7624 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7625 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7626 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7627 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7628 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7629 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7630 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7631 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7632 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7633 // and some more ... unknown
7636 case 3483: // Hellfire Peninsula
7637 data
<< uint32(0x9ba) << uint32(0x1); // 10
7638 data
<< uint32(0x9b9) << uint32(0x1); // 11
7639 data
<< uint32(0x9b5) << uint32(0x0); // 12
7640 data
<< uint32(0x9b4) << uint32(0x1); // 13
7641 data
<< uint32(0x9b3) << uint32(0x0); // 14
7642 data
<< uint32(0x9b2) << uint32(0x0); // 15
7643 data
<< uint32(0x9b1) << uint32(0x1); // 16
7644 data
<< uint32(0x9b0) << uint32(0x0); // 17
7645 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7646 data
<< uint32(0x9ac) << uint32(0x0); // 19
7647 data
<< uint32(0x9a8) << uint32(0x0); // 20
7648 data
<< uint32(0x9a7) << uint32(0x0); // 21
7649 data
<< uint32(0x9a6) << uint32(0x1); // 22
7651 case 3519: // Terokkar Forest
7652 data
<< uint32(0xa41) << uint32(0x0); // 10
7653 data
<< uint32(0xa40) << uint32(0x14); // 11
7654 data
<< uint32(0xa3f) << uint32(0x0); // 12
7655 data
<< uint32(0xa3e) << uint32(0x0); // 13
7656 data
<< uint32(0xa3d) << uint32(0x5); // 14
7657 data
<< uint32(0xa3c) << uint32(0x0); // 15
7658 data
<< uint32(0xa87) << uint32(0x0); // 16
7659 data
<< uint32(0xa86) << uint32(0x0); // 17
7660 data
<< uint32(0xa85) << uint32(0x0); // 18
7661 data
<< uint32(0xa84) << uint32(0x0); // 19
7662 data
<< uint32(0xa83) << uint32(0x0); // 20
7663 data
<< uint32(0xa82) << uint32(0x0); // 21
7664 data
<< uint32(0xa81) << uint32(0x0); // 22
7665 data
<< uint32(0xa80) << uint32(0x0); // 23
7666 data
<< uint32(0xa7e) << uint32(0x0); // 24
7667 data
<< uint32(0xa7d) << uint32(0x0); // 25
7668 data
<< uint32(0xa7c) << uint32(0x0); // 26
7669 data
<< uint32(0xa7b) << uint32(0x0); // 27
7670 data
<< uint32(0xa7a) << uint32(0x0); // 28
7671 data
<< uint32(0xa79) << uint32(0x0); // 29
7672 data
<< uint32(0x9d0) << uint32(0x5); // 30
7673 data
<< uint32(0x9ce) << uint32(0x0); // 31
7674 data
<< uint32(0x9cd) << uint32(0x0); // 32
7675 data
<< uint32(0x9cc) << uint32(0x0); // 33
7676 data
<< uint32(0xa88) << uint32(0x0); // 34
7677 data
<< uint32(0xad0) << uint32(0x0); // 35
7678 data
<< uint32(0xacf) << uint32(0x1); // 36
7680 case 3521: // Zangarmarsh
7681 data
<< uint32(0x9e1) << uint32(0x0); // 10
7682 data
<< uint32(0x9e0) << uint32(0x0); // 11
7683 data
<< uint32(0x9df) << uint32(0x0); // 12
7684 data
<< uint32(0xa5d) << uint32(0x1); // 13
7685 data
<< uint32(0xa5c) << uint32(0x0); // 14
7686 data
<< uint32(0xa5b) << uint32(0x1); // 15
7687 data
<< uint32(0xa5a) << uint32(0x0); // 16
7688 data
<< uint32(0xa59) << uint32(0x1); // 17
7689 data
<< uint32(0xa58) << uint32(0x0); // 18
7690 data
<< uint32(0xa57) << uint32(0x0); // 19
7691 data
<< uint32(0xa56) << uint32(0x0); // 20
7692 data
<< uint32(0xa55) << uint32(0x1); // 21
7693 data
<< uint32(0xa54) << uint32(0x0); // 22
7694 data
<< uint32(0x9e7) << uint32(0x0); // 23
7695 data
<< uint32(0x9e6) << uint32(0x0); // 24
7696 data
<< uint32(0x9e5) << uint32(0x0); // 25
7697 data
<< uint32(0xa00) << uint32(0x0); // 26
7698 data
<< uint32(0x9ff) << uint32(0x1); // 27
7699 data
<< uint32(0x9fe) << uint32(0x0); // 28
7700 data
<< uint32(0x9fd) << uint32(0x0); // 29
7701 data
<< uint32(0x9fc) << uint32(0x1); // 30
7702 data
<< uint32(0x9fb) << uint32(0x0); // 31
7703 data
<< uint32(0xa62) << uint32(0x0); // 32
7704 data
<< uint32(0xa61) << uint32(0x1); // 33
7705 data
<< uint32(0xa60) << uint32(0x1); // 34
7706 data
<< uint32(0xa5f) << uint32(0x0); // 35
7708 case 3698: // Nagrand Arena
7709 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7710 bg
->FillInitialWorldStates(data
);
7713 data
<< uint32(0xa0f) << uint32(0x0); // 7
7714 data
<< uint32(0xa10) << uint32(0x0); // 8
7715 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7718 case 3702: // Blade's Edge Arena
7719 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7720 bg
->FillInitialWorldStates(data
);
7723 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7724 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7725 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7728 case 3968: // Ruins of Lordaeron
7729 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7730 bg
->FillInitialWorldStates(data
);
7733 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7734 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7735 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7738 case 3703: // Shattrath City
7741 data
<< uint32(0x914) << uint32(0x0); // 7
7742 data
<< uint32(0x913) << uint32(0x0); // 8
7743 data
<< uint32(0x912) << uint32(0x0); // 9
7744 data
<< uint32(0x915) << uint32(0x0); // 10
7747 GetSession()->SendPacket(&data
);
7750 uint32
Player::GetXPRestBonus(uint32 xp
)
7752 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7754 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7757 SetRestBonus( GetRestBonus() - rested_bonus
);
7759 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7760 return rested_bonus
;
7763 void Player::SetBindPoint(uint64 guid
)
7765 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7766 data
<< uint64(guid
);
7767 GetSession()->SendPacket( &data
);
7770 void Player::SendTalentWipeConfirm(uint64 guid
)
7772 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7773 data
<< uint64(guid
);
7774 data
<< uint32(resetTalentsCost());
7775 GetSession()->SendPacket( &data
);
7778 void Player::SendPetSkillWipeConfirm()
7780 Pet
* pet
= GetPet();
7783 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7784 data
<< pet
->GetGUID();
7785 data
<< uint32(pet
->resetTalentsCost());
7786 GetSession()->SendPacket( &data
);
7789 /*********************************************************/
7790 /*** STORAGE SYSTEM ***/
7791 /*********************************************************/
7793 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7798 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7800 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7804 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7805 else if(charges
<= 1)
7807 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7808 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7813 void Player::SetSheath( uint32 sheathed
)
7817 case SHEATH_STATE_UNARMED
: // no prepared weapon
7818 SetVirtualItemSlot(0,NULL
);
7819 SetVirtualItemSlot(1,NULL
);
7820 SetVirtualItemSlot(2,NULL
);
7822 case SHEATH_STATE_MELEE
: // prepared melee weapon
7824 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7825 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7826 SetVirtualItemSlot(2,NULL
);
7828 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7829 SetVirtualItemSlot(0,NULL
);
7830 SetVirtualItemSlot(1,NULL
);
7831 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7834 SetVirtualItemSlot(0,NULL
);
7835 SetVirtualItemSlot(1,NULL
);
7836 SetVirtualItemSlot(2,NULL
);
7839 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7842 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7844 uint8 pClass
= getClass();
7847 slots
[0] = NULL_SLOT
;
7848 slots
[1] = NULL_SLOT
;
7849 slots
[2] = NULL_SLOT
;
7850 slots
[3] = NULL_SLOT
;
7851 switch( proto
->InventoryType
)
7854 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7857 slots
[0] = EQUIPMENT_SLOT_NECK
;
7859 case INVTYPE_SHOULDERS
:
7860 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7863 slots
[0] = EQUIPMENT_SLOT_BODY
;
7866 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7869 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7872 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7875 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7878 slots
[0] = EQUIPMENT_SLOT_FEET
;
7880 case INVTYPE_WRISTS
:
7881 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7884 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7886 case INVTYPE_FINGER
:
7887 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7888 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7890 case INVTYPE_TRINKET
:
7891 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7892 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7895 slots
[0] = EQUIPMENT_SLOT_BACK
;
7897 case INVTYPE_WEAPON
:
7899 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7901 // suggest offhand slot only if know dual wielding
7902 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7904 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7907 case INVTYPE_SHIELD
:
7908 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7910 case INVTYPE_RANGED
:
7911 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7913 case INVTYPE_2HWEAPON
:
7914 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7915 if (CanDualWield() && CanTitanGrip())
7916 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7918 case INVTYPE_TABARD
:
7919 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7921 case INVTYPE_WEAPONMAINHAND
:
7922 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7924 case INVTYPE_WEAPONOFFHAND
:
7925 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7927 case INVTYPE_HOLDABLE
:
7928 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7930 case INVTYPE_THROWN
:
7931 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7933 case INVTYPE_RANGEDRIGHT
:
7934 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7937 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
7938 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
7939 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
7940 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
7944 switch(proto
->SubClass
)
7946 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7947 if (pClass
== CLASS_PALADIN
)
7948 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7950 case ITEM_SUBCLASS_ARMOR_IDOL
:
7951 if (pClass
== CLASS_DRUID
)
7952 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7954 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7955 if (pClass
== CLASS_SHAMAN
)
7956 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7958 case ITEM_SUBCLASS_ARMOR_MISC
:
7959 if (pClass
== CLASS_WARLOCK
)
7960 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7962 case ITEM_SUBCLASS_ARMOR_SIGIL
:
7963 if (pClass
== CLASS_DEATH_KNIGHT
)
7964 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7973 if( slot
!= NULL_SLOT
)
7975 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7977 for (int i
= 0; i
< 4; ++i
)
7979 if ( slots
[i
] == slot
)
7986 // search free slot at first
7987 for (int i
= 0; i
< 4; ++i
)
7989 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
7991 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
7992 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
7997 // if not found free and can swap return first appropriate from used
7998 for (int i
= 0; i
< 4; ++i
)
8000 if ( slots
[i
] != NULL_SLOT
&& swap
)
8009 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8012 uint32 tempcount
= 0;
8014 uint8 res
= EQUIP_ERR_OK
;
8016 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8018 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8019 if( pItem
&& pItem
->GetEntry() == item
)
8021 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8022 if(ires
==EQUIP_ERR_OK
)
8024 tempcount
+= pItem
->GetCount();
8025 if( tempcount
>= count
)
8026 return EQUIP_ERR_OK
;
8032 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8034 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8035 if( pItem
&& pItem
->GetEntry() == item
)
8037 tempcount
+= pItem
->GetCount();
8038 if( tempcount
>= count
)
8039 return EQUIP_ERR_OK
;
8042 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8044 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8045 if( pItem
&& pItem
->GetEntry() == item
)
8047 tempcount
+= pItem
->GetCount();
8048 if( tempcount
>= count
)
8049 return EQUIP_ERR_OK
;
8053 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8055 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8058 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8060 pItem
= GetItemByPos( i
, j
);
8061 if( pItem
&& pItem
->GetEntry() == item
)
8063 tempcount
+= pItem
->GetCount();
8064 if( tempcount
>= count
)
8065 return EQUIP_ERR_OK
;
8071 // not found req. item count and have unequippable items
8075 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8078 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8080 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8081 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8082 count
+= pItem
->GetCount();
8084 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8086 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8087 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8088 count
+= pItem
->GetCount();
8090 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8092 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8094 count
+= pBag
->GetItemCount(item
,skipItem
);
8097 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8099 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8101 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8102 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8103 count
+= pItem
->GetGemCountWithID(item
);
8109 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8111 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8112 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8113 count
+= pItem
->GetCount();
8115 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8117 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8119 count
+= pBag
->GetItemCount(item
,skipItem
);
8122 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8124 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8126 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8127 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8128 count
+= pItem
->GetGemCountWithID(item
);
8136 Item
* Player::GetItemByGuid( uint64 guid
) const
8138 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8140 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8141 if( pItem
&& pItem
->GetGUID() == guid
)
8144 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8146 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8147 if( pItem
&& pItem
->GetGUID() == guid
)
8151 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8153 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8156 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8158 Item
* pItem
= pBag
->GetItemByPos( j
);
8159 if( pItem
&& pItem
->GetGUID() == guid
)
8164 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8166 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8169 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8171 Item
* pItem
= pBag
->GetItemByPos( j
);
8172 if( pItem
&& pItem
->GetGUID() == guid
)
8181 Item
* Player::GetItemByPos( uint16 pos
) const
8183 uint8 bag
= pos
>> 8;
8184 uint8 slot
= pos
& 255;
8185 return GetItemByPos( bag
, slot
);
8188 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8190 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8191 return m_items
[slot
];
8192 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8193 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8195 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8197 return pBag
->GetItemByPos(slot
);
8202 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8207 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8208 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8209 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8210 default: return NULL
;
8213 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8214 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8220 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8226 Item
* Player::GetShield(bool useable
) const
8228 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8229 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8235 if( item
->IsBroken())
8241 uint32
Player::GetAttackBySlot( uint8 slot
)
8245 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8246 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8247 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8248 default: return MAX_ATTACK
;
8252 bool Player::HasBankBagSlot( uint8 slot
) const
8254 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8255 if( slot
< maxslot
)
8260 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8262 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8264 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8266 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8268 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8273 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8275 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8277 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8282 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8284 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8286 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8288 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8293 bool Player::IsBagPos( uint16 pos
)
8295 uint8 bag
= pos
>> 8;
8296 uint8 slot
= pos
& 255;
8297 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8299 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8304 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8310 if (bag
== INVENTORY_SLOT_BAG_0
)
8312 // any post selected
8313 if (slot
== NULL_SLOT
)
8317 if (slot
< EQUIPMENT_SLOT_END
)
8321 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8325 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8329 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8333 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8337 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8343 // bag content slots
8344 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8346 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8350 // any post selected
8351 if (slot
== NULL_SLOT
)
8354 return slot
< pBag
->GetBagSize();
8357 // bank bag content slots
8358 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8360 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8364 // any post selected
8365 if (slot
== NULL_SLOT
)
8368 return slot
< pBag
->GetBagSize();
8376 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8378 uint32 tempcount
= 0;
8379 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8381 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8382 if( pItem
&& pItem
->GetEntry() == item
)
8384 tempcount
+= pItem
->GetCount();
8385 if( tempcount
>= count
)
8389 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8391 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8392 if( pItem
&& pItem
->GetEntry() == item
)
8394 tempcount
+= pItem
->GetCount();
8395 if( tempcount
>= count
)
8399 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8401 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8403 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8405 Item
* pItem
= GetItemByPos( i
, j
);
8406 if( pItem
&& pItem
->GetEntry() == item
)
8408 tempcount
+= pItem
->GetCount();
8409 if( tempcount
>= count
)
8418 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8420 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8421 if( pItem
&& pItem
->GetEntry() == item
)
8423 tempcount
+= pItem
->GetCount();
8424 if( tempcount
>= count
)
8428 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8430 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8432 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8434 Item
* pItem
= GetItemByPos( i
, j
);
8435 if( pItem
&& pItem
->GetEntry() == item
)
8437 tempcount
+= pItem
->GetCount();
8438 if( tempcount
>= count
)
8449 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8451 uint32 tempcount
= 0;
8452 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8454 if(i
==int(except_slot
))
8457 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8458 if( pItem
&& pItem
->GetEntry() == item
)
8460 tempcount
+= pItem
->GetCount();
8461 if( tempcount
>= count
)
8466 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8467 if (pProto
&& pProto
->GemProperties
)
8469 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8471 if(i
==int(except_slot
))
8474 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8475 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8477 tempcount
+= pItem
->GetGemCountWithID(item
);
8478 if( tempcount
>= count
)
8487 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8489 uint32 tempcount
= 0;
8490 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8492 if(i
==int(except_slot
))
8495 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8499 ItemPrototype
const *pProto
= pItem
->GetProto();
8503 if (pProto
->ItemLimitCategory
== limitCategory
)
8505 tempcount
+= pItem
->GetCount();
8506 if( tempcount
>= count
)
8510 if( pProto
->Socket
[0].Color
)
8512 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8513 if( tempcount
>= count
)
8521 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8523 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8527 *no_space_count
= count
;
8528 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8532 if(pProto
->MaxCount
<= 0)
8533 return EQUIP_ERR_OK
;
8535 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8537 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8540 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8541 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8544 return EQUIP_ERR_OK
;
8547 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8550 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8552 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8553 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8556 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8558 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8559 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8562 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8564 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8566 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8568 pItem
= GetItemByPos( i
, j
);
8569 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8577 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8579 Item
* pItem2
= GetItemByPos( bag
, slot
);
8581 // ignore move item (this slot will be empty at move)
8582 if(pItem2
==pSrcItem
)
8587 // empty specific slot - check item fit to slot
8588 if( !pItem2
|| swap
)
8590 if( bag
== INVENTORY_SLOT_BAG_0
)
8593 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8594 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8596 // vanitypet case (not use, vanity pets stored as spells)
8597 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
)
8598 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8600 // currencytoken case (disabled until proper implement)
8601 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8602 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8604 // guestbag case (not use)
8605 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
)
8606 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8609 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8610 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8614 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8616 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8618 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8620 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8622 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8623 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8626 // non empty stack with space
8627 need_space
= pProto
->GetMaxStackSize();
8629 // non empty slot, check item type
8633 if(pItem2
->GetEntry() != pProto
->ItemId
)
8634 return EQUIP_ERR_ITEM_CANT_STACK
;
8637 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8638 return EQUIP_ERR_ITEM_CANT_STACK
;
8640 // free stack space or infinity
8641 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8644 if(need_space
> count
)
8647 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8648 if(!newPosition
.isContainedIn(dest
))
8650 dest
.push_back(newPosition
);
8651 count
-= need_space
;
8653 return EQUIP_ERR_OK
;
8656 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
8658 // skip specific bag already processed in first called _CanStoreItem_InBag
8660 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8662 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8664 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8666 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8668 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8670 // specialized bag mode or non-specilized
8671 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8672 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8674 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8675 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8677 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8679 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8683 Item
* pItem2
= GetItemByPos( bag
, j
);
8685 // ignore move item (this slot will be empty at move)
8686 if(pItem2
==pSrcItem
)
8689 // if merge skip empty, if !merge skip non-empty
8690 if((pItem2
!=NULL
)!=merge
)
8695 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8697 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8698 if(need_space
> count
)
8701 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8702 if(!newPosition
.isContainedIn(dest
))
8704 dest
.push_back(newPosition
);
8705 count
-= need_space
;
8708 return EQUIP_ERR_OK
;
8714 uint32 need_space
= pProto
->GetMaxStackSize();
8715 if(need_space
> count
)
8718 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8719 if(!newPosition
.isContainedIn(dest
))
8721 dest
.push_back(newPosition
);
8722 count
-= need_space
;
8725 return EQUIP_ERR_OK
;
8729 return EQUIP_ERR_OK
;
8732 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
8734 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8736 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8737 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8740 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8742 // ignore move item (this slot will be empty at move)
8743 if(pItem2
==pSrcItem
)
8746 // if merge skip empty, if !merge skip non-empty
8747 if((pItem2
!=NULL
)!=merge
)
8752 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8754 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8755 if(need_space
> count
)
8757 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8758 if(!newPosition
.isContainedIn(dest
))
8760 dest
.push_back(newPosition
);
8761 count
-= need_space
;
8764 return EQUIP_ERR_OK
;
8770 uint32 need_space
= pProto
->GetMaxStackSize();
8771 if(need_space
> count
)
8774 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8775 if(!newPosition
.isContainedIn(dest
))
8777 dest
.push_back(newPosition
);
8778 count
-= need_space
;
8781 return EQUIP_ERR_OK
;
8785 return EQUIP_ERR_OK
;
8788 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8790 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8792 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8796 *no_space_count
= count
;
8797 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8800 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8803 *no_space_count
= count
;
8804 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8807 // check count of items (skip for auto move for same player from bank)
8808 uint32 no_similar_count
= 0; // can't store this amount similar items
8809 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8810 if(res
!=EQUIP_ERR_OK
)
8812 if(count
==no_similar_count
)
8815 *no_space_count
= no_similar_count
;
8818 count
-= no_similar_count
;
8822 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8824 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8825 if(res
!=EQUIP_ERR_OK
)
8828 *no_space_count
= count
+ no_similar_count
;
8834 if(no_similar_count
==0)
8835 return EQUIP_ERR_OK
;
8838 *no_space_count
= count
+ no_similar_count
;
8839 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8843 // not specific slot or have space for partly store only in specific slot
8846 if( bag
!= NULL_BAG
)
8848 // search stack in bag for merge to
8849 if( pProto
->Stackable
!= 1 )
8851 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8853 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8854 if(res
!=EQUIP_ERR_OK
)
8857 *no_space_count
= count
+ no_similar_count
;
8863 if(no_similar_count
==0)
8864 return EQUIP_ERR_OK
;
8867 *no_space_count
= count
+ no_similar_count
;
8868 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8871 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8872 if(res
!=EQUIP_ERR_OK
)
8875 *no_space_count
= count
+ no_similar_count
;
8881 if(no_similar_count
==0)
8882 return EQUIP_ERR_OK
;
8885 *no_space_count
= count
+ no_similar_count
;
8886 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8889 else // equipped bag
8891 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8892 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8893 if(res
!=EQUIP_ERR_OK
)
8894 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8896 if(res
!=EQUIP_ERR_OK
)
8899 *no_space_count
= count
+ no_similar_count
;
8905 if(no_similar_count
==0)
8906 return EQUIP_ERR_OK
;
8909 *no_space_count
= count
+ no_similar_count
;
8910 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8915 // search free slot in bag for place to
8916 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8918 // search free slot - keyring case
8919 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8921 uint32 keyringSize
= GetMaxKeyringSize();
8922 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8923 if(res
!=EQUIP_ERR_OK
)
8926 *no_space_count
= count
+ no_similar_count
;
8932 if(no_similar_count
==0)
8933 return EQUIP_ERR_OK
;
8936 *no_space_count
= count
+ no_similar_count
;
8937 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8940 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8941 if(res
!=EQUIP_ERR_OK
)
8944 *no_space_count
= count
+ no_similar_count
;
8950 if(no_similar_count
==0)
8951 return EQUIP_ERR_OK
;
8954 *no_space_count
= count
+ no_similar_count
;
8955 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8958 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
8960 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8961 if(res
!=EQUIP_ERR_OK
)
8964 *no_space_count
= count
+ no_similar_count
;
8970 if(no_similar_count
==0)
8971 return EQUIP_ERR_OK
;
8974 *no_space_count
= count
+ no_similar_count
;
8975 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8979 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8980 if(res
!=EQUIP_ERR_OK
)
8983 *no_space_count
= count
+ no_similar_count
;
8989 if(no_similar_count
==0)
8990 return EQUIP_ERR_OK
;
8993 *no_space_count
= count
+ no_similar_count
;
8994 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8997 else // equipped bag
8999 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9000 if(res
!=EQUIP_ERR_OK
)
9001 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9003 if(res
!=EQUIP_ERR_OK
)
9006 *no_space_count
= count
+ no_similar_count
;
9012 if(no_similar_count
==0)
9013 return EQUIP_ERR_OK
;
9016 *no_space_count
= count
+ no_similar_count
;
9017 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9022 // not specific bag or have space for partly store only in specific bag
9024 // search stack for merge to
9025 if( pProto
->Stackable
!= 1 )
9027 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9028 if(res
!=EQUIP_ERR_OK
)
9031 *no_space_count
= count
+ no_similar_count
;
9037 if(no_similar_count
==0)
9038 return EQUIP_ERR_OK
;
9041 *no_space_count
= count
+ no_similar_count
;
9042 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9045 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9046 if(res
!=EQUIP_ERR_OK
)
9049 *no_space_count
= count
+ no_similar_count
;
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
;
9063 if( pProto
->BagFamily
)
9065 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9067 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9068 if(res
!=EQUIP_ERR_OK
)
9073 if(no_similar_count
==0)
9074 return EQUIP_ERR_OK
;
9077 *no_space_count
= count
+ no_similar_count
;
9078 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9083 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9085 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9086 if(res
!=EQUIP_ERR_OK
)
9091 if(no_similar_count
==0)
9092 return EQUIP_ERR_OK
;
9095 *no_space_count
= count
+ no_similar_count
;
9096 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9101 // search free slot - special bag case
9102 if( pProto
->BagFamily
)
9104 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9106 uint32 keyringSize
= GetMaxKeyringSize();
9107 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9108 if(res
!=EQUIP_ERR_OK
)
9111 *no_space_count
= count
+ no_similar_count
;
9117 if(no_similar_count
==0)
9118 return EQUIP_ERR_OK
;
9121 *no_space_count
= count
+ no_similar_count
;
9122 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9125 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9127 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9128 if(res
!=EQUIP_ERR_OK
)
9131 *no_space_count
= count
+ no_similar_count
;
9137 if(no_similar_count
==0)
9138 return EQUIP_ERR_OK
;
9141 *no_space_count
= count
+ no_similar_count
;
9142 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9146 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9148 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9149 if(res
!=EQUIP_ERR_OK
)
9154 if(no_similar_count
==0)
9155 return EQUIP_ERR_OK
;
9158 *no_space_count
= count
+ no_similar_count
;
9159 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9165 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9166 if(res
!=EQUIP_ERR_OK
)
9169 *no_space_count
= count
+ no_similar_count
;
9175 if(no_similar_count
==0)
9176 return EQUIP_ERR_OK
;
9179 *no_space_count
= count
+ no_similar_count
;
9180 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9183 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9185 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9186 if(res
!=EQUIP_ERR_OK
)
9191 if(no_similar_count
==0)
9192 return EQUIP_ERR_OK
;
9195 *no_space_count
= count
+ no_similar_count
;
9196 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9201 *no_space_count
= count
+ no_similar_count
;
9203 return EQUIP_ERR_INVENTORY_FULL
;
9206 //////////////////////////////////////////////////////////////////////////
9207 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9212 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9213 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9214 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9215 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9217 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9218 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9219 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9220 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9222 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9224 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9226 if (pItem2
&& !pItem2
->IsInTrade())
9228 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9232 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9234 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9236 if (pItem2
&& !pItem2
->IsInTrade())
9238 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9242 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9244 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9246 if (pItem2
&& !pItem2
->IsInTrade())
9248 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9252 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9254 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9256 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9258 pItem2
= GetItemByPos( i
, j
);
9259 if (pItem2
&& !pItem2
->IsInTrade())
9261 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9267 // check free space for all items
9268 for (int k
=0;k
<count
;k
++)
9270 Item
*pItem
= pItems
[k
];
9273 if (!pItem
) continue;
9275 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9276 ItemPrototype
const *pProto
= pItem
->GetProto();
9280 return EQUIP_ERR_ITEM_NOT_FOUND
;
9283 if(pItem
->IsBindedNotWith(GetGUID()))
9284 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9287 ItemPrototype
const *pBagProto
;
9289 // item is 'one item only'
9290 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9291 if(res
!= EQUIP_ERR_OK
)
9294 // search stack for merge to
9295 if( pProto
->Stackable
!= 1 )
9297 bool b_found
= false;
9299 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9301 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9302 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9304 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9309 if (b_found
) continue;
9311 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9313 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9314 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9316 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9321 if (b_found
) continue;
9323 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9325 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9326 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9328 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9333 if (b_found
) continue;
9335 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9337 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9340 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9342 pItem2
= GetItemByPos( t
, j
);
9343 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9345 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9352 if (b_found
) continue;
9356 if( pProto
->BagFamily
)
9358 bool b_found
= false;
9359 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9361 uint32 keyringSize
= GetMaxKeyringSize();
9362 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9364 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9366 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9373 if (b_found
) continue;
9375 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9377 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9379 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9381 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9388 if (b_found
) continue;
9390 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9392 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9395 pBagProto
= pBag
->GetProto();
9397 // not plain container check
9398 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9399 ItemCanGoIntoBag(pProto
,pBagProto
) )
9401 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9403 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9405 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9413 if (b_found
) continue;
9417 bool b_found
= false;
9418 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9420 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9422 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9427 if (b_found
) continue;
9429 // search free slot in bags
9430 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9432 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9435 pBagProto
= pBag
->GetProto();
9437 // special bag already checked
9438 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9441 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9443 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9445 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9453 // no free slot found?
