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"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
150 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race
))
157 case ALLIANCE
: SetTaximaskNode(100); break;
158 case HORDE
: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data
)
167 Tokens tokens
= StrSplit(data
, " ");
170 Tokens::iterator iter
;
171 for (iter
= tokens
.begin(), index
= 0;
172 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
174 // load and set bits only for existed taxi nodes
175 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
183 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
184 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
188 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
189 data
<< uint32(m_taximask
[i
]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
195 ClearTaxiDestinations();
197 Tokens tokens
= StrSplit(values
," ");
199 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
201 uint32 node
= uint32(atol(iter
->c_str()));
202 AddTaxiDestination(node
);
205 if(m_TaxiDestinations
.empty())
209 if(m_TaxiDestinations
.size() < 2)
212 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
216 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
221 // can't load taxi path without mount set (quest taxi path?)
222 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
))
228 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
230 if(m_TaxiDestinations
.empty())
233 std::ostringstream ss
;
235 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
236 ss
<< m_TaxiDestinations
[i
] << " ";
241 uint32
PlayerTaxi::GetCurrentTaxiPath() const
243 if(m_TaxiDestinations
.size() < 2)
249 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
254 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
257 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
258 ss
<< taxi
.m_taximask
[i
] << " ";
263 //== Player ====================================================
265 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
267 UpdateMask
Player::updateVisualBits
;
269 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
276 m_objectType
|= TYPEMASK_PLAYER
;
277 m_objectTypeId
= TYPEID_PLAYER
;
279 m_valuesCount
= PLAYER_END
;
286 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
287 SetAcceptTicket(true);
289 // players always accept
290 if(GetSession()->GetSecurity() == SEC_PLAYER
)
291 SetAcceptWhispers(true);
299 m_usedTalentCount
= 0;
300 m_questRewardTalentCount
= 0;
303 m_weaponChangeTimer
= 0;
306 m_zoneUpdateTimer
= 0;
310 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
312 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
313 // this must help in case next save after mass player load after server startup
314 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
316 clearResurrectRequestData();
318 m_SpellModRemoveCount
= 0;
320 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
324 // group is initialized in the reference constructor
325 SetGroupInvite(NULL
);
326 m_groupUpdateMask
= 0;
327 m_auraUpdateMask
= 0;
331 m_GuildIdInvited
= 0;
332 m_ArenaTeamIdInvited
= 0;
334 m_atLoginFlags
= AT_LOGIN_NONE
;
343 PlayerTalkClass
= new PlayerMenu( GetSession() );
344 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
346 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
347 m_Tutorials
[ aX
] = 0x00;
348 m_TutorialsChanged
= false;
350 m_DailyQuestChanged
= false;
351 m_lastDailyQuestTime
= 0;
354 m_weaponChangeTimer
= 0;
356 m_isunderwater
= UNDERWATER_NONE
;
362 m_deathExpireTime
= 0;
366 m_DetectInvTimer
= 1*IN_MILISECONDS
;
368 m_bgBattleGroundID
= 0;
369 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
370 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
372 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
373 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
377 m_logintime
= time(NULL
);
378 m_Last_tick
= m_logintime
;
379 m_WeaponProficiency
= 0;
380 m_ArmorProficiency
= 0;
383 m_canDualWield
= false;
384 m_canTitanGrip
= false;
387 m_temporaryUnsummonedPetNumber
= 0;
388 //cache for UNIT_CREATED_BY_SPELL to allow
389 //returning reagents for temporarily removed pets
390 //when dying/logging out
393 ////////////////////Rest System/////////////////////
400 rest_type
=REST_TYPE_NO
;
401 ////////////////////Rest System/////////////////////
403 m_mailsLoaded
= false;
404 m_mailsUpdated
= false;
406 m_nextMailDelivereTime
= 0;
408 m_resetTalentsCost
= 0;
409 m_resetTalentsTime
= 0;
410 m_itemUpdateQueueBlocked
= false;
412 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
413 m_forced_speed_changes
[i
] = 0;
417 /////////////////// Instance System /////////////////////
420 m_InstanceValid
= true;
421 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
425 for (int i
= 0; i
< BASEMOD_END
; i
++)
427 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
428 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
431 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
432 m_baseRatingValue
[i
] = 0;
434 m_baseSpellDamage
= 0;
435 m_baseSpellHealing
= 0;
440 m_lastHonorUpdateTime
= time(NULL
);
449 //Default movement to run mode
450 m_unit_movement_flags
= 0;
455 m_bgAfkReportedTimer
= 0;
456 m_contestedPvPTimer
= 0;
458 m_declinedname
= NULL
;
464 CleanupsBeforeDelete();
466 // it must be unloaded already in PlayerLogout and accessed only for loggined player
469 // Note: buy back item already deleted from DB when player was saved
470 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
477 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
480 //all mailed items should be deleted, also all mail should be deallocated
481 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
484 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
485 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
487 delete PlayerTalkClass
;
491 m_transport
->RemovePassenger(this);
494 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
496 delete ItemSetEff
[x
];
498 // clean up player-instance binds, may unload some instance saves
499 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
500 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
501 itr
->second
.save
->RemovePlayer(this);
503 delete m_declinedname
;
507 void Player::CleanupsBeforeDelete()
509 if(m_uint32Values
) // only for fully created Object
512 DuelComplete(DUEL_INTERUPTED
);
514 Unit::CleanupsBeforeDelete();
517 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
)
519 //FIXME: outfitId not used in player creating
521 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
525 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
528 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
532 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
538 SetMapId(info
->mapId
);
539 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
541 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
544 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
548 uint8 powertype
= cEntry
->powerType
;
550 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
551 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
556 SetDisplayId(info
->displayId_f
);
557 SetNativeDisplayId(info
->displayId_f
);
560 SetDisplayId(info
->displayId_m
);
561 SetNativeDisplayId(info
->displayId_m
);
564 sLog
.outError("Invalid gender %u for player",gender
);
569 setFactionForRace(m_race
);
571 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
573 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
574 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
575 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
576 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
577 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
578 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
580 // -1 is default value
581 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
583 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
584 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
585 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
587 SetUInt32Value( PLAYER_GUILDID
, 0 );
588 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
589 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
591 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
592 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
593 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
594 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
595 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
596 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
597 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
599 // set starting level
600 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
601 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
602 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
604 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
606 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
607 if(gm_level
> start_level
)
608 start_level
= gm_level
;
611 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
615 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
616 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
617 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
620 m_Last_tick
= time(NULL
);
621 m_Played_time
[0] = 0;
622 m_Played_time
[1] = 0;
624 // base stats and related field values
626 InitTaxiNodesForLevel();
627 InitGlyphsForLevel();
628 InitTalentForLevel();
629 InitPrimaryProffesions(); // to max set before any spell added
631 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
632 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
633 SetHealth(GetMaxHealth());
634 if (getPowerType()==POWER_MANA
)
636 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
637 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
640 if(getPowerType() == POWER_RUNIC_POWER
)
642 SetPower(POWER_RUNE
, 8);
643 SetMaxPower(POWER_RUNE
, 8);
644 SetPower(POWER_RUNIC_POWER
, 0);
645 SetMaxPower(POWER_RUNIC_POWER
, 1000);
649 learnDefaultSpells();
651 // original action bar
652 std::list
<uint16
>::const_iterator action_itr
[4];
653 for(int i
=0; i
<4; i
++)
654 action_itr
[i
] = info
->action
[i
].begin();
656 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
659 for(int i
=0; i
<4 ;i
++)
660 taction
[i
] = (*action_itr
[i
]);
662 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
664 for(int i
=0; i
<4 ;i
++)
669 CharStartOutfitEntry
const* oEntry
= NULL
;
670 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
672 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
674 if(entry
->RaceClassGender
== RaceClassGender
)
684 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
686 if(oEntry
->ItemId
[j
] <= 0)
689 uint32 item_id
= oEntry
->ItemId
[j
];
692 // Hack for not existed item id in dbc 3.0.3
696 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
699 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
703 // max stack by default (mostly 1), 1 for infinity stackable
704 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
706 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
708 switch(iProto
->Spells
[0].SpellCategory
)
711 if(iProto
->Stackable
> 4)
715 if(iProto
->Stackable
> 2)
721 StoreNewItemInBestSlots(item_id
, count
);
725 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
726 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
728 // bags and main-hand weapon must equipped at this moment
729 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
730 // or ammo not equipped in special bag
731 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
733 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
736 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
737 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
738 if( msg
== EQUIP_ERR_OK
)
740 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
741 EquipItem( eDest
, pItem
, true);
743 // move other items to more appropriate slots (ammo not equipped in special bag)
746 ItemPosCountVec sDest
;
747 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
748 if( msg
== EQUIP_ERR_OK
)
750 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
751 pItem
= StoreItem( sDest
, pItem
, true);
754 // if this is ammo then use it
755 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
756 if( msg
== EQUIP_ERR_OK
)
757 SetAmmo( pItem
->GetProto()->ItemId
);
761 // all item positions resolved
766 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
768 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
770 // attempt equip by one
771 while(titem_amount
> 0)
774 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
775 if( msg
!= EQUIP_ERR_OK
)
778 EquipNewItem( eDest
, titem_id
, true);
779 AutoUnequipOffhandIfNeed();
783 if(titem_amount
== 0)
784 return true; // equipped
787 ItemPosCountVec sDest
;
788 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
789 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
790 if( msg
== EQUIP_ERR_OK
)
792 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
793 return true; // stored
796 // item can't be added
797 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
801 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
803 uint32 BreathRegen
= (uint32
)-1;
805 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
806 data
<< (uint32
)Type
;
811 data
<< (uint32
)0; // spell id
812 GetSession()->SendPacket(&data
);
815 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
817 if(Type
==BREATH_TIMER
)
818 m_breathTimer
= ((MaxValue
+ 1*IN_MILISECONDS
) - CurrentValue
) / Regen
;
820 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
821 data
<< (uint32
)Type
;
822 data
<< CurrentValue
;
826 data
<< (uint32
)0; // spell id
827 GetSession()->SendPacket( &data
);
830 void Player::StopMirrorTimer(MirrorTimerType Type
)
832 if(Type
==BREATH_TIMER
)
835 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
836 data
<< (uint32
)Type
;
837 GetSession()->SendPacket( &data
);
840 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
842 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
843 data
<< (uint64
)guid
;
844 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
845 data
<< (uint32
)damage
;
848 SendMessageToSet(&data
, true);
850 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
852 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
854 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
855 DurabilityLossAll(0.10f
,false);
856 // durability lost message
857 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
858 GetSession()->SendPacket(&data
);
862 void Player::HandleDrowning()
864 if(!(m_isunderwater
&~UNDERWATER_INLAVA
))
867 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
868 if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
870 StopMirrorTimer(BREATH_TIMER
);
871 // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
872 m_isunderwater
&= UNDERWATER_INLAVA
;
876 uint32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
; // default duration
878 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
879 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
880 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
882 if ((m_isunderwater
& UNDERWATER_INWATER
) && !(m_isunderwater
& UNDERWATER_INLAVA
) && isAlive())
884 //single trigger timer
885 if (!(m_isunderwater
& UNDERWATER_WATER_TRIGGER
))
887 m_isunderwater
|= UNDERWATER_WATER_TRIGGER
;
888 m_breathTimer
= UnderWaterTime
+ 1*IN_MILISECONDS
;
890 //single trigger "show Breathbar"
891 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& UNDERWATER_WATER_BREATHB
))
893 m_isunderwater
|= UNDERWATER_WATER_BREATHB
;
894 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
896 //continuous trigger drowning "Damage"
897 if ((m_breathTimer
== 0) && (m_isunderwater
& UNDERWATER_INWATER
))
899 //TODO: Check this formula
900 uint64 guid
= GetGUID();
901 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
903 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
904 m_breathTimer
= 2000;
907 //single trigger retract bar
908 else if (!(m_isunderwater
& UNDERWATER_INWATER
) && (m_isunderwater
& UNDERWATER_WATER_TRIGGER
) && (m_breathTimer
> 0) && isAlive())
910 uint32 BreathRegen
= 10;
911 // m_breathTimer will be reduced in ModifyMirrorTimer
912 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
913 m_isunderwater
= UNDERWATER_WATER_BREATHB_RETRACTING
;
916 else if ((m_breathTimer
< 50) && !(m_isunderwater
& UNDERWATER_INWATER
) && (m_isunderwater
== UNDERWATER_WATER_BREATHB_RETRACTING
))
918 StopMirrorTimer(BREATH_TIMER
);
919 m_isunderwater
= UNDERWATER_NONE
;
923 void Player::HandleLava()
925 if ((m_isunderwater
& UNDERWATER_INLAVA
) && isAlive())
928 * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
929 // Single trigger Set BreathTimer
930 if (!(m_isunderwater & UNDERWATER_INLAVA))
932 m_isunderwater|= UNDERWATER_WATER_BREATHB;
933 m_breathTimer = 1*IN_MILISECONDS;
936 // Reset BreathTimer and still in the lava
939 uint64 guid
= GetGUID();
940 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
942 // if not gamemaster then deal damage
943 if ( !isGameMaster() )
944 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
946 m_breathTimer
= 1*IN_MILISECONDS
;
949 else if (!isAlive()) // Disable breath timer and reset underwater flags
952 m_isunderwater
= UNDERWATER_NONE
;
956 ///The player sobers by 256 every 10 seconds
957 void Player::HandleSobering()
961 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
962 SetDrunkValue(drunk
);
965 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
968 return DRUNKEN_SMASHED
;
970 return DRUNKEN_DRUNK
;
972 return DRUNKEN_TIPSY
;
973 return DRUNKEN_SOBER
;
976 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
978 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
980 m_drunk
= newDrunkenValue
;
981 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
983 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
985 // special drunk invisibility detection
986 if(newDrunkenState
>= DRUNKEN_DRUNK
)
987 m_detectInvisibilityMask
|= (1<<6);
989 m_detectInvisibilityMask
&= ~(1<<6);
991 if(newDrunkenState
== oldDrunkenState
)
994 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
995 data
<< uint64(GetGUID());
996 data
<< uint32(newDrunkenState
);
997 data
<< uint32(itemId
);
999 SendMessageToSet(&data
, true);
1002 void Player::Update( uint32 p_time
)
1008 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1013 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1014 m_nextMailDelivereTime
= 0;
1017 Unit::Update( p_time
);
1019 // update player only attacks
1020 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1022 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1025 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1027 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1030 time_t now
= time (NULL
);
1034 UpdateContestedPvP(p_time
);
1036 UpdateDuelFlag(now
);
1038 CheckDuelDistance(now
);
1040 UpdateAfkReport(now
);
1042 CheckExploreSystem();
1044 // Update items that have just a limited lifetime
1045 if (now
>m_Last_tick
)
1046 UpdateItemDuration(uint32(now
- m_Last_tick
));
1048 if (!m_timedquests
.empty())
1050 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1051 while (iter
!= m_timedquests
.end())
1053 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1054 if( q_status
.m_timer
<= p_time
)
1056 uint32 quest_id
= *iter
;
1057 ++iter
; // current iter will be removed in FailTimedQuest
1058 FailTimedQuest( quest_id
);
1062 q_status
.m_timer
-= p_time
;
1063 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1069 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1071 Unit
*pVictim
= getVictim();
1072 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1074 // default combat reach 10
1075 // TODO add weapon,skill check
1077 float pldistance
= ATTACK_DISTANCE
;
1079 if (isAttackReady(BASE_ATTACK
))
1081 if(!IsWithinDistInMap(pVictim
, pldistance
))
1083 setAttackTimer(BASE_ATTACK
,100);
1084 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1086 SendAttackSwingNotInRange();
1087 m_swingErrorMsg
= 1;
1090 //120 degrees of radiant range
1091 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1093 setAttackTimer(BASE_ATTACK
,100);
1094 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1096 SendAttackSwingBadFacingAttack();
1097 m_swingErrorMsg
= 2;
1102 m_swingErrorMsg
= 0; // reset swing error state
1104 // prevent base and off attack in same time, delay attack at 0.2 sec
1105 if(haveOffhandWeapon())
1107 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1108 if(off_att
< ATTACK_DISPLAY_DELAY
)
1109 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1111 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1112 resetAttackTimer(BASE_ATTACK
);
1116 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1118 if(!IsWithinDistInMap(pVictim
, pldistance
))
1120 setAttackTimer(OFF_ATTACK
,100);
1122 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1124 setAttackTimer(OFF_ATTACK
,100);
1128 // prevent base and off attack in same time, delay attack at 0.2 sec
1129 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1130 if(base_att
< ATTACK_DISPLAY_DELAY
)
1131 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1133 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1134 resetAttackTimer(OFF_ATTACK
);
1138 Unit
*owner
= pVictim
->GetOwner();
1139 Unit
*u
= owner
? owner
: pVictim
;
1140 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1143 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1148 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1150 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1152 int time_inn
= time(NULL
)-GetTimeInnEnter();
1153 if (time_inn
>= 10) //freeze update
1155 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1156 //speed collect rest bonus (section/in hour)
1157 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1158 UpdateInnerTime(time(NULL
));
1163 if(m_regenTimer
> 0)
1165 if(p_time
>= m_regenTimer
)
1168 m_regenTimer
-= p_time
;
1171 if (m_weaponChangeTimer
> 0)
1173 if(p_time
>= m_weaponChangeTimer
)
1174 m_weaponChangeTimer
= 0;
1176 m_weaponChangeTimer
-= p_time
;
1179 if (m_zoneUpdateTimer
> 0)
1181 if(p_time
>= m_zoneUpdateTimer
)
1183 uint32 newzone
= GetZoneId();
1184 if( m_zoneUpdateId
!= newzone
)
1185 UpdateZone(newzone
); // also update area
1188 // use area updates as well
1189 // needed for free far all arenas for example
1190 uint32 newarea
= GetAreaId();
1191 if( m_areaUpdateId
!= newarea
)
1192 UpdateArea(newarea
);
1194 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1198 m_zoneUpdateTimer
-= p_time
;
1206 if (m_deathState
== JUST_DIED
)
1213 if(p_time
>= m_nextSave
)
1215 // m_nextSave reseted in SaveToDB call
1217 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1221 m_nextSave
-= p_time
;
1226 if(m_breathTimer
> 0)
1228 if(p_time
>= m_breathTimer
)
1231 m_breathTimer
-= p_time
;
1235 //Handle Water/drowning
1241 //Handle detect stealth players
1242 if (m_DetectInvTimer
> 0)
1244 if (p_time
>= m_DetectInvTimer
)
1246 m_DetectInvTimer
= 3000;
1247 HandleStealthedUnitsDetection();
1250 m_DetectInvTimer
-= p_time
;
1254 if (now
> m_Last_tick
)
1256 uint32 elapsed
= uint32(now
- m_Last_tick
);
1257 m_Played_time
[0] += elapsed
; // Total played time
1258 m_Played_time
[1] += elapsed
; // Level played time
1264 m_drunkTimer
+= p_time
;
1266 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1270 // not auto-free ghost from body in instances
1271 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1273 if(p_time
>= m_deathTimer
)
1280 m_deathTimer
-= p_time
;
1283 UpdateEnchantTime(p_time
);
1284 UpdateHomebindTime(p_time
);
1287 SendUpdateToOutOfRangeGroupMembers();
1289 Pet
* pet
= GetPet();
1290 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1292 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1297 void Player::setDeathState(DeathState s
)
1299 uint32 ressSpellId
= 0;
1301 bool cur
= isAlive();
1303 if(s
== JUST_DIED
&& cur
)
1305 // drunken state is cleared on death
1307 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1310 clearResurrectRequestData();
1312 // remove form before other mods to prevent incorrect stats calculation
1313 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1315 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1316 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1318 // remove uncontrolled pets
1322 // save value before aura remove in Unit::setDeathState
1323 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1327 ressSpellId
= GetResurrectionSpellId();
1328 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1330 Unit::setDeathState(s
);
1332 // restore resurrection spell id for player after aura remove
1333 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1334 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1336 if(isAlive() && !cur
)
1338 //clear aura case after resurrection by another way (spells will be applied before next death)
1339 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1341 // restore default warrior stance
1342 if(getClass()== CLASS_WARRIOR
)
1343 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1347 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1349 Field
*fields
= result
->Fetch();
1351 *p_data
<< uint64(GetGUID());
1354 *p_data
<< uint8(getRace());
1355 uint8 pClass
= getClass();
1356 *p_data
<< uint8(pClass
);
1357 *p_data
<< uint8(getGender());
1359 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1360 *p_data
<< uint8(bytes
);
1361 *p_data
<< uint8(bytes
>> 8);
1362 *p_data
<< uint8(bytes
>> 16);
1363 *p_data
<< uint8(bytes
>> 24);
1365 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1366 *p_data
<< uint8(bytes
);
1368 *p_data
<< uint8(getLevel()); // player level
1369 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1370 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1371 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1372 *p_data
<< uint32(zoneId
);
1373 *p_data
<< uint32(GetMapId());
1375 *p_data
<< GetPositionX();
1376 *p_data
<< GetPositionY();
1377 *p_data
<< GetPositionZ();
1380 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1382 uint32 char_flags
= 0;
1383 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1384 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1385 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1386 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1387 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1388 char_flags
|= CHARACTER_FLAG_GHOST
;
1389 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1390 char_flags
|= CHARACTER_FLAG_RENAME
;
1391 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1392 char_flags
|= CHARACTER_FLAG_DECLINED
;
1394 *p_data
<< uint32(char_flags
); // character flags
1395 // character customize (flags?)
1396 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1397 *p_data
<< uint8(1); // unknown
1401 uint32 petDisplayId
= 0;
1402 uint32 petLevel
= 0;
1403 uint32 petFamily
= 0;
1405 // show pet at selection character in character list only for non-ghost character
1406 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1408 uint32 entry
= fields
[10].GetUInt32();
1409 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1412 petDisplayId
= fields
[11].GetUInt32();
1413 petLevel
= fields
[12].GetUInt32();
1414 petFamily
= cInfo
->family
;
1418 *p_data
<< uint32(petDisplayId
);
1419 *p_data
<< uint32(petLevel
);
1420 *p_data
<< uint32(petFamily
);
1423 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1425 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1426 uint32 item_id
= GetUInt32Value(visualbase
);
1427 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1428 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1430 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1432 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1433 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1439 *p_data
<< uint32(proto
->DisplayInfoID
);
1440 *p_data
<< uint8(proto
->InventoryType
);
1441 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1445 *p_data
<< uint32(0);
1446 *p_data
<< uint8(0);
1447 *p_data
<< uint32(0); // enchant?
1450 *p_data
<< uint32(0); // first bag display id
1451 *p_data
<< uint8(0); // first bag inventory type
1452 *p_data
<< uint32(0); // enchant?
1455 bool Player::ToggleAFK()
1457 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1459 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1461 // afk player not allowed in battleground
1462 if(state
&& InBattleGround())
1463 LeaveBattleground();
1468 bool Player::ToggleDND()
1470 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1472 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1475 uint8
Player::chatTag() const
1492 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1494 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1496 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1500 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1501 Pet
* pet
= GetPet();
1503 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1505 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1506 // don't let gm level > 1 either
1507 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1510 // client without expansion support
1511 if(GetSession()->Expansion() < mEntry
->Expansion())
1513 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1516 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1518 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1520 return false; // normal client can't teleport to this map...
1524 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1527 // if we were on a transport, leave
1528 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1530 m_transport
->RemovePassenger(this);
1532 m_movementInfo
.t_x
= 0.0f
;
1533 m_movementInfo
.t_y
= 0.0f
;
1534 m_movementInfo
.t_z
= 0.0f
;
1535 m_movementInfo
.t_o
= 0.0f
;
1536 m_movementInfo
.t_time
= 0;
1539 SetSemaphoreTeleport(true);
1541 // The player was ported to another map and looses the duel immediately.
1542 // We have to perform this check before the teleport, otherwise the
1543 // ObjectAccessor won't find the flag.
1544 if (duel
&& GetMapId()!=mapid
)
1546 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1548 DuelComplete(DUEL_FLED
);
1551 // reset movement flags at teleport, because player will continue move with these flags after teleport
1552 SetUnitMovementFlags(0);
1554 if ((GetMapId() == mapid
) && (!m_transport
))
1556 // prepare zone change detect
1557 uint32 old_zone
= GetZoneId();
1560 if(!GetSession()->PlayerLogout())
1563 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1564 GetSession()->SendPacket(&data
);
1565 SetPosition( x
, y
, z
, orientation
, true);
1568 // this will be used instead of the current location in SaveToDB
1569 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1570 SetFallInformation(0, z
);
1572 //BuildHeartBeatMsg(&data);
1573 //SendMessageToSet(&data, true);
1574 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1576 //same map, only remove pet if out of range
1577 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1579 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1580 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1582 m_temporaryUnsummonedPetNumber
= 0;
1584 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1588 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1591 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1594 if(pet
&& m_temporaryUnsummonedPetNumber
)
1596 Pet
* NewPet
= new Pet
;
1597 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1600 m_temporaryUnsummonedPetNumber
= 0;
1604 if(!GetSession()->PlayerLogout())
1606 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1607 SetSemaphoreTeleport(false);
1609 UpdateZone(GetZoneId());
1613 if(old_zone
!= GetZoneId())
1616 if(pvpInfo
.inHostileArea
)
1617 CastSpell(this, 2479, true);
1622 // far teleport to another map
1623 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1624 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1626 // Check enter rights before map getting to avoid creating instance copy for player
1627 // this check not dependent from map instance copy and same for all instance copies of selected map
1628 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1630 SetSemaphoreTeleport(false);
1634 // If the map is not created, assume it is possible to enter it.
1635 // It will be created in the WorldPortAck.
1636 Map
*map
= MapManager::Instance().FindMap(mapid
);
1637 if (!map
|| map
->CanEnter(this))
1643 ResetContestedPvP();
1645 // remove player from battleground on far teleport (when changing maps)
1646 if(BattleGround
const* bg
= GetBattleGround())
1648 // Note: at battleground join battleground id set before teleport
1649 // and we already will found "current" battleground
1650 // just need check that this is targeted map or leave
1651 if(bg
->GetMapId() != mapid
)
1652 LeaveBattleground(false); // don't teleport to entry point
1655 // remove pet on map change
1658 //leaving map -> delete pet right away (doing this later will cause problems)
1659 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1660 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1662 m_temporaryUnsummonedPetNumber
= 0;
1664 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1667 // remove all dyn objects
1668 RemoveAllDynObjects();
1670 // stop spellcasting
1671 // not attempt interrupt teleportation spell at caster teleport
1672 if(!(options
& TELE_TO_SPELL
))
1673 if(IsNonMeleeSpellCasted(true))
1674 InterruptNonMeleeSpells(true);
1676 if(!GetSession()->PlayerLogout())
1678 // send transfer packets
1679 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1680 data
<< uint32(mapid
);
1683 data
<< m_transport
->GetEntry() << GetMapId();
1685 GetSession()->SendPacket(&data
);
1687 data
.Initialize(SMSG_NEW_WORLD
, (20));
1690 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1694 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1696 GetSession()->SendPacket( &data
);
1697 SendSavedInstances();
1699 // remove from old map now
1700 if(oldmap
) oldmap
->Remove(this, false);
1703 // new final coordinates
1707 float final_o
= orientation
;
1711 final_x
+= m_movementInfo
.t_x
;
1712 final_y
+= m_movementInfo
.t_y
;
1713 final_z
+= m_movementInfo
.t_z
;
1714 final_o
+= m_movementInfo
.t_o
;
1717 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1718 SetFallInformation(0, final_z
);
1719 // if the player is saved before worldportack (at logout for example)
1720 // this will be used instead of the current location in SaveToDB
1722 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1724 // move packet sent by client always after far teleport
1725 // SetPosition(final_x, final_y, final_z, final_o, true);
1728 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1736 void Player::AddToWorld()
1738 ///- Do not add/remove the player from the object storage
1739 ///- It will crash when updating the ObjectAccessor
1740 ///- The player should only be added when logging in
1743 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1746 m_items
[i
]->AddToWorld();
1750 void Player::RemoveFromWorld()
1755 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1757 UnsummonAllTotems();
1762 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1765 m_items
[i
]->RemoveFromWorld();
1768 ///- Do not add/remove the player from the object storage
1769 ///- It will crash when updating the ObjectAccessor
1770 ///- The player should only be removed when logging out
1771 Unit::RemoveFromWorld();
1774 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1778 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1782 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1784 // talent who gave more rage on attack
1785 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1789 addRage
= damage
/rageconversion
*2.5;
1791 // Berserker Rage effect
1792 if(HasAura(18499,0))
1796 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1798 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1801 void Player::RegenerateAll()
1803 if (m_regenTimer
!= 0)
1805 uint32 regenDelay
= 2000;
1807 // Not in combat or they have regeneration
1808 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1809 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1812 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1814 Regenerate(POWER_RAGE
);
1815 if(getClass() == CLASS_DEATH_KNIGHT
)
1816 Regenerate(POWER_RUNIC_POWER
);
1820 Regenerate( POWER_ENERGY
);
1822 Regenerate( POWER_MANA
);
1824 if(getClass() == CLASS_DEATH_KNIGHT
)
1825 Regenerate( POWER_RUNE
);
1827 m_regenTimer
= regenDelay
;
1830 void Player::Regenerate(Powers power
)
1832 uint32 curValue
= GetPower(power
);
1833 uint32 maxValue
= GetMaxPower(power
);
1835 float addvalue
= 0.0f
;
1841 bool recentCast
= IsUnderLastManaUseEffect();
1842 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1845 // Mangos Updates Mana in intervals of 2s, which is correct
1846 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1850 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1853 case POWER_RAGE
: // Regenerate rage
1855 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1856 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1858 case POWER_ENERGY
: // Regenerate energy (rogue)
1861 case POWER_RUNIC_POWER
:
1863 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1864 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1868 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1869 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1870 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1873 case POWER_HAPPINESS
:
1877 // Mana regen calculated in Player::UpdateManaRegen()
1878 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1879 if(power
!= POWER_MANA
)
1881 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1882 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1883 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1884 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1887 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1889 curValue
+= uint32(addvalue
);
1890 if (curValue
> maxValue
)
1891 curValue
= maxValue
;
1895 if(curValue
<= uint32(addvalue
))
1898 curValue
-= uint32(addvalue
);
1900 SetPower(power
, curValue
);
1903 void Player::RegenerateHealth()
1905 uint32 curValue
= GetHealth();
1906 uint32 maxValue
= GetMaxHealth();
1908 if (curValue
>= maxValue
) return;
1910 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1912 float addvalue
= 0.0f
;
1915 if ( IsPolymorphed() )
1916 addvalue
= GetMaxHealth()/3;
1917 // normal regen case (maybe partly in combat case)
1918 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1920 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1923 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1924 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1925 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1927 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1928 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1934 // always regeneration bonus (including combat)
1935 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1940 ModifyHealth(int32(addvalue
));
1943 bool Player::CanInteractWithNPCs(bool alive
) const
1945 if(alive
&& !isAlive())
1953 bool Player::IsUnderWater() const
1955 return IsInWater() &&
1956 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1959 void Player::SetInWater(bool apply
)
1961 if(m_isInWater
==apply
)
1964 //define player in water by opcodes
1965 //move player's guid into HateOfflineList of those mobs
1966 //which can't swim and move guid back into ThreatList when
1968 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1969 m_isInWater
= apply
;
1971 // remove auras that need water/land
1972 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1974 getHostilRefManager().updateThreatTables();
1977 void Player::SetGameMaster(bool on
)
1981 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1983 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1985 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1986 ResetContestedPvP();
1988 getHostilRefManager().setOnlineOfflineState(false);
1991 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
1996 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
1997 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
1999 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2000 setFactionForRace(getRace());
2001 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2003 // restore FFA PvP Server state
2004 if(sWorld
.IsFFAPvPRealm())
2005 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2007 // restore FFA PvP area state, remove not allowed for GM mounts
2008 UpdateArea(m_areaUpdateId
);
2010 getHostilRefManager().setOnlineOfflineState(true);
2013 ObjectAccessor::UpdateVisibilityForPlayer(this);
2016 void Player::SetGMVisible(bool on
)
2020 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2022 // Reapply stealth/invisibility if active or show if not any
2023 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2024 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2025 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2026 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2028 SetVisibility(VISIBILITY_ON
);
2032 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2034 SetAcceptWhispers(false);
2035 SetGameMaster(true);
2037 SetVisibility(VISIBILITY_OFF
);
2041 bool Player::IsGroupVisibleFor(Player
* p
) const
2043 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2045 default: return IsInSameGroupWith(p
);
2046 case 1: return IsInSameRaidWith(p
);
2047 case 2: return GetTeam()==p
->GetTeam();
2051 bool Player::IsInSameGroupWith(Player
const* p
) const
2053 return p
==this || GetGroup() != NULL
&&
2054 GetGroup() == p
->GetGroup() &&
2055 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2058 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2059 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2060 void Player::UninviteFromGroup()
2062 Group
* group
= GetGroupInvite();
2066 group
->RemoveInvite(this);
2068 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2070 if(group
->IsCreated())
2072 group
->Disband(true);
2073 objmgr
.RemoveGroup(group
);
2076 group
->RemoveAllInvites();
2082 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2086 if (group
->RemoveMember(guid
, 0) <= 1)
2088 // group->Disband(); already disbanded in RemoveMember
2089 objmgr
.RemoveGroup(group
);
2091 // removemember sets the player's group pointer to NULL
2096 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2098 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2099 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2100 data
<< uint32(GivenXP
+RestXP
); // given experience
2101 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2104 data
<< uint32(GivenXP
); // experience without rested bonus
2105 data
<< float(1); // 1 - none 0 - 100% group bonus output
2107 data
<< uint8(0); // new 2.4.0
2108 GetSession()->SendPacket(&data
);
2111 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2119 uint32 level
= getLevel();
2121 // XP to money conversion processed in Player::RewardQuest
2122 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2125 // handle SPELL_AURA_MOD_XP_PCT auras
2126 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2127 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2128 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2130 // XP resting bonus for kill
2131 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2133 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2135 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2136 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2137 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2139 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2143 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2144 GiveLevel(level
+ 1);
2147 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2150 SetUInt32Value(PLAYER_XP
, newXP
);
2153 // Update player to next level
2154 // Current player experience not update (must be update by caller)
2155 void Player::GiveLevel(uint32 level
)
2157 if ( level
== getLevel() )
2160 PlayerLevelInfo info
;
2161 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2163 PlayerClassLevelInfo classInfo
;
2164 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2166 // send levelup info to client
2167 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2168 data
<< uint32(level
);
2169 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2170 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2171 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2179 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2180 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2182 GetSession()->SendPacket(&data
);
2184 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2186 //update level, max level of skills
2187 if(getLevel()!= level
)
2188 m_Played_time
[1] = 0; // Level Played Time reset
2190 UpdateSkillsForLevel ();
2192 // save base values (bonuses already included in stored stats
2193 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2194 SetCreateStat(Stats(i
), info
.stats
[i
]);
2196 SetCreateHealth(classInfo
.basehealth
);
2197 SetCreateMana(classInfo
.basemana
);
2199 InitTalentForLevel();
2200 InitTaxiNodesForLevel();
2201 InitGlyphsForLevel();
2205 // set current level health and mana/energy to maximum after applying all mods.
2206 SetHealth(GetMaxHealth());
2207 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2208 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2209 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2210 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2211 SetPower(POWER_FOCUS
, 0);
2212 SetPower(POWER_HAPPINESS
, 0);
2214 // give level to summoned pet
2215 Pet
* pet
= GetPet();
2216 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2217 pet
->GivePetLevel(level
);
2218 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2221 void Player::InitTalentForLevel()
2223 uint32 level
= getLevel();
2224 // talents base at level diff ( talents = level - 9 but some can be used already)
2227 // Remove all talent points
2228 if(m_usedTalentCount
> 0) // Free any used talents
2231 SetFreeTalentPoints(0);
2236 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2238 // if used more that have then reset
2239 if(m_usedTalentCount
> talentPointsForLevel
)
2241 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2244 SetFreeTalentPoints(0);
2246 // else update amount of free points
2248 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2252 void Player::InitStatsForLevel(bool reapplyMods
)
2254 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2255 _RemoveAllStatBonuses();
2257 PlayerClassLevelInfo classInfo
;
2258 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2260 PlayerLevelInfo info
;
2261 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2263 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2264 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2266 UpdateSkillsForLevel ();
2268 // set default cast time multiplier
2269 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2271 // reset size before reapply auras
2272 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2274 // save base values (bonuses already included in stored stats
2275 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2276 SetCreateStat(Stats(i
), info
.stats
[i
]);
2278 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2279 SetStat(Stats(i
), info
.stats
[i
]);
2281 SetCreateHealth(classInfo
.basehealth
);
2284 SetCreateMana(classInfo
.basemana
);
2286 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2290 //reset rating fields values
2291 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2292 SetUInt32Value(index
, 0);
2294 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2295 for (int i
= 0; i
< 7; i
++)
2297 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2298 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2299 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2302 //reset attack power, damage and attack speed fields
2303 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2304 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2305 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2307 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2308 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2309 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2310 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2311 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2312 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2314 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2315 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2316 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2317 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2318 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2319 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2321 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2322 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2323 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2324 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2326 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2327 for (uint8 i
= 0; i
< 7; ++i
)
2328 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2330 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2331 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2332 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2335 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2337 // set armor (resistance 0) to original value (create_agility*2)
2338 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2339 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2340 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2341 // set other resistance to original value (0)
2342 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2344 SetResistance(SpellSchools(i
), 0);
2345 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2346 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2349 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2350 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2351 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2353 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2354 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2356 // Reset no reagent cost field
2357 for(int i
= 0; i
< 3; i
++)
2358 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2359 // Init data for form but skip reapply item mods for form
2360 InitDataForForm(reapplyMods
);
2363 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2364 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2366 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2368 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2369 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2371 // cleanup unit flags (will be re-applied if need at aura load).
2372 RemoveFlag( UNIT_FIELD_FLAGS
,
2373 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2374 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2375 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2376 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2377 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2378 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2380 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2382 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2383 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2385 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2386 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2388 // restore if need some important flags
2389 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2391 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2392 _ApplyAllStatBonuses();
2394 // set current level health and mana/energy to maximum after applying all mods.
2395 SetHealth(GetMaxHealth());
2396 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2397 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2398 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2399 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2400 SetPower(POWER_FOCUS
, 0);
2401 SetPower(POWER_HAPPINESS
, 0);
2402 SetPower(POWER_RUNIC_POWER
, 0);
2405 void Player::SendInitialSpells()
2407 time_t curTime
= time(NULL
);
2408 time_t infTime
= curTime
+ MONTH
/2;
2410 uint16 spellCount
= 0;
2412 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2415 size_t countPos
= data
.wpos();
2416 data
<< uint16(spellCount
); // spell count placeholder
2418 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2420 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2423 if(!itr
->second
->active
|| itr
->second
->disabled
)
2426 data
<< uint16(itr
->first
);
2427 data
<< uint16(0); // it's not slot id
2432 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2434 uint16 spellCooldowns
= m_spellCooldowns
.size();
2435 data
<< uint16(spellCooldowns
);
2436 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2438 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2442 // not send infinity cooldown
2443 if(itr
->second
.end
> infTime
)
2446 data
<< uint16(itr
->first
);
2448 time_t cooldown
= 0;
2449 if(itr
->second
.end
> curTime
)
2450 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2452 data
<< uint16(itr
->second
.itemid
); // cast item id
2453 data
<< uint16(sEntry
->Category
); // spell category
2454 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2456 data
<< uint32(0); // cooldown
2457 data
<< uint32(cooldown
); // category cooldown
2461 data
<< uint32(cooldown
); // cooldown
2462 data
<< uint32(0); // category cooldown
2466 GetSession()->SendPacket(&data
);
2468 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2471 void Player::RemoveMail(uint32 id
)
2473 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2475 if ((*itr
)->messageID
== id
)
2477 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2484 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2486 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2487 data
<< (uint32
) mailId
;
2488 data
<< (uint32
) mailAction
;
2489 data
<< (uint32
) mailError
;
2490 if ( mailError
== MAIL_ERR_BAG_FULL
)
2491 data
<< (uint32
) equipError
;
2492 else if( mailAction
== MAIL_ITEM_TAKEN
)
2494 data
<< (uint32
) item_guid
; // item guid low?
