[7804] Allow swap and move by bag slots equipped ammopouch and quiver
[getmangos.git] / src / game / Player.cpp
blobf129320df598000dee04f5fac8871bd806ef1083
1 /*
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
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "SpellMgr.h"
25 #include "World.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
29 #include "Player.h"
30 #include "Vehicle.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.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"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "Util.h"
51 #include "Transports.h"
52 #include "Weather.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
56 #include "Chat.h"
57 #include "Database/DatabaseImpl.h"
58 #include "Spell.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
62 #include <cmath>
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
78 enum CharacterFlags
80 CHARACTER_FLAG_NONE = 0x00000000,
81 CHARACTER_FLAG_UNK1 = 0x00000001,
82 CHARACTER_FLAG_UNK2 = 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
84 CHARACTER_FLAG_UNK4 = 0x00000008,
85 CHARACTER_FLAG_UNK5 = 0x00000010,
86 CHARACTER_FLAG_UNK6 = 0x00000020,
87 CHARACTER_FLAG_UNK7 = 0x00000040,
88 CHARACTER_FLAG_UNK8 = 0x00000080,
89 CHARACTER_FLAG_UNK9 = 0x00000100,
90 CHARACTER_FLAG_UNK10 = 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
93 CHARACTER_FLAG_UNK13 = 0x00001000,
94 CHARACTER_FLAG_GHOST = 0x00002000,
95 CHARACTER_FLAG_RENAME = 0x00004000,
96 CHARACTER_FLAG_UNK16 = 0x00008000,
97 CHARACTER_FLAG_UNK17 = 0x00010000,
98 CHARACTER_FLAG_UNK18 = 0x00020000,
99 CHARACTER_FLAG_UNK19 = 0x00040000,
100 CHARACTER_FLAG_UNK20 = 0x00080000,
101 CHARACTER_FLAG_UNK21 = 0x00100000,
102 CHARACTER_FLAG_UNK22 = 0x00200000,
103 CHARACTER_FLAG_UNK23 = 0x00400000,
104 CHARACTER_FLAG_UNK24 = 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
106 CHARACTER_FLAG_DECLINED = 0x02000000,
107 CHARACTER_FLAG_UNK27 = 0x04000000,
108 CHARACTER_FLAG_UNK28 = 0x08000000,
109 CHARACTER_FLAG_UNK29 = 0x10000000,
110 CHARACTER_FLAG_UNK30 = 0x20000000,
111 CHARACTER_FLAG_UNK31 = 0x40000000,
112 CHARACTER_FLAG_UNK32 = 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
131 // class specific initial known nodes
132 switch(chrClass)
134 case CLASS_DEATH_KNIGHT:
136 for(int i = 0; i < TaxiMaskSize; ++i)
137 m_taximask[i] |= sOldContinentsNodesMask[i];
138 break;
142 // race specific initial known nodes: capital and taxi hub masks
143 switch(race)
145 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
146 case RACE_ORC: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race))
161 case ALLIANCE: SetTaximaskNode(100); break;
162 case HORDE: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
165 if(level>=68)
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data)
171 Tokens tokens = StrSplit(data, " ");
173 int index;
174 Tokens::iterator iter;
175 for (iter = tokens.begin(), index = 0;
176 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
178 // load and set bits only for existed taxi nodes
179 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
185 if(all)
187 for (uint8 i=0; i<TaxiMaskSize; ++i)
188 data << uint32(sTaxiNodesMask[i]); // all existed nodes
190 else
192 for (uint8 i=0; i<TaxiMaskSize; ++i)
193 data << uint32(m_taximask[i]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
199 ClearTaxiDestinations();
201 Tokens tokens = StrSplit(values," ");
203 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
205 uint32 node = uint32(atol(iter->c_str()));
206 AddTaxiDestination(node);
209 if(m_TaxiDestinations.empty())
210 return true;
212 // Check integrity
213 if(m_TaxiDestinations.size() < 2)
214 return false;
216 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
218 uint32 cost;
219 uint32 path;
220 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
221 if(!path)
222 return false;
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr.GetTaxiMount(GetTaxiSource(),team,true))
227 return false;
229 return true;
232 std::string PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations.empty())
235 return "";
237 std::ostringstream ss;
239 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
240 ss << m_TaxiDestinations[i] << " ";
242 return ss.str();
245 uint32 PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations.size() < 2)
248 return 0;
250 uint32 path;
251 uint32 cost;
253 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
255 return path;
258 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
260 ss << "'";
261 for(int i = 0; i < TaxiMaskSize; ++i)
262 ss << taxi.m_taximask[i] << " ";
263 ss << "'";
264 return ss;
267 //== Player ====================================================
269 UpdateMask Player::updateVisualBits;
271 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
273 m_transport = 0;
275 m_speakTime = 0;
276 m_speakCount = 0;
278 m_objectType |= TYPEMASK_PLAYER;
279 m_objectTypeId = TYPEID_PLAYER;
281 m_valuesCount = PLAYER_END;
283 m_session = session;
285 m_divider = 0;
287 m_ExtraFlags = 0;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER)
293 SetAcceptWhispers(true);
295 m_curSelection = 0;
296 m_lootGuid = 0;
298 m_comboTarget = 0;
299 m_comboPoints = 0;
301 m_usedTalentCount = 0;
302 m_questRewardTalentCount = 0;
304 m_regenTimer = 0;
305 m_weaponChangeTimer = 0;
307 m_zoneUpdateId = 0;
308 m_zoneUpdateTimer = 0;
310 m_areaUpdateId = 0;
312 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount = 0;
322 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
324 m_social = NULL;
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL);
328 m_groupUpdateMask = 0;
329 m_auraUpdateMask = 0;
331 duel = NULL;
333 m_GuildIdInvited = 0;
334 m_ArenaTeamIdInvited = 0;
336 m_atLoginFlags = AT_LOGIN_NONE;
338 mSemaphoreTeleport_Near = false;
339 mSemaphoreTeleport_Far = false;
341 pTrader = 0;
342 ClearTrade();
344 m_cinematic = 0;
346 PlayerTalkClass = new PlayerMenu( GetSession() );
347 m_currentBuybackSlot = BUYBACK_SLOT_START;
349 for ( int aX = 0 ; aX < 8 ; aX++ )
350 m_Tutorials[ aX ] = 0x00;
351 m_TutorialsChanged = false;
353 m_DailyQuestChanged = false;
354 m_lastDailyQuestTime = 0;
356 for (int i=0; i<MAX_TIMERS; ++i)
357 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
359 m_MirrorTimerFlags = UNDERWATER_NONE;
360 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
361 m_isInWater = false;
362 m_drunkTimer = 0;
363 m_drunk = 0;
364 m_restTime = 0;
365 m_deathTimer = 0;
366 m_deathExpireTime = 0;
368 m_swingErrorMsg = 0;
370 m_DetectInvTimer = 1*IN_MILISECONDS;
372 m_bgBattleGroundID = 0;
373 m_bgTypeID = BATTLEGROUND_TYPE_NONE;
374 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
376 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
377 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
379 m_bgTeam = 0;
381 m_logintime = time(NULL);
382 m_Last_tick = m_logintime;
383 m_WeaponProficiency = 0;
384 m_ArmorProficiency = 0;
385 m_canParry = false;
386 m_canBlock = false;
387 m_canDualWield = false;
388 m_canTitanGrip = false;
389 m_ammoDPS = 0.0f;
391 m_temporaryUnsummonedPetNumber = 0;
392 //cache for UNIT_CREATED_BY_SPELL to allow
393 //returning reagents for temporarily removed pets
394 //when dying/logging out
395 m_oldpetspell = 0;
397 ////////////////////Rest System/////////////////////
398 time_inn_enter=0;
399 inn_pos_mapid=0;
400 inn_pos_x=0;
401 inn_pos_y=0;
402 inn_pos_z=0;
403 m_rest_bonus=0;
404 rest_type=REST_TYPE_NO;
405 ////////////////////Rest System/////////////////////
407 m_mailsLoaded = false;
408 m_mailsUpdated = false;
409 unReadMails = 0;
410 m_nextMailDelivereTime = 0;
412 m_resetTalentsCost = 0;
413 m_resetTalentsTime = 0;
414 m_itemUpdateQueueBlocked = false;
416 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
417 m_forced_speed_changes[i] = 0;
419 m_stableSlots = 0;
421 /////////////////// Instance System /////////////////////
423 m_HomebindTimer = 0;
424 m_InstanceValid = true;
425 m_dungeonDifficulty = DIFFICULTY_NORMAL;
427 m_lastPotionId = 0;
429 for (int i = 0; i < BASEMOD_END; ++i)
431 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
432 m_auraBaseMod[i][PCT_MOD] = 1.0f;
435 for (int i = 0; i < MAX_COMBAT_RATING; ++i)
436 m_baseRatingValue[i] = 0;
438 m_baseSpellDamage = 0;
439 m_baseSpellHealing = 0;
440 m_baseFeralAP = 0;
441 m_baseManaRegen = 0;
443 // Honor System
444 m_lastHonorUpdateTime = time(NULL);
446 // Player summoning
447 m_summon_expire = 0;
448 m_summon_mapid = 0;
449 m_summon_x = 0.0f;
450 m_summon_y = 0.0f;
451 m_summon_z = 0.0f;
453 //Default movement to run mode
454 m_unit_movement_flags = 0;
456 m_mover = this;
458 m_miniPet = 0;
459 m_bgAfkReportedTimer = 0;
460 m_contestedPvPTimer = 0;
462 m_declinedname = NULL;
463 m_runes = NULL;
465 m_lastFallTime = 0;
466 m_lastFallZ = 0;
469 Player::~Player ()
471 CleanupsBeforeDelete();
473 // it must be unloaded already in PlayerLogout and accessed only for loggined player
474 //m_social = NULL;
476 // Note: buy back item already deleted from DB when player was saved
477 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
479 if(m_items[i])
480 delete m_items[i];
482 CleanupChannels();
484 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
485 delete itr->second;
487 //all mailed items should be deleted, also all mail should be deallocated
488 for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
489 delete *itr;
491 for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
492 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
494 delete PlayerTalkClass;
496 if (m_transport)
498 m_transport->RemovePassenger(this);
501 for(size_t x = 0; x < ItemSetEff.size(); x++)
502 if(ItemSetEff[x])
503 delete ItemSetEff[x];
505 // clean up player-instance binds, may unload some instance saves
506 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
507 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
508 itr->second.save->RemovePlayer(this);
510 delete m_declinedname;
511 delete m_runes;
514 void Player::CleanupsBeforeDelete()
516 if(m_uint32Values) // only for fully created Object
518 TradeCancel(false);
519 DuelComplete(DUEL_INTERUPTED);
521 Unit::CleanupsBeforeDelete();
524 bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
526 //FIXME: outfitId not used in player creating
528 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
530 m_name = name;
532 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
533 if(!info)
535 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
536 return false;
539 for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
540 m_items[i] = NULL;
542 m_race = race;
543 m_class = class_;
545 SetMapId(info->mapId);
546 Relocate(info->positionX,info->positionY,info->positionZ);
548 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
549 if(!cEntry)
551 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
552 return false;
555 uint8 powertype = cEntry->powerType;
557 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
558 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
560 switch(gender)
562 case GENDER_FEMALE:
563 SetDisplayId(info->displayId_f );
564 SetNativeDisplayId(info->displayId_f );
565 break;
566 case GENDER_MALE:
567 SetDisplayId(info->displayId_m );
568 SetNativeDisplayId(info->displayId_m );
569 break;
570 default:
571 sLog.outError("Invalid gender %u for player",gender);
572 return false;
573 break;
576 setFactionForRace(m_race);
578 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
580 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
581 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
582 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
583 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
584 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
585 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
587 // -1 is default value
588 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
590 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
591 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
592 SetByteValue(PLAYER_BYTES_3, 0, gender);
594 SetUInt32Value( PLAYER_GUILDID, 0 );
595 SetUInt32Value( PLAYER_GUILDRANK, 0 );
596 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
606 // set starting level
607 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
609 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
613 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
614 if(gm_level > start_level)
615 start_level = gm_level;
618 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
620 InitRunes();
622 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
626 // Played time
627 m_Last_tick = time(NULL);
628 m_Played_time[0] = 0;
629 m_Played_time[1] = 0;
631 // base stats and related field values
632 InitStatsForLevel();
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProffesions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA)
643 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
647 if(getPowerType() == POWER_RUNIC_POWER)
649 SetPower(POWER_RUNE, 8);
650 SetMaxPower(POWER_RUNE, 8);
651 SetPower(POWER_RUNIC_POWER, 0);
652 SetMaxPower(POWER_RUNIC_POWER, 1000);
655 // original spells
656 learnDefaultSpells();
658 // original action bar
659 std::list<uint16>::const_iterator action_itr[4];
660 for(int i=0; i<4; ++i)
661 action_itr[i] = info->action[i].begin();
663 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
665 uint16 taction[4];
666 for(int i=0; i<4 ;++i)
667 taction[i] = (*action_itr[i]);
669 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
671 for(int i=0; i<4 ;++i)
672 ++action_itr[i];
675 // original items
676 CharStartOutfitEntry const* oEntry = NULL;
677 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
679 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
681 if(entry->RaceClassGender == RaceClassGender)
683 oEntry = entry;
684 break;
689 if(oEntry)
691 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
693 if(oEntry->ItemId[j] <= 0)
694 continue;
696 uint32 item_id = oEntry->ItemId[j];
699 // Hack for not existed item id in dbc 3.0.3
700 if(item_id==40582)
701 continue;
703 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
704 if(!iProto)
706 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
707 continue;
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
713 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
715 switch(iProto->Spells[0].SpellCategory)
717 case 11: // food
718 if(iProto->Stackable > 4)
719 count = 4;
720 break;
721 case 59: // drink
722 if(iProto->Stackable > 2)
723 count = 2;
724 break;
728 StoreNewItemInBestSlots(item_id, count);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
733 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
740 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
742 uint16 eDest;
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
745 if( msg == EQUIP_ERR_OK )
747 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
748 EquipItem( eDest, pItem, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
751 else
753 ItemPosCountVec sDest;
754 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
755 if( msg == EQUIP_ERR_OK )
757 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
758 pItem = StoreItem( sDest, pItem, true);
761 // if this is ammo then use it
762 msg = CanUseAmmo( pItem->GetEntry() );
763 if( msg == EQUIP_ERR_OK )
764 SetAmmo( pItem->GetEntry() );
768 // all item positions resolved
770 return true;
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
775 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
777 // attempt equip by one
778 while(titem_amount > 0)
780 uint16 eDest;
781 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
782 if( msg != EQUIP_ERR_OK )
783 break;
785 EquipNewItem( eDest, titem_id, true);
786 AutoUnequipOffhandIfNeed();
787 --titem_amount;
790 if(titem_amount == 0)
791 return true; // equipped
793 // attempt store
794 ItemPosCountVec sDest;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
797 if( msg == EQUIP_ERR_OK )
799 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
800 return true; // stored
803 // item can't be added
804 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
805 return false;
808 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
810 if (MaxValue == DISABLED_MIRROR_TIMER)
812 if (CurrentValue!=DISABLED_MIRROR_TIMER)
813 StopMirrorTimer(Type);
814 return;
816 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
817 data << (uint32)Type;
818 data << CurrentValue;
819 data << MaxValue;
820 data << Regen;
821 data << (uint8)0;
822 data << (uint32)0; // spell id
823 GetSession()->SendPacket( &data );
826 void Player::StopMirrorTimer(MirrorTimerType Type)
828 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
829 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
830 data << (uint32)Type;
831 GetSession()->SendPacket( &data );
834 void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
836 if(!isAlive() || isGameMaster())
837 return;
839 // Absorb, resist some environmental damage type
840 uint32 absorb = 0;
841 uint32 resist = 0;
842 if (type == DAMAGE_LAVA)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
844 else if (type == DAMAGE_SLIME)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
847 damage-=absorb+resist;
849 DealDamageMods(this,damage,&absorb);
851 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
852 data << uint64(GetGUID());
853 data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
854 data << uint32(damage);
855 data << uint32(absorb);
856 data << uint32(resist);
857 SendMessageToSet(&data, true);
859 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
861 if(!isAlive())
863 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
865 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
866 DurabilityLossAll(0.10f,false);
867 // durability lost message
868 WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
869 GetSession()->SendPacket(&data2);
872 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
876 int32 Player::getMaxTimer(MirrorTimerType timer)
878 switch (timer)
880 case FATIGUE_TIMER:
881 return MINUTE*IN_MILISECONDS;
882 case BREATH_TIMER:
884 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
885 return DISABLED_MIRROR_TIMER;
886 int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
887 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
888 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
889 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
890 return UnderWaterTime;
892 case FIRE_TIMER:
894 if (!isAlive())
895 return DISABLED_MIRROR_TIMER;
896 return 1*IN_MILISECONDS;
898 default:
899 return 0;
901 return 0;
904 void Player::UpdateMirrorTimers()
906 // Desync flags for update on next HandleDrowning
907 if (m_MirrorTimerFlags)
908 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
911 void Player::HandleDrowning(uint32 time_diff)
913 if (!m_MirrorTimerFlags)
914 return;
916 // In water
917 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
919 // Breath timer not activated - activate it
920 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
922 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
923 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
925 else // If activated - do tick
927 m_MirrorTimer[BREATH_TIMER]-=time_diff;
928 // Timer limit - need deal damage
929 if (m_MirrorTimer[BREATH_TIMER] < 0)
931 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
932 // Calculate and deal damage
933 // TODO: Check this formula
934 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
935 EnvironmentalDamage(DAMAGE_DROWNING, damage);
937 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
938 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
941 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
943 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
944 // Need breath regen
945 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
946 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
947 StopMirrorTimer(BREATH_TIMER);
948 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
949 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
952 // In dark water
953 if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
955 // Fatigue timer not activated - activate it
956 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
958 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
959 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
961 else
963 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
964 // Timer limit - need deal damage or teleport ghost to graveyard
965 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
967 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
968 if (isAlive()) // Calculate and deal damage
970 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
971 EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
973 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
974 RepopAtGraveyard();
976 else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
977 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
980 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
982 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
983 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
984 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
985 StopMirrorTimer(FATIGUE_TIMER);
986 else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
987 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
990 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
992 // Breath timer not activated - activate it
993 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
994 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
995 else
997 m_MirrorTimer[FIRE_TIMER]-=time_diff;
998 if (m_MirrorTimer[FIRE_TIMER] < 0)
1000 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
1001 // Calculate and deal damage
1002 // TODO: Check this formula
1003 uint32 damage = urand(600, 700);
1004 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
1005 EnvironmentalDamage(DAMAGE_LAVA, damage);
1006 else
1007 EnvironmentalDamage(DAMAGE_SLIME, damage);
1011 else
1012 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
1014 // Recheck timers flag
1015 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
1016 for (int i = 0; i< MAX_TIMERS; ++i)
1017 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
1019 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1020 break;
1022 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1025 ///The player sobers by 256 every 10 seconds
1026 void Player::HandleSobering()
1028 m_drunkTimer = 0;
1030 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1031 SetDrunkValue(drunk);
1034 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1036 if(value >= 23000)
1037 return DRUNKEN_SMASHED;
1038 if(value >= 12800)
1039 return DRUNKEN_DRUNK;
1040 if(value & 0xFFFE)
1041 return DRUNKEN_TIPSY;
1042 return DRUNKEN_SOBER;
1045 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1047 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1049 m_drunk = newDrunkenValue;
1050 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1052 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1054 // special drunk invisibility detection
1055 if(newDrunkenState >= DRUNKEN_DRUNK)
1056 m_detectInvisibilityMask |= (1<<6);
1057 else
1058 m_detectInvisibilityMask &= ~(1<<6);
1060 if(newDrunkenState == oldDrunkenState)
1061 return;
1063 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1064 data << uint64(GetGUID());
1065 data << uint32(newDrunkenState);
1066 data << uint32(itemId);
1068 SendMessageToSet(&data, true);
1071 void Player::Update( uint32 p_time )
1073 if(!IsInWorld())
1074 return;
1076 // undelivered mail
1077 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1079 SendNewMail();
1080 ++unReadMails;
1082 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1083 m_nextMailDelivereTime = 0;
1086 Unit::Update( p_time );
1088 // update player only attacks
1089 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1091 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1094 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1096 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1099 time_t now = time (NULL);
1101 UpdatePvPFlag(now);
1103 UpdateContestedPvP(p_time);
1105 UpdateDuelFlag(now);
1107 CheckDuelDistance(now);
1109 UpdateAfkReport(now);
1111 // Update items that have just a limited lifetime
1112 if (now>m_Last_tick)
1113 UpdateItemDuration(uint32(now- m_Last_tick));
1115 if (!m_timedquests.empty())
1117 std::set<uint32>::iterator iter = m_timedquests.begin();
1118 while (iter != m_timedquests.end())
1120 QuestStatusData& q_status = mQuestStatus[*iter];
1121 if( q_status.m_timer <= p_time )
1123 uint32 quest_id = *iter;
1124 ++iter; // current iter will be removed in FailTimedQuest
1125 FailTimedQuest( quest_id );
1127 else
1129 q_status.m_timer -= p_time;
1130 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1131 ++iter;
1136 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1138 Unit *pVictim = getVictim();
1139 if (pVictim && !IsNonMeleeSpellCasted(false))
1141 // default combat reach 10
1142 // TODO add weapon,skill check
1144 float pldistance = ATTACK_DISTANCE;
1146 if (isAttackReady(BASE_ATTACK))
1148 if(!IsWithinDistInMap(pVictim, pldistance))
1150 setAttackTimer(BASE_ATTACK,100);
1151 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1153 SendAttackSwingNotInRange();
1154 m_swingErrorMsg = 1;
1157 //120 degrees of radiant range
1158 else if( !HasInArc( 2*M_PI/3, pVictim ))
1160 setAttackTimer(BASE_ATTACK,100);
1161 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1163 SendAttackSwingBadFacingAttack();
1164 m_swingErrorMsg = 2;
1167 else
1169 m_swingErrorMsg = 0; // reset swing error state
1171 // prevent base and off attack in same time, delay attack at 0.2 sec
1172 if(haveOffhandWeapon())
1174 uint32 off_att = getAttackTimer(OFF_ATTACK);
1175 if(off_att < ATTACK_DISPLAY_DELAY)
1176 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1178 AttackerStateUpdate(pVictim, BASE_ATTACK);
1179 resetAttackTimer(BASE_ATTACK);
1183 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1185 if(!IsWithinDistInMap(pVictim, pldistance))
1187 setAttackTimer(OFF_ATTACK,100);
1189 else if( !HasInArc( 2*M_PI/3, pVictim ))
1191 setAttackTimer(OFF_ATTACK,100);
1193 else
1195 // prevent base and off attack in same time, delay attack at 0.2 sec
1196 uint32 base_att = getAttackTimer(BASE_ATTACK);
1197 if(base_att < ATTACK_DISPLAY_DELAY)
1198 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1199 // do attack
1200 AttackerStateUpdate(pVictim, OFF_ATTACK);
1201 resetAttackTimer(OFF_ATTACK);
1205 Unit *owner = pVictim->GetOwner();
1206 Unit *u = owner ? owner : pVictim;
1207 if(u->IsPvP() && (!duel || duel->opponent != u))
1209 UpdatePvP(true);
1210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1215 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1217 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1219 int time_inn = time(NULL)-GetTimeInnEnter();
1220 if (time_inn >= 10) //freeze update
1222 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1223 //speed collect rest bonus (section/in hour)
1224 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1225 UpdateInnerTime(time(NULL));
1230 if(m_regenTimer > 0)
1232 if(p_time >= m_regenTimer)
1233 m_regenTimer = 0;
1234 else
1235 m_regenTimer -= p_time;
1238 if (m_weaponChangeTimer > 0)
1240 if(p_time >= m_weaponChangeTimer)
1241 m_weaponChangeTimer = 0;
1242 else
1243 m_weaponChangeTimer -= p_time;
1246 if (m_zoneUpdateTimer > 0)
1248 if(p_time >= m_zoneUpdateTimer)
1250 uint32 newzone, newarea;
1251 GetZoneAndAreaId(newzone,newarea);
1253 if( m_zoneUpdateId != newzone )
1254 UpdateZone(newzone,newarea); // also update area
1255 else
1257 // use area updates as well
1258 // needed for free far all arenas for example
1259 if( m_areaUpdateId != newarea )
1260 UpdateArea(newarea);
1262 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1265 else
1266 m_zoneUpdateTimer -= p_time;
1269 if (isAlive())
1271 RegenerateAll();
1274 if (m_deathState == JUST_DIED)
1276 KillPlayer();
1279 if(m_nextSave > 0)
1281 if(p_time >= m_nextSave)
1283 // m_nextSave reseted in SaveToDB call
1284 SaveToDB();
1285 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1287 else
1289 m_nextSave -= p_time;
1293 //Handle Water/drowning
1294 HandleDrowning(p_time);
1296 //Handle detect stealth players
1297 if (m_DetectInvTimer > 0)
1299 if (p_time >= m_DetectInvTimer)
1301 m_DetectInvTimer = 3000;
1302 HandleStealthedUnitsDetection();
1304 else
1305 m_DetectInvTimer -= p_time;
1308 // Played time
1309 if (now > m_Last_tick)
1311 uint32 elapsed = uint32(now - m_Last_tick);
1312 m_Played_time[0] += elapsed; // Total played time
1313 m_Played_time[1] += elapsed; // Level played time
1314 m_Last_tick = now;
1317 if (m_drunk)
1319 m_drunkTimer += p_time;
1321 if (m_drunkTimer > 10*IN_MILISECONDS)
1322 HandleSobering();
1325 // not auto-free ghost from body in instances
1326 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1328 if(p_time >= m_deathTimer)
1330 m_deathTimer = 0;
1331 BuildPlayerRepop();
1332 RepopAtGraveyard();
1334 else
1335 m_deathTimer -= p_time;
1338 UpdateEnchantTime(p_time);
1339 UpdateHomebindTime(p_time);
1341 // group update
1342 SendUpdateToOutOfRangeGroupMembers();
1344 Pet* pet = GetPet();
1345 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1347 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1348 return;
1352 void Player::setDeathState(DeathState s)
1354 uint32 ressSpellId = 0;
1356 bool cur = isAlive();
1358 if(s == JUST_DIED && cur)
1360 // drunken state is cleared on death
1361 SetDrunkValue(0);
1362 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1363 ClearComboPoints();
1365 clearResurrectRequestData();
1367 // remove form before other mods to prevent incorrect stats calculation
1368 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1370 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1371 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1373 // remove uncontrolled pets
1374 RemoveMiniPet();
1375 RemoveGuardians();
1377 // save value before aura remove in Unit::setDeathState
1378 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1380 // passive spell
1381 if(!ressSpellId)
1382 ressSpellId = GetResurrectionSpellId();
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1384 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1385 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1387 Unit::setDeathState(s);
1389 // restore resurrection spell id for player after aura remove
1390 if(s == JUST_DIED && cur && ressSpellId)
1391 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1393 if(isAlive() && !cur)
1395 //clear aura case after resurrection by another way (spells will be applied before next death)
1396 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1398 // restore default warrior stance
1399 if(getClass()== CLASS_WARRIOR)
1400 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1404 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1406 Field *fields = result->Fetch();
1408 *p_data << uint64(GetGUID());
1409 *p_data << m_name;
1411 *p_data << uint8(getRace());
1412 uint8 pClass = getClass();
1413 *p_data << uint8(pClass);
1414 *p_data << uint8(getGender());
1416 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1417 *p_data << uint8(bytes);
1418 *p_data << uint8(bytes >> 8);
1419 *p_data << uint8(bytes >> 16);
1420 *p_data << uint8(bytes >> 24);
1422 bytes = GetUInt32Value(PLAYER_BYTES_2);
1423 *p_data << uint8(bytes);
1425 *p_data << uint8(getLevel()); // player level
1426 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1427 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1428 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1429 *p_data << uint32(zoneId);
1430 *p_data << uint32(GetMapId());
1432 *p_data << GetPositionX();
1433 *p_data << GetPositionY();
1434 *p_data << GetPositionZ();
1436 // guild id
1437 *p_data << (result ? fields[13].GetUInt32() : 0);
1439 uint32 char_flags = 0;
1440 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1441 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1442 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1443 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1444 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1445 char_flags |= CHARACTER_FLAG_GHOST;
1446 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1447 char_flags |= CHARACTER_FLAG_RENAME;
1448 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1449 char_flags |= CHARACTER_FLAG_DECLINED;
1451 *p_data << uint32(char_flags); // character flags
1452 // character customize (flags?)
1453 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1454 *p_data << uint8(1); // unknown
1456 // Pets info
1458 uint32 petDisplayId = 0;
1459 uint32 petLevel = 0;
1460 uint32 petFamily = 0;
1462 // show pet at selection character in character list only for non-ghost character
1463 if (result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
1465 uint32 entry = fields[10].GetUInt32();
1466 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1467 if(cInfo)
1469 petDisplayId = fields[11].GetUInt32();
1470 petLevel = fields[12].GetUInt32();
1471 petFamily = cInfo->family;
1475 *p_data << uint32(petDisplayId);
1476 *p_data << uint32(petLevel);
1477 *p_data << uint32(petFamily);
1480 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1482 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1483 uint32 item_id = GetUInt32Value(visualbase);
1484 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1485 SpellItemEnchantmentEntry const *enchant = NULL;
1487 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1489 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1490 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1491 break;
1494 if (proto != NULL)
1496 *p_data << uint32(proto->DisplayInfoID);
1497 *p_data << uint8(proto->InventoryType);
1498 *p_data << uint32(enchant ? enchant->aura_id : 0);
1500 else
1502 *p_data << uint32(0);
1503 *p_data << uint8(0);
1504 *p_data << uint32(0); // enchant?
1507 *p_data << uint32(0); // first bag display id
1508 *p_data << uint8(0); // first bag inventory type
1509 *p_data << uint32(0); // enchant?
1512 bool Player::ToggleAFK()
1514 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1516 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1518 // afk player not allowed in battleground
1519 if(state && InBattleGround())
1520 LeaveBattleground();
1522 return state;
1525 bool Player::ToggleDND()
1527 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1529 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1532 uint8 Player::chatTag() const
1534 // it's bitmask
1535 // 0x8 - ??
1536 // 0x4 - gm
1537 // 0x2 - dnd
1538 // 0x1 - afk
1539 if(isGMChat())
1540 return 4;
1541 else if(isDND())
1542 return 3;
1543 if(isAFK())
1544 return 1;
1545 else
1546 return 0;
1549 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1551 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1553 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1554 return false;
1557 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1558 Pet* pet = GetPet();
1560 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1562 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1563 // don't let gm level > 1 either
1564 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1565 return false;
1567 // client without expansion support
1568 if(GetSession()->Expansion() < mEntry->Expansion())
1570 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1572 if(GetTransport())
1573 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1575 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1577 return false; // normal client can't teleport to this map...
1579 else
1581 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1584 // if we were on a transport, leave
1585 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1587 m_transport->RemovePassenger(this);
1588 m_transport = NULL;
1589 m_movementInfo.t_x = 0.0f;
1590 m_movementInfo.t_y = 0.0f;
1591 m_movementInfo.t_z = 0.0f;
1592 m_movementInfo.t_o = 0.0f;
1593 m_movementInfo.t_time = 0;
1596 // The player was ported to another map and looses the duel immediately.
1597 // We have to perform this check before the teleport, otherwise the
1598 // ObjectAccessor won't find the flag.
1599 if (duel && GetMapId()!=mapid)
1601 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
1602 if (obj)
1603 DuelComplete(DUEL_FLED);
1606 // reset movement flags at teleport, because player will continue move with these flags after teleport
1607 SetUnitMovementFlags(0);
1609 if ((GetMapId() == mapid) && (!m_transport))
1611 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1613 //same map, only remove pet if out of range for new position
1614 if(pet && pet->GetDistance(x,y,z) >= OWNER_MAX_DISTANCE)
1615 UnsummonPetTemporaryIfAny();
1618 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1619 CombatStop();
1621 // this will be used instead of the current location in SaveToDB
1622 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1623 SetFallInformation(0, z);
1625 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1626 // at client packet MSG_MOVE_TELEPORT_ACK
1627 SetSemaphoreTeleportNear(true);
1628 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1629 if(!GetSession()->PlayerLogout())
1631 WorldPacket data;
1632 BuildTeleportAckMsg(&data, x, y, z, orientation);
1633 GetSession()->SendPacket(&data);
1636 else
1638 // far teleport to another map
1639 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1640 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1642 // Check enter rights before map getting to avoid creating instance copy for player
1643 // this check not dependent from map instance copy and same for all instance copies of selected map
1644 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1645 return false;
1647 // If the map is not created, assume it is possible to enter it.
1648 // It will be created in the WorldPortAck.