9455 return EQUIP_ERR_INVENTORY_FULL
;
9458 return EQUIP_ERR_OK
;
9461 //////////////////////////////////////////////////////////////////////////
9462 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9465 Item
*pItem
= Item::CreateItem( item
, 1, this );
9468 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9473 return EQUIP_ERR_ITEM_NOT_FOUND
;
9476 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9481 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9482 ItemPrototype
const *pProto
= pItem
->GetProto();
9485 if(pItem
->IsBindedNotWith(GetGUID()))
9486 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9488 // check count of items (skip for auto move for same player from bank)
9489 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9490 if(res
!= EQUIP_ERR_OK
)
9493 // check this only in game
9496 // May be here should be more stronger checks; STUNNED checked
9497 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9498 if (hasUnitState(UNIT_STAT_STUNNED
))
9499 return EQUIP_ERR_YOU_ARE_STUNNED
;
9501 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9503 // - in-progress arenas
9504 if( !pProto
->CanChangeEquipStateInCombat() )
9507 return EQUIP_ERR_NOT_IN_COMBAT
;
9509 if(BattleGround
* bg
= GetBattleGround())
9510 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9511 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9514 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9515 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9517 if(IsNonMeleeSpellCasted(false))
9518 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9521 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9522 if( eslot
== NULL_SLOT
)
9523 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9525 uint8 msg
= CanUseItem( pItem
, not_loading
);
9526 if( msg
!= EQUIP_ERR_OK
)
9528 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9529 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9531 // if swap ignore item (equipped also)
9532 if(uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9535 // check unique-equipped special item classes
9536 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9538 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9540 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9542 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9544 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9546 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9547 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9549 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9556 uint32 type
= pProto
->InventoryType
;
9558 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9560 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9563 return EQUIP_ERR_CANT_DUAL_WIELD
;
9565 else if (type
== INVTYPE_2HWEAPON
)
9567 if(!CanDualWield() || !CanTitanGrip())
9568 return EQUIP_ERR_CANT_DUAL_WIELD
;
9572 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9575 // equip two-hand weapon case (with possible unequip 2 items)
9576 if( type
== INVTYPE_2HWEAPON
)
9578 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9580 if (!CanTitanGrip())
9581 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9583 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9584 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9586 if (!CanTitanGrip())
9588 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9589 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9590 ItemPosCountVec off_dest
;
9591 if( offItem
&& (!not_loading
||
9592 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9593 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9594 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9597 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9598 return EQUIP_ERR_OK
;
9602 return EQUIP_ERR_ITEM_NOT_FOUND
;
9604 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9607 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9609 // Applied only to equipped items and bank bags
9610 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9611 return EQUIP_ERR_OK
;
9613 Item
* pItem
= GetItemByPos(pos
);
9615 // Applied only to existed equipped item
9617 return EQUIP_ERR_OK
;
9619 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9621 ItemPrototype
const *pProto
= pItem
->GetProto();
9623 return EQUIP_ERR_ITEM_NOT_FOUND
;
9625 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9627 // - in-progress arenas
9628 if( !pProto
->CanChangeEquipStateInCombat() )
9631 return EQUIP_ERR_NOT_IN_COMBAT
;
9633 if(BattleGround
* bg
= GetBattleGround())
9634 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9635 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9638 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9639 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9641 return EQUIP_ERR_OK
;
9644 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9647 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9649 uint32 count
= pItem
->GetCount();
9651 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9652 ItemPrototype
const *pProto
= pItem
->GetProto();
9654 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9656 if( pItem
->IsBindedNotWith(GetGUID()) )
9657 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9659 // check count of items (skip for auto move for same player from bank)
9660 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9661 if(res
!= EQUIP_ERR_OK
)
9665 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9667 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9669 if (!pItem
->IsBag())
9670 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9672 Bag
*pBag
= (Bag
*)pItem
;
9673 if( !HasBankBagSlot( slot
) )
9674 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9676 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9680 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9681 if(res
!=EQUIP_ERR_OK
)
9685 return EQUIP_ERR_OK
;
9688 // not specific slot or have space for partly store only in specific slot
9691 if( bag
!= NULL_BAG
)
9693 if( pProto
->InventoryType
== INVTYPE_BAG
)
9695 Bag
*pBag
= (Bag
*)pItem
;
9696 if( pBag
&& !pBag
->IsEmpty() )
9697 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9700 // search stack in bag for merge to
9701 if( pProto
->Stackable
!= 1 )
9703 if( bag
== INVENTORY_SLOT_BAG_0
)
9705 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9706 if(res
!=EQUIP_ERR_OK
)
9710 return EQUIP_ERR_OK
;
9714 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9715 if(res
!=EQUIP_ERR_OK
)
9716 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9718 if(res
!=EQUIP_ERR_OK
)
9722 return EQUIP_ERR_OK
;
9726 // search free slot in bag
9727 if( bag
== INVENTORY_SLOT_BAG_0
)
9729 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9730 if(res
!=EQUIP_ERR_OK
)
9734 return EQUIP_ERR_OK
;
9738 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9739 if(res
!=EQUIP_ERR_OK
)
9740 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9742 if(res
!=EQUIP_ERR_OK
)
9746 return EQUIP_ERR_OK
;
9750 // not specific bag or have space for partly store only in specific bag
9752 // search stack for merge to
9753 if( pProto
->Stackable
!= 1 )
9756 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9757 if(res
!=EQUIP_ERR_OK
)
9761 return EQUIP_ERR_OK
;
9764 if( pProto
->BagFamily
)
9766 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9768 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9769 if(res
!=EQUIP_ERR_OK
)
9773 return EQUIP_ERR_OK
;
9777 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9779 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9780 if(res
!=EQUIP_ERR_OK
)
9784 return EQUIP_ERR_OK
;
9788 // search free place in special bag
9789 if( pProto
->BagFamily
)
9791 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9793 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9794 if(res
!=EQUIP_ERR_OK
)
9798 return EQUIP_ERR_OK
;
9802 // search free space
9803 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9804 if(res
!=EQUIP_ERR_OK
)
9808 return EQUIP_ERR_OK
;
9810 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9812 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9813 if(res
!=EQUIP_ERR_OK
)
9817 return EQUIP_ERR_OK
;
9819 return EQUIP_ERR_BANK_FULL
;
9822 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9826 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9827 if( !isAlive() && not_loading
)
9828 return EQUIP_ERR_YOU_ARE_DEAD
;
9830 // return EQUIP_ERR_YOU_ARE_STUNNED;
9831 ItemPrototype
const *pProto
= pItem
->GetProto();
9834 if( pItem
->IsBindedNotWith(GetGUID()) )
9835 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9836 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9837 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9838 if( pItem
->GetSkill() != 0 )
9840 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9841 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9843 if( pProto
->RequiredSkill
!= 0 )
9845 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9846 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9847 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9848 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9850 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9851 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9852 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9853 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9854 if( getLevel() < pProto
->RequiredLevel
)
9855 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9856 return EQUIP_ERR_OK
;
9859 return EQUIP_ERR_ITEM_NOT_FOUND
;
9862 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9864 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9868 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9870 if( pProto
->RequiredSkill
!= 0 )
9872 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9874 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9877 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9879 if( getLevel() < pProto
->RequiredLevel
)
9886 uint8
Player::CanUseAmmo( uint32 item
) const
9888 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9890 return EQUIP_ERR_YOU_ARE_DEAD
;
9892 // return EQUIP_ERR_YOU_ARE_STUNNED;
9893 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9896 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9897 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9898 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9899 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9900 if( pProto
->RequiredSkill
!= 0 )
9902 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9903 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9904 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9905 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9907 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9908 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9909 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9910 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9912 if( getLevel() < pProto
->RequiredLevel
)
9913 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9916 if(GetDummyAura(46699))
9917 return EQUIP_ERR_BAG_FULL6
;
9919 return EQUIP_ERR_OK
;
9921 return EQUIP_ERR_ITEM_NOT_FOUND
;
9924 void Player::SetAmmo( uint32 item
)
9930 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9936 uint8 msg
= CanUseAmmo( item
);
9937 if( msg
!= EQUIP_ERR_OK
)
9939 SendEquipError( msg
, NULL
, NULL
);
9944 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9946 _ApplyAmmoBonuses();
9949 void Player::RemoveAmmo()
9951 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9955 if(CanModifyStats())
9956 UpdateDamagePhysical(RANGED_ATTACK
);
9959 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9960 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9963 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9964 count
+= itr
->count
;
9966 Item
*pItem
= Item::CreateItem( item
, count
, this );
9969 ItemAddedQuestCheck( item
, count
);
9970 if(randomPropertyId
)
9971 pItem
->SetItemRandomProperties(randomPropertyId
);
9972 pItem
= StoreItem( dest
, pItem
, update
);
9977 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9982 Item
* lastItem
= pItem
;
9983 uint32 entry
= pItem
->GetEntry();
9984 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9986 uint16 pos
= itr
->pos
;
9987 uint32 count
= itr
->count
;
9991 if(itr
== dest
.end())
9993 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9997 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
9999 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10003 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10004 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10009 uint8 bag
= pos
>> 8;
10010 uint8 slot
= pos
& 255;
10012 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10014 Item
*pItem2
= GetItemByPos( bag
, slot
);
10019 pItem
= pItem
->CloneItem(count
,this);
10021 pItem
->SetCount(count
);
10026 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10027 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10028 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10029 pItem
->SetBinding( true );
10031 if (bag
== INVENTORY_SLOT_BAG_0
)
10033 m_items
[slot
] = pItem
;
10034 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10035 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10036 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10038 pItem
->SetSlot( slot
);
10039 pItem
->SetContainer( NULL
);
10041 // need update known currency
10042 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10043 UpdateKnownCurrencies(pItem
->GetEntry(),true);
10045 if (IsInWorld() && update
)
10047 pItem
->AddToWorld();
10048 pItem
->SendUpdateToPlayer( this );
10051 pItem
->SetState(ITEM_CHANGED
, this);
10053 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10055 pBag
->StoreItem( slot
, pItem
, update
);
10056 if( IsInWorld() && update
)
10058 pItem
->AddToWorld();
10059 pItem
->SendUpdateToPlayer( this );
10061 pItem
->SetState(ITEM_CHANGED
, this);
10062 pBag
->SetState(ITEM_CHANGED
, this);
10065 AddEnchantmentDurations(pItem
);
10066 AddItemDurations(pItem
);
10072 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10073 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10074 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10075 pItem2
->SetBinding( true );
10077 pItem2
->SetCount( pItem2
->GetCount() + count
);
10078 if (IsInWorld() && update
)
10079 pItem2
->SendUpdateToPlayer( this );
10083 // delete item (it not in any slot currently)
10084 if (IsInWorld() && update
)
10086 pItem
->RemoveFromWorld();
10087 pItem
->DestroyForPlayer( this );
10090 RemoveEnchantmentDurations(pItem
);
10091 RemoveItemDurations(pItem
);
10093 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10094 pItem
->SetState(ITEM_REMOVED
, this);
10097 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10098 AddEnchantmentDurations(pItem2
);
10100 pItem2
->SetState(ITEM_CHANGED
, this);
10106 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10108 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10110 ItemAddedQuestCheck( item
, 1 );
10111 return EquipItem( pos
, pItem
, update
);
10117 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10120 AddEnchantmentDurations(pItem
);
10121 AddItemDurations(pItem
);
10123 uint8 bag
= pos
>> 8;
10124 uint8 slot
= pos
& 255;
10126 Item
*pItem2
= GetItemByPos( bag
, slot
);
10130 VisualizeItem( slot
, pItem
);
10134 ItemPrototype
const *pProto
= pItem
->GetProto();
10136 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10137 if(pProto
&& pProto
->ItemSet
)
10138 AddItemsSetItem(this,pItem
);
10140 _ApplyItemMods(pItem
, slot
, true);
10142 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10144 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10146 if (getClass() == CLASS_ROGUE
)
10147 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10149 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10152 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10155 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10157 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10158 data
<< uint64(GetGUID());
10160 data
<< uint32(cooldownSpell
);
10162 GetSession()->SendPacket(&data
);
10167 if( IsInWorld() && update
)
10169 pItem
->AddToWorld();
10170 pItem
->SendUpdateToPlayer( this );
10173 ApplyEquipCooldown(pItem
);
10175 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10176 UpdateExpertise(BASE_ATTACK
);
10177 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10178 UpdateExpertise(OFF_ATTACK
);
10182 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10183 if( IsInWorld() && update
)
10184 pItem2
->SendUpdateToPlayer( this );
10186 // delete item (it not in any slot currently)
10187 //pItem->DeleteFromDB();
10188 if( IsInWorld() && update
)
10190 pItem
->RemoveFromWorld();
10191 pItem
->DestroyForPlayer( this );
10194 RemoveEnchantmentDurations(pItem
);
10195 RemoveItemDurations(pItem
);
10197 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10198 pItem
->SetState(ITEM_REMOVED
, this);
10199 pItem2
->SetState(ITEM_CHANGED
, this);
10201 ApplyEquipCooldown(pItem2
);
10206 // only for full equip instead adding to stack
10207 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10212 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10216 AddEnchantmentDurations(pItem
);
10217 AddItemDurations(pItem
);
10219 uint8 slot
= pos
& 255;
10220 VisualizeItem( slot
, pItem
);
10224 pItem
->AddToWorld();
10225 pItem
->SendUpdateToPlayer( this );
10230 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10232 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10233 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10234 // entry // Size: 1
10235 // inspected enchantments // Size: 6
10237 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10238 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10243 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10245 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10246 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10248 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10249 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10251 // Use SetInt16Value to prevent set high part to FFFF for negative value
10252 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10253 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10257 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10259 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10260 SetUInt32Value(VisibleBase
+ 0, 0);
10262 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10263 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10265 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10266 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10270 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10275 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10276 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10277 pItem
->SetBinding( true );
10279 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10281 m_items
[slot
] = pItem
;
10282 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10283 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10284 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10285 pItem
->SetSlot( slot
);
10286 pItem
->SetContainer( NULL
);
10288 if( slot
< EQUIPMENT_SLOT_END
)
10289 SetVisibleItemSlot(slot
,pItem
);
10291 pItem
->SetState(ITEM_CHANGED
, this);
10294 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10296 // note: removeitem does not actually change the item
10297 // it only takes the item out of storage temporarily
10298 // note2: if removeitem is to be used for delinking
10299 // the item must be removed from the player's updatequeue
10301 Item
*pItem
= GetItemByPos( bag
, slot
);
10304 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10306 RemoveEnchantmentDurations(pItem
);
10307 RemoveItemDurations(pItem
);
10309 if( bag
== INVENTORY_SLOT_BAG_0
)
10311 if ( slot
< INVENTORY_SLOT_BAG_END
)
10313 ItemPrototype
const *pProto
= pItem
->GetProto();
10314 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10316 if(pProto
&& pProto
->ItemSet
)
10317 RemoveItemsSetItem(this,pProto
);
10319 _ApplyItemMods(pItem
, slot
, false);
10321 // remove item dependent auras and casts (only weapon and armor slots)
10322 if(slot
< EQUIPMENT_SLOT_END
)
10324 RemoveItemDependentAurasAndCasts(pItem
);
10326 // remove held enchantments, update expertise
10327 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10329 if (pItem
->GetItemSuffixFactor())
10331 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10332 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10336 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10337 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10340 UpdateExpertise(BASE_ATTACK
);
10342 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10343 UpdateExpertise(OFF_ATTACK
);
10346 // need update known currency
10347 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10348 UpdateKnownCurrencies(pItem
->GetEntry(),false);
10350 m_items
[slot
] = NULL
;
10351 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10353 if ( slot
< EQUIPMENT_SLOT_END
)
10354 SetVisibleItemSlot(slot
,NULL
);
10358 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10360 pBag
->RemoveItem(slot
, update
);
10362 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10363 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10364 pItem
->SetSlot( NULL_SLOT
);
10365 if( IsInWorld() && update
)
10366 pItem
->SendUpdateToPlayer( this );
10370 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10371 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10373 if(Item
* it
= GetItemByPos(bag
,slot
))
10375 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10376 RemoveItem( bag
,slot
,update
);
10377 it
->RemoveFromUpdateQueueOf(this);
10378 if(it
->IsInWorld())
10380 it
->RemoveFromWorld();
10381 it
->DestroyForPlayer( this );
10386 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10387 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10389 // update quest counters
10390 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10393 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10395 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10396 if(pLastItem
==pItem
)
10398 // update owner for last item (this can be original item with wrong owner
10399 if(pLastItem
->GetOwnerGUID() != GetGUID())
10400 pLastItem
->SetOwnerGUID(GetGUID());
10402 // if this original item then it need create record in inventory
10403 // in case trade we already have item in other player inventory
10404 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10408 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10410 Item
*pItem
= GetItemByPos( bag
, slot
);
10413 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10415 // start from destroy contained items (only equipped bag can have its)
10416 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10418 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10419 DestroyItem(slot
,i
,update
);
10422 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10423 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10425 RemoveEnchantmentDurations(pItem
);
10426 RemoveItemDurations(pItem
);
10428 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10430 if( bag
== INVENTORY_SLOT_BAG_0
)
10432 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10434 // equipment and equipped bags can have applied bonuses
10435 if ( slot
< INVENTORY_SLOT_BAG_END
)
10437 ItemPrototype
const *pProto
= pItem
->GetProto();
10439 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10440 if(pProto
&& pProto
->ItemSet
)
10441 RemoveItemsSetItem(this,pProto
);
10443 _ApplyItemMods(pItem
, slot
, false);
10446 if ( slot
< EQUIPMENT_SLOT_END
)
10448 // remove item dependent auras and casts (only weapon and armor slots)
10449 RemoveItemDependentAurasAndCasts(pItem
);
10451 // update expertise
10452 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10453 UpdateExpertise(BASE_ATTACK
);
10454 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10455 UpdateExpertise(OFF_ATTACK
);
10457 // equipment visual show
10458 SetVisibleItemSlot(slot
,NULL
);
10460 // need update known currency
10461 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10462 UpdateKnownCurrencies(pItem
->GetEntry(),false);
10464 m_items
[slot
] = NULL
;
10466 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10467 pBag
->RemoveItem(slot
, update
);
10469 if( IsInWorld() && update
)
10471 pItem
->RemoveFromWorld();
10472 pItem
->DestroyForPlayer(this);
10475 //pItem->SetOwnerGUID(0);
10476 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10477 pItem
->SetSlot( NULL_SLOT
);
10478 pItem
->SetState(ITEM_REMOVED
, this);
10482 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10484 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10485 uint32 remcount
= 0;
10488 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10490 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10492 if (pItem
->GetEntry() == item
)
10494 if (pItem
->GetCount() + remcount
<= count
)
10496 // all items in inventory can unequipped
10497 remcount
+= pItem
->GetCount();
10498 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10500 if (remcount
>=count
)
10505 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10506 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10507 if (IsInWorld() & update
)
10508 pItem
->SendUpdateToPlayer( this );
10509 pItem
->SetState(ITEM_CHANGED
, this);
10516 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
10518 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10520 if (pItem
->GetEntry() == item
)
10522 if (pItem
->GetCount() + remcount
<= count
)
10524 // all keys can be unequipped
10525 remcount
+= pItem
->GetCount();
10526 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10528 if (remcount
>=count
)
10533 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10534 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10535 if (IsInWorld() & update
)
10536 pItem
->SendUpdateToPlayer( this );
10537 pItem
->SetState(ITEM_CHANGED
, this);
10544 // in inventory bags
10545 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10547 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10549 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10551 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10553 if (pItem
->GetEntry() == item
)
10555 // all items in bags can be unequipped
10556 if (pItem
->GetCount() + remcount
<= count
)
10558 remcount
+= pItem
->GetCount();
10559 DestroyItem( i
, j
, update
);
10561 if (remcount
>=count
)
10566 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10567 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10568 if (IsInWorld() && update
)
10569 pItem
->SendUpdateToPlayer( this );
10570 pItem
->SetState(ITEM_CHANGED
, this);
10579 // in equipment and bag list
10580 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10582 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10584 if (pItem
&& pItem
->GetEntry() == item
)
10586 if (pItem
->GetCount() + remcount
<= count
)
10588 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10590 remcount
+= pItem
->GetCount();
10591 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10593 if (remcount
>=count
)
10599 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10600 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10601 if (IsInWorld() & update
)
10602 pItem
->SendUpdateToPlayer( this );
10603 pItem
->SetState(ITEM_CHANGED
, this);
10611 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10613 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10616 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10617 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10618 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10619 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10621 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
10622 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10623 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10624 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10626 // in inventory bags
10627 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10628 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10629 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10630 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10631 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10632 DestroyItem( i
, j
, update
);
10634 // in equipment and bag list
10635 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10636 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10637 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
))
10638 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10641 void Player::DestroyConjuredItems( bool update
)
10643 // used when entering arena
10644 // destroys all conjured items
10645 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10648 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10649 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10650 if (pItem
->IsConjuredConsumable())
10651 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10653 // in inventory bags
10654 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10655 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10656 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10657 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10658 if (pItem
->IsConjuredConsumable())
10659 DestroyItem( i
, j
, update
);
10661 // in equipment and bag list
10662 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10663 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10664 if (pItem
->IsConjuredConsumable())
10665 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10668 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10673 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10675 if( pItem
->GetCount() <= count
)
10677 count
-= pItem
->GetCount();
10679 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10683 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10684 pItem
->SetCount( pItem
->GetCount() - count
);
10686 if( IsInWorld() & update
)
10687 pItem
->SendUpdateToPlayer( this );
10688 pItem
->SetState(ITEM_CHANGED
, this);
10692 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10694 uint8 srcbag
= src
>> 8;
10695 uint8 srcslot
= src
& 255;
10697 uint8 dstbag
= dst
>> 8;
10698 uint8 dstslot
= dst
& 255;
10700 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10703 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10707 // not let split all items (can be only at cheating)
10708 if(pSrcItem
->GetCount() == count
)
10710 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10714 // not let split more existed items (can be only at cheating)
10715 if(pSrcItem
->GetCount() < count
)
10717 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10721 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10723 //best error message found for attempting to split while looting
10724 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10728 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10729 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10732 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10736 if( IsInventoryPos( dst
) )
10738 // change item amount before check (for unique max count check)
10739 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10741 ItemPosCountVec dest
;
10742 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10743 if( msg
!= EQUIP_ERR_OK
)
10746 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10747 SendEquipError( msg
, pSrcItem
, NULL
);
10752 pSrcItem
->SendUpdateToPlayer( this );
10753 pSrcItem
->SetState(ITEM_CHANGED
, this);
10754 StoreItem( dest
, pNewItem
, true);
10756 else if( IsBankPos ( dst
) )
10758 // change item amount before check (for unique max count check)
10759 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10761 ItemPosCountVec dest
;
10762 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10763 if( msg
!= EQUIP_ERR_OK
)
10766 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10767 SendEquipError( msg
, pSrcItem
, NULL
);
10772 pSrcItem
->SendUpdateToPlayer( this );
10773 pSrcItem
->SetState(ITEM_CHANGED
, this);
10774 BankItem( dest
, pNewItem
, true);
10776 else if( IsEquipmentPos ( dst
) )
10778 // change item amount before check (for unique max count check), provide space for splitted items
10779 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10782 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10783 if( msg
!= EQUIP_ERR_OK
)
10786 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10787 SendEquipError( msg
, pSrcItem
, NULL
);
10792 pSrcItem
->SendUpdateToPlayer( this );
10793 pSrcItem
->SetState(ITEM_CHANGED
, this);
10794 EquipItem( dest
, pNewItem
, true);
10795 AutoUnequipOffhandIfNeed();
10799 void Player::SwapItem( uint16 src
, uint16 dst
)
10801 uint8 srcbag
= src
>> 8;
10802 uint8 srcslot
= src
& 255;
10804 uint8 dstbag
= dst
>> 8;
10805 uint8 dstslot