2495 data
<< (uint32
) item_count
; // item count?
2497 GetSession()->SendPacket(&data
);
2500 void Player::SendNewMail()
2502 // deliver undelivered mail
2503 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2505 GetSession()->SendPacket(&data
);
2508 void Player::UpdateNextMailTimeAndUnreads()
2510 // calculate next delivery time (min. from non-delivered mails
2511 // and recalculate unReadMail
2512 time_t cTime
= time(NULL
);
2513 m_nextMailDelivereTime
= 0;
2515 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2517 if((*itr
)->deliver_time
> cTime
)
2519 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2520 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2522 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2527 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2529 if(deliver_time
<= time(NULL
)) // ready now
2534 else // not ready and no have ready mails
2536 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2537 m_nextMailDelivereTime
= deliver_time
;
2541 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2543 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2546 // do character spell book cleanup (all characters)
2547 if(!IsInWorld() && !learning
) // spell load case
2549 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2550 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2553 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2558 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2560 // do character spell book cleanup (all characters)
2561 if(!IsInWorld() && !learning
) // spell load case
2563 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2564 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2567 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2572 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2574 bool dependent_set
= false;
2575 bool disabled_case
= false;
2576 bool superceded_old
= false;
2578 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2579 if (itr
!= m_spells
.end())
2581 uint32 next_active_spell_id
= 0;
2582 // fix activate state for non-stackable low rank (and find next spell for !active case)
2583 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2585 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2586 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2588 if(HasSpell(next_itr
->second
))
2590 // high rank already known so this must !active
2592 next_active_spell_id
= next_itr
->second
;
2598 // not do anything if already known in expected state
2599 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2600 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2602 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2603 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2608 // dependent spell known as not dependent, overwrite state
2609 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2611 itr
->second
->dependent
= dependent
;
2612 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2613 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2614 dependent_set
= true;
2617 // update active state for known spell
2618 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2620 itr
->second
->active
= active
;
2622 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2623 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2624 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2625 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2629 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2630 CastSpell (this,spell_id
,true);
2632 else if(IsInWorld())
2634 if(next_active_spell_id
)
2636 // update spell ranks in spellbook and action bar
2637 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2638 data
<< uint16(spell_id
);
2639 data
<< uint16(next_active_spell_id
);
2640 GetSession()->SendPacket( &data
);
2644 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2645 data
<< uint16(spell_id
);
2646 GetSession()->SendPacket(&data
);
2650 return active
; // learn (show in spell book if active now)
2653 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2655 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2656 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2657 itr
->second
->disabled
= disabled
;
2662 disabled_case
= true;
2664 else switch(itr
->second
->state
)
2666 case PLAYERSPELL_UNCHANGED
: // known saved spell
2668 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2671 m_spells
.erase(itr
);
2672 state
= PLAYERSPELL_CHANGED
;
2673 break; // need re-add
2675 default: // known not saved yet spell (new or modified)
2677 // can be in case spell loading but learned at some previous spell loading
2678 if(!IsInWorld() && !learning
&& !dependent_set
)
2679 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2686 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2688 // talent: unlearn all other talent ranks (high and low)
2689 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2691 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2693 for(int i
=0; i
<5; ++i
)
2695 // skip learning spell and no rank spell case
2696 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2697 if(!rankSpellId
|| rankSpellId
==spell_id
)
2700 removeSpell(rankSpellId
);
2704 // non talent spell: learn low ranks (recursive call)
2705 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2707 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2708 addSpell(prev_spell
,active
,true,true,disabled
);
2709 else // at normal learning
2710 learnSpell(prev_spell
,true);
2713 PlayerSpell
*newspell
= new PlayerSpell
;
2714 newspell
->state
= state
;
2715 newspell
->active
= active
;
2716 newspell
->dependent
= dependent
;
2717 newspell
->disabled
= disabled
;
2719 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2720 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2722 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2724 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2725 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2726 if(!i_spellInfo
) continue;
2728 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2730 if(itr
->second
->active
)
2732 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2734 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2736 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2737 data
<< uint16(itr
->first
);
2738 data
<< uint16(spell_id
);
2739 GetSession()->SendPacket( &data
);
2742 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2743 itr
->second
->active
= false;
2744 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2745 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2746 superceded_old
= true; // new spell replace old in action bars and spell book.
2748 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2750 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2752 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2753 data
<< uint16(spell_id
);
2754 data
<< uint16(itr
->first
);
2755 GetSession()->SendPacket( &data
);
2758 // mark new spell as disable (not learned yet for client and will not learned)
2759 newspell
->active
= false;
2760 if(newspell
->state
!= PLAYERSPELL_NEW
)
2761 newspell
->state
= PLAYERSPELL_CHANGED
;
2768 m_spells
[spell_id
] = newspell
;
2770 // return false if spell disabled
2771 if (newspell
->disabled
)
2775 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2777 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2778 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2779 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2781 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2782 CastSpell(this, spell_id
, true);
2784 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2785 else if (IsPassiveSpell(spell_id
))
2787 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2788 CastSpell(this, spell_id
, true);
2790 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2792 CastSpell(this, spell_id
, true);
2796 // update used talent points count
2797 m_usedTalentCount
+= talentCost
;
2799 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2800 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2802 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2803 SetFreePrimaryProffesions(freeProfs
-1);
2806 // add dependent skills
2807 uint16 maxskill
= GetMaxSkillValueForLevel();
2809 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2813 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2814 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2816 if(skill_value
< spellLearnSkill
->value
)
2817 skill_value
= spellLearnSkill
->value
;
2819 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2821 if(skill_max_value
< new_skill_max_value
)
2822 skill_max_value
= new_skill_max_value
;
2824 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2828 // not ranked skills
2829 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2830 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2832 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2834 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2838 if(HasSkill(pSkill
->id
))
2841 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2842 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2843 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2845 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2847 case SKILL_RANGE_LANGUAGE
:
2848 SetSkill(pSkill
->id
, 300, 300 );
2850 case SKILL_RANGE_LEVEL
:
2851 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2853 case SKILL_RANGE_MONO
:
2854 SetSkill(pSkill
->id
, 1, 1 );
2863 // learn dependent spells
2864 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2865 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2867 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2869 if(!itr
->second
.autoLearned
)
2871 if(!IsInWorld() || !itr
->second
.active
) // at spells loading, no output, but allow save
2872 addSpell(itr
->second
.spell
,itr
->second
.active
,true,true,false);
2873 else // at normal learning
2874 learnSpell(itr
->second
.spell
,true);
2880 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2881 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2884 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2885 return active
&& !disabled
&& !superceded_old
;
2888 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2890 bool need_cast
= false;
2892 switch(spellInfo
->Id
)
2894 // some spells not have stance data expacted cast at form change or present
2895 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2896 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2897 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2898 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2899 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2900 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2901 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2902 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2903 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2904 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2905 // another spells have proper stance data
2906 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2909 //Check CasterAuraStates
2910 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
2913 void Player::learnSpell(uint32 spell_id
, bool dependent
)
2915 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2917 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2918 bool active
= disabled
? itr
->second
->active
: true;
2920 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
2922 // learn all disabled higher ranks (recursive)
2925 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2926 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2928 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2929 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
2930 learnSpell(i
->second
,false);
2934 // prevent duplicated entires in spell book, also not send if not in world (loading)
2935 if(!learning
|| !IsInWorld ())
2938 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2939 data
<< uint32(spell_id
);
2940 GetSession()->SendPacket(&data
);
2943 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
2945 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2946 if (itr
== m_spells
.end())
2949 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2952 // unlearn non talent higher ranks (recursive)
2953 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2954 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2955 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2956 removeSpell(itr2
->second
,disabled
);
2958 bool cur_active
= itr
->second
->active
;
2959 bool cur_dependent
= itr
->second
->dependent
;
2963 itr
->second
->disabled
= disabled
;
2964 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2965 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2969 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2972 m_spells
.erase(itr
);
2975 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2978 RemoveAurasDueToSpell(spell_id
);
2981 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2982 RemovePetAura(petSpell
);
2984 // free talent points
2985 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2988 if(talentCosts
< m_usedTalentCount
)
2989 m_usedTalentCount
-= talentCosts
;
2991 m_usedTalentCount
= 0;
2994 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2995 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2997 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2998 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2999 SetFreePrimaryProffesions(freeProfs
);
3002 // remove dependent skill
3003 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3006 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3007 if(!prev_spell
) // first rank, remove skill
3008 SetSkill(spellLearnSkill
->skill
,0,0);
3011 // search prev. skill setting by spell ranks chain
3012 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3013 while(!prevSkill
&& prev_spell
)
3015 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3016 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3019 if(!prevSkill
) // not found prev skill setting, remove skill
3020 SetSkill(spellLearnSkill
->skill
,0,0);
3021 else // set to prev. skill setting values
3023 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3024 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3026 if(skill_value
> prevSkill
->value
)
3027 skill_value
= prevSkill
->value
;
3029 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3031 if(skill_max_value
> new_skill_max_value
)
3032 skill_max_value
= new_skill_max_value
;
3034 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3041 // not ranked skills
3042 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3043 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3045 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3047 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3051 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3052 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3053 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
3055 // not reset skills for professions and racial abilities
3056 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3057 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3060 SetSkill(pSkill
->id
, 0, 0 );
3065 // remove dependent spells
3066 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3067 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3069 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3070 removeSpell(itr2
->second
.spell
, disabled
);
3072 // activate lesser rank in spellbook/action bar, and cast it if need
3073 bool prev_activate
= false;
3075 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3077 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3079 // if talent then lesser rank also talent and need learn
3081 learnSpell (prev_id
,false);
3082 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3083 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3085 // need manually update dependence state (learn spell ignore like attempts)
3086 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3087 if (prev_itr
!= m_spells
.end())
3089 if(prev_itr
->second
->dependent
!= cur_dependent
)
3091 prev_itr
->second
->dependent
= cur_dependent
;
3092 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3093 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3096 // now re-learn if need re-activate
3097 if(cur_active
&& !prev_itr
->second
->active
)
3099 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3101 if(update_action_bar_for_low_rank
)
3103 // downgrade spell ranks in spellbook and action bar
3104 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3105 data
<< uint16(spell_id
);
3106 data
<< uint16(prev_id
);
3107 GetSession()->SendPacket( &data
);
3108 prev_activate
= true;
3116 // remove from spell book if not replaced by lesser rank
3119 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3120 data
<< uint16(spell_id
);
3121 GetSession()->SendPacket(&data
);
3125 void Player::RemoveArenaSpellCooldowns()
3127 // remove cooldowns on spells that has < 15 min CD
3128 SpellCooldowns::iterator itr
, next
;
3129 // iterate spell cooldowns
3130 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3134 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3135 // check if spellentry is present and if the cooldown is less than 15 mins
3137 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3138 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3141 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3142 data
<< uint32(itr
->first
);
3144 GetSession()->SendPacket(&data
);
3146 m_spellCooldowns
.erase(itr
);
3151 void Player::RemoveAllSpellCooldown()
3153 if(!m_spellCooldowns
.empty())
3155 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3157 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3158 data
<< uint32(itr
->first
);
3159 data
<< uint64(GetGUID());
3160 GetSession()->SendPacket(&data
);
3162 m_spellCooldowns
.clear();
3166 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3168 // some cooldowns can be already set at aura loading...
3170 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3174 time_t curTime
= time(NULL
);
3178 Field
*fields
= result
->Fetch();
3180 uint32 spell_id
= fields
[0].GetUInt32();
3181 uint32 item_id
= fields
[1].GetUInt32();
3182 time_t db_time
= (time_t)fields
[2].GetUInt64();
3184 if(!sSpellStore
.LookupEntry(spell_id
))
3186 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3190 // skip outdated cooldown
3191 if(db_time
<= curTime
)
3194 AddSpellCooldown(spell_id
, item_id
, db_time
);
3196 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3198 while( result
->NextRow() );
3204 void Player::_SaveSpellCooldowns()
3206 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3208 time_t curTime
= time(NULL
);
3209 time_t infTime
= curTime
+ MONTH
/2;
3211 // remove outdated and save active
3212 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3214 if(itr
->second
.end
<= curTime
)
3215 m_spellCooldowns
.erase(itr
++);
3216 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3218 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
));
3226 uint32
Player::resetTalentsCost() const
3228 // The first time reset costs 1 gold
3229 if(m_resetTalentsCost
< 1*GOLD
)
3232 else if(m_resetTalentsCost
< 5*GOLD
)
3234 // After that it increases in increments of 5 gold
3235 else if(m_resetTalentsCost
< 10*GOLD
)
3239 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3242 // This cost will be reduced by a rate of 5 gold per month
3243 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3244 // to a minimum of 10 gold.
3245 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3249 // After that it increases in increments of 5 gold
3250 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3251 // until it hits a cap of 50 gold.
3252 if(new_cost
> 50*GOLD
)
3259 bool Player::resetTalents(bool no_cost
)
3261 // not need after this call
3262 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3264 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3265 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3268 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3270 if (m_usedTalentCount
== 0)
3272 SetFreeTalentPoints(talentPointsForLevel
);
3280 cost
= resetTalentsCost();
3282 if (GetMoney() < cost
)
3284 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3289 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3291 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3293 if (!talentInfo
) continue;
3295 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3300 // unlearn only talents for character class
3301 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3302 // to prevent unexpected lost normal learned spell skip another class talents
3303 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3306 for (int j
= 0; j
< 5; j
++)
3308 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3310 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3316 // remove learned spells (all ranks)
3317 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3319 // unlearn if first rank is talent or learned by talent
3320 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3322 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3323 itr
= GetSpellMap().begin();
3332 SetFreeTalentPoints(talentPointsForLevel
);
3336 ModifyMoney(-(int32
)cost
);
3338 m_resetTalentsCost
= cost
;
3339 m_resetTalentsTime
= time(NULL
);
3342 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3343 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3347 m_canTitanGrip
= false;
3348 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3349 AutoUnequipOffhandIfNeed();
3355 Mail
* Player::GetMail(uint32 id
)
3357 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3359 if ((*itr
)->messageID
== id
)
3367 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3371 Object::_SetCreateBits(updateMask
, target
);
3375 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3377 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3378 updateMask
->SetBit(index
);
3383 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3387 Object::_SetUpdateBits(updateMask
, target
);
3391 Object::_SetUpdateBits(updateMask
, target
);
3392 *updateMask
&= updateVisualBits
;
3396 void Player::InitVisibleBits()
3398 updateVisualBits
.SetCount(PLAYER_END
);
3400 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3401 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3402 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3403 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3404 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3405 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3406 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3407 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3408 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3409 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3410 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3411 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3412 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3413 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3414 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3415 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3416 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3417 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3418 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3419 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3420 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3421 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3422 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3423 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3424 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3425 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3426 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3427 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3428 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3429 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3430 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3431 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3432 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3433 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3434 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3435 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3436 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3437 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3438 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3439 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3440 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3441 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3442 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3443 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3444 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3445 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3446 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3447 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3448 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3449 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3450 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3451 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3452 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3453 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3454 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3456 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3457 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3458 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3459 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3460 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3461 updateVisualBits
.SetBit(PLAYER_BYTES
);
3462 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3463 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3464 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3465 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3467 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3468 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3469 updateVisualBits
.SetBit(i
);
3471 // Players visible items are not inventory stuff
3472 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3474 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3477 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3478 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3481 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3483 // item enchantments
3484 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3485 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3487 // random properties
3488 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3489 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3490 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3493 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3496 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3498 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3500 if(m_items
[i
] == NULL
)
3503 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3508 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3510 if(m_items
[i
] == NULL
)
3513 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3515 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3517 if(m_items
[i
] == NULL
)
3520 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3524 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3527 void Player::DestroyForPlayer( Player
*target
) const
3529 Unit::DestroyForPlayer( target
);
3531 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3533 if(m_items
[i
] == NULL
)
3536 m_items
[i
]->DestroyForPlayer( target
);
3541 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3543 if(m_items
[i
] == NULL
)
3546 m_items
[i
]->DestroyForPlayer( target
);
3548 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3550 if(m_items
[i
] == NULL
)
3553 m_items
[i
]->DestroyForPlayer( target
);
3558 bool Player::HasSpell(uint32 spell
) const
3560 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3561 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3562 !itr
->second
->disabled
);
3565 bool Player::HasActiveSpell(uint32 spell
) const
3567 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3568 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3569 itr
->second
->active
&& !itr
->second
->disabled
);
3572 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3575 return TRAINER_SPELL_RED
;
3577 if (!trainer_spell
->learnedSpell
)
3578 return TRAINER_SPELL_RED
;
3581 if(HasSpell(trainer_spell
->learnedSpell
))
3582 return TRAINER_SPELL_GRAY
;
3584 // check race/class requirement
3585 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3586 return TRAINER_SPELL_RED
;
3588 // check level requirement
3589 if(getLevel() < trainer_spell
->reqLevel
)
3590 return TRAINER_SPELL_RED
;
3592 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3594 // check prev.rank requirement
3595 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3596 return TRAINER_SPELL_RED
;
3598 // check additional spell requirement
3599 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3600 return TRAINER_SPELL_RED
;
3603 // check skill requirement
3604 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3605 return TRAINER_SPELL_RED
;
3607 // exist, already checked at loading
3608 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3610 // secondary prof. or not prof. spell
3611 uint32 skill
= spell
->EffectMiscValue
[1];
3613 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3614 return TRAINER_SPELL_GREEN
;
3616 // check primary prof. limit
3617 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3618 return TRAINER_SPELL_RED
;
3620 return TRAINER_SPELL_GREEN
;
3623 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3625 uint32 guid
= GUID_LOPART(playerguid
);
3627 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3628 // bones will be deleted by corpse/bones deleting thread shortly
3629 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3631 // remove from guild
3632 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3635 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3637 guild
->DelMember(guid
);
3640 // remove from arena teams
3641 LeaveAllArenaTeams(playerguid
);
3643 // the player was uninvited already on logout so just remove from group
3644 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3647 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3649 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3652 RemoveFromGroup(group
, playerguid
);
3656 // remove signs from petitions (also remove petitions if owner);
3657 RemovePetitionsAndSigns(playerguid
, 10);
3659 // return back all mails with COD and Item 0 1 2 3 4 5 6
3660 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
);
3665 Field
*fields
= resultMail
->Fetch();
3667 uint32 mail_id
= fields
[0].GetUInt32();
3668 uint16 mailTemplateId
= fields
[1].GetUInt16();
3669 uint32 sender
= fields
[2].GetUInt32();
3670 std::string subject
= fields
[3].GetCppString();
3671 uint32 itemTextId
= fields
[4].GetUInt32();
3672 uint32 money
= fields
[5].GetUInt32();
3673 bool has_items
= fields
[6].GetBool();
3675 //we can return mail now
3676 //so firstly delete the old one
3677 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3682 // data needs to be at first place for Item::LoadFromDB
3683 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
);
3688 Field
*fields2
= resultItems
->Fetch();
3690 uint32 item_guidlow
= fields2
[1].GetUInt32();
3691 uint32 item_template
= fields2
[2].GetUInt32();
3693 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3696 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3700 Item
*pItem
= NewItemOrBag(itemProto
);
3701 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3703 pItem
->FSetState(ITEM_REMOVED
);
3704 pItem
->SaveToDB(); // it also deletes item object !
3708 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3710 while (resultItems
->NextRow());
3716 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3718 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3720 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3722 while (resultMail
->NextRow());
3727 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3728 // Get guids of character's pets, will deleted in transaction
3729 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3731 // NOW we can finally clear other DB data related to character
3732 CharacterDatabase
.BeginTransaction();
3737 Field
*fields3
= resultPets
->Fetch();
3738 uint32 petguidlow
= fields3
[0].GetUInt32();
3739 Pet::DeleteFromDB(petguidlow
);
3740 } while (resultPets
->NextRow());
3744 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3745 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3746 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3747 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3748 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3749 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3750 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3751 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3752 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3753 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3754 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3755 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3756 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3757 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3758 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3759 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3760 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3761 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3762 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3763 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3764 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3765 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3766 CharacterDatabase
.CommitTransaction();
3768 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3769 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3772 void Player::SetMovement(PlayerMovementType pType
)
3777 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3778 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3779 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3780 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3782 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3785 data
.append(GetPackGUID());
3787 GetSession()->SendPacket( &data
);
3791 - a resurrectable corpse must not be loaded for the player (only bones)
3792 - the player must be in world
3794 void Player::BuildPlayerRepop()
3796 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3797 data
.append(GetPackGUID());
3798 GetSession()->SendPacket(&data
);
3800 if(getRace() == RACE_NIGHTELF
)
3801 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)
3802 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3804 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3805 // there must be SMSG.STOP_MIRROR_TIMER
3806 // there we must send 888 opcode
3808 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3811 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3815 // create a corpse and place it at the player's location
3817 Corpse
*corpse
= GetCorpse();
3820 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3823 GetMap()->Add(corpse
);
3825 // convert player body to ghost
3828 SetMovement(MOVE_WATER_WALK
);
3829 if(!GetSession()->isLogingOut())
3830 SetMovement(MOVE_UNROOT
);
3832 // BG - remove insignia related
3833 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3835 SendCorpseReclaimDelay();
3837 // to prevent cheating
3838 corpse
->ResetGhostTime();
3840 StopMirrorTimers(); //disable timers(bars)
3842 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3844 // set and clear other
3845 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3848 void Player::SendDelayResponse(const uint32 ml_seconds
)
3850 //FIXME: is this delay time arg really need? 50msec by default in code
3851 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3852 data
<< (uint32
)time(NULL
);
3854 GetSession()->SendPacket( &data
);
3857 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3859 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3864 GetSession()->SendPacket(&data
);
3866 // speed change, land walk
3868 // remove death flag + set aura
3869 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3870 if(getRace() == RACE_NIGHTELF
)
3871 RemoveAurasDueToSpell(20584); // speed bonuses
3872 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3874 setDeathState(ALIVE
);
3876 SetMovement(MOVE_LAND_WALK
);
3877 SetMovement(MOVE_UNROOT
);
3881 // set health/powers (0- will be set in caller)
3882 if(restore_percent
>0.0f
)
3884 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3885 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3886 SetPower(POWER_RAGE
, 0);
3887 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3890 // trigger update zone for alive state zone updates
3891 UpdateZone(GetZoneId());
3893 // update visibility
3894 ObjectAccessor::UpdateVisibilityForPlayer(this);
3899 //Characters from level 1-10 are not affected by resurrection sickness.
3900 //Characters from level 11-19 will suffer from one minute of sickness
3901 //for each level they are above 10.
3902 //Characters level 20 and up suffer from ten minutes of sickness.
3903 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3905 if(int32(getLevel()) >= startLevel
)
3907 // set resurrection sickness
3908 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3910 // not full duration
3911 if(int32(getLevel()) < startLevel
+9)
3913 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3915 for(int i
=0; i
< 3; ++i
)
3917 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3919 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
3920 Aur
->SendAuraUpdate(false);
3927 void Player::KillPlayer()
3929 SetMovement(MOVE_ROOT
);
3931 StopMirrorTimers(); //disable timers(bars)
3933 setDeathState(CORPSE
);
3934 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3936 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3937 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3939 // 6 minutes until repop at graveyard
3940 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
3942 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3944 // don't create corpse at this moment, player might be falling
3946 // update visibility
3947 ObjectAccessor::UpdateObjectVisibility(this);
3950 void Player::CreateCorpse()
3952 // prevent existence 2 corpse for player
3955 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3957 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3960 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
3966 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3967 _pb
= GetUInt32Value(PLAYER_BYTES
);
3968 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3970 uint8 race
= (uint8
)(_uf
);
3971 uint8 skin
= (uint8
)(_pb
);
3972 uint8 face
= (uint8
)(_pb
>> 8);
3973 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3974 uint8 haircolor
= (uint8
)(_pb
>> 24);
3975 uint8 facialhair
= (uint8
)(_pb2
);
3977 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3978 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3980 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3981 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3983 uint32 flags
= CORPSE_FLAG_UNK2
;
3984 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3985 flags
|= CORPSE_FLAG_HIDE_HELM
;
3986 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3987 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3988 if(InBattleGround())
3989 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3990 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3992 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3994 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3997 uint16 iIventoryType
;
3999 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
4003 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4004 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4006 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4007 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4011 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4012 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4014 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4017 // register for player, but not show
4018 ObjectAccessor::Instance().AddCorpse(corpse
);
4021 void Player::SpawnCorpseBones()
4023 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4024 SaveToDB(); // prevent loading as ghost without corpse
4027 Corpse
* Player::GetCorpse() const
4029 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4032 void Player::DurabilityLossAll(double percent
, bool inventory
)
4034 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4035 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4036 DurabilityLoss(pItem
,percent
);
4040 // bags not have durability
4041 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4043 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4044 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4045 DurabilityLoss(pItem
,percent
);
4047 // keys not have durability
4048 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4050 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4051 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4052 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4053 if(Item
* pItem
= GetItemByPos( i
, j
))
4054 DurabilityLoss(pItem
,percent
);
4058 void Player::DurabilityLoss(Item
* item
, double percent
)
4063 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4068 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4070 if(pDurabilityLoss
< 1 )
4071 pDurabilityLoss
= 1;
4073 DurabilityPointsLoss(item
,pDurabilityLoss
);
4076 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4078 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4079 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4080 DurabilityPointsLoss(pItem
,points
);
4084 // bags not have durability
4085 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4087 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4088 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4089 DurabilityPointsLoss(pItem
,points
);
4091 // keys not have durability
4092 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4094 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4095 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4096 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4097 if(Item
* pItem
= GetItemByPos( i
, j
))
4098 DurabilityPointsLoss(pItem
,points
);
4102 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4104 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4105 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4106 int32 pNewDurability
= pOldDurability
- points
;
4108 if (pNewDurability
< 0)
4110 else if (pNewDurability
> pMaxDurability
)
4111 pNewDurability
= pMaxDurability
;
4113 if (pOldDurability
!= pNewDurability
)
4115 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4116 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4117 _ApplyItemMods(item
,item
->GetSlot(), false);
4119 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4121 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4122 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4123 _ApplyItemMods(item
,item
->GetSlot(), true);
4125 item
->SetState(ITEM_CHANGED
, this);
4129 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4131 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4132 DurabilityPointsLoss(pItem
,1);
4135 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4137 uint32 TotalCost
= 0;
4138 // equipped, backpack, bags itself
4139 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4140 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4142 // bank, buyback and keys not repaired
4144 // items in inventory bags
4145 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4146 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4147 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4151 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4153 Item
* item
= GetItemByPos(pos
);
4155 uint32 TotalCost
= 0;
4159 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4163 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4167 uint32 LostDurability
= maxDurability
- curDurability
;
4168 if(LostDurability
>0)
4170 ItemPrototype
const *ditemProto
= item
->GetProto();
4172 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4175 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4179 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4180 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4181 if(!dQualitymodEntry
)
4183 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4187 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4188 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4190 costs
= uint32(costs
* discountMod
);
4192 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4197 if (GetGuildId()==0)
4199 DEBUG_LOG("You are not member of a guild");
4203 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4207 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4209 DEBUG_LOG("You do not have rights to withdraw for repairs");
4213 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4215 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4219 if (pGuild
->GetGuildBankMoney() < costs
)
4221 DEBUG_LOG("There is not enough money in bank");
4225 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4228 else if (GetMoney() < costs
)
4230 DEBUG_LOG("You do not have enough money");
4234 ModifyMoney( -int32(costs
) );
4238 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4239 item
->SetState(ITEM_CHANGED
, this);
4241 // reapply mods for total broken and repaired item if equipped
4242 if(IsEquipmentPos(pos
) && !curDurability
)
4243 _ApplyItemMods(item
,pos
& 255, true);
4247 void Player::RepopAtGraveyard()
4249 // note: this can be called also when the player is alive
4250 // for example from WorldSession::HandleMovementOpcodes
4252 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4254 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4255 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4257 ResurrectPlayer(0.5f
);
4261 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4263 // Special handle for battleground maps
4264 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
4266 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4267 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4269 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4271 // stop countdown until repop
4274 // if no grave found, stay at the current location
4275 // and don't show spirit healer location
4278 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4279 if(isDead()) // not send if alive, because it used in TeleportTo()
4281 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4282 data
<< ClosestGrave
->map_id
;
4283 data
<< ClosestGrave
->x
;
4284 data
<< ClosestGrave
->y
;
4285 data
<< ClosestGrave
->z
;
4286 GetSession()->SendPacket(&data
);
4291 void Player::JoinedChannel(Channel
*c
)
4293 m_channels
.push_back(c
);
4296 void Player::LeftChannel(Channel
*c
)
4298 m_channels
.remove(c
);
4301 void Player::CleanupChannels()
4303 while(!m_channels
.empty())
4305 Channel
* ch
= *m_channels
.begin();
4306 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4307 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4308 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4309 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4312 sLog
.outDebug("Player: channels cleaned up!");
4315 void Player::UpdateLocalChannels(uint32 newZone
)
4317 if(m_channels
.empty())
4320 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4324 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4328 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4330 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4334 // skip non built-in channels
4335 if(!(*i
)->IsConstant())
4338 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4342 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4346 char new_channel_name_buf
[100];
4347 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4348 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4350 if((*i
)!=new_channel
)
4352 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4354 // leave old channel
4355 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4356 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4357 LeftChannel(*i
); // remove from player's channel list
4358 cMgr
->LeftChannel(name
); // delete if empty
4361 sLog
.outDebug("Player: channels cleaned up!");
4364 void Player::LeaveLFGChannel()
4366 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4370 (*i
)->Leave(GetGUID());
4376 void Player::UpdateDefense()
4378 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4380 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4382 // update dependent from defense skill part
4383 UpdateDefenseBonusesMod();
4387 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4389 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4391 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4400 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4403 if(amount
<= -100.0f
)
4406 val
= (100.0f
+ amount
) / 100.0f
;
4407 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4411 if(!CanModifyStats())
4416 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4417 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4418 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4419 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4424 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4426 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4428 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4432 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4435 return m_auraBaseMod
[modGroup
][modType
];
4438 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4440 if(modGroup
>= BASEMOD_END
)
4442 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4446 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4449 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4452 uint32
Player::GetShieldBlockValue() const
4454 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4456 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4458 value
= (value
< 0) ? 0 : value
;
4460 return uint32(value
);
4463 float Player::GetMeleeCritFromAgility()
4465 uint32 level
= getLevel();
4466 uint32 pclass
= getClass();
4468 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4470 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4471 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4472 if (critBase
==NULL
|| critRatio
==NULL
)
4475 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4479 float Player::GetDodgeFromAgility()
4481 // Table for base dodge values
4482 float dodge_base
[MAX_CLASSES
] = {
4484 0.00652f
, // Paladin
4491 0.02011f
, // Warlock
4495 // Crit/agility to dodge/agility coefficient multipliers
4496 float crit_to_dodge
[MAX_CLASSES
] = {
4510 uint32 level
= getLevel();
4511 uint32 pclass
= getClass();
4513 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4515 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4516 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4517 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4520 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4521 return dodge
*100.0f
;
4524 float Player::GetSpellCritFromIntellect()
4526 uint32 level
= getLevel();
4527 uint32 pclass
= getClass();
4529 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4531 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4532 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4533 if (critBase
==NULL
|| critRatio
==NULL
)
4536 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4540 float Player::GetRatingCoefficient(CombatRating cr
) const
4542 uint32 level
= getLevel();
4544 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4546 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4548 return 1.0f
; // By default use minimum coefficient (not must be called)
4550 return Rating
->ratio
;
4553 float Player::GetRatingBonusValue(CombatRating cr
) const
4555 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4558 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4560 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4561 if (melee
>25.0f
) melee
= 25.0f
;
4562 return uint32 (melee
* damage
/100.0f
);
4565 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4567 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4568 if (ranged
>25.0f
) ranged
=25.0f
;
4569 return uint32 (ranged
* damage
/100.0f
);
4572 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4574 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4575 // In wow script resilience limited to 25%
4578 return uint32 (spell
* damage
/ 100.0f
);
4581 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4583 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4584 // Dot resilience not limited (limit it by 100%)
4585 if (spellDot
> 100.0f
)
4587 return uint32 (spellDot
* damage
/ 100.0f
);
4590 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4595 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4597 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4604 float Player::OCTRegenHPPerSpirit()
4606 uint32 level
= getLevel();
4607 uint32 pclass
= getClass();
4609 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4611 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4612 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4613 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4616 // Formula from PaperDollFrame script
4617 float spirit
= GetStat(STAT_SPIRIT
);
4618 float baseSpirit
= spirit
;
4619 if (baseSpirit
>50) baseSpirit
= 50;
4620 float moreSpirit
= spirit
- baseSpirit
;
4621 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4625 float Player::OCTRegenMPPerSpirit()
4627 uint32 level
= getLevel();
4628 uint32 pclass
= getClass();
4630 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4632 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4633 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4634 if (moreRatio
==NULL
)
4637 // Formula get from PaperDollFrame script
4638 float spirit
= GetStat(STAT_SPIRIT
);
4639 float regen
= spirit
* moreRatio
->ratio
;
4643 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4645 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4647 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4648 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4649 // stat used stored in miscValueB for this aura
4650 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4651 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4652 if ((*i
)->GetMiscValue() & (1<<cr
))
4653 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4656 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4658 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4659 float RatingChange
= 0.0f
;
4661 bool affectStats
= CanModifyStats();
4665 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4666 case CR_DEFENSE_SKILL
:
4667 UpdateDefenseBonusesMod();
4670 UpdateDodgePercentage();
4673 UpdateParryPercentage();
4676 UpdateBlockPercentage();
4679 UpdateMeleeHitChances();
4682 UpdateRangedHitChances();
4685 UpdateSpellHitChances();
4690 UpdateCritPercentage(BASE_ATTACK
);
4691 UpdateCritPercentage(OFF_ATTACK
);
4694 case CR_CRIT_RANGED
:
4696 UpdateCritPercentage(RANGED_ATTACK
);
4700 UpdateAllSpellCritChances();
4702 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4703 case CR_HIT_TAKEN_RANGED
:
4705 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4707 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4708 case CR_CRIT_TAKEN_RANGED
:
4710 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4712 case CR_HASTE_MELEE
:
4713 RatingChange
= value
/ RatingCoeffecient
;
4714 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4715 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4717 case CR_HASTE_RANGED
:
4718 RatingChange
= value
/ RatingCoeffecient
;
4719 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4721 case CR_HASTE_SPELL
:
4722 RatingChange
= value
/ RatingCoeffecient
;
4723 ApplyCastTimePercentMod(RatingChange
,apply
);
4725 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4726 case CR_WEAPON_SKILL_OFFHAND
:
4727 case CR_WEAPON_SKILL_RANGED
:
4732 UpdateExpertise(BASE_ATTACK
);
4733 UpdateExpertise(OFF_ATTACK
);
4739 void Player::SetRegularAttackTime()
4741 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4743 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4744 if(tmpitem
&& !tmpitem
->IsBroken())
4746 ItemPrototype
const *proto
= tmpitem
->GetProto();
4748 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4750 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4755 //skill+step, checking for max value
4756 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4762 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4763 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4766 if(i
>=PLAYER_MAX_SKILLS
)
4769 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4770 uint32 value
= SKILL_VALUE(data
);
4771 uint32 max
= SKILL_MAX(data
);
4773 if ((!max
) || (!value
) || (value
>= max
))
4776 if (value
*512 < max
*urand(0,512))
4778 uint32 new_value
= value
+step
;
4782 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4783 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4790 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4792 if ( SkillValue
>= GrayLevel
)
4793 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4794 if ( SkillValue
>= GreenLevel
)
4795 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4796 if ( SkillValue
>= YellowLevel
)
4797 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4798 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4801 bool Player::UpdateCraftSkill(uint32 spellid
)
4803 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4805 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4806 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4808 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4810 if(_spell_idx
->second
->skillId
)
4812 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4814 // Alchemy Discoveries here
4815 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4816 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4818 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4819 learnSpell(discoveredSpell
,false);
4822 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4824 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4825 _spell_idx
->second
->max_value
,
4826 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4827 _spell_idx
->second
->min_value
),
4834 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4836 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4838 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4840 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4843 case SKILL_HERBALISM
:
4844 case SKILL_LOCKPICKING
:
4845 case SKILL_JEWELCRAFTING
:
4846 case SKILL_INSCRIPTION
:
4847 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4848 case SKILL_SKINNING
:
4849 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4850 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4852 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4854 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4855 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4857 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4862 bool Player::UpdateFishingSkill()
4864 sLog
.outDebug("UpdateFishingSkill");
4866 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4868 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4870 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4872 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4875 // levels sync. with spell requirement for skill levels to learn
4876 // bonus abilities in sSkillLineAbilityStore
4877 // Used only to avoid scan DBC at each skill grow
4878 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4880 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4882 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4886 if(Chance
<= 0) // speedup in 0 chance case
4888 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4893 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4894 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4895 if ( i
>= PLAYER_MAX_SKILLS
)
4898 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4899 uint16 SkillValue
= SKILL_VALUE(data
);
4900 uint16 MaxValue
= SKILL_MAX(data
);
4902 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4905 int32 Roll
= irand(1,1000);
4907 if ( Roll
<= Chance
)
4909 uint32 new_value
= SkillValue
+step
;
4910 if(new_value
> MaxValue
)
4911 new_value
= MaxValue
;
4913 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4914 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
4916 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
4918 learnSkillRewardedSpells( SkillId
, new_value
);
4922 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4923 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4927 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4931 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4933 // no skill gain in pvp
4934 Unit
*pVictim
= getVictim();
4935 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4939 return; // always maximized SKILL_FERAL_COMBAT in fact
4941 if(m_form
== FORM_TREE
)
4942 return; // use weapon but not skill up
4944 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4950 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4953 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4954 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4955 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4961 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4963 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4967 UpdateAllCritPercentages();
4970 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
4972 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4973 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4974 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4975 if(moblevel
< greylevel
)
4978 if (moblevel
> plevel
+ 5)
4979 moblevel
= plevel
+ 5;
4981 uint32 lvldif
= moblevel
- greylevel
;
4985 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4989 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4992 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4993 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4996 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4998 if(roll_chance_f(chance
))
5003 UpdateWeaponSkill(attType
);
5009 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5011 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5012 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5014 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5015 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5016 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5018 if(talent
) // permanent bonus stored in high part
5019 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5020 else // temporary/item bonus stored in low part
5021 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5026 void Player::UpdateSkillsForLevel()
5028 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5029 uint32 maxSkill
= GetMaxSkillValueForLevel();
5031 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5033 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5034 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5036 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5038 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5042 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5045 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5046 uint32 max
= SKILL_MAX(data
);
5047 uint32 val
= SKILL_VALUE(data
);
5049 /// update only level dependent max skill values
5052 /// miximize skill always
5054 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5055 /// update max skill value if current max skill not maximized
5056 else if(max
!= maxconfskill
)
5057 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5062 void Player::UpdateSkillsToMaxSkillsForLevel()
5064 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5065 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5067 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5068 if( IsProfessionOrRidingSkill(pskill
))
5070 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5072 uint32 max
= SKILL_MAX(data
);
5075 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5077 if(pskill
== SKILL_DEFENSE
)
5078 UpdateDefenseBonusesMod();
5082 // This functions sets a skill line value (and adds if doesn't exist yet)
5083 // To "remove" a skill line, set it's values to zero
5084 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5090 for (; i
< PLAYER_MAX_SKILLS
; i
++)
5091 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5093 if(i
<PLAYER_MAX_SKILLS
) //has skill
5097 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5098 learnSkillRewardedSpells(id
, currVal
);
5099 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5103 // clear skill fields
5104 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5105 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5106 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5108 // remove all spells that related to this skill
5109 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5110 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5111 if (pAbility
->skillId
==id
)
5112 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5115 else if(currVal
) //add
5117 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5118 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5120 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5123 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5126 // enable unlearn button for primary professions only
5127 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5128 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5130 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5131 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5132 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5134 // apply skill bonuses
5135 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5137 // temporary bonuses
5138 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5139 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5140 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5141 (*i
)->ApplyModifier(true);
5143 // permanent bonuses
5144 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5145 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5146 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5147 (*i
)->ApplyModifier(true);
5149 // Learn all spells for skill
5150 learnSkillRewardedSpells(id
, currVal
);
5156 bool Player::HasSkill(uint32 skill
) const
5158 if(!skill
)return false;
5159 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5161 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5169 uint16
Player::GetSkillValue(uint32 skill
) const
5174 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5176 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5178 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5180 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5181 result
+= SKILL_TEMP_BONUS(bonus
);
5182 result
+= SKILL_PERM_BONUS(bonus
);
5183 return result
< 0 ? 0 : result
;
5189 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5192 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5194 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5196 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5198 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5199 result
+= SKILL_TEMP_BONUS(bonus
);
5200 result
+= SKILL_PERM_BONUS(bonus
);
5201 return result
< 0 ? 0 : result
;
5207 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5210 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5212 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5214 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5220 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5223 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5225 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5227 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5228 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5229 return result
< 0 ? 0 : result
;
5235 uint16
Player::GetPureSkillValue(uint32 skill
) const
5238 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5240 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5242 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5248 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5253 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5255 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5257 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5264 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5269 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5271 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5273 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5280 void Player::SendInitialActionButtons()
5282 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5284 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5285 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5287 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5288 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5290 data
<< uint16(itr
->second
.action
);
5291 data
<< uint8(itr
->second
.misc
);
5292 data
<< uint8(itr
->second
.type
);
5300 GetSession()->SendPacket( &data
);
5301 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5304 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5306 if(button
>= MAX_ACTION_BUTTONS
)
5308 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5312 // check cheating with adding non-known spells to action bar
5313 if(type
==ACTION_BUTTON_SPELL
)
5315 if(!sSpellStore
.LookupEntry(action
))
5317 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5321 if(!HasSpell(action
))
5323 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5328 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5330 if (buttonItr
==m_actionButtons
.end())
5331 { // just add new button
5332 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5335 { // change state of current button
5336 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5337 buttonItr
->second
= ActionButton(action
,type
,misc
);
5338 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5341 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5344 void Player::removeActionButton(uint8 button
)
5346 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5347 if (buttonItr
==m_actionButtons
.end())
5350 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5351 m_actionButtons
.erase(buttonItr
); // new and not saved
5353 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5355 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5358 void Player::SetDontMove(bool dontMove
)
5360 m_dontMove
= dontMove
;
5363 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5365 // prevent crash when a bad coord is sent by the client
5366 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5368 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5374 const float old_x
= GetPositionX();
5375 const float old_y
= GetPositionY();
5376 const float old_z
= GetPositionZ();
5377 const float old_r
= GetOrientation();
5379 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5381 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5382 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5384 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5386 // move and update visible state if need
5387 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5389 // reread after Map::Relocation
5396 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5397 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5400 // code block for underwater state update
5401 UpdateUnderwaterState(m
, x
, y
, z
);
5403 CheckExploreSystem();
5408 void Player::SaveRecallPosition()
5410 m_recallMap
= GetMapId();
5411 m_recallX
= GetPositionX();
5412 m_recallY
= GetPositionY();
5413 m_recallZ
= GetPositionZ();
5414 m_recallO
= GetOrientation();
5417 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5419 GetMap()->MessageBroadcast(this, data
, self
);
5422 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5424 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5427 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5429 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5432 void Player::SendDirectMessage(WorldPacket
*data
)
5434 GetSession()->SendPacket(data
);
5437 void Player::CheckExploreSystem()
5445 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5446 if(areaFlag
==0xffff)
5448 int offset
= areaFlag
/ 32;
5452 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5456 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5457 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5459 if( !(currFields
& val
) )
5461 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5463 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5465 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5468 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5470 else if(p
->area_level
> 0)
5472 uint32 area
= p
->ID
;
5473 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5475 SendExplorationExperience(area
,0);
5479 int32 diff
= int32(getLevel()) - p
->area_level
;
5483 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5487 int32 exploration_percent
= (100-((diff
-5)*5));
5488 if (exploration_percent
> 100)
5489 exploration_percent
= 100;
5490 else if (exploration_percent
< 0)
5491 exploration_percent
= 0;
5493 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5497 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5501 SendExplorationExperience(area
,XP
);
5503 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5508 uint32
Player::TeamForRace(uint8 race
)
5510 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5513 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5517 switch(rEntry
->TeamID
)
5519 case 7: return ALLIANCE
;
5520 case 1: return HORDE
;
5523 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5527 uint32
Player::getFactionForRace(uint8 race
)
5529 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5532 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5536 return rEntry
->FactionID
;
5539 void Player::setFactionForRace(uint8 race
)
5541 m_team
= TeamForRace(race
);
5542 setFaction( getFactionForRace(race
) );
5545 void Player::UpdateReputation() const
5547 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5549 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5551 SendFactionState(&(itr
->second
));
5555 void Player::SendFactionState(FactionState
const* faction
) const
5557 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5559 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5560 data
<< (float) 0; // unk 2.4.0
5561 data
<< (uint8
) 0; // wotlk 8634
5562 data
<< (uint32
) 1; // count
5564 data
<< (uint32
) faction
->ReputationListID
;
5565 data
<< (uint32
) faction
->Standing
;
5567 GetSession()->SendPacket(&data
);
5571 void Player::SendInitialReputations()
5573 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5574 data
<< uint32 (0x00000080);
5578 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5580 // fill in absent fields
5581 for (; a
!= itr
->first
; a
++)
5583 data
<< uint8 (0x00);
5584 data
<< uint32 (0x00000000);
5587 // fill in encountered data
5588 data
<< uint8 (itr
->second
.Flags
);
5589 data
<< uint32 (itr
->second
.Standing
);
5594 // fill in absent fields
5595 for (; a
!= 128; a
++)
5597 data
<< uint8 (0x00);
5598 data
<< uint32 (0x00000000);
5601 GetSession()->SendPacket(&data
);
5604 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5606 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5607 if (itr
!= m_factions
.end())
5608 return &itr
->second
;
5613 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5615 // not allow declare war to own faction
5616 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5620 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5624 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5626 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5628 faction
->Changed
= true;
5631 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5633 // always invisible or hidden faction can't be inactive
5634 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5638 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5642 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5644 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5646 faction
->Changed
= true;
5649 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5651 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5653 if(!factionTemplateEntry
)
5656 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5659 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5661 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5665 if(factionEntry
->reputationListID
< 0)
5668 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5669 if (itr
== m_factions
.end())
5672 SetFactionVisible(&itr
->second
);
5675 void Player::SetFactionVisible(FactionState
* faction
)
5677 // always invisible or hidden faction can't be make visible
5678 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5682 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5685 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5686 faction
->Changed
= true;
5688 if(!m_session
->PlayerLoading())
5690 // make faction visible in reputation list at client
5691 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5692 data
<< faction
->ReputationListID
;
5693 GetSession()->SendPacket(&data
);
5697 void Player::SetInitialFactions()
5699 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5701 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5703 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5705 FactionState newFaction
;
5706 newFaction
.ID
= factionEntry
->ID
;
5707 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5708 newFaction
.Standing
= 0;
5709 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5710 newFaction
.Changed
= true;
5712 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5717 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5722 uint32 raceMask
= getRaceMask();
5723 uint32 classMask
= getClassMask();
5724 for (int i
=0; i
< 4; i
++)
5726 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5727 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5728 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5729 return factionEntry
->ReputationFlags
[i
];
5734 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5739 uint32 raceMask
= getRaceMask();
5740 uint32 classMask
= getClassMask();
5741 for (int i
=0; i
< 4; i
++)
5743 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5744 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5745 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5746 return factionEntry
->BaseRepValue
[i
];
5749 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5753 int32
Player::GetReputation(uint32 faction_id
) const
5755 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5759 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5763 return GetReputation(factionEntry
);
5766 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5768 // Faction without recorded reputation. Just ignore.