1649 Map *map = MapManager::Instance().FindMap(mapid);
1650 if (!map || map->CanEnter(this))
1652 SetSelection(0);
1654 CombatStop();
1656 ResetContestedPvP();
1658 // remove player from battleground on far teleport (when changing maps)
1659 if(BattleGround const* bg = GetBattleGround())
1661 // Note: at battleground join battleground id set before teleport
1662 // and we already will found "current" battleground
1663 // just need check that this is targeted map or leave
1664 if(bg->GetMapId() != mapid)
1665 LeaveBattleground(false); // don't teleport to entry point
1668 // remove pet on map change
1669 if (pet)
1670 UnsummonPetTemporaryIfAny();
1672 // remove all dyn objects
1673 RemoveAllDynObjects();
1675 // stop spellcasting
1676 // not attempt interrupt teleportation spell at caster teleport
1677 if(!(options & TELE_TO_SPELL))
1678 if(IsNonMeleeSpellCasted(true))
1679 InterruptNonMeleeSpells(true);
1681 if(!GetSession()->PlayerLogout())
1683 // send transfer packets
1684 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1685 data << uint32(mapid);
1686 if (m_transport)
1688 data << m_transport->GetEntry() << GetMapId();
1690 GetSession()->SendPacket(&data);
1692 data.Initialize(SMSG_NEW_WORLD, (20));
1693 if (m_transport)
1695 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1697 else
1699 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1701 GetSession()->SendPacket( &data );
1702 SendSavedInstances();
1704 // remove from old map now
1705 if(oldmap) oldmap->Remove(this, false);
1708 // new final coordinates
1709 float final_x = x;
1710 float final_y = y;
1711 float final_z = z;
1712 float final_o = orientation;
1714 if(m_transport)
1716 final_x += m_movementInfo.t_x;
1717 final_y += m_movementInfo.t_y;
1718 final_z += m_movementInfo.t_z;
1719 final_o += m_movementInfo.t_o;
1722 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1723 SetFallInformation(0, final_z);
1724 // if the player is saved before worldportack (at logout for example)
1725 // this will be used instead of the current location in SaveToDB
1727 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
1729 // move packet sent by client always after far teleport
1730 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1731 SetSemaphoreTeleportFar(true);
1733 else
1734 return false;
1736 return true;
1739 void Player::AddToWorld()
1741 ///- Do not add/remove the player from the object storage
1742 ///- It will crash when updating the ObjectAccessor
1743 ///- The player should only be added when logging in
1744 Unit::AddToWorld();
1746 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1748 if(m_items[i])
1749 m_items[i]->AddToWorld();
1753 void Player::RemoveFromWorld()
1755 // cleanup
1756 if(IsInWorld())
1758 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1759 Uncharm();
1760 UnsummonAllTotems();
1761 RemoveMiniPet();
1762 RemoveGuardians();
1765 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1767 if(m_items[i])
1768 m_items[i]->RemoveFromWorld();
1771 ///- Do not add/remove the player from the object storage
1772 ///- It will crash when updating the ObjectAccessor
1773 ///- The player should only be removed when logging out
1774 Unit::RemoveFromWorld();
1777 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1779 float addRage;
1781 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1783 if(attacker)
1785 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1787 // talent who gave more rage on attack
1788 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1790 else
1792 addRage = damage/rageconversion*2.5;
1794 // Berserker Rage effect
1795 if(HasAura(18499,0))
1796 addRage *= 1.3;
1799 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1801 ModifyPower(POWER_RAGE, uint32(addRage*10));
1804 void Player::RegenerateAll()
1806 if (m_regenTimer != 0)
1807 return;
1808 uint32 regenDelay = 2000;
1810 // Not in combat or they have regeneration
1811 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1812 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1814 RegenerateHealth();
1815 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1817 Regenerate(POWER_RAGE);
1818 if(getClass() == CLASS_DEATH_KNIGHT)
1819 Regenerate(POWER_RUNIC_POWER);
1823 Regenerate( POWER_ENERGY );
1825 Regenerate( POWER_MANA );
1827 if(getClass() == CLASS_DEATH_KNIGHT)
1828 Regenerate( POWER_RUNE );
1830 m_regenTimer = regenDelay;
1833 void Player::Regenerate(Powers power)
1835 uint32 curValue = GetPower(power);
1836 uint32 maxValue = GetMaxPower(power);
1838 float addvalue = 0.0f;
1840 switch (power)
1842 case POWER_MANA:
1844 bool recentCast = IsUnderLastManaUseEffect();
1845 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1846 if (recentCast)
1848 // Mangos Updates Mana in intervals of 2s, which is correct
1849 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1851 else
1853 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1855 } break;
1856 case POWER_RAGE: // Regenerate rage
1858 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1859 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1860 } break;
1861 case POWER_ENERGY: // Regenerate energy (rogue)
1862 addvalue = 20;
1863 break;
1864 case POWER_RUNIC_POWER:
1866 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1867 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1868 } break;
1869 case POWER_RUNE:
1871 for(uint32 i = 0; i < MAX_RUNES; ++i)
1872 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1873 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1874 } break;
1875 case POWER_FOCUS:
1876 case POWER_HAPPINESS:
1877 case POWER_HEALTH:
1878 break;
1881 // Mana regen calculated in Player::UpdateManaRegen()
1882 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1883 if(power != POWER_MANA)
1885 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1886 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1887 if ((*i)->GetModifier()->m_miscvalue == power)
1888 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1891 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1893 curValue += uint32(addvalue);
1894 if (curValue > maxValue)
1895 curValue = maxValue;
1897 else
1899 if(curValue <= uint32(addvalue))
1900 curValue = 0;
1901 else
1902 curValue -= uint32(addvalue);
1904 SetPower(power, curValue);
1907 void Player::RegenerateHealth()
1909 uint32 curValue = GetHealth();
1910 uint32 maxValue = GetMaxHealth();
1912 if (curValue >= maxValue) return;
1914 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1916 float addvalue = 0.0f;
1918 // polymorphed case
1919 if ( IsPolymorphed() )
1920 addvalue = GetMaxHealth()/3;
1921 // normal regen case (maybe partly in combat case)
1922 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1924 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1925 if (!isInCombat())
1927 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1928 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1929 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1931 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1932 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1934 if(!IsStandState())
1935 addvalue *= 1.5;
1938 // always regeneration bonus (including combat)
1939 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1941 if(addvalue < 0)
1942 addvalue = 0;
1944 ModifyHealth(int32(addvalue));
1947 bool Player::CanInteractWithNPCs(bool alive) const
1949 if(alive && !isAlive())
1950 return false;
1951 if(isInFlight())
1952 return false;
1954 return true;
1957 Creature*
1958 Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
1960 // unit checks
1961 if (!guid)
1962 return NULL;
1964 if(!IsInWorld())
1965 return NULL;
1967 // exist (we need look pets also for some interaction (quest/etc)
1968 Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
1969 if (!unit)
1970 return NULL;
1972 // player check
1973 if(!CanInteractWithNPCs(!unit->isSpiritService()))
1974 return NULL;
1976 // appropriate npc type
1977 if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
1978 return NULL;
1980 // alive or spirit healer
1981 if(!unit->isAlive() && (!unit->isSpiritService() || isAlive() ))
1982 return NULL;
1984 // not allow interaction under control, but allow with own pets
1985 if(unit->GetCharmerGUID())
1986 return NULL;
1988 // not enemy
1989 if( unit->IsHostileTo(this))
1990 return NULL;
1992 // not unfriendly
1993 if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
1994 if(factionTemplate->faction)
1995 if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
1996 if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
1997 return NULL;
1999 // not too far
2000 if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
2001 return NULL;
2003 return unit;
2006 GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
2008 if(GameObject *go = GetMap()->GetGameObject(guid))
2010 if(go->GetGoType() == type)
2012 float maxdist;
2013 switch(type)
2015 // TODO: find out how the client calculates the maximal usage distance to spellless working
2016 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2017 case GAMEOBJECT_TYPE_GUILD_BANK:
2018 case GAMEOBJECT_TYPE_MAILBOX:
2019 maxdist = 10.0f;
2020 break;
2021 case GAMEOBJECT_TYPE_FISHINGHOLE:
2022 maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
2023 break;
2024 default:
2025 maxdist = INTERACTION_DISTANCE;
2026 break;
2029 if (go->IsWithinDistInMap(this, maxdist))
2030 return go;
2032 sLog.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
2033 go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
2036 return NULL;
2039 bool Player::IsUnderWater() const
2041 return IsInWater() &&
2042 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2045 void Player::SetInWater(bool apply)
2047 if(m_isInWater==apply)
2048 return;
2050 //define player in water by opcodes
2051 //move player's guid into HateOfflineList of those mobs
2052 //which can't swim and move guid back into ThreatList when
2053 //on surface.
2054 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2055 m_isInWater = apply;
2057 // remove auras that need water/land
2058 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2060 getHostilRefManager().updateThreatTables();
2063 void Player::SetGameMaster(bool on)
2065 if(on)
2067 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2068 setFaction(35);
2069 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2071 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2072 ResetContestedPvP();
2074 getHostilRefManager().setOnlineOfflineState(false);
2075 CombatStop();
2077 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2079 else
2081 // restore phase
2082 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2083 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2085 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2086 setFactionForRace(getRace());
2087 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2089 // restore FFA PvP Server state
2090 if(sWorld.IsFFAPvPRealm())
2091 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2093 // restore FFA PvP area state, remove not allowed for GM mounts
2094 UpdateArea(m_areaUpdateId);
2096 getHostilRefManager().setOnlineOfflineState(true);
2099 ObjectAccessor::UpdateVisibilityForPlayer(this);
2102 void Player::SetGMVisible(bool on)
2104 if(on)
2106 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2108 // Reapply stealth/invisibility if active or show if not any
2109 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2110 SetVisibility(VISIBILITY_GROUP_STEALTH);
2111 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2112 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2113 else
2114 SetVisibility(VISIBILITY_ON);
2116 else
2118 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2120 SetAcceptWhispers(false);
2121 SetGameMaster(true);
2123 SetVisibility(VISIBILITY_OFF);
2127 bool Player::IsGroupVisibleFor(Player* p) const
2129 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2131 default: return IsInSameGroupWith(p);
2132 case 1: return IsInSameRaidWith(p);
2133 case 2: return GetTeam()==p->GetTeam();
2137 bool Player::IsInSameGroupWith(Player const* p) const
2139 return p==this || GetGroup() != NULL &&
2140 GetGroup() == p->GetGroup() &&
2141 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2144 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2145 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2146 void Player::UninviteFromGroup()
2148 Group* group = GetGroupInvite();
2149 if(!group)
2150 return;
2152 group->RemoveInvite(this);
2154 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2156 if(group->IsCreated())
2158 group->Disband(true);
2159 objmgr.RemoveGroup(group);
2161 else
2162 group->RemoveAllInvites();
2164 delete group;
2168 void Player::RemoveFromGroup(Group* group, uint64 guid)
2170 if(group)
2172 if (group->RemoveMember(guid, 0) <= 1)
2174 // group->Disband(); already disbanded in RemoveMember
2175 objmgr.RemoveGroup(group);
2176 delete group;
2177 // removemember sets the player's group pointer to NULL
2182 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2184 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2185 data << uint64(victim ? victim->GetGUID() : 0); // guid
2186 data << uint32(GivenXP+RestXP); // given experience
2187 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2188 if(victim)
2190 data << uint32(GivenXP); // experience without rested bonus
2191 data << float(1); // 1 - none 0 - 100% group bonus output
2193 data << uint8(0); // new 2.4.0
2194 GetSession()->SendPacket(&data);
2197 void Player::GiveXP(uint32 xp, Unit* victim)
2199 if ( xp < 1 )
2200 return;
2202 if(!isAlive())
2203 return;
2205 uint32 level = getLevel();
2207 // XP to money conversion processed in Player::RewardQuest
2208 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2209 return;
2211 // handle SPELL_AURA_MOD_XP_PCT auras
2212 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2213 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2214 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2216 // XP resting bonus for kill
2217 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2219 SendLogXPGain(xp,victim,rested_bonus_xp);
2221 uint32 curXP = GetUInt32Value(PLAYER_XP);
2222 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2223 uint32 newXP = curXP + xp + rested_bonus_xp;
2225 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2227 newXP -= nextLvlXP;
2229 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2230 GiveLevel(level + 1);
2232 level = getLevel();
2233 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2236 SetUInt32Value(PLAYER_XP, newXP);
2239 // Update player to next level
2240 // Current player experience not update (must be update by caller)
2241 void Player::GiveLevel(uint32 level)
2243 if ( level == getLevel() )
2244 return;
2246 PlayerLevelInfo info;
2247 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2249 PlayerClassLevelInfo classInfo;
2250 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2252 // send levelup info to client
2253 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2254 data << uint32(level);
2255 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2256 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2257 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2258 data << uint32(0);
2259 data << uint32(0);
2260 data << uint32(0);
2261 data << uint32(0);
2262 data << uint32(0);
2263 data << uint32(0);
2264 // end for
2265 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2266 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2268 GetSession()->SendPacket(&data);
2270 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2272 //update level, max level of skills
2273 if(getLevel()!= level)
2274 m_Played_time[1] = 0; // Level Played Time reset
2275 SetLevel(level);
2276 UpdateSkillsForLevel ();
2278 // save base values (bonuses already included in stored stats
2279 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2280 SetCreateStat(Stats(i), info.stats[i]);
2282 SetCreateHealth(classInfo.basehealth);
2283 SetCreateMana(classInfo.basemana);
2285 InitTalentForLevel();
2286 InitTaxiNodesForLevel();
2287 InitGlyphsForLevel();
2289 UpdateAllStats();
2291 // set current level health and mana/energy to maximum after applying all mods.
2292 SetHealth(GetMaxHealth());
2293 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2294 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2295 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2296 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2297 SetPower(POWER_FOCUS, 0);
2298 SetPower(POWER_HAPPINESS, 0);
2300 // give level to summoned pet
2301 Pet* pet = GetPet();
2302 if(pet && pet->getPetType()==SUMMON_PET)
2303 pet->GivePetLevel(level);
2304 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2307 void Player::InitTalentForLevel()
2309 uint32 level = getLevel();
2310 // talents base at level diff ( talents = level - 9 but some can be used already)
2311 if(level < 10)
2313 // Remove all talent points
2314 if(m_usedTalentCount > 0) // Free any used talents
2316 resetTalents(true);
2317 SetFreeTalentPoints(0);
2320 else
2322 uint32 talentPointsForLevel = CalculateTalentsPoints();
2324 // if used more that have then reset
2325 if(m_usedTalentCount > talentPointsForLevel)
2327 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2328 resetTalents(true);
2329 else
2330 SetFreeTalentPoints(0);
2332 // else update amount of free points
2333 else
2334 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2338 void Player::InitStatsForLevel(bool reapplyMods)
2340 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2341 _RemoveAllStatBonuses();
2343 PlayerClassLevelInfo classInfo;
2344 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2346 PlayerLevelInfo info;
2347 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2349 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2350 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2352 UpdateSkillsForLevel ();
2354 // set default cast time multiplier
2355 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2357 // reset size before reapply auras
2358 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2360 // save base values (bonuses already included in stored stats
2361 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2362 SetCreateStat(Stats(i), info.stats[i]);
2364 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2365 SetStat(Stats(i), info.stats[i]);
2367 SetCreateHealth(classInfo.basehealth);
2369 //set create powers
2370 SetCreateMana(classInfo.basemana);
2372 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2374 InitStatBuffMods();
2376 //reset rating fields values
2377 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2378 SetUInt32Value(index, 0);
2380 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2381 for (int i = 0; i < 7; ++i)
2383 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2384 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2385 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2388 //reset attack power, damage and attack speed fields
2389 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2390 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2391 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2393 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2394 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2395 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2396 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2397 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2398 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2400 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2401 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2402 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2403 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2404 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2405 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2407 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2408 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2409 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2410 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2412 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2413 for (uint8 i = 0; i < 7; ++i)
2414 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2416 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2417 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2418 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2420 // Dodge percentage
2421 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2423 // set armor (resistance 0) to original value (create_agility*2)
2424 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2425 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2426 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2427 // set other resistance to original value (0)
2428 for (int i = 1; i < MAX_SPELL_SCHOOL; ++i)
2430 SetResistance(SpellSchools(i), 0);
2431 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2432 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2435 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2436 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2437 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2439 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
2440 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2442 // Reset no reagent cost field
2443 for(int i = 0; i < 3; ++i)
2444 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2445 // Init data for form but skip reapply item mods for form
2446 InitDataForForm(reapplyMods);
2448 // save new stats
2449 for (int i = POWER_MANA; i < MAX_POWERS; ++i)
2450 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2452 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2454 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2455 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2457 // cleanup unit flags (will be re-applied if need at aura load).
2458 RemoveFlag( UNIT_FIELD_FLAGS,
2459 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2460 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2461 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2462 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2463 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2464 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2466 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2468 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2469 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2471 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2472 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2474 // restore if need some important flags
2475 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2477 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2478 _ApplyAllStatBonuses();
2480 // set current level health and mana/energy to maximum after applying all mods.
2481 SetHealth(GetMaxHealth());
2482 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2483 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2484 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2485 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2486 SetPower(POWER_FOCUS, 0);
2487 SetPower(POWER_HAPPINESS, 0);
2488 SetPower(POWER_RUNIC_POWER, 0);
2491 void Player::SendInitialSpells()
2493 time_t curTime = time(NULL);
2494 time_t infTime = curTime + MONTH/2;
2496 uint16 spellCount = 0;
2498 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2499 data << uint8(0);
2501 size_t countPos = data.wpos();
2502 data << uint16(spellCount); // spell count placeholder
2504 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2506 if(itr->second->state == PLAYERSPELL_REMOVED)
2507 continue;
2509 if(!itr->second->active || itr->second->disabled)
2510 continue;
2512 data << uint16(itr->first);
2513 data << uint16(0); // it's not slot id
2515 spellCount +=1;
2518 data.put<uint16>(countPos,spellCount); // write real count value
2520 uint16 spellCooldowns = m_spellCooldowns.size();
2521 data << uint16(spellCooldowns);
2522 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2524 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2525 if(!sEntry)
2526 continue;
2528 // not send infinity cooldown
2529 if(itr->second.end > infTime)
2530 continue;
2532 data << uint16(itr->first);
2534 time_t cooldown = 0;
2535 if(itr->second.end > curTime)
2536 cooldown = (itr->second.end-curTime)*IN_MILISECONDS;
2538 data << uint16(itr->second.itemid); // cast item id
2539 data << uint16(sEntry->Category); // spell category
2540 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2542 data << uint32(0); // cooldown
2543 data << uint32(cooldown); // category cooldown
2545 else
2547 data << uint32(cooldown); // cooldown
2548 data << uint32(0); // category cooldown
2552 GetSession()->SendPacket(&data);
2554 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2557 void Player::RemoveMail(uint32 id)
2559 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2561 if ((*itr)->messageID == id)
2563 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2564 m_mail.erase(itr);
2565 return;
2570 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2572 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2573 data << (uint32) mailId;
2574 data << (uint32) mailAction;
2575 data << (uint32) mailError;
2576 if ( mailError == MAIL_ERR_BAG_FULL )
2577 data << (uint32) equipError;
2578 else if( mailAction == MAIL_ITEM_TAKEN )
2580 data << (uint32) item_guid; // item guid low?
2581 data << (uint32) item_count; // item count?
2583 GetSession()->SendPacket(&data);
2586 void Player::SendNewMail()
2588 // deliver undelivered mail
2589 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2590 data << (uint32) 0;
2591 GetSession()->SendPacket(&data);
2594 void Player::UpdateNextMailTimeAndUnreads()
2596 // calculate next delivery time (min. from non-delivered mails
2597 // and recalculate unReadMail
2598 time_t cTime = time(NULL);
2599 m_nextMailDelivereTime = 0;
2600 unReadMails = 0;
2601 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2603 if((*itr)->deliver_time > cTime)
2605 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2606 m_nextMailDelivereTime = (*itr)->deliver_time;
2608 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2609 ++unReadMails;
2613 void Player::AddNewMailDeliverTime(time_t deliver_time)
2615 if(deliver_time <= time(NULL)) // ready now
2617 ++unReadMails;
2618 SendNewMail();
2620 else // not ready and no have ready mails
2622 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2623 m_nextMailDelivereTime = deliver_time;
2627 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2629 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2630 if (!spellInfo)
2632 // do character spell book cleanup (all characters)
2633 if(!IsInWorld() && !learning) // spell load case
2635 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2636 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2638 else
2639 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2641 return false;
2644 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2646 // do character spell book cleanup (all characters)
2647 if(!IsInWorld() && !learning) // spell load case
2649 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2650 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2652 else
2653 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2655 return false;
2658 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2660 bool dependent_set = false;
2661 bool disabled_case = false;
2662 bool superceded_old = false;
2664 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2665 if (itr != m_spells.end())
2667 uint32 next_active_spell_id = 0;
2668 // fix activate state for non-stackable low rank (and find next spell for !active case)
2669 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2671 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2672 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2674 if(HasSpell(next_itr->second))
2676 // high rank already known so this must !active
2677 active = false;
2678 next_active_spell_id = next_itr->second;
2679 break;
2684 // not do anything if already known in expected state
2685 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2686 itr->second->dependent == dependent && itr->second->disabled == disabled)
2688 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2689 itr->second->state = PLAYERSPELL_UNCHANGED;
2691 return false;
2694 // dependent spell known as not dependent, overwrite state
2695 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2697 itr->second->dependent = dependent;
2698 if (itr->second->state != PLAYERSPELL_NEW)
2699 itr->second->state = PLAYERSPELL_CHANGED;
2700 dependent_set = true;
2703 // update active state for known spell
2704 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2706 itr->second->active = active;
2708 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2709 itr->second->state = PLAYERSPELL_UNCHANGED;
2710 else if(itr->second->state != PLAYERSPELL_NEW)
2711 itr->second->state = PLAYERSPELL_CHANGED;
2713 if(active)
2715 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2716 CastSpell (this,spell_id,true);
2718 else if(IsInWorld())
2720 if(next_active_spell_id)
2722 // update spell ranks in spellbook and action bar
2723 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2724 data << uint16(spell_id);
2725 data << uint16(next_active_spell_id);
2726 GetSession()->SendPacket( &data );
2728 else
2730 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2731 data << uint16(spell_id);
2732 GetSession()->SendPacket(&data);
2736 return active; // learn (show in spell book if active now)
2739 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2741 if(itr->second->state != PLAYERSPELL_NEW)
2742 itr->second->state = PLAYERSPELL_CHANGED;
2743 itr->second->disabled = disabled;
2745 if(disabled)
2746 return false;
2748 disabled_case = true;
2750 else switch(itr->second->state)
2752 case PLAYERSPELL_UNCHANGED: // known saved spell
2753 return false;
2754 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2756 delete itr->second;
2757 m_spells.erase(itr);
2758 state = PLAYERSPELL_CHANGED;
2759 break; // need re-add
2761 default: // known not saved yet spell (new or modified)
2763 // can be in case spell loading but learned at some previous spell loading
2764 if(!IsInWorld() && !learning && !dependent_set)
2765 itr->second->state = PLAYERSPELL_UNCHANGED;
2767 return false;
2772 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2774 // talent: unlearn all other talent ranks (high and low)
2775 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2777 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2779 for(int i=0; i < MAX_TALENT_RANK; ++i)
2781 // skip learning spell and no rank spell case
2782 uint32 rankSpellId = talentInfo->RankID[i];
2783 if(!rankSpellId || rankSpellId==spell_id)
2784 continue;
2786 removeSpell(rankSpellId);
2790 // non talent spell: learn low ranks (recursive call)
2791 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2793 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2794 addSpell(prev_spell,active,true,true,disabled);
2795 else // at normal learning
2796 learnSpell(prev_spell,true);
2799 PlayerSpell *newspell = new PlayerSpell;
2800 newspell->state = state;
2801 newspell->active = active;
2802 newspell->dependent = dependent;
2803 newspell->disabled = disabled;
2805 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2806 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2808 for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
2810 if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
2811 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
2812 if(!i_spellInfo) continue;
2814 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
2816 if(itr2->second->active)
2818 if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
2820 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2822 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2823 data << uint16(itr2->first);
2824 data << uint16(spell_id);
2825 GetSession()->SendPacket( &data );
2828 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2829 itr2->second->active = false;
2830 if(itr2->second->state != PLAYERSPELL_NEW)
2831 itr2->second->state = PLAYERSPELL_CHANGED;
2832 superceded_old = true; // new spell replace old in action bars and spell book.
2834 else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
2836 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2838 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2839 data << uint16(spell_id);
2840 data << uint16(itr2->first);
2841 GetSession()->SendPacket( &data );
2844 // mark new spell as disable (not learned yet for client and will not learned)
2845 newspell->active = false;
2846 if(newspell->state != PLAYERSPELL_NEW)
2847 newspell->state = PLAYERSPELL_CHANGED;
2854 m_spells[spell_id] = newspell;
2856 // return false if spell disabled
2857 if (newspell->disabled)
2858 return false;
2861 uint32 talentCost = GetTalentSpellCost(spell_id);
2863 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2864 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2865 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2867 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2868 CastSpell(this, spell_id, true);
2870 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2871 else if (IsPassiveSpell(spell_id))
2873 if(IsNeedCastPassiveSpellAtLearn(spellInfo))
2874 CastSpell(this, spell_id, true);
2876 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2878 CastSpell(this, spell_id, true);
2879 return false;
2882 // update used talent points count
2883 m_usedTalentCount += talentCost;
2885 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2886 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2888 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2889 SetFreePrimaryProffesions(freeProfs-1);
2892 // add dependent skills
2893 uint16 maxskill = GetMaxSkillValueForLevel();
2895 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2897 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2898 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2900 if(spellLearnSkill)
2902 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2903 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2905 if(skill_value < spellLearnSkill->value)
2906 skill_value = spellLearnSkill->value;
2908 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2910 if(skill_max_value < new_skill_max_value)
2911 skill_max_value = new_skill_max_value;
2913 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2915 else
2917 // not ranked skills
2918 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2920 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2921 if(!pSkill)
2922 continue;
2924 if(HasSkill(pSkill->id))
2925 continue;
2927 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2928 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2929 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
2931 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2933 case SKILL_RANGE_LANGUAGE:
2934 SetSkill(pSkill->id, 300, 300 );
2935 break;
2936 case SKILL_RANGE_LEVEL:
2937 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2938 break;
2939 case SKILL_RANGE_MONO:
2940 SetSkill(pSkill->id, 1, 1 );
2941 break;
2942 default:
2943 break;
2949 // learn dependent spells
2950 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2951 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2953 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
2955 if(!itr2->second.autoLearned)
2957 if(!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
2958 addSpell(itr2->second.spell,itr2->second.active,true,true,false);
2959 else // at normal learning
2960 learnSpell(itr2->second.spell,true);
2964 if(!GetSession()->PlayerLoading())
2966 // not ranked skills
2967 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2969 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
2970 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
2973 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
2976 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2977 return active && !disabled && !superceded_old;
2980 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
2982 bool need_cast = false;
2984 switch(spellInfo->Id)
2986 // some spells not have stance data expacted cast at form change or present
2987 case 5420: need_cast = (m_form == FORM_TREE); break;
2988 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2989 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2990 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2991 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2992 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2993 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2994 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2995 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2996 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2997 // another spells have proper stance data
2998 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
3001 //Check CasterAuraStates
3002 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
3005 void Player::learnSpell(uint32 spell_id, bool dependent)
3007 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3009 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
3010 bool active = disabled ? itr->second->active : true;
3012 bool learning = addSpell(spell_id,active,true,dependent,false);
3014 // learn all disabled higher ranks (recursive)
3015 if(disabled)
3017 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3018 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
3020 PlayerSpellMap::iterator iter = m_spells.find(i->second);
3021 if (iter != m_spells.end() && iter->second->disabled)
3022 learnSpell(i->second,false);
3026 // prevent duplicated entires in spell book, also not send if not in world (loading)
3027 if(!learning || !IsInWorld ())
3028 return;
3030 WorldPacket data(SMSG_LEARNED_SPELL, 4);
3031 data << uint32(spell_id);
3032 GetSession()->SendPacket(&data);
3035 void Player::removeSpell(uint32 spell_id, bool disabled, bool update_action_bar_for_low_rank)
3037 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3038 if (itr == m_spells.end())
3039 return;
3041 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
3042 return;
3044 // unlearn non talent higher ranks (recursive)
3045 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3046 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3047 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3048 removeSpell(itr2->second,disabled);
3050 bool cur_active = itr->second->active;
3051 bool cur_dependent = itr->second->dependent;
3053 if (disabled)
3055 itr->second->disabled = disabled;
3056 if(itr->second->state != PLAYERSPELL_NEW)
3057 itr->second->state = PLAYERSPELL_CHANGED;
3059 else
3061 if(itr->second->state == PLAYERSPELL_NEW)
3063 delete itr->second;
3064 m_spells.erase(itr);
3066 else
3067 itr->second->state = PLAYERSPELL_REMOVED;
3070 RemoveAurasDueToSpell(spell_id);
3072 // remove pet auras
3073 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
3074 RemovePetAura(petSpell);
3076 // free talent points
3077 uint32 talentCosts = GetTalentSpellCost(spell_id);
3078 if(talentCosts > 0)
3080 if(talentCosts < m_usedTalentCount)
3081 m_usedTalentCount -= talentCosts;
3082 else
3083 m_usedTalentCount = 0;
3086 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3087 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3089 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
3090 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
3091 SetFreePrimaryProffesions(freeProfs);
3094 // remove dependent skill
3095 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3096 if(spellLearnSkill)
3098 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
3099 if(!prev_spell) // first rank, remove skill
3100 SetSkill(spellLearnSkill->skill,0,0);
3101 else
3103 // search prev. skill setting by spell ranks chain
3104 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3105 while(!prevSkill && prev_spell)
3107 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3108 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3111 if(!prevSkill) // not found prev skill setting, remove skill
3112 SetSkill(spellLearnSkill->skill,0,0);
3113 else // set to prev. skill setting values
3115 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3116 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3118 if(skill_value > prevSkill->value)
3119 skill_value = prevSkill->value;
3121 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3123 if(skill_max_value > new_skill_max_value)
3124 skill_max_value = new_skill_max_value;
3126 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3131 else
3133 // not ranked skills
3134 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3135 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3137 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3139 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3140 if(!pSkill)
3141 continue;
3143 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3144 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3145 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
3147 // not reset skills for professions and racial abilities
3148 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3149 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3150 continue;
3152 SetSkill(pSkill->id, 0, 0 );
3157 // remove dependent spells
3158 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3159 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3161 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3162 removeSpell(itr2->second.spell, disabled);
3164 // activate lesser rank in spellbook/action bar, and cast it if need
3165 bool prev_activate = false;
3167 if(uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3169 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3171 // if talent then lesser rank also talent and need learn
3172 if(talentCosts)
3173 learnSpell (prev_id,false);
3174 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3175 else if(cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3177 // need manually update dependence state (learn spell ignore like attempts)
3178 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3179 if (prev_itr != m_spells.end())
3181 if(prev_itr->second->dependent != cur_dependent)
3183 prev_itr->second->dependent = cur_dependent;
3184 if(prev_itr->second->state != PLAYERSPELL_NEW)
3185 prev_itr->second->state = PLAYERSPELL_CHANGED;
3188 // now re-learn if need re-activate
3189 if(cur_active && !prev_itr->second->active)
3191 if(addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3193 if(update_action_bar_for_low_rank)
3195 // downgrade spell ranks in spellbook and action bar
3196 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
3197 data << uint16(spell_id);
3198 data << uint16(prev_id);
3199 GetSession()->SendPacket( &data );
3200 prev_activate = true;
3208 // remove from spell book if not replaced by lesser rank
3209 if(!prev_activate)
3211 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3212 data << uint16(spell_id);
3213 GetSession()->SendPacket(&data);
3217 void Player::RemoveArenaSpellCooldowns()
3219 // remove cooldowns on spells that has < 15 min CD
3220 SpellCooldowns::iterator itr, next;
3221 // iterate spell cooldowns
3222 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3224 next = itr;
3225 ++next;
3226 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3227 // check if spellentry is present and if the cooldown is less than 15 mins
3228 if( entry &&
3229 entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
3230 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
3232 // notify player
3233 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3234 data << uint32(itr->first);
3235 data << uint64(GetGUID());
3236 GetSession()->SendPacket(&data);
3237 // remove cooldown
3238 m_spellCooldowns.erase(itr);
3243 void Player::RemoveAllSpellCooldown()
3245 if(!m_spellCooldowns.empty())
3247 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3249 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3250 data << uint32(itr->first);
3251 data << uint64(GetGUID());
3252 GetSession()->SendPacket(&data);
3254 m_spellCooldowns.clear();
3258 void Player::_LoadSpellCooldowns(QueryResult *result)
3260 // some cooldowns can be already set at aura loading...
3262 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3264 if(result)
3266 time_t curTime = time(NULL);
3270 Field *fields = result->Fetch();
3272 uint32 spell_id = fields[0].GetUInt32();
3273 uint32 item_id = fields[1].GetUInt32();
3274 time_t db_time = (time_t)fields[2].GetUInt64();
3276 if(!sSpellStore.LookupEntry(spell_id))
3278 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3279 continue;
3282 // skip outdated cooldown
3283 if(db_time <= curTime)
3284 continue;
3286 AddSpellCooldown(spell_id, item_id, db_time);
3288 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3290 while( result->NextRow() );
3292 delete result;
3296 void Player::_SaveSpellCooldowns()
3298 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3300 time_t curTime = time(NULL);
3301 time_t infTime = curTime + MONTH/2;
3303 // remove outdated and save active
3304 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3306 if(itr->second.end <= curTime)
3307 m_spellCooldowns.erase(itr++);
3308 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3310 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));
3311 ++itr;
3313 else
3314 ++itr;
3318 uint32 Player::resetTalentsCost() const
3320 // The first time reset costs 1 gold
3321 if(m_resetTalentsCost < 1*GOLD)
3322 return 1*GOLD;
3323 // then 5 gold
3324 else if(m_resetTalentsCost < 5*GOLD)
3325 return 5*GOLD;
3326 // After that it increases in increments of 5 gold
3327 else if(m_resetTalentsCost < 10*GOLD)
3328 return 10*GOLD;
3329 else
3331 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3332 if(months > 0)
3334 // This cost will be reduced by a rate of 5 gold per month
3335 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3336 // to a minimum of 10 gold.
3337 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3339 else
3341 // After that it increases in increments of 5 gold
3342 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3343 // until it hits a cap of 50 gold.