= dst
& 255;
10807 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10808 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10813 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10817 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10823 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10825 //best error message found for attempting to swap while looting
10826 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10830 // check unequip potability for equipped items and bank bags
10831 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10833 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10834 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10835 if(msg
!= EQUIP_ERR_OK
)
10837 SendEquipError( msg
, pSrcItem
, pDstItem
);
10842 // prevent put equipped/bank bag in self
10843 if( IsBagPos ( src
) && srcslot
== dstbag
)
10845 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10853 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10855 //best error message found for attempting to swap while looting
10856 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10860 // check unequip potability for equipped items and bank bags
10861 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10863 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10864 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10865 if(msg
!= EQUIP_ERR_OK
)
10867 SendEquipError( msg
, pSrcItem
, pDstItem
);
10873 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10874 // or swap empty bag with another empty or not empty bag (with items exchange)
10879 if( IsInventoryPos( dst
) )
10881 ItemPosCountVec dest
;
10882 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10883 if( msg
!= EQUIP_ERR_OK
)
10885 SendEquipError( msg
, pSrcItem
, NULL
);
10889 RemoveItem(srcbag
, srcslot
, true);
10890 StoreItem( dest
, pSrcItem
, true);
10892 else if( IsBankPos ( dst
) )
10894 ItemPosCountVec dest
;
10895 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10896 if( msg
!= EQUIP_ERR_OK
)
10898 SendEquipError( msg
, pSrcItem
, NULL
);
10902 RemoveItem(srcbag
, srcslot
, true);
10903 BankItem( dest
, pSrcItem
, true);
10905 else if( IsEquipmentPos ( dst
) )
10908 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10909 if( msg
!= EQUIP_ERR_OK
)
10911 SendEquipError( msg
, pSrcItem
, NULL
);
10915 RemoveItem(srcbag
, srcslot
, true);
10916 EquipItem( dest
, pSrcItem
, true);
10917 AutoUnequipOffhandIfNeed();
10923 // attempt merge to / fill target item
10924 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
10927 ItemPosCountVec sDest
;
10929 if( IsInventoryPos( dst
) )
10930 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10931 else if( IsBankPos ( dst
) )
10932 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10933 else if( IsEquipmentPos ( dst
) )
10934 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10938 // can be merge/fill
10939 if(msg
== EQUIP_ERR_OK
)
10941 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
10943 RemoveItem(srcbag
, srcslot
, true);
10945 if( IsInventoryPos( dst
) )
10946 StoreItem( sDest
, pSrcItem
, true);
10947 else if( IsBankPos ( dst
) )
10948 BankItem( sDest
, pSrcItem
, true);
10949 else if( IsEquipmentPos ( dst
) )
10951 EquipItem( eDest
, pSrcItem
, true);
10952 AutoUnequipOffhandIfNeed();
10957 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
10958 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
10959 pSrcItem
->SetState(ITEM_CHANGED
, this);
10960 pDstItem
->SetState(ITEM_CHANGED
, this);
10963 pSrcItem
->SendUpdateToPlayer( this );
10964 pDstItem
->SendUpdateToPlayer( this );
10971 // impossible merge/fill, do real swap
10974 // check src->dest move possibility
10975 ItemPosCountVec sDest
;
10977 if( IsInventoryPos( dst
) )
10978 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10979 else if( IsBankPos( dst
) )
10980 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10981 else if( IsEquipmentPos( dst
) )
10983 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10984 if( msg
== EQUIP_ERR_OK
)
10985 msg
= CanUnequipItem( eDest
, true );
10988 if( msg
!= EQUIP_ERR_OK
)
10990 SendEquipError( msg
, pSrcItem
, pDstItem
);
10994 // check dest->src move possibility
10995 ItemPosCountVec sDest2
;
10997 if( IsInventoryPos( src
) )
10998 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10999 else if( IsBankPos( src
) )
11000 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11001 else if( IsEquipmentPos( src
) )
11003 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11004 if( msg
== EQUIP_ERR_OK
)
11005 msg
= CanUnequipItem( eDest2
, true);
11008 if( msg
!= EQUIP_ERR_OK
)
11010 SendEquipError( msg
, pDstItem
, pSrcItem
);
11014 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11015 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11017 Bag
* emptyBag
= NULL
;
11018 Bag
* fullBag
= NULL
;
11019 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11021 emptyBag
= (Bag
*)pSrcItem
;
11022 fullBag
= (Bag
*)pDstItem
;
11024 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11026 emptyBag
= (Bag
*)pDstItem
;
11027 fullBag
= (Bag
*)pSrcItem
;
11030 // bag swap (with items exchange) case
11031 if(emptyBag
&& fullBag
)
11033 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11037 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11039 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11043 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11044 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11046 // one from items not go to empry target bag
11047 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11055 if (count
> emptyBag
->GetBagSize())
11057 // too small targeted bag
11058 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11063 count
= 0; // will pos in new bag
11064 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11066 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11070 fullBag
->RemoveItem(i
, true);
11071 emptyBag
->StoreItem(count
, bagItem
, true);
11072 bagItem
->SetState(ITEM_CHANGED
, this);
11079 // now do moves, remove...
11080 RemoveItem(dstbag
, dstslot
, false);
11081 RemoveItem(srcbag
, srcslot
, false);
11084 if( IsInventoryPos( dst
) )
11085 StoreItem(sDest
, pSrcItem
, true);
11086 else if( IsBankPos( dst
) )
11087 BankItem(sDest
, pSrcItem
, true);
11088 else if( IsEquipmentPos( dst
) )
11089 EquipItem(eDest
, pSrcItem
, true);
11092 if( IsInventoryPos( src
) )
11093 StoreItem(sDest2
, pDstItem
, true);
11094 else if( IsBankPos( src
) )
11095 BankItem(sDest2
, pDstItem
, true);
11096 else if( IsEquipmentPos( src
) )
11097 EquipItem(eDest2
, pDstItem
, true);
11099 AutoUnequipOffhandIfNeed();
11102 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11106 uint32 slot
= m_currentBuybackSlot
;
11107 // if current back slot non-empty search oldest or free
11110 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11111 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11113 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11122 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11124 if(oldest_time
> i_time
)
11126 oldest_time
= i_time
;
11132 slot
= oldest_slot
;
11135 RemoveItemFromBuyBackSlot( slot
, true );
11136 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11138 m_items
[slot
] = pItem
;
11139 time_t base
= time(NULL
);
11140 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11141 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11143 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11144 ItemPrototype
const *pProto
= pItem
->GetProto();
11146 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11148 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11149 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11151 // move to next (for non filled list is move most optimized choice)
11152 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11153 ++m_currentBuybackSlot
;
11157 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11159 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11160 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11161 return m_items
[slot
];
11165 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11167 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11168 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11170 Item
*pItem
= m_items
[slot
];
11173 pItem
->RemoveFromWorld();
11174 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11177 m_items
[slot
] = NULL
;
11179 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11180 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11181 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11182 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11184 // if current backslot is filled set to now free slot
11185 if(m_items
[m_currentBuybackSlot
])
11186 m_currentBuybackSlot
= slot
;
11190 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11192 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11193 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11194 data
<< uint8(msg
);
11198 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11199 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11200 data
<< uint8(0); // not 0 there...
11202 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11207 if(ItemPrototype
const* proto
= pItem
->GetProto())
11208 level
= proto
->RequiredLevel
;
11210 data
<< uint32(level
); // new 2.4.0
11213 GetSession()->SendPacket(&data
);
11216 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11218 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11219 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11220 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11221 data
<< uint32(item
);
11223 data
<< uint32(param
);
11224 data
<< uint8(msg
);
11225 GetSession()->SendPacket(&data
);
11228 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11230 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11231 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11232 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11233 data
<< uint64(guid
);
11235 data
<< uint32(param
);
11236 data
<< uint8(msg
);
11237 GetSession()->SendPacket(&data
);
11240 void Player::ClearTrade()
11243 acceptTrade
= false;
11244 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11245 tradeItems
[i
] = NULL_SLOT
;
11248 void Player::TradeCancel(bool sendback
)
11252 // send yellow "Trade canceled" message to both traders
11256 ws
->SendCancelTrade();
11257 ws
= pTrader
->GetSession();
11258 if(!ws
->PlayerLogout())
11259 ws
->SendCancelTrade();
11263 pTrader
->ClearTrade();
11264 // prevent loss of reference
11265 pTrader
->pTrader
= NULL
;
11270 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11272 if(m_itemDuration
.empty())
11275 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11277 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11280 ++itr
; // current element can be erased in UpdateDuration
11282 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11283 item
->UpdateDuration(this,time
);
11287 void Player::UpdateEnchantTime(uint32 time
)
11289 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11293 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11295 next
= m_enchantDuration
.erase(itr
);
11297 else if(itr
->leftduration
<= time
)
11299 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11300 itr
->item
->ClearEnchantment(itr
->slot
);
11301 next
= m_enchantDuration
.erase(itr
);
11303 else if(itr
->leftduration
> time
)
11305 itr
->leftduration
-= time
;
11311 void Player::AddEnchantmentDurations(Item
*item
)
11313 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11315 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11318 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11320 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11324 void Player::RemoveEnchantmentDurations(Item
*item
)
11326 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11328 if(itr
->item
== item
)
11330 // save duration in item
11331 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11332 itr
= m_enchantDuration
.erase(itr
);
11339 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11341 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11342 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11345 if(itr
->slot
==slot
)
11347 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11349 // remove from stats
11350 ApplyEnchantment(itr
->item
,slot
,false,false);
11352 itr
->item
->ClearEnchantment(slot
);
11354 // remove from update list
11355 next
= m_enchantDuration
.erase(itr
);
11361 // remove enchants from inventory items
11362 // NOTE: no need to remove these from stats, since these aren't equipped
11364 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11366 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11367 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11368 pItem
->ClearEnchantment(slot
);
11371 // in inventory bags
11372 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11374 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11377 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11379 Item
* pItem
= pBag
->GetItemByPos(j
);
11380 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11381 pItem
->ClearEnchantment(slot
);
11387 // duration == 0 will remove item enchant
11388 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11393 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11396 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11398 if(itr
->item
== item
&& itr
->slot
== slot
)
11400 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11401 m_enchantDuration
.erase(itr
);
11405 if(item
&& duration
> 0 )
11407 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11408 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11412 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11414 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11415 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11418 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11423 if(!item
->IsEquipped())
11426 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11429 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11433 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11437 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11440 for (int s
=0; s
<3; s
++)
11442 uint32 enchant_display_type
= pEnchant
->type
[s
];
11443 uint32 enchant_amount
= pEnchant
->amount
[s
];
11444 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11446 switch(enchant_display_type
)
11448 case ITEM_ENCHANTMENT_TYPE_NONE
:
11450 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11451 // processed in Player::CastItemCombatSpell
11453 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11454 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11455 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11456 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11457 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11458 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11459 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11461 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11462 if(enchant_spell_id
)
11466 int32 basepoints
= 0;
11467 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11468 if (item
->GetItemRandomPropertyId())
11470 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11473 // Search enchant_amount
11474 for (int k
=0; k
<3; k
++)
11476 if(item_rand
->enchant_id
[k
] == enchant_id
)
11478 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11484 // Cast custom spell vs all equal basepoints getted from enchant_amount
11486 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11488 CastSpell(this,enchant_spell_id
,true,item
);
11491 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11494 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11495 if (!enchant_amount
)
11497 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11500 for (int k
=0; k
<3; k
++)
11502 if(item_rand
->enchant_id
[k
] == enchant_id
)
11504 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11511 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11513 case ITEM_ENCHANTMENT_TYPE_STAT
:
11515 if (!enchant_amount
)
11517 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11518 if(item_rand_suffix
)
11520 for (int k
=0; k
<3; k
++)
11522 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11524 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11531 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11532 switch (enchant_spell_id
)
11534 case ITEM_MOD_AGILITY
:
11535 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11536 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11537 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11539 case ITEM_MOD_STRENGTH
:
11540 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11541 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11542 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11544 case ITEM_MOD_INTELLECT
:
11545 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11546 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11547 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11549 case ITEM_MOD_SPIRIT
:
11550 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11551 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11552 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11554 case ITEM_MOD_STAMINA
:
11555 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11556 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11557 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11559 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11560 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11561 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11563 case ITEM_MOD_DODGE_RATING
:
11564 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11565 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11567 case ITEM_MOD_PARRY_RATING
:
11568 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11569 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11571 case ITEM_MOD_BLOCK_RATING
:
11572 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11573 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11575 case ITEM_MOD_HIT_MELEE_RATING
:
11576 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11577 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11579 case ITEM_MOD_HIT_RANGED_RATING
:
11580 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11581 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11583 case ITEM_MOD_HIT_SPELL_RATING
:
11584 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11585 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11587 case ITEM_MOD_CRIT_MELEE_RATING
:
11588 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11589 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11591 case ITEM_MOD_CRIT_RANGED_RATING
:
11592 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11593 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11595 case ITEM_MOD_CRIT_SPELL_RATING
:
11596 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11597 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11599 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11601 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11602 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11604 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11605 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11607 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11608 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11610 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11611 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11613 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11614 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11616 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11617 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11619 // case ITEM_MOD_HASTE_MELEE_RATING:
11620 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11622 // case ITEM_MOD_HASTE_RANGED_RATING:
11623 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11625 case ITEM_MOD_HASTE_SPELL_RATING
:
11626 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11628 case ITEM_MOD_HIT_RATING
:
11629 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11630 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11631 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11632 sLog
.outDebug("+ %u HIT", enchant_amount
);
11634 case ITEM_MOD_CRIT_RATING
:
11635 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11636 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11637 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11638 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11640 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11641 // case ITEM_MOD_HIT_TAKEN_RATING:
11642 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11643 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11644 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11646 // case ITEM_MOD_CRIT_TAKEN_RATING:
11647 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11648 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11649 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11651 case ITEM_MOD_RESILIENCE_RATING
:
11652 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11653 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11654 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11655 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11657 case ITEM_MOD_HASTE_RATING
:
11658 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11659 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11660 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11661 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11663 case ITEM_MOD_EXPERTISE_RATING
:
11664 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11665 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11667 case ITEM_MOD_ATTACK_POWER
:
11668 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11669 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11670 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11672 case ITEM_MOD_RANGED_ATTACK_POWER
:
11673 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11674 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11676 case ITEM_MOD_FERAL_ATTACK_POWER
:
11677 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11678 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11680 case ITEM_MOD_SPELL_HEALING_DONE
:
11681 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11682 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11684 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11685 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11686 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11688 case ITEM_MOD_MANA_REGENERATION
:
11689 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11690 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11692 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11693 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11694 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11696 case ITEM_MOD_SPELL_POWER
:
11697 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11698 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11699 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11706 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11708 if(getClass() == CLASS_SHAMAN
)
11710 float addValue
= 0.0f
;
11711 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11713 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11714 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11716 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11718 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11719 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11724 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11725 // processed in Player::CastItemUseSpell
11727 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11731 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11733 } /*switch(enchant_display_type)*/
11736 // visualize enchantment at player and equipped items
11737 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11739 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11740 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11748 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11750 AddEnchantmentDuration(item
,slot
,duration
);
11754 // duration == 0 will remove EnchantDuration
11755 AddEnchantmentDuration(item
,slot
,0);
11760 void Player::SendEnchantmentDurations()
11762 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11764 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11768 void Player::SendItemDurations()
11770 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11772 (*itr
)->SendTimeUpdate(this);
11776 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11778 if(!item
) // prevent crash
11781 // last check 2.0.10
11782 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11783 data
<< GetGUID(); // player GUID
11784 data
<< uint32(received
); // 0=looted, 1=from npc
11785 data
<< uint32(created
); // 0=received, 1=created
11786 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11787 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11788 // item slot, but when added to stack: 0xFFFFFFFF
11789 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11790 data
<< uint32(item
->GetEntry()); // item id
11791 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11792 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11793 data
<< uint32(count
); // count of items
11794 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11796 if (broadcast
&& GetGroup())
11797 GetGroup()->BroadcastPacket(&data
, true);
11799 GetSession()->SendPacket(&data
);
11802 /*********************************************************/
11803 /*** QUEST SYSTEM ***/
11804 /*********************************************************/
11806 void Player::PrepareQuestMenu( uint64 guid
)
11809 QuestRelations
* pObjectQR
;
11810 QuestRelations
* pObjectQIR
;
11811 Creature
*pCreature
= GetMap()->GetCreature(guid
);
11814 pObject
= (Object
*)pCreature
;
11815 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11816 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11820 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11823 pObject
= (Object
*)pGameObject
;
11824 pObjectQR
= &objmgr
.mGOQuestRelations
;
11825 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11831 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11834 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11836 uint32 quest_id
= i
->second
;
11837 QuestStatus status
= GetQuestStatus( quest_id
);
11838 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11839 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11840 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11841 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11842 else if (status
== QUEST_STATUS_AVAILABLE
)
11843 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11846 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11848 uint32 quest_id
= i
->second
;
11849 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11850 if(!pQuest
) continue;
11852 QuestStatus status
= GetQuestStatus( quest_id
);
11854 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11855 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11856 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11857 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11861 void Player::SendPreparedQuest( uint64 guid
)
11863 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11864 if( questMenu
.Empty() )
11867 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11869 uint32 status
= qmi0
.m_qIcon
;
11871 // single element case
11872 if ( questMenu
.MenuItemCount() == 1 )
11874 // Auto open -- maybe also should verify there is no greeting
11875 uint32 quest_id
= qmi0
.m_qId
;
11876 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11879 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
11880 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
11881 else if( status
== DIALOG_STATUS_INCOMPLETE
)
11882 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
11883 // Send completable on repeatable quest if player don't have quest
11884 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11885 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11887 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11890 // multiply entries
11896 std::string title
= "";
11897 Creature
*pCreature
= GetMap()->GetCreature(guid
);
11900 uint32 textid
= pCreature
->GetNpcTextId();
11901 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
11904 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11905 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11910 qe
= gossiptext
->Options
[0].Emotes
[0];
11912 if(!gossiptext
->Options
[0].Text_0
.empty())
11914 title
= gossiptext
->Options
[0].Text_0
;
11916 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11919 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11922 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11923 title
= nl
->Text_0
[0][loc_idx
];
11929 title
= gossiptext
->Options
[0].Text_1
;
11931 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11934 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11937 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11938 title
= nl
->Text_1
[0][loc_idx
];
11944 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11948 bool Player::IsActiveQuest( uint32 quest_id
) const
11950 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11952 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11955 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11958 QuestRelations
* pObjectQR
;
11959 QuestRelations
* pObjectQIR
;
11961 Creature
*pCreature
= GetMap()->GetCreature(guid
);
11964 pObject
= (Object
*)pCreature
;
11965 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11966 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11970 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11973 pObject
= (Object
*)pGameObject
;
11974 pObjectQR
= &objmgr
.mGOQuestRelations
;
11975 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11981 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11982 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11984 if (itr
->second
== nextQuestID
)
11985 return objmgr
.GetQuestTemplate(nextQuestID
);
11991 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11993 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11994 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11995 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11996 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11998 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12004 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12006 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12007 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12008 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12009 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12010 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12011 && SatisfyQuestDay( pQuest
, msg
);
12014 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12016 if( !SatisfyQuestLog( msg
) )
12019 uint32 srcitem
= pQuest
->GetSrcItemId();
12022 uint32 count
= pQuest
->GetSrcItemCount();
12023 ItemPosCountVec dest
;
12024 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12026 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12027 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12029 else if( msg2
!= EQUIP_ERR_OK
)
12031 SendEquipError( msg2
, NULL
, NULL
);
12038 bool Player::CanCompleteQuest( uint32 quest_id
)
12042 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12043 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12044 return false; // not allow re-complete quest
12046 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12051 // auto complete quest
12052 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12055 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12058 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12060 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12062 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12067 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12069 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12071 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12074 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12079 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12082 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12085 if ( qInfo
->GetRewOrReqMoney() < 0 )
12087 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12091 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12092 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12101 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12103 // Solve problem that player don't have the quest and try complete it.
12104 // if repeatable she must be able to complete event if player don't have it.