5772 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5773 if (itr
!= m_factions
.end())
5774 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5779 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5781 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5783 return MIN_REPUTATION_RANK
;
5785 return GetReputationRank(factionEntry
);
5788 ReputationRank
Player::ReputationToRank(int32 standing
) const
5790 int32 Limit
= Reputation_Cap
+ 1;
5791 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5793 Limit
-= ReputationRank_Length
[i
];
5794 if (standing
>= Limit
)
5795 return ReputationRank(i
);
5797 return MIN_REPUTATION_RANK
;
5800 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5802 int32 Reputation
= GetReputation(factionEntry
);
5803 return ReputationToRank(Reputation
);
5806 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5808 int32 Reputation
= GetBaseReputation(factionEntry
);
5809 return ReputationToRank(Reputation
);
5812 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5814 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5816 if(!factionTemplateEntry
)
5818 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5822 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5824 // Faction without recorded reputation. Just ignore.
5828 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5831 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5833 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5837 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5839 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5840 if(factionEntryCalc
)
5841 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5846 return ModifyOneFactionReputation(factionEntry
, standing
);
5849 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5851 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5852 if (itr
!= m_factions
.end())
5854 int32 BaseRep
= GetBaseReputation(factionEntry
);
5855 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5857 if (new_rep
> Reputation_Cap
)
5858 new_rep
= Reputation_Cap
;
5860 if (new_rep
< Reputation_Bottom
)
5861 new_rep
= Reputation_Bottom
;
5863 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5864 SetFactionAtWar(&itr
->second
,true);
5866 itr
->second
.Standing
= new_rep
- BaseRep
;
5867 itr
->second
.Changed
= true;
5869 SetFactionVisible(&itr
->second
);
5871 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
5873 if(uint32 questid
= GetQuestSlotQuestId(i
))
5875 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5876 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5878 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5879 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5881 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5882 if ( CanCompleteQuest( questid
) )
5883 CompleteQuest( questid
);
5885 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5887 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5888 IncompleteQuest( questid
);
5893 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5894 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5895 SendFactionState(&(itr
->second
));
5902 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5904 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5906 if(!factionTemplateEntry
)
5908 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5912 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5914 // Faction without recorded reputation. Just ignore.
5918 return SetFactionReputation(factionEntry
, standing
);
5921 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5923 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5927 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5929 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5930 if(factionEntryCalc
)
5931 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5936 return SetOneFactionReputation(factionEntry
, standing
);
5939 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5941 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5942 if (itr
!= m_factions
.end())
5944 if (standing
> Reputation_Cap
)
5945 standing
= Reputation_Cap
;
5947 if (standing
< Reputation_Bottom
)
5948 standing
= Reputation_Bottom
;
5950 int32 BaseRep
= GetBaseReputation(factionEntry
);
5951 itr
->second
.Standing
= standing
- BaseRep
;
5952 itr
->second
.Changed
= true;
5954 SetFactionVisible(&itr
->second
);
5956 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5957 SetFactionAtWar(&itr
->second
,true);
5959 SendFactionState(&(itr
->second
));
5960 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5961 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5967 //Calculate total reputation percent player gain with quest/creature level
5968 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5970 // for grey creature kill received 20%, in other case 100.
5971 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5973 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5975 percent
+= rep
> 0 ? repMod
: -repMod
;
5980 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5983 //Calculates how many reputation points player gains in victim's enemy factions
5984 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5986 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5989 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5994 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5996 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5997 donerep1
= int32(donerep1
*rate
);
5998 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5999 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
6000 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
6001 ModifyFactionReputation(factionEntry1
, donerep1
);
6003 // Wiki: Team factions value divided by 2
6004 if(Rep
->is_teamaward1
)
6006 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
6007 if(team1_factionEntry
)
6008 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
6012 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
6014 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
6015 donerep2
= int32(donerep2
*rate
);
6016 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
6017 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
6018 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
6019 ModifyFactionReputation(factionEntry2
, donerep2
);
6021 // Wiki: Team factions value divided by 2
6022 if(Rep
->is_teamaward2
)
6024 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
6025 if(team2_factionEntry
)
6026 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
6031 //Calculate how many reputation points player gain with the quest
6032 void Player::RewardReputation(Quest
const *pQuest
)
6034 // quest reputation reward/loss
6035 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
6037 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
6039 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
6040 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
6042 ModifyFactionReputation(factionEntry
, rep
);
6046 // TODO: implement reputation spillover
6049 void Player::UpdateArenaFields(void)
6051 /* arena calcs go here */
6054 void Player::UpdateHonorFields()
6056 /// called when rewarding honor and at each save
6057 uint64 now
= time(NULL
);
6058 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
6060 if(m_lastHonorUpdateTime
< today
)
6062 uint64 yesterday
= today
- DAY
;
6064 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6066 // update yesterday's contribution
6067 if(m_lastHonorUpdateTime
>= yesterday
)
6069 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6071 // this is the first update today, reset today's contribution
6072 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6073 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6077 // no honor/kills yesterday or today, reset
6078 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6079 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6083 m_lastHonorUpdateTime
= now
;
6086 ///Calculate the amount of honor gained based on the victim
6087 ///and the size of the group for which the honor is divided
6088 ///An exact honor value can also be given (overriding the calcs)
6089 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6091 // do not reward honor in arenas, but enable onkill spellproc
6094 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6097 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6103 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6104 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6107 uint64 victim_guid
= 0;
6108 uint32 victim_rank
= 0;
6110 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6111 UpdateHonorFields();
6115 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6118 victim_guid
= uVictim
->GetGUID();
6120 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6122 Player
*pVictim
= (Player
*)uVictim
;
6124 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6127 float f
= 1; //need for total kills (?? need more info)
6129 uint32 k_level
= getLevel();
6130 uint32 v_level
= pVictim
->getLevel();
6133 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6135 // [1..14] Alliance honor titles and player name
6136 // [15..28] Horde honor titles and player name
6137 // [29..38] Other title and player name
6139 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6140 // Get Killer titles, CharTitlesEntry::bit_index
6142 // title[1..14] -> rank[5..18]
6143 // title[15..28] -> rank[5..18]
6144 // title[other] -> 0
6145 if (victim_title
== 0)
6146 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6147 else if (victim_title
< 15)
6148 victim_rank
= victim_title
+ 4;
6149 else if (victim_title
< 29)
6150 victim_rank
= victim_title
- 14 + 4;
6152 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6155 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6160 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6162 int32 v_rank
=1; //need more info
6164 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6165 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6167 // count the number of playerkills in one day
6168 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6169 // and those in a lifetime
6170 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6174 Creature
*cVictim
= (Creature
*)uVictim
;
6176 if (!cVictim
->isRacialLeader())
6179 honor
= 100; // ??? need more info
6180 victim_rank
= 19; // HK: Leader
6184 if (uVictim
!= NULL
)
6186 honor
*= sWorld
.getRate(RATE_HONOR
);
6191 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6194 // honor - for show honor points in log
6195 // victim_guid - for show victim name in log
6196 // victim_rank [1..4] HK: <dishonored rank>
6197 // victim_rank [5..19] HK: <alliance\horde rank>
6198 // victim_rank [0,20+] HK: <>
6199 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6200 data
<< (uint32
) honor
;
6201 data
<< (uint64
) victim_guid
;
6202 data
<< (uint32
) victim_rank
;
6204 GetSession()->SendPacket(&data
);
6207 ModifyHonorPoints(int32(honor
));
6209 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6213 void Player::ModifyHonorPoints( int32 value
)
6217 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6218 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6220 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6223 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6226 void Player::ModifyArenaPoints( int32 value
)
6230 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6231 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6233 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6236 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6239 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6241 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6245 uint32 id
= result
->Fetch()[0].GetUInt32();
6250 uint32
Player::GetRankFromDB(uint64 guid
)
6252 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6255 uint32 v
= result
->Fetch()[0].GetUInt32();
6263 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6265 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
);
6269 uint32 id
= (*result
)[0].GetUInt32();
6274 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6276 uint32 guidLow
= GUID_LOPART(guid
);
6277 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6280 Field
* fields
= result
->Fetch();
6281 uint32 zone
= fields
[0].GetUInt32();
6286 // stored zone is zero, use generic and slow zone detection
6287 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6290 fields
= result
->Fetch();
6291 uint32 map
= fields
[0].GetUInt32();
6292 float posx
= fields
[1].GetFloat();
6293 float posy
= fields
[2].GetFloat();
6294 float posz
= fields
[3].GetFloat();
6297 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6299 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6305 void Player::UpdateArea(uint32 newArea
)
6307 // FFA_PVP flags are area and not zone id dependent
6308 // so apply them accordingly
6309 m_areaUpdateId
= newArea
;
6311 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6313 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6316 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6320 // remove ffa flag only if not ffapvp realm
6321 // removal in sanctuaries and capitals is handled in zone update
6322 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6323 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6326 UpdateAreaDependentAuras(newArea
);
6329 void Player::UpdateZone(uint32 newZone
)
6331 m_zoneUpdateId
= newZone
;
6332 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6334 // zone changed, so area changed as well, update it
6335 UpdateArea(GetAreaId());
6337 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6341 if (sWorld
.getConfig(CONFIG_WEATHER
))
6343 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6346 wth
->SendWeatherUpdateToPlayer(this);
6350 if(!sWorld
.AddWeather(zone
->ID
))
6352 // send fine weather packet to remove old zone's weather
6353 Weather::SendFineWeatherUpdateToPlayer(this);
6358 pvpInfo
.inHostileArea
=
6359 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6360 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6361 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6362 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6364 if(pvpInfo
.inHostileArea
) // in hostile area
6366 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6367 UpdatePvP(true, true);
6369 else // in friendly area
6371 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6372 pvpInfo
.endTimer
= time(0); // start toggle-off
6375 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6377 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6378 if(sWorld
.IsFFAPvPRealm())
6379 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6383 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6386 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6388 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6389 SetRestType(REST_TYPE_IN_CITY
);
6390 InnEnter(time(0),GetMapId(),0,0,0);
6392 if(sWorld
.IsFFAPvPRealm())
6393 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6395 else // anywhere else
6397 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6399 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6401 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6403 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6404 SetRestType(REST_TYPE_NO
);
6406 if(sWorld
.IsFFAPvPRealm())
6407 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6410 else // not in tavern (leave city then)
6412 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6413 SetRestType(REST_TYPE_NO
);
6415 // Set player to FFA PVP when not in rested environment.
6416 if(sWorld
.IsFFAPvPRealm())
6417 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6422 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6423 // if player resurrected at teleport this will be applied in resurrect code
6425 DestroyZoneLimitedItem( true, newZone
);
6427 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6428 AutoUnequipOffhandIfNeed();
6430 // recent client version not send leave/join channel packets for built-in local channels
6431 UpdateLocalChannels( newZone
);
6435 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6437 UpdateZoneDependentAuras(newZone
);
6440 //If players are too far way of duel flag... then player loose the duel
6441 void Player::CheckDuelDistance(time_t currTime
)
6446 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6447 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6451 if(duel
->outOfBound
== 0)
6453 if(!IsWithinDistInMap(obj
, 50))
6455 duel
->outOfBound
= currTime
;
6457 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6458 GetSession()->SendPacket(&data
);
6463 if(IsWithinDistInMap(obj
, 40))
6465 duel
->outOfBound
= 0;
6467 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6468 GetSession()->SendPacket(&data
);
6470 else if(currTime
>= (duel
->outOfBound
+10))
6472 DuelComplete(DUEL_FLED
);
6477 void Player::DuelComplete(DuelCompleteType type
)
6479 // duel not requested
6483 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6484 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6485 GetSession()->SendPacket(&data
);
6486 duel
->opponent
->GetSession()->SendPacket(&data
);
6488 if(type
!= DUEL_INTERUPTED
)
6490 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6491 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6492 data
<< duel
->opponent
->GetName();
6494 SendMessageToSet(&data
,true);
6497 // cool-down duel spell
6498 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6505 GetSession()->SendPacket(&data);
6506 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6507 data<<duel->opponent->GetGUID();
6511 duel->opponent->GetSession()->SendPacket(&data);*/
6513 //Remove Duel Flag object
6514 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6516 duel
->initiator
->RemoveGameObject(obj
,true);
6519 std::vector
<uint32
> auras2remove
;
6520 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6521 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6523 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6524 auras2remove
.push_back(i
->second
->GetId());
6527 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6528 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6530 auras2remove
.clear();
6531 AuraMap
const& auras
= GetAuras();
6532 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6534 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6535 auras2remove
.push_back(i
->second
->GetId());
6537 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6538 RemoveAurasDueToSpell(auras2remove
[i
]);
6540 // cleanup combo points
6541 if(GetComboTarget()==duel
->opponent
->GetGUID())
6543 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6546 if(duel
->opponent
->GetComboTarget()==GetGUID())
6547 duel
->opponent
->ClearComboPoints();
6548 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6549 duel
->opponent
->ClearComboPoints();
6552 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6553 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6554 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6555 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6557 delete duel
->opponent
->duel
;
6558 duel
->opponent
->duel
= NULL
;
6563 //---------------------------------------------------------//
6565 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6567 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6570 // not apply/remove mods for broken item
6571 if(item
->IsBroken())
6574 ItemPrototype
const *proto
= item
->GetProto();
6579 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6581 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6582 if(attacktype
< MAX_ATTACK
)
6583 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6585 _ApplyItemBonuses(proto
,slot
,apply
);
6587 if( slot
==EQUIPMENT_SLOT_RANGED
)
6588 _ApplyAmmoBonuses();
6590 ApplyItemEquipSpell(item
,apply
);
6591 ApplyEnchantment(item
, apply
);
6593 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6594 CorrectMetaGemEnchants(slot
, apply
);
6596 sLog
.outDebug("_ApplyItemMods complete.");
6599 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6601 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6604 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6606 uint32 statType
= 0;
6609 if(proto
->ScalingStatDistribution
)
6611 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6613 statType
= ssd
->StatMod
[i
];
6615 if(uint32 modifier
= ssd
->Modifier
[i
])
6617 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6618 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6620 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6621 val
= (multiplier
* modifier
) / 10000;
6628 statType
= proto
->ItemStat
[i
].ItemStatType
;
6629 val
= proto
->ItemStat
[i
].ItemStatValue
;
6638 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6640 case ITEM_MOD_HEALTH
: // modify HP
6641 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6643 case ITEM_MOD_AGILITY
: // modify agility
6644 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6645 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6647 case ITEM_MOD_STRENGTH
: //modify strength
6648 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6649 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6651 case ITEM_MOD_INTELLECT
: //modify intellect
6652 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6653 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6655 case ITEM_MOD_SPIRIT
: //modify spirit
6656 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6657 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6659 case ITEM_MOD_STAMINA
: //modify stamina
6660 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6661 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6663 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6664 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6666 case ITEM_MOD_DODGE_RATING
:
6667 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6669 case ITEM_MOD_PARRY_RATING
:
6670 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6672 case ITEM_MOD_BLOCK_RATING
:
6673 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6675 case ITEM_MOD_HIT_MELEE_RATING
:
6676 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6678 case ITEM_MOD_HIT_RANGED_RATING
:
6679 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6681 case ITEM_MOD_HIT_SPELL_RATING
:
6682 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6684 case ITEM_MOD_CRIT_MELEE_RATING
:
6685 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6687 case ITEM_MOD_CRIT_RANGED_RATING
:
6688 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6690 case ITEM_MOD_CRIT_SPELL_RATING
:
6691 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6693 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6694 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6696 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6697 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6699 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6700 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6702 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6703 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6705 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6706 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6708 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6709 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6711 case ITEM_MOD_HASTE_MELEE_RATING
:
6712 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6714 case ITEM_MOD_HASTE_RANGED_RATING
:
6715 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6717 case ITEM_MOD_HASTE_SPELL_RATING
:
6718 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6720 case ITEM_MOD_HIT_RATING
:
6721 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6722 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6723 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6725 case ITEM_MOD_CRIT_RATING
:
6726 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6727 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6728 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6730 case ITEM_MOD_HIT_TAKEN_RATING
:
6731 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6732 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6733 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6735 case ITEM_MOD_CRIT_TAKEN_RATING
:
6736 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6737 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6738 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6740 case ITEM_MOD_RESILIENCE_RATING
:
6741 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6742 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6743 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6745 case ITEM_MOD_HASTE_RATING
:
6746 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6747 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6748 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6750 case ITEM_MOD_EXPERTISE_RATING
:
6751 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6753 case ITEM_MOD_ATTACK_POWER
:
6754 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6755 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6757 case ITEM_MOD_RANGED_ATTACK_POWER
:
6758 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6760 case ITEM_MOD_FERAL_ATTACK_POWER
:
6761 ApplyFeralAPBonus(int32(val
), apply
);
6763 case ITEM_MOD_SPELL_HEALING_DONE
:
6764 ApplySpellHealingBonus(int32(val
), apply
);
6766 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6767 ApplySpellDamageBonus(int32(val
), apply
);
6769 case ITEM_MOD_MANA_REGENERATION
:
6770 ApplyManaRegenBonus(int32(val
), apply
);
6772 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6773 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6775 case ITEM_MOD_SPELL_POWER
:
6776 ApplySpellHealingBonus(int32(val
), apply
);
6777 ApplySpellDamageBonus(int32(val
), apply
);
6783 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6786 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6789 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6792 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6794 if (proto
->NatureRes
)
6795 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6797 if (proto
->FrostRes
)
6798 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6800 if (proto
->ShadowRes
)
6801 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6803 if (proto
->ArcaneRes
)
6804 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6806 WeaponAttackType attType
= BASE_ATTACK
;
6807 float damage
= 0.0f
;
6809 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6810 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6811 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6813 attType
= RANGED_ATTACK
;
6815 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6817 attType
= OFF_ATTACK
;
6820 if (proto
->Damage
[0].DamageMin
> 0 )
6822 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6823 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6824 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6827 if (proto
->Damage
[0].DamageMax
> 0 )
6829 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6830 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6833 // Druids get feral AP bonus from weapon dps
6834 if(getClass() == CLASS_DRUID
)
6836 int32 feral_bonus
= proto
->getFeralBonus();
6837 if (feral_bonus
> 0)
6838 ApplyFeralAPBonus(feral_bonus
, apply
);
6841 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6846 if(slot
== EQUIPMENT_SLOT_RANGED
)
6847 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6848 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6849 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6850 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6851 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6854 if(CanModifyStats() && (damage
|| proto
->Delay
))
6855 UpdateDamagePhysical(attType
);
6858 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6860 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6861 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6862 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6864 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6865 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6866 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6868 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6869 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6870 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6873 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6875 // generic not weapon specific case processes in aura code
6876 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6879 BaseModGroup mod
= BASEMOD_END
;
6882 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6883 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6884 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6888 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6890 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6894 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6896 // ignore spell mods for not wands
6897 Modifier
const* modifier
= aura
->GetModifier();
6898 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6901 // generic not weapon specific case processes in aura code
6902 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6905 UnitMods unitMod
= UNIT_MOD_END
;
6908 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6909 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6910 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6914 UnitModifierType unitModType
= TOTAL_VALUE
;
6915 switch(modifier
->m_auraname
)
6917 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6918 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6922 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6924 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6928 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6933 ItemPrototype
const *proto
= item
->GetProto();
6937 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6939 _Spell
const& spellData
= proto
->Spells
[i
];
6942 if(!spellData
.SpellId
)
6945 // wrong triggering type
6946 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6949 // check if it is valid spell
6950 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6954 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6958 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6962 // Cannot be used in this stance/form
6963 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6966 if(form_change
) // check aura active state from other form
6969 for (int k
=0; k
< 3; ++k
)
6971 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6972 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6974 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6984 if(found
) // and skip re-cast already active aura at form change
6988 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6990 CastSpell(this,spellInfo
,true,item
);
6994 if(form_change
) // check aura compatibility
6996 // Cannot be used in this stance/form
6997 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6998 return; // and remove only not compatible at form change
7002 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7004 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7008 void Player::UpdateEquipSpellsAtFormChange()
7010 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7012 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7014 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7015 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7019 // item set bonuses not dependent from item broken state
7020 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7022 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7026 for(uint32 y
=0;y
<8; ++y
)
7028 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7032 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7033 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7038 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
7040 if(!item
|| item
->IsBroken())
7043 ItemPrototype
const *proto
= item
->GetProto();
7047 if (!Target
|| Target
== this )
7050 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7052 _Spell
const& spellData
= proto
->Spells
[i
];
7055 if(!spellData
.SpellId
)
7058 // wrong triggering type
7059 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7062 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7065 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7069 // not allow proc extra attack spell at extra attack
7070 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7073 float chance
= spellInfo
->procChance
;
7075 if(spellData
.SpellPPMRate
)
7077 uint32 WeaponSpeed
= GetAttackTime(attType
);
7078 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7080 else if(chance
> 100.0f
)
7082 chance
= GetWeaponProcChance();
7085 if (roll_chance_f(chance
))
7086 CastSpell(Target
, spellInfo
->Id
, true, item
);
7089 // item combat enchantments
7090 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7092 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7093 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7094 if(!pEnchant
) continue;
7095 for (int s
=0;s
<3;s
++)
7097 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7100 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7103 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7107 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7108 if (roll_chance_f(chance
))
7110 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7111 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7113 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7119 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7121 ItemPrototype
const* proto
= item
->GetProto();
7122 // special learning case
7123 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7125 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7126 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7128 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7131 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7132 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7136 Spell
*spell
= new Spell(this, spellInfo
, false);
7137 spell
->m_CastItem
= item
;
7138 spell
->m_cast_count
= cast_count
; //set count of casts
7139 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7140 spell
->prepare(&targets
);
7144 // use triggered flag only for items with many spell casts and for not first cast
7147 // item spells casted at use
7148 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7150 _Spell
const& spellData
= proto
->Spells
[i
];
7153 if(!spellData
.SpellId
)
7156 // wrong triggering type
7157 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7160 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7163 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7167 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7168 spell
->m_CastItem
= item
;
7169 spell
->m_cast_count
= cast_count
; // set count of casts
7170 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7171 spell
->prepare(&targets
);
7176 // Item enchantments spells casted at use
7177 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7179 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7180 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7181 if(!pEnchant
) continue;
7182 for (int s
=0;s
<3;s
++)
7184 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7187 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7190 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7194 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7195 spell
->m_CastItem
= item
;
7196 spell
->m_cast_count
= cast_count
; // set count of casts
7197 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7198 spell
->prepare(&targets
);
7205 void Player::_RemoveAllItemMods()
7207 sLog
.outDebug("_RemoveAllItemMods start.");
7209 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7213 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7217 // item set bonuses not dependent from item broken state
7219 RemoveItemsSetItem(this,proto
);
7221 if(m_items
[i
]->IsBroken())
7224 ApplyItemEquipSpell(m_items
[i
],false);
7225 ApplyEnchantment(m_items
[i
], false);
7229 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7233 if(m_items
[i
]->IsBroken())
7235 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7239 uint32 attacktype
= Player::GetAttackBySlot(i
);
7240 if(attacktype
< MAX_ATTACK
)
7241 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7243 _ApplyItemBonuses(proto
,i
, false);
7245 if( i
== EQUIPMENT_SLOT_RANGED
)
7246 _ApplyAmmoBonuses();
7250 sLog
.outDebug("_RemoveAllItemMods complete.");
7253 void Player::_ApplyAllItemMods()
7255 sLog
.outDebug("_ApplyAllItemMods start.");
7257 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7261 if(m_items
[i
]->IsBroken())
7264 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7268 uint32 attacktype
= Player::GetAttackBySlot(i
);
7269 if(attacktype
< MAX_ATTACK
)
7270 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7272 _ApplyItemBonuses(proto
,i
, true);
7274 if( i
== EQUIPMENT_SLOT_RANGED
)
7275 _ApplyAmmoBonuses();
7279 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7283 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7287 // item set bonuses not dependent from item broken state
7289 AddItemsSetItem(this,m_items
[i
]);
7291 if(m_items
[i
]->IsBroken())
7294 ApplyItemEquipSpell(m_items
[i
],true);
7295 ApplyEnchantment(m_items
[i
], true);
7299 sLog
.outDebug("_ApplyAllItemMods complete.");
7302 void Player::_ApplyAmmoBonuses()
7305 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7309 float currentAmmoDPS
;
7311 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7312 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7313 currentAmmoDPS
= 0.0f
;
7315 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7317 if(currentAmmoDPS
== GetAmmoDPS())
7320 m_ammoDPS
= currentAmmoDPS
;
7322 if(CanModifyStats())
7323 UpdateDamagePhysical(RANGED_ATTACK
);
7326 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7331 // check ranged weapon
7332 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7333 if(!weapon
|| weapon
->IsBroken() )
7336 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7337 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7340 // check ammo ws. weapon compatibility
7341 switch(weapon_proto
->SubClass
)
7343 case ITEM_SUBCLASS_WEAPON_BOW
:
7344 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7345 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7348 case ITEM_SUBCLASS_WEAPON_GUN
:
7349 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7359 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7360 Called by remove insignia spell effect */
7361 void Player::RemovedInsignia(Player
* looterPlr
)
7363 if (!GetBattleGroundId())
7366 // If not released spirit, do it !
7367 if(m_deathTimer
> 0)
7374 Corpse
*corpse
= GetCorpse();
7378 // We have to convert player corpse to bones, not to be able to resurrect there
7379 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7380 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7384 // Now we must make bones lootable, and send player loot
7385 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7387 // We store the level of our player in the gold field
7388 // We retrieve this information at Player::SendLoot()
7389 bones
->loot
.gold
= getLevel();
7390 bones
->lootRecipient
= looterPlr
;
7391 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7400 void Player::SendLootRelease( uint64 guid
)
7402 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7403 data
<< uint64(guid
) << uint8(1);
7404 SendDirectMessage( &data
);
7407 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7410 PermissionTypes permission
= ALL_PERMISSION
;
7412 sLog
.outDebug("Player::SendLoot");
7413 if (IS_GAMEOBJECT_GUID(guid
))
7415 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7417 ObjectAccessor::GetGameObject(*this, guid
);
7419 // not check distance for GO in case owned GO (fishing bobber case, for example)
7420 // And permit out of range GO with no owner in case fishing hole
7421 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7423 SendLootRelease(guid
);
7429 if(go
->getLootState() == GO_READY
)
7431 uint32 lootid
= go
->GetLootId();
7435 sLog
.outDebug(" if(lootid)");
7437 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7440 if(loot_type
== LOOT_FISHING
)
7441 go
->getFishLoot(loot
,this);
7443 go
->SetLootState(GO_ACTIVATED
);
7446 else if (IS_ITEM_GUID(guid
))
7448 Item
*item
= GetItemByGuid( guid
);
7452 SendLootRelease(guid
);
7456 if(loot_type
== LOOT_DISENCHANTING
)
7460 if(!item
->m_lootGenerated
)
7462 item
->m_lootGenerated
= true;
7464 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7467 else if(loot_type
== LOOT_PROSPECTING
)
7471 if(!item
->m_lootGenerated
)
7473 item
->m_lootGenerated
= true;
7475 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7478 else if(loot_type
== LOOT_MILLING
)
7482 if(!item
->m_lootGenerated
)
7484 item
->m_lootGenerated
= true;
7486 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7493 if(!item
->m_lootGenerated
)
7495 item
->m_lootGenerated
= true;
7497 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7499 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7503 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7505 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7507 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7509 SendLootRelease(guid
);
7513 loot
= &bones
->loot
;
7515 if (!bones
->lootForBody
)
7517 bones
->lootForBody
= true;
7518 uint32 pLevel
= bones
->loot
.gold
;
7519 bones
->loot
.clear();
7520 // It may need a better formula
7521 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7522 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7525 if (bones
->lootRecipient
!= this)
7526 permission
= NONE_PERMISSION
;
7530 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7532 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7533 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7535 SendLootRelease(guid
);
7539 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7541 SendLootRelease(guid
);
7545 loot
= &creature
->loot
;
7547 if(loot_type
== LOOT_PICKPOCKETING
)
7549 if ( !creature
->lootForPickPocketed
)
7551 creature
->lootForPickPocketed
= true;
7554 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7555 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7557 // Generate extra money for pick pocket loot
7558 const uint32 a
= urand(0, creature
->getLevel()/2);
7559 const uint32 b
= urand(0, getLevel()/2);
7560 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7565 // the player whose group may loot the corpse
7566 Player
*recipient
= creature
->GetLootRecipient();
7569 creature
->SetLootRecipient(this);
7573 if (creature
->lootForPickPocketed
)
7575 creature
->lootForPickPocketed
= false;
7579 if(!creature
->lootForBody
)
7581 creature
->lootForBody
= true;
7584 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7585 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7587 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7589 if(Group
* group
= recipient
->GetGroup())
7591 group
->UpdateLooterGuid(creature
,true);
7593 switch (group
->GetLootMethod())
7596 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7597 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7599 case NEED_BEFORE_GREED
:
7600 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7603 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7611 // possible only if creature->lootForBody && loot->empty() at spell cast check
7612 if (loot_type
== LOOT_SKINNING
)
7615 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7617 // set group rights only for loot_type != LOOT_SKINNING
7620 if(Group
* group
= GetGroup())
7622 if( group
== recipient
->GetGroup() )
7624 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7625 permission
= ALL_PERMISSION
;
7626 else if(group
->GetLooterGuid() == GetGUID())
7628 if(group
->GetLootMethod() == MASTER_LOOT
)
7629 permission
= MASTER_PERMISSION
;
7631 permission
= ALL_PERMISSION
;
7634 permission
= GROUP_PERMISSION
;
7637 permission
= NONE_PERMISSION
;
7639 else if(recipient
== this)
7640 permission
= ALL_PERMISSION
;
7642 permission
= NONE_PERMISSION
;
7649 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7650 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7651 loot_type
= LOOT_SKINNING
;
7653 if(loot_type
== LOOT_FISHINGHOLE
)
7654 loot_type
= LOOT_FISHING
;
7656 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7658 data
<< uint64(guid
);
7659 data
<< uint8(loot_type
);
7660 data
<< LootView(*loot
, this, permission
);
7662 SendDirectMessage(&data
);
7664 // add 'this' player as one of the players that are looting 'loot'
7665 if (permission
!= NONE_PERMISSION
)
7666 loot
->AddLooter(GetGUID());
7668 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7669 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7672 void Player::SendNotifyLootMoneyRemoved()
7674 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7675 GetSession()->SendPacket( &data
);
7678 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7680 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7681 data
<< uint8(lootSlot
);
7682 GetSession()->SendPacket( &data
);
7685 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7687 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7690 GetSession()->SendPacket(&data
);
7693 void Player::SendInitWorldStates()
7695 // data depends on zoneid/mapid...