3344 if(new_cost > 50*GOLD)
3345 new_cost = 50*GOLD;
3346 return new_cost;
3351 bool Player::resetTalents(bool no_cost)
3353 // not need after this call
3354 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3356 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3357 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3360 uint32 talentPointsForLevel = CalculateTalentsPoints();
3362 if (m_usedTalentCount == 0)
3364 SetFreeTalentPoints(talentPointsForLevel);
3365 return false;
3368 uint32 cost = 0;
3370 if(!no_cost)
3372 cost = resetTalentsCost();
3374 if (GetMoney() < cost)
3376 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3377 return false;
3381 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
3383 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3385 if (!talentInfo) continue;
3387 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3389 if(!talentTabInfo)
3390 continue;
3392 // unlearn only talents for character class
3393 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3394 // to prevent unexpected lost normal learned spell skip another class talents
3395 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3396 continue;
3398 for (int j = 0; j < MAX_TALENT_RANK; ++j)
3400 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3402 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3404 ++itr;
3405 continue;
3408 // remove learned spells (all ranks)
3409 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3411 // unlearn if first rank is talent or learned by talent
3412 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3414 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3415 itr = GetSpellMap().begin();
3416 continue;
3418 else
3419 ++itr;
3424 SetFreeTalentPoints(talentPointsForLevel);
3426 if(!no_cost)
3428 ModifyMoney(-(int32)cost);
3429 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3430 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
3432 m_resetTalentsCost = cost;
3433 m_resetTalentsTime = time(NULL);
3436 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3437 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3439 if(m_canTitanGrip)
3441 m_canTitanGrip = false;
3442 if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET))
3443 AutoUnequipOffhandIfNeed();
3446 return true;
3449 Mail* Player::GetMail(uint32 id)
3451 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3453 if ((*itr)->messageID == id)
3455 return (*itr);
3458 return NULL;
3461 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3463 if(target == this)
3465 Object::_SetCreateBits(updateMask, target);
3467 else
3469 for(uint16 index = 0; index < m_valuesCount; index++)
3471 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3472 updateMask->SetBit(index);
3477 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3479 if(target == this)
3481 Object::_SetUpdateBits(updateMask, target);
3483 else
3485 Object::_SetUpdateBits(updateMask, target);
3486 *updateMask &= updateVisualBits;
3490 void Player::InitVisibleBits()
3492 updateVisualBits.SetCount(PLAYER_END);
3494 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3495 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3496 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3497 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3498 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3499 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3500 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3501 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3502 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3503 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3504 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3505 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3506 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3507 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3508 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3509 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3510 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3511 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3512 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3513 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3514 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3515 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3516 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3517 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3518 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3519 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3520 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3521 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3522 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3523 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3524 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3525 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3526 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3527 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3528 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3529 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3530 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3531 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3532 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3533 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3534 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3535 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3536 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3537 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3538 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3539 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3540 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3541 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3542 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3543 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3544 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3545 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3546 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3547 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3548 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3550 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3551 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3552 updateVisualBits.SetBit(PLAYER_FLAGS);
3553 updateVisualBits.SetBit(PLAYER_GUILDID);
3554 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3555 updateVisualBits.SetBit(PLAYER_BYTES);
3556 updateVisualBits.SetBit(PLAYER_BYTES_2);
3557 updateVisualBits.SetBit(PLAYER_BYTES_3);
3558 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3559 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3561 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3562 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3563 updateVisualBits.SetBit(i);
3565 // Players visible items are not inventory stuff
3566 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3568 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3570 // item creator
3571 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3572 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3574 // item entry
3575 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3577 // item enchantments
3578 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3579 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3581 // random properties
3582 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3583 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3584 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3587 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3590 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3592 for(int i = 0; i < EQUIPMENT_SLOT_END; ++i)
3594 if(m_items[i] == NULL)
3595 continue;
3597 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3600 if(target == this)
3602 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3604 if(m_items[i] == NULL)
3605 continue;
3607 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3609 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
3611 if(m_items[i] == NULL)
3612 continue;
3614 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3618 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3621 void Player::DestroyForPlayer( Player *target ) const
3623 Unit::DestroyForPlayer( target );
3625 for(int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
3627 if(m_items[i] == NULL)
3628 continue;
3630 m_items[i]->DestroyForPlayer( target );
3633 if(target == this)
3635 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3637 if(m_items[i] == NULL)
3638 continue;
3640 m_items[i]->DestroyForPlayer( target );
3642 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
3644 if(m_items[i] == NULL)
3645 continue;
3647 m_items[i]->DestroyForPlayer( target );
3652 bool Player::HasSpell(uint32 spell) const
3654 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3655 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3656 !itr->second->disabled);
3659 bool Player::HasActiveSpell(uint32 spell) const
3661 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3662 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3663 itr->second->active && !itr->second->disabled);
3666 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3668 if (!trainer_spell)
3669 return TRAINER_SPELL_RED;
3671 if (!trainer_spell->learnedSpell)
3672 return TRAINER_SPELL_RED;
3674 // known spell
3675 if(HasSpell(trainer_spell->learnedSpell))
3676 return TRAINER_SPELL_GRAY;
3678 // check race/class requirement
3679 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3680 return TRAINER_SPELL_RED;
3682 // check level requirement
3683 if(getLevel() < trainer_spell->reqLevel)
3684 return TRAINER_SPELL_RED;
3686 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
3688 // check prev.rank requirement
3689 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3690 return TRAINER_SPELL_RED;
3692 // check additional spell requirement
3693 if(spell_chain->req && !HasSpell(spell_chain->req))
3694 return TRAINER_SPELL_RED;
3697 // check skill requirement
3698 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3699 return TRAINER_SPELL_RED;
3701 // exist, already checked at loading
3702 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3704 // secondary prof. or not prof. spell
3705 uint32 skill = spell->EffectMiscValue[1];
3707 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3708 return TRAINER_SPELL_GREEN;
3710 // check primary prof. limit
3711 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3712 return TRAINER_SPELL_GREEN_DISABLED;
3714 return TRAINER_SPELL_GREEN;
3717 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3719 uint32 guid = GUID_LOPART(playerguid);
3721 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3722 // bones will be deleted by corpse/bones deleting thread shortly
3723 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3725 // remove from guild
3726 uint32 guildId = GetGuildIdFromDB(playerguid);
3727 if(guildId != 0)
3729 Guild* guild = objmgr.GetGuildById(guildId);
3730 if(guild)
3731 guild->DelMember(guid);
3734 // remove from arena teams
3735 LeaveAllArenaTeams(playerguid);
3737 // the player was uninvited already on logout so just remove from group
3738 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3739 if(resultGroup)
3741 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3742 delete resultGroup;
3743 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3744 if(group)
3746 RemoveFromGroup(group, playerguid);
3750 // remove signs from petitions (also remove petitions if owner);
3751 RemovePetitionsAndSigns(playerguid, 10);
3753 // return back all mails with COD and Item 0 1 2 3 4 5 6
3754 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
3755 if(resultMail)
3759 Field *fields = resultMail->Fetch();
3761 uint32 mail_id = fields[0].GetUInt32();
3762 uint16 mailTemplateId= fields[1].GetUInt16();
3763 uint32 sender = fields[2].GetUInt32();
3764 std::string subject = fields[3].GetCppString();
3765 uint32 itemTextId = fields[4].GetUInt32();
3766 uint32 money = fields[5].GetUInt32();
3767 bool has_items = fields[6].GetBool();
3769 //we can return mail now
3770 //so firstly delete the old one
3771 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3773 MailItemsInfo mi;
3774 if(has_items)
3776 // data needs to be at first place for Item::LoadFromDB
3777 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
3778 if(resultItems)
3782 Field *fields2 = resultItems->Fetch();
3784 uint32 item_guidlow = fields2[1].GetUInt32();
3785 uint32 item_template = fields2[2].GetUInt32();
3787 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3788 if(!itemProto)
3790 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3791 continue;
3794 Item *pItem = NewItemOrBag(itemProto);
3795 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3797 pItem->FSetState(ITEM_REMOVED);
3798 pItem->SaveToDB(); // it also deletes item object !
3799 continue;
3802 mi.AddItem(item_guidlow, item_template, pItem);
3804 while (resultItems->NextRow());
3806 delete resultItems;
3810 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3812 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3814 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3816 while (resultMail->NextRow());
3818 delete resultMail;
3821 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3822 // Get guids of character's pets, will deleted in transaction
3823 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3825 // NOW we can finally clear other DB data related to character
3826 CharacterDatabase.BeginTransaction();
3827 if (resultPets)
3831 Field *fields3 = resultPets->Fetch();
3832 uint32 petguidlow = fields3[0].GetUInt32();
3833 Pet::DeleteFromDB(petguidlow);
3834 } while (resultPets->NextRow());
3835 delete resultPets;
3838 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3839 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3840 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3841 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3842 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3843 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3844 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3845 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3846 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3847 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3848 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3849 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3850 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3851 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3852 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3853 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3854 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3855 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3856 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3857 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3858 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3859 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3860 CharacterDatabase.CommitTransaction();
3862 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3863 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3866 void Player::SetMovement(PlayerMovementType pType)
3868 WorldPacket data;
3869 switch(pType)
3871 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3872 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3873 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3874 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3875 default:
3876 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3877 return;
3879 data.append(GetPackGUID());
3880 data << uint32(0);
3881 GetSession()->SendPacket( &data );
3884 /* Preconditions:
3885 - a resurrectable corpse must not be loaded for the player (only bones)
3886 - the player must be in world
3888 void Player::BuildPlayerRepop()
3890 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3891 data.append(GetPackGUID());
3892 GetSession()->SendPacket(&data);
3894 if(getRace() == RACE_NIGHTELF)
3895 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)
3896 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3898 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3899 // there must be SMSG.STOP_MIRROR_TIMER
3900 // there we must send 888 opcode
3902 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3903 if(GetCorpse())
3905 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3906 assert(false);
3909 // create a corpse and place it at the player's location
3910 CreateCorpse();
3911 Corpse *corpse = GetCorpse();
3912 if(!corpse)
3914 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3915 return;
3917 GetMap()->Add(corpse);
3919 // convert player body to ghost
3920 SetHealth( 1 );
3922 SetMovement(MOVE_WATER_WALK);
3923 if(!GetSession()->isLogingOut())
3924 SetMovement(MOVE_UNROOT);
3926 // BG - remove insignia related
3927 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3929 SendCorpseReclaimDelay();
3931 // to prevent cheating
3932 corpse->ResetGhostTime();
3934 StopMirrorTimers(); //disable timers(bars)
3936 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3938 // set and clear other
3939 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
3942 void Player::SendDelayResponse(const uint32 ml_seconds)
3944 //FIXME: is this delay time arg really need? 50msec by default in code
3945 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3946 data << (uint32)time(NULL);
3947 data << (uint32)0;
3948 GetSession()->SendPacket( &data );
3951 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3953 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3954 data << uint32(-1);
3955 data << float(0);
3956 data << float(0);
3957 data << float(0);
3958 GetSession()->SendPacket(&data);
3960 // speed change, land walk
3962 // remove death flag + set aura
3963 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3964 if(getRace() == RACE_NIGHTELF)
3965 RemoveAurasDueToSpell(20584); // speed bonuses
3966 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3968 setDeathState(ALIVE);
3970 SetMovement(MOVE_LAND_WALK);
3971 SetMovement(MOVE_UNROOT);
3973 m_deathTimer = 0;
3975 // set health/powers (0- will be set in caller)
3976 if(restore_percent>0.0f)
3978 SetHealth(uint32(GetMaxHealth()*restore_percent));
3979 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3980 SetPower(POWER_RAGE, 0);
3981 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3984 // trigger update zone for alive state zone updates
3985 uint32 newzone, newarea;
3986 GetZoneAndAreaId(newzone,newarea);
3987 UpdateZone(newzone,newarea);
3989 // update visibility
3990 ObjectAccessor::UpdateVisibilityForPlayer(this);
3992 if(!applySickness)
3993 return;
3995 //Characters from level 1-10 are not affected by resurrection sickness.
3996 //Characters from level 11-19 will suffer from one minute of sickness
3997 //for each level they are above 10.
3998 //Characters level 20 and up suffer from ten minutes of sickness.
3999 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
4001 if(int32(getLevel()) >= startLevel)
4003 // set resurrection sickness
4004 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
4006 // not full duration
4007 if(int32(getLevel()) < startLevel+9)
4009 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
4011 for(int i =0; i < 3; ++i)
4013 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
4015 Aur->SetAuraDuration(delta*IN_MILISECONDS);
4016 Aur->SendAuraUpdate(false);
4023 void Player::KillPlayer()
4025 SetMovement(MOVE_ROOT);
4027 StopMirrorTimers(); //disable timers(bars)
4029 setDeathState(CORPSE);
4030 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4032 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
4033 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
4035 // 6 minutes until repop at graveyard
4036 m_deathTimer = 6*MINUTE*IN_MILISECONDS;
4038 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4040 // don't create corpse at this moment, player might be falling
4042 // update visibility
4043 ObjectAccessor::UpdateObjectVisibility(this);
4046 void Player::CreateCorpse()
4048 // prevent existence 2 corpse for player
4049 SpawnCorpseBones();
4051 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4053 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4054 SetPvPDeath(false);
4056 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4058 delete corpse;
4059 return;
4062 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4063 _pb = GetUInt32Value(PLAYER_BYTES);
4064 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4066 uint8 race = (uint8)(_uf);
4067 uint8 skin = (uint8)(_pb);
4068 uint8 face = (uint8)(_pb >> 8);
4069 uint8 hairstyle = (uint8)(_pb >> 16);
4070 uint8 haircolor = (uint8)(_pb >> 24);
4071 uint8 facialhair = (uint8)(_pb2);
4073 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4074 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4076 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4077 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4079 uint32 flags = CORPSE_FLAG_UNK2;
4080 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4081 flags |= CORPSE_FLAG_HIDE_HELM;
4082 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4083 flags |= CORPSE_FLAG_HIDE_CLOAK;
4084 if(InBattleGround() && !InArena())
4085 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4086 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4088 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4090 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4092 uint32 iDisplayID;
4093 uint16 iIventoryType;
4094 uint32 _cfi;
4095 for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
4097 if(m_items[i])
4099 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4100 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
4102 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
4103 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
4107 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4108 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
4109 assert(entry);
4110 if(entry->map_type != MAP_BATTLEGROUND)
4111 corpse->SaveToDB();
4113 // register for player, but not show
4114 ObjectAccessor::Instance().AddCorpse(corpse);
4117 void Player::SpawnCorpseBones()
4119 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4120 SaveToDB(); // prevent loading as ghost without corpse
4123 Corpse* Player::GetCorpse() const
4125 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4128 void Player::DurabilityLossAll(double percent, bool inventory)
4130 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4131 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4132 DurabilityLoss(pItem,percent);
4134 if(inventory)
4136 // bags not have durability
4137 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4139 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4140 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4141 DurabilityLoss(pItem,percent);
4143 // keys not have durability
4144 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4146 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4147 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4148 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4149 if(Item* pItem = GetItemByPos( i, j ))
4150 DurabilityLoss(pItem,percent);
4154 void Player::DurabilityLoss(Item* item, double percent)
4156 if(!item )
4157 return;
4159 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4161 if(!pMaxDurability)
4162 return;
4164 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4166 if(pDurabilityLoss < 1 )
4167 pDurabilityLoss = 1;
4169 DurabilityPointsLoss(item,pDurabilityLoss);
4172 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4174 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4175 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4176 DurabilityPointsLoss(pItem,points);
4178 if(inventory)
4180 // bags not have durability
4181 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4183 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4184 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4185 DurabilityPointsLoss(pItem,points);
4187 // keys not have durability
4188 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4190 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4191 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4192 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4193 if(Item* pItem = GetItemByPos( i, j ))
4194 DurabilityPointsLoss(pItem,points);
4198 void Player::DurabilityPointsLoss(Item* item, int32 points)
4200 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4201 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4202 int32 pNewDurability = pOldDurability - points;
4204 if (pNewDurability < 0)
4205 pNewDurability = 0;
4206 else if (pNewDurability > pMaxDurability)
4207 pNewDurability = pMaxDurability;
4209 if (pOldDurability != pNewDurability)
4211 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4212 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4213 _ApplyItemMods(item,item->GetSlot(), false);
4215 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4217 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4218 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4219 _ApplyItemMods(item,item->GetSlot(), true);
4221 item->SetState(ITEM_CHANGED, this);
4225 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4227 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4228 DurabilityPointsLoss(pItem,1);
4231 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4233 uint32 TotalCost = 0;
4234 // equipped, backpack, bags itself
4235 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4236 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4238 // bank, buyback and keys not repaired
4240 // items in inventory bags
4241 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j)
4242 for(int i = 0; i < MAX_BAG_SIZE; ++i)
4243 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4244 return TotalCost;
4247 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4249 Item* item = GetItemByPos(pos);
4251 uint32 TotalCost = 0;
4252 if(!item)
4253 return TotalCost;
4255 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4256 if(!maxDurability)
4257 return TotalCost;
4259 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4261 if(cost)
4263 uint32 LostDurability = maxDurability - curDurability;
4264 if(LostDurability>0)
4266 ItemPrototype const *ditemProto = item->GetProto();
4268 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4269 if(!dcost)
4271 sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4272 return TotalCost;
4275 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4276 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4277 if(!dQualitymodEntry)
4279 sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4280 return TotalCost;
4283 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4284 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4286 costs = uint32(costs * discountMod);
4288 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4289 costs = 1;
4291 if (guildBank)
4293 if (GetGuildId()==0)
4295 DEBUG_LOG("You are not member of a guild");
4296 return TotalCost;
4299 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4300 if (!pGuild)
4301 return TotalCost;
4303 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4305 DEBUG_LOG("You do not have rights to withdraw for repairs");
4306 return TotalCost;
4309 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4311 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4312 return TotalCost;
4315 if (pGuild->GetGuildBankMoney() < costs)
4317 DEBUG_LOG("There is not enough money in bank");
4318 return TotalCost;
4321 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4322 TotalCost = costs;
4324 else if (GetMoney() < costs)
4326 DEBUG_LOG("You do not have enough money");
4327 return TotalCost;
4329 else
4330 ModifyMoney( -int32(costs) );
4334 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4335 item->SetState(ITEM_CHANGED, this);
4337 // reapply mods for total broken and repaired item if equipped
4338 if(IsEquipmentPos(pos) && !curDurability)
4339 _ApplyItemMods(item,pos & 255, true);
4340 return TotalCost;
4343 void Player::RepopAtGraveyard()
4345 // note: this can be called also when the player is alive
4346 // for example from WorldSession::HandleMovementOpcodes
4348 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4350 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4351 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4353 ResurrectPlayer(0.5f);
4354 SpawnCorpseBones();
4357 WorldSafeLocsEntry const *ClosestGrave = NULL;
4359 // Special handle for battleground maps
4360 if( BattleGround *bg = GetBattleGround() )
4361 ClosestGrave = bg->GetClosestGraveYard(this);
4362 else
4363 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4365 // stop countdown until repop
4366 m_deathTimer = 0;
4368 // if no grave found, stay at the current location
4369 // and don't show spirit healer location
4370 if(ClosestGrave)
4372 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4373 if(isDead()) // not send if alive, because it used in TeleportTo()
4375 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4376 data << ClosestGrave->map_id;
4377 data << ClosestGrave->x;
4378 data << ClosestGrave->y;
4379 data << ClosestGrave->z;
4380 GetSession()->SendPacket(&data);
4385 void Player::JoinedChannel(Channel *c)
4387 m_channels.push_back(c);
4390 void Player::LeftChannel(Channel *c)
4392 m_channels.remove(c);
4395 void Player::CleanupChannels()
4397 while(!m_channels.empty())
4399 Channel* ch = *m_channels.begin();
4400 m_channels.erase(m_channels.begin()); // remove from player's channel list
4401 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4402 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4403 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4406 sLog.outDebug("Player: channels cleaned up!");
4409 void Player::UpdateLocalChannels(uint32 newZone )
4411 if(m_channels.empty())
4412 return;
4414 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4415 if(!current_zone)
4416 return;
4418 ChannelMgr* cMgr = channelMgr(GetTeam());
4419 if(!cMgr)
4420 return;
4422 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4424 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4426 next = i; ++next;
4428 // skip non built-in channels
4429 if(!(*i)->IsConstant())
4430 continue;
4432 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4433 if(!ch)
4434 continue;
4436 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4437 continue;
4439 // new channel
4440 char new_channel_name_buf[100];
4441 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4442 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4444 if((*i)!=new_channel)
4446 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4448 // leave old channel
4449 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4450 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4451 LeftChannel(*i); // remove from player's channel list
4452 cMgr->LeftChannel(name); // delete if empty
4455 sLog.outDebug("Player: channels cleaned up!");
4458 void Player::LeaveLFGChannel()
4460 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4462 if((*i)->IsLFG())
4464 (*i)->Leave(GetGUID());
4465 break;
4470 void Player::UpdateDefense()
4472 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4474 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4476 // update dependent from defense skill part
4477 UpdateDefenseBonusesMod();
4481 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4483 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4485 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4486 return;
4489 float val = 1.0f;
4491 switch(modType)
4493 case FLAT_MOD:
4494 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4495 break;
4496 case PCT_MOD:
4497 if(amount <= -100.0f)
4498 amount = -200.0f;
4500 val = (100.0f + amount) / 100.0f;
4501 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4502 break;
4505 if(!CanModifyStats())
4506 return;
4508 switch(modGroup)
4510 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4511 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4512 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4513 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4514 default: break;
4518 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4520 if(modGroup >= BASEMOD_END || modType > MOD_END)
4522 sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4523 return 0.0f;
4526 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4527 return 0.0f;
4529 return m_auraBaseMod[modGroup][modType];
4532 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4534 if(modGroup >= BASEMOD_END)
4536 sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4537 return 0.0f;
4540 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4541 return 0.0f;
4543 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4546 uint32 Player::GetShieldBlockValue() const
4548 float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
4550 value = (value < 0) ? 0 : value;
4552 return uint32(value);
4555 float Player::GetMeleeCritFromAgility()
4557 uint32 level = getLevel();
4558 uint32 pclass = getClass();
4560 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4562 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4563 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4564 if (critBase==NULL || critRatio==NULL)
4565 return 0.0f;
4567 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4568 return crit*100.0f;
4571 float Player::GetDodgeFromAgility()
4573 // Table for base dodge values
4574 float dodge_base[MAX_CLASSES] = {
4575 0.0075f, // Warrior
4576 0.00652f, // Paladin
4577 -0.0545f, // Hunter
4578 -0.0059f, // Rogue
4579 0.03183f, // Priest
4580 0.0114f, // DK
4581 0.0167f, // Shaman
4582 0.034575f, // Mage
4583 0.02011f, // Warlock
4584 0.0f, // ??
4585 -0.0187f // Druid
4587 // Crit/agility to dodge/agility coefficient multipliers
4588 float crit_to_dodge[MAX_CLASSES] = {
4589 1.1f, // Warrior
4590 1.0f, // Paladin
4591 1.6f, // Hunter
4592 2.0f, // Rogue
4593 1.0f, // Priest
4594 1.0f, // DK?
4595 1.0f, // Shaman
4596 1.0f, // Mage
4597 1.0f, // Warlock
4598 0.0f, // ??
4599 1.7f // Druid
4602 uint32 level = getLevel();
4603 uint32 pclass = getClass();
4605 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4607 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4608 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4609 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4610 return 0.0f;
4612 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4613 return dodge*100.0f;
4616 float Player::GetSpellCritFromIntellect()
4618 uint32 level = getLevel();
4619 uint32 pclass = getClass();
4621 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4623 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4624 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4625 if (critBase==NULL || critRatio==NULL)
4626 return 0.0f;
4628 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4629 return crit*100.0f;
4632 float Player::GetRatingCoefficient(CombatRating cr) const
4634 uint32 level = getLevel();
4636 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4638 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4639 if (Rating == NULL)
4640 return 1.0f; // By default use minimum coefficient (not must be called)
4642 return Rating->ratio;
4645 float Player::GetRatingBonusValue(CombatRating cr) const
4647 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4650 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4652 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
4653 if (melee>33.0f) melee = 33.0f;
4654 return uint32 (melee * damage /100.0f);
4657 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4659 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
4660 if (ranged>33.0f) ranged=33.0f;
4661 return uint32 (ranged * damage /100.0f);
4664 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4666 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
4667 // In wow script resilience limited to 33%
4668 if (spell>33.0f)
4669 spell = 33.0f;
4670 return uint32 (spell * damage / 100.0f);
4673 uint32 Player::GetDotDamageReduction(uint32 damage) const
4675 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4676 // Dot resilience not limited (limit it by 100%)
4677 if (spellDot > 100.0f)
4678 spellDot = 100.0f;
4679 return uint32 (spellDot * damage / 100.0f);
4682 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4684 switch (attType)
4686 case BASE_ATTACK:
4687 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4688 case OFF_ATTACK:
4689 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4690 default:
4691 break;
4693 return 0.0f;
4696 float Player::OCTRegenHPPerSpirit()
4698 uint32 level = getLevel();
4699 uint32 pclass = getClass();
4701 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4703 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4704 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4705 if (baseRatio==NULL || moreRatio==NULL)
4706 return 0.0f;
4708 // Formula from PaperDollFrame script
4709 float spirit = GetStat(STAT_SPIRIT);
4710 float baseSpirit = spirit;
4711 if (baseSpirit>50) baseSpirit = 50;
4712 float moreSpirit = spirit - baseSpirit;
4713 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4714 return regen;
4717 float Player::OCTRegenMPPerSpirit()
4719 uint32 level = getLevel();
4720 uint32 pclass = getClass();
4722 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4724 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4725 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4726 if (moreRatio==NULL)
4727 return 0.0f;
4729 // Formula get from PaperDollFrame script
4730 float spirit = GetStat(STAT_SPIRIT);
4731 float regen = spirit * moreRatio->ratio;
4732 return regen;
4735 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4737 m_baseRatingValue[cr]+=(apply ? value : -value);
4739 int32 amount = uint32(m_baseRatingValue[cr]);
4740 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4741 // stat used stored in miscValueB for this aura
4742 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4743 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4744 if ((*i)->GetMiscValue() & (1<<cr))
4745 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4746 if (amount < 0)
4747 amount = 0;
4748 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4750 float RatingCoeffecient = GetRatingCoefficient(cr);
4751 float RatingChange = 0.0f;
4753 bool affectStats = CanModifyStats();
4755 switch (cr)
4757 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4758 case CR_DEFENSE_SKILL:
4759 UpdateDefenseBonusesMod();
4760 break;
4761 case CR_DODGE:
4762 UpdateDodgePercentage();
4763 break;
4764 case CR_PARRY:
4765 UpdateParryPercentage();
4766 break;
4767 case CR_BLOCK:
4768 UpdateBlockPercentage();
4769 break;
4770 case CR_HIT_MELEE:
4771 UpdateMeleeHitChances();
4772 break;
4773 case CR_HIT_RANGED:
4774 UpdateRangedHitChances();
4775 break;
4776 case CR_HIT_SPELL:
4777 UpdateSpellHitChances();
4778 break;
4779 case CR_CRIT_MELEE:
4780 if(affectStats)
4782 UpdateCritPercentage(BASE_ATTACK);
4783 UpdateCritPercentage(OFF_ATTACK);
4785 break;
4786 case CR_CRIT_RANGED:
4787 if(affectStats)
4788 UpdateCritPercentage(RANGED_ATTACK);
4789 break;
4790 case CR_CRIT_SPELL:
4791 if(affectStats)
4792 UpdateAllSpellCritChances();
4793 break;
4794 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4795 case CR_HIT_TAKEN_RANGED:
4796 break;
4797 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4798 break;
4799 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4800 case CR_CRIT_TAKEN_RANGED:
4801 break;
4802 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4803 break;
4804 case CR_HASTE_MELEE:
4805 RatingChange = value / RatingCoeffecient;
4806 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4807 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4808 break;
4809 case CR_HASTE_RANGED:
4810 RatingChange = value / RatingCoeffecient;
4811 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4812 break;
4813 case CR_HASTE_SPELL:
4814 RatingChange = value / RatingCoeffecient;
4815 ApplyCastTimePercentMod(RatingChange,apply);
4816 break;
4817 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4818 case CR_WEAPON_SKILL_OFFHAND:
4819 case CR_WEAPON_SKILL_RANGED:
4820 break;
4821 case CR_EXPERTISE:
4822 if(affectStats)
4824 UpdateExpertise(BASE_ATTACK);
4825 UpdateExpertise(OFF_ATTACK);
4827 break;
4828 case CR_ARMOR_PENETRATION:
4829 break;
4833 void Player::SetRegularAttackTime()
4835 for(int i = 0; i < MAX_ATTACK; ++i)
4837 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4838 if(tmpitem && !tmpitem->IsBroken())
4840 ItemPrototype const *proto = tmpitem->GetProto();
4841 if(proto->Delay)
4842 SetAttackTime(WeaponAttackType(i), proto->Delay);
4843 else
4844 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4849 //skill+step, checking for max value
4850 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4852 if(!skill_id)
4853 return false;
4855 uint16 i=0;
4856 for (; i < PLAYER_MAX_SKILLS; ++i)
4857 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4858 break;
4860 if(i>=PLAYER_MAX_SKILLS)
4861 return false;
4863 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4864 uint32 value = SKILL_VALUE(data);
4865 uint32 max = SKILL_MAX(data);
4867 if ((!max) || (!value) || (value >= max))
4868 return false;
4870 if (value*512 < max*urand(0,512))
4872 uint32 new_value = value+step;
4873 if(new_value > max)
4874 new_value = max;
4876 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4877 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
4878 return true;
4881 return false;
4884 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4886 if ( SkillValue >= GrayLevel )
4887 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4888 if ( SkillValue >= GreenLevel )
4889 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4890 if ( SkillValue >= YellowLevel )
4891 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4892 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4895 bool Player::UpdateCraftSkill(uint32 spellid)
4897 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4899 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4900 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4902 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4904 if(_spell_idx->second->skillId)
4906 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4908 // Alchemy Discoveries here
4909 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4910 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4912 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4913 learnSpell(discoveredSpell,false);
4916 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4918 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4919 _spell_idx->second->max_value,
4920 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4921 _spell_idx->second->min_value),
4922 craft_skill_gain);
4925 return false;
4928 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4930 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4932 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4934 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4935 switch (SkillId)
4937 case SKILL_HERBALISM:
4938 case SKILL_LOCKPICKING:
4939 case SKILL_JEWELCRAFTING:
4940 case SKILL_INSCRIPTION:
4941 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4942 case SKILL_SKINNING:
4943 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4944 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4945 else
4946 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4947 case SKILL_MINING:
4948 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4949 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4950 else
4951 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4953 return false;
4956 bool Player::UpdateFishingSkill()
4958 sLog.outDebug("UpdateFishingSkill");
4960 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4962 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4964 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4966 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4969 // levels sync. with spell requirement for skill levels to learn
4970 // bonus abilities in sSkillLineAbilityStore
4971 // Used only to avoid scan DBC at each skill grow
4972 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
4974 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4976 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4977 if ( !SkillId )
4978 return false;
4980 if(Chance <= 0) // speedup in 0 chance case
4982 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4983 return false;
4986 uint16 i=0;
4987 for (; i < PLAYER_MAX_SKILLS; ++i)
4988 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4989 if ( i >= PLAYER_MAX_SKILLS )
4990 return false;
4992 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4993 uint16 SkillValue = SKILL_VALUE(data);
4994 uint16 MaxValue = SKILL_MAX(data);
4996 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4997 return false;
4999 int32 Roll = irand(1,1000);
5001 if ( Roll <= Chance )
5003 uint32 new_value = SkillValue+step;
5004 if(new_value > MaxValue)
5005 new_value = MaxValue;
5007 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
5008 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
5010 if((SkillValue < *bsl && new_value >= *bsl))
5012 learnSkillRewardedSpells( SkillId, new_value);
5013 break;
5016 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
5017 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
5018 return true;
5021 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5022 return false;
5025 void Player::UpdateWeaponSkill (WeaponAttackType attType)
5027 // no skill gain in pvp
5028 Unit *pVictim = getVictim();
5029 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
5030 return;
5032 if(IsInFeralForm())
5033 return; // always maximized SKILL_FERAL_COMBAT in fact
5035 if(m_form == FORM_TREE)
5036 return; // use weapon but not skill up
5038 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
5040 switch(attType)
5042 case BASE_ATTACK:
5044 Item *tmpitem = GetWeaponForAttack(attType,true);
5046 if (!tmpitem)
5047 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5048 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5049 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5050 break;
5052 case OFF_ATTACK:
5053 case RANGED_ATTACK:
5055 Item *tmpitem = GetWeaponForAttack(attType,true);
5056 if (tmpitem)
5057 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5058 break;
5061 UpdateAllCritPercentages();
5064 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5066 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5067 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5068 uint32 moblevel = pVictim->getLevelForTarget(this);
5069 if(moblevel < greylevel)
5070 return;
5072 if (moblevel > plevel + 5)
5073 moblevel = plevel + 5;
5075 uint32 lvldif = moblevel - greylevel;
5076 if(lvldif < 3)
5077 lvldif = 3;
5079 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5080 if(skilldif <= 0)
5081 return;
5083 float chance = float(3 * lvldif * skilldif) / plevel;
5084 if(!defence)
5086 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5087 chance *= 0.1f * GetStat(STAT_INTELLECT);
5090 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5092 if(roll_chance_f(chance))
5094 if(defence)
5095 UpdateDefense();
5096 else
5097 UpdateWeaponSkill(attType);
5099 else
5100 return;
5103 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5105 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5106 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
5108 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5109 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5110 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5112 if(talent) // permanent bonus stored in high part
5113 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5114 else // temporary/item bonus stored in low part
5115 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5116 return;
5120 void Player::UpdateSkillsForLevel()
5122 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5123 uint32 maxSkill = GetMaxSkillValueForLevel();
5125 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5127 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5128 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5130 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5132 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5133 if(!pSkill)
5134 continue;
5136 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5137 continue;
5139 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5140 uint32 max = SKILL_MAX(data);
5141 uint32 val = SKILL_VALUE(data);
5143 /// update only level dependent max skill values
5144 if(max!=1)
5146 /// miximize skill always
5147 if(alwaysMaxSkill)
5148 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5149 /// update max skill value if current max skill not maximized
5150 else if(max != maxconfskill)
5151 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5156 void Player::UpdateSkillsToMaxSkillsForLevel()
5158 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5159 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5161 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5162 if( IsProfessionOrRidingSkill(pskill))
5163 continue;
5164 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5166 uint32 max = SKILL_MAX(data);
5168 if(max > 1)
5169 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5171 if(pskill == SKILL_DEFENSE)
5172 UpdateDefenseBonusesMod();
5176 // This functions sets a skill line value (and adds if doesn't exist yet)
5177 // To "remove" a skill line, set it's values to zero
5178 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5180 if(!id)
5181 return;
5183 uint16 i=0;
5184 for (; i < PLAYER_MAX_SKILLS; ++i)
5185 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5187 if(i<PLAYER_MAX_SKILLS) //has skill
5189 if(currVal)
5191 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5192 learnSkillRewardedSpells(id, currVal);
5193 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5194 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5196 else //remove
5198 // clear skill fields
5199 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5200 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5201 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5203 // remove all spells that related to this skill
5204 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5205 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5206 if (pAbility->skillId==id)
5207 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5210 else if(currVal) //add
5212 for (i=0; i < PLAYER_MAX_SKILLS; ++i)
5213 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5215 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5216 if(!pSkill)
5218 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5219 return;
5221 // enable unlearn button for primary professions only
5222 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5223 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5224 else
5225 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5226 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5227 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5228 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5230 // apply skill bonuses
5231 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5233 // temporary bonuses
5234 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5235 for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
5236 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5237 (*j)->ApplyModifier(true);
5239 // permanent bonuses
5240 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5241 for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
5242 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5243 (*j)->ApplyModifier(true);
5245 // Learn all spells for skill
5246 learnSkillRewardedSpells(id, currVal);
5247 return;
5252 bool Player::HasSkill(uint32 skill) const
5254 if(!skill)return false;
5255 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5257 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5259 return true;
5262 return false;
5265 uint16 Player::GetSkillValue(uint32 skill) const
5267 if(!skill)
5268 return 0;
5270 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5272 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5274 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5276 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5277 result += SKILL_TEMP_BONUS(bonus);
5278 result += SKILL_PERM_BONUS(bonus);
5279 return result < 0 ? 0 : result;
5282 return 0;
5285 uint16 Player::GetMaxSkillValue(uint32 skill) const
5287 if(!skill)return 0;
5288 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5290 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5292 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5294 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5295 result += SKILL_TEMP_BONUS(bonus);
5296 result += SKILL_PERM_BONUS(bonus);
5297 return result < 0 ? 0 : result;
5300 return 0;
5303 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5305 if(!skill)return 0;
5306 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5308 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5310 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5313 return 0;
5316 uint16 Player::GetBaseSkillValue(uint32 skill) const
5318 if(!skill)return 0;
5319 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5321 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5323 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5324 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5325 return result < 0 ? 0 : result;
5328 return 0;
5331 uint16 Player::GetPureSkillValue(uint32 skill) const
5333 if(!skill)return 0;
5334 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5336 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5338 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5341 return 0;
5344 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5346 if(!skill)
5347 return 0;
5349 for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
5351 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5353 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5357 return 0;
5360 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5362 if(!skill)
5363 return 0;
5365 for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
5367 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5369 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5373 return 0;
5376 void Player::SendInitialActionButtons() const
5378 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5380 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5381 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5383 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5384 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5386 data << uint16(itr->second.action);
5387 data << uint8(itr->second.misc);
5388 data << uint8(itr->second.type);
5390 else
5392 data << uint32(0);
5396 GetSession()->SendPacket( &data );
5397 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5400 bool Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5402 if(button >= MAX_ACTION_BUTTONS)
5404 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5405 return false;
5408 // check cheating with adding non-known spells to action bar
5409 if(type==ACTION_BUTTON_SPELL)
5411 if(!sSpellStore.LookupEntry(action))
5413 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5414 return false;
5417 if(!HasSpell(action))
5419 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5420 return false;
5424 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5426 if (buttonItr==m_actionButtons.end())
5427 { // just add new button
5428 m_actionButtons[button] = ActionButton(action,type,misc);
5430 else
5431 { // change state of current button
5432 ActionButtonUpdateState uState = buttonItr->second.uState;
5433 buttonItr->second = ActionButton(action,type,misc);
5434 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5437 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5438 return true;
5441 void Player::removeActionButton(uint8 button)
5443 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5444 if (buttonItr==m_actionButtons.end())
5445 return;
5447 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5448 m_actionButtons.erase(buttonItr); // new and not saved
5449 else
5450 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5452 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5455 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5457 // prevent crash when a bad coord is sent by the client
5458 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5460 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5461 return false;
5464 Map *m = GetMap();
5466 const float old_x = GetPositionX();
5467 const float old_y = GetPositionY();
5468 const float old_z = GetPositionZ();
5469 const float old_r = GetOrientation();
5471 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5473 if (teleport || old_x != x || old_y != y || old_z != z)
5474 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5475 else
5476 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5478 // move and update visible state if need
5479 m->PlayerRelocation(this, x, y, z, orientation);
5481 // reread after Map::Relocation
5482 m = GetMap();
5483 x = GetPositionX();
5484 y = GetPositionY();
5485 z = GetPositionZ();
5487 // group update
5488 if(GetGroup() && (old_x != x || old_y != y))
5489 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5492 // code block for underwater state update
5493 UpdateUnderwaterState(m, x, y, z);
5495 CheckExploreSystem();
5497 return true;
5500 void Player::SaveRecallPosition()
5502 m_recallMap = GetMapId();
5503 m_recallX = GetPositionX();
5504 m_recallY = GetPositionY();
5505 m_recallZ = GetPositionZ();
5506 m_recallO = GetOrientation();
5509 void Player::SendMessageToSet(WorldPacket *data, bool self)
5511 GetMap()->MessageBroadcast(this, data, self);
5514 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5516 GetMap()->MessageDistBroadcast(this, data, dist, self);
5519 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5521 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5524 void Player::SendDirectMessage(WorldPacket *data)
5526 GetSession()->SendPacket(data);
5529 void Player::SendCinematicStart(uint32 CinematicSequenceId)
5531 WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
5532 data << uint32(CinematicSequenceId);
5533 SendDirectMessage(&data);
5536 void Player::SendMovieStart(uint32 MovieId)
5538 WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
5539 data << uint32(MovieId);
5540 SendDirectMessage(&data);
5543 void Player::CheckExploreSystem()
5545 if (!isAlive())
5546 return;
5548 if (isInFlight())
5549 return;
5551 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5552 if(areaFlag==0xffff)
5553 return;
5554 int offset = areaFlag / 32;
5556 if(offset >= 128)
5558 sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5559 return;
5562 uint32 val = (uint32)(1 << (areaFlag % 32));
5563 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5565 if( !(currFields & val) )
5567 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5569 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5571 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5572 if(!p)
5574 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5576 else if(p->area_level > 0)
5578 uint32 area = p->ID;
5579 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5581 SendExplorationExperience(area,0);
5583 else
5585 int32 diff = int32(getLevel()) - p->area_level;
5586 uint32 XP = 0;
5587 if (diff < -5)
5589 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5591 else if (diff > 5)
5593 int32 exploration_percent = (100-((diff-5)*5));
5594 if (exploration_percent > 100)
5595 exploration_percent = 100;
5596 else if (exploration_percent < 0)
5597 exploration_percent = 0;
5599 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5601 else
5603 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5606 GiveXP( XP, NULL );
5607 SendExplorationExperience(area,XP);
5609 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5614 uint32 Player::TeamForRace(uint8 race)
5616 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5617 if(!rEntry)
5619 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5620 return ALLIANCE;
5623 switch(rEntry->TeamID)
5625 case 7: return ALLIANCE;
5626 case 1: return HORDE;
5629 sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5630 return ALLIANCE;
5633 uint32 Player::getFactionForRace(uint8 race)
5635 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5636 if(!rEntry)
5638 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5639 return 0;
5642 return rEntry->FactionID;
5645 void Player::setFactionForRace(uint8 race)
5647 m_team = TeamForRace(race);
5648 setFaction( getFactionForRace(race) );
5651 ReputationRank Player::GetReputationRank(uint32 faction) const
5653 FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
5654 return GetReputationMgr().GetRank(factionEntry);
5657 //Calculate total reputation percent player gain with quest/creature level
5658 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5660 float percent = 100.0f;
5662 float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
5664 if(rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
5665 percent *= rate;
5667 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5669 percent += rep > 0 ? repMod : -repMod;
5671 if(percent <= 0.0f)
5672 return 0;
5674 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5677 //Calculates how many reputation points player gains in victim's enemy factions
5678 void Player::RewardReputation(Unit *pVictim, float rate)
5680 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5681 return;
5683 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5685 if(!Rep)
5686 return;
5688 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5690 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5691 donerep1 = int32(donerep1*rate);
5692 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5693 uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
5694 if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5695 GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
5697 // Wiki: Team factions value divided by 2
5698 if (factionEntry1 && Rep->is_teamaward1)
5700 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5701 if(team1_factionEntry)
5702 GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
5706 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5708 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5709 donerep2 = int32(donerep2*rate);
5710 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5711 uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
5712 if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5713 GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
5715 // Wiki: Team factions value divided by 2
5716 if (factionEntry2 && Rep->is_teamaward2)
5718 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5719 if(team2_factionEntry)
5720 GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
5725 //Calculate how many reputation points player gain with the quest
5726 void Player::RewardReputation(Quest const *pQuest)
5728 // quest reputation reward/loss
5729 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5731 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5733 int32 rep = CalculateReputationGain(GetQuestLevel(pQuest),pQuest->RewRepValue[i],true);
5734 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5735 if(factionEntry)
5736 GetReputationMgr().ModifyReputation(factionEntry, rep);
5740 // TODO: implement reputation spillover
5743 void Player::UpdateArenaFields(void)
5745 /* arena calcs go here */
5748 void Player::UpdateHonorFields()
5750 /// called when rewarding honor and at each save
5751 uint64 now = time(NULL);
5752 uint64 today = uint64(time(NULL) / DAY) * DAY;
5754 if(m_lastHonorUpdateTime < today)
5756 uint64 yesterday = today - DAY;
5758 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5760 // update yesterday's contribution
5761 if(m_lastHonorUpdateTime >= yesterday )
5763 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5765 // this is the first update today, reset today's contribution
5766 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5767 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5769 else
5771 // no honor/kills yesterday or today, reset
5772 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5773 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5777 m_lastHonorUpdateTime = now;
5780 ///Calculate the amount of honor gained based on the victim
5781 ///and the size of the group for which the honor is divided
5782 ///An exact honor value can also be given (overriding the calcs)
5783 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5785 // do not reward honor in arenas, but enable onkill spellproc
5786 if(InArena())
5788 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5789 return false;
5791 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5792 return false;
5794 return true;
5797 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5798 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5799 return false;
5801 uint64 victim_guid = 0;
5802 uint32 victim_rank = 0;
5804 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5805 UpdateHonorFields();
5807 if(honor <= 0)
5809 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5810 return false;
5812 victim_guid = uVictim->GetGUID();
5814 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5816 Player *pVictim = (Player *)uVictim;
5818 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5819 return false;
5821 float f = 1; //need for total kills (?? need more info)
5822 uint32 k_grey = 0;
5823 uint32 k_level = getLevel();
5824 uint32 v_level = pVictim->getLevel();
5827 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5828 // [0] Just name
5829 // [1..14] Alliance honor titles and player name
5830 // [15..28] Horde honor titles and player name
5831 // [29..38] Other title and player name
5832 // [39+] Nothing
5833 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5834 // Get Killer titles, CharTitlesEntry::bit_index
5835 // Ranks:
5836 // title[1..14] -> rank[5..18]
5837 // title[15..28] -> rank[5..18]
5838 // title[other] -> 0
5839 if (victim_title == 0)
5840 victim_guid = 0; // Don't show HK: <rank> message, only log.