12105 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12106 if( !CanTakeQuest(pQuest
, false) )
12109 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12110 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12111 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12114 if( !CanRewardQuest(pQuest
, false) )
12120 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12122 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12123 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12126 // daily quest can't be rewarded (25 daily quest already completed)
12127 if(!SatisfyQuestDay(pQuest
,true))
12130 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12131 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12134 // prevent receive reward with quest items in bank
12135 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12137 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12139 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12140 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12143 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12149 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12150 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12156 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12158 // prevent receive reward with quest items in bank or for not completed quest
12159 if(!CanRewardQuest(pQuest
,msg
))
12162 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12164 if( pQuest
->RewChoiceItemId
[reward
] )
12166 ItemPosCountVec dest
;
12167 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12168 if( res
!= EQUIP_ERR_OK
)
12170 SendEquipError( res
, NULL
, NULL
);
12176 if ( pQuest
->GetRewItemsCount() > 0 )
12178 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12180 if( pQuest
->RewItemId
[i
] )
12182 ItemPosCountVec dest
;
12183 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12184 if( res
!= EQUIP_ERR_OK
)
12186 SendEquipError( res
, NULL
, NULL
);
12196 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12198 uint16 log_slot
= FindQuestSlot( 0 );
12199 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12201 uint32 quest_id
= pQuest
->GetQuestId();
12203 // if not exist then created with set uState==NEW and rewarded=false
12204 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12206 // check for repeatable quests status reset
12207 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12208 questStatusData
.m_explored
= false;
12210 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12212 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12213 questStatusData
.m_itemcount
[i
] = 0;
12216 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12218 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12219 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12222 GiveQuestSourceItem( pQuest
);
12223 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12225 if( pQuest
->GetRepObjectiveFaction() )
12226 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12227 GetReputationMgr().SetVisible(factionEntry
);
12230 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12232 uint32 limittime
= pQuest
->GetLimitTime();
12234 // shared timed quest
12235 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12236 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12238 AddTimedQuest( quest_id
);
12239 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12240 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12243 questStatusData
.m_timer
= 0;
12245 SetQuestSlot(log_slot
, quest_id
, qtime
);
12247 if (questStatusData
.uState
!= QUEST_NEW
)
12248 questStatusData
.uState
= QUEST_CHANGED
;
12250 //starting initial quest script
12251 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12252 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12254 // Some spells applied at quest activation
12255 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12256 if(saBounds
.first
!= saBounds
.second
)
12259 GetZoneAndAreaId(zone
,area
);
12261 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12262 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12263 if( !HasAura(itr
->second
->spellId
,0) )
12264 CastSpell(this,itr
->second
->spellId
,true);
12267 UpdateForQuestsGO();
12270 void Player::CompleteQuest( uint32 quest_id
)
12274 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12276 uint16 log_slot
= FindQuestSlot( quest_id
);
12277 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12278 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12280 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12282 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12283 RewardQuest(qInfo
,0,this,false);
12285 SendQuestComplete( quest_id
);
12290 void Player::IncompleteQuest( uint32 quest_id
)
12294 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12296 uint16 log_slot
= FindQuestSlot( quest_id
);
12297 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12298 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12302 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12304 uint32 quest_id
= pQuest
->GetQuestId();
12306 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12308 if ( pQuest
->ReqItemId
[i
] )
12309 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12312 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12313 // SetTimedQuest( 0 );
12314 m_timedquests
.erase(pQuest
->GetQuestId());
12316 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12318 if( pQuest
->RewChoiceItemId
[reward
] )
12320 ItemPosCountVec dest
;
12321 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12323 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12324 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12329 if ( pQuest
->GetRewItemsCount() > 0 )
12331 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12333 if( pQuest
->RewItemId
[i
] )
12335 ItemPosCountVec dest
;
12336 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12338 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12339 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12345 RewardReputation( pQuest
);
12347 if( pQuest
->GetRewSpellCast() > 0 )
12348 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12349 else if( pQuest
->GetRewSpell() > 0)
12350 CastSpell( this, pQuest
->GetRewSpell(), true);
12352 uint16 log_slot
= FindQuestSlot( quest_id
);
12353 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12354 SetQuestSlot(log_slot
,0);
12356 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12358 // Not give XP in case already completed once repeatable quest
12359 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12361 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12362 GiveXP( XP
, NULL
);
12365 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12366 ModifyMoney( money
);
12367 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12370 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12371 if(pQuest
->GetRewOrReqMoney())
12373 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12375 if(pQuest
->GetRewOrReqMoney() > 0)
12376 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12380 if(pQuest
->GetRewHonorableKills())
12381 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12384 if(pQuest
->GetCharTitleId())
12386 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12387 SetTitle(titleEntry
);
12390 if(pQuest
->GetBonusTalents())
12392 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12393 InitTalentForLevel();
12396 // Send reward mail
12397 if(pQuest
->GetRewMailTemplateId())
12399 MailMessageType mailType
;
12400 uint32 senderGuidOrEntry
;
12401 switch(questGiver
->GetTypeId())
12404 mailType
= MAIL_CREATURE
;
12405 senderGuidOrEntry
= questGiver
->GetEntry();
12407 case TYPEID_GAMEOBJECT
:
12408 mailType
= MAIL_GAMEOBJECT
;
12409 senderGuidOrEntry
= questGiver
->GetEntry();
12412 mailType
= MAIL_ITEM
;
12413 senderGuidOrEntry
= questGiver
->GetEntry();
12415 case TYPEID_PLAYER
:
12416 mailType
= MAIL_NORMAL
;
12417 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12420 mailType
= MAIL_NORMAL
;
12421 senderGuidOrEntry
= GetGUIDLow();
12425 Loot questMailLoot
;
12427 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12430 MailItemsInfo mi
; // item list preparing
12432 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12433 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12435 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12437 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12439 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12440 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12445 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12448 if(pQuest
->IsDaily())
12450 SetDailyQuestStatus(quest_id
);
12451 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12454 if ( !pQuest
->IsRepeatable() )
12455 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12457 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12459 q_status
.m_rewarded
= true;
12462 SendQuestReward( pQuest
, XP
, questGiver
);
12464 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12465 if (pQuest
->GetZoneOrSort() > 0)
12466 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12467 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12468 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12473 // remove auras from spells with quest reward state limitations
12474 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12475 if(saEndBounds
.first
!= saEndBounds
.second
)
12477 GetZoneAndAreaId(zone
,area
);
12479 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12480 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12481 RemoveAurasDueToSpell(itr
->second
->spellId
);
12484 // Some spells applied at quest reward
12485 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12486 if(saBounds
.first
!= saBounds
.second
)
12489 GetZoneAndAreaId(zone
,area
);
12491 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12492 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12493 if( !HasAura(itr
->second
->spellId
,0) )
12494 CastSpell(this,itr
->second
->spellId
,true);
12498 void Player::FailQuest( uint32 quest_id
)
12502 IncompleteQuest( quest_id
);
12504 uint16 log_slot
= FindQuestSlot( quest_id
);
12505 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12507 SetQuestSlotTimer(log_slot
, 1 );
12508 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12510 SendQuestFailed( quest_id
);
12514 void Player::FailTimedQuest( uint32 quest_id
)
12518 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12520 q_status
.m_timer
= 0;
12521 if (q_status
.uState
!= QUEST_NEW
)
12522 q_status
.uState
= QUEST_CHANGED
;
12524 IncompleteQuest( quest_id
);
12526 uint16 log_slot
= FindQuestSlot( quest_id
);
12527 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12529 SetQuestSlotTimer(log_slot
, 1 );
12530 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12532 SendQuestTimerFailed( quest_id
);
12536 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12538 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12539 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12541 // skip zone zoneOrSort and 0 case skillOrClass
12542 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12545 int32 questSort
= -zoneOrSort
;
12546 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12548 // check class sort cases in zoneOrSort
12549 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12552 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12557 if( skillOrClass
< 0 )
12559 uint8 reqClass
= -int32(skillOrClass
);
12560 if(getClass() != reqClass
)
12563 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12568 else if( skillOrClass
> 0 )
12570 uint32 reqSkill
= skillOrClass
;
12571 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12574 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12582 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12584 if( getLevel() < qInfo
->GetMinLevel() )
12587 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12593 bool Player::SatisfyQuestLog( bool msg
)
12596 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12601 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12602 GetSession()->SendPacket( &data
);
12603 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12608 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12610 // No previous quest (might be first quest in a series)
12611 if( qInfo
->prevQuests
.empty())
12614 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12616 uint32 prevId
= abs(*iter
);
12618 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12619 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12621 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12623 // If any of the positive previous quests completed, return true
12624 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12626 // skip one-from-all exclusive group
12627 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12630 // each-from-all exclusive group ( < 0)
12631 // can be start if only all quests in prev quest exclusive group completed and rewarded
12632 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12633 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12635 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12637 for(; iter2
!= end
; ++iter2
)
12639 uint32 exclude_Id
= iter2
->second
;
12641 // skip checked quest id, only state of other quests in group is interesting
12642 if(exclude_Id
== prevId
)
12645 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12647 // alternative quest from group also must be completed and rewarded(reported)
12648 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12651 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12657 // If any of the negative previous quests active, return true
12658 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12659 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12661 // skip one-from-all exclusive group
12662 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12665 // each-from-all exclusive group ( < 0)
12666 // can be start if only all quests in prev quest exclusive group active
12667 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12668 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12670 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12672 for(; iter2
!= end
; ++iter2
)
12674 uint32 exclude_Id
= iter2
->second
;
12676 // skip checked quest id, only state of other quests in group is interesting
12677 if(exclude_Id
== prevId
)
12680 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12682 // alternative quest from group also must be active
12683 if( i_exstatus
== mQuestStatus
.end() ||
12684 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12685 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12688 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12697 // Has only positive prev. quests in non-rewarded state
12698 // and negative prev. quests in non-active state
12700 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12705 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12707 uint32 reqraces
= qInfo
->GetRequiredRaces();
12708 if ( reqraces
== 0 )
12710 if( (reqraces
& getRaceMask()) == 0 )
12713 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12719 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12721 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12722 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12725 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12729 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12730 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12733 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12740 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12742 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12743 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12746 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12752 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12754 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12757 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12763 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12765 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12766 if(qInfo
->GetExclusiveGroup() <= 0)
12769 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12770 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12772 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12774 for(; iter
!= end
; ++iter
)
12776 uint32 exclude_Id
= iter
->second
;
12778 // skip checked quest id, only state of other quests in group is interesting
12779 if(exclude_Id
== qInfo
->GetQuestId())
12782 // not allow have daily quest if daily quest from exclusive group already recently completed
12783 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12784 if( !SatisfyQuestDay(Nquest
, false) )
12787 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12791 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12793 // alternative quest already started or completed
12794 if( i_exstatus
!= mQuestStatus
.end()
12795 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12798 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12805 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12807 if(!qInfo
->GetNextQuestInChain())
12810 // next quest in chain already started or completed
12811 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12812 if( itr
!= mQuestStatus
.end()
12813 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12816 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12820 // check for all quests further up the chain
12821 // only necessary if there are quest chains with more than one quest that can be skipped
12822 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12826 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12828 // No previous quest in chain
12829 if( qInfo
->prevChainQuests
.empty())
12832 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12834 uint32 prevId
= *iter
;
12836 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12838 if( i_prevstatus
!= mQuestStatus
.end() )
12840 // If any of the previous quests in chain active, return false
12841 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12842 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12845 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12850 // check for all quests further down the chain
12851 // only necessary if there are quest chains with more than one quest that can be skipped
12852 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12856 // No previous quest in chain active
12860 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12862 if(!qInfo
->IsDaily())
12865 bool have_slot
= false;
12866 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12868 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12869 if(qInfo
->GetQuestId()==id
)
12879 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12886 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12888 uint32 srcitem
= pQuest
->GetSrcItemId();
12891 uint32 count
= pQuest
->GetSrcItemCount();
12895 ItemPosCountVec dest
;
12896 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12897 if( msg
== EQUIP_ERR_OK
)
12899 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12900 SendNewItem(item
, count
, true, false);
12903 // player already have max amount required item, just report success
12904 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12907 SendEquipError( msg
, NULL
, NULL
);
12914 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12916 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12919 uint32 srcitem
= qInfo
->GetSrcItemId();
12922 uint32 count
= qInfo
->GetSrcItemCount();
12926 // exist one case when destroy source quest item not possible:
12927 // non un-equippable item (equipped non-empty bag, for example)
12928 uint8 res
= CanUnequipItems(srcitem
,count
);
12929 if(res
!= EQUIP_ERR_OK
)
12932 SendEquipError( res
, NULL
, NULL
);
12936 DestroyItemCount(srcitem
, count
, true, true);
12942 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12944 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12947 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12948 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12949 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12950 && !qInfo
->IsRepeatable() )
12951 return itr
->second
.m_rewarded
;
12958 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12962 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12963 if( itr
!= mQuestStatus
.end() )
12964 return itr
->second
.m_status
;
12966 return QUEST_STATUS_NONE
;
12969 bool Player::CanShareQuest(uint32 quest_id
) const
12971 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12972 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12974 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12975 if( itr
!= mQuestStatus
.end() )
12976 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12981 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12983 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12986 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12988 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12989 m_timedquests
.erase(qInfo
->GetQuestId());
12992 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12994 q_status
.m_status
= status
;
12995 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12998 UpdateForQuestsGO();
13001 // not used in MaNGOS, but used in scripting code
13002 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13004 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13008 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13009 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13010 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13015 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13017 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13019 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13021 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13022 if( reqitemcount
!= 0 )
13024 uint32 quest_id
= pQuest
->GetQuestId();
13025 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13027 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13028 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13034 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13036 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13037 if ( GetQuestSlotQuestId(i
) == quest_id
)
13040 return MAX_QUEST_LOG_SIZE
;
13043 void Player::AreaExploredOrEventHappens( uint32 questId
)
13047 uint16 log_slot
= FindQuestSlot( questId
);
13048 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13050 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13052 if(!q_status
.m_explored
)
13054 q_status
.m_explored
= true;
13055 if (q_status
.uState
!= QUEST_NEW
)
13056 q_status
.uState
= QUEST_CHANGED
;
13059 if( CanCompleteQuest( questId
) )
13060 CompleteQuest( questId
);
13064 //not used in mangosd, function for external script library
13065 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13067 if( Group
*pGroup
= GetGroup() )
13069 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13071 Player
*pGroupGuy
= itr
->getSource();
13073 // for any leave or dead (with not released body) group member at appropriate distance
13074 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13075 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13079 AreaExploredOrEventHappens(questId
);
13082 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13084 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13086 uint32 questid
= GetQuestSlotQuestId(i
);
13087 if ( questid
== 0 )
13090 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13092 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13095 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13096 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13099 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13101 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13102 if ( reqitem
== entry
)
13104 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13105 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13106 if ( curitemcount
< reqitemcount
)
13108 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13109 q_status
.m_itemcount
[j
] += additemcount
;
13110 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13112 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13114 if ( CanCompleteQuest( questid
) )
13115 CompleteQuest( questid
);
13120 UpdateForQuestsGO();
13123 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13125 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13127 uint32 questid
= GetQuestSlotQuestId(i
);
13130 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13133 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13136 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13138 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13139 if ( reqitem
== entry
)
13141 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13143 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13144 uint32 curitemcount
;
13145 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13146 curitemcount
= q_status
.m_itemcount
[j
];
13148 curitemcount
= GetItemCount(entry
,true);
13149 if ( curitemcount
< reqitemcount
+ count
)
13151 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13152 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13153 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13155 IncompleteQuest( questid
);
13161 UpdateForQuestsGO();
13164 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13166 uint32 addkillcount
= 1;
13167 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13168 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13170 uint32 questid
= GetQuestSlotQuestId(i
);
13174 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13177 // just if !ingroup || !noraidgroup || raidgroup
13178 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13179 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13181 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13183 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13185 // skip GO activate objective or none
13186 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13189 // skip Cast at creature objective
13190 if(qInfo
->ReqSpell
[j
] !=0 )
13193 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13195 if ( reqkill
== entry
)
13197 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13198 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13199 if ( curkillcount
< reqkillcount
)
13201 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13202 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13204 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13206 if ( CanCompleteQuest( questid
) )
13207 CompleteQuest( questid
);
13209 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13218 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13220 bool isCreature
= IS_CREATURE_GUID(guid
);
13222 uint32 addCastCount
= 1;
13223 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13225 uint32 questid
= GetQuestSlotQuestId(i
);
13229 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13233 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13235 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13237 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13239 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13241 // skip kill creature objective (0) or wrong spell casts
13242 if(qInfo
->ReqSpell
[j
] != spell_id
)
13245 uint32 reqTarget
= 0;
13249 // creature activate objectives
13250 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13251 // checked at quest_template loading
13252 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13256 // GO activate objective
13257 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13258 // checked at quest_template loading
13259 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13262 // other not this creature/GO related objectives
13263 if( reqTarget
!= entry
)
13266 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13267 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13268 if ( curCastCount
< reqCastCount
)
13270 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13271 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13273 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13276 if ( CanCompleteQuest( questid
) )
13277 CompleteQuest( questid
);
13279 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13287 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13289 uint32 addTalkCount
= 1;
13290 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13292 uint32 questid
= GetQuestSlotQuestId(i
);
13296 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13300 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13302 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13304 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13306 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13308 // skip spell casts and Gameobject objectives
13309 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13312 uint32 reqTarget
= 0;
13314 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13315 // checked at quest_template loading
13316 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13320 if ( reqTarget
== entry
)
13322 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13323 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13324 if ( curTalkCount
< reqTalkCount
)
13326 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13327 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13329 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13331 if ( CanCompleteQuest( questid
) )
13332 CompleteQuest( questid
);
13334 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13343 void Player::MoneyChanged( uint32 count
)
13345 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13347 uint32 questid
= GetQuestSlotQuestId(i
);
13351 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13352 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13354 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13356 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13358 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13360 if ( CanCompleteQuest( questid
) )
13361 CompleteQuest( questid
);
13364 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13366 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13367 IncompleteQuest( questid
);
13373 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13375 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13377 if(uint32 questid
= GetQuestSlotQuestId(i
))
13379 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13381 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13383 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13384 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13386 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13387 if ( CanCompleteQuest( questid
) )
13388 CompleteQuest( questid
);
13390 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13392 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13393 IncompleteQuest( questid
);
13401 bool Player::HasQuestForItem( uint32 itemid
) const
13403 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13405 uint32 questid
= GetQuestSlotQuestId(i
);
13406 if ( questid
== 0 )
13409 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13410 if(qs_itr
== mQuestStatus
.end())
13413 QuestStatusData
const& q_status
= qs_itr
->second
;
13415 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13417 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13421 // hide quest if player is in raid-group and quest is no raid quest
13422 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13425 // There should be no mixed ReqItem/ReqSource drop
13426 // This part for ReqItem drop
13427 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13429 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13432 // This part - for ReqSource
13433 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13435 // examined item is a source item
13436 if (qinfo
->ReqSourceId
[j
] == itemid
)
13438 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13441 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13444 // allows custom amount drop when not 0
13445 if (qinfo
->ReqSourceCount
[j
])
13447 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13449 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13458 void Player::SendQuestComplete( uint32 quest_id
)
13462 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13463 data
<< uint32(quest_id
);
13464 GetSession()->SendPacket( &data
);
13465 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13469 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13471 uint32 questid
= pQuest
->GetQuestId();
13472 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13473 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13474 data
<< uint32(questid
);
13476 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13478 data
<< uint32(XP
);
13479 data
<< uint32(pQuest
->GetRewOrReqMoney());
13484 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13487 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13488 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13489 GetSession()->SendPacket( &data
);
13491 if (pQuest
->GetQuestCompleteScript() != 0)
13492 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13495 void Player::SendQuestFailed( uint32 quest_id
)
13499 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13501 data
<< uint32(0); // failed reason (4 for inventory is full)
13502 GetSession()->SendPacket( &data
);
13503 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13507 void Player::SendQuestTimerFailed( uint32 quest_id
)
13511 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13513 GetSession()->SendPacket( &data
);
13514 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13518 void Player::SendCanTakeQuestResponse( uint32 msg
)
13520 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13521 data
<< uint32(msg
);
13522 GetSession()->SendPacket( &data
);
13523 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13526 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13530 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13531 data
<< uint64(pPlayer
->GetGUID());
13532 data
<< uint8(msg
); // valid values: 0-8
13533 GetSession()->SendPacket( &data
);
13534 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13538 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13540 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13541 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13542 //data << pQuest->ReqItemId[item_idx];
13544 GetSession()->SendPacket( &data
);
13547 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13549 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13551 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13553 // client expected gameobject template id in form (id|0x80000000)
13554 entry
= (-entry
) | 0x80000000;
13556 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13557 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13558 data
<< uint32(pQuest
->GetQuestId());
13559 data
<< uint32(entry
);
13560 data
<< uint32(old_count
+ add_count
);
13561 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13562 data
<< uint64(guid
);
13563 GetSession()->SendPacket(&data
);
13565 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13566 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13567 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13570 /*********************************************************/
13571 /*** LOAD SYSTEM ***/
13572 /*********************************************************/
13574 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13576 bool delete_result
= true;
13579 // 0 1 2 3 4 5 6 7 8 9
13580 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13581 if(!result
) return false;
13583 else delete_result
= false;
13585 Field
*fields
= result
->Fetch();
13587 if(!LoadValues( fields
[1].GetString()))
13589 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13590 if(delete_result
) delete result
;
13594 // overwrite possible wrong/corrupted guid
13595 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13597 m_name
= fields
[2].GetCppString();
13599 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13600 SetMapId(fields
[6].GetUInt32());
13601 // the instance id is not needed at character enum
13603 m_Played_time
[0] = fields
[7].GetUInt32();
13604 m_Played_time
[1] = fields
[8].GetUInt32();
13606 m_atLoginFlags
= fields
[9].GetUInt32();
13608 // I don't see these used anywhere ..
13611 _LoadBoundInstances();*/
13613 if (delete_result
) delete result
;
13615 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13618 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13619 m_deathState
= DEAD
;
13624 void Player::_LoadDeclinedNames(QueryResult
* result
)
13630 delete m_declinedname
;
13632 m_declinedname
= new DeclinedName
;
13633 Field
*fields
= result
->Fetch();
13634 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13635 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13640 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13642 // arenateamid, played_week, played_season, personal_rating
13643 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13649 Field
*fields
= result
->Fetch();
13651 uint32 arenateamid
= fields
[0].GetUInt32();
13652 uint32 played_week
= fields
[1].GetUInt32();
13653 uint32 played_season
= fields
[2].GetUInt32();
13654 uint32 personal_rating
= fields
[3].GetUInt32();
13656 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13659 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13662 uint8 arenaSlot
= aTeam
->GetSlot();
13664 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13665 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13666 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13667 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13668 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13669 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13671 }while (result
->NextRow());
13675 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13677 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13681 Field
*fields
= result
->Fetch();
13683 x
= fields
[0].GetFloat();
13684 y
= fields
[1].GetFloat();
13685 z
= fields
[2].GetFloat();
13686 o
= fields
[3].GetFloat();
13687 mapid
= fields
[4].GetUInt32();
13688 in_flight
= !fields
[5].GetCppString().empty();
13694 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13696 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13700 Field
*fields
= result
->Fetch();
13702 data
= StrSplit(fields
[0].GetCppString(), " ");
13709 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13711 if(index
>= data
.size())
13714 return (uint32
)atoi(data
[index
].c_str());
13717 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13720 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13721 memcpy(&result
, &temp
, sizeof(result
));
13726 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13729 if(!LoadValuesArrayFromDB(data
,guid
))
13732 return GetUInt32ValueFromArray(data
,index
);
13735 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13738 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13739 memcpy(&result
, &temp
, sizeof(result
));
13744 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13746 //// 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 33 34 35 36 37 38 39 40
13747 //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, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13748 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13752 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13756 Field
*fields
= result
->Fetch();
13758 uint32 dbAccountId
= fields
[1].GetUInt32();
13760 // check if the character's account in the db and the logged in account match.
13761 // player should be able to load/delete character only with correct account!
13762 if( dbAccountId
!= GetSession()->GetAccountId() )
13764 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13769 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13771 m_name
= fields
[3].GetCppString();
13773 // check name limitations
13774 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13777 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13781 if(!LoadValues( fields
[2].GetString()))
13783 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13788 // overwrite possible wrong/corrupted guid
13789 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13791 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13792 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13794 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13795 SetVisibleItemSlot(slot
,NULL
);
13799 delete m_items
[slot
];
13800 m_items
[slot
] = NULL
;
13804 // update money limits
13805 if(GetMoney() > MAX_MONEY_AMOUNT
)
13806 SetMoney(MAX_MONEY_AMOUNT
);
13808 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13811 m_race
= fields
[4].GetUInt8();
13812 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13813 //Other way is to saves m_team into characters table.