7696 BattleGround
* bg
= GetBattleGround();
7697 uint16 NumberOfFields
= 0;
7698 uint32 mapid
= GetMapId();
7699 uint32 zoneid
= GetZoneId();
7700 uint32 areaid
= GetAreaId();
7701 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7702 // may be exist better way to do this...
7725 NumberOfFields
= 41;
7728 NumberOfFields
= 15;
7731 NumberOfFields
= 83;
7734 NumberOfFields
= 16;
7738 NumberOfFields
= 40;
7741 NumberOfFields
= 27;
7744 NumberOfFields
= 39;
7747 NumberOfFields
= 38;
7750 NumberOfFields
= 37;
7755 NumberOfFields
= 11;
7758 NumberOfFields
= 11;
7761 NumberOfFields
= 12;
7765 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7766 data
<< uint32(mapid
); // mapid
7767 data
<< uint32(zoneid
); // zone id
7768 data
<< uint32(areaid
); // area id, new 2.1.0
7769 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7770 data
<< uint32(0x8d8) << uint32(0x0); // 1
7771 data
<< uint32(0x8d7) << uint32(0x0); // 2
7772 data
<< uint32(0x8d6) << uint32(0x0); // 3
7773 data
<< uint32(0x8d5) << uint32(0x0); // 4
7774 data
<< uint32(0x8d4) << uint32(0x0); // 5
7775 data
<< uint32(0x8d3) << uint32(0x0); // 6
7776 // 7 1 - Arena season in progress, 0 - end of season
7777 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7778 // 8 Arena season id
7779 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7780 if(mapid
== 530) // Outland
7782 data
<< uint32(0x9bf) << uint32(0x0); // 7
7783 data
<< uint32(0x9bd) << uint32(0xF); // 8
7784 data
<< uint32(0x9bb) << uint32(0xF); // 9
7799 data
<< uint32(0x7ae) << uint32(0x1); // 7
7800 data
<< uint32(0x532) << uint32(0x1); // 8
7801 data
<< uint32(0x531) << uint32(0x0); // 9
7802 data
<< uint32(0x52e) << uint32(0x0); // 10
7803 data
<< uint32(0x571) << uint32(0x0); // 11
7804 data
<< uint32(0x570) << uint32(0x0); // 12
7805 data
<< uint32(0x567) << uint32(0x1); // 13
7806 data
<< uint32(0x566) << uint32(0x1); // 14
7807 data
<< uint32(0x550) << uint32(0x1); // 15
7808 data
<< uint32(0x544) << uint32(0x0); // 16
7809 data
<< uint32(0x536) << uint32(0x0); // 17
7810 data
<< uint32(0x535) << uint32(0x1); // 18
7811 data
<< uint32(0x518) << uint32(0x0); // 19
7812 data
<< uint32(0x517) << uint32(0x0); // 20
7813 data
<< uint32(0x574) << uint32(0x0); // 21
7814 data
<< uint32(0x573) << uint32(0x0); // 22
7815 data
<< uint32(0x572) << uint32(0x0); // 23
7816 data
<< uint32(0x56f) << uint32(0x0); // 24
7817 data
<< uint32(0x56e) << uint32(0x0); // 25
7818 data
<< uint32(0x56d) << uint32(0x0); // 26
7819 data
<< uint32(0x56c) << uint32(0x0); // 27
7820 data
<< uint32(0x56b) << uint32(0x0); // 28
7821 data
<< uint32(0x56a) << uint32(0x1); // 29
7822 data
<< uint32(0x569) << uint32(0x1); // 30
7823 data
<< uint32(0x568) << uint32(0x1); // 13
7824 data
<< uint32(0x565) << uint32(0x0); // 32
7825 data
<< uint32(0x564) << uint32(0x0); // 33
7826 data
<< uint32(0x563) << uint32(0x0); // 34
7827 data
<< uint32(0x562) << uint32(0x0); // 35
7828 data
<< uint32(0x561) << uint32(0x0); // 36
7829 data
<< uint32(0x560) << uint32(0x0); // 37
7830 data
<< uint32(0x55f) << uint32(0x0); // 38
7831 data
<< uint32(0x55e) << uint32(0x0); // 39
7832 data
<< uint32(0x55d) << uint32(0x0); // 40
7833 data
<< uint32(0x3c6) << uint32(0x4); // 41
7834 data
<< uint32(0x3c4) << uint32(0x6); // 42
7835 data
<< uint32(0x3c2) << uint32(0x4); // 43
7836 data
<< uint32(0x516) << uint32(0x1); // 44
7837 data
<< uint32(0x515) << uint32(0x0); // 45
7838 data
<< uint32(0x3b6) << uint32(0x6); // 46
7839 data
<< uint32(0x55c) << uint32(0x0); // 47
7840 data
<< uint32(0x55b) << uint32(0x0); // 48
7841 data
<< uint32(0x55a) << uint32(0x0); // 49
7842 data
<< uint32(0x559) << uint32(0x0); // 50
7843 data
<< uint32(0x558) << uint32(0x0); // 51
7844 data
<< uint32(0x557) << uint32(0x0); // 52
7845 data
<< uint32(0x556) << uint32(0x0); // 53
7846 data
<< uint32(0x555) << uint32(0x0); // 54
7847 data
<< uint32(0x554) << uint32(0x1); // 55
7848 data
<< uint32(0x553) << uint32(0x1); // 56
7849 data
<< uint32(0x552) << uint32(0x1); // 57
7850 data
<< uint32(0x551) << uint32(0x1); // 58
7851 data
<< uint32(0x54f) << uint32(0x0); // 59
7852 data
<< uint32(0x54e) << uint32(0x0); // 60
7853 data
<< uint32(0x54d) << uint32(0x1); // 61
7854 data
<< uint32(0x54c) << uint32(0x0); // 62
7855 data
<< uint32(0x54b) << uint32(0x0); // 63
7856 data
<< uint32(0x545) << uint32(0x0); // 64
7857 data
<< uint32(0x543) << uint32(0x1); // 65
7858 data
<< uint32(0x542) << uint32(0x0); // 66
7859 data
<< uint32(0x540) << uint32(0x0); // 67
7860 data
<< uint32(0x53f) << uint32(0x0); // 68
7861 data
<< uint32(0x53e) << uint32(0x0); // 69
7862 data
<< uint32(0x53d) << uint32(0x0); // 70
7863 data
<< uint32(0x53c) << uint32(0x0); // 71
7864 data
<< uint32(0x53b) << uint32(0x0); // 72
7865 data
<< uint32(0x53a) << uint32(0x1); // 73
7866 data
<< uint32(0x539) << uint32(0x0); // 74
7867 data
<< uint32(0x538) << uint32(0x0); // 75
7868 data
<< uint32(0x537) << uint32(0x0); // 76
7869 data
<< uint32(0x534) << uint32(0x0); // 77
7870 data
<< uint32(0x533) << uint32(0x0); // 78
7871 data
<< uint32(0x530) << uint32(0x0); // 79
7872 data
<< uint32(0x52f) << uint32(0x0); // 80
7873 data
<< uint32(0x52d) << uint32(0x1); // 81
7876 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7877 bg
->FillInitialWorldStates(data
);
7880 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7881 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7882 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7883 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7884 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7885 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7886 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7887 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7891 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7892 bg
->FillInitialWorldStates(data
);
7895 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7896 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7897 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7898 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7899 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7900 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7901 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7902 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7903 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7904 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7905 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7906 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7907 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7908 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7909 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7910 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7911 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7912 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7913 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7914 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7915 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7916 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7917 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7918 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7919 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7920 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7921 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7922 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7923 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7924 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7925 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7926 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7930 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7931 bg
->FillInitialWorldStates(data
);
7934 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7935 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7936 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7937 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7938 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7939 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7940 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7941 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7942 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7943 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7944 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7945 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7946 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7947 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7948 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7949 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7950 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7951 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7952 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7953 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7954 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7955 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7956 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7957 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7958 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7959 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7960 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7961 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7962 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7963 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7964 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7965 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7966 // and some more ... unknown
7969 case 3483: // Hellfire Peninsula
7970 data
<< uint32(0x9ba) << uint32(0x1); // 10
7971 data
<< uint32(0x9b9) << uint32(0x1); // 11
7972 data
<< uint32(0x9b5) << uint32(0x0); // 12
7973 data
<< uint32(0x9b4) << uint32(0x1); // 13
7974 data
<< uint32(0x9b3) << uint32(0x0); // 14
7975 data
<< uint32(0x9b2) << uint32(0x0); // 15
7976 data
<< uint32(0x9b1) << uint32(0x1); // 16
7977 data
<< uint32(0x9b0) << uint32(0x0); // 17
7978 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7979 data
<< uint32(0x9ac) << uint32(0x0); // 19
7980 data
<< uint32(0x9a8) << uint32(0x0); // 20
7981 data
<< uint32(0x9a7) << uint32(0x0); // 21
7982 data
<< uint32(0x9a6) << uint32(0x1); // 22
7984 case 3519: // Terokkar Forest
7985 data
<< uint32(0xa41) << uint32(0x0); // 10
7986 data
<< uint32(0xa40) << uint32(0x14); // 11
7987 data
<< uint32(0xa3f) << uint32(0x0); // 12
7988 data
<< uint32(0xa3e) << uint32(0x0); // 13
7989 data
<< uint32(0xa3d) << uint32(0x5); // 14
7990 data
<< uint32(0xa3c) << uint32(0x0); // 15
7991 data
<< uint32(0xa87) << uint32(0x0); // 16
7992 data
<< uint32(0xa86) << uint32(0x0); // 17
7993 data
<< uint32(0xa85) << uint32(0x0); // 18
7994 data
<< uint32(0xa84) << uint32(0x0); // 19
7995 data
<< uint32(0xa83) << uint32(0x0); // 20
7996 data
<< uint32(0xa82) << uint32(0x0); // 21
7997 data
<< uint32(0xa81) << uint32(0x0); // 22
7998 data
<< uint32(0xa80) << uint32(0x0); // 23
7999 data
<< uint32(0xa7e) << uint32(0x0); // 24
8000 data
<< uint32(0xa7d) << uint32(0x0); // 25
8001 data
<< uint32(0xa7c) << uint32(0x0); // 26
8002 data
<< uint32(0xa7b) << uint32(0x0); // 27
8003 data
<< uint32(0xa7a) << uint32(0x0); // 28
8004 data
<< uint32(0xa79) << uint32(0x0); // 29
8005 data
<< uint32(0x9d0) << uint32(0x5); // 30
8006 data
<< uint32(0x9ce) << uint32(0x0); // 31
8007 data
<< uint32(0x9cd) << uint32(0x0); // 32
8008 data
<< uint32(0x9cc) << uint32(0x0); // 33
8009 data
<< uint32(0xa88) << uint32(0x0); // 34
8010 data
<< uint32(0xad0) << uint32(0x0); // 35
8011 data
<< uint32(0xacf) << uint32(0x1); // 36
8013 case 3521: // Zangarmarsh
8014 data
<< uint32(0x9e1) << uint32(0x0); // 10
8015 data
<< uint32(0x9e0) << uint32(0x0); // 11
8016 data
<< uint32(0x9df) << uint32(0x0); // 12
8017 data
<< uint32(0xa5d) << uint32(0x1); // 13
8018 data
<< uint32(0xa5c) << uint32(0x0); // 14
8019 data
<< uint32(0xa5b) << uint32(0x1); // 15
8020 data
<< uint32(0xa5a) << uint32(0x0); // 16
8021 data
<< uint32(0xa59) << uint32(0x1); // 17
8022 data
<< uint32(0xa58) << uint32(0x0); // 18
8023 data
<< uint32(0xa57) << uint32(0x0); // 19
8024 data
<< uint32(0xa56) << uint32(0x0); // 20
8025 data
<< uint32(0xa55) << uint32(0x1); // 21
8026 data
<< uint32(0xa54) << uint32(0x0); // 22
8027 data
<< uint32(0x9e7) << uint32(0x0); // 23
8028 data
<< uint32(0x9e6) << uint32(0x0); // 24
8029 data
<< uint32(0x9e5) << uint32(0x0); // 25
8030 data
<< uint32(0xa00) << uint32(0x0); // 26
8031 data
<< uint32(0x9ff) << uint32(0x1); // 27
8032 data
<< uint32(0x9fe) << uint32(0x0); // 28
8033 data
<< uint32(0x9fd) << uint32(0x0); // 29
8034 data
<< uint32(0x9fc) << uint32(0x1); // 30
8035 data
<< uint32(0x9fb) << uint32(0x0); // 31
8036 data
<< uint32(0xa62) << uint32(0x0); // 32
8037 data
<< uint32(0xa61) << uint32(0x1); // 33
8038 data
<< uint32(0xa60) << uint32(0x1); // 34
8039 data
<< uint32(0xa5f) << uint32(0x0); // 35
8041 case 3698: // Nagrand Arena
8042 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8043 bg
->FillInitialWorldStates(data
);
8046 data
<< uint32(0xa0f) << uint32(0x0); // 7
8047 data
<< uint32(0xa10) << uint32(0x0); // 8
8048 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8051 case 3702: // Blade's Edge Arena
8052 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8053 bg
->FillInitialWorldStates(data
);
8056 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8057 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8058 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8061 case 3968: // Ruins of Lordaeron
8062 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8063 bg
->FillInitialWorldStates(data
);
8066 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8067 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8068 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8071 case 3703: // Shattrath City
8074 data
<< uint32(0x914) << uint32(0x0); // 7
8075 data
<< uint32(0x913) << uint32(0x0); // 8
8076 data
<< uint32(0x912) << uint32(0x0); // 9
8077 data
<< uint32(0x915) << uint32(0x0); // 10
8080 GetSession()->SendPacket(&data
);
8083 uint32
Player::GetXPRestBonus(uint32 xp
)
8085 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8087 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8090 SetRestBonus( GetRestBonus() - rested_bonus
);
8092 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8093 return rested_bonus
;
8096 void Player::SetBindPoint(uint64 guid
)
8098 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8099 data
<< uint64(guid
);
8100 GetSession()->SendPacket( &data
);
8103 void Player::SendTalentWipeConfirm(uint64 guid
)
8105 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8106 data
<< uint64(guid
);
8107 data
<< uint32(resetTalentsCost());
8108 GetSession()->SendPacket( &data
);
8111 void Player::SendPetSkillWipeConfirm()
8113 Pet
* pet
= GetPet();
8116 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8117 data
<< pet
->GetGUID();
8118 data
<< uint32(pet
->resetTalentsCost());
8119 GetSession()->SendPacket( &data
);
8122 /*********************************************************/
8123 /*** STORAGE SYSTEM ***/
8124 /*********************************************************/
8126 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8131 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8133 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8137 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8138 else if(charges
<= 1)
8140 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8141 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8146 void Player::SetSheath( uint32 sheathed
)
8150 case SHEATH_STATE_UNARMED
: // no prepared weapon
8151 SetVirtualItemSlot(0,NULL
);
8152 SetVirtualItemSlot(1,NULL
);
8153 SetVirtualItemSlot(2,NULL
);
8155 case SHEATH_STATE_MELEE
: // prepared melee weapon
8157 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
8158 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
8159 SetVirtualItemSlot(2,NULL
);
8161 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8162 SetVirtualItemSlot(0,NULL
);
8163 SetVirtualItemSlot(1,NULL
);
8164 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
8167 SetVirtualItemSlot(0,NULL
);
8168 SetVirtualItemSlot(1,NULL
);
8169 SetVirtualItemSlot(2,NULL
);
8172 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
8175 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8177 uint8 pClass
= getClass();
8180 slots
[0] = NULL_SLOT
;
8181 slots
[1] = NULL_SLOT
;
8182 slots
[2] = NULL_SLOT
;
8183 slots
[3] = NULL_SLOT
;
8184 switch( proto
->InventoryType
)
8187 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8190 slots
[0] = EQUIPMENT_SLOT_NECK
;
8192 case INVTYPE_SHOULDERS
:
8193 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8196 slots
[0] = EQUIPMENT_SLOT_BODY
;
8199 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8202 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8205 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8208 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8211 slots
[0] = EQUIPMENT_SLOT_FEET
;
8213 case INVTYPE_WRISTS
:
8214 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8217 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8219 case INVTYPE_FINGER
:
8220 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8221 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8223 case INVTYPE_TRINKET
:
8224 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8225 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8228 slots
[0] = EQUIPMENT_SLOT_BACK
;
8230 case INVTYPE_WEAPON
:
8232 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8234 // suggest offhand slot only if know dual wielding
8235 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8237 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8240 case INVTYPE_SHIELD
:
8241 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8243 case INVTYPE_RANGED
:
8244 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8246 case INVTYPE_2HWEAPON
:
8247 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8248 if (CanDualWield() && CanTitanGrip())
8249 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8251 case INVTYPE_TABARD
:
8252 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8254 case INVTYPE_WEAPONMAINHAND
:
8255 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8257 case INVTYPE_WEAPONOFFHAND
:
8258 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8260 case INVTYPE_HOLDABLE
:
8261 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8263 case INVTYPE_THROWN
:
8264 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8266 case INVTYPE_RANGEDRIGHT
:
8267 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8270 slots
[0] = INVENTORY_SLOT_BAG_1
;
8271 slots
[1] = INVENTORY_SLOT_BAG_2
;
8272 slots
[2] = INVENTORY_SLOT_BAG_3
;
8273 slots
[3] = INVENTORY_SLOT_BAG_4
;
8277 switch(proto
->SubClass
)
8279 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8280 if (pClass
== CLASS_PALADIN
)
8281 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8283 case ITEM_SUBCLASS_ARMOR_IDOL
:
8284 if (pClass
== CLASS_DRUID
)
8285 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8287 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8288 if (pClass
== CLASS_SHAMAN
)
8289 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8291 case ITEM_SUBCLASS_ARMOR_MISC
:
8292 if (pClass
== CLASS_WARLOCK
)
8293 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8295 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8296 if (pClass
== CLASS_DEATH_KNIGHT
)
8297 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8306 if( slot
!= NULL_SLOT
)
8308 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8310 for (int i
= 0; i
< 4; i
++)
8312 if ( slots
[i
] == slot
)
8319 // search free slot at first
8320 for (int i
= 0; i
< 4; i
++)
8322 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8324 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8325 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8330 // if not found free and can swap return first appropriate from used
8331 for (int i
= 0; i
< 4; i
++)
8333 if ( slots
[i
] != NULL_SLOT
&& swap
)
8342 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8345 uint32 tempcount
= 0;
8347 uint8 res
= EQUIP_ERR_OK
;
8349 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8351 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8352 if( pItem
&& pItem
->GetEntry() == item
)
8354 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8355 if(ires
==EQUIP_ERR_OK
)
8357 tempcount
+= pItem
->GetCount();
8358 if( tempcount
>= count
)
8359 return EQUIP_ERR_OK
;
8365 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8367 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8368 if( pItem
&& pItem
->GetEntry() == item
)
8370 tempcount
+= pItem
->GetCount();
8371 if( tempcount
>= count
)
8372 return EQUIP_ERR_OK
;
8375 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8377 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8378 if( pItem
&& pItem
->GetEntry() == item
)
8380 tempcount
+= pItem
->GetCount();
8381 if( tempcount
>= count
)
8382 return EQUIP_ERR_OK
;
8386 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8388 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8391 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8393 pItem
= GetItemByPos( i
, j
);
8394 if( pItem
&& pItem
->GetEntry() == item
)
8396 tempcount
+= pItem
->GetCount();
8397 if( tempcount
>= count
)
8398 return EQUIP_ERR_OK
;
8404 // not found req. item count and have unequippable items
8408 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8411 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8413 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8414 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8415 count
+= pItem
->GetCount();
8417 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8419 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8420 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8421 count
+= pItem
->GetCount();
8423 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8425 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8427 count
+= pBag
->GetItemCount(item
,skipItem
);
8430 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8432 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8434 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8435 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8436 count
+= pItem
->GetGemCountWithID(item
);
8442 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8444 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8445 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8446 count
+= pItem
->GetCount();
8448 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8450 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8452 count
+= pBag
->GetItemCount(item
,skipItem
);
8455 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8457 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8459 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8460 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8461 count
+= pItem
->GetGemCountWithID(item
);
8469 Item
* Player::GetItemByGuid( uint64 guid
) const
8471 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8473 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8474 if( pItem
&& pItem
->GetGUID() == guid
)
8477 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8479 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8480 if( pItem
&& pItem
->GetGUID() == guid
)
8484 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8486 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8489 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8491 Item
* pItem
= pBag
->GetItemByPos( j
);
8492 if( pItem
&& pItem
->GetGUID() == guid
)
8497 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8499 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8502 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8504 Item
* pItem
= pBag
->GetItemByPos( j
);
8505 if( pItem
&& pItem
->GetGUID() == guid
)
8514 Item
* Player::GetItemByPos( uint16 pos
) const
8516 uint8 bag
= pos
>> 8;
8517 uint8 slot
= pos
& 255;
8518 return GetItemByPos( bag
, slot
);
8521 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8523 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8524 return m_items
[slot
];
8525 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8526 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8528 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8530 return pBag
->GetItemByPos(slot
);
8535 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8540 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8541 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8542 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8543 default: return NULL
;
8546 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8547 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8553 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8559 Item
* Player::GetShield(bool useable
) const
8561 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8562 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8568 if( item
->IsBroken())
8574 uint32
Player::GetAttackBySlot( uint8 slot
)
8578 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8579 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8580 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8581 default: return MAX_ATTACK
;
8585 bool Player::HasBankBagSlot( uint8 slot
) const
8587 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8588 if( slot
< maxslot
)
8593 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8595 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8597 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8599 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8601 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8606 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8608 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8610 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8615 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8617 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8619 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8621 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8626 bool Player::IsBagPos( uint16 pos
)
8628 uint8 bag
= pos
>> 8;
8629 uint8 slot
= pos
& 255;
8630 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8632 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8637 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8643 if (bag
== INVENTORY_SLOT_BAG_0
)
8645 // any post selected
8646 if (slot
== NULL_SLOT
)
8650 if (slot
< EQUIPMENT_SLOT_END
)
8654 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8658 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8662 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8666 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8670 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8676 // bag content slots
8677 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8679 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8683 // any post selected
8684 if (slot
== NULL_SLOT
)
8687 return slot
< pBag
->GetBagSize();
8690 // bank bag content slots
8691 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8693 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8697 // any post selected
8698 if (slot
== NULL_SLOT
)
8701 return slot
< pBag
->GetBagSize();
8709 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8711 uint32 tempcount
= 0;
8712 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8714 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8715 if( pItem
&& pItem
->GetEntry() == item
)
8717 tempcount
+= pItem
->GetCount();
8718 if( tempcount
>= count
)
8722 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8724 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8725 if( pItem
&& pItem
->GetEntry() == item
)
8727 tempcount
+= pItem
->GetCount();
8728 if( tempcount
>= count
)
8732 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8734 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8736 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8738 Item
* pItem
= GetItemByPos( i
, j
);
8739 if( pItem
&& pItem
->GetEntry() == item
)
8741 tempcount
+= pItem
->GetCount();
8742 if( tempcount
>= count
)
8751 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8753 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8754 if( pItem
&& pItem
->GetEntry() == item
)
8756 tempcount
+= pItem
->GetCount();
8757 if( tempcount
>= count
)
8761 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8763 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8765 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8767 Item
* pItem
= GetItemByPos( i
, j
);
8768 if( pItem
&& pItem
->GetEntry() == item
)
8770 tempcount
+= pItem
->GetCount();
8771 if( tempcount
>= count
)
8782 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8784 uint32 tempcount
= 0;
8785 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8787 if(i
==int(except_slot
))
8790 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8791 if( pItem
&& pItem
->GetEntry() == item
)
8793 tempcount
+= pItem
->GetCount();
8794 if( tempcount
>= count
)
8799 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8800 if (pProto
&& pProto
->GemProperties
)
8802 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8804 if(i
==int(except_slot
))
8807 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8808 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8810 tempcount
+= pItem
->GetGemCountWithID(item
);
8811 if( tempcount
>= count
)
8820 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8822 uint32 tempcount
= 0;
8823 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8825 if(i
==int(except_slot
))
8828 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8832 ItemPrototype
const *pProto
= pItem
->GetProto();
8836 if (pProto
->ItemLimitCategory
== limitCategory
)
8838 tempcount
+= pItem
->GetCount();
8839 if( tempcount
>= count
)
8843 if( pProto
->Socket
[0].Color
)
8845 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8846 if( tempcount
>= count
)
8854 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8856 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8860 *no_space_count
= count
;
8861 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8865 if(pProto
->MaxCount
<= 0)
8866 return EQUIP_ERR_OK
;
8868 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8870 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8873 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8874 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8877 return EQUIP_ERR_OK
;
8880 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8883 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8885 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8886 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8889 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8891 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8892 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8895 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8897 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8899 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8901 pItem
= GetItemByPos( i
, j
);
8902 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8910 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8912 Item
* pItem2
= GetItemByPos( bag
, slot
);
8914 // ignore move item (this slot will be empty at move)
8915 if(pItem2
==pSrcItem
)
8920 // empty specific slot - check item fit to slot
8921 if( !pItem2
|| swap
)
8923 if( bag
== INVENTORY_SLOT_BAG_0
)
8926 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8927 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8929 // vanitypet case (not use, vanity pets stored as spells)
8930 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
)
8931 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8933 // currencytoken case (disabled until proper implement)
8934 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8935 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8937 // guestbag case (disabled until proper implement)
8938 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8939 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8942 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8943 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8947 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8949 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8951 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8953 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8955 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8956 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8959 // non empty stack with space
8960 need_space
= pProto
->GetMaxStackSize();
8962 // non empty slot, check item type
8966 if(pItem2
->GetEntry() != pProto
->ItemId
)
8967 return EQUIP_ERR_ITEM_CANT_STACK
;
8970 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8971 return EQUIP_ERR_ITEM_CANT_STACK
;
8973 // free stack space or infinity
8974 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8977 if(need_space
> count
)
8980 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8981 if(!newPosition
.isContainedIn(dest
))
8983 dest
.push_back(newPosition
);
8984 count
-= need_space
;
8986 return EQUIP_ERR_OK
;
8989 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
8991 // skip specific bag already processed in first called _CanStoreItem_InBag
8993 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8995 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8997 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8999 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9001 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9003 // specialized bag mode or non-specilized
9004 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
9005 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9007 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
9008 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9010 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9012 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9016 Item
* pItem2
= GetItemByPos( bag
, j
);
9018 // ignore move item (this slot will be empty at move)
9019 if(pItem2
==pSrcItem
)
9022 // if merge skip empty, if !merge skip non-empty
9023 if((pItem2
!=NULL
)!=merge
)
9028 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9030 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9031 if(need_space
> count
)
9034 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9035 if(!newPosition
.isContainedIn(dest
))
9037 dest
.push_back(newPosition
);
9038 count
-= need_space
;
9041 return EQUIP_ERR_OK
;
9047 uint32 need_space
= pProto
->GetMaxStackSize();
9048 if(need_space
> count
)
9051 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9052 if(!newPosition
.isContainedIn(dest
))
9054 dest
.push_back(newPosition
);
9055 count
-= need_space
;
9058 return EQUIP_ERR_OK
;
9062 return EQUIP_ERR_OK
;
9065 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
9067 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
9069 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9070 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9073 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9075 // ignore move item (this slot will be empty at move)
9076 if(pItem2
==pSrcItem
)
9079 // if merge skip empty, if !merge skip non-empty
9080 if((pItem2
!=NULL
)!=merge
)
9085 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9087 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9088 if(need_space
> count
)
9090 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9091 if(!newPosition
.isContainedIn(dest
))
9093 dest
.push_back(newPosition
);
9094 count
-= need_space
;
9097 return EQUIP_ERR_OK
;
9103 uint32 need_space
= pProto
->GetMaxStackSize();
9104 if(need_space
> count
)
9107 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9108 if(!newPosition
.isContainedIn(dest
))
9110 dest
.push_back(newPosition
);
9111 count
-= need_space
;
9114 return EQUIP_ERR_OK
;
9118 return EQUIP_ERR_OK
;
9121 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9123 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9125 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
9129 *no_space_count
= count
;
9130 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9133 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
9136 *no_space_count
= count
;
9137 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9140 // check count of items (skip for auto move for same player from bank)
9141 uint32 no_similar_count
= 0; // can't store this amount similar items
9142 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9143 if(res
!=EQUIP_ERR_OK
)
9145 if(count
==no_similar_count
)
9148 *no_space_count
= no_similar_count
;
9151 count
-= no_similar_count
;
9155 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9157 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9158 if(res
!=EQUIP_ERR_OK
)
9161 *no_space_count
= count
+ no_similar_count
;
9167 if(no_similar_count
==0)
9168 return EQUIP_ERR_OK
;
9171 *no_space_count
= count
+ no_similar_count
;
9172 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9176 // not specific slot or have space for partly store only in specific slot
9179 if( bag
!= NULL_BAG
)
9181 // search stack in bag for merge to
9182 if( pProto
->Stackable
!= 1 )
9184 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9186 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9187 if(res
!=EQUIP_ERR_OK
)
9190 *no_space_count
= count
+ no_similar_count
;
9196 if(no_similar_count
==0)
9197 return EQUIP_ERR_OK
;
9200 *no_space_count
= count
+ no_similar_count
;
9201 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9204 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9205 if(res
!=EQUIP_ERR_OK
)
9208 *no_space_count
= count
+ no_similar_count
;
9214 if(no_similar_count
==0)
9215 return EQUIP_ERR_OK
;
9218 *no_space_count
= count
+ no_similar_count
;
9219 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9222 else // equipped bag
9224 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9225 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9226 if(res
!=EQUIP_ERR_OK
)
9227 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9229 if(res
!=EQUIP_ERR_OK
)
9232 *no_space_count
= count
+ no_similar_count
;
9238 if(no_similar_count
==0)
9239 return EQUIP_ERR_OK
;
9242 *no_space_count
= count
+ no_similar_count
;
9243 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9248 // search free slot in bag for place to
9249 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9251 // search free slot - keyring case
9252 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9254 uint32 keyringSize
= GetMaxKeyringSize();
9255 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9256 if(res
!=EQUIP_ERR_OK
)
9259 *no_space_count
= count
+ no_similar_count
;
9265 if(no_similar_count
==0)
9266 return EQUIP_ERR_OK
;
9269 *no_space_count
= count
+ no_similar_count
;
9270 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9274 // Vanity pet case skipped as not used
9276 /* until proper implementation
9277 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9279 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9280 if(res!=EQUIP_ERR_OK)
9283 *no_space_count = count + no_similar_count;
9289 if(no_similar_count==0)
9290 return EQUIP_ERR_OK;
9293 *no_space_count = count + no_similar_count;
9294 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9298 /* until proper implementation
9299 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9301 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9302 if(res!=EQUIP_ERR_OK)
9305 *no_space_count = count + no_similar_count;
9311 if(no_similar_count==0)
9312 return EQUIP_ERR_OK;
9315 *no_space_count = count + no_similar_count;
9316 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9321 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9322 if(res
!=EQUIP_ERR_OK
)
9325 *no_space_count
= count
+ no_similar_count
;
9331 if(no_similar_count
==0)
9332 return EQUIP_ERR_OK
;
9335 *no_space_count
= count
+ no_similar_count
;
9336 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9339 else // equipped bag
9341 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9342 if(res
!=EQUIP_ERR_OK
)
9343 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9345 if(res
!=EQUIP_ERR_OK
)
9348 *no_space_count
= count
+ no_similar_count
;
9354 if(no_similar_count
==0)
9355 return EQUIP_ERR_OK
;
9358 *no_space_count
= count
+ no_similar_count
;
9359 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9364 // not specific bag or have space for partly store only in specific bag
9366 // search stack for merge to
9367 if( pProto
->Stackable
!= 1 )
9369 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9370 if(res
!=EQUIP_ERR_OK
)
9373 *no_space_count
= count
+ no_similar_count
;
9379 if(no_similar_count
==0)
9380 return EQUIP_ERR_OK
;
9383 *no_space_count
= count
+ no_similar_count
;
9384 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9387 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9388 if(res
!=EQUIP_ERR_OK
)
9391 *no_space_count
= count
+ no_similar_count
;
9397 if(no_similar_count
==0)
9398 return EQUIP_ERR_OK
;
9401 *no_space_count
= count
+ no_similar_count
;
9402 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9405 if( pProto
->BagFamily
)
9407 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9409 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9410 if(res
!=EQUIP_ERR_OK
)
9415 if(no_similar_count
==0)
9416 return EQUIP_ERR_OK
;
9419 *no_space_count
= count
+ no_similar_count
;
9420 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9425 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9427 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9428 if(res
!=EQUIP_ERR_OK
)
9433 if(no_similar_count
==0)
9434 return EQUIP_ERR_OK
;
9437 *no_space_count
= count
+ no_similar_count
;
9438 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9443 // search free slot - special bag case
9444 if( pProto
->BagFamily
)
9446 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9448 uint32 keyringSize
= GetMaxKeyringSize();
9449 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9450 if(res
!=EQUIP_ERR_OK
)
9453 *no_space_count
= count
+ no_similar_count
;
9459 if(no_similar_count
==0)
9460 return EQUIP_ERR_OK
;
9463 *no_space_count
= count
+ no_similar_count
;
9464 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9468 // Vanity pet case skipped as not used
9470 /* until proper implementation
9471 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9473 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9474 if(res!=EQUIP_ERR_OK)
9477 *no_space_count = count + no_similar_count;
9483 if(no_similar_count==0)
9484 return EQUIP_ERR_OK;
9487 *no_space_count = count + no_similar_count;
9488 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9492 /* until proper implementation
9493 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9495 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9496 if(res!=EQUIP_ERR_OK)
9499 *no_space_count = count + no_similar_count;
9505 if(no_similar_count==0)
9506 return EQUIP_ERR_OK;
9509 *no_space_count = count + no_similar_count;
9510 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9515 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9517 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9518 if(res
!=EQUIP_ERR_OK
)
9523 if(no_similar_count
==0)
9524 return EQUIP_ERR_OK
;
9527 *no_space_count
= count
+ no_similar_count
;
9528 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9534 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9535 if(res
!=EQUIP_ERR_OK
)
9538 *no_space_count
= count
+ no_similar_count
;
9544 if(no_similar_count
==0)
9545 return EQUIP_ERR_OK
;
9548 *no_space_count
= count
+ no_similar_count
;
9549 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9552 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9554 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9555 if(res
!=EQUIP_ERR_OK
)
9560 if(no_similar_count
==0)
9561 return EQUIP_ERR_OK
;
9564 *no_space_count
= count
+ no_similar_count
;
9565 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9570 *no_space_count
= count
+ no_similar_count
;
9572 return EQUIP_ERR_INVENTORY_FULL
;
9575 //////////////////////////////////////////////////////////////////////////
9576 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9581 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9582 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9583 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9584 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9585 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9587 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9588 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9589 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9590 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9591 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9593 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9595 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9597 if (pItem2
&& !pItem2
->IsInTrade())
9599 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9603 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9605 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9607 if (pItem2
&& !pItem2
->IsInTrade())
9609 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9613 // Vanity pet case skipped as not used
9615 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9617 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9619 if (pItem2
&& !pItem2
->IsInTrade())
9621 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9625 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9627 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9629 if (pItem2
&& !pItem2
->IsInTrade())
9631 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9635 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9637 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9639 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9641 pItem2
= GetItemByPos( i
, j
);
9642 if (pItem2
&& !pItem2
->IsInTrade())
9644 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9650 // check free space for all items
9651 for (int k
=0;k
<count
;k
++)
9653 Item
*pItem
= pItems
[k
];
9656 if (!pItem
) continue;
9658 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9659 ItemPrototype
const *pProto
= pItem
->GetProto();
9663 return EQUIP_ERR_ITEM_NOT_FOUND
;
9666 if(pItem
->IsBindedNotWith(GetGUID()))
9667 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9670 ItemPrototype
const *pBagProto
;
9672 // item is 'one item only'
9673 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9674 if(res
!= EQUIP_ERR_OK
)
9677 // search stack for merge to
9678 if( pProto
->Stackable
!= 1 )
9680 bool b_found
= false;
9682 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9684 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9685 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9687 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9692 if (b_found
) continue;
9694 // Vanity pet case skipped as not used
9696 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9698 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9699 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9701 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9706 if (b_found
) continue;
9708 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9710 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9711 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9713 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9718 if (b_found
) continue;
9720 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9722 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9723 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9725 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9730 if (b_found
) continue;
9732 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9734 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9737 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9739 pItem2
= GetItemByPos( t
, j
);
9740 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9742 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9749 if (b_found
) continue;
9753 if( pProto
->BagFamily
)
9755 bool b_found
= false;
9756 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9758 uint32 keyringSize
= GetMaxKeyringSize();
9759 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9761 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9763 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9770 if (b_found
) continue;
9772 // Vanity pet case skipped as not used
9774 /* until proper implementation
9775 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9777 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9779 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9781 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9788 if (b_found) continue;
9790 /* until proper implementation
9791 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9793 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9795 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9797 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9804 if (b_found) continue;
9807 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9809 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9812 pBagProto
= pBag
->GetProto();
9814 // not plain container check
9815 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9816 ItemCanGoIntoBag(pProto
,pBagProto
) )
9818 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9820 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9822 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9830 if (b_found
) continue;
9834 bool b_found
= false;
9835 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9837 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9839 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9844 if (b_found
) continue;
9846 // search free slot in bags
9847 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9849 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9852 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9854 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9856 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9864 // no free slot found?