5841 else if (victim_title < 15)
5842 victim_rank = victim_title + 4;
5843 else if (victim_title < 29)
5844 victim_rank = victim_title - 14 + 4;
5845 else
5846 victim_guid = 0; // Don't show HK: <rank> message, only log.
5849 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
5851 if(v_level<=k_grey)
5852 return false;
5854 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
5856 int32 v_rank =1; //need more info
5858 honor = ((f * diff_level * (190 + v_rank*10))/6);
5859 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
5861 // count the number of playerkills in one day
5862 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
5863 // and those in a lifetime
5864 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
5865 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
5866 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
5867 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
5869 else
5871 Creature *cVictim = (Creature *)uVictim;
5873 if (!cVictim->isRacialLeader())
5874 return false;
5876 honor = 100; // ??? need more info
5877 victim_rank = 19; // HK: Leader
5881 if (uVictim != NULL)
5883 honor *= sWorld.getRate(RATE_HONOR);
5885 if(groupsize > 1)
5886 honor /= groupsize;
5888 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5891 // honor - for show honor points in log
5892 // victim_guid - for show victim name in log
5893 // victim_rank [1..4] HK: <dishonored rank>
5894 // victim_rank [5..19] HK: <alliance\horde rank>
5895 // victim_rank [0,20+] HK: <>
5896 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
5897 data << (uint32) honor;
5898 data << (uint64) victim_guid;
5899 data << (uint32) victim_rank;
5901 GetSession()->SendPacket(&data);
5903 // add honor points
5904 ModifyHonorPoints(int32(honor));
5906 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
5907 return true;
5910 void Player::ModifyHonorPoints( int32 value )
5912 if(value < 0)
5914 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
5915 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
5916 else
5917 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
5919 else
5920 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
5923 void Player::ModifyArenaPoints( int32 value )
5925 if(value < 0)
5927 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
5928 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
5929 else
5930 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
5932 else
5933 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
5936 uint32 Player::GetGuildIdFromDB(uint64 guid)
5938 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
5939 if(!result)
5940 return 0;
5942 uint32 id = result->Fetch()[0].GetUInt32();
5943 delete result;
5944 return id;
5947 uint32 Player::GetRankFromDB(uint64 guid)
5949 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
5950 if( result )
5952 uint32 v = result->Fetch()[0].GetUInt32();
5953 delete result;
5954 return v;
5956 else
5957 return 0;
5960 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
5962 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);
5963 if(!result)
5964 return 0;
5966 uint32 id = (*result)[0].GetUInt32();
5967 delete result;
5968 return id;
5971 uint32 Player::GetZoneIdFromDB(uint64 guid)
5973 uint32 guidLow = GUID_LOPART(guid);
5974 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
5975 if (!result)
5976 return 0;
5977 Field* fields = result->Fetch();
5978 uint32 zone = fields[0].GetUInt32();
5979 delete result;
5981 if (!zone)
5983 // stored zone is zero, use generic and slow zone detection
5984 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
5985 if( !result )
5986 return 0;
5987 fields = result->Fetch();
5988 uint32 map = fields[0].GetUInt32();
5989 float posx = fields[1].GetFloat();
5990 float posy = fields[2].GetFloat();
5991 float posz = fields[3].GetFloat();
5992 delete result;
5994 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
5996 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
5999 return zone;
6002 void Player::UpdateArea(uint32 newArea)
6004 // FFA_PVP flags are area and not zone id dependent
6005 // so apply them accordingly
6006 m_areaUpdateId = newArea;
6008 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6010 if(area && (area->flags & AREA_FLAG_ARENA))
6012 if(!isGameMaster())
6013 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6015 else
6017 // remove ffa flag only if not ffapvp realm
6018 // removal in sanctuaries and capitals is handled in zone update
6019 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6020 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6023 UpdateAreaDependentAuras(newArea);
6026 void Player::UpdateZone(uint32 newZone, uint32 newArea)
6028 if(m_zoneUpdateId != newZone)
6029 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
6031 m_zoneUpdateId = newZone;
6032 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6034 // zone changed, so area changed as well, update it
6035 UpdateArea(newArea);
6037 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6038 if(!zone)
6039 return;
6041 if (sWorld.getConfig(CONFIG_WEATHER))
6043 Weather *wth = sWorld.FindWeather(zone->ID);
6044 if(wth)
6046 wth->SendWeatherUpdateToPlayer(this);
6048 else
6050 if(!sWorld.AddWeather(zone->ID))
6052 // send fine weather packet to remove old zone's weather
6053 Weather::SendFineWeatherUpdateToPlayer(this);
6058 // in PvP, any not controlled zone (except zone->team == 6, default case)
6059 // in PvE, only opposition team capital
6060 switch(zone->team)
6062 case AREATEAM_ALLY:
6063 pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6064 break;
6065 case AREATEAM_HORDE:
6066 pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6067 break;
6068 case AREATEAM_NONE:
6069 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6070 pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround();
6071 break;
6072 default: // 6 in fact
6073 pvpInfo.inHostileArea = false;
6074 break;
6077 if(pvpInfo.inHostileArea) // in hostile area
6079 if(!IsPvP() || pvpInfo.endTimer != 0)
6080 UpdatePvP(true, true);
6082 else // in friendly area
6084 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6085 pvpInfo.endTimer = time(0); // start toggle-off
6088 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6090 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6091 if(sWorld.IsFFAPvPRealm())
6092 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6094 else
6096 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6099 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6101 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6102 SetRestType(REST_TYPE_IN_CITY);
6103 InnEnter(time(0),GetMapId(),0,0,0);
6105 if(sWorld.IsFFAPvPRealm())
6106 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6108 else // anywhere else
6110 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6112 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6114 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6116 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6117 SetRestType(REST_TYPE_NO);
6119 if(sWorld.IsFFAPvPRealm())
6120 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6123 else // not in tavern (leave city then)
6125 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6126 SetRestType(REST_TYPE_NO);
6128 // Set player to FFA PVP when not in rested environment.
6129 if(sWorld.IsFFAPvPRealm())
6130 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6135 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6136 // if player resurrected at teleport this will be applied in resurrect code
6137 if(isAlive())
6138 DestroyZoneLimitedItem( true, newZone );
6140 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6141 AutoUnequipOffhandIfNeed();
6143 // recent client version not send leave/join channel packets for built-in local channels
6144 UpdateLocalChannels( newZone );
6146 // group update
6147 if(GetGroup())
6148 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6150 UpdateZoneDependentAuras(newZone);
6153 //If players are too far way of duel flag... then player loose the duel
6154 void Player::CheckDuelDistance(time_t currTime)
6156 if(!duel)
6157 return;
6159 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6160 GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
6161 if(!obj)
6162 return;
6164 if(duel->outOfBound == 0)
6166 if(!IsWithinDistInMap(obj, 50))
6168 duel->outOfBound = currTime;
6170 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6171 GetSession()->SendPacket(&data);
6174 else
6176 if(IsWithinDistInMap(obj, 40))
6178 duel->outOfBound = 0;
6180 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6181 GetSession()->SendPacket(&data);
6183 else if(currTime >= (duel->outOfBound+10))
6185 DuelComplete(DUEL_FLED);
6190 void Player::DuelComplete(DuelCompleteType type)
6192 // duel not requested
6193 if(!duel)
6194 return;
6196 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6197 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6198 GetSession()->SendPacket(&data);
6199 duel->opponent->GetSession()->SendPacket(&data);
6201 if(type != DUEL_INTERUPTED)
6203 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6204 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6205 data << duel->opponent->GetName();
6206 data << GetName();
6207 SendMessageToSet(&data,true);
6210 if (type == DUEL_WON)
6212 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
6213 if (duel->opponent)
6214 duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
6217 // cool-down duel spell
6218 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6220 data<<GetGUID();
6221 data<<uint8(0x0);
6223 data<<(uint32)7266;
6224 data<<uint32(0x0);
6225 GetSession()->SendPacket(&data);
6226 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6227 data<<duel->opponent->GetGUID();
6228 data<<uint8(0x0);
6229 data<<(uint32)7266;
6230 data<<uint32(0x0);
6231 duel->opponent->GetSession()->SendPacket(&data);*/
6233 //Remove Duel Flag object
6234 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
6235 if(obj)
6236 duel->initiator->RemoveGameObject(obj,true);
6238 /* remove auras */
6239 std::vector<uint32> auras2remove;
6240 AuraMap const& vAuras = duel->opponent->GetAuras();
6241 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6243 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6244 auras2remove.push_back(i->second->GetId());
6247 for(size_t i=0; i<auras2remove.size(); ++i)
6248 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6250 auras2remove.clear();
6251 AuraMap const& auras = GetAuras();
6252 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6254 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6255 auras2remove.push_back(i->second->GetId());
6257 for(size_t i=0; i<auras2remove.size(); ++i)
6258 RemoveAurasDueToSpell(auras2remove[i]);
6260 // cleanup combo points
6261 if(GetComboTarget()==duel->opponent->GetGUID())
6262 ClearComboPoints();
6263 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6264 ClearComboPoints();
6266 if(duel->opponent->GetComboTarget()==GetGUID())
6267 duel->opponent->ClearComboPoints();
6268 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6269 duel->opponent->ClearComboPoints();
6271 //cleanups
6272 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6273 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6274 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6275 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6277 delete duel->opponent->duel;
6278 duel->opponent->duel = NULL;
6279 delete duel;
6280 duel = NULL;
6283 //---------------------------------------------------------//
6285 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6287 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6288 return;
6290 // not apply/remove mods for broken item
6291 if(item->IsBroken())
6292 return;
6294 ItemPrototype const *proto = item->GetProto();
6296 if(!proto)
6297 return;
6299 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6301 uint32 attacktype = Player::GetAttackBySlot(slot);
6302 if(attacktype < MAX_ATTACK)
6303 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6305 _ApplyItemBonuses(proto,slot,apply);
6307 if( slot==EQUIPMENT_SLOT_RANGED )
6308 _ApplyAmmoBonuses();
6310 ApplyItemEquipSpell(item,apply);
6311 ApplyEnchantment(item, apply);
6313 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6314 CorrectMetaGemEnchants(slot, apply);
6316 sLog.outDebug("_ApplyItemMods complete.");
6319 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6321 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6322 return;
6324 for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6326 uint32 statType = 0;
6327 int32 val = 0;
6329 if(proto->ScalingStatDistribution)
6331 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6333 statType = ssd->StatMod[i];
6335 if(uint32 modifier = ssd->Modifier[i])
6337 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6338 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6340 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6341 val = (multiplier * modifier) / 10000;
6346 else
6348 statType = proto->ItemStat[i].ItemStatType;
6349 val = proto->ItemStat[i].ItemStatValue;
6352 if(val == 0)
6353 continue;
6355 switch (statType)
6357 case ITEM_MOD_MANA:
6358 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6359 break;
6360 case ITEM_MOD_HEALTH: // modify HP
6361 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6362 break;
6363 case ITEM_MOD_AGILITY: // modify agility
6364 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6365 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6366 break;
6367 case ITEM_MOD_STRENGTH: //modify strength
6368 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6369 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6370 break;
6371 case ITEM_MOD_INTELLECT: //modify intellect
6372 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6373 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6374 break;
6375 case ITEM_MOD_SPIRIT: //modify spirit
6376 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6377 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6378 break;
6379 case ITEM_MOD_STAMINA: //modify stamina
6380 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6381 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6382 break;
6383 case ITEM_MOD_DEFENSE_SKILL_RATING:
6384 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6385 break;
6386 case ITEM_MOD_DODGE_RATING:
6387 ApplyRatingMod(CR_DODGE, int32(val), apply);
6388 break;
6389 case ITEM_MOD_PARRY_RATING:
6390 ApplyRatingMod(CR_PARRY, int32(val), apply);
6391 break;
6392 case ITEM_MOD_BLOCK_RATING:
6393 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6394 break;
6395 case ITEM_MOD_HIT_MELEE_RATING:
6396 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6397 break;
6398 case ITEM_MOD_HIT_RANGED_RATING:
6399 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6400 break;
6401 case ITEM_MOD_HIT_SPELL_RATING:
6402 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6403 break;
6404 case ITEM_MOD_CRIT_MELEE_RATING:
6405 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6406 break;
6407 case ITEM_MOD_CRIT_RANGED_RATING:
6408 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6409 break;
6410 case ITEM_MOD_CRIT_SPELL_RATING:
6411 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6412 break;
6413 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6414 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6415 break;
6416 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6417 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6418 break;
6419 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6420 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6421 break;
6422 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6423 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6424 break;
6425 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6426 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6427 break;
6428 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6429 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6430 break;
6431 case ITEM_MOD_HASTE_MELEE_RATING:
6432 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6433 break;
6434 case ITEM_MOD_HASTE_RANGED_RATING:
6435 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6436 break;
6437 case ITEM_MOD_HASTE_SPELL_RATING:
6438 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6439 break;
6440 case ITEM_MOD_HIT_RATING:
6441 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6442 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6443 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6444 break;
6445 case ITEM_MOD_CRIT_RATING:
6446 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6447 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6448 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6449 break;
6450 case ITEM_MOD_HIT_TAKEN_RATING:
6451 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6452 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6453 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6454 break;
6455 case ITEM_MOD_CRIT_TAKEN_RATING:
6456 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6457 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6458 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6459 break;
6460 case ITEM_MOD_RESILIENCE_RATING:
6461 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6462 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6463 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6464 break;
6465 case ITEM_MOD_HASTE_RATING:
6466 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6467 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6468 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6469 break;
6470 case ITEM_MOD_EXPERTISE_RATING:
6471 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6472 break;
6473 case ITEM_MOD_ATTACK_POWER:
6474 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6475 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6476 break;
6477 case ITEM_MOD_RANGED_ATTACK_POWER:
6478 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6479 break;
6480 case ITEM_MOD_FERAL_ATTACK_POWER:
6481 ApplyFeralAPBonus(int32(val), apply);
6482 break;
6483 case ITEM_MOD_SPELL_HEALING_DONE:
6484 ApplySpellHealingBonus(int32(val), apply);
6485 break;
6486 case ITEM_MOD_SPELL_DAMAGE_DONE:
6487 ApplySpellDamageBonus(int32(val), apply);
6488 break;
6489 case ITEM_MOD_MANA_REGENERATION:
6490 ApplyManaRegenBonus(int32(val), apply);
6491 break;
6492 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6493 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6494 break;
6495 case ITEM_MOD_SPELL_POWER:
6496 ApplySpellHealingBonus(int32(val), apply);
6497 ApplySpellDamageBonus(int32(val), apply);
6498 break;
6502 if (proto->Armor)
6503 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6505 if (proto->Block)
6506 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6508 if (proto->HolyRes)
6509 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6511 if (proto->FireRes)
6512 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6514 if (proto->NatureRes)
6515 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6517 if (proto->FrostRes)
6518 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6520 if (proto->ShadowRes)
6521 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6523 if (proto->ArcaneRes)
6524 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6526 WeaponAttackType attType = BASE_ATTACK;
6527 float damage = 0.0f;
6529 if( slot == EQUIPMENT_SLOT_RANGED && (
6530 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6531 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6533 attType = RANGED_ATTACK;
6535 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6537 attType = OFF_ATTACK;
6540 if (proto->Damage[0].DamageMin > 0 )
6542 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6543 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6544 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6547 if (proto->Damage[0].DamageMax > 0 )
6549 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6550 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6553 // Druids get feral AP bonus from weapon dps
6554 if(getClass() == CLASS_DRUID)
6556 int32 feral_bonus = proto->getFeralBonus();
6557 if (feral_bonus > 0)
6558 ApplyFeralAPBonus(feral_bonus, apply);
6561 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6562 return;
6564 if (proto->Delay)
6566 if(slot == EQUIPMENT_SLOT_RANGED)
6567 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6568 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6569 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6570 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6571 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6574 if(CanModifyStats() && (damage || proto->Delay))
6575 UpdateDamagePhysical(attType);
6578 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6580 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6581 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6582 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6584 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6585 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6586 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6588 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6589 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6590 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6593 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6595 // generic not weapon specific case processes in aura code
6596 if(aura->GetSpellProto()->EquippedItemClass == -1)
6597 return;
6599 BaseModGroup mod = BASEMOD_END;
6600 switch(attackType)
6602 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6603 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6604 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6605 default: return;
6608 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6610 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6614 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6616 // ignore spell mods for not wands
6617 Modifier const* modifier = aura->GetModifier();
6618 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6619 return;
6621 // generic not weapon specific case processes in aura code
6622 if(aura->GetSpellProto()->EquippedItemClass == -1)
6623 return;
6625 UnitMods unitMod = UNIT_MOD_END;
6626 switch(attackType)
6628 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6629 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6630 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6631 default: return;
6634 UnitModifierType unitModType = TOTAL_VALUE;
6635 switch(modifier->m_auraname)
6637 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6638 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6639 default: return;
6642 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6644 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6648 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6650 if(!item)
6651 return;
6653 ItemPrototype const *proto = item->GetProto();
6654 if(!proto)
6655 return;
6657 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6659 _Spell const& spellData = proto->Spells[i];
6661 // no spell
6662 if(!spellData.SpellId )
6663 continue;
6665 // wrong triggering type
6666 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6667 continue;
6669 // check if it is valid spell
6670 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6671 if(!spellproto)
6672 continue;
6674 ApplyEquipSpell(spellproto,item,apply,form_change);
6678 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6680 if(apply)
6682 // Cannot be used in this stance/form
6683 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
6684 return;
6686 if(form_change) // check aura active state from other form
6688 bool found = false;
6689 for (int k=0; k < 3; ++k)
6691 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6692 for (AuraMap::const_iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6694 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6696 found = true;
6697 break;
6700 if(found)
6701 break;
6704 if(found) // and skip re-cast already active aura at form change
6705 return;
6708 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6710 CastSpell(this,spellInfo,true,item);
6712 else
6714 if(form_change) // check aura compatibility
6716 // Cannot be used in this stance/form
6717 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
6718 return; // and remove only not compatible at form change
6721 if(item)
6722 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6723 else
6724 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6728 void Player::UpdateEquipSpellsAtFormChange()
6730 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
6732 if(m_items[i] && !m_items[i]->IsBroken())
6734 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6735 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6739 // item set bonuses not dependent from item broken state
6740 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6742 ItemSetEffect* eff = ItemSetEff[setindex];
6743 if(!eff)
6744 continue;
6746 for(uint32 y=0;y<8; ++y)
6748 SpellEntry const* spellInfo = eff->spells[y];
6749 if(!spellInfo)
6750 continue;
6752 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6753 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6758 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6760 if(!item || item->IsBroken())
6761 return;
6763 ItemPrototype const *proto = item->GetProto();
6764 if(!proto)
6765 return;
6767 if (!Target || Target == this )
6768 return;
6770 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6772 _Spell const& spellData = proto->Spells[i];
6774 // no spell
6775 if(!spellData.SpellId )
6776 continue;
6778 // wrong triggering type
6779 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6780 continue;
6782 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6783 if(!spellInfo)
6785 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6786 continue;
6789 // not allow proc extra attack spell at extra attack
6790 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6791 return;
6793 float chance = spellInfo->procChance;
6795 if(spellData.SpellPPMRate)
6797 uint32 WeaponSpeed = GetAttackTime(attType);
6798 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6800 else if(chance > 100.0f)
6802 chance = GetWeaponProcChance();
6805 if (roll_chance_f(chance))
6806 CastSpell(Target, spellInfo->Id, true, item);
6809 // item combat enchantments
6810 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6812 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6813 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6814 if(!pEnchant) continue;
6815 for (int s=0;s<3;s++)
6817 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6818 continue;
6820 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6821 if (!spellInfo)
6823 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6824 continue;
6827 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6828 if (roll_chance_f(chance))
6830 if(IsPositiveSpell(pEnchant->spellid[s]))
6831 CastSpell(this, pEnchant->spellid[s], true, item);
6832 else
6833 CastSpell(Target, pEnchant->spellid[s], true, item);
6839 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
6841 ItemPrototype const* proto = item->GetProto();
6842 // special learning case
6843 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
6845 uint32 learn_spell_id = proto->Spells[0].SpellId;
6846 uint32 learning_spell_id = proto->Spells[1].SpellId;
6848 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
6849 if(!spellInfo)
6851 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
6852 SendEquipError(EQUIP_ERR_NONE,item,NULL);
6853 return;
6856 Spell *spell = new Spell(this, spellInfo, false);
6857 spell->m_CastItem = item;
6858 spell->m_cast_count = cast_count; //set count of casts
6859 spell->m_currentBasePoints[0] = learning_spell_id;
6860 spell->prepare(&targets);
6861 return;
6864 // use triggered flag only for items with many spell casts and for not first cast
6865 int count = 0;
6867 // item spells casted at use
6868 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6870 _Spell const& spellData = proto->Spells[i];
6872 // no spell
6873 if(!spellData.SpellId)
6874 continue;
6876 // wrong triggering type
6877 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
6878 continue;
6880 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6881 if(!spellInfo)
6883 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
6884 continue;
6887 Spell *spell = new Spell(this, spellInfo, (count > 0));
6888 spell->m_CastItem = item;
6889 spell->m_cast_count = cast_count; // set count of casts
6890 spell->m_glyphIndex = glyphIndex; // glyph index
6891 spell->prepare(&targets);
6893 ++count;
6896 // Item enchantments spells casted at use
6897 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6899 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6900 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6901 if(!pEnchant) continue;
6902 for (int s=0;s<3;s++)
6904 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
6905 continue;
6907 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6908 if (!spellInfo)
6910 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6911 continue;
6914 Spell *spell = new Spell(this, spellInfo, (count > 0));
6915 spell->m_CastItem = item;
6916 spell->m_cast_count = cast_count; // set count of casts
6917 spell->m_glyphIndex = glyphIndex; // glyph index
6918 spell->prepare(&targets);
6920 ++count;
6925 void Player::_RemoveAllItemMods()
6927 sLog.outDebug("_RemoveAllItemMods start.");
6929 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
6931 if(m_items[i])
6933 ItemPrototype const *proto = m_items[i]->GetProto();
6934 if(!proto)
6935 continue;
6937 // item set bonuses not dependent from item broken state
6938 if(proto->ItemSet)
6939 RemoveItemsSetItem(this,proto);
6941 if(m_items[i]->IsBroken())
6942 continue;
6944 ApplyItemEquipSpell(m_items[i],false);
6945 ApplyEnchantment(m_items[i], false);
6949 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
6951 if(m_items[i])
6953 if(m_items[i]->IsBroken())
6954 continue;
6955 ItemPrototype const *proto = m_items[i]->GetProto();
6956 if(!proto)
6957 continue;
6959 uint32 attacktype = Player::GetAttackBySlot(i);
6960 if(attacktype < MAX_ATTACK)
6961 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6963 _ApplyItemBonuses(proto,i, false);
6965 if( i == EQUIPMENT_SLOT_RANGED )
6966 _ApplyAmmoBonuses();
6970 sLog.outDebug("_RemoveAllItemMods complete.");
6973 void Player::_ApplyAllItemMods()
6975 sLog.outDebug("_ApplyAllItemMods start.");
6977 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
6979 if(m_items[i])
6981 if(m_items[i]->IsBroken())
6982 continue;
6984 ItemPrototype const *proto = m_items[i]->GetProto();
6985 if(!proto)
6986 continue;
6988 uint32 attacktype = Player::GetAttackBySlot(i);
6989 if(attacktype < MAX_ATTACK)
6990 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6992 _ApplyItemBonuses(proto,i, true);
6994 if( i == EQUIPMENT_SLOT_RANGED )
6995 _ApplyAmmoBonuses();
6999 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7001 if(m_items[i])
7003 ItemPrototype const *proto = m_items[i]->GetProto();
7004 if(!proto)
7005 continue;
7007 // item set bonuses not dependent from item broken state
7008 if(proto->ItemSet)
7009 AddItemsSetItem(this,m_items[i]);
7011 if(m_items[i]->IsBroken())
7012 continue;
7014 ApplyItemEquipSpell(m_items[i],true);
7015 ApplyEnchantment(m_items[i], true);
7019 sLog.outDebug("_ApplyAllItemMods complete.");
7022 void Player::_ApplyAmmoBonuses()
7024 // check ammo
7025 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7026 if(!ammo_id)
7027 return;
7029 float currentAmmoDPS;
7031 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7032 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7033 currentAmmoDPS = 0.0f;
7034 else
7035 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7037 if(currentAmmoDPS == GetAmmoDPS())
7038 return;
7040 m_ammoDPS = currentAmmoDPS;
7042 if(CanModifyStats())
7043 UpdateDamagePhysical(RANGED_ATTACK);
7046 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7048 if(!ammo_proto)
7049 return false;
7051 // check ranged weapon
7052 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7053 if(!weapon || weapon->IsBroken() )
7054 return false;
7056 ItemPrototype const* weapon_proto = weapon->GetProto();
7057 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7058 return false;
7060 // check ammo ws. weapon compatibility
7061 switch(weapon_proto->SubClass)
7063 case ITEM_SUBCLASS_WEAPON_BOW:
7064 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7065 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7066 return false;
7067 break;
7068 case ITEM_SUBCLASS_WEAPON_GUN:
7069 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7070 return false;
7071 break;
7072 default:
7073 return false;
7076 return true;
7079 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7080 Called by remove insignia spell effect */
7081 void Player::RemovedInsignia(Player* looterPlr)
7083 if (!GetBattleGroundId())
7084 return;
7086 // If not released spirit, do it !