13814 setFactionForRace(m_race
);
13817 m_class
= fields
[5].GetUInt8();
13819 // load home bind and check in same time class/race pair, it used later for restore broken positions
13820 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13823 InitPrimaryProffesions(); // to max set before any spell loaded
13825 // init saved position, and fix it later if problematic
13826 uint32 transGUID
= fields
[24].GetUInt32();
13827 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13828 SetMapId(fields
[9].GetUInt32());
13829 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13831 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13833 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13835 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13836 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13837 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13839 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13841 // check arena teams integrity
13842 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13844 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13848 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13849 if(at
->HaveMember(GetGUID()))
13852 // arena team not exist or not member, cleanup fields
13853 for(int j
=0; j
< 6; ++j
)
13854 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13857 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13859 if(!IsPositionValid())
13861 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13862 RelocateToHomebind();
13866 m_movementInfo
.t_x
= 0.0f
;
13867 m_movementInfo
.t_y
= 0.0f
;
13868 m_movementInfo
.t_z
= 0.0f
;
13869 m_movementInfo
.t_o
= 0.0f
;
13872 uint32 bgid
= fields
[34].GetUInt32();
13873 uint32 bgteam
= fields
[35].GetUInt32();
13875 if(bgid
) //saved in BattleGround
13877 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13879 // check entry point and fix to homebind if need
13880 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
13881 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
13882 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
13884 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
13886 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
13888 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
13889 AddBattleGroundQueueId(bgQueueTypeId
);
13891 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
13894 //join player to battleground group
13895 currentBg
->EventPlayerLoggedIn(this, GetGUID());
13896 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
13898 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
13902 Relocate(GetBattleGroundEntryPoint());
13903 //RemoveArenaAuras(true);
13908 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13909 // if server restart after player save in BG or area
13910 // player can have current coordinates in to BG/Arean map, fix this
13911 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
13913 // return to BG master
13914 SetMapId(fields
[36].GetUInt32());
13915 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13917 // check entry point and fix to homebind if need
13918 mapEntry
= sMapStore
.LookupEntry(GetMapId());
13919 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
13920 RelocateToHomebind();
13924 if (transGUID
!= 0)
13926 m_movementInfo
.t_x
= fields
[20].GetFloat();
13927 m_movementInfo
.t_y
= fields
[21].GetFloat();
13928 m_movementInfo
.t_z
= fields
[22].GetFloat();
13929 m_movementInfo
.t_o
= fields
[23].GetFloat();
13931 if( !MaNGOS::IsValidMapCoord(
13932 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13933 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13934 // transport size limited
13935 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13937 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13938 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13939 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13941 RelocateToHomebind();
13943 m_movementInfo
.t_x
= 0.0f
;
13944 m_movementInfo
.t_y
= 0.0f
;
13945 m_movementInfo
.t_z
= 0.0f
;
13946 m_movementInfo
.t_o
= 0.0f
;
13952 if (transGUID
!= 0)
13954 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13956 if( (*iter
)->GetGUIDLow() == transGUID
)
13958 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
13959 // client without expansion support
13960 if(GetSession()->Expansion() < transMapEntry
->Expansion())
13962 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
13966 m_transport
= *iter
;
13967 m_transport
->AddPassenger(this);
13968 SetMapId(m_transport
->GetMapId());
13975 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
13978 RelocateToHomebind();
13980 m_movementInfo
.t_x
= 0.0f
;
13981 m_movementInfo
.t_y
= 0.0f
;
13982 m_movementInfo
.t_z
= 0.0f
;
13983 m_movementInfo
.t_o
= 0.0f
;
13988 else // not transport case
13990 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13991 // client without expansion support
13992 if(GetSession()->Expansion() < mapEntry
->Expansion())
13994 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
13995 RelocateToHomebind();
13999 // NOW player must have valid map
14000 // load the player's map here if it's not already loaded
14001 Map
*map
= GetMap();
14003 // since the player may not be bound to the map yet, make sure subsequent
14004 // getmap calls won't create new maps
14005 SetInstanceId(map
->GetInstanceId());
14007 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14008 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14010 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14012 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14014 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14017 SaveRecallPosition();
14019 time_t now
= time(NULL
);
14020 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14022 // since last logout (in seconds)
14023 uint64 time_diff
= uint64(now
- logoutTime
);
14025 // set value, including drunk invisibility detection
14026 // calculate sobering. after 15 minutes logged out, the player will be sober again
14028 if(time_diff
> 15*MINUTE
)
14031 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14032 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14033 SetDrunkValue(newDrunkenValue
);
14035 m_rest_bonus
= fields
[15].GetFloat();
14036 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14037 float bubble0
= 0.031;
14038 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14039 float bubble1
= 0.125;
14041 if((int32
)fields
[16].GetUInt32() > 0)
14043 float bubble
= fields
[17].GetUInt32() > 0
14044 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14045 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14047 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14050 m_cinematic
= fields
[12].GetUInt32();
14051 m_Played_time
[0]= fields
[13].GetUInt32();
14052 m_Played_time
[1]= fields
[14].GetUInt32();
14054 m_resetTalentsCost
= fields
[18].GetUInt32();
14055 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14057 // reserve some flags
14058 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14060 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14061 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14063 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14065 uint32 extraflags
= fields
[25].GetUInt32();
14067 m_stableSlots
= fields
[26].GetUInt32();
14068 if(m_stableSlots
> MAX_PET_STABLES
)
14070 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14071 m_stableSlots
= MAX_PET_STABLES
;
14074 m_atLoginFlags
= fields
[27].GetUInt32();
14077 // Update Honor kills data
14078 m_lastHonorUpdateTime
= logoutTime
;
14079 UpdateHonorFields();
14081 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14082 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14083 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14085 std::string taxi_nodes
= fields
[31].GetCppString();
14089 // clear channel spell data (if saved at channel spell casting)
14090 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14091 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14093 // clear charm/summon related fields
14100 // reset some aura modifiers before aura apply
14101 SetFarSightGUID(0);
14102 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14103 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14107 // make sure the unit is considered out of combat for proper loading
14110 // make sure the unit is considered not in duel for proper loading
14111 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14112 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14114 // remember loaded power/health values to restore after stats initialization and modifier applying
14115 uint32 savedHealth
= GetHealth();
14116 uint32 savedPower
[MAX_POWERS
];
14117 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14118 savedPower
[i
] = GetPower(Powers(i
));
14120 // reset stats before loading any modifiers
14121 InitStatsForLevel();
14122 InitTaxiNodesForLevel();
14123 InitGlyphsForLevel();
14126 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14128 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14131 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14134 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14135 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14136 m_deathState
= DEAD
;
14138 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14140 // after spell load, learn rewarded spell if need also
14141 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14142 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14144 // after spell and quest load
14145 InitTalentForLevel();
14146 learnDefaultSpells();
14148 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14150 // must be before inventory (some items required reputation check)
14151 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14153 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14155 // update items with duration and realtime
14156 UpdateItemDuration(time_diff
, true);
14158 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14160 // unread mails and next delivery time, actual mails not loaded
14161 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14163 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14165 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14166 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14167 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14169 if(!HasTitle(curTitle
))
14170 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14173 // Not finish taxi flight path
14174 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14176 // problems with taxi path loading
14177 TaxiNodesEntry
const* nodeEntry
= NULL
;
14178 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14179 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14181 if(!nodeEntry
) // don't know taxi start node, to homebind
14183 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14184 RelocateToHomebind();
14185 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14187 else // have start node, to it
14189 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14190 SetMapId(nodeEntry
->map_id
);
14191 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14192 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14194 m_taxi
.ClearTaxiDestinations();
14196 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14198 // save source node as recall coord to prevent recall and fall from sky
14199 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14200 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14201 m_recallMap
= nodeEntry
->map_id
;
14202 m_recallX
= nodeEntry
->x
;
14203 m_recallY
= nodeEntry
->y
;
14204 m_recallZ
= nodeEntry
->z
;
14206 // flight will started later
14209 // has to be called after last Relocate() in Player::LoadFromDB
14210 SetFallInformation(0, GetPositionZ());
14212 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14214 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14215 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14217 RemoveAllAurasOnDeath();
14219 //apply all stat bonuses from items and auras
14220 SetCanModifyStats(true);
14223 // restore remembered power/health values (but not more max values)
14224 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14225 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14226 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14228 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14232 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14234 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14237 case 0: break; // disable
14238 case 1: SetGameMaster(true); break; // enable
14239 case 2: // save state
14240 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14241 SetGameMaster(true);
14245 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14248 case 0: SetGMVisible(false); break; // invisible
14249 case 1: break; // visible
14250 case 2: // save state
14251 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14252 SetGMVisible(false);
14256 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14259 case 0: break; // disable
14260 case 1: SetAcceptTicket(true); break; // enable
14261 case 2: // save state
14262 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14263 SetAcceptTicket(true);
14267 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14270 case 0: break; // disable
14271 case 1: SetGMChat(true); break; // enable
14272 case 2: // save state
14273 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14278 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14281 case 0: break; // disable
14282 case 1: SetAcceptWhispers(true); break; // enable
14283 case 2: // save state
14284 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14285 SetAcceptWhispers(true);
14290 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14292 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14293 m_achievementMgr
.CheckAllAchievementCriteria();
14297 bool Player::isAllowedToLoot(Creature
* creature
)
14299 if(Player
* recipient
= creature
->GetLootRecipient())
14301 if (recipient
== this)
14303 if( Group
* otherGroup
= recipient
->GetGroup())
14305 Group
* thisGroup
= GetGroup();
14308 return thisGroup
== otherGroup
;
14313 // prevent other players from looting if the recipient got disconnected
14314 return !creature
->hasLootRecipient();
14317 void Player::_LoadActions(QueryResult
*result
)
14319 m_actionButtons
.clear();
14321 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14327 Field
*fields
= result
->Fetch();
14329 uint8 button
= fields
[0].GetUInt8();
14331 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14332 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14335 sLog
.outError( " ...at loading, and will deleted in DB also");
14337 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14338 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14341 while( result
->NextRow() );
14347 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14350 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14351 m_modAuras
[i
].clear();
14353 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14359 Field
*fields
= result
->Fetch();
14360 uint64 caster_guid
= fields
[0].GetUInt64();
14361 uint32 spellid
= fields
[1].GetUInt32();
14362 uint32 effindex
= fields
[2].GetUInt32();
14363 uint32 stackcount
= fields
[3].GetUInt32();
14364 int32 damage
= (int32
)fields
[4].GetUInt32();
14365 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14366 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14367 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14369 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14372 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14378 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14382 // negative effects should continue counting down after logout
14383 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14385 if(remaintime
<= int32(timediff
))
14388 remaintime
-= timediff
;
14391 // prevent wrong values of remaincharges
14392 if(spellproto
->procCharges
)
14394 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14395 remaincharges
= spellproto
->procCharges
;
14401 for(uint32 i
=0; i
<stackcount
; ++i
)
14403 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14405 damage
= aura
->GetModifier()->m_amount
;
14407 // reset stolen single target auras
14408 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14409 aura
->SetIsSingleTarget(false);
14411 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14413 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14416 while( result
->NextRow() );
14421 if(m_class
== CLASS_WARRIOR
)
14422 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14425 void Player::_LoadGlyphAuras()
14427 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14429 if (uint32 glyph
= GetGlyph(i
))
14431 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14433 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14435 if(gp
->TypeFlags
== gs
->TypeFlags
)
14437 CastSpell(this, gp
->SpellId
, true);
14441 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14444 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14447 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14449 // On any error remove glyph
14455 void Player::LoadCorpse()
14459 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14463 if(Corpse
*corpse
= GetCorpse())
14465 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14469 //Prevent Dead Player login without corpse
14470 ResurrectPlayer(0.5f
);
14475 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14477 //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());
14478 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14479 //NOTE: the "order by `bag`" is important because it makes sure
14480 //the bagMap is filled before items in the bags are loaded
14481 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14482 //expected to be equipped before offhand items (TODO: fixme)
14484 uint32 zone
= GetZoneId();
14488 std::list
<Item
*> problematicItems
;
14490 // prevent items from being added to the queue when stored
14491 m_itemUpdateQueueBlocked
= true;
14494 Field
*fields
= result
->Fetch();
14495 uint32 bag_guid
= fields
[1].GetUInt32();
14496 uint8 slot
= fields
[2].GetUInt8();
14497 uint32 item_guid
= fields
[3].GetUInt32();
14498 uint32 item_id
= fields
[4].GetUInt32();
14500 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14504 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14505 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14506 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14510 Item
*item
= NewItemOrBag(proto
);
14512 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14514 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14515 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14516 item
->FSetState(ITEM_REMOVED
);
14517 item
->SaveToDB(); // it also deletes item object !
14521 // not allow have in alive state item limited to another map/zone
14522 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14524 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14525 item
->FSetState(ITEM_REMOVED
);
14526 item
->SaveToDB(); // it also deletes item object !
14530 // "Conjured items disappear if you are logged out for more than 15 minutes"
14531 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14533 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14534 item
->FSetState(ITEM_REMOVED
);
14535 item
->SaveToDB(); // it also deletes item object !
14539 bool success
= true;
14543 // the item is not in a bag
14544 item
->SetContainer( NULL
);
14545 item
->SetSlot(slot
);
14547 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14549 ItemPosCountVec dest
;
14550 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14551 item
= StoreItem(dest
, item
, true);
14555 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14558 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14559 QuickEquipItem(dest
, item
);
14563 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14565 ItemPosCountVec dest
;
14566 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14567 item
= BankItem(dest
, item
, true);
14574 // store bags that may contain items in them
14575 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14576 bagMap
[item_guid
] = (Bag
*)item
;
14581 item
->SetSlot(NULL_SLOT
);
14582 // the item is in a bag, find the bag
14583 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14584 if(itr
!= bagMap
.end())
14585 itr
->second
->StoreItem(slot
, item
, true );
14590 // item's state may have changed after stored
14592 item
->SetState(ITEM_UNCHANGED
, this);
14595 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
);
14596 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14597 problematicItems
.push_back(item
);
14599 } while (result
->NextRow());
14602 m_itemUpdateQueueBlocked
= false;
14604 // send by mail problematic items
14605 while(!problematicItems
.empty())
14608 MailItemsInfo mi
; // item list preparing
14610 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14612 Item
* item
= problematicItems
.front();
14613 problematicItems
.pop_front();
14615 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14618 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14620 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14624 _ApplyAllItemMods();
14627 // load mailed item which should receive current player
14628 void Player::_LoadMailedItems(Mail
*mail
)
14630 // data needs to be at first place for Item::LoadFromDB
14631 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
14637 Field
*fields
= result
->Fetch();
14638 uint32 item_guid_low
= fields
[1].GetUInt32();
14639 uint32 item_template
= fields
[2].GetUInt32();
14641 mail
->AddItem(item_guid_low
, item_template
);
14643 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14647 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
);
14648 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14649 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14653 Item
*item
= NewItemOrBag(proto
);
14655 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14657 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14658 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14659 item
->FSetState(ITEM_REMOVED
);
14660 item
->SaveToDB(); // it also deletes item object !
14665 } while (result
->NextRow());
14670 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14672 //set a count of unread mails
14673 //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);
14676 Field
*fieldMail
= resultUnread
->Fetch();
14677 unReadMails
= fieldMail
[0].GetUInt8();
14678 delete resultUnread
;
14681 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14682 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14683 if (resultDelivery
)
14685 Field
*fieldMail
= resultDelivery
->Fetch();
14686 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14687 delete resultDelivery
;
14691 void Player::_LoadMail()
14694 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14695 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());
14700 Field
*fields
= result
->Fetch();
14701 Mail
*m
= new Mail
;
14702 m
->messageID
= fields
[0].GetUInt32();
14703 m
->messageType
= fields
[1].GetUInt8();
14704 m
->sender
= fields
[2].GetUInt32();
14705 m
->receiver
= fields
[3].GetUInt32();
14706 m
->subject
= fields
[4].GetCppString();
14707 m
->itemTextId
= fields
[5].GetUInt32();
14708 bool has_items
= fields
[6].GetBool();
14709 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14710 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14711 m
->money
= fields
[9].GetUInt32();
14712 m
->COD
= fields
[10].GetUInt32();
14713 m
->checked
= fields
[11].GetUInt32();
14714 m
->stationery
= fields
[12].GetUInt8();
14715 m
->mailTemplateId
= fields
[13].GetInt16();
14717 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14719 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14720 m
->mailTemplateId
= 0;
14723 m
->state
= MAIL_STATE_UNCHANGED
;
14726 _LoadMailedItems(m
);
14728 m_mail
.push_back(m
);
14729 } while( result
->NextRow() );
14732 m_mailsLoaded
= true;
14735 void Player::LoadPet()
14737 //fixme: the pet should still be loaded if the player is not in world
14738 // just not added to the map
14741 Pet
*pet
= new Pet
;
14742 if(!pet
->LoadPetFromDB(this,0,0,true))
14747 void Player::_LoadQuestStatus(QueryResult
*result
)
14749 mQuestStatus
.clear();
14753 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14754 //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());
14760 Field
*fields
= result
->Fetch();
14762 uint32 quest_id
= fields
[0].GetUInt32();
14763 // used to be new, no delete?
14764 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14768 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14770 uint32 qstatus
= fields
[1].GetUInt32();
14771 if(qstatus
< MAX_QUEST_STATUS
)
14772 questStatusData
.m_status
= QuestStatus(qstatus
);
14775 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14776 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14779 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14780 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14782 time_t quest_time
= time_t(fields
[4].GetUInt64());
14784 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14786 AddTimedQuest( quest_id
);
14788 if (quest_time
<= sWorld
.GetGameTime())
14789 questStatusData
.m_timer
= 1;
14791 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14796 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14797 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14798 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14799 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14800 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14801 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14802 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14803 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14805 questStatusData
.uState
= QUEST_UNCHANGED
;
14807 // add to quest log
14808 if( slot
< MAX_QUEST_LOG_SIZE
&&
14809 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14810 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14811 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14813 SetQuestSlot(slot
,quest_id
,quest_time
);
14815 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14816 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14818 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14819 if(questStatusData
.m_creatureOrGOcount
[idx
])
14820 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14825 if(questStatusData
.m_rewarded
)
14827 // learn rewarded spell if unknown
14828 learnQuestRewardedSpells(pQuest
);
14830 // set rewarded title if any
14831 if(pQuest
->GetCharTitleId())
14833 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14834 SetTitle(titleEntry
);
14837 if(pQuest
->GetBonusTalents())
14838 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
14841 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14844 while( result
->NextRow() );
14849 // clear quest log tail
14850 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14854 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14856 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14857 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14859 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14863 uint32 quest_daily_idx
= 0;
14867 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14869 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14873 Field
*fields
= result
->Fetch();
14875 uint32 quest_id
= fields
[0].GetUInt32();
14877 // save _any_ from daily quest times (it must be after last reset anyway)
14878 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14880 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14884 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14887 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14889 while( result
->NextRow() );
14894 m_DailyQuestChanged
= false;
14897 void Player::_LoadSpells(QueryResult
*result
)
14899 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14905 Field
*fields
= result
->Fetch();
14907 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
14909 while( result
->NextRow() );
14915 void Player::_LoadTutorials(QueryResult
*result
)
14917 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14923 Field
*fields
= result
->Fetch();
14925 for (int iI
=0; iI
<8; ++iI
)
14926 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14928 while( result
->NextRow() );
14933 m_TutorialsChanged
= false;
14936 void Player::_LoadGroup(QueryResult
*result
)
14938 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14941 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14943 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14946 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14947 SetGroup(group
, subgroup
);
14948 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14950 // the group leader may change the instance difficulty while the player is offline
14951 SetDifficulty(group
->GetDifficulty());
14957 void Player::_LoadBoundInstances(QueryResult
*result
)
14959 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
14960 m_boundInstances
[i
].clear();
14962 Group
*group
= GetGroup();
14964 //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));
14969 Field
*fields
= result
->Fetch();
14970 bool perm
= fields
[1].GetBool();
14971 uint32 mapId
= fields
[2].GetUInt32();
14972 uint32 instanceId
= fields
[0].GetUInt32();
14973 uint8 difficulty
= fields
[3].GetUInt8();
14974 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14975 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14976 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14977 // and in that case it is not used
14979 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
14980 if(!mapEntry
|| !mapEntry
->IsDungeon())
14982 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
14983 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14989 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
);
14990 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14994 // since non permanent binds are always solo bind, they can always be reset
14995 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14996 if(save
) BindToInstance(save
, perm
, true);
14997 } while(result
->NextRow());
15002 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15004 // some instances only have one difficulty
15005 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15006 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15008 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15009 if(itr
!= m_boundInstances
[difficulty
].end())
15010 return &itr
->second
;
15015 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15017 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15018 UnbindInstance(itr
, difficulty
, unload
);
15021 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15023 if(itr
!= m_boundInstances
[difficulty
].end())
15025 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15026 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15027 m_boundInstances
[difficulty
].erase(itr
++);
15031 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15035 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15038 // update the save when the group kills a boss
15039 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15040 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());
15043 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15045 if(bind
.save
!= save
)
15047 if(bind
.save
) bind
.save
->RemovePlayer(this);
15048 save
->AddPlayer(this);
15051 if(permanent
) save
->SetCanReset(false);
15054 bind
.perm
= permanent
;
15055 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());
15062 void Player::SendRaidInfo()
15064 uint32 counter
= 0;
15066 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15068 size_t p_counter
= data
.wpos();
15069 data
<< uint32(counter
); // placeholder
15071 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15073 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15075 if(itr
->second
.perm
)
15077 InstanceSave
*save
= itr
->second
.save
;
15078 data
<< uint32(save
->GetMapId());
15079 data
<< uint32(save
->GetResetTime() - time(NULL
));
15080 data
<< uint32(save
->GetInstanceId());
15081 data
<< uint32(save
->GetDifficulty());
15086 data
.put
<uint32
>(p_counter
,counter
);
15087 GetSession()->SendPacket(&data
);
15091 - called on every successful teleportation to a map
15093 void Player::SendSavedInstances()
15095 bool hasBeenSaved
= false;
15098 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15100 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15102 if(itr
->second
.perm
) // only permanent binds are sent
15104 hasBeenSaved
= true;
15110 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15111 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15112 data
<< uint32(hasBeenSaved
);
15113 GetSession()->SendPacket(&data
);
15118 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15120 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15122 if(itr
->second
.perm
)
15124 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15125 data
<< uint32(itr
->second
.save
->GetMapId());
15126 GetSession()->SendPacket(&data
);
15132 /// convert the player's binds to the group
15133 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15135 bool has_binds
= false;
15136 bool has_solo
= false;
15138 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15139 assert(player_guid
);
15141 // copy all binds to the group, when changing leader it's assumed the character
15142 // will not have any solo binds
15146 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15148 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15151 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15152 // permanent binds are not removed
15153 if(!itr
->second
.perm
)
15155 player
->UnbindInstance(itr
, i
, true); // increments itr
15164 // if the player's not online we don't know what binds it has
15165 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
));
15166 // the following should not get executed when changing leaders
15167 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15170 bool Player::_LoadHomeBind(QueryResult
*result
)
15172 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15175 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15180 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15183 Field
*fields
= result
->Fetch();
15184 m_homebindMapId
= fields
[0].GetUInt32();
15185 m_homebindZoneId
= fields
[1].GetUInt16();
15186 m_homebindX
= fields
[2].GetFloat();
15187 m_homebindY
= fields
[3].GetFloat();
15188 m_homebindZ
= fields
[4].GetFloat();
15191 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15193 // accept saved data only for valid position (and non instanceable), and accessable
15194 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15195 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15200 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15205 m_homebindMapId
= info
->mapId
;
15206 m_homebindZoneId
= info
->zoneId
;
15207 m_homebindX
= info
->positionX
;
15208 m_homebindY
= info
->positionY
;
15209 m_homebindZ
= info
->positionZ
;
15211 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
);
15214 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15215 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15220 /*********************************************************/
15221 /*** SAVE SYSTEM ***/
15222 /*********************************************************/
15224 void Player::SaveToDB()
15226 // delay auto save at any saves (manual, in code, or autosave)
15227 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15229 // first save/honor gain after midnight will also update the player's honor fields
15230 UpdateHonorFields();
15232 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15233 //save, far from tavern/city
15234 //save, but in tavern/city
15235 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15238 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15239 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15240 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15241 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15242 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15243 uint32 tmp_displayid
= GetDisplayId();
15245 // Set player sit state to standing on save, also stealth and shifted form
15246 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15247 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15248 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15249 SetDisplayId(GetNativeDisplayId());
15251 bool inworld
= IsInWorld();
15253 CharacterDatabase
.BeginTransaction();
15255 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15257 std::string sql_name
= m_name
;
15258 CharacterDatabase
.escape_string(sql_name
);
15260 std::ostringstream ss
;
15261 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15262 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15263 "taximask, online, cinematic, "
15264 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15265 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15266 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15267 << GetGUIDLow() << ", "
15268 << GetSession()->GetAccountId() << ", '"
15269 << sql_name
<< "', "
15271 << m_class
<< ", ";
15273 if(!IsBeingTeleported())
15275 ss
<< GetMapId() << ", "
15276 << (uint32
)GetDifficulty() << ", "
15277 << finiteAlways(GetPositionX()) << ", "
15278 << finiteAlways(GetPositionY()) << ", "
15279 << finiteAlways(GetPositionZ()) << ", "
15280 << finiteAlways(GetOrientation()) << ", '";
15284 ss
<< GetTeleportDest().mapid
<< ", "
15285 << (uint32
)GetDifficulty() << ", "
15286 << finiteAlways(GetTeleportDest().x
) << ", "
15287 << finiteAlways(GetTeleportDest().y
) << ", "
15288 << finiteAlways(GetTeleportDest().z
) << ", "
15289 << finiteAlways(GetTeleportDest().o
) << ", '";
15293 for( i
= 0; i
< m_valuesCount
; ++i
)
15295 ss
<< GetUInt32Value(i
) << " ";
15300 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15303 ss
<< (inworld
? 1 : 0);
15309 ss
<< m_Played_time
[0];
15311 ss
<< m_Played_time
[1];
15314 ss
<< finiteAlways(m_rest_bonus
);
15316 ss
<< (uint64
)time(NULL
);
15318 ss
<< is_save_resting
;
15320 ss
<< m_resetTalentsCost
;
15322 ss
<< (uint64
)m_resetTalentsTime
;
15325 ss
<< finiteAlways(m_movementInfo
.t_x
);
15327 ss
<< finiteAlways(m_movementInfo
.t_y
);
15329 ss
<< finiteAlways(m_movementInfo
.t_z
);
15331 ss
<< finiteAlways(m_movementInfo
.t_o
);
15334 ss
<< m_transport
->GetGUIDLow();
15339 ss
<< m_ExtraFlags
;
15342 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15345 ss
<< uint32(m_atLoginFlags
);
15351 ss
<< (uint64
)m_deathExpireTime
;
15354 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15356 ss
<< GetBattleGroundId();
15360 ss
<< m_bgEntryPoint
.mapid
<< ", "
15361 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15362 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15363 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15364 << finiteAlways(m_bgEntryPoint
.o
);
15367 CharacterDatabase
.Execute( ss
.str().c_str() );
15369 if(m_mailsUpdated
) //save mails only when needed
15373 _SaveQuestStatus();
15374 _SaveDailyQuestStatus();
15377 _SaveSpellCooldowns();
15380 m_achievementMgr
.SaveToDB();
15381 m_reputationMgr
.SaveToDB();
15383 CharacterDatabase
.CommitTransaction();
15385 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15386 SetDisplayId(tmp_displayid
);
15387 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15388 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15389 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15390 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15392 // save pet (hunter pet level and experience and all type pets health/mana).