9866 return EQUIP_ERR_INVENTORY_FULL
;
9869 return EQUIP_ERR_OK
;
9872 //////////////////////////////////////////////////////////////////////////
9873 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9876 Item
*pItem
= Item::CreateItem( item
, 1, this );
9879 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9884 return EQUIP_ERR_ITEM_NOT_FOUND
;
9887 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9892 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9893 ItemPrototype
const *pProto
= pItem
->GetProto();
9896 if(pItem
->IsBindedNotWith(GetGUID()))
9897 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9899 // check count of items (skip for auto move for same player from bank)
9900 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9901 if(res
!= EQUIP_ERR_OK
)
9904 // check this only in game
9907 // May be here should be more stronger checks; STUNNED checked
9908 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9909 if (hasUnitState(UNIT_STAT_STUNNED
))
9910 return EQUIP_ERR_YOU_ARE_STUNNED
;
9912 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9914 // - in-progress arenas
9915 if( !pProto
->CanChangeEquipStateInCombat() )
9918 return EQUIP_ERR_NOT_IN_COMBAT
;
9920 if(BattleGround
* bg
= GetBattleGround())
9921 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9922 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9925 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9926 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9928 if(IsNonMeleeSpellCasted(false))
9929 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9932 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9933 if( eslot
== NULL_SLOT
)
9934 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9936 uint8 msg
= CanUseItem( pItem
, not_loading
);
9937 if( msg
!= EQUIP_ERR_OK
)
9939 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9940 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9942 // if swap ignore item (equipped also)
9943 if(uint8 res
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9946 // check unique-equipped special item classes
9947 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9949 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9951 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9953 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9955 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9957 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9958 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9960 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9967 uint32 type
= pProto
->InventoryType
;
9969 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9971 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9974 return EQUIP_ERR_CANT_DUAL_WIELD
;
9976 else if (type
== INVTYPE_2HWEAPON
)
9978 if(!CanDualWield() || !CanTitanGrip())
9979 return EQUIP_ERR_CANT_DUAL_WIELD
;
9983 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9986 // equip two-hand weapon case (with possible unequip 2 items)
9987 if( type
== INVTYPE_2HWEAPON
)
9989 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9991 if (!CanTitanGrip())
9992 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9994 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9995 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9997 if (!CanTitanGrip())
9999 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10000 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
10001 ItemPosCountVec off_dest
;
10002 if( offItem
&& (!not_loading
||
10003 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
10004 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
10005 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
10008 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
10009 return EQUIP_ERR_OK
;
10013 return EQUIP_ERR_ITEM_NOT_FOUND
;
10015 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
10018 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
10020 // Applied only to equipped items and bank bags
10021 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
10022 return EQUIP_ERR_OK
;
10024 Item
* pItem
= GetItemByPos(pos
);
10026 // Applied only to existed equipped item
10028 return EQUIP_ERR_OK
;
10030 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
10032 ItemPrototype
const *pProto
= pItem
->GetProto();
10034 return EQUIP_ERR_ITEM_NOT_FOUND
;
10036 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10038 // - in-progress arenas
10039 if( !pProto
->CanChangeEquipStateInCombat() )
10042 return EQUIP_ERR_NOT_IN_COMBAT
;
10044 if(BattleGround
* bg
= GetBattleGround())
10045 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
10046 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
10049 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
10050 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
10052 return EQUIP_ERR_OK
;
10055 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
10058 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10060 uint32 count
= pItem
->GetCount();
10062 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10063 ItemPrototype
const *pProto
= pItem
->GetProto();
10065 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10067 if( pItem
->IsBindedNotWith(GetGUID()) )
10068 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10070 // check count of items (skip for auto move for same player from bank)
10071 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10072 if(res
!= EQUIP_ERR_OK
)
10075 // in specific slot
10076 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10078 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10080 if (!pItem
->IsBag())
10081 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10083 Bag
*pBag
= (Bag
*)pItem
;
10084 if( !HasBankBagSlot( slot
) )
10085 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10087 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10091 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10092 if(res
!=EQUIP_ERR_OK
)
10096 return EQUIP_ERR_OK
;
10099 // not specific slot or have space for partly store only in specific slot
10102 if( bag
!= NULL_BAG
)
10104 if( pProto
->InventoryType
== INVTYPE_BAG
)
10106 Bag
*pBag
= (Bag
*)pItem
;
10107 if( pBag
&& !pBag
->IsEmpty() )
10108 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10111 // search stack in bag for merge to
10112 if( pProto
->Stackable
!= 1 )
10114 if( bag
== INVENTORY_SLOT_BAG_0
)
10116 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10117 if(res
!=EQUIP_ERR_OK
)
10121 return EQUIP_ERR_OK
;
10125 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10126 if(res
!=EQUIP_ERR_OK
)
10127 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10129 if(res
!=EQUIP_ERR_OK
)
10133 return EQUIP_ERR_OK
;
10137 // search free slot in bag
10138 if( bag
== INVENTORY_SLOT_BAG_0
)
10140 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10141 if(res
!=EQUIP_ERR_OK
)
10145 return EQUIP_ERR_OK
;
10149 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
10150 if(res
!=EQUIP_ERR_OK
)
10151 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
10153 if(res
!=EQUIP_ERR_OK
)
10157 return EQUIP_ERR_OK
;
10161 // not specific bag or have space for partly store only in specific bag
10163 // search stack for merge to
10164 if( pProto
->Stackable
!= 1 )
10167 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10168 if(res
!=EQUIP_ERR_OK
)
10172 return EQUIP_ERR_OK
;
10175 if( pProto
->BagFamily
)
10177 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10179 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10180 if(res
!=EQUIP_ERR_OK
)
10184 return EQUIP_ERR_OK
;
10188 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10190 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10191 if(res
!=EQUIP_ERR_OK
)
10195 return EQUIP_ERR_OK
;
10199 // search free place in special bag
10200 if( pProto
->BagFamily
)
10202 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10204 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10205 if(res
!=EQUIP_ERR_OK
)
10209 return EQUIP_ERR_OK
;
10213 // search free space
10214 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10215 if(res
!=EQUIP_ERR_OK
)
10219 return EQUIP_ERR_OK
;
10221 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10223 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10224 if(res
!=EQUIP_ERR_OK
)
10228 return EQUIP_ERR_OK
;
10230 return EQUIP_ERR_BANK_FULL
;
10233 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10237 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10238 if( !isAlive() && not_loading
)
10239 return EQUIP_ERR_YOU_ARE_DEAD
;
10240 //if( isStunned() )
10241 // return EQUIP_ERR_YOU_ARE_STUNNED;
10242 ItemPrototype
const *pProto
= pItem
->GetProto();
10245 if( pItem
->IsBindedNotWith(GetGUID()) )
10246 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10247 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10248 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10249 if( pItem
->GetSkill() != 0 )
10251 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10252 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10254 if( pProto
->RequiredSkill
!= 0 )
10256 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10257 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10258 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10259 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10261 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10262 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10263 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10264 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10265 if( getLevel() < pProto
->RequiredLevel
)
10266 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10267 return EQUIP_ERR_OK
;
10270 return EQUIP_ERR_ITEM_NOT_FOUND
;
10273 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10275 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10279 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10281 if( pProto
->RequiredSkill
!= 0 )
10283 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10285 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10288 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10290 if( getLevel() < pProto
->RequiredLevel
)
10297 uint8
Player::CanUseAmmo( uint32 item
) const
10299 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10301 return EQUIP_ERR_YOU_ARE_DEAD
;
10302 //if( isStunned() )
10303 // return EQUIP_ERR_YOU_ARE_STUNNED;
10304 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10307 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10308 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10309 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10310 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10311 if( pProto
->RequiredSkill
!= 0 )
10313 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10314 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10315 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10316 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10318 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10319 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10320 /*if( GetReputation() < pProto->RequiredReputation )
10321 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10323 if( getLevel() < pProto
->RequiredLevel
)
10324 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10326 // Requires No Ammo
10327 if(GetDummyAura(46699))
10328 return EQUIP_ERR_BAG_FULL6
;
10330 return EQUIP_ERR_OK
;
10332 return EQUIP_ERR_ITEM_NOT_FOUND
;
10335 void Player::SetAmmo( uint32 item
)
10341 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10347 uint8 msg
= CanUseAmmo( item
);
10348 if( msg
!= EQUIP_ERR_OK
)
10350 SendEquipError( msg
, NULL
, NULL
);
10355 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10357 _ApplyAmmoBonuses();
10360 void Player::RemoveAmmo()
10362 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10366 if(CanModifyStats())
10367 UpdateDamagePhysical(RANGED_ATTACK
);
10370 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10371 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10374 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10375 count
+= itr
->count
;
10377 Item
*pItem
= Item::CreateItem( item
, count
, this );
10380 ItemAddedQuestCheck( item
, count
);
10381 if(randomPropertyId
)
10382 pItem
->SetItemRandomProperties(randomPropertyId
);
10383 pItem
= StoreItem( dest
, pItem
, update
);
10388 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10393 Item
* lastItem
= pItem
;
10395 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10397 uint16 pos
= itr
->pos
;
10398 uint32 count
= itr
->count
;
10402 if(itr
== dest
.end())
10404 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10408 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10414 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10415 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10420 uint8 bag
= pos
>> 8;
10421 uint8 slot
= pos
& 255;
10423 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10425 Item
*pItem2
= GetItemByPos( bag
, slot
);
10430 pItem
= pItem
->CloneItem(count
,this);
10432 pItem
->SetCount(count
);
10437 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10438 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10439 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10440 pItem
->SetBinding( true );
10442 if( bag
== INVENTORY_SLOT_BAG_0
)
10444 m_items
[slot
] = pItem
;
10445 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10446 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10447 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10449 pItem
->SetSlot( slot
);
10450 pItem
->SetContainer( NULL
);
10452 if( IsInWorld() && update
)
10454 pItem
->AddToWorld();
10455 pItem
->SendUpdateToPlayer( this );
10458 pItem
->SetState(ITEM_CHANGED
, this);
10462 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10465 pBag
->StoreItem( slot
, pItem
, update
);
10466 if( IsInWorld() && update
)
10468 pItem
->AddToWorld();
10469 pItem
->SendUpdateToPlayer( this );
10471 pItem
->SetState(ITEM_CHANGED
, this);
10472 pBag
->SetState(ITEM_CHANGED
, this);
10476 AddEnchantmentDurations(pItem
);
10477 AddItemDurations(pItem
);
10483 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10484 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10485 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10486 pItem2
->SetBinding( true );
10488 pItem2
->SetCount( pItem2
->GetCount() + count
);
10489 if( IsInWorld() && update
)
10490 pItem2
->SendUpdateToPlayer( this );
10494 // delete item (it not in any slot currently)
10495 if( IsInWorld() && update
)
10497 pItem
->RemoveFromWorld();
10498 pItem
->DestroyForPlayer( this );
10501 RemoveEnchantmentDurations(pItem
);
10502 RemoveItemDurations(pItem
);
10504 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10505 pItem
->SetState(ITEM_REMOVED
, this);
10507 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10508 AddEnchantmentDurations(pItem2
);
10510 pItem2
->SetState(ITEM_CHANGED
, this);
10516 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10518 Item
*pItem
= Item::CreateItem( item
, 1, this );
10521 ItemAddedQuestCheck( item
, 1 );
10522 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10529 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10533 AddEnchantmentDurations(pItem
);
10534 AddItemDurations(pItem
);
10536 uint8 bag
= pos
>> 8;
10537 uint8 slot
= pos
& 255;
10539 Item
*pItem2
= GetItemByPos( bag
, slot
);
10543 VisualizeItem( slot
, pItem
);
10547 ItemPrototype
const *pProto
= pItem
->GetProto();
10549 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10550 if(pProto
&& pProto
->ItemSet
)
10551 AddItemsSetItem(this,pItem
);
10553 _ApplyItemMods(pItem
, slot
, true);
10555 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10557 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10559 if (getClass() == CLASS_ROGUE
)
10560 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10562 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10565 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10568 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10570 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10571 data
<< uint64(GetGUID());
10573 data
<< uint32(cooldownSpell
);
10575 GetSession()->SendPacket(&data
);
10580 if( IsInWorld() && update
)
10582 pItem
->AddToWorld();
10583 pItem
->SendUpdateToPlayer( this );
10586 ApplyEquipCooldown(pItem
);
10588 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10589 UpdateExpertise(BASE_ATTACK
);
10590 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10591 UpdateExpertise(OFF_ATTACK
);
10595 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10596 if( IsInWorld() && update
)
10597 pItem2
->SendUpdateToPlayer( this );
10599 // delete item (it not in any slot currently)
10600 //pItem->DeleteFromDB();
10601 if( IsInWorld() && update
)
10603 pItem
->RemoveFromWorld();
10604 pItem
->DestroyForPlayer( this );
10607 RemoveEnchantmentDurations(pItem
);
10608 RemoveItemDurations(pItem
);
10610 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10611 pItem
->SetState(ITEM_REMOVED
, this);
10612 pItem2
->SetState(ITEM_CHANGED
, this);
10614 ApplyEquipCooldown(pItem2
);
10623 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10627 AddEnchantmentDurations(pItem
);
10628 AddItemDurations(pItem
);
10630 uint8 slot
= pos
& 255;
10631 VisualizeItem( slot
, pItem
);
10635 pItem
->AddToWorld();
10636 pItem
->SendUpdateToPlayer( this );
10641 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10643 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10644 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10645 // entry // Size: 1
10646 // inspected enchantments // Size: 6
10648 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10649 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10654 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10656 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10657 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10659 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10660 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10662 // Use SetInt16Value to prevent set high part to FFFF for negative value
10663 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10664 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10668 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10670 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10671 SetUInt32Value(VisibleBase
+ 0, 0);
10673 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10674 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10676 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10677 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10681 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10686 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10687 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10688 pItem
->SetBinding( true );
10690 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10692 m_items
[slot
] = pItem
;
10693 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10694 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10695 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10696 pItem
->SetSlot( slot
);
10697 pItem
->SetContainer( NULL
);
10699 if( slot
< EQUIPMENT_SLOT_END
)
10700 SetVisibleItemSlot(slot
,pItem
);
10702 pItem
->SetState(ITEM_CHANGED
, this);
10705 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10707 // note: removeitem does not actually change the item
10708 // it only takes the item out of storage temporarily
10709 // note2: if removeitem is to be used for delinking
10710 // the item must be removed from the player's updatequeue
10712 Item
*pItem
= GetItemByPos( bag
, slot
);
10715 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10717 RemoveEnchantmentDurations(pItem
);
10718 RemoveItemDurations(pItem
);
10720 if( bag
== INVENTORY_SLOT_BAG_0
)
10722 if ( slot
< INVENTORY_SLOT_BAG_END
)
10724 ItemPrototype
const *pProto
= pItem
->GetProto();
10725 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10727 if(pProto
&& pProto
->ItemSet
)
10728 RemoveItemsSetItem(this,pProto
);
10730 _ApplyItemMods(pItem
, slot
, false);
10732 // remove item dependent auras and casts (only weapon and armor slots)
10733 if(slot
< EQUIPMENT_SLOT_END
)
10734 RemoveItemDependentAurasAndCasts(pItem
);
10736 // remove held enchantments
10737 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10739 if (pItem
->GetItemSuffixFactor())
10741 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10742 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10746 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10747 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10752 m_items
[slot
] = NULL
;
10753 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10755 if ( slot
< EQUIPMENT_SLOT_END
)
10756 SetVisibleItemSlot(slot
,NULL
);
10760 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10762 pBag
->RemoveItem(slot
, update
);
10764 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10765 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10766 pItem
->SetSlot( NULL_SLOT
);
10767 if( IsInWorld() && update
)
10768 pItem
->SendUpdateToPlayer( this );
10770 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10771 UpdateExpertise(BASE_ATTACK
);
10772 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10773 UpdateExpertise(OFF_ATTACK
);
10777 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10778 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10780 if(Item
* it
= GetItemByPos(bag
,slot
))
10782 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10783 RemoveItem( bag
,slot
,update
);
10784 it
->RemoveFromUpdateQueueOf(this);
10785 if(it
->IsInWorld())
10787 it
->RemoveFromWorld();
10788 it
->DestroyForPlayer( this );
10793 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10794 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10796 // update quest counters
10797 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10800 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10802 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10803 if(pLastItem
==pItem
)
10805 // update owner for last item (this can be original item with wrong owner
10806 if(pLastItem
->GetOwnerGUID() != GetGUID())
10807 pLastItem
->SetOwnerGUID(GetGUID());
10809 // if this original item then it need create record in inventory
10810 // in case trade we already have item in other player inventory
10811 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10815 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10817 Item
*pItem
= GetItemByPos( bag
, slot
);
10820 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10822 // start from destroy contained items (only equipped bag can have its)
10823 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10825 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10826 DestroyItem(slot
,i
,update
);
10829 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10830 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10832 RemoveEnchantmentDurations(pItem
);
10833 RemoveItemDurations(pItem
);
10835 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10837 if( bag
== INVENTORY_SLOT_BAG_0
)
10839 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10841 // equipment and equipped bags can have applied bonuses
10842 if ( slot
< INVENTORY_SLOT_BAG_END
)
10844 ItemPrototype
const *pProto
= pItem
->GetProto();
10846 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10847 if(pProto
&& pProto
->ItemSet
)
10848 RemoveItemsSetItem(this,pProto
);
10850 _ApplyItemMods(pItem
, slot
, false);
10853 if ( slot
< EQUIPMENT_SLOT_END
)
10855 // remove item dependent auras and casts (only weapon and armor slots)
10856 RemoveItemDependentAurasAndCasts(pItem
);
10858 // equipment visual show
10859 SetVisibleItemSlot(slot
,NULL
);
10862 m_items
[slot
] = NULL
;
10864 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10865 pBag
->RemoveItem(slot
, update
);
10867 if( IsInWorld() && update
)
10869 pItem
->RemoveFromWorld();
10870 pItem
->DestroyForPlayer(this);
10873 //pItem->SetOwnerGUID(0);
10874 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10875 pItem
->SetSlot( NULL_SLOT
);
10876 pItem
->SetState(ITEM_REMOVED
, this);
10880 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10882 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10884 ItemPrototype
const *pProto
;
10885 uint32 remcount
= 0;
10888 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10890 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10891 if( pItem
&& pItem
->GetEntry() == item
)
10893 if( pItem
->GetCount() + remcount
<= count
)
10895 // all items in inventory can unequipped
10896 remcount
+= pItem
->GetCount();
10897 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10899 if(remcount
>=count
)
10904 pProto
= pItem
->GetProto();
10905 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10906 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10907 if( IsInWorld() & update
)
10908 pItem
->SendUpdateToPlayer( this );
10909 pItem
->SetState(ITEM_CHANGED
, this);
10914 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10916 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10917 if( pItem
&& pItem
->GetEntry() == item
)
10919 if( pItem
->GetCount() + remcount
<= count
)
10921 // all keys can be unequipped
10922 remcount
+= pItem
->GetCount();
10923 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10925 if(remcount
>=count
)
10930 pProto
= pItem
->GetProto();
10931 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10932 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10933 if( IsInWorld() & update
)
10934 pItem
->SendUpdateToPlayer( this );
10935 pItem
->SetState(ITEM_CHANGED
, this);
10941 // in inventory bags
10942 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10944 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10946 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10948 pItem
= pBag
->GetItemByPos(j
);
10949 if( pItem
&& pItem
->GetEntry() == item
)
10951 // all items in bags can be unequipped
10952 if( pItem
->GetCount() + remcount
<= count
)
10954 remcount
+= pItem
->GetCount();
10955 DestroyItem( i
, j
, update
);
10957 if(remcount
>=count
)
10962 pProto
= pItem
->GetProto();
10963 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10964 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10965 if( IsInWorld() && update
)
10966 pItem
->SendUpdateToPlayer( this );
10967 pItem
->SetState(ITEM_CHANGED
, this);
10975 // in equipment and bag list
10976 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10978 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10979 if( pItem
&& pItem
->GetEntry() == item
)
10981 if( pItem
->GetCount() + remcount
<= count
)
10983 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10985 remcount
+= pItem
->GetCount();
10986 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10988 if(remcount
>=count
)
10994 pProto
= pItem
->GetProto();
10995 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10996 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10997 if( IsInWorld() & update
)
10998 pItem
->SendUpdateToPlayer( this );
10999 pItem
->SetState(ITEM_CHANGED
, this);
11006 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11008 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11011 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11013 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11014 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11015 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11017 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
11019 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11020 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11021 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11024 // in inventory bags
11025 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11027 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11030 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11032 Item
* pItem
= pBag
->GetItemByPos(j
);
11033 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11034 DestroyItem( i
, j
, update
);
11039 // in equipment and bag list
11040 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11042 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11043 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11044 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11048 void Player::DestroyConjuredItems( bool update
)
11050 // used when entering arena
11051 // destroys all conjured items
11052 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11055 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11057 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11058 if( pItem
&& pItem
->GetProto() &&
11059 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11060 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11061 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11064 // in inventory bags
11065 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11067 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11070 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11072 Item
* pItem
= pBag
->GetItemByPos(j
);
11073 if( pItem
&& pItem
->GetProto() &&
11074 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11075 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11076 DestroyItem( i
, j
, update
);
11081 // in equipment and bag list
11082 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11084 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11085 if( pItem
&& pItem
->GetProto() &&
11086 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11087 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11088 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11092 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11097 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11099 if( pItem
->GetCount() <= count
)
11101 count
-= pItem
->GetCount();
11103 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11107 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11108 pItem
->SetCount( pItem
->GetCount() - count
);
11110 if( IsInWorld() & update
)
11111 pItem
->SendUpdateToPlayer( this );
11112 pItem
->SetState(ITEM_CHANGED
, this);
11116 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11118 uint8 srcbag
= src
>> 8;
11119 uint8 srcslot
= src
& 255;
11121 uint8 dstbag
= dst
>> 8;
11122 uint8 dstslot
= dst
& 255;
11124 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11127 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11131 // not let split all items (can be only at cheating)
11132 if(pSrcItem
->GetCount() == count
)
11134 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11138 // not let split more existed items (can be only at cheating)
11139 if(pSrcItem
->GetCount() < count
)
11141 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11145 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11147 //best error message found for attempting to split while looting
11148 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11152 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11153 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11156 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11160 if( IsInventoryPos( dst
) )
11162 // change item amount before check (for unique max count check)
11163 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11165 ItemPosCountVec dest
;
11166 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11167 if( msg
!= EQUIP_ERR_OK
)
11170 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11171 SendEquipError( msg
, pSrcItem
, NULL
);
11176 pSrcItem
->SendUpdateToPlayer( this );
11177 pSrcItem
->SetState(ITEM_CHANGED
, this);
11178 StoreItem( dest
, pNewItem
, true);
11180 else if( IsBankPos ( dst
) )
11182 // change item amount before check (for unique max count check)
11183 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11185 ItemPosCountVec dest
;
11186 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11187 if( msg
!= EQUIP_ERR_OK
)
11190 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11191 SendEquipError( msg
, pSrcItem
, NULL
);
11196 pSrcItem
->SendUpdateToPlayer( this );
11197 pSrcItem
->SetState(ITEM_CHANGED
, this);
11198 BankItem( dest
, pNewItem
, true);
11200 else if( IsEquipmentPos ( dst
) )
11202 // change item amount before check (for unique max count check), provide space for splitted items
11203 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11206 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11207 if( msg
!= EQUIP_ERR_OK
)
11210 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11211 SendEquipError( msg
, pSrcItem
, NULL
);
11216 pSrcItem
->SendUpdateToPlayer( this );
11217 pSrcItem
->SetState(ITEM_CHANGED
, this);
11218 EquipItem( dest
, pNewItem
, true);
11219 AutoUnequipOffhandIfNeed();
11223 void Player::SwapItem( uint16 src
, uint16 dst
)
11225 uint8 srcbag
= src
>> 8;
11226 uint8 srcslot
= src
& 255;
11228 uint8 dstbag
= dst
>> 8;
11229 uint8 dstslot
= dst
& 255;
11231 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11232 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11237 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11241 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11247 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11249 //best error message found for attempting to swap while looting
11250 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11254 // check unequip potability for equipped items and bank bags
11255 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11257 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11258 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
11259 if(msg
!= EQUIP_ERR_OK
)
11261 SendEquipError( msg
, pSrcItem
, pDstItem
);
11266 // prevent put equipped/bank bag in self
11267 if( IsBagPos ( src
) && srcslot
== dstbag
)
11269 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11277 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11279 //best error message found for attempting to swap while looting
11280 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11284 // check unequip potability for equipped items and bank bags
11285 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11287 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11288 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
11289 if(msg
!= EQUIP_ERR_OK
)
11291 SendEquipError( msg
, pSrcItem
, pDstItem
);
11297 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11298 // or swap empty bag with another empty or not empty bag (with items exchange)
11303 if( IsInventoryPos( dst
) )
11305 ItemPosCountVec dest
;
11306 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11307 if( msg
!= EQUIP_ERR_OK
)
11309 SendEquipError( msg
, pSrcItem
, NULL
);
11313 RemoveItem(srcbag
, srcslot
, true);
11314 StoreItem( dest
, pSrcItem
, true);
11316 else if( IsBankPos ( dst
) )
11318 ItemPosCountVec dest
;
11319 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11320 if( msg
!= EQUIP_ERR_OK
)
11322 SendEquipError( msg
, pSrcItem
, NULL
);
11326 RemoveItem(srcbag
, srcslot
, true);
11327 BankItem( dest
, pSrcItem
, true);
11329 else if( IsEquipmentPos ( dst
) )
11332 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11333 if( msg
!= EQUIP_ERR_OK
)
11335 SendEquipError( msg
, pSrcItem
, NULL
);
11339 RemoveItem(srcbag
, srcslot
, true);
11340 EquipItem( dest
, pSrcItem
, true);
11341 AutoUnequipOffhandIfNeed();
11347 // attempt merge to / fill target item
11348 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11351 ItemPosCountVec sDest
;
11353 if( IsInventoryPos( dst
) )
11354 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11355 else if( IsBankPos ( dst
) )
11356 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11357 else if( IsEquipmentPos ( dst
) )
11358 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11362 // can be merge/fill
11363 if(msg
== EQUIP_ERR_OK
)
11365 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11367 RemoveItem(srcbag
, srcslot
, true);
11369 if( IsInventoryPos( dst
) )
11370 StoreItem( sDest
, pSrcItem
, true);
11371 else if( IsBankPos ( dst
) )
11372 BankItem( sDest
, pSrcItem
, true);
11373 else if( IsEquipmentPos ( dst
) )
11375 EquipItem( eDest
, pSrcItem
, true);
11376 AutoUnequipOffhandIfNeed();
11381 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11382 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11383 pSrcItem
->SetState(ITEM_CHANGED
, this);
11384 pDstItem
->SetState(ITEM_CHANGED
, this);
11387 pSrcItem
->SendUpdateToPlayer( this );
11388 pDstItem
->SendUpdateToPlayer( this );
11395 // impossible merge/fill, do real swap
11398 // check src->dest move possibility
11399 ItemPosCountVec sDest
;
11401 if( IsInventoryPos( dst
) )
11402 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11403 else if( IsBankPos( dst
) )
11404 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11405 else if( IsEquipmentPos( dst
) )
11407 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11408 if( msg
== EQUIP_ERR_OK
)
11409 msg
= CanUnequipItem( eDest
, true );
11412 if( msg
!= EQUIP_ERR_OK
)
11414 SendEquipError( msg
, pSrcItem
, pDstItem
);
11418 // check dest->src move possibility
11419 ItemPosCountVec sDest2
;
11421 if( IsInventoryPos( src
) )
11422 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11423 else if( IsBankPos( src
) )
11424 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11425 else if( IsEquipmentPos( src
) )
11427 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11428 if( msg
== EQUIP_ERR_OK
)
11429 msg
= CanUnequipItem( eDest2
, true);
11432 if( msg
!= EQUIP_ERR_OK
)
11434 SendEquipError( msg
, pDstItem
, pSrcItem
);
11438 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11439 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11441 Bag
* emptyBag
= NULL
;
11442 Bag
* fullBag
= NULL
;
11443 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11445 emptyBag
= (Bag
*)pSrcItem
;
11446 fullBag
= (Bag
*)pDstItem
;
11448 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11450 emptyBag
= (Bag
*)pDstItem
;
11451 fullBag
= (Bag
*)pSrcItem
;
11454 // bag swap (with items exchange) case
11455 if(emptyBag
&& fullBag
)
11457 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11461 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11463 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11467 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11468 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11470 // one from items not go to empry target bag
11471 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11479 if (count
> emptyBag
->GetBagSize())
11481 // too small targeted bag
11482 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11487 count
= 0; // will pos in new bag
11488 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11490 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11494 fullBag
->RemoveItem(i
, true);
11495 emptyBag
->StoreItem(count
, bagItem
, true);
11496 bagItem
->SetState(ITEM_CHANGED
, this);
11503 // now do moves, remove...
11504 RemoveItem(dstbag
, dstslot
, false);
11505 RemoveItem(srcbag
, srcslot
, false);
11508 if( IsInventoryPos( dst
) )
11509 StoreItem(sDest
, pSrcItem
, true);
11510 else if( IsBankPos( dst
) )
11511 BankItem(sDest
, pSrcItem
, true);
11512 else if( IsEquipmentPos( dst
) )
11513 EquipItem(eDest
, pSrcItem
, true);
11516 if( IsInventoryPos( src
) )
11517 StoreItem(sDest2
, pDstItem
, true);
11518 else if( IsBankPos( src
) )
11519 BankItem(sDest2
, pDstItem
, true);
11520 else if( IsEquipmentPos( src
) )
11521 EquipItem(eDest2
, pDstItem
, true);
11523 AutoUnequipOffhandIfNeed();
11526 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11530 uint32 slot
= m_currentBuybackSlot
;
11531 // if current back slot non-empty search oldest or free
11534 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11535 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11537 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11546 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11548 if(oldest_time
> i_time
)
11550 oldest_time
= i_time
;
11556 slot
= oldest_slot
;
11559 RemoveItemFromBuyBackSlot( slot
, true );
11560 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11562 m_items
[slot
] = pItem
;
11563 time_t base
= time(NULL
);
11564 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11565 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11567 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11568 ItemPrototype
const *pProto
= pItem
->GetProto();
11570 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11572 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11573 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11575 // move to next (for non filled list is move most optimized choice)
11576 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11577 ++m_currentBuybackSlot
;
11581 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11583 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11584 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11585 return m_items
[slot
];
11589 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11591 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11592 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11594 Item
*pItem
= m_items
[slot
];
11597 pItem
->RemoveFromWorld();
11598 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11601 m_items
[slot
] = NULL
;
11603 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11604 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11605 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11606 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11608 // if current backslot is filled set to now free slot
11609 if(m_items
[m_currentBuybackSlot
])
11610 m_currentBuybackSlot
= slot
;
11614 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11616 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11617 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11618 data
<< uint8(msg
);
11622 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11623 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11624 data
<< uint8(0); // not 0 there...
11626 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11631 if(ItemPrototype
const* proto
= pItem
->GetProto())
11632 level
= proto
->RequiredLevel
;
11634 data
<< uint32(level
); // new 2.4.0
11637 GetSession()->SendPacket(&data
);
11640 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11642 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11643 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11644 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11645 data
<< uint32(item
);
11647 data
<< uint32(param
);
11648 data
<< uint8(msg
);
11649 GetSession()->SendPacket(&data
);
11652 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11654 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11655 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11656 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11657 data
<< uint64(guid
);
11659 data
<< uint32(param
);
11660 data
<< uint8(msg
);
11661 GetSession()->SendPacket(&data
);
11664 void Player::ClearTrade()
11667 acceptTrade
= false;
11668 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11669 tradeItems
[i
] = NULL_SLOT
;
11672 void Player::TradeCancel(bool sendback
)
11676 // send yellow "Trade canceled" message to both traders
11680 ws
->SendCancelTrade();
11681 ws
= pTrader
->GetSession();
11682 if(!ws
->PlayerLogout())
11683 ws
->SendCancelTrade();
11687 pTrader
->ClearTrade();
11688 // prevent loss of reference
11689 pTrader
->pTrader
= NULL
;
11694 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11696 if(m_itemDuration
.empty())
11699 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11701 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11704 ++itr
; // current element can be erased in UpdateDuration
11706 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11707 item
->UpdateDuration(this,time
);
11711 void Player::UpdateEnchantTime(uint32 time
)
11713 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11717 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11719 next
= m_enchantDuration
.erase(itr
);
11721 else if(itr
->leftduration
<= time
)
11723 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11724 itr
->item
->ClearEnchantment(itr
->slot
);
11725 next
= m_enchantDuration
.erase(itr
);
11727 else if(itr
->leftduration
> time
)
11729 itr
->leftduration
-= time
;
11735 void Player::AddEnchantmentDurations(Item
*item
)
11737 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11739 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11742 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11744 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11748 void Player::RemoveEnchantmentDurations(Item
*item
)
11750 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11752 if(itr
->item
== item
)
11754 // save duration in item
11755 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11756 itr
= m_enchantDuration
.erase(itr
);
11763 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11765 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11766 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11769 if(itr
->slot
==slot
)
11771 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11773 // remove from stats
11774 ApplyEnchantment(itr
->item
,slot
,false,false);
11776 itr
->item
->ClearEnchantment(slot
);
11778 // remove from update list
11779 next
= m_enchantDuration
.erase(itr
);
11785 // remove enchants from inventory items
11786 // NOTE: no need to remove these from stats, since these aren't equipped
11788 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11790 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11791 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11792 pItem
->ClearEnchantment(slot
);
11795 // in inventory bags
11796 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11798 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11801 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11803 Item
* pItem
= pBag
->GetItemByPos(j
);
11804 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11805 pItem
->ClearEnchantment(slot
);
11811 // duration == 0 will remove item enchant
11812 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11817 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11820 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11822 if(itr
->item
== item
&& itr
->slot
== slot
)
11824 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11825 m_enchantDuration
.erase(itr
);
11829 if(item
&& duration
> 0 )
11831 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11832 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11836 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11838 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11839 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11842 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11847 if(!item
->IsEquipped())
11850 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11853 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11857 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11861 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11864 for (int s
=0; s
<3; s
++)
11866 uint32 enchant_display_type
= pEnchant
->type
[s
];
11867 uint32 enchant_amount
= pEnchant
->amount
[s
];
11868 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11870 switch(enchant_display_type
)
11872 case ITEM_ENCHANTMENT_TYPE_NONE
:
11874 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11875 // processed in Player::CastItemCombatSpell
11877 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11878 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11879 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11880 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11881 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11882 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11883 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11885 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11886 if(enchant_spell_id
)
11890 int32 basepoints
= 0;
11891 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11892 if (item
->GetItemRandomPropertyId())
11894 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11897 // Search enchant_amount
11898 for (int k
=0; k
<3; k
++)
11900 if(item_rand
->enchant_id
[k
] == enchant_id
)
11902 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11908 // Cast custom spell vs all equal basepoints getted from enchant_amount
11910 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11912 CastSpell(this,enchant_spell_id
,true,item
);
11915 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11918 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11919 if (!enchant_amount
)
11921 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11924 for (int k
=0; k
<3; k
++)
11926 if(item_rand
->enchant_id
[k
] == enchant_id
)
11928 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11935 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11937 case ITEM_ENCHANTMENT_TYPE_STAT
:
11939 if (!enchant_amount
)
11941 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11942 if(item_rand_suffix
)
11944 for (int k
=0; k
<3; k
++)
11946 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11948 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11955 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11956 switch (enchant_spell_id
)
11958 case ITEM_MOD_AGILITY
:
11959 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11960 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11961 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11963 case ITEM_MOD_STRENGTH
:
11964 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11965 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11966 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11968 case ITEM_MOD_INTELLECT
:
11969 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11970 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11971 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11973 case ITEM_MOD_SPIRIT
:
11974 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11975 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11976 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11978 case ITEM_MOD_STAMINA
:
11979 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11980 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11981 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11983 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11984 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11985 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11987 case ITEM_MOD_DODGE_RATING
:
11988 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11989 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11991 case ITEM_MOD_PARRY_RATING
:
11992 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11993 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11995 case ITEM_MOD_BLOCK_RATING
:
11996 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11997 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11999 case ITEM_MOD_HIT_MELEE_RATING
:
12000 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12001 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
12003 case ITEM_MOD_HIT_RANGED_RATING
:
12004 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12005 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
12007 case ITEM_MOD_HIT_SPELL_RATING
:
12008 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12009 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
12011 case ITEM_MOD_CRIT_MELEE_RATING
:
12012 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12013 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
12015 case ITEM_MOD_CRIT_RANGED_RATING
:
12016 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12017 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
12019 case ITEM_MOD_CRIT_SPELL_RATING
:
12020 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12021 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
12023 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12025 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12026 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12028 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12029 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12031 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12032 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12034 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12035 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12037 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12038 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12040 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12041 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12043 // case ITEM_MOD_HASTE_MELEE_RATING:
12044 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12046 // case ITEM_MOD_HASTE_RANGED_RATING:
12047 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12049 case ITEM_MOD_HASTE_SPELL_RATING
:
12050 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12052 case ITEM_MOD_HIT_RATING
:
12053 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12054 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12055 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12056 sLog
.outDebug("+ %u HIT", enchant_amount
);
12058 case ITEM_MOD_CRIT_RATING
:
12059 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12060 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12061 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12062 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12064 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12065 // case ITEM_MOD_HIT_TAKEN_RATING:
12066 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12067 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12068 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12070 // case ITEM_MOD_CRIT_TAKEN_RATING:
12071 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12072 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12073 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12075 case ITEM_MOD_RESILIENCE_RATING
:
12076 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12077 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12078 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12079 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12081 case ITEM_MOD_HASTE_RATING
:
12082 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12083 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12084 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12085 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12087 case ITEM_MOD_EXPERTISE_RATING
:
12088 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12089 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12091 case ITEM_MOD_ATTACK_POWER
:
12092 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12093 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12094 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12096 case ITEM_MOD_RANGED_ATTACK_POWER
:
12097 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12098 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12100 case ITEM_MOD_FERAL_ATTACK_POWER
:
12101 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
12102 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
12104 case ITEM_MOD_SPELL_HEALING_DONE
:
12105 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
12106 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
12108 case ITEM_MOD_SPELL_DAMAGE_DONE
:
12109 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
12110 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
12112 case ITEM_MOD_MANA_REGENERATION
:
12113 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12114 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12116 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12117 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12118 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12120 case ITEM_MOD_SPELL_POWER
:
12121 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
12122 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
12123 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12130 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12132 if(getClass() == CLASS_SHAMAN
)
12134 float addValue
= 0.0f
;
12135 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12137 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
12138 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12140 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12142 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
12143 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12148 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12149 // processed in Player::CastItemUseSpell
12151 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12155 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12157 } /*switch(enchant_display_type)*/
12160 // visualize enchantment at player and equipped items
12161 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
12163 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
12164 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
12172 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12174 AddEnchantmentDuration(item
,slot
,duration
);
12178 // duration == 0 will remove EnchantDuration
12179 AddEnchantmentDuration(item
,slot
,0);
12184 void Player::SendEnchantmentDurations()
12186 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
12188 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
12192 void Player::SendItemDurations()
12194 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
12196 (*itr
)->SendTimeUpdate(this);
12200 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12202 if(!item
) // prevent crash
12205 // last check 2.0.10
12206 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12207 data
<< GetGUID(); // player GUID
12208 data
<< uint32(received
); // 0=looted, 1=from npc
12209 data
<< uint32(created
); // 0=received, 1=created
12210 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12211 data
<< (uint8
)item
->GetBagSlot(); // bagslot
12212 // item slot, but when added to stack: 0xFFFFFFFF
12213 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
12214 data
<< uint32(item
->GetEntry()); // item id
12215 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12216 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12217 data
<< uint32(count
); // count of items
12218 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
12220 if (broadcast
&& GetGroup())
12221 GetGroup()->BroadcastPacket(&data
);
12223 GetSession()->SendPacket(&data
);
12226 /*********************************************************/
12227 /*** QUEST SYSTEM ***/
12228 /*********************************************************/
12230 void Player::PrepareQuestMenu( uint64 guid
)
12233 QuestRelations
* pObjectQR
;
12234 QuestRelations
* pObjectQIR
;
12235 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12238 pObject
= (Object
*)pCreature
;
12239 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12240 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12244 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12247 pObject
= (Object
*)pGameObject
;
12248 pObjectQR
= &objmgr
.mGOQuestRelations
;
12249 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12255 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12258 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12260 uint32 quest_id
= i
->second
;
12261 QuestStatus status
= GetQuestStatus( quest_id
);
12262 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12263 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12264 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12265 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
12266 else if (status
== QUEST_STATUS_AVAILABLE
)
12267 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12270 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12272 uint32 quest_id
= i
->second
;
12273 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12274 if(!pQuest
) continue;
12276 QuestStatus status
= GetQuestStatus( quest_id
);
12278 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12279 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12280 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12281 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
12285 void Player::SendPreparedQuest( uint64 guid
)
12287 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12288 if( questMenu
.Empty() )
12291 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12293 uint32 status
= qmi0
.m_qIcon
;
12295 // single element case
12296 if ( questMenu
.MenuItemCount() == 1 )
12298 // Auto open -- maybe also should verify there is no greeting
12299 uint32 quest_id
= qmi0
.m_qId
;
12300 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12303 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12304 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12305 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12306 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12307 // Send completable on repeatable quest if player don't have quest
12308 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12309 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12311 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12314 // multiply entries
12320 std::string title
= "";
12321 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12324 uint32 textid
= pCreature
->GetNpcTextId();
12325 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12328 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12329 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12334 qe
= gossiptext
->Options
[0].Emotes
[0];
12336 if(!gossiptext
->Options
[0].Text_0
.empty())
12338 title
= gossiptext
->Options
[0].Text_0
;
12340 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12343 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12346 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12347 title
= nl
->Text_0
[0][loc_idx
];
12353 title
= gossiptext
->Options
[0].Text_1
;
12355 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12358 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12361 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12362 title
= nl
->Text_1
[0][loc_idx
];
12368 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12372 bool Player::IsActiveQuest( uint32 quest_id
) const
12374 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12376 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12379 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12382 QuestRelations
* pObjectQR
;
12383 QuestRelations
* pObjectQIR
;
12385 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12388 pObject
= (Object
*)pCreature
;
12389 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12390 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12394 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12397 pObject
= (Object
*)pGameObject
;
12398 pObjectQR
= &objmgr
.mGOQuestRelations
;
12399 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12405 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12406 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12408 if (itr
->second
== nextQuestID
)
12409 return objmgr
.GetQuestTemplate(nextQuestID
);
12415 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12417 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12418 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12419 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12420 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12422 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12428 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12430 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12431 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12432 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12433 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12434 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12435 && SatisfyQuestDay( pQuest
, msg
);
12438 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12440 if( !SatisfyQuestLog( msg
) )
12443 uint32 srcitem
= pQuest
->GetSrcItemId();
12446 uint32 count
= pQuest
->GetSrcItemCount();
12447 ItemPosCountVec dest
;
12448 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12450 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12451 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12453 else if( msg
!= EQUIP_ERR_OK
)
12455 SendEquipError( msg
, NULL
, NULL
);
12462 bool Player::CanCompleteQuest( uint32 quest_id
)
12466 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12467 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12468 return false; // not allow re-complete quest
12470 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12475 // auto complete quest
12476 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12479 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12482 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12484 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12486 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12491 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12493 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12495 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12498 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12503 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12506 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12509 if ( qInfo
->GetRewOrReqMoney() < 0 )
12511 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12515 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12516 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12525 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12527 // Solve problem that player don't have the quest and try complete it.