7087 if(m_deathTimer > 0)
7089 m_deathTimer = 0;
7090 BuildPlayerRepop();
7091 RepopAtGraveyard();
7094 Corpse *corpse = GetCorpse();
7095 if (!corpse)
7096 return;
7098 // We have to convert player corpse to bones, not to be able to resurrect there
7099 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7100 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7101 if (!bones)
7102 return;
7104 // Now we must make bones lootable, and send player loot
7105 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7107 // We store the level of our player in the gold field
7108 // We retrieve this information at Player::SendLoot()
7109 bones->loot.gold = getLevel();
7110 bones->lootRecipient = looterPlr;
7111 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7114 void Player::SendLootRelease( uint64 guid )
7116 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7117 data << uint64(guid) << uint8(1);
7118 SendDirectMessage( &data );
7121 void Player::SendLoot(uint64 guid, LootType loot_type)
7123 if (uint64 lguid = GetLootGUID())
7124 m_session->DoLootRelease(lguid);
7126 Loot *loot = 0;
7127 PermissionTypes permission = ALL_PERMISSION;
7129 sLog.outDebug("Player::SendLoot");
7130 if (IS_GAMEOBJECT_GUID(guid))
7132 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7133 GameObject *go = GetMap()->GetGameObject(guid);
7135 // not check distance for GO in case owned GO (fishing bobber case, for example)
7136 // And permit out of range GO with no owner in case fishing hole
7137 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7139 SendLootRelease(guid);
7140 return;
7143 loot = &go->loot;
7145 if (go->getLootState() == GO_READY)
7147 uint32 lootid = go->GetLootId();
7149 if (lootid)
7151 sLog.outDebug(" if(lootid)");
7152 loot->clear();
7153 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7156 if (loot_type == LOOT_FISHING)
7157 go->getFishLoot(loot,this);
7159 go->SetLootState(GO_ACTIVATED);
7162 else if (IS_ITEM_GUID(guid))
7164 Item *item = GetItemByGuid( guid );
7166 if (!item)
7168 SendLootRelease(guid);
7169 return;
7172 loot = &item->loot;
7174 if (!item->m_lootGenerated)
7176 item->m_lootGenerated = true;
7177 loot->clear();
7179 switch(loot_type)
7181 case LOOT_DISENCHANTING:
7182 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7183 break;
7184 case LOOT_PROSPECTING:
7185 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7186 break;
7187 case LOOT_MILLING:
7188 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7189 break;
7190 default:
7191 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7192 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7193 break;
7197 else if (IS_CORPSE_GUID(guid)) // remove insignia
7199 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7201 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7203 SendLootRelease(guid);
7204 return;
7207 loot = &bones->loot;
7209 if (!bones->lootForBody)
7211 bones->lootForBody = true;
7212 uint32 pLevel = bones->loot.gold;
7213 bones->loot.clear();
7214 // It may need a better formula
7215 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7216 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7219 if (bones->lootRecipient != this)
7220 permission = NONE_PERMISSION;
7222 else
7224 Creature *creature = GetMap()->GetCreature(guid);
7226 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7227 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7229 SendLootRelease(guid);
7230 return;
7233 if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7235 SendLootRelease(guid);
7236 return;
7239 loot = &creature->loot;
7241 if (loot_type == LOOT_PICKPOCKETING)
7243 if (!creature->lootForPickPocketed)
7245 creature->lootForPickPocketed = true;
7246 loot->clear();
7248 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7249 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7251 // Generate extra money for pick pocket loot
7252 const uint32 a = urand(0, creature->getLevel()/2);
7253 const uint32 b = urand(0, getLevel()/2);
7254 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7257 else
7259 // the player whose group may loot the corpse
7260 Player *recipient = creature->GetLootRecipient();
7261 if (!recipient)
7263 creature->SetLootRecipient(this);
7264 recipient = this;
7267 if (creature->lootForPickPocketed)
7269 creature->lootForPickPocketed = false;
7270 loot->clear();
7273 if (!creature->lootForBody)
7275 creature->lootForBody = true;
7276 loot->clear();
7278 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7279 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7281 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7283 if (Group* group = recipient->GetGroup())
7285 group->UpdateLooterGuid(creature,true);
7287 switch (group->GetLootMethod())
7289 case GROUP_LOOT:
7290 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7291 group->GroupLoot(recipient->GetGUID(), loot, creature);
7292 break;
7293 case NEED_BEFORE_GREED:
7294 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7295 break;
7296 case MASTER_LOOT:
7297 group->MasterLoot(recipient->GetGUID(), loot, creature);
7298 break;
7299 default:
7300 break;
7305 // possible only if creature->lootForBody && loot->empty() at spell cast check
7306 if (loot_type == LOOT_SKINNING)
7308 loot->clear();
7309 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7311 // set group rights only for loot_type != LOOT_SKINNING
7312 else
7314 if(Group* group = GetGroup())
7316 if (group == recipient->GetGroup())
7318 if (group->GetLootMethod() == FREE_FOR_ALL)
7319 permission = ALL_PERMISSION;
7320 else if (group->GetLooterGuid() == GetGUID())
7322 if (group->GetLootMethod() == MASTER_LOOT)
7323 permission = MASTER_PERMISSION;
7324 else
7325 permission = ALL_PERMISSION;
7327 else
7328 permission = GROUP_PERMISSION;
7330 else
7331 permission = NONE_PERMISSION;
7333 else if (recipient == this)
7334 permission = ALL_PERMISSION;
7335 else
7336 permission = NONE_PERMISSION;
7341 SetLootGUID(guid);
7343 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7344 switch(loot_type)
7346 case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
7347 case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
7348 default: break;
7351 // need know merged fishing/corpse loot type for achievements
7352 loot->loot_type = loot_type;
7354 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7356 data << uint64(guid);
7357 data << uint8(loot_type);
7358 data << LootView(*loot, this, permission);
7360 SendDirectMessage(&data);
7362 // add 'this' player as one of the players that are looting 'loot'
7363 if (permission != NONE_PERMISSION)
7364 loot->AddLooter(GetGUID());
7366 if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
7367 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7370 void Player::SendNotifyLootMoneyRemoved()
7372 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7373 GetSession()->SendPacket( &data );
7376 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7378 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7379 data << uint8(lootSlot);
7380 GetSession()->SendPacket( &data );
7383 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7385 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7386 data << Field;
7387 data << Value;
7388 GetSession()->SendPacket(&data);
7391 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7393 // data depends on zoneid/mapid...
7394 BattleGround* bg = GetBattleGround();
7395 uint16 NumberOfFields = 0;
7396 uint32 mapid = GetMapId();
7398 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7400 // may be exist better way to do this...
7401 switch(zoneid)
7403 case 0:
7404 case 1:
7405 case 4:
7406 case 8:
7407 case 10:
7408 case 11:
7409 case 12:
7410 case 36:
7411 case 38:
7412 case 40:
7413 case 41:
7414 case 51:
7415 case 267:
7416 case 1519:
7417 case 1537:
7418 case 2257:
7419 case 2918:
7420 NumberOfFields = 8;
7421 break;
7422 case 139:
7423 NumberOfFields = 41;
7424 break;
7425 case 1377:
7426 NumberOfFields = 15;
7427 break;
7428 case 2597:
7429 NumberOfFields = 83;
7430 break;
7431 case 3277:
7432 NumberOfFields = 16;
7433 break;
7434 case 3358:
7435 case 3820:
7436 NumberOfFields = 40;
7437 break;
7438 case 3483:
7439 NumberOfFields = 27;
7440 break;
7441 case 3518:
7442 NumberOfFields = 39;
7443 break;
7444 case 3519:
7445 NumberOfFields = 38;
7446 break;
7447 case 3521:
7448 NumberOfFields = 37;
7449 break;
7450 case 3698:
7451 case 3702:
7452 case 3968:
7453 NumberOfFields = 11;
7454 break;
7455 case 3703:
7456 NumberOfFields = 11;
7457 break;
7458 default:
7459 NumberOfFields = 12;
7460 break;
7463 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7464 data << uint32(mapid); // mapid
7465 data << uint32(zoneid); // zone id
7466 data << uint32(areaid); // area id, new 2.1.0
7467 data << uint16(NumberOfFields); // count of uint64 blocks
7468 data << uint32(0x8d8) << uint32(0x0); // 1
7469 data << uint32(0x8d7) << uint32(0x0); // 2
7470 data << uint32(0x8d6) << uint32(0x0); // 3
7471 data << uint32(0x8d5) << uint32(0x0); // 4
7472 data << uint32(0x8d4) << uint32(0x0); // 5
7473 data << uint32(0x8d3) << uint32(0x0); // 6
7474 // 7 1 - Arena season in progress, 0 - end of season
7475 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7476 // 8 Arena season id
7477 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7478 if(mapid == 530) // Outland
7480 data << uint32(0x9bf) << uint32(0x0); // 7
7481 data << uint32(0x9bd) << uint32(0xF); // 8
7482 data << uint32(0x9bb) << uint32(0xF); // 9
7484 switch(zoneid)
7486 case 1:
7487 case 11:
7488 case 12:
7489 case 38:
7490 case 40:
7491 case 51:
7492 case 1519:
7493 case 1537:
7494 case 2257:
7495 break;
7496 case 2597: // AV
7497 data << uint32(0x7ae) << uint32(0x1); // 7
7498 data << uint32(0x532) << uint32(0x1); // 8
7499 data << uint32(0x531) << uint32(0x0); // 9
7500 data << uint32(0x52e) << uint32(0x0); // 10
7501 data << uint32(0x571) << uint32(0x0); // 11
7502 data << uint32(0x570) << uint32(0x0); // 12
7503 data << uint32(0x567) << uint32(0x1); // 13
7504 data << uint32(0x566) << uint32(0x1); // 14
7505 data << uint32(0x550) << uint32(0x1); // 15
7506 data << uint32(0x544) << uint32(0x0); // 16
7507 data << uint32(0x536) << uint32(0x0); // 17
7508 data << uint32(0x535) << uint32(0x1); // 18
7509 data << uint32(0x518) << uint32(0x0); // 19
7510 data << uint32(0x517) << uint32(0x0); // 20
7511 data << uint32(0x574) << uint32(0x0); // 21
7512 data << uint32(0x573) << uint32(0x0); // 22
7513 data << uint32(0x572) << uint32(0x0); // 23
7514 data << uint32(0x56f) << uint32(0x0); // 24
7515 data << uint32(0x56e) << uint32(0x0); // 25
7516 data << uint32(0x56d) << uint32(0x0); // 26
7517 data << uint32(0x56c) << uint32(0x0); // 27
7518 data << uint32(0x56b) << uint32(0x0); // 28
7519 data << uint32(0x56a) << uint32(0x1); // 29
7520 data << uint32(0x569) << uint32(0x1); // 30
7521 data << uint32(0x568) << uint32(0x1); // 13
7522 data << uint32(0x565) << uint32(0x0); // 32
7523 data << uint32(0x564) << uint32(0x0); // 33
7524 data << uint32(0x563) << uint32(0x0); // 34
7525 data << uint32(0x562) << uint32(0x0); // 35
7526 data << uint32(0x561) << uint32(0x0); // 36
7527 data << uint32(0x560) << uint32(0x0); // 37
7528 data << uint32(0x55f) << uint32(0x0); // 38
7529 data << uint32(0x55e) << uint32(0x0); // 39
7530 data << uint32(0x55d) << uint32(0x0); // 40
7531 data << uint32(0x3c6) << uint32(0x4); // 41
7532 data << uint32(0x3c4) << uint32(0x6); // 42
7533 data << uint32(0x3c2) << uint32(0x4); // 43
7534 data << uint32(0x516) << uint32(0x1); // 44
7535 data << uint32(0x515) << uint32(0x0); // 45
7536 data << uint32(0x3b6) << uint32(0x6); // 46
7537 data << uint32(0x55c) << uint32(0x0); // 47
7538 data << uint32(0x55b) << uint32(0x0); // 48
7539 data << uint32(0x55a) << uint32(0x0); // 49
7540 data << uint32(0x559) << uint32(0x0); // 50
7541 data << uint32(0x558) << uint32(0x0); // 51
7542 data << uint32(0x557) << uint32(0x0); // 52
7543 data << uint32(0x556) << uint32(0x0); // 53
7544 data << uint32(0x555) << uint32(0x0); // 54
7545 data << uint32(0x554) << uint32(0x1); // 55
7546 data << uint32(0x553) << uint32(0x1); // 56
7547 data << uint32(0x552) << uint32(0x1); // 57
7548 data << uint32(0x551) << uint32(0x1); // 58
7549 data << uint32(0x54f) << uint32(0x0); // 59
7550 data << uint32(0x54e) << uint32(0x0); // 60
7551 data << uint32(0x54d) << uint32(0x1); // 61
7552 data << uint32(0x54c) << uint32(0x0); // 62
7553 data << uint32(0x54b) << uint32(0x0); // 63
7554 data << uint32(0x545) << uint32(0x0); // 64
7555 data << uint32(0x543) << uint32(0x1); // 65
7556 data << uint32(0x542) << uint32(0x0); // 66
7557 data << uint32(0x540) << uint32(0x0); // 67
7558 data << uint32(0x53f) << uint32(0x0); // 68
7559 data << uint32(0x53e) << uint32(0x0); // 69
7560 data << uint32(0x53d) << uint32(0x0); // 70
7561 data << uint32(0x53c) << uint32(0x0); // 71
7562 data << uint32(0x53b) << uint32(0x0); // 72
7563 data << uint32(0x53a) << uint32(0x1); // 73
7564 data << uint32(0x539) << uint32(0x0); // 74
7565 data << uint32(0x538) << uint32(0x0); // 75
7566 data << uint32(0x537) << uint32(0x0); // 76
7567 data << uint32(0x534) << uint32(0x0); // 77
7568 data << uint32(0x533) << uint32(0x0); // 78
7569 data << uint32(0x530) << uint32(0x0); // 79
7570 data << uint32(0x52f) << uint32(0x0); // 80
7571 data << uint32(0x52d) << uint32(0x1); // 81
7572 break;
7573 case 3277: // WS
7574 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7575 bg->FillInitialWorldStates(data);
7576 else
7578 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7579 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7580 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7581 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7582 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7583 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7584 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7585 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7587 break;
7588 case 3358: // AB
7589 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7590 bg->FillInitialWorldStates(data);
7591 else
7593 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7594 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7595 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7596 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7597 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7598 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7599 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7600 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7601 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7602 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7603 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7604 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7605 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7606 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7607 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7608 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7609 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7610 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7611 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7612 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7613 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7614 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7615 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7616 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7617 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7618 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7619 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7620 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7621 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7622 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7623 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7624 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7626 break;
7627 case 3820: // EY
7628 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7629 bg->FillInitialWorldStates(data);
7630 else
7632 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7633 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7634 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7635 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7636 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7637 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7638 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7639 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7640 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7641 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7642 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7643 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7644 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7645 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7646 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7647 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7648 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7649 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7650 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7651 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7652 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7653 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7654 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7655 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7656 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7657 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7658 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7659 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7660 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7661 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7662 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7663 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7664 // and some more ... unknown
7666 break;
7667 case 3483: // Hellfire Peninsula
7668 data << uint32(0x9ba) << uint32(0x1); // 10
7669 data << uint32(0x9b9) << uint32(0x1); // 11
7670 data << uint32(0x9b5) << uint32(0x0); // 12
7671 data << uint32(0x9b4) << uint32(0x1); // 13
7672 data << uint32(0x9b3) << uint32(0x0); // 14
7673 data << uint32(0x9b2) << uint32(0x0); // 15
7674 data << uint32(0x9b1) << uint32(0x1); // 16
7675 data << uint32(0x9b0) << uint32(0x0); // 17
7676 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7677 data << uint32(0x9ac) << uint32(0x0); // 19
7678 data << uint32(0x9a8) << uint32(0x0); // 20
7679 data << uint32(0x9a7) << uint32(0x0); // 21
7680 data << uint32(0x9a6) << uint32(0x1); // 22
7681 break;
7682 case 3519: // Terokkar Forest
7683 data << uint32(0xa41) << uint32(0x0); // 10
7684 data << uint32(0xa40) << uint32(0x14); // 11
7685 data << uint32(0xa3f) << uint32(0x0); // 12
7686 data << uint32(0xa3e) << uint32(0x0); // 13
7687 data << uint32(0xa3d) << uint32(0x5); // 14
7688 data << uint32(0xa3c) << uint32(0x0); // 15
7689 data << uint32(0xa87) << uint32(0x0); // 16
7690 data << uint32(0xa86) << uint32(0x0); // 17
7691 data << uint32(0xa85) << uint32(0x0); // 18
7692 data << uint32(0xa84) << uint32(0x0); // 19
7693 data << uint32(0xa83) << uint32(0x0); // 20
7694 data << uint32(0xa82) << uint32(0x0); // 21
7695 data << uint32(0xa81) << uint32(0x0); // 22
7696 data << uint32(0xa80) << uint32(0x0); // 23
7697 data << uint32(0xa7e) << uint32(0x0); // 24
7698 data << uint32(0xa7d) << uint32(0x0); // 25
7699 data << uint32(0xa7c) << uint32(0x0); // 26
7700 data << uint32(0xa7b) << uint32(0x0); // 27
7701 data << uint32(0xa7a) << uint32(0x0); // 28
7702 data << uint32(0xa79) << uint32(0x0); // 29
7703 data << uint32(0x9d0) << uint32(0x5); // 30
7704 data << uint32(0x9ce) << uint32(0x0); // 31
7705 data << uint32(0x9cd) << uint32(0x0); // 32
7706 data << uint32(0x9cc) << uint32(0x0); // 33
7707 data << uint32(0xa88) << uint32(0x0); // 34
7708 data << uint32(0xad0) << uint32(0x0); // 35
7709 data << uint32(0xacf) << uint32(0x1); // 36
7710 break;
7711 case 3521: // Zangarmarsh
7712 data << uint32(0x9e1) << uint32(0x0); // 10
7713 data << uint32(0x9e0) << uint32(0x0); // 11
7714 data << uint32(0x9df) << uint32(0x0); // 12
7715 data << uint32(0xa5d) << uint32(0x1); // 13
7716 data << uint32(0xa5c) << uint32(0x0); // 14
7717 data << uint32(0xa5b) << uint32(0x1); // 15
7718 data << uint32(0xa5a) << uint32(0x0); // 16
7719 data << uint32(0xa59) << uint32(0x1); // 17
7720 data << uint32(0xa58) << uint32(0x0); // 18
7721 data << uint32(0xa57) << uint32(0x0); // 19
7722 data << uint32(0xa56) << uint32(0x0); // 20
7723 data << uint32(0xa55) << uint32(0x1); // 21
7724 data << uint32(0xa54) << uint32(0x0); // 22
7725 data << uint32(0x9e7) << uint32(0x0); // 23
7726 data << uint32(0x9e6) << uint32(0x0); // 24
7727 data << uint32(0x9e5) << uint32(0x0); // 25
7728 data << uint32(0xa00) << uint32(0x0); // 26
7729 data << uint32(0x9ff) << uint32(0x1); // 27
7730 data << uint32(0x9fe) << uint32(0x0); // 28
7731 data << uint32(0x9fd) << uint32(0x0); // 29
7732 data << uint32(0x9fc) << uint32(0x1); // 30
7733 data << uint32(0x9fb) << uint32(0x0); // 31
7734 data << uint32(0xa62) << uint32(0x0); // 32
7735 data << uint32(0xa61) << uint32(0x1); // 33
7736 data << uint32(0xa60) << uint32(0x1); // 34
7737 data << uint32(0xa5f) << uint32(0x0); // 35
7738 break;
7739 case 3698: // Nagrand Arena
7740 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7741 bg->FillInitialWorldStates(data);
7742 else
7744 data << uint32(0xa0f) << uint32(0x0); // 7
7745 data << uint32(0xa10) << uint32(0x0); // 8
7746 data << uint32(0xa11) << uint32(0x0); // 9 show
7748 break;
7749 case 3702: // Blade's Edge Arena
7750 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7751 bg->FillInitialWorldStates(data);
7752 else
7754 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7755 data << uint32(0x9f1) << uint32(0x0); // 8 green
7756 data << uint32(0x9f3) << uint32(0x0); // 9 show
7758 break;
7759 case 3968: // Ruins of Lordaeron
7760 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7761 bg->FillInitialWorldStates(data);
7762 else
7764 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7765 data << uint32(0xbb9) << uint32(0x0); // 8 green
7766 data << uint32(0xbba) << uint32(0x0); // 9 show
7768 break;
7769 case 3703: // Shattrath City
7770 break;
7771 default:
7772 data << uint32(0x914) << uint32(0x0); // 7
7773 data << uint32(0x913) << uint32(0x0); // 8
7774 data << uint32(0x912) << uint32(0x0); // 9
7775 data << uint32(0x915) << uint32(0x0); // 10
7776 break;
7778 GetSession()->SendPacket(&data);
7781 uint32 Player::GetXPRestBonus(uint32 xp)
7783 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7785 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7786 rested_bonus = xp;
7788 SetRestBonus( GetRestBonus() - rested_bonus);
7790 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7791 return rested_bonus;
7794 void Player::SetBindPoint(uint64 guid)
7796 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7797 data << uint64(guid);
7798 GetSession()->SendPacket( &data );
7801 void Player::SendTalentWipeConfirm(uint64 guid)
7803 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7804 data << uint64(guid);
7805 data << uint32(resetTalentsCost());
7806 GetSession()->SendPacket( &data );
7809 void Player::SendPetSkillWipeConfirm()
7811 Pet* pet = GetPet();
7812 if(!pet)
7813 return;
7814 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7815 data << pet->GetGUID();
7816 data << uint32(pet->resetTalentsCost());
7817 GetSession()->SendPacket( &data );
7820 /*********************************************************/
7821 /*** STORAGE SYSTEM ***/
7822 /*********************************************************/
7824 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7826 assert(i < 3);
7827 if(i < 2 && item)
7829 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7830 return;
7831 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7832 if(charges == 0)
7833 return;
7834 if(charges > 1)
7835 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7836 else if(charges <= 1)
7838 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7839 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7844 void Player::SetSheath( uint32 sheathed )
7846 switch (sheathed)
7848 case SHEATH_STATE_UNARMED: // no prepared weapon
7849 SetVirtualItemSlot(0,NULL);
7850 SetVirtualItemSlot(1,NULL);
7851 SetVirtualItemSlot(2,NULL);
7852 break;
7853 case SHEATH_STATE_MELEE: // prepared melee weapon
7855 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7856 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7857 SetVirtualItemSlot(2,NULL);
7858 }; break;
7859 case SHEATH_STATE_RANGED: // prepared ranged weapon
7860 SetVirtualItemSlot(0,NULL);
7861 SetVirtualItemSlot(1,NULL);
7862 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7863 break;
7864 default:
7865 SetVirtualItemSlot(0,NULL);
7866 SetVirtualItemSlot(1,NULL);
7867 SetVirtualItemSlot(2,NULL);
7868 break;
7870 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7873 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7875 uint8 pClass = getClass();
7877 uint8 slots[4];
7878 slots[0] = NULL_SLOT;
7879 slots[1] = NULL_SLOT;
7880 slots[2] = NULL_SLOT;
7881 slots[3] = NULL_SLOT;
7882 switch( proto->InventoryType )
7884 case INVTYPE_HEAD:
7885 slots[0] = EQUIPMENT_SLOT_HEAD;
7886 break;
7887 case INVTYPE_NECK:
7888 slots[0] = EQUIPMENT_SLOT_NECK;
7889 break;
7890 case INVTYPE_SHOULDERS:
7891 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7892 break;
7893 case INVTYPE_BODY:
7894 slots[0] = EQUIPMENT_SLOT_BODY;
7895 break;
7896 case INVTYPE_CHEST:
7897 slots[0] = EQUIPMENT_SLOT_CHEST;
7898 break;
7899 case INVTYPE_ROBE:
7900 slots[0] = EQUIPMENT_SLOT_CHEST;
7901 break;
7902 case INVTYPE_WAIST:
7903 slots[0] = EQUIPMENT_SLOT_WAIST;
7904 break;
7905 case INVTYPE_LEGS:
7906 slots[0] = EQUIPMENT_SLOT_LEGS;
7907 break;
7908 case INVTYPE_FEET:
7909 slots[0] = EQUIPMENT_SLOT_FEET;
7910 break;
7911 case INVTYPE_WRISTS:
7912 slots[0] = EQUIPMENT_SLOT_WRISTS;
7913 break;
7914 case INVTYPE_HANDS:
7915 slots[0] = EQUIPMENT_SLOT_HANDS;
7916 break;
7917 case INVTYPE_FINGER:
7918 slots[0] = EQUIPMENT_SLOT_FINGER1;
7919 slots[1] = EQUIPMENT_SLOT_FINGER2;
7920 break;
7921 case INVTYPE_TRINKET:
7922 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7923 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7924 break;
7925 case INVTYPE_CLOAK:
7926 slots[0] = EQUIPMENT_SLOT_BACK;
7927 break;
7928 case INVTYPE_WEAPON:
7930 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7932 // suggest offhand slot only if know dual wielding
7933 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7934 if(CanDualWield())
7935 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7936 break;
7938 case INVTYPE_SHIELD:
7939 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7940 break;
7941 case INVTYPE_RANGED:
7942 slots[0] = EQUIPMENT_SLOT_RANGED;
7943 break;
7944 case INVTYPE_2HWEAPON:
7945 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7946 if (CanDualWield() && CanTitanGrip())
7947 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7948 break;
7949 case INVTYPE_TABARD:
7950 slots[0] = EQUIPMENT_SLOT_TABARD;
7951 break;
7952 case INVTYPE_WEAPONMAINHAND:
7953 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7954 break;
7955 case INVTYPE_WEAPONOFFHAND:
7956 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7957 break;
7958 case INVTYPE_HOLDABLE:
7959 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7960 break;
7961 case INVTYPE_THROWN:
7962 slots[0] = EQUIPMENT_SLOT_RANGED;
7963 break;
7964 case INVTYPE_RANGEDRIGHT:
7965 slots[0] = EQUIPMENT_SLOT_RANGED;
7966 break;
7967 case INVTYPE_BAG:
7968 slots[0] = INVENTORY_SLOT_BAG_START + 0;
7969 slots[1] = INVENTORY_SLOT_BAG_START + 1;
7970 slots[2] = INVENTORY_SLOT_BAG_START + 2;
7971 slots[3] = INVENTORY_SLOT_BAG_START + 3;
7972 break;
7973 case INVTYPE_RELIC:
7975 switch(proto->SubClass)
7977 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7978 if (pClass == CLASS_PALADIN)
7979 slots[0] = EQUIPMENT_SLOT_RANGED;
7980 break;
7981 case ITEM_SUBCLASS_ARMOR_IDOL:
7982 if (pClass == CLASS_DRUID)
7983 slots[0] = EQUIPMENT_SLOT_RANGED;
7984 break;
7985 case ITEM_SUBCLASS_ARMOR_TOTEM:
7986 if (pClass == CLASS_SHAMAN)
7987 slots[0] = EQUIPMENT_SLOT_RANGED;
7988 break;
7989 case ITEM_SUBCLASS_ARMOR_MISC:
7990 if (pClass == CLASS_WARLOCK)
7991 slots[0] = EQUIPMENT_SLOT_RANGED;
7992 break;
7993 case ITEM_SUBCLASS_ARMOR_SIGIL:
7994 if (pClass == CLASS_DEATH_KNIGHT)
7995 slots[0] = EQUIPMENT_SLOT_RANGED;
7996 break;
7998 break;
8000 default :
8001 return NULL_SLOT;
8004 if( slot != NULL_SLOT )
8006 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8008 for (int i = 0; i < 4; ++i)
8010 if ( slots[i] == slot )
8011 return slot;
8015 else
8017 // search free slot at first
8018 for (int i = 0; i < 4; ++i)
8020 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8022 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8023 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8024 return slots[i];
8028 // if not found free and can swap return first appropriate from used
8029 for (int i = 0; i < 4; ++i)
8031 if ( slots[i] != NULL_SLOT && swap )
8032 return slots[i];
8036 // no free position
8037 return NULL_SLOT;
8040 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8042 Item *pItem;
8043 uint32 tempcount = 0;
8045 uint8 res = EQUIP_ERR_OK;
8047 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
8049 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8050 if( pItem && pItem->GetEntry() == item )
8052 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8053 if(ires==EQUIP_ERR_OK)
8055 tempcount += pItem->GetCount();
8056 if( tempcount >= count )
8057 return EQUIP_ERR_OK;
8059 else
8060 res = ires;
8063 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8065 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8066 if( pItem && pItem->GetEntry() == item )
8068 tempcount += pItem->GetCount();
8069 if( tempcount >= count )
8070 return EQUIP_ERR_OK;
8073 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8075 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8076 if( pItem && pItem->GetEntry() == item )
8078 tempcount += pItem->GetCount();
8079 if( tempcount >= count )
8080 return EQUIP_ERR_OK;
8083 Bag *pBag;
8084 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8086 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8087 if( pBag )
8089 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8091 pItem = GetItemByPos( i, j );
8092 if( pItem && pItem->GetEntry() == item )
8094 tempcount += pItem->GetCount();
8095 if( tempcount >= count )
8096 return EQUIP_ERR_OK;
8102 // not found req. item count and have unequippable items
8103 return res;
8106 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8108 uint32 count = 0;
8109 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8111 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8112 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8113 count += pItem->GetCount();
8115 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8117 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8118 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8119 count += pItem->GetCount();
8121 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8123 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8124 if( pBag )
8125 count += pBag->GetItemCount(item,skipItem);
8128 if(skipItem && skipItem->GetProto()->GemProperties)
8130 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8132 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8133 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8134 count += pItem->GetGemCountWithID(item);
8138 if(inBankAlso)
8140 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8142 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8143 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8144 count += pItem->GetCount();
8146 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8148 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8149 if( pBag )
8150 count += pBag->GetItemCount(item,skipItem);
8153 if(skipItem && skipItem->GetProto()->GemProperties)
8155 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8157 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8158 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8159 count += pItem->GetGemCountWithID(item);
8164 return count;
8167 Item* Player::GetItemByGuid( uint64 guid ) const
8169 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8171 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8172 if( pItem && pItem->GetGUID() == guid )
8173 return pItem;
8175 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8177 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8178 if( pItem && pItem->GetGUID() == guid )
8179 return pItem;
8182 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8184 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8185 if( pBag )
8187 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8189 Item* pItem = pBag->GetItemByPos( j );
8190 if( pItem && pItem->GetGUID() == guid )
8191 return pItem;
8195 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8197 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8198 if( pBag )
8200 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8202 Item* pItem = pBag->GetItemByPos( j );
8203 if( pItem && pItem->GetGUID() == guid )
8204 return pItem;
8209 return NULL;
8212 Item* Player::GetItemByPos( uint16 pos ) const
8214 uint8 bag = pos >> 8;
8215 uint8 slot = pos & 255;
8216 return GetItemByPos( bag, slot );
8219 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8221 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8222 return m_items[slot];
8223 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8224 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8226 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8227 if ( pBag )
8228 return pBag->GetItemByPos(slot);
8230 return NULL;
8233 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8235 uint16 slot;
8236 switch (attackType)
8238 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8239 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8240 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8241 default: return NULL;
8244 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8245 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8246 return NULL;
8248 if(!useable)
8249 return item;
8251 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8252 return NULL;
8254 return item;
8257 Item* Player::GetShield(bool useable) const
8259 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8260 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8261 return NULL;
8263 if(!useable)
8264 return item;
8266 if( item->IsBroken())
8267 return NULL;
8269 return item;
8272 uint32 Player::GetAttackBySlot( uint8 slot )
8274 switch(slot)
8276 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8277 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8278 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8279 default: return MAX_ATTACK;
8283 bool Player::HasBankBagSlot( uint8 slot ) const
8285 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8286 if( slot < maxslot )
8287 return true;
8288 return false;
8291 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8293 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8294 return true;
8295 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8296 return true;
8297 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8298 return true;
8299 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8300 return true;
8301 return false;
8304 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8306 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8307 return true;
8308 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8309 return true;
8310 return false;
8313 bool Player::IsBankPos( uint8 bag, uint8 slot )
8315 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8316 return true;
8317 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8318 return true;
8319 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8320 return true;
8321 return false;
8324 bool Player::IsBagPos( uint16 pos )
8326 uint8 bag = pos >> 8;
8327 uint8 slot = pos & 255;
8328 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8329 return true;
8330 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8331 return true;
8332 return false;
8335 bool Player::IsValidPos( uint8 bag, uint8 slot )
8337 // post selected
8338 if(bag == NULL_BAG)
8339 return true;
8341 if (bag == INVENTORY_SLOT_BAG_0)
8343 // any post selected
8344 if (slot == NULL_SLOT)
8345 return true;
8347 // equipment
8348 if (slot < EQUIPMENT_SLOT_END)
8349 return true;
8351 // bag equip slots
8352 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8353 return true;
8355 // backpack slots
8356 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8357 return true;
8359 // keyring slots
8360 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8361 return true;
8363 // bank main slots
8364 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8365 return true;
8367 // bank bag slots
8368 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8369 return true;
8371 return false;
8374 // bag content slots
8375 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8377 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8378 if(!pBag)
8379 return false;
8381 // any post selected
8382 if (slot == NULL_SLOT)
8383 return true;
8385 return slot < pBag->GetBagSize();
8388 // bank bag content slots
8389 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8391 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8392 if(!pBag)
8393 return false;
8395 // any post selected
8396 if (slot == NULL_SLOT)
8397 return true;
8399 return slot < pBag->GetBagSize();
8402 // where this?