15393 if(Pet
* pet
= GetPet())
15394 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15397 // fast save function for item/money cheating preventing - save only inventory and money state
15398 void Player::SaveInventoryAndGoldToDB()
15401 //money is in data field
15402 SaveDataFieldToDB();
15405 void Player::_SaveActions()
15407 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15409 switch (itr
->second
.uState
)
15411 case ACTIONBUTTON_NEW
:
15412 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15413 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15414 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15417 case ACTIONBUTTON_CHANGED
:
15418 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15419 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15420 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15423 case ACTIONBUTTON_DELETED
:
15424 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15425 m_actionButtons
.erase(itr
++);
15434 void Player::_SaveAuras()
15436 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15438 AuraMap
const& auras
= GetAuras();
15443 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15444 uint32 stackCounter
= 1;
15446 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15448 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15450 AuraMap::const_iterator itr2
= itr
;
15451 // save previous spellEffectPair to db
15454 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15456 //skip all auras from spells that are passive or need a shapeshift
15457 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15459 //do not save single target auras (unless they were cast by the player)
15460 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15463 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15464 for (i
= 0; i
< 3; ++i
)
15465 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15466 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15471 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15472 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15473 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
->GetAuraCharges()));
15478 if(itr
== auras
.end())
15482 if (lastEffectPair
== itr
->first
)
15486 lastEffectPair
= itr
->first
;
15492 void Player::_SaveInventory()
15494 // force items in buyback slots to new state
15495 // and remove those that aren't already
15496 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15498 Item
*item
= m_items
[i
];
15499 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15500 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15501 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15502 m_items
[i
]->FSetState(ITEM_NEW
);
15505 // update enchantment durations
15506 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15508 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15512 if (m_itemUpdateQueue
.empty()) return;
15514 // do not save if the update queue is corrupt
15515 bool error
= false;
15516 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15518 Item
*item
= m_itemUpdateQueue
[i
];
15519 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15520 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15524 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());
15527 else if (test
!= item
)
15529 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());
15536 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15537 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15541 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15543 Item
*item
= m_itemUpdateQueue
[i
];
15544 if(!item
) continue;
15546 Bag
*container
= item
->GetContainer();
15547 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15549 switch(item
->GetState())
15552 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());
15555 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());
15558 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15560 case ITEM_UNCHANGED
:
15564 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15566 m_itemUpdateQueue
.clear();
15569 void Player::_SaveMail()
15571 if (!m_mailsLoaded
)
15574 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15577 if (m
->state
== MAIL_STATE_CHANGED
)
15579 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'",
15580 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15581 if(m
->removedItems
.size())
15583 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15584 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15585 m
->removedItems
.clear();
15587 m
->state
= MAIL_STATE_UNCHANGED
;
15589 else if (m
->state
== MAIL_STATE_DELETED
)
15592 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15593 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15595 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15596 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15597 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15601 //deallocate deleted mails...
15602 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15604 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15609 itr
= m_mail
.begin();
15615 m_mailsUpdated
= false;
15618 void Player::_SaveQuestStatus()
15620 // we don't need transactions here.
15621 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15623 switch (i
->second
.uState
)
15626 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15627 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15628 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15630 case QUEST_CHANGED
:
15631 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' ",
15632 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15634 case QUEST_UNCHANGED
:
15637 i
->second
.uState
= QUEST_UNCHANGED
;
15641 void Player::_SaveDailyQuestStatus()
15643 if(!m_DailyQuestChanged
)
15646 m_DailyQuestChanged
= false;
15648 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15650 // we don't need transactions here.
15651 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15652 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15653 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15654 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15655 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15658 void Player::_SaveSpells()
15660 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15662 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15663 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15665 // add only changed/new not dependent spells
15666 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15667 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15669 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15671 delete itr
->second
;
15672 m_spells
.erase(itr
++);
15676 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15683 void Player::_SaveTutorials()
15685 if(!m_TutorialsChanged
)
15689 // it's better than rebuilding indexes multiple times
15690 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15693 Rows
= result
->Fetch()[0].GetUInt32();
15699 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'",
15700 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
);
15704 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]);
15707 m_TutorialsChanged
= false;
15710 void Player::outDebugValues() const
15712 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15715 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15716 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15717 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15718 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15719 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15720 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15721 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15722 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15723 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15724 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15725 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15726 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15729 /*********************************************************/
15730 /*** FLOOD FILTER SYSTEM ***/
15731 /*********************************************************/
15733 void Player::UpdateSpeakTime()
15735 // ignore chat spam protection for GMs in any mode
15736 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15739 time_t current
= time (NULL
);
15740 if(m_speakTime
> current
)
15742 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15747 if(m_speakCount
>= max_count
)
15749 // prevent overwrite mute time, if message send just before mutes set, for example.
15750 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15751 if(GetSession()->m_muteTime
< new_mute
)
15752 GetSession()->m_muteTime
= new_mute
;
15760 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15763 bool Player::CanSpeak() const
15765 return GetSession()->m_muteTime
<= time (NULL
);
15768 /*********************************************************/
15769 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15770 /*********************************************************/
15772 void Player::SendAttackSwingNotInRange()
15774 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15775 GetSession()->SendPacket( &data
);
15778 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15780 std::ostringstream ss
;
15781 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15782 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15783 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15784 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15785 sLog
.outDebug(ss
.str().c_str());
15786 CharacterDatabase
.Execute(ss
.str().c_str());
15789 void Player::SaveDataFieldToDB()
15791 std::ostringstream ss
;
15792 ss
<<"UPDATE characters SET data='";
15794 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15796 ss
<< GetUInt32Value(i
) << " ";
15798 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15800 CharacterDatabase
.Execute(ss
.str().c_str());
15803 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15805 std::ostringstream ss2
;
15806 ss2
<<"UPDATE characters SET data='";
15808 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15810 ss2
<<tokens
[i
]<<" ";
15812 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15814 return CharacterDatabase
.Execute(ss2
.str().c_str());
15817 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15820 snprintf(buf
,11,"%u",value
);
15822 if(index
>= tokens
.size())
15825 tokens
[index
] = buf
;
15828 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15831 if(!LoadValuesArrayFromDB(tokens
,guid
))
15834 if(index
>= tokens
.size())
15838 snprintf(buf
,11,"%u",value
);
15839 tokens
[index
] = buf
;
15841 SaveValuesArrayInDB(tokens
,guid
);
15844 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15847 memcpy(&temp
, &value
, sizeof(value
));
15848 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15851 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15854 if(!LoadValuesArrayFromDB(tokens
, guid
))
15857 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15858 uint8 race
= unit_bytes0
& 0xFF;
15859 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15861 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15865 unit_bytes0
&= ~(0xFF << 16);
15866 unit_bytes0
|= (gender
<< 16);
15867 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15869 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15870 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15872 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15874 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15875 player_bytes2
&= ~0xFF;
15876 player_bytes2
|= facialHair
;
15877 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15879 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15880 player_bytes3
&= ~0xFF;
15881 player_bytes3
|= gender
;
15882 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15884 SaveValuesArrayInDB(tokens
, guid
);
15887 void Player::SendAttackSwingNotStanding()
15889 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15890 GetSession()->SendPacket( &data
);
15893 void Player::SendAttackSwingDeadTarget()
15895 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15896 GetSession()->SendPacket( &data
);
15899 void Player::SendAttackSwingCantAttack()
15901 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15902 GetSession()->SendPacket( &data
);
15905 void Player::SendAttackSwingCancelAttack()
15907 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15908 GetSession()->SendPacket( &data
);
15911 void Player::SendAttackSwingBadFacingAttack()
15913 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15914 GetSession()->SendPacket( &data
);
15917 void Player::SendAutoRepeatCancel()
15919 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15920 data
.append(GetPackGUID()); // may be it's target guid
15921 GetSession()->SendPacket( &data
);
15924 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15926 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15928 data
<< Experience
;
15929 GetSession()->SendPacket(&data
);
15932 void Player::SendDungeonDifficulty(bool IsInGroup
)
15934 uint8 val
= 0x00000001;
15935 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15936 data
<< (uint32
)GetDifficulty();
15937 data
<< uint32(val
);
15938 data
<< uint32(IsInGroup
);
15939 GetSession()->SendPacket(&data
);
15942 void Player::SendResetFailedNotify(uint32 mapid
)
15944 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15945 data
<< uint32(mapid
);
15946 GetSession()->SendPacket(&data
);
15949 /// Reset all solo instances and optionally send a message on success for each
15950 void Player::ResetInstances(uint8 method
)
15952 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15954 // we assume that when the difficulty changes, all instances that can be reset will be
15955 uint8 dif
= GetDifficulty();
15957 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15959 InstanceSave
*p
= itr
->second
.save
;
15960 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15961 if(!entry
|| !p
->CanReset())
15967 if(method
== INSTANCE_RESET_ALL
)
15969 // the "reset all instances" method can only reset normal maps
15970 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15977 // if the map is loaded, reset it
15978 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15979 if(map
&& map
->IsDungeon())
15980 ((InstanceMap
*)map
)->Reset(method
);
15982 // since this is a solo instance there should not be any players inside
15983 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15984 SendResetInstanceSuccess(p
->GetMapId());
15987 m_boundInstances
[dif
].erase(itr
++);
15989 // the following should remove the instance save from the manager and delete it as well
15990 p
->RemovePlayer(this);
15994 void Player::SendResetInstanceSuccess(uint32 MapId
)
15996 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15998 GetSession()->SendPacket(&data
);
16001 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16003 // TODO: find what other fail reasons there are besides players in the instance
16004 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16007 GetSession()->SendPacket(&data
);
16010 /*********************************************************/
16011 /*** Update timers ***/
16012 /*********************************************************/
16014 ///checks the 15 afk reports per 5 minutes limit
16015 void Player::UpdateAfkReport(time_t currTime
)
16017 if(m_bgAfkReportedTimer
<= currTime
)
16019 m_bgAfkReportedCount
= 0;
16020 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16024 void Player::UpdateContestedPvP(uint32 diff
)
16026 if(!m_contestedPvPTimer
||isInCombat())
16028 if(m_contestedPvPTimer
<= diff
)
16030 ResetContestedPvP();
16033 m_contestedPvPTimer
-= diff
;
16036 void Player::UpdatePvPFlag(time_t currTime
)
16040 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16046 void Player::UpdateDuelFlag(time_t currTime
)
16048 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16051 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16052 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16054 duel
->startTimer
= 0;
16055 duel
->startTime
= currTime
;
16056 duel
->opponent
->duel
->startTimer
= 0;
16057 duel
->opponent
->duel
->startTime
= currTime
;
16060 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16065 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16067 //returning of reagents only for players, so best done here
16068 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16069 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16073 for(uint32 i
= 0; i
< 7; ++i
)
16075 if(spellInfo
->Reagent
[i
] > 0)
16077 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16078 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16079 if( msg
== EQUIP_ERR_OK
)
16081 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16083 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16088 m_temporaryUnsummonedPetNumber
= 0;
16091 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16094 // only if current pet in slot
16095 switch(pet
->getPetType())
16101 m_guardianPets
.erase(pet
->GetGUID());
16104 if(GetPetGUID() == pet
->GetGUID())
16113 switch(pet
->GetEntry())
16115 //warlock pets except imp are removed(?) when logging out
16120 mode
= PET_SAVE_NOT_IN_SLOT
;
16125 pet
->SavePetToDB(mode
);
16127 pet
->CleanupsBeforeDelete();
16128 pet
->AddObjectToRemoveList();
16129 pet
->m_removed
= true;
16131 if(pet
->isControlled())
16133 WorldPacket
data(SMSG_PET_SPELLS
, 8+4);
16136 GetSession()->SendPacket(&data
);
16139 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16143 void Player::RemoveMiniPet()
16145 if(Pet
* pet
= GetMiniPet())
16147 pet
->Remove(PET_SAVE_AS_DELETED
);
16152 Pet
* Player::GetMiniPet()
16156 return ObjectAccessor::GetPet(m_miniPet
);
16159 void Player::RemoveGuardians()
16161 while(!m_guardianPets
.empty())
16163 uint64 guid
= *m_guardianPets
.begin();
16164 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16165 pet
->Remove(PET_SAVE_AS_DELETED
);
16167 m_guardianPets
.erase(guid
);
16171 bool Player::HasGuardianWithEntry(uint32 entry
)
16173 // pet guid middle part is entry (and creature also)
16174 // and in guardian list must be guardians with same entry _always_
16175 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16176 if(GUID_ENPART(*itr
)==entry
)
16182 void Player::Uncharm()
16184 Unit
* charm
= GetCharm();
16188 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16189 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16192 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16194 *data
<< (uint8
)msgtype
;
16195 *data
<< (uint32
)language
;
16196 *data
<< (uint64
)GetGUID();
16197 *data
<< (uint32
)language
; //language 2.1.0 ?
16198 *data
<< (uint64
)GetGUID();
16199 *data
<< (uint32
)(text
.length()+1);
16201 *data
<< (uint8
)chatTag();
16204 void Player::Say(const std::string
& text
, const uint32 language
)
16206 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16207 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16208 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16211 void Player::Yell(const std::string
& text
, const uint32 language
)
16213 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16214 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16215 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16218 void Player::TextEmote(const std::string
& text
)
16220 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16221 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16222 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16225 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16227 if (language
!= LANG_ADDON
) // if not addon data
16228 language
= LANG_UNIVERSAL
; // whispers should always be readable
16230 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16232 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16233 if(!rPlayer
->isDND() || isGameMaster())
16235 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16236 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16237 rPlayer
->GetSession()->SendPacket(&data
);
16239 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16240 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16241 GetSession()->SendPacket(&data
);
16245 // announce to player that player he is whispering to is dnd and cannot receive his message
16246 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16249 if(!isAcceptWhispers())
16251 SetAcceptWhispers(true);
16252 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16255 // announce to player that player he is whispering to is afk
16256 if(rPlayer
->isAFK())
16257 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16259 // if player whisper someone, auto turn of dnd to be able to receive an answer
16260 if(isDND() && !rPlayer
->isGameMaster())
16264 void Player::PetSpellInitialize()
16266 Pet
* pet
= GetPet();
16271 sLog
.outDebug("Pet Spells Groups");
16273 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16275 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16276 data
<< uint64(pet
->GetGUID());
16277 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16279 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16282 for(uint32 i
= 0; i
< 10; ++i
)
16284 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16287 size_t spellsCountPos
= data
.wpos();
16291 data
<< uint8(addlist
); // placeholder
16293 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16296 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16298 if(itr
->second
->state
== PETSPELL_REMOVED
)
16301 data
<< uint16(itr
->first
);
16302 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16307 data
.put
<uint8
>(spellsCountPos
, addlist
);
16309 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16310 data
<< uint8(cooldownsCount
);
16312 time_t curTime
= time(NULL
);
16314 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16316 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16318 data
<< uint16(itr
->first
); // spellid
16319 data
<< uint16(0); // spell category?
16320 data
<< uint32(cooldown
); // cooldown
16321 data
<< uint32(0); // category cooldown
16324 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16326 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16328 data
<< uint16(itr
->first
); // spellid
16329 data
<< uint16(0); // spell category?
16330 data
<< uint32(0); // cooldown
16331 data
<< uint32(cooldown
); // category cooldown
16334 GetSession()->SendPacket(&data
);
16337 void Player::PossessSpellInitialize()
16339 Unit
* charm
= GetCharm();
16344 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16348 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16353 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16356 data
<< uint64(charm
->GetGUID());
16357 data
<< uint32(0x00000000);
16361 for(uint32 i
= 0; i
< 10; ++i
) //40
16363 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16366 data
<< uint8(addlist
); //1
16369 data
<< uint8(count
); // cooldowns count
16371 GetSession()->SendPacket(&data
);
16374 void Player::CharmSpellInitialize()
16376 Unit
* charm
= GetCharm();
16381 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16384 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16390 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16392 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16394 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16396 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16398 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16404 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16406 data
<< uint64(charm
->GetGUID());
16407 data
<< uint32(0x00000000);
16409 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16410 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16412 data
<< uint8(0) << uint8(0);
16415 for(uint32 i
= 0; i
< 10; ++i
) //40
16417 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16420 data
<< uint8(addlist
); //1
16424 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16426 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16427 if(cspell
->spellId
)
16429 data
<< uint16(cspell
->spellId
);
16430 data
<< uint16(cspell
->active
);
16436 data
<< uint8(count
); // cooldowns count
16438 GetSession()->SendPacket(&data
);
16441 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16443 if (!mod
|| !spellInfo
)
16446 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16448 // prevent apply to any spell except spell that trigger expire
16451 if(mod
->lastAffected
!= spell
)
16454 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16458 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16461 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16463 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16465 for(int eff
=0;eff
<96;++eff
)
16469 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16470 else _mask2
= uint64(1) << (eff
-64);
16471 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16474 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16476 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16477 val
+= (*itr
)->value
;
16479 val
+= apply
? mod
->value
: -(mod
->value
);
16480 WorldPacket
data(Opcode
, (1+1+4));
16481 data
<< uint8(eff
);
16482 data
<< uint8(mod
->op
);
16483 data
<< int32(val
);
16484 SendDirectMessage(&data
);
16489 m_spellMods
[mod
->op
].push_back(mod
);
16492 if (mod
->charges
== -1)
16493 --m_SpellModRemoveCount
;
16494 m_spellMods
[mod
->op
].remove(mod
);
16499 void Player::RemoveSpellMods(Spell
const* spell
)
16501 if(!spell
|| (m_SpellModRemoveCount
== 0))
16504 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16506 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16508 SpellModifier
*mod
= *itr
;
16511 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16513 RemoveAurasDueToSpell(mod
->spellId
);
16514 if (m_spellMods
[i
].empty())
16517 itr
= m_spellMods
[i
].begin();
16523 // send Proficiency
16524 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16526 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16527 data
<< pr1
<< pr2
;
16528 GetSession()->SendPacket (&data
);
16531 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16533 QueryResult
*result
= NULL
;
16535 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16537 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16540 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.
16541 { // and SendPetitionQueryOpcode reads data from the DB
16542 Field
*fields
= result
->Fetch();
16543 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16544 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16546 // send update if charter owner in game
16547 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16549 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16551 } while ( result
->NextRow() );
16556 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16558 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16561 CharacterDatabase
.BeginTransaction();
16564 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16565 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16569 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16570 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16572 CharacterDatabase
.CommitTransaction();
16575 void Player::LeaveAllArenaTeams(uint64 guid
)
16577 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
16583 Field
*fields
= result
->Fetch();
16584 uint32 at_id
= fields
[0].GetUInt32();
16587 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16589 at
->DelMember(guid
);
16591 } while (result
->NextRow());
16596 void Player::SetRestBonus (float rest_bonus_new
)
16598 // Prevent resting on max level
16599 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16600 rest_bonus_new
= 0;
16602 if(rest_bonus_new
< 0)
16603 rest_bonus_new
= 0;
16605 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16607 if(rest_bonus_new
> rest_bonus_max
)
16608 m_rest_bonus
= rest_bonus_max
;
16610 m_rest_bonus
= rest_bonus_new
;
16612 // update data for client
16613 if(m_rest_bonus
>10)
16614 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16615 else if(m_rest_bonus
<=1)
16616 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16619 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16622 void Player::HandleStealthedUnitsDetection()
16624 std::list
<Unit
*> stealthedUnits
;
16626 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16628 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16629 cell
.SetNoCreate();
16631 MaNGOS::AnyStealthedCheck u_check
;
16632 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16634 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16635 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16637 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16638 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16639 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16641 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16645 i
= stealthedUnits
.erase(i
);
16649 if ((*i
)->isVisibleForOrDetect(this,true))
16652 (*i
)->SendUpdateToPlayer(this);
16653 m_clientGUIDs
.insert((*i
)->GetGUID());
16655 #ifdef MANGOS_DEBUG
16656 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16657 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16660 // target aura duration for caster show only if target exist at caster client
16661 // send data at target visibility change (adding to client)
16662 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16663 SendAurasForTarget(*i
);
16665 i
= stealthedUnits
.erase(i
);
16673 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16675 if(nodes
.size() < 2)
16678 // not let cheating with start flight mounted
16681 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16682 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16683 GetSession()->SendPacket(&data
);
16687 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16689 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16690 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16691 GetSession()->SendPacket(&data
);
16695 // 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
16696 if(GetSession()->isLogingOut() ||
16697 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16698 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16699 IsNonMeleeSpellCasted(false) ||
16702 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16703 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16704 GetSession()->SendPacket(&data
);
16708 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16711 uint32 sourcenode
= nodes
[0];
16713 // starting node too far away (cheat?)
16714 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16715 if( !node
|| node
->map_id
!= GetMapId() ||
16716 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16717 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16718 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16719 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16721 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16722 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16723 GetSession()->SendPacket(&data
);
16727 // Prepare to flight start now
16729 // stop combat at start taxi flight if any
16732 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16735 // clean not finished taxi path if any
16736 m_taxi
.ClearTaxiDestinations();
16738 // 0 element current node
16739 m_taxi
.AddTaxiDestination(sourcenode
);
16741 // fill destinations path tail
16742 uint32 sourcepath
= 0;
16743 uint32 totalcost
= 0;
16745 uint32 prevnode
= sourcenode
;
16746 uint32 lastnode
= 0;
16748 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16752 lastnode
= nodes
[i
];
16753 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16757 m_taxi
.ClearTaxiDestinations();
16763 if(prevnode
== sourcenode
)
16766 m_taxi
.AddTaxiDestination(lastnode
);
16768 prevnode
= lastnode
;
16771 if(!mount_id
) // if not provide then attempt use default.