12528 // if repeatable she must be able to complete event if player don't have it.
12529 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12530 if( !CanTakeQuest(pQuest
, false) )
12533 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12534 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12535 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12538 if( !CanRewardQuest(pQuest
, false) )
12544 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12546 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12547 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12550 // daily quest can't be rewarded (25 daily quest already completed)
12551 if(!SatisfyQuestDay(pQuest
,true))
12554 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12555 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12558 // prevent receive reward with quest items in bank
12559 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12561 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12563 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12564 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12567 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12573 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12574 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12580 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12582 // prevent receive reward with quest items in bank or for not completed quest
12583 if(!CanRewardQuest(pQuest
,msg
))
12586 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12588 if( pQuest
->RewChoiceItemId
[reward
] )
12590 ItemPosCountVec dest
;
12591 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12592 if( res
!= EQUIP_ERR_OK
)
12594 SendEquipError( res
, NULL
, NULL
);
12600 if ( pQuest
->GetRewItemsCount() > 0 )
12602 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12604 if( pQuest
->RewItemId
[i
] )
12606 ItemPosCountVec dest
;
12607 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12608 if( res
!= EQUIP_ERR_OK
)
12610 SendEquipError( res
, NULL
, NULL
);
12620 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12622 uint16 log_slot
= FindQuestSlot( 0 );
12623 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12625 uint32 quest_id
= pQuest
->GetQuestId();
12627 // if not exist then created with set uState==NEW and rewarded=false
12628 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12630 // check for repeatable quests status reset
12631 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12632 questStatusData
.m_explored
= false;
12634 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12636 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12637 questStatusData
.m_itemcount
[i
] = 0;
12640 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12642 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12643 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12646 GiveQuestSourceItem( pQuest
);
12647 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12649 if( pQuest
->GetRepObjectiveFaction() )
12650 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12653 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12655 uint32 limittime
= pQuest
->GetLimitTime();
12657 // shared timed quest
12658 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12659 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12661 AddTimedQuest( quest_id
);
12662 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12663 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12666 questStatusData
.m_timer
= 0;
12668 SetQuestSlot(log_slot
, quest_id
, qtime
);
12670 if (questStatusData
.uState
!= QUEST_NEW
)
12671 questStatusData
.uState
= QUEST_CHANGED
;
12673 //starting initial quest script
12674 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12675 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12677 // Some spells applied at quest activation
12678 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12679 if(saBounds
.first
!= saBounds
.second
)
12681 uint32 zone
= GetZoneId();
12682 uint32 area
= GetAreaId();
12684 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12685 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12686 if( !HasAura(itr
->second
->spellId
,0) )
12687 CastSpell(this,itr
->second
->spellId
,true);
12690 UpdateForQuestsGO();
12693 void Player::CompleteQuest( uint32 quest_id
)
12697 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12699 uint16 log_slot
= FindQuestSlot( quest_id
);
12700 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12701 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12703 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12705 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12706 RewardQuest(qInfo
,0,this,false);
12708 SendQuestComplete( quest_id
);
12713 void Player::IncompleteQuest( uint32 quest_id
)
12717 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12719 uint16 log_slot
= FindQuestSlot( quest_id
);
12720 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12721 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12725 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12727 uint32 quest_id
= pQuest
->GetQuestId();
12729 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12731 if ( pQuest
->ReqItemId
[i
] )
12732 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12735 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12736 // SetTimedQuest( 0 );
12737 m_timedquests
.erase(pQuest
->GetQuestId());
12739 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12741 if( pQuest
->RewChoiceItemId
[reward
] )
12743 ItemPosCountVec dest
;
12744 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12746 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12747 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12752 if ( pQuest
->GetRewItemsCount() > 0 )
12754 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12756 if( pQuest
->RewItemId
[i
] )
12758 ItemPosCountVec dest
;
12759 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12761 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12762 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12768 RewardReputation( pQuest
);
12770 if( pQuest
->GetRewSpellCast() > 0 )
12771 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12772 else if( pQuest
->GetRewSpell() > 0)
12773 CastSpell( this, pQuest
->GetRewSpell(), true);
12775 uint16 log_slot
= FindQuestSlot( quest_id
);
12776 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12777 SetQuestSlot(log_slot
,0);
12779 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12781 // Not give XP in case already completed once repeatable quest
12782 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12784 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12785 GiveXP( XP
, NULL
);
12787 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12789 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12790 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12793 if(pQuest
->GetRewHonorableKills())
12794 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12797 if(pQuest
->GetCharTitleId())
12799 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12800 SetTitle(titleEntry
);
12803 if(pQuest
->GetBonusTalents())
12805 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12806 InitTalentForLevel();
12809 // Send reward mail
12810 if(pQuest
->GetRewMailTemplateId())
12812 MailMessageType mailType
;
12813 uint32 senderGuidOrEntry
;
12814 switch(questGiver
->GetTypeId())
12817 mailType
= MAIL_CREATURE
;
12818 senderGuidOrEntry
= questGiver
->GetEntry();
12820 case TYPEID_GAMEOBJECT
:
12821 mailType
= MAIL_GAMEOBJECT
;
12822 senderGuidOrEntry
= questGiver
->GetEntry();
12825 mailType
= MAIL_ITEM
;
12826 senderGuidOrEntry
= questGiver
->GetEntry();
12828 case TYPEID_PLAYER
:
12829 mailType
= MAIL_NORMAL
;
12830 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12833 mailType
= MAIL_NORMAL
;
12834 senderGuidOrEntry
= GetGUIDLow();
12838 Loot questMailLoot
;
12840 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12843 MailItemsInfo mi
; // item list preparing
12845 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12846 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12848 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12850 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12852 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12853 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12858 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12861 if(pQuest
->IsDaily())
12863 SetDailyQuestStatus(quest_id
);
12864 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12867 if ( !pQuest
->IsRepeatable() )
12868 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12870 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12872 q_status
.m_rewarded
= true;
12875 SendQuestReward( pQuest
, XP
, questGiver
);
12877 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12878 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12879 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12884 // remove auras from spells with quest reward state limitations
12885 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12886 if(saEndBounds
.first
!= saEndBounds
.second
)
12888 uint32 zone
= GetZoneId();
12889 uint32 area
= GetAreaId();
12891 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12892 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12893 RemoveAurasDueToSpell(itr
->second
->spellId
);
12896 // Some spells applied at quest reward
12897 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12898 if(saBounds
.first
!= saBounds
.second
)
12900 if(!zone
) zone
= GetZoneId();
12901 if(!area
) area
= GetAreaId();
12903 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12904 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12905 if( !HasAura(itr
->second
->spellId
,0) )
12906 CastSpell(this,itr
->second
->spellId
,true);
12910 void Player::FailQuest( uint32 quest_id
)
12914 IncompleteQuest( quest_id
);
12916 uint16 log_slot
= FindQuestSlot( quest_id
);
12917 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12919 SetQuestSlotTimer(log_slot
, 1 );
12920 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12922 SendQuestFailed( quest_id
);
12926 void Player::FailTimedQuest( uint32 quest_id
)
12930 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12932 q_status
.m_timer
= 0;
12933 if (q_status
.uState
!= QUEST_NEW
)
12934 q_status
.uState
= QUEST_CHANGED
;
12936 IncompleteQuest( quest_id
);
12938 uint16 log_slot
= FindQuestSlot( quest_id
);
12939 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12941 SetQuestSlotTimer(log_slot
, 1 );
12942 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12944 SendQuestTimerFailed( quest_id
);
12948 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12950 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12951 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12953 // skip zone zoneOrSort and 0 case skillOrClass
12954 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12957 int32 questSort
= -zoneOrSort
;
12958 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12960 // check class sort cases in zoneOrSort
12961 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12964 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12969 if( skillOrClass
< 0 )
12971 uint8 reqClass
= -int32(skillOrClass
);
12972 if(getClass() != reqClass
)
12975 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12980 else if( skillOrClass
> 0 )
12982 uint32 reqSkill
= skillOrClass
;
12983 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12986 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12994 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12996 if( getLevel() < qInfo
->GetMinLevel() )
12999 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13005 bool Player::SatisfyQuestLog( bool msg
)
13008 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13013 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13014 GetSession()->SendPacket( &data
);
13015 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13020 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13022 // No previous quest (might be first quest in a series)
13023 if( qInfo
->prevQuests
.empty())
13026 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13028 uint32 prevId
= abs(*iter
);
13030 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13031 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
13033 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13035 // If any of the positive previous quests completed, return true
13036 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13038 // skip one-from-all exclusive group
13039 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13042 // each-from-all exclusive group ( < 0)
13043 // can be start if only all quests in prev quest exclusive group completed and rewarded
13044 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13045 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13047 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13049 for(; iter
!= end
; ++iter
)
13051 uint32 exclude_Id
= iter
->second
;
13053 // skip checked quest id, only state of other quests in group is interesting
13054 if(exclude_Id
== prevId
)
13057 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13059 // alternative quest from group also must be completed and rewarded(reported)
13060 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13063 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13069 // If any of the negative previous quests active, return true
13070 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13071 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13073 // skip one-from-all exclusive group
13074 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13077 // each-from-all exclusive group ( < 0)
13078 // can be start if only all quests in prev quest exclusive group active
13079 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13080 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13082 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13084 for(; iter
!= end
; ++iter
)
13086 uint32 exclude_Id
= iter
->second
;
13088 // skip checked quest id, only state of other quests in group is interesting
13089 if(exclude_Id
== prevId
)
13092 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13094 // alternative quest from group also must be active
13095 if( i_exstatus
== mQuestStatus
.end() ||
13096 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13097 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13100 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13109 // Has only positive prev. quests in non-rewarded state
13110 // and negative prev. quests in non-active state
13112 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13117 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13119 uint32 reqraces
= qInfo
->GetRequiredRaces();
13120 if ( reqraces
== 0 )
13122 if( (reqraces
& getRaceMask()) == 0 )
13125 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13131 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13133 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13134 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13137 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13141 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13142 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13145 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13152 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13154 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13155 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13158 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13164 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
13166 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
13169 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13175 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13177 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13178 if(qInfo
->GetExclusiveGroup() <= 0)
13181 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13182 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13184 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13186 for(; iter
!= end
; ++iter
)
13188 uint32 exclude_Id
= iter
->second
;
13190 // skip checked quest id, only state of other quests in group is interesting
13191 if(exclude_Id
== qInfo
->GetQuestId())
13194 // not allow have daily quest if daily quest from exclusive group already recently completed
13195 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
13196 if( !SatisfyQuestDay(Nquest
, false) )
13199 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13203 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13205 // alternative quest already started or completed
13206 if( i_exstatus
!= mQuestStatus
.end()
13207 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13210 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13217 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13219 if(!qInfo
->GetNextQuestInChain())
13222 // next quest in chain already started or completed
13223 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13224 if( itr
!= mQuestStatus
.end()
13225 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13228 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13232 // check for all quests further up the chain
13233 // only necessary if there are quest chains with more than one quest that can be skipped
13234 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13238 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13240 // No previous quest in chain
13241 if( qInfo
->prevChainQuests
.empty())
13244 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13246 uint32 prevId
= *iter
;
13248 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13250 if( i_prevstatus
!= mQuestStatus
.end() )
13252 // If any of the previous quests in chain active, return false
13253 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13254 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13257 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13262 // check for all quests further down the chain
13263 // only necessary if there are quest chains with more than one quest that can be skipped
13264 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13268 // No previous quest in chain active
13272 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13274 if(!qInfo
->IsDaily())
13277 bool have_slot
= false;
13278 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13280 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13281 if(qInfo
->GetQuestId()==id
)
13291 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13298 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13300 uint32 srcitem
= pQuest
->GetSrcItemId();
13303 uint32 count
= pQuest
->GetSrcItemCount();
13307 ItemPosCountVec dest
;
13308 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13309 if( msg
== EQUIP_ERR_OK
)
13311 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13312 SendNewItem(item
, count
, true, false);
13315 // player already have max amount required item, just report success
13316 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13319 SendEquipError( msg
, NULL
, NULL
);
13326 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13328 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13331 uint32 srcitem
= qInfo
->GetSrcItemId();
13334 uint32 count
= qInfo
->GetSrcItemCount();
13338 // exist one case when destroy source quest item not possible:
13339 // non un-equippable item (equipped non-empty bag, for example)
13340 uint8 res
= CanUnequipItems(srcitem
,count
);
13341 if(res
!= EQUIP_ERR_OK
)
13344 SendEquipError( res
, NULL
, NULL
);
13348 DestroyItemCount(srcitem
, count
, true, true);
13354 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13356 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13359 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13360 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13361 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13362 && !qInfo
->IsRepeatable() )
13363 return itr
->second
.m_rewarded
;
13370 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13374 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13375 if( itr
!= mQuestStatus
.end() )
13376 return itr
->second
.m_status
;
13378 return QUEST_STATUS_NONE
;
13381 bool Player::CanShareQuest(uint32 quest_id
) const
13383 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13384 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13386 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13387 if( itr
!= mQuestStatus
.end() )
13388 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13393 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13395 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13398 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13400 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13401 m_timedquests
.erase(qInfo
->GetQuestId());
13404 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13406 q_status
.m_status
= status
;
13407 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13410 UpdateForQuestsGO();
13413 // not used in MaNGOS, but used in scripting code
13414 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13416 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13420 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13421 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13422 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13427 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13429 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13431 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13433 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13434 if( reqitemcount
!= 0 )
13436 uint32 quest_id
= pQuest
->GetQuestId();
13437 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13439 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13440 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13446 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13448 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13449 if ( GetQuestSlotQuestId(i
) == quest_id
)
13452 return MAX_QUEST_LOG_SIZE
;
13455 void Player::AreaExploredOrEventHappens( uint32 questId
)
13459 uint16 log_slot
= FindQuestSlot( questId
);
13460 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13462 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13464 if(!q_status
.m_explored
)
13466 q_status
.m_explored
= true;
13467 if (q_status
.uState
!= QUEST_NEW
)
13468 q_status
.uState
= QUEST_CHANGED
;
13471 if( CanCompleteQuest( questId
) )
13472 CompleteQuest( questId
);
13476 //not used in mangosd, function for external script library
13477 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13479 if( Group
*pGroup
= GetGroup() )
13481 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13483 Player
*pGroupGuy
= itr
->getSource();
13485 // for any leave or dead (with not released body) group member at appropriate distance
13486 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13487 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13491 AreaExploredOrEventHappens(questId
);
13494 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13496 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13498 uint32 questid
= GetQuestSlotQuestId(i
);
13499 if ( questid
== 0 )
13502 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13504 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13507 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13508 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13511 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13513 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13514 if ( reqitem
== entry
)
13516 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13517 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13518 if ( curitemcount
< reqitemcount
)
13520 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13521 q_status
.m_itemcount
[j
] += additemcount
;
13522 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13524 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13526 if ( CanCompleteQuest( questid
) )
13527 CompleteQuest( questid
);
13532 UpdateForQuestsGO();
13533 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13536 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13538 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13540 uint32 questid
= GetQuestSlotQuestId(i
);
13543 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13546 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13549 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13551 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13552 if ( reqitem
== entry
)
13554 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13556 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13557 uint32 curitemcount
;
13558 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13559 curitemcount
= q_status
.m_itemcount
[j
];
13561 curitemcount
= GetItemCount(entry
,true);
13562 if ( curitemcount
< reqitemcount
+ count
)
13564 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13565 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13566 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13568 IncompleteQuest( questid
);
13574 UpdateForQuestsGO();
13577 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13579 uint32 addkillcount
= 1;
13580 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13581 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13583 uint32 questid
= GetQuestSlotQuestId(i
);
13587 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13590 // just if !ingroup || !noraidgroup || raidgroup
13591 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13592 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13594 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13596 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13598 // skip GO activate objective or none
13599 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13602 // skip Cast at creature objective
13603 if(qInfo
->ReqSpell
[j
] !=0 )
13606 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13608 if ( reqkill
== entry
)
13610 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13611 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13612 if ( curkillcount
< reqkillcount
)
13614 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13615 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13617 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13619 if ( CanCompleteQuest( questid
) )
13620 CompleteQuest( questid
);
13622 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13631 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13633 bool isCreature
= IS_CREATURE_GUID(guid
);
13635 uint32 addCastCount
= 1;
13636 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13638 uint32 questid
= GetQuestSlotQuestId(i
);
13642 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13646 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13648 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13650 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13652 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13654 // skip kill creature objective (0) or wrong spell casts
13655 if(qInfo
->ReqSpell
[j
] != spell_id
)
13658 uint32 reqTarget
= 0;
13662 // creature activate objectives
13663 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13664 // checked at quest_template loading
13665 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13669 // GO activate objective
13670 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13671 // checked at quest_template loading
13672 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13675 // other not this creature/GO related objectives
13676 if( reqTarget
!= entry
)
13679 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13680 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13681 if ( curCastCount
< reqCastCount
)
13683 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13684 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13686 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13689 if ( CanCompleteQuest( questid
) )
13690 CompleteQuest( questid
);
13692 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13700 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13702 uint32 addTalkCount
= 1;
13703 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13705 uint32 questid
= GetQuestSlotQuestId(i
);
13709 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13713 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13715 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13717 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13719 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13721 // skip spell casts and Gameobject objectives
13722 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13725 uint32 reqTarget
= 0;
13727 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13728 // checked at quest_template loading
13729 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13733 if ( reqTarget
== entry
)
13735 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13736 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13737 if ( curTalkCount
< reqTalkCount
)
13739 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13740 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13742 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13744 if ( CanCompleteQuest( questid
) )
13745 CompleteQuest( questid
);
13747 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13756 void Player::MoneyChanged( uint32 count
)
13758 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13760 uint32 questid
= GetQuestSlotQuestId(i
);
13764 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13765 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13767 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13769 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13771 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13773 if ( CanCompleteQuest( questid
) )
13774 CompleteQuest( questid
);
13777 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13779 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13780 IncompleteQuest( questid
);
13786 bool Player::HasQuestForItem( uint32 itemid
) const
13788 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13790 uint32 questid
= GetQuestSlotQuestId(i
);
13791 if ( questid
== 0 )
13794 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13795 if(qs_itr
== mQuestStatus
.end())
13798 QuestStatusData
const& q_status
= qs_itr
->second
;
13800 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13802 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13806 // hide quest if player is in raid-group and quest is no raid quest
13807 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13810 // There should be no mixed ReqItem/ReqSource drop
13811 // This part for ReqItem drop
13812 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13814 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13817 // This part - for ReqSource
13818 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13820 // examined item is a source item
13821 if (qinfo
->ReqSourceId
[j
] == itemid
)
13823 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13826 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13829 // allows custom amount drop when not 0
13830 if (qinfo
->ReqSourceCount
[j
])
13832 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13834 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13843 void Player::SendQuestComplete( uint32 quest_id
)
13847 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13848 data
<< uint32(quest_id
);
13849 GetSession()->SendPacket( &data
);
13850 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13854 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13856 uint32 questid
= pQuest
->GetQuestId();
13857 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13858 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13859 data
<< uint32(questid
);
13861 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13863 data
<< uint32(XP
);
13864 data
<< uint32(pQuest
->GetRewOrReqMoney());
13869 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13872 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13873 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13874 GetSession()->SendPacket( &data
);
13876 if (pQuest
->GetQuestCompleteScript() != 0)
13877 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13880 void Player::SendQuestFailed( uint32 quest_id
)
13884 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13886 data
<< uint32(0); // failed reason (4 for inventory is full)
13887 GetSession()->SendPacket( &data
);
13888 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13892 void Player::SendQuestTimerFailed( uint32 quest_id
)
13896 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13898 GetSession()->SendPacket( &data
);
13899 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13903 void Player::SendCanTakeQuestResponse( uint32 msg
)
13905 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13906 data
<< uint32(msg
);
13907 GetSession()->SendPacket( &data
);
13908 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13911 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13915 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13916 data
<< uint64(pPlayer
->GetGUID());
13917 data
<< uint8(msg
); // valid values: 0-8
13918 GetSession()->SendPacket( &data
);
13919 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13923 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13925 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13926 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13927 //data << pQuest->ReqItemId[item_idx];
13929 GetSession()->SendPacket( &data
);
13932 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13934 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13936 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13938 // client expected gameobject template id in form (id|0x80000000)
13939 entry
= (-entry
) | 0x80000000;
13941 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13942 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13943 data
<< uint32(pQuest
->GetQuestId());
13944 data
<< uint32(entry
);
13945 data
<< uint32(old_count
+ add_count
);
13946 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13947 data
<< uint64(guid
);
13948 GetSession()->SendPacket(&data
);
13950 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13951 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13952 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13955 /*********************************************************/
13956 /*** LOAD SYSTEM ***/
13957 /*********************************************************/
13959 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13961 bool delete_result
= true;
13964 // 0 1 2 3 4 5 6 7 8 9
13965 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13966 if(!result
) return false;
13968 else delete_result
= false;
13970 Field
*fields
= result
->Fetch();
13972 if(!LoadValues( fields
[1].GetString()))
13974 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13975 if(delete_result
) delete result
;
13979 // overwrite possible wrong/corrupted guid
13980 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13982 m_name
= fields
[2].GetCppString();
13984 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13985 SetMapId(fields
[6].GetUInt32());
13986 // the instance id is not needed at character enum
13988 m_Played_time
[0] = fields
[7].GetUInt32();
13989 m_Played_time
[1] = fields
[8].GetUInt32();
13991 m_atLoginFlags
= fields
[9].GetUInt32();
13993 // I don't see these used anywhere ..
13996 _LoadBoundInstances();*/
13998 if (delete_result
) delete result
;
14000 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
14003 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14004 m_deathState
= DEAD
;
14009 void Player::_LoadDeclinedNames(QueryResult
* result
)
14015 delete m_declinedname
;
14017 m_declinedname
= new DeclinedName
;
14018 Field
*fields
= result
->Fetch();
14019 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14020 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14025 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14027 // arenateamid, played_week, played_season, personal_rating
14028 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
14034 Field
*fields
= result
->Fetch();
14036 uint32 arenateamid
= fields
[0].GetUInt32();
14037 uint32 played_week
= fields
[1].GetUInt32();
14038 uint32 played_season
= fields
[2].GetUInt32();
14039 uint32 personal_rating
= fields
[3].GetUInt32();
14041 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
14044 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
14047 uint8 arenaSlot
= aTeam
->GetSlot();
14049 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
14050 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
14051 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
14052 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
14053 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
14054 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
14056 }while (result
->NextRow());
14060 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14062 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14066 Field
*fields
= result
->Fetch();
14068 x
= fields
[0].GetFloat();
14069 y
= fields
[1].GetFloat();
14070 z
= fields
[2].GetFloat();
14071 o
= fields
[3].GetFloat();
14072 mapid
= fields
[4].GetUInt32();
14073 in_flight
= !fields
[5].GetCppString().empty();
14079 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14081 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14085 Field
*fields
= result
->Fetch();
14087 data
= StrSplit(fields
[0].GetCppString(), " ");
14094 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14096 if(index
>= data
.size())
14099 return (uint32
)atoi(data
[index
].c_str());
14102 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14105 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14106 memcpy(&result
, &temp
, sizeof(result
));
14111 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14114 if(!LoadValuesArrayFromDB(data
,guid
))
14117 return GetUInt32ValueFromArray(data
,index
);
14120 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14123 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14124 memcpy(&result
, &temp
, sizeof(result
));
14129 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14131 //// 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
14132 //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);
14133 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14137 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14141 Field
*fields
= result
->Fetch();
14143 uint32 dbAccountId
= fields
[1].GetUInt32();
14145 // check if the character's account in the db and the logged in account match.
14146 // player should be able to load/delete character only with correct account!
14147 if( dbAccountId
!= GetSession()->GetAccountId() )
14149 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14154 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14156 m_name
= fields
[3].GetCppString();
14158 // check name limitations
14159 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
14162 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14166 if(!LoadValues( fields
[2].GetString()))
14168 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
14173 // overwrite possible wrong/corrupted guid
14174 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14176 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14177 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14179 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
14180 SetVisibleItemSlot(slot
,NULL
);
14184 delete m_items
[slot
];
14185 m_items
[slot
] = NULL
;
14189 // update money limits
14190 if(GetMoney() > MAX_MONEY_AMOUNT
)
14191 SetMoney(MAX_MONEY_AMOUNT
);
14193 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14196 m_race
= fields
[4].GetUInt8();
14197 //Need to call it to initialize m_team (m_team can be calculated from m_race)
14198 //Other way is to saves m_team into characters table.
14199 setFactionForRace(m_race
);
14202 m_class
= fields
[5].GetUInt8();
14204 // load home bind and check in same time class/race pair, it used later for restore broken positions
14205 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14208 InitPrimaryProffesions(); // to max set before any spell loaded
14210 // init saved position, and fix it later if problematic
14211 uint32 transGUID
= fields
[24].GetUInt32();
14212 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
14213 SetMapId(fields
[9].GetUInt32());
14214 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
14216 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14218 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14220 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
14221 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14222 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14224 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14226 // check arena teams integrity
14227 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14229 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14233 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14234 if(at
->HaveMember(GetGUID()))
14237 // arena team not exist or not member, cleanup fields
14238 for(int j
=0; j
< 6; ++j
)
14239 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14242 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14244 if(!IsPositionValid())
14246 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14247 RelocateToHomebind();
14251 m_movementInfo
.t_x
= 0.0f
;
14252 m_movementInfo
.t_y
= 0.0f
;
14253 m_movementInfo
.t_z
= 0.0f
;
14254 m_movementInfo
.t_o
= 0.0f
;
14257 uint32 bgid
= fields
[34].GetUInt32();
14258 uint32 bgteam
= fields
[35].GetUInt32();
14260 if(bgid
) //saved in BattleGround
14262 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14264 // check entry point and fix to homebind if need
14265 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14266 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14267 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14269 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14271 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14273 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14274 uint32 queueSlot
= AddBattleGroundQueueId(bgQueueTypeId
);
14276 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14279 //join player to battleground group
14280 currentBg
->PlayerRelogin(this);
14281 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14283 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14287 Relocate(GetBattleGroundEntryPoint());
14288 //RemoveArenaAuras(true);
14293 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14294 // if server restart after player save in BG or area
14295 // player can have current coordinates in to BG/Arean map, fix this
14296 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14298 // return to BG master
14299 SetMapId(fields
[36].GetUInt32());
14300 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14302 // check entry point and fix to homebind if need
14303 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14304 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14305 RelocateToHomebind();
14309 if (transGUID
!= 0)
14311 m_movementInfo
.t_x
= fields
[20].GetFloat();
14312 m_movementInfo
.t_y
= fields
[21].GetFloat();
14313 m_movementInfo
.t_z
= fields
[22].GetFloat();
14314 m_movementInfo
.t_o
= fields
[23].GetFloat();
14316 if( !MaNGOS::IsValidMapCoord(
14317 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14318 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14319 // transport size limited
14320 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14322 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14323 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14324 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14326 RelocateToHomebind();
14328 m_movementInfo
.t_x
= 0.0f
;
14329 m_movementInfo
.t_y
= 0.0f
;
14330 m_movementInfo
.t_z
= 0.0f
;
14331 m_movementInfo
.t_o
= 0.0f
;
14337 if (transGUID
!= 0)
14339 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14341 if( (*iter
)->GetGUIDLow() == transGUID
)
14343 m_transport
= *iter
;
14344 m_transport
->AddPassenger(this);
14345 SetMapId(m_transport
->GetMapId());
14352 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14355 RelocateToHomebind();
14357 m_movementInfo
.t_x
= 0.0f
;
14358 m_movementInfo
.t_y
= 0.0f
;
14359 m_movementInfo
.t_z
= 0.0f
;
14360 m_movementInfo
.t_o
= 0.0f
;
14366 // NOW player must have valid map
14367 // load the player's map here if it's not already loaded
14368 Map
*map
= GetMap();
14370 // since the player may not be bound to the map yet, make sure subsequent
14371 // getmap calls won't create new maps
14372 SetInstanceId(map
->GetInstanceId());
14374 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14375 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14377 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14379 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14381 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());
14384 SaveRecallPosition();
14386 time_t now
= time(NULL
);
14387 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14389 // since last logout (in seconds)
14390 uint64 time_diff
= uint64(now
- logoutTime
);
14392 // set value, including drunk invisibility detection
14393 // calculate sobering. after 15 minutes logged out, the player will be sober again
14395 if(time_diff
> 15*MINUTE
)
14398 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14399 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14400 SetDrunkValue(newDrunkenValue
);
14402 m_rest_bonus
= fields
[15].GetFloat();
14403 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14404 float bubble0
= 0.031;
14405 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14406 float bubble1
= 0.125;
14408 if((int32
)fields
[16].GetUInt32() > 0)
14410 float bubble
= fields
[17].GetUInt32() > 0
14411 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14412 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14414 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14417 m_cinematic
= fields
[12].GetUInt32();
14418 m_Played_time
[0]= fields
[13].GetUInt32();
14419 m_Played_time
[1]= fields
[14].GetUInt32();
14421 m_resetTalentsCost
= fields
[18].GetUInt32();
14422 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14424 // reserve some flags
14425 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14427 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14428 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14430 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14432 uint32 extraflags
= fields
[25].GetUInt32();
14434 m_stableSlots
= fields
[26].GetUInt32();
14435 if(m_stableSlots
> 4)
14437 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14441 m_atLoginFlags
= fields
[27].GetUInt32();
14444 // Update Honor kills data
14445 m_lastHonorUpdateTime
= logoutTime
;
14446 UpdateHonorFields();
14448 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14449 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14450 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14452 std::string taxi_nodes
= fields
[31].GetCppString();
14456 // clear channel spell data (if saved at channel spell casting)
14457 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14458 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14460 // clear charm/summon related fields
14467 // reset some aura modifiers before aura apply
14468 SetFarSightGUID(0);
14469 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14470 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14474 // make sure the unit is considered out of combat for proper loading
14477 // make sure the unit is considered not in duel for proper loading
14478 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14479 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14481 // remember loaded power/health values to restore after stats initialization and modifier applying
14482 uint32 savedHealth
= GetHealth();
14483 uint32 savedPower
[MAX_POWERS
];
14484 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14485 savedPower
[i
] = GetPower(Powers(i
));
14487 // reset stats before loading any modifiers
14488 InitStatsForLevel();
14489 InitTaxiNodesForLevel();
14490 InitGlyphsForLevel();
14493 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14495 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14498 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14501 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14502 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14503 m_deathState
= DEAD
;
14505 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14507 // after spell load, learn rewarded spell if need also
14508 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14509 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14511 // after spell and quest load
14512 InitTalentForLevel();
14513 learnDefaultSpells();
14515 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14517 // must be before inventory (some items required reputation check)
14518 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14520 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14522 // update items with duration and realtime
14523 UpdateItemDuration(time_diff
, true);
14525 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14527 // unread mails and next delivery time, actual mails not loaded
14528 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14530 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14532 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14533 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14534 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14536 if(!HasTitle(curTitle
))
14537 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14540 // Not finish taxi flight path
14541 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14543 // problems with taxi path loading
14544 TaxiNodesEntry
const* nodeEntry
= NULL
;
14545 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14546 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14548 if(!nodeEntry
) // don't know taxi start node, to homebind
14550 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14551 RelocateToHomebind();
14552 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14554 else // have start node, to it
14556 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14557 SetMapId(nodeEntry
->map_id
);
14558 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14559 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14561 m_taxi
.ClearTaxiDestinations();
14563 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14565 // save source node as recall coord to prevent recall and fall from sky
14566 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14567 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14568 m_recallMap
= nodeEntry
->map_id
;
14569 m_recallX
= nodeEntry
->x
;
14570 m_recallY
= nodeEntry
->y
;
14571 m_recallZ
= nodeEntry
->z
;
14573 // flight will started later
14576 // has to be called after last Relocate() in Player::LoadFromDB
14577 SetFallInformation(0, GetPositionZ());
14579 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14581 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14582 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14584 RemoveAllAurasOnDeath();
14586 //apply all stat bonuses from items and auras
14587 SetCanModifyStats(true);
14590 // restore remembered power/health values (but not more max values)
14591 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14592 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14593 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14595 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14599 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14601 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14604 case 0: break; // disable
14605 case 1: SetGameMaster(true); break; // enable
14606 case 2: // save state
14607 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14608 SetGameMaster(true);
14612 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14615 case 0: SetGMVisible(false); break; // invisible
14616 case 1: break; // visible
14617 case 2: // save state
14618 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14619 SetGMVisible(false);
14623 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14626 case 0: break; // disable
14627 case 1: SetAcceptTicket(true); break; // enable
14628 case 2: // save state
14629 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14630 SetAcceptTicket(true);
14634 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14637 case 0: break; // disable
14638 case 1: SetGMChat(true); break; // enable
14639 case 2: // save state
14640 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14645 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14648 case 0: break; // disable
14649 case 1: SetAcceptWhispers(true); break; // enable
14650 case 2: // save state
14651 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14652 SetAcceptWhispers(true);
14657 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14659 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14660 m_achievementMgr
.CheckAllAchievementCriteria();
14664 bool Player::isAllowedToLoot(Creature
* creature
)
14666 if(Player
* recipient
= creature
->GetLootRecipient())
14668 if (recipient
== this)
14670 if( Group
* otherGroup
= recipient
->GetGroup())
14672 Group
* thisGroup
= GetGroup();
14675 return thisGroup
== otherGroup
;
14680 // prevent other players from looting if the recipient got disconnected
14681 return !creature
->hasLootRecipient();
14684 void Player::_LoadActions(QueryResult
*result
)
14686 m_actionButtons
.clear();
14688 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14694 Field
*fields
= result
->Fetch();
14696 uint8 button
= fields
[0].GetUInt8();
14698 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14700 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14702 while( result
->NextRow() );
14708 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14711 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14712 m_modAuras
[i
].clear();
14714 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14720 Field
*fields
= result
->Fetch();
14721 uint64 caster_guid
= fields
[0].GetUInt64();
14722 uint32 spellid
= fields
[1].GetUInt32();
14723 uint32 effindex
= fields
[2].GetUInt32();
14724 uint32 stackcount
= fields
[3].GetUInt32();
14725 int32 damage
= (int32
)fields
[4].GetUInt32();
14726 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14727 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14728 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14730 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14733 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14739 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14743 // negative effects should continue counting down after logout
14744 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14746 if(remaintime
<= int32(timediff
))
14749 remaintime
-= timediff
;
14752 // prevent wrong values of remaincharges
14753 if(spellproto
->procCharges
)
14755 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14756 remaincharges
= spellproto
->procCharges
;
14761 //do not load single target auras (unless they were cast by the player)
14762 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14765 for(uint32 i
=0; i
<stackcount
; i
++)
14767 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14769 damage
= aura
->GetModifier()->m_amount
;
14770 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14772 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14775 while( result
->NextRow() );
14780 if(m_class
== CLASS_WARRIOR
)
14781 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14784 void Player::_LoadGlyphAuras()
14786 for (uint8 i
= 0; i
<= MAX_GLYPH_SLOT_INDEX
; ++i
)
14788 if (uint32 glyph
= GetGlyph(i
))
14790 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14792 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14794 if(gp
->TypeFlags
== gs
->TypeFlags
)
14796 CastSpell(this, gp
->SpellId
, true);
14800 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14803 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14806 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14808 // On any error remove glyph
14814 void Player::LoadCorpse()
14818 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14822 if(Corpse
*corpse
= GetCorpse())
14824 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14828 //Prevent Dead Player login without corpse
14829 ResurrectPlayer(0.5f
);
14834 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14836 //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());
14837 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14838 //NOTE: the "order by `bag`" is important because it makes sure
14839 //the bagMap is filled before items in the bags are loaded
14840 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14841 //expected to be equipped before offhand items (TODO: fixme)
14843 uint32 zone
= GetZoneId();
14847 std::list
<Item
*> problematicItems
;
14849 // prevent items from being added to the queue when stored
14850 m_itemUpdateQueueBlocked
= true;
14853 Field
*fields
= result
->Fetch();
14854 uint32 bag_guid
= fields
[1].GetUInt32();
14855 uint8 slot
= fields
[2].GetUInt8();
14856 uint32 item_guid
= fields
[3].GetUInt32();
14857 uint32 item_id
= fields
[4].GetUInt32();
14859 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14863 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14864 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14865 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14869 Item
*item
= NewItemOrBag(proto
);
14871 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14873 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14874 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14875 item
->FSetState(ITEM_REMOVED
);
14876 item
->SaveToDB(); // it also deletes item object !
14880 // not allow have in alive state item limited to another map/zone
14881 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14883 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14884 item
->FSetState(ITEM_REMOVED
);
14885 item
->SaveToDB(); // it also deletes item object !
14889 // "Conjured items disappear if you are logged out for more than 15 minutes"
14890 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14892 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14893 item
->FSetState(ITEM_REMOVED
);
14894 item
->SaveToDB(); // it also deletes item object !