8403 return false;
8407 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8409 uint32 tempcount = 0;
8410 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8412 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8413 if( pItem && pItem->GetEntry() == item )
8415 tempcount += pItem->GetCount();
8416 if( tempcount >= count )
8417 return true;
8420 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8422 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8423 if( pItem && pItem->GetEntry() == item )
8425 tempcount += pItem->GetCount();
8426 if( tempcount >= count )
8427 return true;
8430 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8432 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8434 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8436 Item* pItem = GetItemByPos( i, j );
8437 if( pItem && pItem->GetEntry() == item )
8439 tempcount += pItem->GetCount();
8440 if( tempcount >= count )
8441 return true;
8447 if(inBankAlso)
8449 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8451 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8452 if( pItem && pItem->GetEntry() == item )
8454 tempcount += pItem->GetCount();
8455 if( tempcount >= count )
8456 return true;
8459 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8461 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8463 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8465 Item* pItem = GetItemByPos( i, j );
8466 if( pItem && pItem->GetEntry() == item )
8468 tempcount += pItem->GetCount();
8469 if( tempcount >= count )
8470 return true;
8477 return false;
8480 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8482 uint32 tempcount = 0;
8483 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8485 if(i==int(except_slot))
8486 continue;
8488 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8489 if( pItem && pItem->GetEntry() == item)
8491 tempcount += pItem->GetCount();
8492 if( tempcount >= count )
8493 return true;
8497 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8498 if (pProto && pProto->GemProperties)
8500 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8502 if(i==int(except_slot))
8503 continue;
8505 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8506 if( pItem && pItem->GetProto()->Socket[0].Color)
8508 tempcount += pItem->GetGemCountWithID(item);
8509 if( tempcount >= count )
8510 return true;
8515 return false;
8518 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
8520 uint32 tempcount = 0;
8521 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8523 if(i==int(except_slot))
8524 continue;
8526 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8527 if (!pItem)
8528 continue;
8530 ItemPrototype const *pProto = pItem->GetProto();
8531 if (!pProto)
8532 continue;
8534 if (pProto->ItemLimitCategory == limitCategory)
8536 tempcount += pItem->GetCount();
8537 if( tempcount >= count )
8538 return true;
8541 if( pProto->Socket[0].Color)
8543 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
8544 if( tempcount >= count )
8545 return true;
8549 return false;
8552 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8554 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8555 if( !pProto )
8557 if(no_space_count)
8558 *no_space_count = count;
8559 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8562 // no maximum
8563 if(pProto->MaxCount <= 0)
8564 return EQUIP_ERR_OK;
8566 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8568 if (curcount + count > uint32(pProto->MaxCount))
8570 if(no_space_count)
8571 *no_space_count = count +curcount - pProto->MaxCount;
8572 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8575 return EQUIP_ERR_OK;
8578 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8580 Item *pItem;
8581 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8583 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8584 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8585 return true;
8587 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8589 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8590 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8591 return true;
8593 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8595 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8597 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8599 pItem = GetItemByPos( i, j );
8600 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8601 return true;
8605 return false;
8608 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8610 Item* pItem2 = GetItemByPos( bag, slot );
8612 // ignore move item (this slot will be empty at move)
8613 if(pItem2==pSrcItem)
8614 pItem2 = NULL;
8616 uint32 need_space;
8618 // empty specific slot - check item fit to slot
8619 if( !pItem2 || swap )
8621 if( bag == INVENTORY_SLOT_BAG_0 )
8623 // keyring case
8624 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8625 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8627 // vanitypet case (not use, vanity pets stored as spells)
8628 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END)
8629 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8631 // currencytoken case (disabled until proper implement)
8632 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8633 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8635 // guestbag case (not use)
8636 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END)
8637 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8639 // prevent cheating
8640 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8641 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8643 else
8645 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8646 if( !pBag )
8647 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8649 ItemPrototype const* pBagProto = pBag->GetProto();
8650 if( !pBagProto )
8651 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8653 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8654 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8657 // non empty stack with space
8658 need_space = pProto->GetMaxStackSize();
8660 // non empty slot, check item type
8661 else
8663 // check item type
8664 if(pItem2->GetEntry() != pProto->ItemId)
8665 return EQUIP_ERR_ITEM_CANT_STACK;
8667 // check free space
8668 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8669 return EQUIP_ERR_ITEM_CANT_STACK;
8671 // free stack space or infinity
8672 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8675 if(need_space > count)
8676 need_space = count;
8678 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8679 if(!newPosition.isContainedIn(dest))
8681 dest.push_back(newPosition);
8682 count -= need_space;
8684 return EQUIP_ERR_OK;
8687 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
8689 // skip specific bag already processed in first called _CanStoreItem_InBag
8690 if(bag==skip_bag)
8691 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8693 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8694 if( !pBag )
8695 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8697 ItemPrototype const* pBagProto = pBag->GetProto();
8698 if( !pBagProto )
8699 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8701 // specialized bag mode or non-specilized
8702 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8703 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8705 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8706 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8708 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8710 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8711 if(j==skip_slot)
8712 continue;
8714 Item* pItem2 = GetItemByPos( bag, j );
8716 // ignore move item (this slot will be empty at move)
8717 if(pItem2==pSrcItem)
8718 pItem2 = NULL;
8720 // if merge skip empty, if !merge skip non-empty
8721 if((pItem2!=NULL)!=merge)
8722 continue;
8724 if( pItem2 )
8726 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8728 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8729 if(need_space > count)
8730 need_space = count;
8732 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8733 if(!newPosition.isContainedIn(dest))
8735 dest.push_back(newPosition);
8736 count -= need_space;
8738 if(count==0)
8739 return EQUIP_ERR_OK;
8743 else
8745 uint32 need_space = pProto->GetMaxStackSize();
8746 if(need_space > count)
8747 need_space = count;
8749 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8750 if(!newPosition.isContainedIn(dest))
8752 dest.push_back(newPosition);
8753 count -= need_space;
8755 if(count==0)
8756 return EQUIP_ERR_OK;
8760 return EQUIP_ERR_OK;
8763 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
8765 for(uint32 j = slot_begin; j < slot_end; ++j)
8767 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8768 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8769 continue;
8771 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8773 // ignore move item (this slot will be empty at move)
8774 if(pItem2==pSrcItem)
8775 pItem2 = NULL;
8777 // if merge skip empty, if !merge skip non-empty
8778 if((pItem2!=NULL)!=merge)
8779 continue;
8781 if( pItem2 )
8783 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8785 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8786 if(need_space > count)
8787 need_space = count;
8788 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8789 if(!newPosition.isContainedIn(dest))
8791 dest.push_back(newPosition);
8792 count -= need_space;
8794 if(count==0)
8795 return EQUIP_ERR_OK;
8799 else
8801 uint32 need_space = pProto->GetMaxStackSize();
8802 if(need_space > count)
8803 need_space = count;
8805 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8806 if(!newPosition.isContainedIn(dest))
8808 dest.push_back(newPosition);
8809 count -= need_space;
8811 if(count==0)
8812 return EQUIP_ERR_OK;
8816 return EQUIP_ERR_OK;
8819 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8821 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8823 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8824 if( !pProto )
8826 if(no_space_count)
8827 *no_space_count = count;
8828 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8831 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8833 if(no_space_count)
8834 *no_space_count = count;
8835 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8838 // check count of items (skip for auto move for same player from bank)
8839 uint32 no_similar_count = 0; // can't store this amount similar items
8840 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8841 if(res!=EQUIP_ERR_OK)
8843 if(count==no_similar_count)
8845 if(no_space_count)
8846 *no_space_count = no_similar_count;
8847 return res;
8849 count -= no_similar_count;
8852 // in specific slot
8853 if( bag != NULL_BAG && slot != NULL_SLOT )
8855 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8856 if(res!=EQUIP_ERR_OK)
8858 if(no_space_count)
8859 *no_space_count = count + no_similar_count;
8860 return res;
8863 if(count==0)
8865 if(no_similar_count==0)
8866 return EQUIP_ERR_OK;
8868 if(no_space_count)
8869 *no_space_count = count + no_similar_count;
8870 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8874 // not specific slot or have space for partly store only in specific slot
8876 // in specific bag
8877 if( bag != NULL_BAG )
8879 // search stack in bag for merge to
8880 if( pProto->Stackable != 1 )
8882 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8884 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8885 if(res!=EQUIP_ERR_OK)
8887 if(no_space_count)
8888 *no_space_count = count + no_similar_count;
8889 return res;
8892 if(count==0)
8894 if(no_similar_count==0)
8895 return EQUIP_ERR_OK;
8897 if(no_space_count)
8898 *no_space_count = count + no_similar_count;
8899 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8902 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8903 if(res!=EQUIP_ERR_OK)
8905 if(no_space_count)
8906 *no_space_count = count + no_similar_count;
8907 return res;
8910 if(count==0)
8912 if(no_similar_count==0)
8913 return EQUIP_ERR_OK;
8915 if(no_space_count)
8916 *no_space_count = count + no_similar_count;
8917 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8920 else // equipped bag
8922 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8923 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8924 if(res!=EQUIP_ERR_OK)
8925 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8927 if(res!=EQUIP_ERR_OK)
8929 if(no_space_count)
8930 *no_space_count = count + no_similar_count;
8931 return res;
8934 if(count==0)
8936 if(no_similar_count==0)
8937 return EQUIP_ERR_OK;
8939 if(no_space_count)
8940 *no_space_count = count + no_similar_count;
8941 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8946 // search free slot in bag for place to
8947 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8949 // search free slot - keyring case
8950 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8952 uint32 keyringSize = GetMaxKeyringSize();
8953 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8954 if(res!=EQUIP_ERR_OK)
8956 if(no_space_count)
8957 *no_space_count = count + no_similar_count;
8958 return res;
8961 if(count==0)
8963 if(no_similar_count==0)
8964 return EQUIP_ERR_OK;
8966 if(no_space_count)
8967 *no_space_count = count + no_similar_count;
8968 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8971 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8972 if(res!=EQUIP_ERR_OK)
8974 if(no_space_count)
8975 *no_space_count = count + no_similar_count;
8976 return res;
8979 if(count==0)
8981 if(no_similar_count==0)
8982 return EQUIP_ERR_OK;
8984 if(no_space_count)
8985 *no_space_count = count + no_similar_count;
8986 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8989 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
8991 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8992 if(res!=EQUIP_ERR_OK)
8994 if(no_space_count)
8995 *no_space_count = count + no_similar_count;
8996 return res;
8999 if(count==0)
9001 if(no_similar_count==0)
9002 return EQUIP_ERR_OK;
9004 if(no_space_count)
9005 *no_space_count = count + no_similar_count;
9006 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9010 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9011 if(res!=EQUIP_ERR_OK)
9013 if(no_space_count)
9014 *no_space_count = count + no_similar_count;
9015 return res;
9018 if(count==0)
9020 if(no_similar_count==0)
9021 return EQUIP_ERR_OK;
9023 if(no_space_count)
9024 *no_space_count = count + no_similar_count;
9025 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9028 else // equipped bag
9030 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9031 if(res!=EQUIP_ERR_OK)
9032 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9034 if(res!=EQUIP_ERR_OK)
9036 if(no_space_count)
9037 *no_space_count = count + no_similar_count;
9038 return res;
9041 if(count==0)
9043 if(no_similar_count==0)
9044 return EQUIP_ERR_OK;
9046 if(no_space_count)
9047 *no_space_count = count + no_similar_count;
9048 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9053 // not specific bag or have space for partly store only in specific bag
9055 // search stack for merge to
9056 if( pProto->Stackable != 1 )
9058 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9059 if(res!=EQUIP_ERR_OK)
9061 if(no_space_count)
9062 *no_space_count = count + no_similar_count;
9063 return res;
9066 if(count==0)
9068 if(no_similar_count==0)
9069 return EQUIP_ERR_OK;
9071 if(no_space_count)
9072 *no_space_count = count + no_similar_count;
9073 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9076 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9077 if(res!=EQUIP_ERR_OK)
9079 if(no_space_count)
9080 *no_space_count = count + no_similar_count;
9081 return res;
9084 if(count==0)
9086 if(no_similar_count==0)
9087 return EQUIP_ERR_OK;
9089 if(no_space_count)
9090 *no_space_count = count + no_similar_count;
9091 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9094 if( pProto->BagFamily )
9096 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9098 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9099 if(res!=EQUIP_ERR_OK)
9100 continue;
9102 if(count==0)
9104 if(no_similar_count==0)
9105 return EQUIP_ERR_OK;
9107 if(no_space_count)
9108 *no_space_count = count + no_similar_count;
9109 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9114 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9116 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9117 if(res!=EQUIP_ERR_OK)
9118 continue;
9120 if(count==0)
9122 if(no_similar_count==0)
9123 return EQUIP_ERR_OK;
9125 if(no_space_count)
9126 *no_space_count = count + no_similar_count;
9127 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9132 // search free slot - special bag case
9133 if( pProto->BagFamily )
9135 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9137 uint32 keyringSize = GetMaxKeyringSize();
9138 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9139 if(res!=EQUIP_ERR_OK)
9141 if(no_space_count)
9142 *no_space_count = count + no_similar_count;
9143 return res;
9146 if(count==0)
9148 if(no_similar_count==0)
9149 return EQUIP_ERR_OK;
9151 if(no_space_count)
9152 *no_space_count = count + no_similar_count;
9153 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9156 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9158 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9159 if(res!=EQUIP_ERR_OK)
9161 if(no_space_count)
9162 *no_space_count = count + no_similar_count;
9163 return res;
9166 if(count==0)
9168 if(no_similar_count==0)
9169 return EQUIP_ERR_OK;
9171 if(no_space_count)
9172 *no_space_count = count + no_similar_count;
9173 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9177 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9179 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9180 if(res!=EQUIP_ERR_OK)
9181 continue;
9183 if(count==0)
9185 if(no_similar_count==0)
9186 return EQUIP_ERR_OK;
9188 if(no_space_count)
9189 *no_space_count = count + no_similar_count;
9190 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9195 // search free slot
9196 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9197 if(res!=EQUIP_ERR_OK)
9199 if(no_space_count)
9200 *no_space_count = count + no_similar_count;
9201 return res;
9204 if(count==0)
9206 if(no_similar_count==0)
9207 return EQUIP_ERR_OK;
9209 if(no_space_count)
9210 *no_space_count = count + no_similar_count;
9211 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9214 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9216 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9217 if(res!=EQUIP_ERR_OK)
9218 continue;
9220 if(count==0)
9222 if(no_similar_count==0)
9223 return EQUIP_ERR_OK;
9225 if(no_space_count)
9226 *no_space_count = count + no_similar_count;
9227 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9231 if(no_space_count)
9232 *no_space_count = count + no_similar_count;
9234 return EQUIP_ERR_INVENTORY_FULL;
9237 //////////////////////////////////////////////////////////////////////////
9238 uint8 Player::CanStoreItems( Item **pItems,int count) const
9240 Item *pItem2;
9242 // fill space table
9243 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9244 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9245 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9246 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9248 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9249 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9250 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9251 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9253 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
9255 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9257 if (pItem2 && !pItem2->IsInTrade())
9259 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9263 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
9265 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9267 if (pItem2 && !pItem2->IsInTrade())
9269 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9273 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
9275 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9277 if (pItem2 && !pItem2->IsInTrade())
9279 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9283 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9285 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9287 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9289 pItem2 = GetItemByPos( i, j );
9290 if (pItem2 && !pItem2->IsInTrade())
9292 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9298 // check free space for all items
9299 for (int k=0;k<count;k++)
9301 Item *pItem = pItems[k];
9303 // no item
9304 if (!pItem) continue;
9306 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9307 ItemPrototype const *pProto = pItem->GetProto();
9309 // strange item
9310 if( !pProto )
9311 return EQUIP_ERR_ITEM_NOT_FOUND;
9313 // item it 'bind'
9314 if(pItem->IsBindedNotWith(GetGUID()))
9315 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9317 Bag *pBag;
9318 ItemPrototype const *pBagProto;
9320 // item is 'one item only'
9321 uint8 res = CanTakeMoreSimilarItems(pItem);
9322 if(res != EQUIP_ERR_OK)
9323 return res;
9325 // search stack for merge to
9326 if( pProto->Stackable != 1 )
9328 bool b_found = false;
9330 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9332 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9333 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9335 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9336 b_found = true;
9337 break;
9340 if (b_found) continue;
9342 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9344 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9345 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9347 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9348 b_found = true;
9349 break;
9352 if (b_found) continue;
9354 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9356 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9357 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9359 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9360 b_found = true;
9361 break;
9364 if (b_found) continue;
9366 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9368 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9369 if( pBag )
9371 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9373 pItem2 = GetItemByPos( t, j );
9374 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9376 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9377 b_found = true;
9378 break;
9383 if (b_found) continue;
9386 // special bag case
9387 if( pProto->BagFamily )
9389 bool b_found = false;
9390 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9392 uint32 keyringSize = GetMaxKeyringSize();
9393 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9395 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9397 inv_keys[t-KEYRING_SLOT_START] = 1;
9398 b_found = true;
9399 break;
9404 if (b_found) continue;
9406 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9408 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9410 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9412 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9413 b_found = true;
9414 break;
9419 if (b_found) continue;
9421 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9423 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9424 if( pBag )
9426 pBagProto = pBag->GetProto();
9428 // not plain container check
9429 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9430 ItemCanGoIntoBag(pProto,pBagProto) )
9432 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9434 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9436 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9437 b_found = true;
9438 break;
9444 if (b_found) continue;
9447 // search free slot
9448 bool b_found = false;
9449 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9451 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9453 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9454 b_found = true;
9455 break;
9458 if (b_found) continue;
9460 // search free slot in bags
9461 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9463 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9464 if( pBag )
9466 pBagProto = pBag->GetProto();
9468 // special bag already checked
9469 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9470 continue;
9472 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9474 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9476 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9477 b_found = true;
9478 break;
9484 // no free slot found?
9485 if (!b_found)
9486 return EQUIP_ERR_INVENTORY_FULL;
9489 return EQUIP_ERR_OK;
9492 //////////////////////////////////////////////////////////////////////////
9493 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9495 dest = 0;
9496 Item *pItem = Item::CreateItem( item, 1, this );
9497 if( pItem )
9499 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9500 delete pItem;
9501 return result;
9504 return EQUIP_ERR_ITEM_NOT_FOUND;
9507 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9509 dest = 0;
9510 if( pItem )
9512 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9513 ItemPrototype const *pProto = pItem->GetProto();
9514 if( pProto )
9516 if(pItem->IsBindedNotWith(GetGUID()))
9517 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9519 // check count of items (skip for auto move for same player from bank)
9520 uint8 res = CanTakeMoreSimilarItems(pItem);
9521 if(res != EQUIP_ERR_OK)
9522 return res;
9524 // check this only in game
9525 if(not_loading)
9527 // May be here should be more stronger checks; STUNNED checked
9528 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9529 if (hasUnitState(UNIT_STAT_STUNNED))
9530 return EQUIP_ERR_YOU_ARE_STUNNED;
9532 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9533 // - combat
9534 // - in-progress arenas
9535 if( !pProto->CanChangeEquipStateInCombat() )
9537 if( isInCombat() )
9538 return EQUIP_ERR_NOT_IN_COMBAT;
9540 if(BattleGround* bg = GetBattleGround())
9541 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9542 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9545 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9546 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9548 if(IsNonMeleeSpellCasted(false))
9549 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9552 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9553 if( eslot == NULL_SLOT )
9554 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9556 uint8 msg = CanUseItem( pItem , not_loading );
9557 if( msg != EQUIP_ERR_OK )
9558 return msg;
9559 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9560 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9562 // if swap ignore item (equipped also)
9563 if(uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
9564 return res2;
9566 // check unique-equipped special item classes
9567 if (pProto->Class == ITEM_CLASS_QUIVER)
9569 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9571 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9573 if( pBag != pItem )
9575 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9577 if( pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot ) )
9579 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9580 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9581 else
9582 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9590 uint32 type = pProto->InventoryType;
9592 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9594 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9596 if(!CanDualWield())
9597 return EQUIP_ERR_CANT_DUAL_WIELD;
9599 else if (type == INVTYPE_2HWEAPON)
9601 if(!CanDualWield() || !CanTitanGrip())
9602 return EQUIP_ERR_CANT_DUAL_WIELD;
9605 if(IsTwoHandUsed())
9606 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9609 // equip two-hand weapon case (with possible unequip 2 items)
9610 if( type == INVTYPE_2HWEAPON )
9612 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9614 if (!CanTitanGrip())
9615 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9617 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9618 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9620 if (!CanTitanGrip())
9622 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9623 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9624 ItemPosCountVec off_dest;
9625 if( offItem && (!not_loading ||
9626 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9627 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9628 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9631 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9632 return EQUIP_ERR_OK;
9635 if( !swap )
9636 return EQUIP_ERR_ITEM_NOT_FOUND;
9637 else
9638 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9641 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9643 // Applied only to equipped items and bank bags
9644 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9645 return EQUIP_ERR_OK;
9647 Item* pItem = GetItemByPos(pos);
9649 // Applied only to existed equipped item
9650 if( !pItem )
9651 return EQUIP_ERR_OK;
9653 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9655 ItemPrototype const *pProto = pItem->GetProto();
9656 if( !pProto )
9657 return EQUIP_ERR_ITEM_NOT_FOUND;
9659 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9660 // - combat
9661 // - in-progress arenas
9662 if( !pProto->CanChangeEquipStateInCombat() )
9664 if( isInCombat() )
9665 return EQUIP_ERR_NOT_IN_COMBAT;
9667 if(BattleGround* bg = GetBattleGround())
9668 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9669 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9672 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9673 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9675 return EQUIP_ERR_OK;
9678 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9680 if( !pItem )
9681 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9683 uint32 count = pItem->GetCount();
9685 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9686 ItemPrototype const *pProto = pItem->GetProto();
9687 if( !pProto )
9688 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9690 if( pItem->IsBindedNotWith(GetGUID()) )
9691 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9693 // check count of items (skip for auto move for same player from bank)
9694 uint8 res = CanTakeMoreSimilarItems(pItem);
9695 if(res != EQUIP_ERR_OK)
9696 return res;
9698 // in specific slot
9699 if( bag != NULL_BAG && slot != NULL_SLOT )
9701 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9703 if (!pItem->IsBag())
9704 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9706 if( !HasBankBagSlot( slot ) )
9707 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9709 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9710 return cantuse;
9713 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9714 if(res!=EQUIP_ERR_OK)
9715 return res;
9717 if(count==0)
9718 return EQUIP_ERR_OK;
9721 // not specific slot or have space for partly store only in specific slot
9723 // in specific bag
9724 if( bag != NULL_BAG )
9726 if( pProto->InventoryType == INVTYPE_BAG )
9728 Bag *pBag = (Bag*)pItem;
9729 if( pBag && !pBag->IsEmpty() )
9730 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9733 // search stack in bag for merge to
9734 if( pProto->Stackable != 1 )
9736 if( bag == INVENTORY_SLOT_BAG_0 )
9738 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9739 if(res!=EQUIP_ERR_OK)
9740 return res;
9742 if(count==0)
9743 return EQUIP_ERR_OK;
9745 else
9747 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9748 if(res!=EQUIP_ERR_OK)
9749 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9751 if(res!=EQUIP_ERR_OK)
9752 return res;
9754 if(count==0)
9755 return EQUIP_ERR_OK;
9759 // search free slot in bag
9760 if( bag == INVENTORY_SLOT_BAG_0 )
9762 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9763 if(res!=EQUIP_ERR_OK)
9764 return res;
9766 if(count==0)
9767 return EQUIP_ERR_OK;
9769 else
9771 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9772 if(res!=EQUIP_ERR_OK)
9773 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9775 if(res!=EQUIP_ERR_OK)
9776 return res;
9778 if(count==0)
9779 return EQUIP_ERR_OK;
9783 // not specific bag or have space for partly store only in specific bag
9785 // search stack for merge to
9786 if( pProto->Stackable != 1 )
9788 // in slots
9789 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9790 if(res!=EQUIP_ERR_OK)
9791 return res;
9793 if(count==0)
9794 return EQUIP_ERR_OK;
9796 // in special bags
9797 if( pProto->BagFamily )
9799 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
9801 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9802 if(res!=EQUIP_ERR_OK)
9803 continue;
9805 if(count==0)
9806 return EQUIP_ERR_OK;
9810 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
9812 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9813 if(res!=EQUIP_ERR_OK)
9814 continue;
9816 if(count==0)
9817 return EQUIP_ERR_OK;
9821 // search free place in special bag
9822 if( pProto->BagFamily )
9824 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
9826 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9827 if(res!=EQUIP_ERR_OK)
9828 continue;
9830 if(count==0)
9831 return EQUIP_ERR_OK;
9835 // search free space
9836 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9837 if(res!=EQUIP_ERR_OK)
9838 return res;
9840 if(count==0)
9841 return EQUIP_ERR_OK;
9843 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
9845 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9846 if(res!=EQUIP_ERR_OK)
9847 continue;
9849 if(count==0)
9850 return EQUIP_ERR_OK;
9852 return EQUIP_ERR_BANK_FULL;
9855 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9857 if( pItem )
9859 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9860 if( !isAlive() && not_loading )
9861 return EQUIP_ERR_YOU_ARE_DEAD;
9862 //if( isStunned() )
9863 // return EQUIP_ERR_YOU_ARE_STUNNED;
9864 ItemPrototype const *pProto = pItem->GetProto();
9865 if( pProto )
9867 if( pItem->IsBindedNotWith(GetGUID()) )
9868 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9869 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9870 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9871 if( pItem->GetSkill() != 0 )
9873 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9874 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9876 if( pProto->RequiredSkill != 0 )
9878 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9879 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9880 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9881 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9883 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9884 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9885 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9886 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9887 if( getLevel() < pProto->RequiredLevel )
9888 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9889 return EQUIP_ERR_OK;
9892 return EQUIP_ERR_ITEM_NOT_FOUND;
9895 bool Player::CanUseItem( ItemPrototype const *pProto )
9897 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9899 if( pProto )
9901 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9902 return false;
9903 if( pProto->RequiredSkill != 0 )
9905 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9906 return false;
9907 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9908 return false;
9910 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9911 return false;
9912 if( getLevel() < pProto->RequiredLevel )
9913 return false;
9914 return true;
9916 return false;
9919 uint8 Player::CanUseAmmo( uint32 item ) const
9921 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9922 if( !isAlive() )
9923 return EQUIP_ERR_YOU_ARE_DEAD;
9924 //if( isStunned() )
9925 // return EQUIP_ERR_YOU_ARE_STUNNED;
9926 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9927 if( pProto )
9929 if( pProto->InventoryType!= INVTYPE_AMMO )
9930 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9931 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9932 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9933 if( pProto->RequiredSkill != 0 )
9935 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9936 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9937 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9938 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9940 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9941 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9942 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9943 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9945 if( getLevel() < pProto->RequiredLevel )
9946 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9948 // Requires No Ammo
9949 if(GetDummyAura(46699))
9950 return EQUIP_ERR_BAG_FULL6;
9952 return EQUIP_ERR_OK;
9954 return EQUIP_ERR_ITEM_NOT_FOUND;
9957 void Player::SetAmmo( uint32 item )
9959 if(!item)
9960 return;
9962 // already set
9963 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
9964 return;
9966 // check ammo
9967 if(item)
9969 uint8 msg = CanUseAmmo( item );
9970 if( msg != EQUIP_ERR_OK )
9972 SendEquipError( msg, NULL, NULL );
9973 return;
9977 SetUInt32Value(PLAYER_AMMO_ID, item);
9979 _ApplyAmmoBonuses();
9982 void Player::RemoveAmmo()
9984 SetUInt32Value(PLAYER_AMMO_ID, 0);
9986 m_ammoDPS = 0.0f;
9988 if(CanModifyStats())
9989 UpdateDamagePhysical(RANGED_ATTACK);
9992 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9993 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
9995 uint32 count = 0;
9996 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
9997 count += itr->count;
9999 Item *pItem = Item::CreateItem( item, count, this );
10000 if( pItem )
10002 ItemAddedQuestCheck( item, count );
10003 if(randomPropertyId)
10004 pItem->SetItemRandomProperties(randomPropertyId);
10005 pItem = StoreItem( dest, pItem, update );
10007 return pItem;
10010 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10012 if( !pItem )
10013 return NULL;
10015 Item* lastItem = pItem;
10016 uint32 entry = pItem->GetEntry();
10017 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10019 uint16 pos = itr->pos;
10020 uint32 count = itr->count;
10022 ++itr;
10024 if(itr == dest.end())
10026 lastItem = _StoreItem(pos,pItem,count,false,update);
10027 break;
10030 lastItem = _StoreItem(pos,pItem,count,true,update);
10032 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
10033 return lastItem;
10036 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10037 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10039 if( !pItem )
10040 return NULL;
10042 uint8 bag = pos >> 8;
10043 uint8 slot = pos & 255;
10045 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10047 Item *pItem2 = GetItemByPos( bag, slot );
10049 if (!pItem2)
10051 if (clone)
10052 pItem = pItem->CloneItem(count,this);
10053 else
10054 pItem->SetCount(count);
10056 if (!pItem)
10057 return NULL;
10059 if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10060 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10061 (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10062 pItem->SetBinding( true );
10064 if (bag == INVENTORY_SLOT_BAG_0)
10066 m_items[slot] = pItem;
10067 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10068 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10069 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10071 pItem->SetSlot( slot );
10072 pItem->SetContainer( NULL );
10074 // need update known currency
10075 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10076 UpdateKnownCurrencies(pItem->GetEntry(),true);
10078 if (IsInWorld() && update)
10080 pItem->AddToWorld();
10081 pItem->SendUpdateToPlayer( this );
10084 pItem->SetState(ITEM_CHANGED, this);
10086 else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10088 pBag->StoreItem( slot, pItem, update );
10089 if( IsInWorld() && update )
10091 pItem->AddToWorld();
10092 pItem->SendUpdateToPlayer( this );
10094 pItem->SetState(ITEM_CHANGED, this);
10095 pBag->SetState(ITEM_CHANGED, this);
10098 AddEnchantmentDurations(pItem);
10099 AddItemDurations(pItem);
10101 return pItem;
10103 else
10105 if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10106 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10107 (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10108 pItem2->SetBinding( true );
10110 pItem2->SetCount( pItem2->GetCount() + count );
10111 if (IsInWorld() && update)
10112 pItem2->SendUpdateToPlayer( this );
10114 if (!clone)
10116 // delete item (it not in any slot currently)
10117 if (IsInWorld() && update)
10119 pItem->RemoveFromWorld();
10120 pItem->DestroyForPlayer( this );
10123 RemoveEnchantmentDurations(pItem);
10124 RemoveItemDurations(pItem);
10126 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10127 pItem->SetState(ITEM_REMOVED, this);
10130 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10131 AddEnchantmentDurations(pItem2);
10133 pItem2->SetState(ITEM_CHANGED, this);
10135 return pItem2;
10139 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10141 if (Item *pItem = Item::CreateItem( item, 1, this ))
10143 ItemAddedQuestCheck( item, 1 );
10144 return EquipItem( pos, pItem, update );
10147 return NULL;
10150 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10153 AddEnchantmentDurations(pItem);
10154 AddItemDurations(pItem);
10156 uint8 bag = pos >> 8;
10157 uint8 slot = pos & 255;
10159 Item *pItem2 = GetItemByPos( bag, slot );
10161 if( !pItem2 )
10163 VisualizeItem( slot, pItem);
10165 if(isAlive())
10167 ItemPrototype const *pProto = pItem->GetProto();
10169 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10170 if(pProto && pProto->ItemSet)
10171 AddItemsSetItem(this,pItem);
10173 _ApplyItemMods(pItem, slot, true);
10175 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10177 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10179 if (getClass() == CLASS_ROGUE)
10180 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10182 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10184 if (!spellProto)
10185 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10186 else
10188 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10190 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10191 data << uint64(GetGUID());
10192 data << uint8(1);
10193 data << uint32(cooldownSpell);
10194 data << uint32(0);
10195 GetSession()->SendPacket(&data);
10200 if( IsInWorld() && update )
10202 pItem->AddToWorld();
10203 pItem->SendUpdateToPlayer( this );
10206 ApplyEquipCooldown(pItem);
10208 if( slot == EQUIPMENT_SLOT_MAINHAND )
10209 UpdateExpertise(BASE_ATTACK);
10210 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10211 UpdateExpertise(OFF_ATTACK);
10213 else
10215 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10216 if( IsInWorld() && update )
10217 pItem2->SendUpdateToPlayer( this );
10219 // delete item (it not in any slot currently)
10220 //pItem->DeleteFromDB();
10221 if( IsInWorld() && update )
10223 pItem->RemoveFromWorld();
10224 pItem->DestroyForPlayer( this );
10227 RemoveEnchantmentDurations(pItem);
10228 RemoveItemDurations(pItem);
10230 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10231 pItem->SetState(ITEM_REMOVED, this);
10232 pItem2->SetState(ITEM_CHANGED, this);
10234 ApplyEquipCooldown(pItem2);
10236 return pItem2;
10239 // only for full equip instead adding to stack
10240 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10242 return pItem;
10245 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10247 if( pItem )
10249 AddEnchantmentDurations(pItem);
10250 AddItemDurations(pItem);
10252 uint8 slot = pos & 255;
10253 VisualizeItem( slot, pItem);
10255 if( IsInWorld() )
10257 pItem->AddToWorld();
10258 pItem->SendUpdateToPlayer( this );
10263 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10265 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10266 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10267 // entry // Size: 1
10268 // inspected enchantments // Size: 6
10269 // ? // Size: 5
10270 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10271 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10272 // // = 16
10274 if(pItem)
10276 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10278 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10279 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10281 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10282 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10284 // Use SetInt16Value to prevent set high part to FFFF for negative value
10285 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10286 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10288 else
10290 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10292 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10293 SetUInt32Value(VisibleBase + 0, 0);
10295 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10296 SetUInt32Value(VisibleBase + 1 + i, 0);
10298 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10299 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10303 void Player::VisualizeItem( uint8 slot, Item *pItem)
10305 if(!pItem)
10306 return;
10308 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10309 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10310 pItem->SetBinding( true );
10312 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10314 m_items[slot] = pItem;
10315 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10316 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10317 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10318 pItem->SetSlot( slot );
10319 pItem->SetContainer( NULL );
10321 if( slot < EQUIPMENT_SLOT_END )
10322 SetVisibleItemSlot(slot,pItem);
10324 pItem->SetState(ITEM_CHANGED, this);
10327 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10329 // note: removeitem does not actually change the item
10330 // it only takes the item out of storage temporarily
10331 // note2: if removeitem is to be used for delinking
10332 // the item must be removed from the player's updatequeue
10334 Item *pItem = GetItemByPos( bag, slot );
10335 if( pItem )
10337 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10339 RemoveEnchantmentDurations(pItem);
10340 RemoveItemDurations(pItem);
10342 if( bag == INVENTORY_SLOT_BAG_0 )
10344 if ( slot < INVENTORY_SLOT_BAG_END )
10346 ItemPrototype const *pProto = pItem->GetProto();
10347 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10349 if(pProto && pProto->ItemSet)
10350 RemoveItemsSetItem(this,pProto);
10352 _ApplyItemMods(pItem, slot, false);
10354 // remove item dependent auras and casts (only weapon and armor slots)
10355 if(slot < EQUIPMENT_SLOT_END)
10357 RemoveItemDependentAurasAndCasts(pItem);
10359 // remove held enchantments, update expertise
10360 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10362 if (pItem->GetItemSuffixFactor())
10364 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10365 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10367 else
10369 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10370 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10373 UpdateExpertise(BASE_ATTACK);
10375 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10376 UpdateExpertise(OFF_ATTACK);
10379 // need update known currency
10380 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10381 UpdateKnownCurrencies(pItem->GetEntry(),false);
10383 m_items[slot] = NULL;
10384 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10386 if ( slot < EQUIPMENT_SLOT_END )
10387 SetVisibleItemSlot(slot,NULL);
10389 else
10391 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10392 if( pBag )
10393 pBag->RemoveItem(slot, update);
10395 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10396 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10397 pItem->SetSlot( NULL_SLOT );
10398 if( IsInWorld() && update )
10399 pItem->SendUpdateToPlayer( this );
10403 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10404 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10406 if(Item* it = GetItemByPos(bag,slot))