16772 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16774 if (mount_id
== 0 || sourcepath
== 0)
16776 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16777 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16778 GetSession()->SendPacket(&data
);
16779 m_taxi
.ClearTaxiDestinations();
16783 uint32 money
= GetMoney();
16787 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16790 if(money
< totalcost
)
16792 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16793 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16794 GetSession()->SendPacket(&data
);
16795 m_taxi
.ClearTaxiDestinations();
16799 //Checks and preparations done, DO FLIGHT
16800 ModifyMoney(-(int32
)totalcost
);
16801 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16803 // prevent stealth flight
16804 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16806 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16807 data
<< uint32(ERR_TAXIOK
);
16808 GetSession()->SendPacket(&data
);
16810 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16812 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16817 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16819 // last check 2.0.10
16820 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16822 data
<< uint8(0x0); // flags (0x1, 0x2)
16823 time_t curTime
= time(NULL
);
16824 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16826 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16828 uint32 unSpellId
= itr
->first
;
16829 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16836 // Not send cooldown for this spells
16837 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16840 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16843 data
<< unTimeMs
; // in m.secs
16844 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16847 GetSession()->SendPacket(&data
);
16850 void Player::InitDataForForm(bool reapplyMods
)
16852 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16853 if(ssEntry
&& ssEntry
->attackSpeed
)
16855 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16856 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16857 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16860 SetRegularAttackTime();
16866 if(getPowerType()!=POWER_ENERGY
)
16867 setPowerType(POWER_ENERGY
);
16871 case FORM_DIREBEAR
:
16873 if(getPowerType()!=POWER_RAGE
)
16874 setPowerType(POWER_RAGE
);
16877 default: // 0, for example
16879 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16880 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16881 setPowerType(Powers(cEntry
->powerType
));
16886 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16888 UpdateEquipSpellsAtFormChange();
16890 UpdateAttackPowerAndDamage();
16891 UpdateAttackPowerAndDamage(true);
16894 // Return true is the bought item has a max count to force refresh of window by caller
16895 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16897 // cheating attempt
16898 if(count
< 1) count
= 1;
16903 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16906 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16910 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16913 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16914 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16918 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16919 if(!vItems
|| vItems
->Empty())
16921 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16925 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16926 if(vendor_slot
>= vItems
->GetItemCount())
16928 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16932 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16934 // check current item amount if it limited
16935 if( crItem
->maxcount
!= 0 )
16937 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16939 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16944 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16946 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16950 if(crItem
->ExtendedCost
)
16952 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16955 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16959 // honor points price
16960 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16962 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16966 // arena points price
16967 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16969 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16974 for (uint8 i
= 0; i
< 5; ++i
)
16976 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16978 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
16983 // check for personal arena rating requirement
16984 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
16986 // probably not the proper equip err
16987 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
16992 uint32 price
= pProto
->BuyPrice
* count
;
16994 // reputation discount
16995 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
16997 if( GetMoney() < price
)
16999 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17003 uint8 bag
= 0; // init for case invalid bagGUID
17005 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17008 if( bagguid
== GetGUID() )
17010 bag
= INVENTORY_SLOT_BAG_0
;
17014 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17016 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17019 if( bagguid
== pBag
->GetGUID() )
17029 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17031 ItemPosCountVec dest
;
17032 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17033 if( msg
!= EQUIP_ERR_OK
)
17035 SendEquipError( msg
, NULL
, NULL
);
17039 ModifyMoney( -(int32
)price
);
17040 if(crItem
->ExtendedCost
) // case for new honor system
17042 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17043 if(iece
->reqhonorpoints
)
17044 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17045 if(iece
->reqarenapoints
)
17046 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17047 for (uint8 i
= 0; i
< 5; ++i
)
17049 if(iece
->reqitem
[i
])
17050 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17054 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17056 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17058 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17059 data
<< pCreature
->GetGUID();
17060 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17061 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17062 data
<< (uint32
)count
;
17063 GetSession()->SendPacket(&data
);
17065 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17068 else if( IsEquipmentPos( bag
, slot
) )
17070 if(pProto
->BuyCount
* count
!= 1)
17072 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17077 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17078 if( msg
!= EQUIP_ERR_OK
)
17080 SendEquipError( msg
, NULL
, NULL
);
17084 ModifyMoney( -(int32
)price
);
17085 if(crItem
->ExtendedCost
) // case for new honor system
17087 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17088 if(iece
->reqhonorpoints
)
17089 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17090 if(iece
->reqarenapoints
)
17091 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17092 for (uint8 i
= 0; i
< 5; ++i
)
17094 if(iece
->reqitem
[i
])
17095 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17099 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17101 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17103 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17104 data
<< pCreature
->GetGUID();
17105 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17106 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17107 data
<< (uint32
)count
;
17108 GetSession()->SendPacket(&data
);
17110 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17112 AutoUnequipOffhandIfNeed();
17117 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17121 return crItem
->maxcount
!=0;
17124 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17126 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17127 // the personal rating of the arena team must match the required limit as well
17128 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17129 uint32 max_personal_rating
= 0;
17130 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17132 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17134 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17135 uint32 t_rating
= at
->GetRating();
17136 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17137 if(max_personal_rating
< p_rating
)
17138 max_personal_rating
= p_rating
;
17141 return max_personal_rating
;
17144 void Player::UpdateHomebindTime(uint32 time
)
17146 // GMs never get homebind timer online
17147 if (m_InstanceValid
|| isGameMaster())
17149 if(m_HomebindTimer
) // instance valid, but timer not reset
17152 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17155 GetSession()->SendPacket(&data
);
17157 // instance is valid, reset homebind timer
17158 m_HomebindTimer
= 0;
17160 else if (m_HomebindTimer
> 0)
17162 if (time
>= m_HomebindTimer
)
17164 // teleport to homebind location
17165 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17168 m_HomebindTimer
-= time
;
17172 // instance is invalid, start homebind timer
17173 m_HomebindTimer
= 60000;
17174 // send message to player
17175 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17176 data
<< m_HomebindTimer
;
17178 GetSession()->SendPacket(&data
);
17179 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17183 void Player::UpdatePvP(bool state
, bool ovrride
)
17185 if(!state
|| ovrride
)
17188 if(Pet
* pet
= GetPet())
17189 pet
->SetPvP(state
);
17190 if(Unit
* charmed
= GetCharm())
17191 charmed
->SetPvP(state
);
17193 pvpInfo
.endTimer
= 0;
17197 if(pvpInfo
.endTimer
!= 0)
17198 pvpInfo
.endTimer
= time(NULL
);
17203 if(Pet
* pet
= GetPet())
17204 pet
->SetPvP(state
);
17205 if(Unit
* charmed
= GetCharm())
17206 charmed
->SetPvP(state
);
17211 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17213 // init cooldown values
17218 // some special item spells without correct cooldown in SpellInfo
17219 // cooldown information stored in item prototype
17220 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17224 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17226 for(int idx
= 0; idx
< 5; ++idx
)
17228 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17230 cat
= proto
->Spells
[idx
].SpellCategory
;
17231 rec
= proto
->Spells
[idx
].SpellCooldown
;
17232 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17239 // if no cooldown found above then base at DBC data
17240 if(rec
< 0 && catrec
< 0)
17242 cat
= spellInfo
->Category
;
17243 rec
= spellInfo
->RecoveryTime
;
17244 catrec
= spellInfo
->CategoryRecoveryTime
;
17247 time_t curTime
= time(NULL
);
17252 // overwrite time for selected category
17253 if(infinityCooldown
)
17255 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17256 // but not allow ignore until reset or re-login
17257 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17258 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17262 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17263 // prevent 0 cooldowns set by another way
17264 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17265 rec
= GetAttackTime(RANGED_ATTACK
);
17267 // Now we have cooldown data (if found any), time to apply mods
17269 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17272 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17274 // replace negative cooldowns by 0
17275 if (rec
< 0) rec
= 0;
17276 if (catrec
< 0) catrec
= 0;
17278 // no cooldown after applying spell mods
17279 if( rec
== 0 && catrec
== 0)
17282 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17283 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17286 // self spell cooldown
17288 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17291 if (cat
&& catrec
> 0)
17293 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17294 if(i_scstore
!= sSpellCategoryStore
.end())
17296 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17298 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17301 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17307 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17311 sc
.itemid
= itemid
;
17312 m_spellCooldowns
[spellid
] = sc
;
17315 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17317 // start cooldowns at server side, if any
17318 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17320 // Send activate cooldown timer (possible 0) at client side
17321 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17322 data
<< spellInfo
->Id
;
17324 SendDirectMessage(&data
);
17327 void Player::UpdatePotionCooldown(Spell
* spell
)
17329 // no potion used i combat or still in combat
17330 if(!m_lastPotionId
|| isInCombat())
17333 // Call not from spell cast, send cooldown event for item spells if no in combat
17336 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17337 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17338 for(int idx
= 0; idx
< 5; ++idx
)
17339 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17340 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17341 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17343 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17345 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17347 m_lastPotionId
= 0;
17350 //slot to be excluded while counting
17351 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17353 if(!enchantmentcondition
)
17356 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17361 uint8 curcount
[4] = {0, 0, 0, 0};
17363 //counting current equipped gem colors
17364 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17368 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17369 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17371 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17373 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17377 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17381 uint32 gemid
= enchantEntry
->GemID
;
17385 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17389 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17393 uint8 GemColor
= gemProperty
->color
;
17395 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17397 if(tmpcolormask
& GemColor
)
17404 bool activate
= true;
17406 for(int i
= 0; i
< 5; ++i
)
17408 if(!Condition
->Color
[i
])
17411 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17413 // if have <CompareColor> use them as count, else use <value> from Condition
17414 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17416 switch(Condition
->Comparator
[i
])
17418 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17419 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17421 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17422 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17424 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17425 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17430 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");
17435 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17437 //cycle all equipped items
17438 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17440 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17441 if(slot
== exceptslot
)
17444 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17446 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17449 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17451 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17455 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17459 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17462 //was enchant active with/without item?
17463 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17464 //should it now be?
17465 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17467 // ignore item gem conditions
17468 //if state changed, (dis)apply enchant
17469 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17476 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17477 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17479 //cycle all equipped items
17480 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17482 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17483 if(slot
== exceptslot
)
17486 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17488 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17491 //cycle all (gem)enchants
17492 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17494 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17495 if(!enchant_id
) //if no enchant go to next enchant(slot)
17498 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17502 //only metagems to be (de)activated, so only enchants with condition
17503 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17505 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17510 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17512 if(BattleGround
*bg
= GetBattleGround())
17514 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17516 // call after remove to be sure that player resurrected for correct cast
17517 if( bg
->isBattleGround() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17519 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17520 CastSpell(this, 26013, true); // Deserter
17525 bool Player::CanJoinToBattleground() const
17527 // check Deserter debuff
17528 if(GetDummyAura(26013))
17534 bool Player::CanReportAfkDueToLimit()
17536 // a player can complain about 15 people per 5 minutes
17537 if(m_bgAfkReportedCount
>= 15)
17539 ++m_bgAfkReportedCount
;
17543 ///This player has been blamed to be inactive in a battleground
17544 void Player::ReportedAfkBy(Player
* reporter
)
17546 BattleGround
*bg
= GetBattleGround();
17547 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17550 // check if player has 'Idle' or 'Inactive' debuff
17551 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17553 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17554 // 3 players have to complain to apply debuff
17555 if(m_bgAfkReporter
.size() >= 3)
17557 // cast 'Idle' spell
17558 CastSpell(this, 43680, true);
17559 m_bgAfkReporter
.clear();
17564 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17566 // gamemaster in GM mode see all, including ghosts
17567 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17570 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17571 if (InBattleGround())
17573 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17578 // Live player see live player or dead player with not realized corpse
17579 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17581 return isAlive() || m_deathTimer
> 0;
17584 // Ghost see other friendly ghosts, that's for sure
17585 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17588 // Dead player see live players near own corpse
17591 Corpse
*corpse
= pl
->GetCorpse();
17594 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17595 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17600 // and not see any other
17604 bool Player::IsVisibleGloballyFor( Player
* u
) const
17609 // Always can see self
17613 // Visible units, always are visible for all players
17614 if (GetVisibility() == VISIBILITY_ON
)
17617 // GMs are visible for higher gms (or players are visible for gms)
17618 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17619 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17621 // non faction visibility non-breakable for non-GMs
17622 if (GetVisibility() == VISIBILITY_OFF
)
17625 // non-gm stealth/invisibility not hide from global player lists
17629 void Player::UpdateVisibilityOf(WorldObject
* target
)
17631 if(HaveAtClient(target
))
17633 if(!target
->isVisibleForInState(this,true))
17635 target
->DestroyForPlayer(this);
17636 m_clientGUIDs
.erase(target
->GetGUID());
17638 #ifdef MANGOS_DEBUG
17639 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17640 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17646 if(target
->isVisibleForInState(this,false))
17648 target
->SendUpdateToPlayer(this);
17649 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17650 m_clientGUIDs
.insert(target
->GetGUID());
17652 #ifdef MANGOS_DEBUG
17653 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17654 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17657 // target aura duration for caster show only if target exist at caster client
17658 // send data at target visibility change (adding to client)
17659 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17660 SendAurasForTarget((Unit
*)target
);
17662 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17663 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17669 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17671 s64
.insert(target
->GetGUID());
17675 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17677 if(!target
->IsTransport())
17678 s64
.insert(target
->GetGUID());
17682 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17684 if(HaveAtClient(target
))
17686 if(!target
->isVisibleForInState(this,true))
17688 target
->BuildOutOfRangeUpdateBlock(&data
);
17689 m_clientGUIDs
.erase(target
->GetGUID());
17691 #ifdef MANGOS_DEBUG
17692 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17693 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
));
17699 if(target
->isVisibleForInState(this,false))
17701 visibleNow
.insert(target
);
17702 target
->BuildUpdate(data_updates
);
17703 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17704 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17706 #ifdef MANGOS_DEBUG
17707 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17708 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
));
17714 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17715 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17716 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17717 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17718 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17720 void Player::InitPrimaryProffesions()
17722 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17725 void Player::SendComboPoints()
17727 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17730 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17731 data
.append(combotarget
->GetPackGUID());
17732 data
<< uint8(m_comboPoints
);
17733 GetSession()->SendPacket(&data
);
17737 void Player::AddComboPoints(Unit
* target
, int8 count
)
17742 // without combo points lost (duration checked in aura)
17743 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17745 if(target
->GetGUID() == m_comboTarget
)
17747 m_comboPoints
+= count
;
17752 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17753 target2
->RemoveComboPointHolder(GetGUIDLow());
17755 m_comboTarget
= target
->GetGUID();
17756 m_comboPoints
= count
;
17758 target
->AddComboPointHolder(GetGUIDLow());
17761 if (m_comboPoints
> 5) m_comboPoints
= 5;
17762 if (m_comboPoints
< 0) m_comboPoints
= 0;
17767 void Player::ClearComboPoints()
17772 // without combopoints lost (duration checked in aura)
17773 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17779 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17780 target
->RemoveComboPointHolder(GetGUIDLow());
17785 void Player::SetGroup(Group
*group
, int8 subgroup
)
17791 // never use SetGroup without a subgroup unless you specify NULL for group
17792 assert(subgroup
>= 0);
17793 m_group
.link(group
, this);
17794 m_group
.setSubGroup((uint8
)subgroup
);
17798 void Player::SendInitialPacketsBeforeAddToMap()
17800 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17801 data
<< uint32(0); // unknown, may be rest state time or experience
17802 GetSession()->SendPacket(&data
);
17805 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17806 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17807 data
<< (uint32
) m_homebindMapId
;
17808 data
<< (uint32
) m_homebindZoneId
;
17809 GetSession()->SendPacket(&data
);
17811 // SMSG_SET_PROFICIENCY
17812 // SMSG_UPDATE_AURA_DURATION
17815 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17816 for (int i
= 0; i
< 8; ++i
)
17817 data
<< uint32( GetTutorialInt(i
) );
17818 GetSession()->SendPacket(&data
);
17820 SendInitialSpells();
17822 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17823 data
<< uint32(0); // count, for(count) uint32;
17824 GetSession()->SendPacket(&data
);
17826 SendInitialActionButtons();
17827 m_reputationMgr
.SendInitialReputations();
17828 m_achievementMgr
.SendAllAchievementData();
17831 uint32 newzone
, newarea
;
17832 GetZoneAndAreaId(newzone
,newarea
);
17833 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17835 // SMSG_SET_AURA_SINGLE
17837 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17838 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17839 data
<< (float)0.01666667f
; // game speed
17840 GetSession()->SendPacket( &data
);
17842 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17843 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17844 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17849 void Player::SendInitialPacketsAfterAddToMap()
17851 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17852 data
<< uint32(0x00000000); // on blizz it increments periodically
17853 GetSession()->SendPacket(&data
);
17855 CastSpell(this, 836, true); // LOGINEFFECT
17857 // set some aura effects that send packet to player client after add player to map
17858 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17859 // same auras state lost at far teleport, send it one more time in this case also
17860 static const AuraType auratypes
[] =
17862 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17863 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17864 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17866 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17868 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17869 if(!auraList
.empty())
17870 auraList
.front()->ApplyModifier(true,true);
17873 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17874 SetMovement(MOVE_ROOT
);
17876 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17877 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17879 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
17880 data2
.append(GetPackGUID());
17881 data2
<< (uint32
)2;
17882 SendMessageToSet(&data2
,true);
17885 SendAurasForTarget(this);
17886 SendEnchantmentDurations(); // must be after add to map
17887 SendItemDurations(); // must be after add to map
17890 void Player::SendUpdateToOutOfRangeGroupMembers()
17892 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17894 if(Group
* group
= GetGroup())
17895 group
->UpdatePlayerOutOfRange(this);
17897 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17898 m_auraUpdateMask
= 0;
17899 if(Pet
*pet
= GetPet())
17900 pet
->ResetAuraUpdateMask();
17903 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17905 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17906 data
<< uint32(mapid
);
17907 data
<< uint8(reason
); // transfer abort reason
17910 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17911 case TRANSFER_ABORT_DIFFICULTY
:
17912 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17913 data
<< uint8(arg
);
17916 GetSession()->SendPacket(&data
);
17919 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17921 // type of warning, based on the time remaining until reset
17924 type
= RAID_INSTANCE_WELCOME
;
17925 else if(time
> 900 && time
<= 3600)
17926 type
= RAID_INSTANCE_WARNING_HOURS
;
17927 else if(time
> 300 && time
<= 900)
17928 type
= RAID_INSTANCE_WARNING_MIN
;
17930 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17931 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17932 data
<< uint32(type
);
17933 data
<< uint32(mapid
);
17934 data
<< uint32(time
);
17935 GetSession()->SendPacket(&data
);
17938 void Player::ApplyEquipCooldown( Item
* pItem
)
17940 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
17942 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17945 if( !spellData
.SpellId
)
17948 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17949 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17952 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17954 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17955 data
<< pItem
->GetGUID();
17956 data
<< uint32(spellData
.SpellId
);
17957 GetSession()->SendPacket(&data
);
17961 void Player::resetSpells()
17963 // not need after this call
17964 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17966 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17967 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17970 // make full copy of map (spells removed and marked as deleted at another spell remove
17971 // and we can't use original map for safe iterative with visit each spell at loop end
17972 PlayerSpellMap smap
= GetSpellMap();
17974 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17975 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17977 learnDefaultSpells();
17978 learnQuestRewardedSpells();
17981 void Player::learnDefaultSpells()
17983 // learn default race/class spells
17984 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17985 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
17987 uint32 tspell
= *itr
;
17988 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
17989 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
17990 addSpell(tspell
,true,true,true,false);
17991 else // but send in normal spell in game learn case
17992 learnSpell(tspell
,true);
17996 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17998 uint32 spell_id
= quest
->GetRewSpellCast();
18000 // skip quests without rewarded spell
18004 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18008 // check learned spells state
18009 bool found
= false;
18010 for(int i
=0; i
< 3; ++i
)
18012 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18019 // skip quests with not teaching spell or already known spell
18023 // prevent learn non first rank unknown profession and second specialization for same profession)
18024 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18025 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18027 // not have first rank learned (unlearned prof?)
18028 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18029 if( !HasSpell(first_spell
) )
18032 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18037 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18039 // search other specialization for same prof
18040 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18042 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18045 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18049 // compare only specializations
18050 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18053 // compare same chain spells
18054 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18057 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18058 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18064 CastSpell( this, spell_id
, true);
18067 void Player::learnQuestRewardedSpells()
18069 // learn spells received from quest completing
18070 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18072 // skip no rewarded quests
18073 if(!itr
->second
.m_rewarded
)
18076 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18080 learnQuestRewardedSpells(quest
);
18084 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18086 uint32 raceMask
= getRaceMask();
18087 uint32 classMask
= getClassMask();
18088 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18090 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18091 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18093 // Check race if set
18094 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18096 // Check class if set
18097 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18100 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18102 // need unlearn spell
18103 if (skill_value
< pAbility
->req_skill_value
)
18104 removeSpell(pAbility
->spellId
);
18106 else if (!IsInWorld())
18107 addSpell(pAbility
->spellId
,true,true,true,false);
18109 learnSpell(pAbility
->spellId
,true);
18114 void Player::SendAurasForTarget(Unit
*target
)
18116 if(target
->GetVisibleAuras()->empty()) // speedup things
18119 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18120 data
.append(target
->GetPackGUID());
18122 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18123 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18125 for(uint32 j
= 0; j
< 3; ++j
)
18127 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18129 data
<< uint8(aura
->GetAuraSlot());
18130 data
<< uint32(aura
->GetId());
18134 uint8 auraFlags
= aura
->GetAuraFlags();
18136 data
<< uint8(auraFlags
);
18138 data
<< uint8(aura
->GetAuraLevel());
18140 data
<< uint8(aura
->GetAuraCharges());
18142 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18144 data
<< uint8(0); // packed GUID of someone (caster?)