14898 bool success
= true;
14902 // the item is not in a bag
14903 item
->SetContainer( NULL
);
14904 item
->SetSlot(slot
);
14906 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14908 ItemPosCountVec dest
;
14909 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14910 item
= StoreItem(dest
, item
, true);
14914 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14917 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14918 QuickEquipItem(dest
, item
);
14922 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14924 ItemPosCountVec dest
;
14925 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14926 item
= BankItem(dest
, item
, true);
14933 // store bags that may contain items in them
14934 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14935 bagMap
[item_guid
] = (Bag
*)item
;
14940 item
->SetSlot(NULL_SLOT
);
14941 // the item is in a bag, find the bag
14942 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14943 if(itr
!= bagMap
.end())
14944 itr
->second
->StoreItem(slot
, item
, true );
14949 // item's state may have changed after stored
14951 item
->SetState(ITEM_UNCHANGED
, this);
14954 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
);
14955 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14956 problematicItems
.push_back(item
);
14958 } while (result
->NextRow());
14961 m_itemUpdateQueueBlocked
= false;
14963 // send by mail problematic items
14964 while(!problematicItems
.empty())
14967 MailItemsInfo mi
; // item list preparing
14969 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14971 Item
* item
= problematicItems
.front();
14972 problematicItems
.pop_front();
14974 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14977 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14979 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14983 _ApplyAllItemMods();
14986 // load mailed item which should receive current player
14987 void Player::_LoadMailedItems(Mail
*mail
)
14989 // data needs to be at first place for Item::LoadFromDB
14990 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
);
14996 Field
*fields
= result
->Fetch();
14997 uint32 item_guid_low
= fields
[1].GetUInt32();
14998 uint32 item_template
= fields
[2].GetUInt32();
15000 mail
->AddItem(item_guid_low
, item_template
);
15002 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
15006 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
);
15007 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15008 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15012 Item
*item
= NewItemOrBag(proto
);
15014 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15016 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15017 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15018 item
->FSetState(ITEM_REMOVED
);
15019 item
->SaveToDB(); // it also deletes item object !
15024 } while (result
->NextRow());
15029 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15031 //set a count of unread mails
15032 //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);
15035 Field
*fieldMail
= resultUnread
->Fetch();
15036 unReadMails
= fieldMail
[0].GetUInt8();
15037 delete resultUnread
;
15040 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15041 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15042 if (resultDelivery
)
15044 Field
*fieldMail
= resultDelivery
->Fetch();
15045 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15046 delete resultDelivery
;
15050 void Player::_LoadMail()
15053 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15054 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());
15059 Field
*fields
= result
->Fetch();
15060 Mail
*m
= new Mail
;
15061 m
->messageID
= fields
[0].GetUInt32();
15062 m
->messageType
= fields
[1].GetUInt8();
15063 m
->sender
= fields
[2].GetUInt32();
15064 m
->receiver
= fields
[3].GetUInt32();
15065 m
->subject
= fields
[4].GetCppString();
15066 m
->itemTextId
= fields
[5].GetUInt32();
15067 bool has_items
= fields
[6].GetBool();
15068 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15069 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15070 m
->money
= fields
[9].GetUInt32();
15071 m
->COD
= fields
[10].GetUInt32();
15072 m
->checked
= fields
[11].GetUInt32();
15073 m
->stationery
= fields
[12].GetUInt8();
15074 m
->mailTemplateId
= fields
[13].GetInt16();
15076 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15078 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15079 m
->mailTemplateId
= 0;
15082 m
->state
= MAIL_STATE_UNCHANGED
;
15085 _LoadMailedItems(m
);
15087 m_mail
.push_back(m
);
15088 } while( result
->NextRow() );
15091 m_mailsLoaded
= true;
15094 void Player::LoadPet()
15096 //fixme: the pet should still be loaded if the player is not in world
15097 // just not added to the map
15100 Pet
*pet
= new Pet
;
15101 if(!pet
->LoadPetFromDB(this,0,0,true))
15106 void Player::_LoadQuestStatus(QueryResult
*result
)
15108 mQuestStatus
.clear();
15112 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15113 //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());
15119 Field
*fields
= result
->Fetch();
15121 uint32 quest_id
= fields
[0].GetUInt32();
15122 // used to be new, no delete?
15123 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15127 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15129 uint32 qstatus
= fields
[1].GetUInt32();
15130 if(qstatus
< MAX_QUEST_STATUS
)
15131 questStatusData
.m_status
= QuestStatus(qstatus
);
15134 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15135 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15138 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15139 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15141 time_t quest_time
= time_t(fields
[4].GetUInt64());
15143 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15145 AddTimedQuest( quest_id
);
15147 if (quest_time
<= sWorld
.GetGameTime())
15148 questStatusData
.m_timer
= 1;
15150 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15155 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15156 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15157 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15158 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15159 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15160 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15161 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15162 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15164 questStatusData
.uState
= QUEST_UNCHANGED
;
15166 // add to quest log
15167 if( slot
< MAX_QUEST_LOG_SIZE
&&
15168 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
15169 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
15170 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
15172 SetQuestSlot(slot
,quest_id
,quest_time
);
15174 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15175 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
15177 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15178 if(questStatusData
.m_creatureOrGOcount
[idx
])
15179 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
15184 if(questStatusData
.m_rewarded
)
15186 // learn rewarded spell if unknown
15187 learnQuestRewardedSpells(pQuest
);
15189 // set rewarded title if any
15190 if(pQuest
->GetCharTitleId())
15192 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15193 SetTitle(titleEntry
);
15196 if(pQuest
->GetBonusTalents())
15197 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
15200 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15203 while( result
->NextRow() );
15208 // clear quest log tail
15209 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15213 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15215 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15216 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15218 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15222 uint32 quest_daily_idx
= 0;
15226 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15228 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15232 Field
*fields
= result
->Fetch();
15234 uint32 quest_id
= fields
[0].GetUInt32();
15236 // save _any_ from daily quest times (it must be after last reset anyway)
15237 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15239 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15243 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15246 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15248 while( result
->NextRow() );
15253 m_DailyQuestChanged
= false;
15256 void Player::_LoadReputation(QueryResult
*result
)
15258 m_factions
.clear();
15260 // Set initial reputations (so everything is nifty before DB data load)
15261 SetInitialFactions();
15263 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
15269 Field
*fields
= result
->Fetch();
15271 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
15272 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
15274 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
15276 // update standing to current
15277 faction
->Standing
= int32(fields
[1].GetUInt32());
15279 uint32 dbFactionFlags
= fields
[2].GetUInt32();
15281 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
15282 SetFactionVisible(faction
); // have internal checks for forced invisibility
15284 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
15285 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
15287 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
15288 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
15289 else // DB not at war
15291 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
15292 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
15293 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15296 // set atWar for hostile
15297 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
15298 SetFactionAtWar(faction
,true);
15300 // reset changed flag if values similar to saved in DB
15301 if(faction
->Flags
==dbFactionFlags
)
15302 faction
->Changed
= false;
15305 while( result
->NextRow() );
15311 void Player::_LoadSpells(QueryResult
*result
)
15313 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15319 Field
*fields
= result
->Fetch();
15321 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15323 while( result
->NextRow() );
15329 void Player::_LoadTutorials(QueryResult
*result
)
15331 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15337 Field
*fields
= result
->Fetch();
15339 for (int iI
=0; iI
<8; iI
++)
15340 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
15342 while( result
->NextRow() );
15347 m_TutorialsChanged
= false;
15350 void Player::_LoadGroup(QueryResult
*result
)
15352 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15355 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15357 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15360 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15361 SetGroup(group
, subgroup
);
15362 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15364 // the group leader may change the instance difficulty while the player is offline
15365 SetDifficulty(group
->GetDifficulty());
15371 void Player::_LoadBoundInstances(QueryResult
*result
)
15373 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15374 m_boundInstances
[i
].clear();
15376 Group
*group
= GetGroup();
15378 //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));
15383 Field
*fields
= result
->Fetch();
15384 bool perm
= fields
[1].GetBool();
15385 uint32 mapId
= fields
[2].GetUInt32();
15386 uint32 instanceId
= fields
[0].GetUInt32();
15387 uint8 difficulty
= fields
[3].GetUInt8();
15388 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15389 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15390 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15391 // and in that case it is not used
15395 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
);
15396 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15400 // since non permanent binds are always solo bind, they can always be reset
15401 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15402 if(save
) BindToInstance(save
, perm
, true);
15403 } while(result
->NextRow());
15408 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15410 // some instances only have one difficulty
15411 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15412 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15414 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15415 if(itr
!= m_boundInstances
[difficulty
].end())
15416 return &itr
->second
;
15421 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15423 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15424 UnbindInstance(itr
, difficulty
, unload
);
15427 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15429 if(itr
!= m_boundInstances
[difficulty
].end())
15431 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15432 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15433 m_boundInstances
[difficulty
].erase(itr
++);
15437 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15441 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15444 // update the save when the group kills a boss
15445 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15446 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());
15449 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15451 if(bind
.save
!= save
)
15453 if(bind
.save
) bind
.save
->RemovePlayer(this);
15454 save
->AddPlayer(this);
15457 if(permanent
) save
->SetCanReset(false);
15460 bind
.perm
= permanent
;
15461 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());
15468 void Player::SendRaidInfo()
15470 uint32 counter
= 0;
15472 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15474 size_t p_counter
= data
.wpos();
15475 data
<< uint32(counter
); // placeholder
15477 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15479 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15481 if(itr
->second
.perm
)
15483 InstanceSave
*save
= itr
->second
.save
;
15484 data
<< uint32(save
->GetMapId());
15485 data
<< uint32(save
->GetResetTime() - time(NULL
));
15486 data
<< uint32(save
->GetInstanceId());
15487 data
<< uint32(save
->GetDifficulty());
15492 data
.put
<uint32
>(p_counter
,counter
);
15493 GetSession()->SendPacket(&data
);
15497 - called on every successful teleportation to a map
15499 void Player::SendSavedInstances()
15501 bool hasBeenSaved
= false;
15504 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15506 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15508 if(itr
->second
.perm
) // only permanent binds are sent
15510 hasBeenSaved
= true;
15516 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15517 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15518 data
<< uint32(hasBeenSaved
);
15519 GetSession()->SendPacket(&data
);
15524 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15526 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15528 if(itr
->second
.perm
)
15530 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15531 data
<< uint32(itr
->second
.save
->GetMapId());
15532 GetSession()->SendPacket(&data
);
15538 /// convert the player's binds to the group
15539 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15541 bool has_binds
= false;
15542 bool has_solo
= false;
15544 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15545 assert(player_guid
);
15547 // copy all binds to the group, when changing leader it's assumed the character
15548 // will not have any solo binds
15552 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15554 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15557 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15558 // permanent binds are not removed
15559 if(!itr
->second
.perm
)
15561 player
->UnbindInstance(itr
, i
, true); // increments itr
15570 // if the player's not online we don't know what binds it has
15571 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
));
15572 // the following should not get executed when changing leaders
15573 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15576 bool Player::_LoadHomeBind(QueryResult
*result
)
15578 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15581 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15586 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15589 Field
*fields
= result
->Fetch();
15590 m_homebindMapId
= fields
[0].GetUInt32();
15591 m_homebindZoneId
= fields
[1].GetUInt16();
15592 m_homebindX
= fields
[2].GetFloat();
15593 m_homebindY
= fields
[3].GetFloat();
15594 m_homebindZ
= fields
[4].GetFloat();
15597 // accept saved data only for valid position (and non instanceable)
15598 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15599 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
15604 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15609 m_homebindMapId
= info
->mapId
;
15610 m_homebindZoneId
= info
->zoneId
;
15611 m_homebindX
= info
->positionX
;
15612 m_homebindY
= info
->positionY
;
15613 m_homebindZ
= info
->positionZ
;
15615 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
);
15618 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15619 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15624 /*********************************************************/
15625 /*** SAVE SYSTEM ***/
15626 /*********************************************************/
15628 void Player::SaveToDB()
15630 // delay auto save at any saves (manual, in code, or autosave)
15631 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15633 // first save/honor gain after midnight will also update the player's honor fields
15634 UpdateHonorFields();
15636 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15637 //save, far from tavern/city
15638 //save, but in tavern/city
15639 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15642 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15643 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15644 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15645 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15646 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15647 uint32 tmp_displayid
= GetDisplayId();
15649 // Set player sit state to standing on save, also stealth and shifted form
15650 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15651 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15652 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15653 SetDisplayId(GetNativeDisplayId());
15655 bool inworld
= IsInWorld();
15657 CharacterDatabase
.BeginTransaction();
15659 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15661 std::string sql_name
= m_name
;
15662 CharacterDatabase
.escape_string(sql_name
);
15664 std::ostringstream ss
;
15665 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15666 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15667 "taximask, online, cinematic, "
15668 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15669 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15670 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15671 << GetGUIDLow() << ", "
15672 << GetSession()->GetAccountId() << ", '"
15673 << sql_name
<< "', "
15675 << m_class
<< ", ";
15677 if(!IsBeingTeleported())
15679 ss
<< GetMapId() << ", "
15680 << (uint32
)GetDifficulty() << ", "
15681 << finiteAlways(GetPositionX()) << ", "
15682 << finiteAlways(GetPositionY()) << ", "
15683 << finiteAlways(GetPositionZ()) << ", "
15684 << finiteAlways(GetOrientation()) << ", '";
15688 ss
<< GetTeleportDest().mapid
<< ", "
15689 << (uint32
)GetDifficulty() << ", "
15690 << finiteAlways(GetTeleportDest().x
) << ", "
15691 << finiteAlways(GetTeleportDest().y
) << ", "
15692 << finiteAlways(GetTeleportDest().z
) << ", "
15693 << finiteAlways(GetTeleportDest().o
) << ", '";
15697 for( i
= 0; i
< m_valuesCount
; i
++ )
15699 ss
<< GetUInt32Value(i
) << " ";
15704 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15707 ss
<< (inworld
? 1 : 0);
15713 ss
<< m_Played_time
[0];
15715 ss
<< m_Played_time
[1];
15718 ss
<< finiteAlways(m_rest_bonus
);
15720 ss
<< (uint64
)time(NULL
);
15722 ss
<< is_save_resting
;
15724 ss
<< m_resetTalentsCost
;
15726 ss
<< (uint64
)m_resetTalentsTime
;
15729 ss
<< finiteAlways(m_movementInfo
.t_x
);
15731 ss
<< finiteAlways(m_movementInfo
.t_y
);
15733 ss
<< finiteAlways(m_movementInfo
.t_z
);
15735 ss
<< finiteAlways(m_movementInfo
.t_o
);
15738 ss
<< m_transport
->GetGUIDLow();
15743 ss
<< m_ExtraFlags
;
15746 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15749 ss
<< uint32(m_atLoginFlags
);
15755 ss
<< (uint64
)m_deathExpireTime
;
15758 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15760 ss
<< GetBattleGroundId();
15764 ss
<< m_bgEntryPoint
.mapid
<< ", "
15765 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15766 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15767 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15768 << finiteAlways(m_bgEntryPoint
.o
);
15771 CharacterDatabase
.Execute( ss
.str().c_str() );
15773 if(m_mailsUpdated
) //save mails only when needed
15777 _SaveQuestStatus();
15778 _SaveDailyQuestStatus();
15781 _SaveSpellCooldowns();
15786 CharacterDatabase
.CommitTransaction();
15788 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15789 SetDisplayId(tmp_displayid
);
15790 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15791 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15792 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15793 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15795 // save pet (hunter pet level and experience and all type pets health/mana).
15796 if(Pet
* pet
= GetPet())
15797 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15798 m_achievementMgr
.SaveToDB();
15801 // fast save function for item/money cheating preventing - save only inventory and money state
15802 void Player::SaveInventoryAndGoldToDB()
15805 //money is in data field
15806 SaveDataFieldToDB();
15809 void Player::_SaveActions()
15811 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15813 switch (itr
->second
.uState
)
15815 case ACTIONBUTTON_NEW
:
15816 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15817 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15818 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15821 case ACTIONBUTTON_CHANGED
:
15822 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15823 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15824 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15827 case ACTIONBUTTON_DELETED
:
15828 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15829 m_actionButtons
.erase(itr
++);
15838 void Player::_SaveAuras()
15840 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15842 AuraMap
const& auras
= GetAuras();
15847 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15848 uint32 stackCounter
= 1;
15850 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15852 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15854 AuraMap::const_iterator itr2
= itr
;
15855 // save previous spellEffectPair to db
15858 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15860 //skip all auras from spells that are passive or need a shapeshift
15861 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15863 //do not save single target auras (unless they were cast by the player)
15864 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15867 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15868 for (i
= 0; i
< 3; i
++)
15869 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15870 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15875 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15876 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15877 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()));
15882 if(itr
== auras
.end())
15886 if (lastEffectPair
== itr
->first
)
15890 lastEffectPair
= itr
->first
;
15896 void Player::_SaveInventory()
15898 // force items in buyback slots to new state
15899 // and remove those that aren't already
15900 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15902 Item
*item
= m_items
[i
];
15903 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15904 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15905 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15906 m_items
[i
]->FSetState(ITEM_NEW
);
15909 // update enchantment durations
15910 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15912 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15916 if (m_itemUpdateQueue
.empty()) return;
15918 // do not save if the update queue is corrupt
15919 bool error
= false;
15920 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15922 Item
*item
= m_itemUpdateQueue
[i
];
15923 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15924 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15928 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());
15931 else if (test
!= item
)
15933 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());
15940 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15941 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15945 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15947 Item
*item
= m_itemUpdateQueue
[i
];
15948 if(!item
) continue;
15950 Bag
*container
= item
->GetContainer();
15951 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15953 switch(item
->GetState())
15956 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());
15959 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());
15962 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15964 case ITEM_UNCHANGED
:
15968 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15970 m_itemUpdateQueue
.clear();
15973 void Player::_SaveMail()
15975 if (!m_mailsLoaded
)
15978 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15981 if (m
->state
== MAIL_STATE_CHANGED
)
15983 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'",
15984 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15985 if(m
->removedItems
.size())
15987 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15988 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15989 m
->removedItems
.clear();
15991 m
->state
= MAIL_STATE_UNCHANGED
;
15993 else if (m
->state
== MAIL_STATE_DELETED
)
15996 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15997 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15999 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16000 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16001 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16005 //deallocate deleted mails...
16006 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16008 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16013 itr
= m_mail
.begin();
16019 m_mailsUpdated
= false;
16022 void Player::_SaveQuestStatus()
16024 // we don't need transactions here.
16025 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16027 switch (i
->second
.uState
)
16030 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16031 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16032 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]);
16034 case QUEST_CHANGED
:
16035 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' ",
16036 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
);
16038 case QUEST_UNCHANGED
:
16041 i
->second
.uState
= QUEST_UNCHANGED
;
16045 void Player::_SaveDailyQuestStatus()
16047 if(!m_DailyQuestChanged
)
16050 m_DailyQuestChanged
= false;
16052 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16054 // we don't need transactions here.
16055 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16056 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16057 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16058 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
16059 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16062 void Player::_SaveReputation()
16064 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
16066 if (itr
->second
.Changed
)
16068 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
16069 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
16070 itr
->second
.Changed
= false;
16075 void Player::_SaveSpells()
16077 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16079 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16080 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16082 // add only changed/new not dependent spells
16083 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16084 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);
16086 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16088 delete itr
->second
;
16089 m_spells
.erase(itr
++);
16093 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16100 void Player::_SaveTutorials()
16102 if(!m_TutorialsChanged
)
16106 // it's better than rebuilding indexes multiple times
16107 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
16110 Rows
= result
->Fetch()[0].GetUInt32();
16116 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'",
16117 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
);
16121 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]);
16124 m_TutorialsChanged
= false;
16127 void Player::outDebugValues() const
16129 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16132 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16133 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16134 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16135 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
16136 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16137 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16138 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16139 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16140 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16141 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16142 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16143 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16146 /*********************************************************/
16147 /*** FLOOD FILTER SYSTEM ***/
16148 /*********************************************************/
16150 void Player::UpdateSpeakTime()
16152 // ignore chat spam protection for GMs in any mode
16153 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16156 time_t current
= time (NULL
);
16157 if(m_speakTime
> current
)
16159 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16164 if(m_speakCount
>= max_count
)
16166 // prevent overwrite mute time, if message send just before mutes set, for example.
16167 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16168 if(GetSession()->m_muteTime
< new_mute
)
16169 GetSession()->m_muteTime
= new_mute
;
16177 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16180 bool Player::CanSpeak() const
16182 return GetSession()->m_muteTime
<= time (NULL
);
16185 /*********************************************************/
16186 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16187 /*********************************************************/
16189 void Player::SendAttackSwingNotInRange()
16191 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16192 GetSession()->SendPacket( &data
);
16195 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16197 std::ostringstream ss
;
16198 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16199 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16200 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16201 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16202 sLog
.outDebug(ss
.str().c_str());
16203 CharacterDatabase
.Execute(ss
.str().c_str());
16206 void Player::SaveDataFieldToDB()
16208 std::ostringstream ss
;
16209 ss
<<"UPDATE characters SET data='";
16211 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
16213 ss
<< GetUInt32Value(i
) << " ";
16215 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16217 CharacterDatabase
.Execute(ss
.str().c_str());
16220 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16222 std::ostringstream ss2
;
16223 ss2
<<"UPDATE characters SET data='";
16225 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16227 ss2
<<tokens
[i
]<<" ";
16229 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16231 return CharacterDatabase
.Execute(ss2
.str().c_str());
16234 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16237 snprintf(buf
,11,"%u",value
);
16239 if(index
>= tokens
.size())
16242 tokens
[index
] = buf
;
16245 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16248 if(!LoadValuesArrayFromDB(tokens
,guid
))
16251 if(index
>= tokens
.size())
16255 snprintf(buf
,11,"%u",value
);
16256 tokens
[index
] = buf
;
16258 SaveValuesArrayInDB(tokens
,guid
);
16261 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16264 memcpy(&temp
, &value
, sizeof(value
));
16265 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16268 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16271 if(!LoadValuesArrayFromDB(tokens
, guid
))
16274 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
16275 uint8 race
= unit_bytes0
& 0xFF;
16276 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
16278 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
16282 unit_bytes0
&= ~(0xFF << 16);
16283 unit_bytes0
|= (gender
<< 16);
16284 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
16286 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16287 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16289 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
16291 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
16292 player_bytes2
&= ~0xFF;
16293 player_bytes2
|= facialHair
;
16294 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
16296 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
16297 player_bytes3
&= ~0xFF;
16298 player_bytes3
|= gender
;
16299 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
16301 SaveValuesArrayInDB(tokens
, guid
);
16304 void Player::SendAttackSwingNotStanding()
16306 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
16307 GetSession()->SendPacket( &data
);
16310 void Player::SendAttackSwingDeadTarget()
16312 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16313 GetSession()->SendPacket( &data
);
16316 void Player::SendAttackSwingCantAttack()
16318 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16319 GetSession()->SendPacket( &data
);
16322 void Player::SendAttackSwingCancelAttack()
16324 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16325 GetSession()->SendPacket( &data
);
16328 void Player::SendAttackSwingBadFacingAttack()
16330 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16331 GetSession()->SendPacket( &data
);
16334 void Player::SendAutoRepeatCancel()
16336 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16337 data
.append(GetPackGUID()); // may be it's target guid
16338 GetSession()->SendPacket( &data
);
16341 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
16343 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
16346 GetSession()->SendPacket( &data
);
16348 SendMessageToSet( &data
, true );
16351 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16353 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16355 data
<< Experience
;
16356 GetSession()->SendPacket(&data
);
16359 void Player::SendDungeonDifficulty(bool IsInGroup
)
16361 uint8 val
= 0x00000001;
16362 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16363 data
<< (uint32
)GetDifficulty();
16364 data
<< uint32(val
);
16365 data
<< uint32(IsInGroup
);
16366 GetSession()->SendPacket(&data
);
16369 void Player::SendResetFailedNotify(uint32 mapid
)
16371 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16372 data
<< uint32(mapid
);
16373 GetSession()->SendPacket(&data
);
16376 /// Reset all solo instances and optionally send a message on success for each
16377 void Player::ResetInstances(uint8 method
)
16379 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16381 // we assume that when the difficulty changes, all instances that can be reset will be
16382 uint8 dif
= GetDifficulty();
16384 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16386 InstanceSave
*p
= itr
->second
.save
;
16387 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16388 if(!entry
|| !p
->CanReset())
16394 if(method
== INSTANCE_RESET_ALL
)
16396 // the "reset all instances" method can only reset normal maps
16397 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16404 // if the map is loaded, reset it
16405 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16406 if(map
&& map
->IsDungeon())
16407 ((InstanceMap
*)map
)->Reset(method
);
16409 // since this is a solo instance there should not be any players inside
16410 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16411 SendResetInstanceSuccess(p
->GetMapId());
16414 m_boundInstances
[dif
].erase(itr
++);
16416 // the following should remove the instance save from the manager and delete it as well
16417 p
->RemovePlayer(this);
16421 void Player::SendResetInstanceSuccess(uint32 MapId
)
16423 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16425 GetSession()->SendPacket(&data
);
16428 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16430 // TODO: find what other fail reasons there are besides players in the instance
16431 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16434 GetSession()->SendPacket(&data
);
16437 /*********************************************************/
16438 /*** Update timers ***/
16439 /*********************************************************/
16441 ///checks the 15 afk reports per 5 minutes limit
16442 void Player::UpdateAfkReport(time_t currTime
)
16444 if(m_bgAfkReportedTimer
<= currTime
)
16446 m_bgAfkReportedCount
= 0;
16447 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16451 void Player::UpdateContestedPvP(uint32 diff
)
16453 if(!m_contestedPvPTimer
||isInCombat())
16455 if(m_contestedPvPTimer
<= diff
)
16457 ResetContestedPvP();
16460 m_contestedPvPTimer
-= diff
;
16463 void Player::UpdatePvPFlag(time_t currTime
)
16467 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16473 void Player::UpdateDuelFlag(time_t currTime
)
16475 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16478 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16479 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16481 duel
->startTimer
= 0;
16482 duel
->startTime
= currTime
;
16483 duel
->opponent
->duel
->startTimer
= 0;
16484 duel
->opponent
->duel
->startTime
= currTime
;
16487 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16492 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16494 //returning of reagents only for players, so best done here
16495 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16496 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16500 for(uint32 i
= 0; i
< 7; ++i
)
16502 if(spellInfo
->Reagent
[i
] > 0)
16504 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16505 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16506 if( msg
== EQUIP_ERR_OK
)
16508 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16510 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16515 m_temporaryUnsummonedPetNumber
= 0;
16518 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16521 // only if current pet in slot
16522 switch(pet
->getPetType())
16528 m_guardianPets
.erase(pet
->GetGUID());
16531 if(GetPetGUID() == pet
->GetGUID())
16540 switch(pet
->GetEntry())
16542 //warlock pets except imp are removed(?) when logging out
16547 mode
= PET_SAVE_NOT_IN_SLOT
;
16552 pet
->SavePetToDB(mode
);
16554 pet
->CleanupsBeforeDelete();
16555 pet
->AddObjectToRemoveList();
16556 pet
->m_removed
= true;
16558 if(pet
->isControlled())
16560 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16563 GetSession()->SendPacket(&data
);
16566 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16570 void Player::RemoveMiniPet()
16572 if(Pet
* pet
= GetMiniPet())
16574 pet
->Remove(PET_SAVE_AS_DELETED
);
16579 Pet
* Player::GetMiniPet()
16583 return ObjectAccessor::GetPet(m_miniPet
);
16586 void Player::RemoveGuardians()
16588 while(!m_guardianPets
.empty())
16590 uint64 guid
= *m_guardianPets
.begin();
16591 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16592 pet
->Remove(PET_SAVE_AS_DELETED
);
16594 m_guardianPets
.erase(guid
);
16598 bool Player::HasGuardianWithEntry(uint32 entry
)
16600 // pet guid middle part is entry (and creature also)
16601 // and in guardian list must be guardians with same entry _always_
16602 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16603 if(GUID_ENPART(*itr
)==entry
)
16609 void Player::Uncharm()
16611 Unit
* charm
= GetCharm();
16615 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16616 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16619 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16621 *data
<< (uint8
)msgtype
;
16622 *data
<< (uint32
)language
;
16623 *data
<< (uint64
)GetGUID();
16624 *data
<< (uint32
)language
; //language 2.1.0 ?
16625 *data
<< (uint64
)GetGUID();
16626 *data
<< (uint32
)(text
.length()+1);
16628 *data
<< (uint8
)chatTag();
16631 void Player::Say(const std::string
& text
, const uint32 language
)
16633 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16634 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16635 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16638 void Player::Yell(const std::string
& text
, const uint32 language
)
16640 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16641 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16642 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16645 void Player::TextEmote(const std::string
& text
)
16647 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16648 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16649 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16652 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16654 if (language
!= LANG_ADDON
) // if not addon data
16655 language
= LANG_UNIVERSAL
; // whispers should always be readable
16657 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16659 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16660 if(!rPlayer
->isDND() || isGameMaster())
16662 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16663 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16664 rPlayer
->GetSession()->SendPacket(&data
);
16666 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16667 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16668 GetSession()->SendPacket(&data
);
16672 // announce to player that player he is whispering to is dnd and cannot receive his message
16673 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16676 if(!isAcceptWhispers())
16678 SetAcceptWhispers(true);
16679 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16682 // announce to player that player he is whispering to is afk
16683 if(rPlayer
->isAFK())
16684 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16686 // if player whisper someone, auto turn of dnd to be able to receive an answer
16687 if(isDND() && !rPlayer
->isGameMaster())
16691 void Player::PetSpellInitialize()
16693 Pet
* pet
= GetPet();
16698 sLog
.outDebug("Pet Spells Groups");
16700 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16702 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16703 data
<< uint64(pet
->GetGUID());
16704 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16706 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16709 for(uint32 i
= 0; i
< 10; i
++)
16711 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16714 size_t spellsCountPos
= data
.wpos();
16718 data
<< uint8(addlist
); // placeholder
16720 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16723 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16725 if(itr
->second
->state
== PETSPELL_REMOVED
)
16728 data
<< uint16(itr
->first
);
16729 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16734 data
.put
<uint8
>(spellsCountPos
, addlist
);
16736 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16737 data
<< uint8(cooldownsCount
);
16739 time_t curTime
= time(NULL
);
16741 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16743 time_t cooldown
= 0;
16745 if(itr
->second
> curTime
)
16746 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16748 data
<< uint16(itr
->first
); // spellid
16749 data
<< uint16(0); // spell category?
16750 data
<< uint32(itr
->second
); // cooldown
16751 data
<< uint32(0); // category cooldown
16754 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16756 time_t cooldown
= 0;
16758 if(itr
->second
> curTime
)
16759 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16761 data
<< uint16(itr
->first
); // spellid
16762 data
<< uint16(0); // spell category?
16763 data
<< uint32(0); // cooldown
16764 data
<< uint32(itr
->second
); // category cooldown
16767 GetSession()->SendPacket(&data
);
16770 void Player::PossessSpellInitialize()
16772 Unit
* charm
= GetCharm();
16777 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16781 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16786 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16789 data
<< uint64(charm
->GetGUID());
16790 data
<< uint32(0x00000000);
16792 data
<< uint8(0) << uint8(0) << uint16(0);
16794 for(uint32 i
= 0; i
< 10; i
++) //40
16796 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16799 data
<< uint8(addlist
); //1
16802 data
<< uint8(count
); // cooldowns count
16804 GetSession()->SendPacket(&data
);
16807 void Player::CharmSpellInitialize()
16809 Unit
* charm
= GetCharm();
16814 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16817 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16823 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16825 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16827 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16829 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16831 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16837 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16839 data
<< uint64(charm
->GetGUID());
16840 data
<< uint32(0x00000000);
16842 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16843 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16845 data
<< uint8(0) << uint8(0);
16848 for(uint32 i
= 0; i
< 10; i
++) //40
16850 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16853 data
<< uint8(addlist
); //1
16857 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16859 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16860 if(cspell
->spellId
)
16862 data
<< uint16(cspell
->spellId
);
16863 data
<< uint16(cspell
->active
);
16869 data
<< uint8(count
); // cooldowns count
16871 GetSession()->SendPacket(&data
);
16874 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16876 if (!mod
|| !spellInfo
)
16879 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16881 // prevent apply to any spell except spell that trigger expire
16884 if(mod
->lastAffected
!= spell
)
16887 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16891 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16894 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16896 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16898 for(int eff
=0;eff
<96;++eff
)
16902 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16903 else _mask2
= uint64(1) << (eff
-64);
16904 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16907 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16909 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16910 val
+= (*itr
)->value
;
16912 val
+= apply
? mod
->value
: -(mod
->value
);
16913 WorldPacket
data(Opcode
, (1+1+4));
16914 data
<< uint8(eff
);
16915 data
<< uint8(mod
->op
);
16916 data
<< int32(val
);
16917 SendDirectMessage(&data
);
16922 m_spellMods
[mod
->op
].push_back(mod
);
16925 if (mod
->charges
== -1)
16926 --m_SpellModRemoveCount
;
16927 m_spellMods
[mod
->op
].remove(mod
);
16932 void Player::RemoveSpellMods(Spell
const* spell
)
16934 if(!spell
|| (m_SpellModRemoveCount
== 0))
16937 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16939 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16941 SpellModifier
*mod
= *itr
;
16944 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16946 RemoveAurasDueToSpell(mod
->spellId
);
16947 if (m_spellMods
[i
].empty())
16950 itr
= m_spellMods
[i
].begin();
16956 // send Proficiency
16957 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16959 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16960 data
<< pr1
<< pr2
;
16961 GetSession()->SendPacket (&data
);
16964 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16966 QueryResult
*result
= NULL
;
16968 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16970 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16973 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.
16974 { // and SendPetitionQueryOpcode reads data from the DB
16975 Field
*fields
= result
->Fetch();
16976 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16977 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16979 // send update if charter owner in game
16980 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16982 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16984 } while ( result
->NextRow() );
16989 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16991 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16994 CharacterDatabase
.BeginTransaction();
16997 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16998 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17002 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17003 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17005 CharacterDatabase
.CommitTransaction();
17008 void Player::LeaveAllArenaTeams(uint64 guid
)
17010 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
));
17016 Field
*fields
= result
->Fetch();
17017 uint32 at_id
= fields
[0].GetUInt32();
17020 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
17022 at
->DelMember(guid
);
17024 } while (result
->NextRow());
17029 void Player::SetRestBonus (float rest_bonus_new
)
17031 // Prevent resting on max level
17032 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17033 rest_bonus_new
= 0;
17035 if(rest_bonus_new
< 0)
17036 rest_bonus_new
= 0;
17038 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17040 if(rest_bonus_new
> rest_bonus_max
)
17041 m_rest_bonus
= rest_bonus_max
;
17043 m_rest_bonus
= rest_bonus_new
;
17045 // update data for client
17046 if(m_rest_bonus
>10)
17047 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17048 else if(m_rest_bonus
<=1)
17049 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17052 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17055 void Player::HandleStealthedUnitsDetection()
17057 std::list
<Unit
*> stealthedUnits
;
17059 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17061 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17062 cell
.SetNoCreate();
17064 MaNGOS::AnyStealthedCheck u_check
;
17065 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17067 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17068 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17070 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
17071 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
17072 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
17074 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
17078 i
= stealthedUnits
.erase(i
);
17082 if ((*i
)->isVisibleForOrDetect(this,true))
17085 (*i
)->SendUpdateToPlayer(this);
17086 m_clientGUIDs
.insert((*i
)->GetGUID());
17088 #ifdef MANGOS_DEBUG
17089 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17090 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17093 // target aura duration for caster show only if target exist at caster client
17094 // send data at target visibility change (adding to client)
17095 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17096 SendAurasForTarget(*i
);
17098 i
= stealthedUnits
.erase(i
);
17106 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
17108 if(nodes
.size() < 2)
17111 // not let cheating with start flight mounted
17114 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17115 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17116 GetSession()->SendPacket(&data
);
17120 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17122 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17123 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17124 GetSession()->SendPacket(&data
);
17128 // 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
17129 if(GetSession()->isLogingOut() ||
17130 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
17131 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
17132 IsNonMeleeSpellCasted(false) ||
17135 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17136 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17137 GetSession()->SendPacket(&data
);
17141 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17144 uint32 sourcenode
= nodes
[0];
17146 // starting node too far away (cheat?)
17147 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17148 if( !node
|| node
->map_id
!= GetMapId() ||
17149 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17150 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17151 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17152 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
17154 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17155 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17156 GetSession()->SendPacket(&data
);
17160 // Prepare to flight start now
17162 // stop combat at start taxi flight if any
17165 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17168 // clean not finished taxi path if any
17169 m_taxi
.ClearTaxiDestinations();
17171 // 0 element current node
17172 m_taxi
.AddTaxiDestination(sourcenode
);
17174 // fill destinations path tail
17175 uint32 sourcepath
= 0;
17176 uint32 totalcost
= 0;
17178 uint32 prevnode
= sourcenode
;
17179 uint32 lastnode
= 0;
17181 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17185 lastnode
= nodes
[i
];
17186 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17190 m_taxi
.ClearTaxiDestinations();
17196 if(prevnode
== sourcenode
)
17199 m_taxi
.AddTaxiDestination(lastnode
);
17201 prevnode
= lastnode
;
17204 if(!mount_id
) // if not provide then attempt use default.