10408 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10409 RemoveItem( bag,slot,update);
10410 it->RemoveFromUpdateQueueOf(this);
10411 if(it->IsInWorld())
10413 it->RemoveFromWorld();
10414 it->DestroyForPlayer( this );
10419 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10420 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10422 // update quest counters
10423 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10425 // store item
10426 Item* pLastItem = StoreItem( dest, pItem, update);
10428 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10429 if(pLastItem==pItem)
10431 // update owner for last item (this can be original item with wrong owner
10432 if(pLastItem->GetOwnerGUID() != GetGUID())
10433 pLastItem->SetOwnerGUID(GetGUID());
10435 // if this original item then it need create record in inventory
10436 // in case trade we already have item in other player inventory
10437 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10441 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10443 Item *pItem = GetItemByPos( bag, slot );
10444 if( pItem )
10446 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10448 // start from destroy contained items (only equipped bag can have its)
10449 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10451 for (int i = 0; i < MAX_BAG_SIZE; ++i)
10452 DestroyItem(slot,i,update);
10455 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10456 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10458 RemoveEnchantmentDurations(pItem);
10459 RemoveItemDurations(pItem);
10461 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10463 if( bag == INVENTORY_SLOT_BAG_0 )
10465 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10467 // equipment and equipped bags can have applied bonuses
10468 if ( slot < INVENTORY_SLOT_BAG_END )
10470 ItemPrototype const *pProto = pItem->GetProto();
10472 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10473 if(pProto && pProto->ItemSet)
10474 RemoveItemsSetItem(this,pProto);
10476 _ApplyItemMods(pItem, slot, false);
10479 if ( slot < EQUIPMENT_SLOT_END )
10481 // remove item dependent auras and casts (only weapon and armor slots)
10482 RemoveItemDependentAurasAndCasts(pItem);
10484 // update expertise
10485 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10486 UpdateExpertise(BASE_ATTACK);
10487 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10488 UpdateExpertise(OFF_ATTACK);
10490 // equipment visual show
10491 SetVisibleItemSlot(slot,NULL);
10493 // need update known currency
10494 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10495 UpdateKnownCurrencies(pItem->GetEntry(),false);
10497 m_items[slot] = NULL;
10499 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10500 pBag->RemoveItem(slot, update);
10502 if( IsInWorld() && update )
10504 pItem->RemoveFromWorld();
10505 pItem->DestroyForPlayer(this);
10508 //pItem->SetOwnerGUID(0);
10509 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10510 pItem->SetSlot( NULL_SLOT );
10511 pItem->SetState(ITEM_REMOVED, this);
10515 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10517 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10518 uint32 remcount = 0;
10520 // in inventory
10521 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10523 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10525 if (pItem->GetEntry() == item)
10527 if (pItem->GetCount() + remcount <= count)
10529 // all items in inventory can unequipped
10530 remcount += pItem->GetCount();
10531 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10533 if (remcount >=count)
10534 return;
10536 else
10538 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10539 pItem->SetCount( pItem->GetCount() - count + remcount );
10540 if (IsInWorld() & update)
10541 pItem->SendUpdateToPlayer( this );
10542 pItem->SetState(ITEM_CHANGED, this);
10543 return;
10549 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
10551 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10553 if (pItem->GetEntry() == item)
10555 if (pItem->GetCount() + remcount <= count)
10557 // all keys can be unequipped
10558 remcount += pItem->GetCount();
10559 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10561 if (remcount >=count)
10562 return;
10564 else
10566 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10567 pItem->SetCount( pItem->GetCount() - count + remcount );
10568 if (IsInWorld() & update)
10569 pItem->SendUpdateToPlayer( this );
10570 pItem->SetState(ITEM_CHANGED, this);
10571 return;
10577 // in inventory bags
10578 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10580 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10582 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10584 if(Item* pItem = pBag->GetItemByPos(j))
10586 if (pItem->GetEntry() == item)
10588 // all items in bags can be unequipped
10589 if (pItem->GetCount() + remcount <= count)
10591 remcount += pItem->GetCount();
10592 DestroyItem( i, j, update );
10594 if (remcount >=count)
10595 return;
10597 else
10599 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10600 pItem->SetCount( pItem->GetCount() - count + remcount );
10601 if (IsInWorld() && update)
10602 pItem->SendUpdateToPlayer( this );
10603 pItem->SetState(ITEM_CHANGED, this);
10604 return;
10612 // in equipment and bag list
10613 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10615 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10617 if (pItem && pItem->GetEntry() == item)
10619 if (pItem->GetCount() + remcount <= count)
10621 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10623 remcount += pItem->GetCount();
10624 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10626 if (remcount >=count)
10627 return;
10630 else
10632 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10633 pItem->SetCount( pItem->GetCount() - count + remcount );
10634 if (IsInWorld() & update)
10635 pItem->SendUpdateToPlayer( this );
10636 pItem->SetState(ITEM_CHANGED, this);
10637 return;
10644 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10646 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10648 // in inventory
10649 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10650 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10651 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10652 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10654 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
10655 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10656 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10657 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10659 // in inventory bags
10660 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10661 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10662 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10663 if (Item* pItem = pBag->GetItemByPos(j))
10664 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10665 DestroyItem( i, j, update);
10667 // in equipment and bag list
10668 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10669 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10670 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10671 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10674 void Player::DestroyConjuredItems( bool update )
10676 // used when entering arena
10677 // destroys all conjured items
10678 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10680 // in inventory
10681 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10682 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10683 if (pItem->IsConjuredConsumable())
10684 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10686 // in inventory bags
10687 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10688 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10689 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10690 if (Item* pItem = pBag->GetItemByPos(j))
10691 if (pItem->IsConjuredConsumable())
10692 DestroyItem( i, j, update);
10694 // in equipment and bag list
10695 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10696 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10697 if (pItem->IsConjuredConsumable())
10698 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10701 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10703 if(!pItem)
10704 return;
10706 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10708 if( pItem->GetCount() <= count )
10710 count-= pItem->GetCount();
10712 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10714 else
10716 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10717 pItem->SetCount( pItem->GetCount() - count );
10718 count = 0;
10719 if( IsInWorld() & update )
10720 pItem->SendUpdateToPlayer( this );
10721 pItem->SetState(ITEM_CHANGED, this);
10725 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10727 uint8 srcbag = src >> 8;
10728 uint8 srcslot = src & 255;
10730 uint8 dstbag = dst >> 8;
10731 uint8 dstslot = dst & 255;
10733 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10734 if( !pSrcItem )
10736 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10737 return;
10740 // not let split all items (can be only at cheating)
10741 if(pSrcItem->GetCount() == count)
10743 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10744 return;
10747 // not let split more existed items (can be only at cheating)
10748 if(pSrcItem->GetCount() < count)
10750 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10751 return;
10754 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10756 //best error message found for attempting to split while looting
10757 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10758 return;
10761 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10762 Item *pNewItem = pSrcItem->CloneItem( count, this );
10763 if( !pNewItem )
10765 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10766 return;
10769 if( IsInventoryPos( dst ) )
10771 // change item amount before check (for unique max count check)
10772 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10774 ItemPosCountVec dest;
10775 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10776 if( msg != EQUIP_ERR_OK )
10778 delete pNewItem;
10779 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10780 SendEquipError( msg, pSrcItem, NULL );
10781 return;
10784 if( IsInWorld() )
10785 pSrcItem->SendUpdateToPlayer( this );
10786 pSrcItem->SetState(ITEM_CHANGED, this);
10787 StoreItem( dest, pNewItem, true);
10789 else if( IsBankPos ( dst ) )
10791 // change item amount before check (for unique max count check)
10792 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10794 ItemPosCountVec dest;
10795 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10796 if( msg != EQUIP_ERR_OK )
10798 delete pNewItem;
10799 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10800 SendEquipError( msg, pSrcItem, NULL );
10801 return;
10804 if( IsInWorld() )
10805 pSrcItem->SendUpdateToPlayer( this );
10806 pSrcItem->SetState(ITEM_CHANGED, this);
10807 BankItem( dest, pNewItem, true);
10809 else if( IsEquipmentPos ( dst ) )
10811 // change item amount before check (for unique max count check), provide space for splitted items
10812 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10814 uint16 dest;
10815 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10816 if( msg != EQUIP_ERR_OK )
10818 delete pNewItem;
10819 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10820 SendEquipError( msg, pSrcItem, NULL );
10821 return;
10824 if( IsInWorld() )
10825 pSrcItem->SendUpdateToPlayer( this );
10826 pSrcItem->SetState(ITEM_CHANGED, this);
10827 EquipItem( dest, pNewItem, true);
10828 AutoUnequipOffhandIfNeed();
10832 void Player::SwapItem( uint16 src, uint16 dst )
10834 uint8 srcbag = src >> 8;
10835 uint8 srcslot = src & 255;
10837 uint8 dstbag = dst >> 8;
10838 uint8 dstslot = dst & 255;
10840 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10841 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10843 if( !pSrcItem )
10844 return;
10846 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10848 if(!isAlive() )
10850 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10851 return;
10854 // SRC checks
10856 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10858 //best error message found for attempting to swap while looting
10859 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10860 return;
10863 // check unequip potability for equipped items and bank bags
10864 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10866 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10867 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty());
10868 if(msg != EQUIP_ERR_OK)
10870 SendEquipError( msg, pSrcItem, pDstItem );
10871 return;
10875 // prevent put equipped/bank bag in self
10876 if( IsBagPos ( src ) && srcslot == dstbag)
10878 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10879 return;
10882 // DST checks
10884 if (pDstItem)
10886 if(pDstItem->m_lootGenerated) // prevent swap looting item
10888 //best error message found for attempting to swap while looting
10889 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
10890 return;
10893 // check unequip potability for equipped items and bank bags
10894 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
10896 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10897 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty());
10898 if(msg != EQUIP_ERR_OK)
10900 SendEquipError( msg, pSrcItem, pDstItem );
10901 return;
10906 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10907 // or swap empty bag with another empty or not empty bag (with items exchange)
10909 // Move case
10910 if( !pDstItem )
10912 if( IsInventoryPos( dst ) )
10914 ItemPosCountVec dest;
10915 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10916 if( msg != EQUIP_ERR_OK )
10918 SendEquipError( msg, pSrcItem, NULL );
10919 return;
10922 RemoveItem(srcbag, srcslot, true);
10923 StoreItem( dest, pSrcItem, true);
10925 else if( IsBankPos ( dst ) )
10927 ItemPosCountVec dest;
10928 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10929 if( msg != EQUIP_ERR_OK )
10931 SendEquipError( msg, pSrcItem, NULL );
10932 return;
10935 RemoveItem(srcbag, srcslot, true);
10936 BankItem( dest, pSrcItem, true);
10938 else if( IsEquipmentPos ( dst ) )
10940 uint16 dest;
10941 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10942 if( msg != EQUIP_ERR_OK )
10944 SendEquipError( msg, pSrcItem, NULL );
10945 return;
10948 RemoveItem(srcbag, srcslot, true);
10949 EquipItem( dest, pSrcItem, true);
10950 AutoUnequipOffhandIfNeed();
10953 return;
10956 // attempt merge to / fill target item
10957 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
10959 uint8 msg;
10960 ItemPosCountVec sDest;
10961 uint16 eDest;
10962 if( IsInventoryPos( dst ) )
10963 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
10964 else if( IsBankPos ( dst ) )
10965 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
10966 else if( IsEquipmentPos ( dst ) )
10967 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
10968 else
10969 return;
10971 // can be merge/fill
10972 if(msg == EQUIP_ERR_OK)
10974 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
10976 RemoveItem(srcbag, srcslot, true);
10978 if( IsInventoryPos( dst ) )
10979 StoreItem( sDest, pSrcItem, true);
10980 else if( IsBankPos ( dst ) )
10981 BankItem( sDest, pSrcItem, true);
10982 else if( IsEquipmentPos ( dst ) )
10984 EquipItem( eDest, pSrcItem, true);
10985 AutoUnequipOffhandIfNeed();
10988 else
10990 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
10991 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
10992 pSrcItem->SetState(ITEM_CHANGED, this);
10993 pDstItem->SetState(ITEM_CHANGED, this);
10994 if( IsInWorld() )
10996 pSrcItem->SendUpdateToPlayer( this );
10997 pDstItem->SendUpdateToPlayer( this );
11000 return;
11004 // impossible merge/fill, do real swap
11005 uint8 msg;
11007 // check src->dest move possibility
11008 ItemPosCountVec sDest;
11009 uint16 eDest = 0;
11010 if( IsInventoryPos( dst ) )
11011 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11012 else if( IsBankPos( dst ) )
11013 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11014 else if( IsEquipmentPos( dst ) )
11016 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11017 if( msg == EQUIP_ERR_OK )
11018 msg = CanUnequipItem( eDest, true );
11021 if( msg != EQUIP_ERR_OK )
11023 SendEquipError( msg, pSrcItem, pDstItem );
11024 return;
11027 // check dest->src move possibility
11028 ItemPosCountVec sDest2;
11029 uint16 eDest2 = 0;
11030 if( IsInventoryPos( src ) )
11031 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11032 else if( IsBankPos( src ) )
11033 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11034 else if( IsEquipmentPos( src ) )
11036 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11037 if( msg == EQUIP_ERR_OK )
11038 msg = CanUnequipItem( eDest2, true);
11041 if( msg != EQUIP_ERR_OK )
11043 SendEquipError( msg, pDstItem, pSrcItem );
11044 return;
11047 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11048 if(pSrcItem->IsBag() && pDstItem->IsBag())
11050 Bag* emptyBag = NULL;
11051 Bag* fullBag = NULL;
11052 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11054 emptyBag = (Bag*)pSrcItem;
11055 fullBag = (Bag*)pDstItem;
11057 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11059 emptyBag = (Bag*)pDstItem;
11060 fullBag = (Bag*)pSrcItem;
11063 // bag swap (with items exchange) case
11064 if(emptyBag && fullBag)
11066 ItemPrototype const* emotyProto = emptyBag->GetProto();
11068 uint32 count = 0;
11070 for(int i=0; i < fullBag->GetBagSize(); ++i)
11072 Item *bagItem = fullBag->GetItemByPos(i);
11073 if (!bagItem)
11074 continue;
11076 ItemPrototype const* bagItemProto = bagItem->GetProto();
11077 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11079 // one from items not go to empry target bag
11080 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11081 return;
11084 ++count;
11088 if (count > emptyBag->GetBagSize())
11090 // too small targeted bag
11091 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11092 return;
11095 // Items swap
11096 count = 0; // will pos in new bag
11097 for(int i=0; i< fullBag->GetBagSize(); ++i)
11099 Item *bagItem = fullBag->GetItemByPos(i);
11100 if (!bagItem)
11101 continue;
11103 fullBag->RemoveItem(i, true);
11104 emptyBag->StoreItem(count, bagItem, true);
11105 bagItem->SetState(ITEM_CHANGED, this);
11107 ++count;
11112 // now do moves, remove...
11113 RemoveItem(dstbag, dstslot, false);
11114 RemoveItem(srcbag, srcslot, false);
11116 // add to dest
11117 if( IsInventoryPos( dst ) )
11118 StoreItem(sDest, pSrcItem, true);
11119 else if( IsBankPos( dst ) )
11120 BankItem(sDest, pSrcItem, true);
11121 else if( IsEquipmentPos( dst ) )
11122 EquipItem(eDest, pSrcItem, true);
11124 // add to src
11125 if( IsInventoryPos( src ) )
11126 StoreItem(sDest2, pDstItem, true);
11127 else if( IsBankPos( src ) )
11128 BankItem(sDest2, pDstItem, true);
11129 else if( IsEquipmentPos( src ) )
11130 EquipItem(eDest2, pDstItem, true);
11132 AutoUnequipOffhandIfNeed();
11135 void Player::AddItemToBuyBackSlot( Item *pItem )
11137 if( pItem )
11139 uint32 slot = m_currentBuybackSlot;
11140 // if current back slot non-empty search oldest or free
11141 if(m_items[slot])
11143 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11144 uint32 oldest_slot = BUYBACK_SLOT_START;
11146 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11148 // found empty
11149 if(!m_items[i])
11151 slot = i;
11152 break;
11155 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11157 if(oldest_time > i_time)
11159 oldest_time = i_time;
11160 oldest_slot = i;
11164 // find oldest
11165 slot = oldest_slot;
11168 RemoveItemFromBuyBackSlot( slot, true );
11169 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11171 m_items[slot] = pItem;
11172 time_t base = time(NULL);
11173 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11174 uint32 eslot = slot - BUYBACK_SLOT_START;
11176 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11177 ItemPrototype const *pProto = pItem->GetProto();
11178 if( pProto )
11179 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11180 else
11181 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11182 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11184 // move to next (for non filled list is move most optimized choice)
11185 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11186 ++m_currentBuybackSlot;
11190 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11192 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11193 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11194 return m_items[slot];
11195 return NULL;
11198 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11200 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11201 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11203 Item *pItem = m_items[slot];
11204 if( pItem )
11206 pItem->RemoveFromWorld();
11207 if(del) pItem->SetState(ITEM_REMOVED, this);
11210 m_items[slot] = NULL;
11212 uint32 eslot = slot - BUYBACK_SLOT_START;
11213 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11214 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11215 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11217 // if current backslot is filled set to now free slot
11218 if(m_items[m_currentBuybackSlot])
11219 m_currentBuybackSlot = slot;
11223 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11225 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11226 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11227 data << uint8(msg);
11229 if(msg)
11231 data << uint64(pItem ? pItem->GetGUID() : 0);
11232 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11233 data << uint8(0); // not 0 there...
11235 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11237 uint32 level = 0;
11239 if(pItem)
11240 if(ItemPrototype const* proto = pItem->GetProto())
11241 level = proto->RequiredLevel;
11243 data << uint32(level); // new 2.4.0
11246 GetSession()->SendPacket(&data);
11249 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11251 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11252 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11253 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11254 data << uint32(item);
11255 if( param > 0 )
11256 data << uint32(param);
11257 data << uint8(msg);
11258 GetSession()->SendPacket(&data);
11261 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11263 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11264 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11265 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11266 data << uint64(guid);
11267 if( param > 0 )
11268 data << uint32(param);
11269 data << uint8(msg);
11270 GetSession()->SendPacket(&data);
11273 void Player::ClearTrade()
11275 tradeGold = 0;
11276 acceptTrade = false;
11277 for(int i = 0; i < TRADE_SLOT_COUNT; ++i)
11278 tradeItems[i] = NULL_SLOT;
11281 void Player::TradeCancel(bool sendback)
11283 if(pTrader)
11285 // send yellow "Trade canceled" message to both traders
11286 WorldSession* ws;
11287 ws = GetSession();
11288 if(sendback)
11289 ws->SendCancelTrade();
11290 ws = pTrader->GetSession();
11291 if(!ws->PlayerLogout())
11292 ws->SendCancelTrade();
11294 // cleanup
11295 ClearTrade();
11296 pTrader->ClearTrade();
11297 // prevent loss of reference
11298 pTrader->pTrader = NULL;
11299 pTrader = NULL;
11303 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11305 if(m_itemDuration.empty())
11306 return;
11308 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11310 for(ItemDurationList::const_iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11312 Item* item = *itr;
11313 ++itr; // current element can be erased in UpdateDuration
11315 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11316 item->UpdateDuration(this,time);
11320 void Player::UpdateEnchantTime(uint32 time)
11322 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11324 assert(itr->item);
11325 next=itr;
11326 if(!itr->item->GetEnchantmentId(itr->slot))
11328 next = m_enchantDuration.erase(itr);
11330 else if(itr->leftduration <= time)
11332 ApplyEnchantment(itr->item,itr->slot,false,false);
11333 itr->item->ClearEnchantment(itr->slot);
11334 next = m_enchantDuration.erase(itr);
11336 else if(itr->leftduration > time)
11338 itr->leftduration -= time;
11339 ++next;
11344 void Player::AddEnchantmentDurations(Item *item)
11346 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11348 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11349 continue;
11351 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11352 if( duration > 0 )
11353 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11357 void Player::RemoveEnchantmentDurations(Item *item)
11359 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11361 if(itr->item == item)
11363 // save duration in item
11364 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11365 itr = m_enchantDuration.erase(itr);
11367 else
11368 ++itr;
11372 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11374 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11375 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11377 next = itr;
11378 if(itr->slot==slot)
11380 if(itr->item && itr->item->GetEnchantmentId(slot))
11382 // remove from stats
11383 ApplyEnchantment(itr->item,slot,false,false);
11384 // remove visual
11385 itr->item->ClearEnchantment(slot);
11387 // remove from update list
11388 next = m_enchantDuration.erase(itr);
11390 else
11391 ++next;
11394 // remove enchants from inventory items
11395 // NOTE: no need to remove these from stats, since these aren't equipped
11396 // in inventory
11397 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11399 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11400 if( pItem && pItem->GetEnchantmentId(slot) )
11401 pItem->ClearEnchantment(slot);
11404 // in inventory bags
11405 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11407 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11408 if( pBag )
11410 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11412 Item* pItem = pBag->GetItemByPos(j);
11413 if( pItem && pItem->GetEnchantmentId(slot) )
11414 pItem->ClearEnchantment(slot);
11420 // duration == 0 will remove item enchant
11421 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11423 if(!item)
11424 return;
11426 if(slot >= MAX_ENCHANTMENT_SLOT)
11427 return;
11429 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11431 if(itr->item == item && itr->slot == slot)
11433 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11434 m_enchantDuration.erase(itr);
11435 break;
11438 if(item && duration > 0 )
11440 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11441 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11445 void Player::ApplyEnchantment(Item *item,bool apply)
11447 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11448 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11451 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11453 if(!item)
11454 return;
11456 if(!item->IsEquipped())
11457 return;
11459 if(slot >= MAX_ENCHANTMENT_SLOT)
11460 return;
11462 uint32 enchant_id = item->GetEnchantmentId(slot);
11463 if(!enchant_id)
11464 return;
11466 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11467 if(!pEnchant)
11468 return;
11470 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11471 return;
11473 if (!item->IsBroken())
11475 for (int s=0; s<3; s++)
11477 uint32 enchant_display_type = pEnchant->type[s];
11478 uint32 enchant_amount = pEnchant->amount[s];
11479 uint32 enchant_spell_id = pEnchant->spellid[s];
11481 switch(enchant_display_type)
11483 case ITEM_ENCHANTMENT_TYPE_NONE:
11484 break;
11485 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11486 // processed in Player::CastItemCombatSpell
11487 break;
11488 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11489 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11490 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11491 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11492 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11493 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11494 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11495 break;
11496 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11497 if(enchant_spell_id)
11499 if(apply)
11501 int32 basepoints = 0;
11502 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11503 if (item->GetItemRandomPropertyId())
11505 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11506 if (item_rand)
11508 // Search enchant_amount
11509 for (int k=0; k<3; k++)
11511 if(item_rand->enchant_id[k] == enchant_id)
11513 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11514 break;
11519 // Cast custom spell vs all equal basepoints getted from enchant_amount
11520 if (basepoints)
11521 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11522 else
11523 CastSpell(this,enchant_spell_id,true,item);
11525 else
11526 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11528 break;
11529 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11530 if (!enchant_amount)
11532 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11533 if(item_rand)
11535 for (int k=0; k<3; k++)
11537 if(item_rand->enchant_id[k] == enchant_id)
11539 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11540 break;
11546 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11547 break;
11548 case ITEM_ENCHANTMENT_TYPE_STAT:
11550 if (!enchant_amount)
11552 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11553 if(item_rand_suffix)
11555 for (int k=0; k<3; k++)
11557 if(item_rand_suffix->enchant_id[k] == enchant_id)
11559 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11560 break;
11566 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11567 switch (enchant_spell_id)
11569 case ITEM_MOD_AGILITY:
11570 sLog.outDebug("+ %u AGILITY",enchant_amount);
11571 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11572 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11573 break;
11574 case ITEM_MOD_STRENGTH:
11575 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11576 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11577 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11578 break;
11579 case ITEM_MOD_INTELLECT:
11580 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11581 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11582 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11583 break;
11584 case ITEM_MOD_SPIRIT:
11585 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11586 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11587 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11588 break;
11589 case ITEM_MOD_STAMINA:
11590 sLog.outDebug("+ %u STAMINA",enchant_amount);
11591 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11592 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11593 break;
11594 case ITEM_MOD_DEFENSE_SKILL_RATING:
11595 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11596 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11597 break;
11598 case ITEM_MOD_DODGE_RATING:
11599 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11600 sLog.outDebug("+ %u DODGE", enchant_amount);
11601 break;
11602 case ITEM_MOD_PARRY_RATING:
11603 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11604 sLog.outDebug("+ %u PARRY", enchant_amount);
11605 break;
11606 case ITEM_MOD_BLOCK_RATING:
11607 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11608 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11609 break;
11610 case ITEM_MOD_HIT_MELEE_RATING:
11611 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11612 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11613 break;
11614 case ITEM_MOD_HIT_RANGED_RATING:
11615 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11616 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11617 break;
11618 case ITEM_MOD_HIT_SPELL_RATING:
11619 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11620 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11621 break;
11622 case ITEM_MOD_CRIT_MELEE_RATING:
11623 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11624 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11625 break;
11626 case ITEM_MOD_CRIT_RANGED_RATING:
11627 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11628 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11629 break;
11630 case ITEM_MOD_CRIT_SPELL_RATING:
11631 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11632 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11633 break;
11634 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11635 // in Enchantments
11636 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11637 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11638 // break;
11639 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11640 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11641 // break;
11642 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11643 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11644 // break;
11645 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11646 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11647 // break;
11648 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11649 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11650 // break;
11651 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11652 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11653 // break;
11654 // case ITEM_MOD_HASTE_MELEE_RATING:
11655 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11656 // break;
11657 // case ITEM_MOD_HASTE_RANGED_RATING:
11658 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11659 // break;
11660 case ITEM_MOD_HASTE_SPELL_RATING:
11661 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11662 break;
11663 case ITEM_MOD_HIT_RATING:
11664 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11665 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11666 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11667 sLog.outDebug("+ %u HIT", enchant_amount);
11668 break;
11669 case ITEM_MOD_CRIT_RATING:
11670 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11671 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11672 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11673 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11674 break;
11675 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11676 // case ITEM_MOD_HIT_TAKEN_RATING:
11677 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11678 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11679 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11680 // break;
11681 // case ITEM_MOD_CRIT_TAKEN_RATING:
11682 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11683 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11684 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11685 // break;
11686 case ITEM_MOD_RESILIENCE_RATING:
11687 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11688 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11689 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11690 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11691 break;
11692 case ITEM_MOD_HASTE_RATING:
11693 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11694 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11695 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11696 sLog.outDebug("+ %u HASTE", enchant_amount);
11697 break;
11698 case ITEM_MOD_EXPERTISE_RATING:
11699 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11700 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11701 break;
11702 case ITEM_MOD_ATTACK_POWER:
11703 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
11704 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11705 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
11706 break;
11707 case ITEM_MOD_RANGED_ATTACK_POWER:
11708 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11709 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
11710 break;
11711 case ITEM_MOD_FERAL_ATTACK_POWER:
11712 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
11713 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
11714 break;
11715 case ITEM_MOD_SPELL_HEALING_DONE:
11716 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11717 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
11718 break;
11719 case ITEM_MOD_SPELL_DAMAGE_DONE:
11720 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11721 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
11722 break;
11723 case ITEM_MOD_MANA_REGENERATION:
11724 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
11725 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
11726 break;
11727 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11728 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11729 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11730 break;
11731 case ITEM_MOD_SPELL_POWER:
11732 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11733 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11734 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
11735 break;
11736 default:
11737 break;
11739 break;
11741 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11743 if(getClass() == CLASS_SHAMAN)
11745 float addValue = 0.0f;
11746 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11748 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11749 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11751 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11753 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11754 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11757 break;
11759 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
11760 // processed in Player::CastItemUseSpell
11761 break;
11762 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
11763 // nothing do..
11764 break;
11765 default:
11766 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
11767 break;
11768 } /*switch(enchant_display_type)*/
11769 } /*for*/
11772 // visualize enchantment at player and equipped items
11773 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11775 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11776 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11779 if(apply_dur)
11781 if(apply)
11783 // set duration
11784 uint32 duration = item->GetEnchantmentDuration(slot);
11785 if(duration > 0)
11786 AddEnchantmentDuration(item,slot,duration);
11788 else
11790 // duration == 0 will remove EnchantDuration
11791 AddEnchantmentDuration(item,slot,0);
11796 void Player::SendEnchantmentDurations()
11798 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11800 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11804 void Player::SendItemDurations()
11806 for(ItemDurationList::const_iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11808 (*itr)->SendTimeUpdate(this);
11812 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11814 if(!item) // prevent crash
11815 return;
11817 // last check 2.0.10
11818 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11819 data << GetGUID(); // player GUID
11820 data << uint32(received); // 0=looted, 1=from npc
11821 data << uint32(created); // 0=received, 1=created
11822 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11823 data << (uint8)item->GetBagSlot(); // bagslot
11824 // item slot, but when added to stack: 0xFFFFFFFF
11825 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11826 data << uint32(item->GetEntry()); // item id
11827 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11828 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11829 data << uint32(count); // count of items
11830 data << GetItemCount(item->GetEntry()); // count of items in inventory
11832 if (broadcast && GetGroup())
11833 GetGroup()->BroadcastPacket(&data, true);
11834 else
11835 GetSession()->SendPacket(&data);
11838 /*********************************************************/
11839 /*** QUEST SYSTEM ***/
11840 /*********************************************************/
11842 void Player::PrepareQuestMenu( uint64 guid )
11844 Object *pObject;
11845 QuestRelations* pObjectQR;
11846 QuestRelations* pObjectQIR;
11848 // pets also can have quests
11849 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
11850 if( pCreature )
11852 pObject = (Object*)pCreature;
11853 pObjectQR = &objmgr.mCreatureQuestRelations;
11854 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11856 else
11858 GameObject *pGameObject = GetMap()->GetGameObject(guid);
11859 if( pGameObject )
11861 pObject = (Object*)pGameObject;
11862 pObjectQR = &objmgr.mGOQuestRelations;
11863 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11865 else
11866 return;
11869 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11870 qm.ClearMenu();
11872 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11874 uint32 quest_id = i->second;
11875 QuestStatus status = GetQuestStatus( quest_id );
11876 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11877 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11878 else if ( status == QUEST_STATUS_INCOMPLETE )
11879 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11880 else if (status == QUEST_STATUS_AVAILABLE )
11881 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11884 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11886 uint32 quest_id = i->second;
11887 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11888 if(!pQuest) continue;
11890 QuestStatus status = GetQuestStatus( quest_id );
11892 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11893 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11894 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11895 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11899 void Player::SendPreparedQuest( uint64 guid )
11901 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11902 if( questMenu.Empty() )
11903 return;
11905 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11907 uint32 status = qmi0.m_qIcon;
11909 // single element case
11910 if ( questMenu.MenuItemCount() == 1 )
11912 // Auto open -- maybe also should verify there is no greeting
11913 uint32 quest_id = qmi0.m_qId;
11914 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11915 if ( pQuest )
11917 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11918 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11919 else if( status == DIALOG_STATUS_INCOMPLETE )
11920 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11921 // Send completable on repeatable quest if player don't have quest
11922 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11923 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11924 else
11925 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11928 // multiply entries
11929 else
11931 QEmote qe;
11932 qe._Delay = 0;
11933 qe._Emote = 0;
11934 std::string title = "";
11936 // need pet case for some quests
11937 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
11938 if( pCreature )
11940 uint32 textid = pCreature->GetNpcTextId();
11941 GossipText const* gossiptext = objmgr.GetGossipText(textid);
11942 if( !gossiptext )
11944 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11945 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11946 title = "";
11948 else
11950 qe = gossiptext->Options[0].Emotes[0];
11952 if(!gossiptext->Options[0].Text_0.empty())
11954 title = gossiptext->Options[0].Text_0;
11956 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11957 if (loc_idx >= 0)
11959 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11960 if (nl)
11962 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11963 title = nl->Text_0[0][loc_idx];
11967 else
11969 title = gossiptext->Options[0].Text_1;
11971 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11972 if (loc_idx >= 0)
11974 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11975 if (nl)
11977 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11978 title = nl->Text_1[0][loc_idx];
11984 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11988 bool Player::IsActiveQuest( uint32 quest_id ) const
11990 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11992 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11995 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11997 Object *pObject;
11998 QuestRelations* pObjectQR;
11999 QuestRelations* pObjectQIR;
12001 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
12002 if( pCreature )
12004 pObject = (Object*)pCreature;
12005 pObjectQR = &objmgr.mCreatureQuestRelations;
12006 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12008 else
12010 GameObject *pGameObject = GetMap()->GetGameObject(guid);
12011 if( pGameObject )
12013 pObject = (Object*)pGameObject;
12014 pObjectQR = &objmgr.mGOQuestRelations;
12015 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12017 else
12018 return NULL;
12021 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12022 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12024 if (itr->second == nextQuestID)
12025 return objmgr.GetQuestTemplate(nextQuestID);
12028 return NULL;
12031 bool Player::CanSeeStartQuest( Quest const *pQuest )
12033 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12034 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12035 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12036 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12038 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12041 return false;
12044 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12046 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12047 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12048 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12049 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12050 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12051 && SatisfyQuestDay( pQuest, msg );
12054 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12056 if( !SatisfyQuestLog( msg ) )
12057 return false;
12059 uint32 srcitem = pQuest->GetSrcItemId();
12060 if( srcitem > 0 )
12062 uint32 count = pQuest->GetSrcItemCount();
12063 ItemPosCountVec dest;
12064 uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12066 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12067 if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12068 return true;
12069 else if( msg2 != EQUIP_ERR_OK )
12071 SendEquipError( msg2, NULL, NULL );
12072 return false;
12075 return true;
12078 bool Player::CanCompleteQuest( uint32 quest_id )
12080 if( quest_id )
12082 QuestStatusData& q_status = mQuestStatus[quest_id];
12083 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12084 return false; // not allow re-complete quest
12086 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12088 if(!qInfo)
12089 return false;
12091 // auto complete quest
12092 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12093 return true;
12095 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12098 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12100 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12102 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12103 return false;
12107 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12109 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12111 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12112 continue;
12114 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12115 return false;
12119 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12120 return false;
12122 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12123 return false;
12125 if ( qInfo->GetRewOrReqMoney() < 0 )
12127 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12128 return false;
12131 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12132 if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12133 return false;
12135 return true;
12138 return false;
12141 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12143 // Solve problem that player don't have the quest and try complete it.
12144 // if repeatable she must be able to complete event if player don't have it.