18147 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18149 data
<< uint32(aura
->GetAuraMaxDuration());
18150 data
<< uint32(aura
->GetAuraDuration());
18158 GetSession()->SendPacket(&data
);
18161 void Player::SetDailyQuestStatus( uint32 quest_id
)
18163 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18165 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18167 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18168 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18169 m_DailyQuestChanged
= true;
18175 void Player::ResetDailyQuestStatus()
18177 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18178 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18180 // DB data deleted in caller
18181 m_DailyQuestChanged
= false;
18182 m_lastDailyQuestTime
= 0;
18185 BattleGround
* Player::GetBattleGround() const
18187 if(GetBattleGroundId()==0)
18190 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18193 bool Player::InArena() const
18195 BattleGround
*bg
= GetBattleGround();
18196 if(!bg
|| !bg
->isArena())
18202 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18204 // get a template bg instead of running one
18205 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18209 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18215 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18217 //returned to hardcoded version of this function, because there is no way to code it dynamic
18218 uint32 level
= getLevel();
18219 if( bgTypeId
== BATTLEGROUND_AV
)
18222 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18223 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18225 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18226 return QUEUE_ID_MAX_LEVEL_80
;
18228 return BGQueueIdBasedOnLevel(queue_id
);
18231 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18233 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18234 if(!vendor_faction
|| !vendor_faction
->faction
)
18237 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18238 if(rank
<= REP_NEUTRAL
)
18241 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18244 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18246 uint32 racemask
= getRaceMask();
18247 uint32 classmask
= getClassMask();
18249 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18250 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18254 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18256 // skip wrong race skills
18257 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18260 // skip wrong class skills
18261 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18270 bool Player::HasQuestForGO(int32 GOId
) const
18272 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18274 uint32 questid
= GetQuestSlotQuestId(i
);
18275 if ( questid
== 0 )
18278 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18279 if(qs_itr
== mQuestStatus
.end())
18282 QuestStatusData
const& qs
= qs_itr
->second
;
18284 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18286 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18290 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18293 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18295 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18298 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18306 void Player::UpdateForQuestsGO()
18308 if(m_clientGUIDs
.empty())
18312 WorldPacket packet
;
18313 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18315 if(IS_GAMEOBJECT_GUID(*itr
))
18317 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18319 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18322 udata
.BuildPacket(&packet
);
18323 GetSession()->SendPacket(&packet
);
18326 void Player::SummonIfPossible(bool agree
)
18330 m_summon_expire
= 0;
18334 // expire and auto declined
18335 if(m_summon_expire
< time(NULL
))
18338 // stop taxi flight at summon
18341 GetMotionMaster()->MovementExpired();
18342 m_taxi
.ClearTaxiDestinations();
18345 // drop flag at summon
18346 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18347 if(BattleGround
*bg
= GetBattleGround())
18348 bg
->EventPlayerDroppedFlag(this);
18350 m_summon_expire
= 0;
18352 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18355 void Player::RemoveItemDurations( Item
*item
)
18357 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18361 m_itemDuration
.erase(itr
);
18367 void Player::AddItemDurations( Item
*item
)
18369 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18371 m_itemDuration
.push_back(item
);
18372 item
->SendTimeUpdate(this);
18376 void Player::AutoUnequipOffhandIfNeed()
18378 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18382 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18383 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18386 ItemPosCountVec off_dest
;
18387 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18388 if( off_msg
== EQUIP_ERR_OK
)
18390 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18391 StoreItem( off_dest
, offItem
, true );
18396 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18397 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18398 CharacterDatabase
.BeginTransaction();
18399 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18400 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18401 CharacterDatabase
.CommitTransaction();
18403 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18404 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18408 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18410 if(spellInfo
->EquippedItemClass
< 0)
18413 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18414 // for optimize check 2 used cases only
18415 switch(spellInfo
->EquippedItemClass
)
18417 case ITEM_CLASS_WEAPON
:
18419 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18420 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18421 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18425 case ITEM_CLASS_ARMOR
:
18427 // tabard not have dependent spells
18428 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18429 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18430 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18433 // shields can be equipped to offhand slot
18434 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18435 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18438 // ranged slot can have some armor subclasses
18439 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18440 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18446 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18453 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18455 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18456 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18457 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18460 // Check no reagent use mask
18461 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18462 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18463 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18464 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18470 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18472 AuraMap
& auras
= GetAuras();
18473 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18475 Aura
* aura
= itr
->second
;
18477 // skip passive (passive item dependent spells work in another way) and not self applied auras
18478 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18479 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18485 // skip if not item dependent or have alternative item
18486 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18492 // no alt item, remove aura, restart check
18493 RemoveAurasDueToSpell(aura
->GetId());
18494 itr
= auras
.begin();
18497 // currently casted spells can be dependent from item
18498 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18500 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18501 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18506 uint32
Player::GetResurrectionSpellId()
18508 // search priceless resurrection possibilities
18510 uint32 spell_id
= 0;
18511 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18512 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18514 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18515 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18517 switch((*itr
)->GetId())
18519 case 20707: spell_id
= 3026; break; // rank 1
18520 case 20762: spell_id
= 20758; break; // rank 2
18521 case 20763: spell_id
= 20759; break; // rank 3
18522 case 20764: spell_id
= 20760; break; // rank 4
18523 case 20765: spell_id
= 20761; break; // rank 5
18524 case 27239: spell_id
= 27240; break; // rank 6
18525 case 47883: spell_id
= 47882; break; // rank 7
18527 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18533 // Twisting Nether // prio: 2 (max)
18534 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18541 // Reincarnation (passive spell) // prio: 1
18542 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18548 // Used in triggers for check "Only to targets that grant experience or honor" req
18549 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18551 uint32 v_level
= pVictim
->getLevel();
18552 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18554 // Victim level less gray level
18555 if(v_level
<=k_grey
)
18558 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18560 if (((Creature
*)pVictim
)->isTotem() ||
18561 ((Creature
*)pVictim
)->isPet() ||
18562 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18568 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18570 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18572 // prepare data for near group iteration (PvP and !PvP cases)
18574 bool honored_kill
= false;
18576 if(Group
*pGroup
= GetGroup())
18579 uint32 sum_level
= 0;
18580 Player
* member_with_max_level
= NULL
;
18581 Player
* not_gray_member_with_max_level
= NULL
;
18583 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18585 if(member_with_max_level
)
18587 /// not get Xp in PvP or no not gray players in group
18588 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18590 /// skip in check PvP case (for speed, not used)
18591 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18592 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18593 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18595 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18597 Player
* pGroupGuy
= itr
->getSource();
18601 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18602 continue; // member (alive or dead) or his corpse at req. distance
18604 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18605 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18606 honored_kill
= true;
18608 // xp and reputation only in !PvP case
18611 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18613 // if is in dungeon then all receive full reputation at kill
18614 // rewarded any alive/dead/near_corpse group member
18615 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18617 // XP updated only for alive group member
18618 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18619 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18621 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18623 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18624 if(Pet
* pet
= pGroupGuy
->GetPet())
18625 pet
->GivePetXP(itr_xp
/2);
18628 // quest objectives updated only for alive group member or dead but with not released body
18629 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18631 // normal creature (not pet/etc) can be only in !PvP case
18632 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18633 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18639 else // if (!pGroup)
18641 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18643 // honor can be in PvP and !PvP (racial leader) cases
18644 if(RewardHonor(pVictim
,1))
18645 honored_kill
= true;
18647 // xp and reputation only in !PvP case
18650 RewardReputation(pVictim
,1);
18651 GiveXP(xp
, pVictim
);
18653 if(Pet
* pet
= GetPet())
18654 pet
->GivePetXP(xp
);
18656 // normal creature (not pet/etc) can be only in !PvP case
18657 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18658 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18661 return xp
|| honored_kill
;
18664 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18666 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18668 // prepare data for near group iteration
18669 if(Group
*pGroup
= GetGroup())
18671 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18673 Player
* pGroupGuy
= itr
->getSource();
18677 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18678 continue; // member (alive or dead) or his corpse at req. distance
18680 // quest objectives updated only for alive group member or dead but with not released body
18681 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18682 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18685 else // if (!pGroup)
18686 KilledMonster(creature_id
, creature_guid
);
18689 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18691 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18697 Corpse
* corpse
= GetCorpse();
18701 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18704 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18706 Item
* item
= GetWeaponForAttack(attType
,true);
18708 // unarmed only with base attack
18709 if(attType
!= BASE_ATTACK
&& !item
)
18712 // weapon skill or (unarmed for base attack)
18713 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18714 return GetBaseSkillValue(skill
);
18717 void Player::ResurectUsingRequestData()
18719 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18720 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18722 ResurrectPlayer(0.0f
,false);
18724 if(GetMaxHealth() > m_resurrectHealth
)
18725 SetHealth( m_resurrectHealth
);
18727 SetHealth( GetMaxHealth() );
18729 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18730 SetPower(POWER_MANA
, m_resurrectMana
);
18732 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18734 SetPower(POWER_RAGE
, 0 );
18736 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18738 SpawnCorpseBones();
18741 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18743 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18744 data
.append(target
->GetPackGUID());
18745 data
<< uint8(allowMove
);
18746 GetSession()->SendPacket(&data
);
18749 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18751 // remove new continent flight forms
18752 if( !IsAllowUseFlyMountsHere() )
18754 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18755 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18758 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18759 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18760 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18761 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18762 if( !HasAura(itr
->second
->spellId
,0) )
18763 CastSpell(this,itr
->second
->spellId
,true);
18766 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18768 // remove auras from spells with area limitations
18769 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18771 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18772 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18778 // some auras applied at subzone enter
18779 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18780 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18781 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18782 if( !HasAura(itr
->second
->spellId
,0) )
18783 CastSpell(this,itr
->second
->spellId
,true);
18786 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18788 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18789 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18791 return copseReclaimDelay
[0];
18794 time_t now
= time(NULL
);
18795 // 0..2 full period
18796 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18797 return copseReclaimDelay
[count
];
18800 void Player::UpdateCorpseReclaimDelay()
18802 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18804 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18805 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18808 time_t now
= time(NULL
);
18809 if(now
< m_deathExpireTime
)
18811 // full and partly periods 1..3
18812 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18813 if(count
< MAX_DEATH_COUNT
)
18814 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18816 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18819 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18822 void Player::SendCorpseReclaimDelay(bool load
)
18824 Corpse
* corpse
= GetCorpse();
18831 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18834 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18837 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18838 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18840 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18841 if(count
>=MAX_DEATH_COUNT
)
18842 count
= MAX_DEATH_COUNT
-1;
18847 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18849 time_t now
= time(NULL
);
18850 if(now
>= expected_time
)
18853 delay
= expected_time
-now
;
18856 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18858 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18859 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18860 data
<< uint32(delay
*IN_MILISECONDS
);
18861 GetSession()->SendPacket( &data
);
18864 Player
* Player::GetNextRandomRaidMember(float radius
)
18866 Group
*pGroup
= GetGroup();
18870 std::vector
<Player
*> nearMembers
;
18871 nearMembers
.reserve(pGroup
->GetMembersCount());
18873 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18875 Player
* Target
= itr
->getSource();
18877 // IsHostileTo check duel and controlled by enemy
18878 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18879 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18880 nearMembers
.push_back(Target
);
18883 if (nearMembers
.empty())
18886 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18887 return nearMembers
[randTarget
];
18890 PartyResult
Player::CanUninviteFromGroup() const
18892 const Group
* grp
= GetGroup();
18894 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18896 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18897 return PARTY_RESULT_YOU_NOT_LEADER
;
18899 if(InBattleGround())
18900 return PARTY_RESULT_INVITE_RESTRICTED
;
18902 return PARTY_RESULT_OK
;
18905 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
18907 //we must move references from m_group to m_originalGroup
18908 SetOriginalGroup(GetGroup(), GetSubGroup());
18911 m_group
.link(group
, this);
18912 m_group
.setSubGroup((uint8
)subgroup
);
18915 void Player::RemoveFromBattleGroundRaid()
18917 //remove existing reference
18919 if( Group
* group
= GetOriginalGroup() )
18921 m_group
.link(group
, this);
18922 m_group
.setSubGroup(GetOriginalSubGroup());
18924 SetOriginalGroup(NULL
);
18927 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
18929 if( group
== NULL
)
18930 m_originalGroup
.unlink();
18933 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18934 assert(subgroup
>= 0);
18935 m_originalGroup
.link(group
, this);
18936 m_originalGroup
.setSubGroup((uint8
)subgroup
);
18940 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18942 LiquidData liquid_status
;
18943 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
18946 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
18947 // Small hack for enable breath in WMO
18949 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
18953 // All liquids type - check under water position
18954 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
18956 if ( res
& LIQUID_MAP_UNDER_WATER
)
18957 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
18959 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
18962 // Allow travel in dark water on taxi or transport
18963 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
18964 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
18966 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
18968 // in lava check, anywhere in lava level
18969 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
18971 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18972 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
18974 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
18976 // in slime check, anywhere in slime level
18977 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
18979 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
18980 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
18982 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
18986 void Player::SetCanParry( bool value
)
18988 if(m_canParry
==value
)
18991 m_canParry
= value
;
18992 UpdateParryPercentage();
18995 void Player::SetCanBlock( bool value
)
18997 if(m_canBlock
==value
)
19000 m_canBlock
= value
;
19001 UpdateBlockPercentage();
19004 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19006 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19007 if(itr
->pos
== pos
)
19013 bool Player::CanUseBattleGroundObject()
19015 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19016 // maybe gameobject code should handle that ForceReaction usage
19017 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19018 return ( //InBattleGround() && // in battleground - not need, check in other cases
19019 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19020 //player cannot use object when he is invulnerable (immune)
19021 !isTotalImmune() && // not totally immune
19022 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19023 !HasStealthAura() && // not stealthed
19024 !HasInvisibilityAura() && // not invisible
19025 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19026 isAlive() // live player
19030 bool Player::CanCaptureTowerPoint()
19032 return ( !HasStealthAura() && // not stealthed
19033 !HasInvisibilityAura() && // not invisible
19034 isAlive() // live player
19038 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19040 uint32 level
= getLevel();
19042 if(level
> GT_MAX_LEVEL
)
19043 level
= GT_MAX_LEVEL
; // max level in this dbc
19045 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19046 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19047 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19049 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19052 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19054 if(!bsc
) // shouldn't happen
19059 if(hairstyle
!= newhairstyle
)
19060 cost
+= bsc
->cost
; // full price
19062 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19063 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19065 if(facialhair
!= newfacialhair
)
19066 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19068 return uint32(cost
);
19071 void Player::InitGlyphsForLevel()
19073 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19074 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19076 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19078 uint32 level
= getLevel();
19081 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19083 value
|= (0x01 | 0x02);
19093 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19096 void Player::EnterVehicle(Vehicle
*vehicle
)
19098 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19102 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19106 vehicle
->SetCharmerGUID(GetGUID());
19107 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19108 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19109 vehicle
->setFaction(getFaction());
19111 SetCharm(vehicle
); // charm
19112 SetFarSightGUID(vehicle
->GetGUID()); // set view
19114 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19116 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19117 GetSession()->SendPacket(&data
);
19119 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19120 data
.append(GetPackGUID());
19121 data
<< uint32(0); // counter?
19122 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19123 data
<< uint16(0); // special flags
19124 data
<< uint32(getMSTime()); // time
19125 data
<< vehicle
->GetPositionX(); // x
19126 data
<< vehicle
->GetPositionY(); // y
19127 data
<< vehicle
->GetPositionZ(); // z
19128 data
<< vehicle
->GetOrientation(); // o
19129 // transport part, TODO: load/calculate seat offsets
19130 data
<< uint64(vehicle
->GetGUID()); // transport guid
19131 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19132 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19133 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19134 data
<< float(0); // transport orientation
19135 data
<< uint32(getMSTime()); // transport time
19136 data
<< uint8(0); // seat
19137 // end of transport part
19138 data
<< uint32(0); // fall time
19139 GetSession()->SendPacket(&data
);
19141 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19142 data
<< uint64(vehicle
->GetGUID());
19143 data
<< uint32(0x00000000);
19144 data
<< uint32(0x00000000);
19145 data
<< uint32(0x00000101);
19147 for(uint32 i
= 0; i
< 10; ++i
)
19148 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19152 GetSession()->SendPacket(&data
);
19155 void Player::ExitVehicle(Vehicle
*vehicle
)
19157 vehicle
->SetCharmerGUID(0);
19158 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19159 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19160 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19163 SetFarSightGUID(0);
19165 SetClientControl(vehicle
, 0);
19167 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19168 data
.append(GetPackGUID());
19169 data
<< uint32(0); // counter?
19170 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19171 data
<< uint16(0x40); // special flags
19172 data
<< uint32(getMSTime()); // time
19173 data
<< vehicle
->GetPositionX(); // x
19174 data
<< vehicle
->GetPositionY(); // y
19175 data
<< vehicle
->GetPositionZ(); // z
19176 data
<< vehicle
->GetOrientation(); // o
19177 data
<< uint32(0); // fall time
19178 GetSession()->SendPacket(&data
);
19180 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19183 GetSession()->SendPacket(&data
);
19185 // only for flyable vehicles?
19186 CastSpell(this, 45472, true); // Parachute
19189 bool Player::isTotalImmune()
19191 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19193 uint32 immuneMask
= 0;
19194 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19196 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19197 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19203 bool Player::HasTitle(uint32 bitIndex
)
19205 if (bitIndex
> 128)
19208 uint32 fieldIndexOffset
= bitIndex
/32;
19209 uint32 flag
= 1 << (bitIndex
%32);
19210 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19213 void Player::SetTitle(CharTitlesEntry
const* title
)
19215 uint32 fieldIndexOffset
= title
->bit_index
/32;
19216 uint32 flag
= 1 << (title
->bit_index
%32);
19217 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19220 void Player::ConvertRune(uint8 index
, uint8 newType
)
19222 SetCurrentRune(index
, newType
);
19224 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19225 data
<< uint8(index
);
19226 data
<< uint8(newType
);
19227 GetSession()->SendPacket(&data
);
19230 void Player::ResyncRunes(uint8 count
)
19232 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19233 for(uint32 i
= 0; i
< count
; ++i
)
19235 data
<< uint8(GetCurrentRune(i
)); // rune type
19236 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19238 GetSession()->SendPacket(&data
);
19241 void Player::AddRunePower(uint8 index
)
19243 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19244 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19245 GetSession()->SendPacket(&data
);
19248 void Player::InitRunes()
19250 if(getClass() != CLASS_DEATH_KNIGHT
)
19253 m_runes
= new Runes
;
19255 m_runes
->runeState
= 0;
19257 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19259 SetBaseRune(i
, i
/ 2); // init base types
19260 SetCurrentRune(i
, i
/ 2); // init current types
19261 SetRuneCooldown(i
, 0); // reset cooldowns
19262 m_runes
->SetRuneState(i
);
19265 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19266 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19269 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19272 loot
.FillLoot (loot_id
,store
,this,true);
19274 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19275 for(uint32 i
= 0; i
< max_slot
; ++i
)
19277 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19279 ItemPosCountVec dest
;
19280 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19281 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19282 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19283 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19284 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19285 if(msg
!= EQUIP_ERR_OK
)
19287 SendEquipError( msg
, NULL
, NULL
);
19291 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19292 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19296 uint32
Player::CalculateTalentsPoints() const
19298 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19300 if(getClass() != CLASS_DEATH_KNIGHT
)
19301 return base_talent
;
19303 uint32 talentPointsForLevel
=
19304 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19305 + m_questRewardTalentCount
;
19307 if(talentPointsForLevel
> base_talent
)
19308 talentPointsForLevel
= base_talent
;
19310 return talentPointsForLevel
;
19313 bool Player::IsAllowUseFlyMountsHere() const
19315 if (isGameMaster())
19318 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19319 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19322 void Player::learnSpellHighRank(uint32 spellid
)
19324 learnSpell(spellid
,false);
19326 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19327 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19328 learnSpellHighRank(itr
->second
);
19331 void Player::_LoadSkills()
19333 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19335 // reset skill modifiers and set correct unlearn flags
19336 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19338 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19340 // set correct unlearn bit
19341 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19344 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19345 if(!pSkill
) continue;
19347 // enable unlearn button for primary professions only
19348 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19349 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19351 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19353 // set fixed skill ranges
19354 switch(GetSkillRangeType(pSkill
,false))
19356 case SKILL_RANGE_LANGUAGE
: // 300..300
19357 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19359 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19360 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19366 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19367 learnSkillRewardedSpells(id
, vskill
);
19370 // special settings
19371 if(getClass()==CLASS_DEATH_KNIGHT
)
19373 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19376 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19378 base_skill
= 1; // skill mast be known and then > 0 in any case
19380 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19381 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19382 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19383 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19384 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19385 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19386 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19387 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19388 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19389 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19390 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19391 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19392 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19393 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19394 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19395 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19399 uint32
Player::GetPhaseMaskForSpawn() const
19401 uint32 phase
= PHASEMASK_NORMAL
;
19402 if(!isGameMaster())
19403 phase
= GetPhaseMask();
19406 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19407 if(!phases
.empty())
19408 phase
= phases
.front()->GetMiscValue();
19411 // some aura phases include 1 normal map in addition to phase itself
19412 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19415 return PHASEMASK_NORMAL
;
19418 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19420 ItemPrototype
const* pProto
= pItem
->GetProto();
19422 // proto based limitations
19423 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19426 // check unique-equipped on gems
19427 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19429 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19432 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19436 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19440 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19441 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19442 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19444 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19448 return EQUIP_ERR_OK
;
19451 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19453 // check unique-equipped on item
19454 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19456 // there is an equip limit on this item
19457 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19458 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19461 // check unique-equipped limit
19462 if (itemProto
->ItemLimitCategory
)
19464 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19466 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19468 if(limit_count
> limitEntry
->maxCount
)
19469 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19471 // there is an equip limit on this item
19472 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19473 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19476 return EQUIP_ERR_OK
;
19479 void Player::HandleFall(MovementInfo
const& movementInfo
)
19481 // calculate total z distance of the fall
19482 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19483 sLog
.outDebug("zDiff = %f", z_diff
);
19485 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19486 // 14.57 can be calculated by resolving damageperc formula below to 0
19487 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19488 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19489 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19491 //Safe fall, fall height reduction
19492 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19494 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19498 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19500 float height
= movementInfo
.z
;
19501 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19505 //Prevent fall damage from being more than the player maximum health
19506 if (damage
> GetMaxHealth())
19507 damage
= GetMaxHealth();
19510 if (GetDummyAura(43621))
19511 damage
= GetMaxHealth()/2;
19513 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19515 // recheck alive, might have died of EnvironmentalDamage
19517 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19520 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19521 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19526 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19528 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19531 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19533 uint32 CurTalentPoints
= GetFreeTalentPoints();
19535 if(CurTalentPoints
== 0)
19538 if (talentRank
>= MAX_TALENT_RANK
)
19541 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19546 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19551 // prevent learn talent for different class (cheating)
19552 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19555 // find current max talent rank
19556 int32 curtalent_maxrank
= 0;
19557 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19559 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19561 curtalent_maxrank
= k
+ 1;
19566 // we already have same or higher talent rank learned
19567 if(curtalent_maxrank
>= (talentRank
+ 1))
19570 // check if we have enough talent points
19571 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19574 // Check if it requires another talent
19575 if (talentInfo
->DependsOn
> 0)
19577 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19579 bool hasEnoughRank
= false;
19580 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19582 if (depTalentInfo
->RankID
[i
] != 0)
19583 if (HasSpell(depTalentInfo
->RankID
[i
]))
19584 hasEnoughRank
= true;
19586 if (!hasEnoughRank
)
19591 // Find out how many points we have in this field
19592 uint32 spentPoints
= 0;
19594 uint32 tTab
= talentInfo
->TalentTab
;
19595 if (talentInfo
->Row
> 0)
19597 unsigned int numRows
= sTalentStore
.GetNumRows();
19598 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19600 // Someday, someone needs to revamp
19601 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19602 if (tmpTalent
) // the way talents are tracked
19604 if (tmpTalent
->TalentTab
== tTab
)
19606 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19608 if (tmpTalent
->RankID
[j
] != 0)
19610 if (HasSpell(tmpTalent
->RankID
[j
]))
19612 spentPoints
+= j
+ 1;
19621 // not have required min points spent in talent tree
19622 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19625 // spell not set in talent.dbc
19626 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19629 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19634 if(HasSpell(spellid
))
19637 // learn! (other talent ranks will unlearned at learning)
19638 learnSpell(spellid
, false);
19639 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19641 // update free talent points
19642 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19645 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19647 Pet
*pet
= GetPet();
19652 if(petGuid
!= pet
->GetGUID())
19655 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19657 if(CurTalentPoints
== 0)
19660 if (talentRank
>= MAX_PET_TALENT_RANK
)
19663 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19668 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19673 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19678 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19683 if(pet_family
->petTalentType
< 0) // not hunter pet
19686 // prevent learn talent for different family (cheating)
19687 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19690 // find current max talent rank
19691 int32 curtalent_maxrank
= 0;
19692 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19694 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19696 curtalent_maxrank
= k
+ 1;
19701 // we already have same or higher talent rank learned
19702 if(curtalent_maxrank
>= (talentRank
+ 1))
19705 // check if we have enough talent points
19706 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19709 // Check if it requires another talent
19710 if (talentInfo
->DependsOn
> 0)
19712 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19714 bool hasEnoughRank
= false;
19715 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19717 if (depTalentInfo
->RankID
[i
] != 0)
19718 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19719 hasEnoughRank
= true;
19721 if (!hasEnoughRank
)
19726 // Find out how many points we have in this field
19727 uint32 spentPoints
= 0;
19729 uint32 tTab
= talentInfo
->TalentTab
;
19730 if (talentInfo
->Row
> 0)
19732 unsigned int numRows
= sTalentStore
.GetNumRows();
19733 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19735 // Someday, someone needs to revamp
19736 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19737 if (tmpTalent
) // the way talents are tracked
19739 if (tmpTalent
->TalentTab
== tTab
)
19741 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19743 if (tmpTalent
->RankID
[j
] != 0)
19745 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19747 spentPoints
+= j
+ 1;
19756 // not have required min points spent in talent tree
19757 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19760 // spell not set in talent.dbc
19761 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19764 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19769 if(pet
->HasSpell(spellid
))
19772 // learn! (other talent ranks will unlearned at learning)
19773 pet
->learnSpell(spellid
);
19774 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19776 // update free talent points
19777 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19780 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19782 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19785 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19787 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19791 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19793 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19794 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19797 void Player::UnsummonPetTemporaryIfAny()
19799 Pet
* pet
= GetPet();
19803 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19805 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19806 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19809 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19812 void Player::ResummonPetTemporaryUnSummonedIfAny()
19814 if(!m_temporaryUnsummonedPetNumber
)
19817 // not resummon in not appropriate state
19818 if(IsPetNeedBeTemporaryUnsummoned())
19824 Pet
* NewPet
= new Pet
;
19825 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19828 m_temporaryUnsummonedPetNumber
= 0;