17205 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
17207 if (mount_id
== 0 || sourcepath
== 0)
17209 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17210 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17211 GetSession()->SendPacket(&data
);
17212 m_taxi
.ClearTaxiDestinations();
17216 uint32 money
= GetMoney();
17220 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17223 if(money
< totalcost
)
17225 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17226 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17227 GetSession()->SendPacket(&data
);
17228 m_taxi
.ClearTaxiDestinations();
17232 //Checks and preparations done, DO FLIGHT
17233 ModifyMoney(-(int32
)totalcost
);
17235 // prevent stealth flight
17236 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17238 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17239 data
<< uint32(ERR_TAXIOK
);
17240 GetSession()->SendPacket(&data
);
17242 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17244 GetSession()->SendDoFlight(mount_id
, sourcepath
);
17249 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17251 // last check 2.0.10
17252 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17254 data
<< uint8(0x0); // flags (0x1, 0x2)
17255 time_t curTime
= time(NULL
);
17256 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17258 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17260 uint32 unSpellId
= itr
->first
;
17261 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17268 // Not send cooldown for this spells
17269 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17272 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17275 data
<< unTimeMs
; // in m.secs
17276 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17279 GetSession()->SendPacket(&data
);
17282 void Player::InitDataForForm(bool reapplyMods
)
17284 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17285 if(ssEntry
&& ssEntry
->attackSpeed
)
17287 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17288 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17289 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17292 SetRegularAttackTime();
17298 if(getPowerType()!=POWER_ENERGY
)
17299 setPowerType(POWER_ENERGY
);
17303 case FORM_DIREBEAR
:
17305 if(getPowerType()!=POWER_RAGE
)
17306 setPowerType(POWER_RAGE
);
17309 default: // 0, for example
17311 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17312 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17313 setPowerType(Powers(cEntry
->powerType
));
17318 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17320 UpdateEquipSpellsAtFormChange();
17322 UpdateAttackPowerAndDamage();
17323 UpdateAttackPowerAndDamage(true);
17326 // Return true is the bought item has a max count to force refresh of window by caller
17327 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
17329 // cheating attempt
17330 if(count
< 1) count
= 1;
17335 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17338 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17342 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17345 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17346 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17350 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17351 if(!vItems
|| vItems
->Empty())
17353 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17357 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17358 if(vendor_slot
>= vItems
->GetItemCount())
17360 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17364 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17366 // check current item amount if it limited
17367 if( crItem
->maxcount
!= 0 )
17369 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17371 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17376 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17378 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17382 if(crItem
->ExtendedCost
)
17384 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17387 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17391 // honor points price
17392 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17394 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17398 // arena points price
17399 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17401 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17406 for (uint8 i
= 0; i
< 5; ++i
)
17408 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17410 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17415 // check for personal arena rating requirement
17416 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17418 // probably not the proper equip err
17419 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17424 uint32 price
= pProto
->BuyPrice
* count
;
17426 // reputation discount
17427 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17429 if( GetMoney() < price
)
17431 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17435 uint8 bag
= 0; // init for case invalid bagGUID
17437 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17440 if( bagguid
== GetGUID() )
17442 bag
= INVENTORY_SLOT_BAG_0
;
17446 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17448 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17451 if( bagguid
== pBag
->GetGUID() )
17461 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17463 ItemPosCountVec dest
;
17464 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17465 if( msg
!= EQUIP_ERR_OK
)
17467 SendEquipError( msg
, NULL
, NULL
);
17471 ModifyMoney( -(int32
)price
);
17472 if(crItem
->ExtendedCost
) // case for new honor system
17474 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17475 if(iece
->reqhonorpoints
)
17476 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17477 if(iece
->reqarenapoints
)
17478 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17479 for (uint8 i
= 0; i
< 5; ++i
)
17481 if(iece
->reqitem
[i
])
17482 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17486 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17488 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17490 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17491 data
<< pCreature
->GetGUID();
17492 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17493 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17494 data
<< (uint32
)count
;
17495 GetSession()->SendPacket(&data
);
17497 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17500 else if( IsEquipmentPos( bag
, slot
) )
17502 if(pProto
->BuyCount
* count
!= 1)
17504 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17509 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17510 if( msg
!= EQUIP_ERR_OK
)
17512 SendEquipError( msg
, NULL
, NULL
);
17516 ModifyMoney( -(int32
)price
);
17517 if(crItem
->ExtendedCost
) // case for new honor system
17519 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17520 if(iece
->reqhonorpoints
)
17521 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17522 if(iece
->reqarenapoints
)
17523 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17524 for (uint8 i
= 0; i
< 5; ++i
)
17526 if(iece
->reqitem
[i
])
17527 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17531 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17533 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17535 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17536 data
<< pCreature
->GetGUID();
17537 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17538 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17539 data
<< (uint32
)count
;
17540 GetSession()->SendPacket(&data
);
17542 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17544 AutoUnequipOffhandIfNeed();
17549 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17553 return crItem
->maxcount
!=0;
17556 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17558 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17559 // the personal rating of the arena team must match the required limit as well
17560 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17561 uint32 max_personal_rating
= 0;
17562 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17564 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17566 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17567 uint32 t_rating
= at
->GetRating();
17568 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17569 if(max_personal_rating
< p_rating
)
17570 max_personal_rating
= p_rating
;
17573 return max_personal_rating
;
17576 void Player::UpdateHomebindTime(uint32 time
)
17578 // GMs never get homebind timer online
17579 if (m_InstanceValid
|| isGameMaster())
17581 if(m_HomebindTimer
) // instance valid, but timer not reset
17584 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17587 GetSession()->SendPacket(&data
);
17589 // instance is valid, reset homebind timer
17590 m_HomebindTimer
= 0;
17592 else if (m_HomebindTimer
> 0)
17594 if (time
>= m_HomebindTimer
)
17596 // teleport to homebind location
17597 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17600 m_HomebindTimer
-= time
;
17604 // instance is invalid, start homebind timer
17605 m_HomebindTimer
= 60000;
17606 // send message to player
17607 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17608 data
<< m_HomebindTimer
;
17610 GetSession()->SendPacket(&data
);
17611 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17615 void Player::UpdatePvP(bool state
, bool ovrride
)
17617 if(!state
|| ovrride
)
17620 if(Pet
* pet
= GetPet())
17621 pet
->SetPvP(state
);
17622 if(Unit
* charmed
= GetCharm())
17623 charmed
->SetPvP(state
);
17625 pvpInfo
.endTimer
= 0;
17629 if(pvpInfo
.endTimer
!= 0)
17630 pvpInfo
.endTimer
= time(NULL
);
17635 if(Pet
* pet
= GetPet())
17636 pet
->SetPvP(state
);
17637 if(Unit
* charmed
= GetCharm())
17638 charmed
->SetPvP(state
);
17643 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17645 // init cooldown values
17650 // some special item spells without correct cooldown in SpellInfo
17651 // cooldown information stored in item prototype
17652 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17656 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17658 for(int idx
= 0; idx
< 5; ++idx
)
17660 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17662 cat
= proto
->Spells
[idx
].SpellCategory
;
17663 rec
= proto
->Spells
[idx
].SpellCooldown
;
17664 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17671 // if no cooldown found above then base at DBC data
17672 if(rec
< 0 && catrec
< 0)
17674 cat
= spellInfo
->Category
;
17675 rec
= spellInfo
->RecoveryTime
;
17676 catrec
= spellInfo
->CategoryRecoveryTime
;
17679 time_t curTime
= time(NULL
);
17684 // overwrite time for selected category
17685 if(infinityCooldown
)
17687 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17688 // but not allow ignore until reset or re-login
17689 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17690 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17694 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17695 // prevent 0 cooldowns set by another way
17696 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17697 rec
= GetAttackTime(RANGED_ATTACK
);
17699 // Now we have cooldown data (if found any), time to apply mods
17701 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17704 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17706 // replace negative cooldowns by 0
17707 if (rec
< 0) rec
= 0;
17708 if (catrec
< 0) catrec
= 0;
17710 // no cooldown after applying spell mods
17711 if( rec
== 0 && catrec
== 0)
17714 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17715 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17718 // self spell cooldown
17720 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17723 if (cat
&& catrec
> 0)
17725 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17726 if(i_scstore
!= sSpellCategoryStore
.end())
17728 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17730 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17733 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17739 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17743 sc
.itemid
= itemid
;
17744 m_spellCooldowns
[spellid
] = sc
;
17747 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17749 // start cooldowns at server side, if any
17750 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17752 // Send activate cooldown timer (possible 0) at client side
17753 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17754 data
<< spellInfo
->Id
;
17756 SendDirectMessage(&data
);
17759 void Player::UpdatePotionCooldown(Spell
* spell
)
17761 // no potion used i combat or still in combat
17762 if(!m_lastPotionId
|| isInCombat())
17765 // Call not from spell cast, send cooldown event for item spells if no in combat
17768 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17769 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17770 for(int idx
= 0; idx
< 5; ++idx
)
17771 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17772 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17773 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17775 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17777 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17779 m_lastPotionId
= 0;
17782 //slot to be excluded while counting
17783 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17785 if(!enchantmentcondition
)
17788 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17793 uint8 curcount
[4] = {0, 0, 0, 0};
17795 //counting current equipped gem colors
17796 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17800 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17801 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17803 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17805 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17809 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17813 uint32 gemid
= enchantEntry
->GemID
;
17817 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17821 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17825 uint8 GemColor
= gemProperty
->color
;
17827 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17829 if(tmpcolormask
& GemColor
)
17836 bool activate
= true;
17838 for(int i
= 0; i
< 5; i
++)
17840 if(!Condition
->Color
[i
])
17843 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17845 // if have <CompareColor> use them as count, else use <value> from Condition
17846 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17848 switch(Condition
->Comparator
[i
])
17850 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17851 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17853 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17854 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17856 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17857 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17862 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");
17867 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17869 //cycle all equipped items
17870 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17872 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17873 if(slot
== exceptslot
)
17876 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17878 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17881 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17883 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17887 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17891 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17894 //was enchant active with/without item?
17895 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17896 //should it now be?
17897 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17899 // ignore item gem conditions
17900 //if state changed, (dis)apply enchant
17901 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17908 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17909 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17911 //cycle all equipped items
17912 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17914 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17915 if(slot
== exceptslot
)
17918 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17920 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17923 //cycle all (gem)enchants
17924 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17926 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17927 if(!enchant_id
) //if no enchant go to next enchant(slot)
17930 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17934 //only metagems to be (de)activated, so only enchants with condition
17935 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17937 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17942 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17944 if(BattleGround
*bg
= GetBattleGround())
17946 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17948 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17950 // call after remove to be sure that player resurrected for correct cast
17952 CastSpell(this, 26013, true); // Deserter
17956 bool Player::CanJoinToBattleground() const
17958 // check Deserter debuff
17959 if(GetDummyAura(26013))
17965 bool Player::CanReportAfkDueToLimit()
17967 // a player can complain about 15 people per 5 minutes
17968 if(m_bgAfkReportedCount
>= 15)
17970 ++m_bgAfkReportedCount
;
17974 ///This player has been blamed to be inactive in a battleground
17975 void Player::ReportedAfkBy(Player
* reporter
)
17977 BattleGround
*bg
= GetBattleGround();
17978 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17981 // check if player has 'Idle' or 'Inactive' debuff
17982 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17984 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17985 // 3 players have to complain to apply debuff
17986 if(m_bgAfkReporter
.size() >= 3)
17988 // cast 'Idle' spell
17989 CastSpell(this, 43680, true);
17990 m_bgAfkReporter
.clear();
17995 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17997 // gamemaster in GM mode see all, including ghosts
17998 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18001 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18002 if (InBattleGround())
18004 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18009 // Live player see live player or dead player with not realized corpse
18010 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18012 return isAlive() || m_deathTimer
> 0;
18015 // Ghost see other friendly ghosts, that's for sure
18016 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18019 // Dead player see live players near own corpse
18022 Corpse
*corpse
= pl
->GetCorpse();
18025 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18026 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18031 // and not see any other
18035 bool Player::IsVisibleGloballyFor( Player
* u
) const
18040 // Always can see self
18044 // Visible units, always are visible for all players
18045 if (GetVisibility() == VISIBILITY_ON
)
18048 // GMs are visible for higher gms (or players are visible for gms)
18049 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18050 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18052 // non faction visibility non-breakable for non-GMs
18053 if (GetVisibility() == VISIBILITY_OFF
)
18056 // non-gm stealth/invisibility not hide from global player lists
18060 void Player::UpdateVisibilityOf(WorldObject
* target
)
18062 if(HaveAtClient(target
))
18064 if(!target
->isVisibleForInState(this,true))
18066 target
->DestroyForPlayer(this);
18067 m_clientGUIDs
.erase(target
->GetGUID());
18069 #ifdef MANGOS_DEBUG
18070 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18071 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18077 if(target
->isVisibleForInState(this,false))
18079 target
->SendUpdateToPlayer(this);
18080 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18081 m_clientGUIDs
.insert(target
->GetGUID());
18083 #ifdef MANGOS_DEBUG
18084 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18085 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18088 // target aura duration for caster show only if target exist at caster client
18089 // send data at target visibility change (adding to client)
18090 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18091 SendAurasForTarget((Unit
*)target
);
18093 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18094 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18100 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18102 s64
.insert(target
->GetGUID());
18106 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18108 if(!target
->IsTransport())
18109 s64
.insert(target
->GetGUID());
18113 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18115 if(HaveAtClient(target
))
18117 if(!target
->isVisibleForInState(this,true))
18119 target
->BuildOutOfRangeUpdateBlock(&data
);
18120 m_clientGUIDs
.erase(target
->GetGUID());
18122 #ifdef MANGOS_DEBUG
18123 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18124 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
));
18130 if(target
->isVisibleForInState(this,false))
18132 visibleNow
.insert(target
);
18133 target
->BuildUpdate(data_updates
);
18134 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18135 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18137 #ifdef MANGOS_DEBUG
18138 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18139 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
));
18145 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18146 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18147 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18148 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18149 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18151 void Player::InitPrimaryProffesions()
18153 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18156 void Player::SendComboPoints()
18158 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18161 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18162 data
.append(combotarget
->GetPackGUID());
18163 data
<< uint8(m_comboPoints
);
18164 GetSession()->SendPacket(&data
);
18168 void Player::AddComboPoints(Unit
* target
, int8 count
)
18173 // without combo points lost (duration checked in aura)
18174 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18176 if(target
->GetGUID() == m_comboTarget
)
18178 m_comboPoints
+= count
;
18183 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18184 target
->RemoveComboPointHolder(GetGUIDLow());
18186 m_comboTarget
= target
->GetGUID();
18187 m_comboPoints
= count
;
18189 target
->AddComboPointHolder(GetGUIDLow());
18192 if (m_comboPoints
> 5) m_comboPoints
= 5;
18193 if (m_comboPoints
< 0) m_comboPoints
= 0;
18198 void Player::ClearComboPoints()
18203 // without combopoints lost (duration checked in aura)
18204 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18210 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18211 target
->RemoveComboPointHolder(GetGUIDLow());
18216 void Player::SetGroup(Group
*group
, int8 subgroup
)
18218 if(group
== NULL
) m_group
.unlink();
18221 // never use SetGroup without a subgroup unless you specify NULL for group
18222 assert(subgroup
>= 0);
18223 m_group
.link(group
, this);
18224 m_group
.setSubGroup((uint8
)subgroup
);
18228 void Player::SendInitialPacketsBeforeAddToMap()
18230 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
18231 data
<< uint32(0); // unknown, may be rest state time or experience
18232 GetSession()->SendPacket(&data
);
18235 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
18236 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18237 data
<< (uint32
) m_homebindMapId
;
18238 data
<< (uint32
) m_homebindZoneId
;
18239 GetSession()->SendPacket(&data
);
18241 // SMSG_SET_PROFICIENCY
18242 // SMSG_UPDATE_AURA_DURATION
18245 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
18246 for (int i
= 0; i
< 8; ++i
)
18247 data
<< uint32( GetTutorialInt(i
) );
18248 GetSession()->SendPacket(&data
);
18250 SendInitialSpells();
18252 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18253 data
<< uint32(0); // count, for(count) uint32;
18254 GetSession()->SendPacket(&data
);
18256 SendInitialActionButtons();
18257 SendInitialReputations();
18258 m_achievementMgr
.SendAllAchievementData();
18259 UpdateZone(GetZoneId());
18260 SendInitWorldStates();
18262 // SMSG_SET_AURA_SINGLE
18264 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
18265 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18266 data
<< (float)0.01666667f
; // game speed
18267 GetSession()->SendPacket( &data
);
18269 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18270 data
<< uint32(0x00000000); // on blizz it increments periodically
18271 GetSession()->SendPacket(&data
);
18273 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18274 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
18275 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
18280 void Player::SendInitialPacketsAfterAddToMap()
18282 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18283 data
<< uint32(0x00000000); // on blizz it increments periodically
18284 GetSession()->SendPacket(&data
);
18286 CastSpell(this, 836, true); // LOGINEFFECT
18288 // set some aura effects that send packet to player client after add player to map
18289 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18290 // same auras state lost at far teleport, send it one more time in this case also
18291 static const AuraType auratypes
[] =
18293 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18294 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18295 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18297 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18299 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18300 if(!auraList
.empty())
18301 auraList
.front()->ApplyModifier(true,true);
18304 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18305 SetMovement(MOVE_ROOT
);
18307 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18308 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18310 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
18311 data
.append(GetPackGUID());
18313 SendMessageToSet(&data
,true);
18316 SendAurasForTarget(this);
18317 SendEnchantmentDurations(); // must be after add to map
18318 SendItemDurations(); // must be after add to map
18321 void Player::SendUpdateToOutOfRangeGroupMembers()
18323 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18325 if(Group
* group
= GetGroup())
18326 group
->UpdatePlayerOutOfRange(this);
18328 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18329 m_auraUpdateMask
= 0;
18330 if(Pet
*pet
= GetPet())
18331 pet
->ResetAuraUpdateMask();
18334 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18336 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18337 data
<< uint32(mapid
);
18338 data
<< uint8(reason
); // transfer abort reason
18341 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18342 case TRANSFER_ABORT_DIFFICULTY
:
18343 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18344 data
<< uint8(arg
);
18347 GetSession()->SendPacket(&data
);
18350 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
18352 // type of warning, based on the time remaining until reset
18355 type
= RAID_INSTANCE_WELCOME
;
18356 else if(time
> 900 && time
<= 3600)
18357 type
= RAID_INSTANCE_WARNING_HOURS
;
18358 else if(time
> 300 && time
<= 900)
18359 type
= RAID_INSTANCE_WARNING_MIN
;
18361 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18362 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
18363 data
<< uint32(type
);
18364 data
<< uint32(mapid
);
18365 data
<< uint32(time
);
18366 GetSession()->SendPacket(&data
);
18369 void Player::ApplyEquipCooldown( Item
* pItem
)
18371 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18373 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18376 if( !spellData
.SpellId
)
18379 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18380 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18383 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18385 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18386 data
<< pItem
->GetGUID();
18387 data
<< uint32(spellData
.SpellId
);
18388 GetSession()->SendPacket(&data
);
18392 void Player::resetSpells()
18394 // not need after this call
18395 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18397 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
18398 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
18401 // make full copy of map (spells removed and marked as deleted at another spell remove
18402 // and we can't use original map for safe iterative with visit each spell at loop end
18403 PlayerSpellMap smap
= GetSpellMap();
18405 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18406 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18408 learnDefaultSpells();
18409 learnQuestRewardedSpells();
18412 void Player::learnDefaultSpells()
18414 // learn default race/class spells
18415 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18416 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18418 uint32 tspell
= *itr
;
18419 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18420 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18421 addSpell(tspell
,true,true,true,false);
18422 else // but send in normal spell in game learn case
18423 learnSpell(tspell
,true);
18427 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18429 uint32 spell_id
= quest
->GetRewSpellCast();
18431 // skip quests without rewarded spell
18435 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18439 // check learned spells state
18440 bool found
= false;
18441 for(int i
=0; i
< 3; ++i
)
18443 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18450 // skip quests with not teaching spell or already known spell
18454 // prevent learn non first rank unknown profession and second specialization for same profession)
18455 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18456 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18458 // not have first rank learned (unlearned prof?)
18459 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18460 if( !HasSpell(first_spell
) )
18463 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18468 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18470 // search other specialization for same prof
18471 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18473 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18476 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18480 // compare only specializations
18481 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18484 // compare same chain spells
18485 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18488 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18489 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18495 CastSpell( this, spell_id
, true);
18498 void Player::learnQuestRewardedSpells()
18500 // learn spells received from quest completing
18501 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18503 // skip no rewarded quests
18504 if(!itr
->second
.m_rewarded
)
18507 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18511 learnQuestRewardedSpells(quest
);
18515 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18517 uint32 raceMask
= getRaceMask();
18518 uint32 classMask
= getClassMask();
18519 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18521 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18522 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18524 // Check race if set
18525 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18527 // Check class if set
18528 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18531 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18533 // need unlearn spell
18534 if (skill_value
< pAbility
->req_skill_value
)
18535 removeSpell(pAbility
->spellId
);
18537 else if (!IsInWorld())
18538 addSpell(pAbility
->spellId
,true,true,true,false);
18540 learnSpell(pAbility
->spellId
,true);
18545 void Player::SendAurasForTarget(Unit
*target
)
18547 if(target
->GetVisibleAuras()->empty()) // speedup things
18550 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18551 data
.append(target
->GetPackGUID());
18553 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18554 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18556 for(uint32 j
= 0; j
< 3; ++j
)
18558 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18560 data
<< uint8(aura
->GetAuraSlot());
18561 data
<< uint32(aura
->GetId());
18565 uint8 auraFlags
= aura
->GetAuraFlags();
18567 data
<< uint8(auraFlags
);
18569 data
<< uint8(aura
->GetAuraLevel());
18571 data
<< uint8(aura
->GetAuraCharges());
18573 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18575 data
<< uint8(0); // packed GUID of someone (caster?)
18578 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18580 data
<< uint32(aura
->GetAuraMaxDuration());
18581 data
<< uint32(aura
->GetAuraDuration());
18589 GetSession()->SendPacket(&data
);
18592 void Player::SetDailyQuestStatus( uint32 quest_id
)
18594 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18596 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18598 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18599 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18600 m_DailyQuestChanged
= true;
18606 void Player::ResetDailyQuestStatus()
18608 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18609 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18611 // DB data deleted in caller
18612 m_DailyQuestChanged
= false;
18613 m_lastDailyQuestTime
= 0;
18616 BattleGround
* Player::GetBattleGround() const
18618 if(GetBattleGroundId()==0)
18621 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18624 bool Player::InArena() const
18626 BattleGround
*bg
= GetBattleGround();
18627 if(!bg
|| !bg
->isArena())
18633 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18635 // get a template bg instead of running one
18636 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18640 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18646 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18648 //returned to hardcoded version of this function, because there is no way to code it dynamic
18649 uint32 level
= getLevel();
18650 if( bgTypeId
== BATTLEGROUND_AV
)
18653 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18654 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18656 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18657 return QUEUE_ID_MAX_LEVEL_80
;
18659 return BGQueueIdBasedOnLevel(queue_id
);
18662 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18664 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18665 if(!vendor_faction
)
18668 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18669 if(rank
<= REP_NEUTRAL
)
18672 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18675 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18677 uint32 racemask
= getRaceMask();
18678 uint32 classmask
= getClassMask();
18680 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18681 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18685 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18687 // skip wrong race skills
18688 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18691 // skip wrong class skills
18692 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18701 bool Player::HasQuestForGO(int32 GOId
) const
18703 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18705 uint32 questid
= GetQuestSlotQuestId(i
);
18706 if ( questid
== 0 )
18709 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18710 if(qs_itr
== mQuestStatus
.end())
18713 QuestStatusData
const& qs
= qs_itr
->second
;
18715 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18717 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18721 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18724 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18726 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18729 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18737 void Player::UpdateForQuestsGO()
18739 if(m_clientGUIDs
.empty())
18743 WorldPacket packet
;
18744 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18746 if(IS_GAMEOBJECT_GUID(*itr
))
18748 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18750 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18753 udata
.BuildPacket(&packet
);
18754 GetSession()->SendPacket(&packet
);
18757 void Player::SummonIfPossible(bool agree
)
18761 m_summon_expire
= 0;
18765 // expire and auto declined
18766 if(m_summon_expire
< time(NULL
))
18769 // stop taxi flight at summon
18772 GetMotionMaster()->MovementExpired();
18773 m_taxi
.ClearTaxiDestinations();
18776 // drop flag at summon
18777 if(BattleGround
*bg
= GetBattleGround())
18778 bg
->EventPlayerDroppedFlag(this);
18780 m_summon_expire
= 0;
18782 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18785 void Player::RemoveItemDurations( Item
*item
)
18787 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18791 m_itemDuration
.erase(itr
);
18797 void Player::AddItemDurations( Item
*item
)
18799 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18801 m_itemDuration
.push_back(item
);
18802 item
->SendTimeUpdate(this);
18806 void Player::AutoUnequipOffhandIfNeed()
18808 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18812 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18813 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18816 ItemPosCountVec off_dest
;
18817 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18818 if( off_msg
== EQUIP_ERR_OK
)
18820 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18821 StoreItem( off_dest
, offItem
, true );
18826 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18827 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18828 CharacterDatabase
.BeginTransaction();
18829 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18830 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18831 CharacterDatabase
.CommitTransaction();
18833 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18834 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18838 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18840 if(spellInfo
->EquippedItemClass
< 0)
18843 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18844 // for optimize check 2 used cases only
18845 switch(spellInfo
->EquippedItemClass
)
18847 case ITEM_CLASS_WEAPON
:
18849 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18850 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18851 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18855 case ITEM_CLASS_ARMOR
:
18857 // tabard not have dependent spells
18858 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18859 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18860 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18863 // shields can be equipped to offhand slot
18864 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18865 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18868 // ranged slot can have some armor subclasses
18869 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18870 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18876 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18883 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18885 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18886 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18887 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18890 // Check no reagent use mask
18891 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18892 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18893 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18894 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18900 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18902 AuraMap
& auras
= GetAuras();
18903 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18905 Aura
* aura
= itr
->second
;
18907 // skip passive (passive item dependent spells work in another way) and not self applied auras
18908 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18909 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18915 // skip if not item dependent or have alternative item
18916 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18922 // no alt item, remove aura, restart check
18923 RemoveAurasDueToSpell(aura
->GetId());
18924 itr
= auras
.begin();
18927 // currently casted spells can be dependent from item
18928 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18930 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18931 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18936 uint32
Player::GetResurrectionSpellId()
18938 // search priceless resurrection possibilities
18940 uint32 spell_id
= 0;
18941 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18942 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18944 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18945 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18947 switch((*itr
)->GetId())
18949 case 20707: spell_id
= 3026; break; // rank 1
18950 case 20762: spell_id
= 20758; break; // rank 2
18951 case 20763: spell_id
= 20759; break; // rank 3
18952 case 20764: spell_id
= 20760; break; // rank 4
18953 case 20765: spell_id
= 20761; break; // rank 5
18954 case 27239: spell_id
= 27240; break; // rank 6
18955 case 47883: spell_id
= 47882; break; // rank 7
18957 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18963 // Twisting Nether // prio: 2 (max)
18964 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18971 // Reincarnation (passive spell) // prio: 1
18972 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18978 // Used in triggers for check "Only to targets that grant experience or honor" req
18979 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18981 uint32 v_level
= pVictim
->getLevel();
18982 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18984 // Victim level less gray level
18985 if(v_level
<=k_grey
)
18988 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18990 if (((Creature
*)pVictim
)->isTotem() ||
18991 ((Creature
*)pVictim
)->isPet() ||
18992 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18998 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19000 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19002 // prepare data for near group iteration (PvP and !PvP cases)
19004 bool honored_kill
= false;
19006 if(Group
*pGroup
= GetGroup())
19009 uint32 sum_level
= 0;
19010 Player
* member_with_max_level
= NULL
;
19011 Player
* not_gray_member_with_max_level
= NULL
;
19013 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19015 if(member_with_max_level
)
19017 /// not get Xp in PvP or no not gray players in group
19018 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19020 /// skip in check PvP case (for speed, not used)
19021 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19022 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19023 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19025 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19027 Player
* pGroupGuy
= itr
->getSource();
19031 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19032 continue; // member (alive or dead) or his corpse at req. distance
19034 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19035 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19036 honored_kill
= true;
19038 // xp and reputation only in !PvP case
19041 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19043 // if is in dungeon then all receive full reputation at kill
19044 // rewarded any alive/dead/near_corpse group member
19045 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19047 // XP updated only for alive group member
19048 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19049 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19051 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19053 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19054 if(Pet
* pet
= pGroupGuy
->GetPet())
19055 pet
->GivePetXP(itr_xp
/2);
19058 // quest objectives updated only for alive group member or dead but with not released body
19059 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19061 // normal creature (not pet/etc) can be only in !PvP case
19062 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19063 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
19069 else // if (!pGroup)
19071 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19073 // honor can be in PvP and !PvP (racial leader) cases
19074 if(RewardHonor(pVictim
,1))
19075 honored_kill
= true;
19077 // xp and reputation only in !PvP case
19080 RewardReputation(pVictim
,1);
19081 GiveXP(xp
, pVictim
);
19083 if(Pet
* pet
= GetPet())
19084 pet
->GivePetXP(xp
);
19086 // normal creature (not pet/etc) can be only in !PvP case
19087 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19088 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
19091 return xp
|| honored_kill
;
19094 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19096 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
19102 Corpse
* corpse
= GetCorpse();
19106 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
19109 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19111 Item
* item
= GetWeaponForAttack(attType
,true);
19113 // unarmed only with base attack
19114 if(attType
!= BASE_ATTACK
&& !item
)
19117 // weapon skill or (unarmed for base attack)
19118 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
19119 return GetBaseSkillValue(skill
);
19122 void Player::ResurectUsingRequestData()
19124 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
19125 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19127 ResurrectPlayer(0.0f
,false);
19129 if(GetMaxHealth() > m_resurrectHealth
)
19130 SetHealth( m_resurrectHealth
);
19132 SetHealth( GetMaxHealth() );
19134 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19135 SetPower(POWER_MANA
, m_resurrectMana
);
19137 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19139 SetPower(POWER_RAGE
, 0 );
19141 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19143 SpawnCorpseBones();
19146 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19148 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19149 data
.append(target
->GetPackGUID());
19150 data
<< uint8(allowMove
);
19151 GetSession()->SendPacket(&data
);
19154 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19156 // remove new continent flight forms
19157 if( !IsAllowUseFlyMountsHere() )
19159 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
19160 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
19163 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19164 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
19165 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19166 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19167 if( !HasAura(itr
->second
->spellId
,0) )
19168 CastSpell(this,itr
->second
->spellId
,true);
19171 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19173 // remove auras from spells with area limitations
19174 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19176 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19177 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this)!=0)
19183 // some auras applied at subzone enter
19184 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
19185 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19186 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19187 if( !HasAura(itr
->second
->spellId
,0) )
19188 CastSpell(this,itr
->second
->spellId
,true);
19191 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19193 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19194 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19196 return copseReclaimDelay
[0];
19199 time_t now
= time(NULL
);
19200 // 0..2 full period
19201 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19202 return copseReclaimDelay
[count
];
19205 void Player::UpdateCorpseReclaimDelay()
19207 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19209 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19210 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19213 time_t now
= time(NULL
);
19214 if(now
< m_deathExpireTime
)
19216 // full and partly periods 1..3
19217 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19218 if(count
< MAX_DEATH_COUNT
)
19219 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19221 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19224 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19227 void Player::SendCorpseReclaimDelay(bool load
)
19229 Corpse
* corpse
= GetCorpse();
19236 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19239 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19242 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19243 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19245 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19246 if(count
>=MAX_DEATH_COUNT
)
19247 count
= MAX_DEATH_COUNT
-1;
19252 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19254 time_t now
= time(NULL
);
19255 if(now
>= expected_time
)
19258 delay
= expected_time
-now
;
19261 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19263 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19264 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19265 data
<< uint32(delay
*IN_MILISECONDS
);
19266 GetSession()->SendPacket( &data
);
19269 Player
* Player::GetNextRandomRaidMember(float radius
)
19271 Group
*pGroup
= GetGroup();
19275 std::vector
<Player
*> nearMembers
;
19276 nearMembers
.reserve(pGroup
->GetMembersCount());
19278 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19280 Player
* Target
= itr
->getSource();
19282 // IsHostileTo check duel and controlled by enemy
19283 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19284 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19285 nearMembers
.push_back(Target
);
19288 if (nearMembers
.empty())
19291 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19292 return nearMembers
[randTarget
];
19295 PartyResult
Player::CanUninviteFromGroup() const
19297 const Group
* grp
= GetGroup();
19299 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19301 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19302 return PARTY_RESULT_YOU_NOT_LEADER
;
19304 if(InBattleGround())
19305 return PARTY_RESULT_INVITE_RESTRICTED
;
19307 return PARTY_RESULT_OK
;
19310 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19312 float water_z
= m
->GetWaterLevel(x
,y
);
19313 float terrain_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
19314 uint8 flag1
= m
->GetTerrainType(x
,y
);
19316 //!Underwater check, not in water if underground or above water level - take UC royal quater for example
19317 if (terrain_z
<= INVALID_HEIGHT
|| z
< (terrain_z
-2) || z
> (water_z
- 2) )
19318 m_isunderwater
&= ~UNDERWATER_INWATER
;
19319 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
19320 m_isunderwater
|= UNDERWATER_INWATER
;
19322 //!in lava check, anywhere under lava level
19323 if ((terrain_z
<= INVALID_HEIGHT
|| z
< (terrain_z
- 0)) && (flag1
== 0x00) && IsInWater())
19324 m_isunderwater
|= UNDERWATER_INLAVA
;
19326 m_isunderwater
&= ~UNDERWATER_INLAVA
;
19329 void Player::SetCanParry( bool value
)
19331 if(m_canParry
==value
)
19334 m_canParry
= value
;
19335 UpdateParryPercentage();
19338 void Player::SetCanBlock( bool value
)
19340 if(m_canBlock
==value
)
19343 m_canBlock
= value
;
19344 UpdateBlockPercentage();
19347 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19349 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19350 if(itr
->pos
== pos
)
19356 bool Player::isAllowUseBattleGroundObject()
19358 return ( //InBattleGround() && // in battleground - not need, check in other cases
19359 !IsMounted() && // not mounted
19360 !HasStealthAura() && // not stealthed
19361 !HasInvisibilityAura() && // not invisible
19362 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19363 isAlive() // live player
19367 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19369 uint32 level
= getLevel();
19371 if(level
> GT_MAX_LEVEL
)
19372 level
= GT_MAX_LEVEL
; // max level in this dbc
19374 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19375 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19376 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19378 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19381 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19383 if(!bsc
) // shouldn't happen
19388 if(hairstyle
!= newhairstyle
)
19389 cost
+= bsc
->cost
; // full price
19391 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19392 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19394 if(facialhair
!= newfacialhair
)
19395 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19397 return uint32(cost
);
19400 void Player::InitGlyphsForLevel()
19402 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19403 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19405 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19407 uint32 level
= getLevel();
19410 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19412 value
|= (0x01 | 0x02);
19422 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19425 void Player::EnterVehicle(Vehicle
*vehicle
)
19427 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19431 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19435 vehicle
->SetCharmerGUID(GetGUID());
19436 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19437 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19438 vehicle
->setFaction(getFaction());
19440 SetCharm(vehicle
); // charm
19441 SetFarSightGUID(vehicle
->GetGUID()); // set view
19443 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19445 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19446 GetSession()->SendPacket(&data
);
19448 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19449 data
.append(GetPackGUID());
19450 data
<< uint32(0); // counter?
19451 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19452 data
<< uint16(0); // special flags
19453 data
<< uint32(getMSTime()); // time
19454 data
<< vehicle
->GetPositionX(); // x
19455 data
<< vehicle
->GetPositionY(); // y
19456 data
<< vehicle
->GetPositionZ(); // z
19457 data
<< vehicle
->GetOrientation(); // o
19458 // transport part, TODO: load/calculate seat offsets
19459 data
<< uint64(vehicle
->GetGUID()); // transport guid
19460 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19461 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19462 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19463 data
<< float(0); // transport orientation
19464 data
<< uint32(getMSTime()); // transport time
19465 data
<< uint8(0); // seat
19466 // end of transport part
19467 data
<< uint32(0); // fall time
19468 GetSession()->SendPacket(&data
);
19470 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19471 data
<< uint64(vehicle
->GetGUID());
19472 data
<< uint32(0x00000000);
19473 data
<< uint32(0x00000000);
19474 data
<< uint32(0x00000101);
19476 for(uint32 i
= 0; i
< 10; ++i
)
19477 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19481 GetSession()->SendPacket(&data
);
19484 void Player::ExitVehicle(Vehicle
*vehicle
)
19486 vehicle
->SetCharmerGUID(0);
19487 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19488 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19489 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19492 SetFarSightGUID(0);
19494 SetClientControl(vehicle
, 0);
19496 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19497 data
.append(GetPackGUID());
19498 data
<< uint32(0); // counter?
19499 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19500 data
<< uint16(0x40); // special flags
19501 data
<< uint32(getMSTime()); // time
19502 data
<< vehicle
->GetPositionX(); // x
19503 data
<< vehicle
->GetPositionY(); // y
19504 data
<< vehicle
->GetPositionZ(); // z
19505 data
<< vehicle
->GetOrientation(); // o
19506 data
<< uint32(0); // fall time
19507 GetSession()->SendPacket(&data
);
19509 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19512 GetSession()->SendPacket(&data
);
19514 // only for flyable vehicles?
19515 CastSpell(this, 45472, true); // Parachute
19518 bool Player::HasTitle(uint32 bitIndex
)
19520 if (bitIndex
> 128)
19523 uint32 fieldIndexOffset
= bitIndex
/32;
19524 uint32 flag
= 1 << (bitIndex
%32);
19525 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19528 void Player::SetTitle(CharTitlesEntry
const* title
)
19530 uint32 fieldIndexOffset
= title
->bit_index
/32;
19531 uint32 flag
= 1 << (title
->bit_index
%32);
19532 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19535 void Player::ConvertRune(uint8 index
, uint8 newType
)
19537 SetCurrentRune(index
, newType
);
19539 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19540 data
<< uint8(index
);
19541 data
<< uint8(newType
);
19542 GetSession()->SendPacket(&data
);
19545 void Player::ResyncRunes(uint8 count
)
19547 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19548 for(uint32 i
= 0; i
< count
; ++i
)
19550 data
<< uint8(GetCurrentRune(i
)); // rune type
19551 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19553 GetSession()->SendPacket(&data
);
19556 void Player::AddRunePower(uint8 index
)
19558 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19559 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19560 GetSession()->SendPacket(&data
);
19563 void Player::InitRunes()
19565 if(getClass() != CLASS_DEATH_KNIGHT
)
19568 m_runes
= new Runes
;
19570 m_runes
->runeState
= 0;
19572 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19574 SetBaseRune(i
, i
/ 2); // init base types
19575 SetCurrentRune(i
, i
/ 2); // init current types
19576 SetRuneCooldown(i
, 0); // reset cooldowns
19577 m_runes
->SetRuneState(i
);
19580 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19581 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19584 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19587 loot
.FillLoot (loot_id
,store
,this,true);
19589 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19590 for(uint32 i
= 0; i
< max_slot
; ++i
)
19592 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19594 ItemPosCountVec dest
;
19595 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19596 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19597 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19598 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19599 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19600 if(msg
!= EQUIP_ERR_OK
)
19602 SendEquipError( msg
, NULL
, NULL
);
19606 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19607 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19611 uint32
Player::CalculateTalentsPoints() const
19613 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19615 if(getClass() != CLASS_DEATH_KNIGHT
)
19616 return base_talent
;
19618 uint32 talentPointsForLevel
=
19619 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19620 + m_questRewardTalentCount
;
19622 if(talentPointsForLevel
> base_talent
)
19623 talentPointsForLevel
= base_talent
;
19625 return talentPointsForLevel
;
19628 bool Player::IsAllowUseFlyMountsHere() const
19630 if (isGameMaster())
19633 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19634 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19637 void Player::learnSpellHighRank(uint32 spellid
)
19639 learnSpell(spellid
,false);
19641 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19642 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19643 learnSpellHighRank(itr
->second
);
19646 void Player::_LoadSkills()
19648 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19650 // reset skill modifiers and set correct unlearn flags
19651 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
19653 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19655 // set correct unlearn bit
19656 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19659 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19660 if(!pSkill
) continue;
19662 // enable unlearn button for primary professions only
19663 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19664 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19666 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19668 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19670 learnSkillRewardedSpells(id
, vskill
);
19673 // special settings
19674 if(getClass()==CLASS_DEATH_KNIGHT
)
19676 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19679 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19681 base_skill
= 1; // skill mast be known and then > 0 in any case
19683 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19684 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19685 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19686 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19687 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19688 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19689 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19690 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19691 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19692 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19693 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19694 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19695 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19696 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19697 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19698 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19702 uint32
Player::GetPhaseMaskForSpawn() const
19704 uint32 phase
= PHASEMASK_NORMAL
;
19705 if(!isGameMaster())
19706 phase
= GetPhaseMask();
19709 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19710 if(!phases
.empty())
19711 phase
= phases
.front()->GetMiscValue();
19714 // some aura phases include 1 normal map in addition to phase itself
19715 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19718 return PHASEMASK_NORMAL
;
19721 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19723 ItemPrototype
const* pProto
= pItem
->GetProto();
19725 // proto based limitations
19726 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19729 // check unique-equipped on gems
19730 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19732 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19735 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19739 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19743 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19744 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19745 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19747 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19751 return EQUIP_ERR_OK
;
19754 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19756 // check unique-equipped on item
19757 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19759 // there is an equip limit on this item
19760 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19761 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19764 // check unique-equipped limit
19765 if (itemProto
->ItemLimitCategory
)
19767 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19769 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19771 if(limit_count
> limitEntry
->maxCount
)
19772 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19774 // there is an equip limit on this item
19775 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19776 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19779 return EQUIP_ERR_OK
;