12145 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12146 if( !CanTakeQuest(pQuest, false) )
12147 return false;
12149 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12150 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12151 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12152 return false;
12154 if( !CanRewardQuest(pQuest, false) )
12155 return false;
12157 return true;
12160 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12162 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12163 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12164 return false;
12166 // daily quest can't be rewarded (25 daily quest already completed)
12167 if(!SatisfyQuestDay(pQuest,true))
12168 return false;
12170 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12171 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12172 return false;
12174 // prevent receive reward with quest items in bank
12175 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12177 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12179 if( pQuest->ReqItemCount[i]!= 0 &&
12180 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12182 if(msg)
12183 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12184 return false;
12189 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12190 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12191 return false;
12193 return true;
12196 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12198 // prevent receive reward with quest items in bank or for not completed quest
12199 if(!CanRewardQuest(pQuest,msg))
12200 return false;
12202 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12204 if( pQuest->RewChoiceItemId[reward] )
12206 ItemPosCountVec dest;
12207 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12208 if( res != EQUIP_ERR_OK )
12210 SendEquipError( res, NULL, NULL );
12211 return false;
12216 if ( pQuest->GetRewItemsCount() > 0 )
12218 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12220 if( pQuest->RewItemId[i] )
12222 ItemPosCountVec dest;
12223 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12224 if( res != EQUIP_ERR_OK )
12226 SendEquipError( res, NULL, NULL );
12227 return false;
12233 return true;
12236 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12238 uint16 log_slot = FindQuestSlot( 0 );
12239 assert(log_slot < MAX_QUEST_LOG_SIZE);
12241 uint32 quest_id = pQuest->GetQuestId();
12243 // if not exist then created with set uState==NEW and rewarded=false
12244 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12246 // check for repeatable quests status reset
12247 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12248 questStatusData.m_explored = false;
12250 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12252 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12253 questStatusData.m_itemcount[i] = 0;
12256 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12258 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12259 questStatusData.m_creatureOrGOcount[i] = 0;
12262 GiveQuestSourceItem( pQuest );
12263 AdjustQuestReqItemCount( pQuest, questStatusData );
12265 if( pQuest->GetRepObjectiveFaction() )
12266 if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
12267 GetReputationMgr().SetVisible(factionEntry);
12269 uint32 qtime = 0;
12270 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12272 uint32 limittime = pQuest->GetLimitTime();
12274 // shared timed quest
12275 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12276 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
12278 AddTimedQuest( quest_id );
12279 questStatusData.m_timer = limittime * IN_MILISECONDS;
12280 qtime = static_cast<uint32>(time(NULL)) + limittime;
12282 else
12283 questStatusData.m_timer = 0;
12285 SetQuestSlot(log_slot, quest_id, qtime);
12287 if (questStatusData.uState != QUEST_NEW)
12288 questStatusData.uState = QUEST_CHANGED;
12290 //starting initial quest script
12291 if(questGiver && pQuest->GetQuestStartScript()!=0)
12292 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12294 // Some spells applied at quest activation
12295 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
12296 if(saBounds.first != saBounds.second)
12298 uint32 zone, area;
12299 GetZoneAndAreaId(zone,area);
12301 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12302 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12303 if( !HasAura(itr->second->spellId,0) )
12304 CastSpell(this,itr->second->spellId,true);
12307 UpdateForQuestWorldObjects();
12310 void Player::CompleteQuest( uint32 quest_id )
12312 if( quest_id )
12314 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12316 uint16 log_slot = FindQuestSlot( quest_id );
12317 if( log_slot < MAX_QUEST_LOG_SIZE)
12318 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12320 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12322 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12323 RewardQuest(qInfo,0,this,false);
12324 else
12325 SendQuestComplete( quest_id );
12330 void Player::IncompleteQuest( uint32 quest_id )
12332 if( quest_id )
12334 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12336 uint16 log_slot = FindQuestSlot( quest_id );
12337 if( log_slot < MAX_QUEST_LOG_SIZE)
12338 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12342 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12344 uint32 quest_id = pQuest->GetQuestId();
12346 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i )
12348 if ( pQuest->ReqItemId[i] )
12349 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12352 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12353 // SetTimedQuest( 0 );
12354 m_timedquests.erase(pQuest->GetQuestId());
12356 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12358 if( pQuest->RewChoiceItemId[reward] )
12360 ItemPosCountVec dest;
12361 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12363 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12364 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12369 if ( pQuest->GetRewItemsCount() > 0 )
12371 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12373 if( pQuest->RewItemId[i] )
12375 ItemPosCountVec dest;
12376 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12378 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12379 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12385 RewardReputation( pQuest );
12387 if( pQuest->GetRewSpellCast() > 0 )
12388 CastSpell( this, pQuest->GetRewSpellCast(), true);
12389 else if( pQuest->GetRewSpell() > 0)
12390 CastSpell( this, pQuest->GetRewSpell(), true);
12392 uint16 log_slot = FindQuestSlot( quest_id );
12393 if( log_slot < MAX_QUEST_LOG_SIZE)
12394 SetQuestSlot(log_slot,0);
12396 QuestStatusData& q_status = mQuestStatus[quest_id];
12398 // Not give XP in case already completed once repeatable quest
12399 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12401 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12402 GiveXP( XP , NULL );
12403 else
12405 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
12406 ModifyMoney( money );
12407 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
12410 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12411 if(pQuest->GetRewOrReqMoney())
12413 ModifyMoney( pQuest->GetRewOrReqMoney() );
12415 if(pQuest->GetRewOrReqMoney() > 0)
12416 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
12419 // honor reward
12420 if(pQuest->GetRewHonorableKills())
12421 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12423 // title reward
12424 if(pQuest->GetCharTitleId())
12426 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12427 SetTitle(titleEntry);
12430 if(pQuest->GetBonusTalents())
12432 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12433 InitTalentForLevel();
12436 // Send reward mail
12437 if(pQuest->GetRewMailTemplateId())
12439 MailMessageType mailType;
12440 uint32 senderGuidOrEntry;
12441 switch(questGiver->GetTypeId())
12443 case TYPEID_UNIT:
12444 mailType = MAIL_CREATURE;
12445 senderGuidOrEntry = questGiver->GetEntry();
12446 break;
12447 case TYPEID_GAMEOBJECT:
12448 mailType = MAIL_GAMEOBJECT;
12449 senderGuidOrEntry = questGiver->GetEntry();
12450 break;
12451 case TYPEID_ITEM:
12452 mailType = MAIL_ITEM;
12453 senderGuidOrEntry = questGiver->GetEntry();
12454 break;
12455 case TYPEID_PLAYER:
12456 mailType = MAIL_NORMAL;
12457 senderGuidOrEntry = questGiver->GetGUIDLow();
12458 break;
12459 default:
12460 mailType = MAIL_NORMAL;
12461 senderGuidOrEntry = GetGUIDLow();
12462 break;
12465 Loot questMailLoot;
12467 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
12469 // fill mail
12470 MailItemsInfo mi; // item list preparing
12472 uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
12473 for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
12475 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12477 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12479 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12480 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12485 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12488 if(pQuest->IsDaily())
12490 SetDailyQuestStatus(quest_id);
12491 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12494 if ( !pQuest->IsRepeatable() )
12495 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12496 else
12497 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12499 q_status.m_rewarded = true;
12501 if(announce)
12502 SendQuestReward( pQuest, XP, questGiver );
12504 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12505 if (pQuest->GetZoneOrSort() > 0)
12506 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
12507 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12508 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
12510 uint32 zone = 0;
12511 uint32 area = 0;
12513 // remove auras from spells with quest reward state limitations
12514 SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
12515 if(saEndBounds.first != saEndBounds.second)
12517 GetZoneAndAreaId(zone,area);
12519 for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
12520 if(!itr->second->IsFitToRequirements(this,zone,area))
12521 RemoveAurasDueToSpell(itr->second->spellId);
12524 // Some spells applied at quest reward
12525 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
12526 if(saBounds.first != saBounds.second)
12528 if(!zone || !area)
12529 GetZoneAndAreaId(zone,area);
12531 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12532 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12533 if( !HasAura(itr->second->spellId,0) )
12534 CastSpell(this,itr->second->spellId,true);
12538 void Player::FailQuest( uint32 quest_id )
12540 if( quest_id )
12542 IncompleteQuest( quest_id );
12544 uint16 log_slot = FindQuestSlot( quest_id );
12545 if( log_slot < MAX_QUEST_LOG_SIZE)
12547 SetQuestSlotTimer(log_slot, 1 );
12548 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12550 SendQuestFailed( quest_id );
12554 void Player::FailTimedQuest( uint32 quest_id )
12556 if( quest_id )
12558 QuestStatusData& q_status = mQuestStatus[quest_id];
12560 q_status.m_timer = 0;
12561 if (q_status.uState != QUEST_NEW)
12562 q_status.uState = QUEST_CHANGED;
12564 IncompleteQuest( quest_id );
12566 uint16 log_slot = FindQuestSlot( quest_id );
12567 if( log_slot < MAX_QUEST_LOG_SIZE)
12569 SetQuestSlotTimer(log_slot, 1 );
12570 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12572 SendQuestTimerFailed( quest_id );
12576 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12578 int32 zoneOrSort = qInfo->GetZoneOrSort();
12579 int32 skillOrClass = qInfo->GetSkillOrClass();
12581 // skip zone zoneOrSort and 0 case skillOrClass
12582 if( zoneOrSort >= 0 && skillOrClass == 0 )
12583 return true;
12585 int32 questSort = -zoneOrSort;
12586 uint8 reqSortClass = ClassByQuestSort(questSort);
12588 // check class sort cases in zoneOrSort
12589 if( reqSortClass != 0 && getClass() != reqSortClass)
12591 if( msg )
12592 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12593 return false;
12596 // check class
12597 if( skillOrClass < 0 )
12599 uint8 reqClass = -int32(skillOrClass);
12600 if(getClass() != reqClass)
12602 if( msg )
12603 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12604 return false;
12607 // check skill
12608 else if( skillOrClass > 0 )
12610 uint32 reqSkill = skillOrClass;
12611 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12613 if( msg )
12614 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12615 return false;
12619 return true;
12622 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12624 if( getLevel() < qInfo->GetMinLevel() )
12626 if( msg )
12627 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12628 return false;
12630 return true;
12633 bool Player::SatisfyQuestLog( bool msg )
12635 // exist free slot
12636 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12637 return true;
12639 if( msg )
12641 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12642 GetSession()->SendPacket( &data );
12643 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12645 return false;
12648 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12650 // No previous quest (might be first quest in a series)
12651 if( qInfo->prevQuests.empty())
12652 return true;
12654 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12656 uint32 prevId = abs(*iter);
12658 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
12659 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12661 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12663 // If any of the positive previous quests completed, return true
12664 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12666 // skip one-from-all exclusive group
12667 if(qPrevInfo->GetExclusiveGroup() >= 0)
12668 return true;
12670 // each-from-all exclusive group ( < 0)
12671 // can be start if only all quests in prev quest exclusive group completed and rewarded
12672 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12673 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12675 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12677 for(; iter2 != end; ++iter2)
12679 uint32 exclude_Id = iter2->second;
12681 // skip checked quest id, only state of other quests in group is interesting
12682 if(exclude_Id == prevId)
12683 continue;
12685 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
12687 // alternative quest from group also must be completed and rewarded(reported)
12688 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12690 if( msg )
12691 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12692 return false;
12695 return true;
12697 // If any of the negative previous quests active, return true
12698 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12699 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12701 // skip one-from-all exclusive group
12702 if(qPrevInfo->GetExclusiveGroup() >= 0)
12703 return true;
12705 // each-from-all exclusive group ( < 0)
12706 // can be start if only all quests in prev quest exclusive group active
12707 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12708 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12710 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12712 for(; iter2 != end; ++iter2)
12714 uint32 exclude_Id = iter2->second;
12716 // skip checked quest id, only state of other quests in group is interesting
12717 if(exclude_Id == prevId)
12718 continue;
12720 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
12722 // alternative quest from group also must be active
12723 if( i_exstatus == mQuestStatus.end() ||
12724 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12725 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12727 if( msg )
12728 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12729 return false;
12732 return true;
12737 // Has only positive prev. quests in non-rewarded state
12738 // and negative prev. quests in non-active state
12739 if( msg )
12740 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12742 return false;
12745 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12747 uint32 reqraces = qInfo->GetRequiredRaces();
12748 if ( reqraces == 0 )
12749 return true;
12750 if( (reqraces & getRaceMask()) == 0 )
12752 if( msg )
12753 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12754 return false;
12756 return true;
12759 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12761 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12762 if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12764 if( msg )
12765 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12766 return false;
12769 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12770 if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12772 if( msg )
12773 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12774 return false;
12777 return true;
12780 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12782 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12783 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12785 if( msg )
12786 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12787 return false;
12789 return true;
12792 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12794 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12796 if( msg )
12797 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12798 return false;
12800 return true;
12803 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12805 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12806 if(qInfo->GetExclusiveGroup() <= 0)
12807 return true;
12809 ObjectMgr::ExclusiveQuestGroups::const_iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12810 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12812 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12814 for(; iter != end; ++iter)
12816 uint32 exclude_Id = iter->second;
12818 // skip checked quest id, only state of other quests in group is interesting
12819 if(exclude_Id == qInfo->GetQuestId())
12820 continue;
12822 // not allow have daily quest if daily quest from exclusive group already recently completed
12823 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12824 if( !SatisfyQuestDay(Nquest, false) )
12826 if( msg )
12827 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12828 return false;
12831 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12833 // alternative quest already started or completed
12834 if( i_exstatus != mQuestStatus.end()
12835 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12837 if( msg )
12838 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12839 return false;
12842 return true;
12845 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12847 if(!qInfo->GetNextQuestInChain())
12848 return true;
12850 // next quest in chain already started or completed
12851 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12852 if( itr != mQuestStatus.end()
12853 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12855 if( msg )
12856 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12857 return false;
12860 // check for all quests further up the chain
12861 // only necessary if there are quest chains with more than one quest that can be skipped
12862 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12863 return true;
12866 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12868 // No previous quest in chain
12869 if( qInfo->prevChainQuests.empty())
12870 return true;
12872 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12874 uint32 prevId = *iter;
12876 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
12878 if( i_prevstatus != mQuestStatus.end() )
12880 // If any of the previous quests in chain active, return false
12881 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12882 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12884 if( msg )
12885 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12886 return false;
12890 // check for all quests further down the chain
12891 // only necessary if there are quest chains with more than one quest that can be skipped
12892 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12893 // return false;
12896 // No previous quest in chain active
12897 return true;
12900 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12902 if(!qInfo->IsDaily())
12903 return true;
12905 bool have_slot = false;
12906 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12908 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12909 if(qInfo->GetQuestId()==id)
12910 return false;
12912 if(!id)
12913 have_slot = true;
12916 if(!have_slot)
12918 if( msg )
12919 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12920 return false;
12923 return true;
12926 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12928 uint32 srcitem = pQuest->GetSrcItemId();
12929 if( srcitem > 0 )
12931 uint32 count = pQuest->GetSrcItemCount();
12932 if( count <= 0 )
12933 count = 1;
12935 ItemPosCountVec dest;
12936 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12937 if( msg == EQUIP_ERR_OK )
12939 Item * item = StoreNewItem(dest, srcitem, true);
12940 SendNewItem(item, count, true, false);
12941 return true;
12943 // player already have max amount required item, just report success
12944 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12945 return true;
12946 else
12947 SendEquipError( msg, NULL, NULL );
12948 return false;
12951 return true;
12954 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12956 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12957 if( qInfo )
12959 uint32 srcitem = qInfo->GetSrcItemId();
12960 if( srcitem > 0 )
12962 uint32 count = qInfo->GetSrcItemCount();
12963 if( count <= 0 )
12964 count = 1;
12966 // exist one case when destroy source quest item not possible:
12967 // non un-equippable item (equipped non-empty bag, for example)
12968 uint8 res = CanUnequipItems(srcitem,count);
12969 if(res != EQUIP_ERR_OK)
12971 if(msg)
12972 SendEquipError( res, NULL, NULL );
12973 return false;
12976 DestroyItemCount(srcitem, count, true, true);
12979 return true;
12982 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12984 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12985 if( qInfo )
12987 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12988 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12989 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
12990 && !qInfo->IsRepeatable() )
12991 return itr->second.m_rewarded;
12993 return false;
12995 return false;
12998 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13000 if( quest_id )
13002 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13003 if( itr != mQuestStatus.end() )
13004 return itr->second.m_status;
13006 return QUEST_STATUS_NONE;
13009 bool Player::CanShareQuest(uint32 quest_id) const
13011 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13012 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13014 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13015 if( itr != mQuestStatus.end() )
13016 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13018 return false;
13021 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13023 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13024 if( qInfo )
13026 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13028 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13029 m_timedquests.erase(qInfo->GetQuestId());
13032 QuestStatusData& q_status = mQuestStatus[quest_id];
13034 q_status.m_status = status;
13035 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13038 UpdateForQuestWorldObjects();
13041 // not used in MaNGOS, but used in scripting code
13042 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13044 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13045 if( !qInfo )
13046 return 0;
13048 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13049 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13050 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13052 return 0;
13055 void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
13057 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13059 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13061 uint32 reqitemcount = pQuest->ReqItemCount[i];
13062 if( reqitemcount != 0 )
13064 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13066 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13067 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13073 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13075 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13076 if ( GetQuestSlotQuestId(i) == quest_id )
13077 return i;
13079 return MAX_QUEST_LOG_SIZE;
13082 void Player::AreaExploredOrEventHappens( uint32 questId )
13084 if( questId )
13086 uint16 log_slot = FindQuestSlot( questId );
13087 if( log_slot < MAX_QUEST_LOG_SIZE)
13089 QuestStatusData& q_status = mQuestStatus[questId];
13091 if(!q_status.m_explored)
13093 q_status.m_explored = true;
13094 if (q_status.uState != QUEST_NEW)
13095 q_status.uState = QUEST_CHANGED;
13098 if( CanCompleteQuest( questId ) )
13099 CompleteQuest( questId );
13103 //not used in mangosd, function for external script library
13104 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13106 if( Group *pGroup = GetGroup() )
13108 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13110 Player *pGroupGuy = itr->getSource();
13112 // for any leave or dead (with not released body) group member at appropriate distance
13113 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13114 pGroupGuy->AreaExploredOrEventHappens(questId);
13117 else
13118 AreaExploredOrEventHappens(questId);
13121 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13123 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13125 uint32 questid = GetQuestSlotQuestId(i);
13126 if ( questid == 0 )
13127 continue;
13129 QuestStatusData& q_status = mQuestStatus[questid];
13131 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13132 continue;
13134 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13135 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13136 continue;
13138 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13140 uint32 reqitem = qInfo->ReqItemId[j];
13141 if ( reqitem == entry )
13143 uint32 reqitemcount = qInfo->ReqItemCount[j];
13144 uint32 curitemcount = q_status.m_itemcount[j];
13145 if ( curitemcount < reqitemcount )
13147 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13148 q_status.m_itemcount[j] += additemcount;
13149 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13151 SendQuestUpdateAddItem( qInfo, j, additemcount );
13153 if ( CanCompleteQuest( questid ) )
13154 CompleteQuest( questid );
13155 return;
13159 UpdateForQuestWorldObjects();
13162 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13164 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13166 uint32 questid = GetQuestSlotQuestId(i);
13167 if(!questid)
13168 continue;
13169 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13170 if ( !qInfo )
13171 continue;
13172 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13173 continue;
13175 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13177 uint32 reqitem = qInfo->ReqItemId[j];
13178 if ( reqitem == entry )
13180 QuestStatusData& q_status = mQuestStatus[questid];
13182 uint32 reqitemcount = qInfo->ReqItemCount[j];
13183 uint32 curitemcount;
13184 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13185 curitemcount = q_status.m_itemcount[j];
13186 else
13187 curitemcount = GetItemCount(entry,true);
13188 if ( curitemcount < reqitemcount + count )
13190 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13191 q_status.m_itemcount[j] = curitemcount - remitemcount;
13192 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13194 IncompleteQuest( questid );
13196 return;
13200 UpdateForQuestWorldObjects();
13203 void Player::KilledMonster( uint32 entry, uint64 guid )
13205 uint32 addkillcount = 1;
13206 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13207 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13209 uint32 questid = GetQuestSlotQuestId(i);
13210 if(!questid)
13211 continue;
13213 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13214 if( !qInfo )
13215 continue;
13216 // just if !ingroup || !noraidgroup || raidgroup
13217 QuestStatusData& q_status = mQuestStatus[questid];
13218 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13220 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13222 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13224 // skip GO activate objective or none
13225 if(qInfo->ReqCreatureOrGOId[j] <=0)
13226 continue;
13228 // skip Cast at creature objective
13229 if(qInfo->ReqSpell[j] !=0 )
13230 continue;
13232 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13234 if ( reqkill == entry )
13236 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13237 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13238 if ( curkillcount < reqkillcount )
13240 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13241 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13243 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13245 if ( CanCompleteQuest( questid ) )
13246 CompleteQuest( questid );
13248 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13249 continue;
13257 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13259 bool isCreature = IS_CREATURE_GUID(guid);
13261 uint32 addCastCount = 1;
13262 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
13264 uint32 questid = GetQuestSlotQuestId(i);
13265 if(!questid)
13266 continue;
13268 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13269 if ( !qInfo )
13270 continue;
13272 QuestStatusData& q_status = mQuestStatus[questid];
13274 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13276 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13278 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13280 // skip kill creature objective (0) or wrong spell casts
13281 if(qInfo->ReqSpell[j] != spell_id )
13282 continue;
13284 uint32 reqTarget = 0;
13286 if(isCreature)
13288 // creature activate objectives
13289 if(qInfo->ReqCreatureOrGOId[j] > 0)
13290 // checked at quest_template loading
13291 reqTarget = qInfo->ReqCreatureOrGOId[j];
13293 else
13295 // GO activate objective
13296 if(qInfo->ReqCreatureOrGOId[j] < 0)
13297 // checked at quest_template loading
13298 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13301 // other not this creature/GO related objectives
13302 if( reqTarget != entry )
13303 continue;
13305 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13306 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13307 if ( curCastCount < reqCastCount )
13309 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13310 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13312 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13315 if ( CanCompleteQuest( questid ) )
13316 CompleteQuest( questid );
13318 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13319 break;
13326 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13328 uint32 addTalkCount = 1;
13329 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13331 uint32 questid = GetQuestSlotQuestId(i);
13332 if(!questid)
13333 continue;
13335 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13336 if ( !qInfo )
13337 continue;
13339 QuestStatusData& q_status = mQuestStatus[questid];
13341 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13343 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13345 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13347 // skip spell casts and Gameobject objectives
13348 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13349 continue;
13351 uint32 reqTarget = 0;
13353 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13354 // checked at quest_template loading
13355 reqTarget = qInfo->ReqCreatureOrGOId[j];
13356 else
13357 continue;
13359 if ( reqTarget == entry )
13361 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13362 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13363 if ( curTalkCount < reqTalkCount )
13365 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13366 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13368 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13370 if ( CanCompleteQuest( questid ) )
13371 CompleteQuest( questid );
13373 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13374 continue;
13382 void Player::MoneyChanged( uint32 count )
13384 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13386 uint32 questid = GetQuestSlotQuestId(i);
13387 if (!questid)
13388 continue;
13390 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13391 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13393 QuestStatusData& q_status = mQuestStatus[questid];
13395 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13397 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13399 if ( CanCompleteQuest( questid ) )
13400 CompleteQuest( questid );
13403 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13405 if(int32(count) < -qInfo->GetRewOrReqMoney())
13406 IncompleteQuest( questid );
13412 void Player::ReputationChanged(FactionEntry const* factionEntry )
13414 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13416 if(uint32 questid = GetQuestSlotQuestId(i))
13418 if(Quest const* qInfo = objmgr.GetQuestTemplate(questid))
13420 if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
13422 QuestStatusData& q_status = mQuestStatus[questid];
13423 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13425 if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
13426 if ( CanCompleteQuest( questid ) )
13427 CompleteQuest( questid );
13429 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13431 if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
13432 IncompleteQuest( questid );
13440 bool Player::HasQuestForItem( uint32 itemid ) const
13442 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13444 uint32 questid = GetQuestSlotQuestId(i);
13445 if ( questid == 0 )
13446 continue;
13448 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
13449 if(qs_itr == mQuestStatus.end())
13450 continue;
13452 QuestStatusData const& q_status = qs_itr->second;
13454 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13456 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
13457 if(!qinfo)
13458 continue;
13460 // hide quest if player is in raid-group and quest is no raid quest
13461 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13462 continue;
13464 // There should be no mixed ReqItem/ReqSource drop
13465 // This part for ReqItem drop
13466 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13468 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13469 return true;
13471 // This part - for ReqSource
13472 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
13474 // examined item is a source item
13475 if (qinfo->ReqSourceId[j] == itemid)
13477 ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
13479 // 'unique' item
13480 if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
13481 return true;
13483 // allows custom amount drop when not 0
13484 if (qinfo->ReqSourceCount[j])
13486 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13487 return true;
13488 } else if (GetItemCount(itemid,true) < pProto->Stackable)
13489 return true;
13494 return false;
13497 void Player::SendQuestComplete( uint32 quest_id )
13499 if( quest_id )
13501 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13502 data << uint32(quest_id);
13503 GetSession()->SendPacket( &data );
13504 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13508 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13510 uint32 questid = pQuest->GetQuestId();
13511 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13512 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13513 data << uint32(questid);
13515 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13517 data << uint32(XP);
13518 data << uint32(pQuest->GetRewOrReqMoney());
13520 else
13522 data << uint32(0);
13523 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13526 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13527 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13528 GetSession()->SendPacket( &data );
13530 if (pQuest->GetQuestCompleteScript() != 0)
13531 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13534 void Player::SendQuestFailed( uint32 quest_id )
13536 if( quest_id )
13538 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13539 data << quest_id;
13540 data << uint32(0); // failed reason (4 for inventory is full)
13541 GetSession()->SendPacket( &data );
13542 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13546 void Player::SendQuestTimerFailed( uint32 quest_id )
13548 if( quest_id )
13550 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13551 data << quest_id;
13552 GetSession()->SendPacket( &data );
13553 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13557 void Player::SendCanTakeQuestResponse( uint32 msg )
13559 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13560 data << uint32(msg);
13561 GetSession()->SendPacket( &data );
13562 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13565 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13567 if( pPlayer )
13569 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13570 data << uint64(pPlayer->GetGUID());
13571 data << uint8(msg); // valid values: 0-8
13572 GetSession()->SendPacket( &data );
13573 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13577 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13579 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13580 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13581 //data << pQuest->ReqItemId[item_idx];
13582 //data << count;
13583 GetSession()->SendPacket( &data );
13586 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13588 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13590 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13591 if (entry < 0)
13592 // client expected gameobject template id in form (id|0x80000000)
13593 entry = (-entry) | 0x80000000;
13595 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13596 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13597 data << uint32(pQuest->GetQuestId());
13598 data << uint32(entry);
13599 data << uint32(old_count + add_count);
13600 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13601 data << uint64(guid);
13602 GetSession()->SendPacket(&data);
13604 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13605 if( log_slot < MAX_QUEST_LOG_SIZE)
13606 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13609 /*********************************************************/
13610 /*** LOAD SYSTEM ***/
13611 /*********************************************************/
13613 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13615 bool delete_result = true;
13616 if(!result)
13618 // 0 1 2 3 4 5 6 7 8 9
13619 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13620 if(!result) return false;
13622 else delete_result = false;
13624 Field *fields = result->Fetch();
13626 if(!LoadValues( fields[1].GetString()))
13628 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13629 if(delete_result) delete result;
13630 return false;
13633 // overwrite possible wrong/corrupted guid
13634 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13636 m_name = fields[2].GetCppString();
13638 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13639 SetMapId(fields[6].GetUInt32());
13640 // the instance id is not needed at character enum
13642 m_Played_time[0] = fields[7].GetUInt32();
13643 m_Played_time[1] = fields[8].GetUInt32();
13645 m_atLoginFlags = fields[9].GetUInt32();
13647 // I don't see these used anywhere ..
13648 /*_LoadGroup();
13650 _LoadBoundInstances();*/
13652 if (delete_result) delete result;
13654 for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
13655 m_items[i] = NULL;
13657 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13658 m_deathState = DEAD;
13660 return true;
13663 void Player::_LoadDeclinedNames(QueryResult* result)
13665 if(!result)
13666 return;
13668 if(m_declinedname)
13669 delete m_declinedname;
13671 m_declinedname = new DeclinedName;
13672 Field *fields = result->Fetch();
13673 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13674 m_declinedname->name[i] = fields[i].GetCppString();
13676 delete result;
13679 void Player::_LoadArenaTeamInfo(QueryResult *result)
13681 // arenateamid, played_week, played_season, personal_rating
13682 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13683 if (!result)
13684 return;
13688 Field *fields = result->Fetch();
13690 uint32 arenateamid = fields[0].GetUInt32();
13691 uint32 played_week = fields[1].GetUInt32();
13692 uint32 played_season = fields[2].GetUInt32();
13693 uint32 personal_rating = fields[3].GetUInt32();
13695 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13696 if(!aTeam)
13698 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13699 continue;
13701 uint8 arenaSlot = aTeam->GetSlot();
13703 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13704 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13705 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13706 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13707 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13708 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13710 }while (result->NextRow());
13711 delete result;
13714 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13716 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13717 if(!result)
13718 return false;
13720 Field *fields = result->Fetch();
13722 x = fields[0].GetFloat();
13723 y = fields[1].GetFloat();
13724 z = fields[2].GetFloat();
13725 o = fields[3].GetFloat();
13726 mapid = fields[4].GetUInt32();
13727 in_flight = !fields[5].GetCppString().empty();
13729 delete result;
13730 return true;
13733 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13735 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13736 if( !result )
13737 return false;
13739 Field *fields = result->Fetch();
13741 data = StrSplit(fields[0].GetCppString(), " ");
13743 delete result;
13745 return true;
13748 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13750 if(index >= data.size())
13751 return 0;
13753 return (uint32)atoi(data[index].c_str());
13756 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13758 float result;
13759 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13760 memcpy(&result, &temp, sizeof(result));
13762 return result;
13765 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13767 Tokens data;
13768 if(!LoadValuesArrayFromDB(data,guid))
13769 return 0;
13771 return GetUInt32ValueFromArray(data,index);
13774 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13776 float result;
13777 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13778 memcpy(&result, &temp, sizeof(result));
13780 return result;
13783 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13785 //// 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
13786 //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);
13787 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13789 if(!result)
13791 sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13792 return false;
13795 Field *fields = result->Fetch();
13797 uint32 dbAccountId = fields[1].GetUInt32();
13799 // check if the character's account in the db and the logged in account match.
13800 // player should be able to load/delete character only with correct account!
13801 if( dbAccountId != GetSession()->GetAccountId() )
13803 sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13804 delete result;
13805 return false;
13808 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13810 m_name = fields[3].GetCppString();
13812 // check name limitations
13813 if(!ObjectMgr::IsValidName(m_name) || (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
13815 delete result;
13816 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13817 return false;
13820 if(!LoadValues( fields[2].GetString()))
13822 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13823 delete result;
13824 return false;
13827 // overwrite possible wrong/corrupted guid
13828 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13830 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13831 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13833 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13834 SetVisibleItemSlot(slot,NULL);
13836 if (m_items[slot])
13838 delete m_items[slot];
13839 m_items[slot] = NULL;
13843 // update money limits
13844 if(GetMoney() > MAX_MONEY_AMOUNT)
13845 SetMoney(MAX_MONEY_AMOUNT);
13847 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13848 outDebugValues();
13850 m_race = fields[4].GetUInt8();
13851 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13852 //Other way is to saves m_team into characters table.
13853 setFactionForRace(m_race);
13854 SetCharm(NULL);
13856 m_class = fields[5].GetUInt8();
13858 // load home bind and check in same time class/race pair, it used later for restore broken positions
13859 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13860 return false;
13862 InitPrimaryProffesions(); // to max set before any spell loaded
13864 // init saved position, and fix it later if problematic
13865 uint32 transGUID = fields[24].GetUInt32();
13866 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13867 SetMapId(fields[9].GetUInt32());
13868 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13870 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13872 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
13874 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
13875 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
13876 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
13878 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
13880 // check arena teams integrity
13881 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13883 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13884 if(!arena_team_id)
13885 continue;
13887 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13888 if(at->HaveMember(GetGUID()))
13889 continue;
13891 // arena team not exist or not member, cleanup fields
13892 for(int j =0; j < 6; ++j)
13893 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13896 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13898 if(!IsPositionValid())
13900 sLog.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13901 RelocateToHomebind();
13903 transGUID = 0;
13905 m_movementInfo.t_x = 0.0f;
13906 m_movementInfo.t_y = 0.0f;
13907 m_movementInfo.t_z = 0.0f;
13908 m_movementInfo.t_o = 0.0f;
13911 uint32 bgid = fields[34].GetUInt32();
13912 uint32 bgteam = fields[35].GetUInt32();
13914 if(bgid) //saved in BattleGround
13916 SetBattleGroundEntryPoint(fields[36].GetUInt32(),fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13918 // check entry point and fix to homebind if need
13919 MapEntry const* mapEntry = sMapStore.LookupEntry(m_bgEntryPoint.mapid);
13920 if(!mapEntry || mapEntry->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint))
13921 SetBattleGroundEntryPoint(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ,0.0f);
13923 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(bgid, BATTLEGROUND_TYPE_NONE);
13925 if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
13927 BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
13928 AddBattleGroundQueueId(bgQueueTypeId);
13930 SetBattleGroundId(currentBg->GetInstanceID(), currentBg->GetTypeID());
13931 SetBGTeam(bgteam);
13933 //join player to battleground group
13934 currentBg->EventPlayerLoggedIn(this, GetGUID());
13935 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam);
13937 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
13939 else
13941 Relocate(GetBattleGroundEntryPoint());
13942 //RemoveArenaAuras(true);
13945 else
13947 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
13948 // if server restart after player save in BG or area
13949 // player can have current coordinates in to BG/Arean map, fix this
13950 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
13952 // return to BG master
13953 SetMapId(fields[36].GetUInt32());
13954 Relocate(fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13956 // check entry point and fix to homebind if need
13957 mapEntry = sMapStore.LookupEntry(GetMapId());
13958 if(!mapEntry || mapEntry->IsBattleGroundOrArena() || !IsPositionValid())
13959 RelocateToHomebind();
13963 if (transGUID != 0)
13965 m_movementInfo.t_x = fields[20].GetFloat();
13966 m_movementInfo.t_y = fields[21].GetFloat();
13967 m_movementInfo.t_z = fields[22].GetFloat();
13968 m_movementInfo.t_o = fields[23].GetFloat();
13970 if( !MaNGOS::IsValidMapCoord(
13971 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13972 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13973 // transport size limited
13974 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13976 sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13977 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13978 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13980 RelocateToHomebind();
13982 m_movementInfo.t_x = 0.0f;
13983 m_movementInfo.t_y = 0.0f;
13984 m_movementInfo.t_z = 0.0f;
13985 m_movementInfo.t_o = 0.0f;
13987 transGUID = 0;
13991 if (transGUID != 0)
13993 for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13995 if( (*iter)->GetGUIDLow() == transGUID)
13997 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
13998 // client without expansion support
13999 if(GetSession()->Expansion() < transMapEntry->Expansion())
14001 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
14002 break;
14005 m_transport = *iter;
14006 m_transport->AddPassenger(this);
14007 SetMapId(m_transport->GetMapId());
14008 break;
14012 if(!m_transport)
14014 sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14015 guid,transGUID);
14017 RelocateToHomebind();
14019 m_movementInfo.t_x = 0.0f;
14020 m_movementInfo.t_y = 0.0f;
14021 m_movementInfo.t_z = 0.0f;
14022 m_movementInfo.t_o = 0.0f;
14024 transGUID = 0;
14027 else // not transport case
14029 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14030 // client without expansion support
14031 if(GetSession()->Expansion() < mapEntry->Expansion())
14033 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14034 RelocateToHomebind();
14038 // NOW player must have valid map
14039 // load the player's map here if it's not already loaded
14040 Map *map = GetMap();
14042 // since the player may not be bound to the map yet, make sure subsequent
14043 // getmap calls won't create new maps
14044 SetInstanceId(map->GetInstanceId());
14046 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14047 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14049 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14050 if(at)
14051 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14052 else
14053 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());
14056 SaveRecallPosition();
14058 time_t now = time(NULL);
14059 time_t logoutTime = time_t(fields[16].GetUInt64());
14061 // since last logout (in seconds)
14062 uint64 time_diff = uint64(now - logoutTime);
14064 // set value, including drunk invisibility detection
14065 // calculate sobering. after 15 minutes logged out, the player will be sober again
14066 float soberFactor;
14067 if(time_diff > 15*MINUTE)
14068 soberFactor = 0;
14069 else
14070 soberFactor = 1-time_diff/(15.0f*MINUTE);
14071 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14072 SetDrunkValue(newDrunkenValue);
14074 m_rest_bonus = fields[15].GetFloat();
14075 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14076 float bubble0 = 0.031;
14077 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14078 float bubble1 = 0.125;
14080 if((int32)fields[16].GetUInt32() > 0)
14082 float bubble = fields[17].GetUInt32() > 0
14083 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14084 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14086 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14089 m_cinematic = fields[12].GetUInt32();
14090 m_Played_time[0]= fields[13].GetUInt32();
14091 m_Played_time[1]= fields[14].GetUInt32();
14093 m_resetTalentsCost = fields[18].GetUInt32();
14094 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14096 // reserve some flags
14097 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14099 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14100 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14102 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14104 uint32 extraflags = fields[25].GetUInt32();
14106 m_stableSlots = fields[26].GetUInt32();
14107 if(m_stableSlots > MAX_PET_STABLES)
14109 sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
14110 m_stableSlots = MAX_PET_STABLES;
14113 m_atLoginFlags = fields[27].GetUInt32();
14115 // Honor system
14116 // Update Honor kills data
14117 m_lastHonorUpdateTime = logoutTime;
14118 UpdateHonorFields();
14120 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14121 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14122 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14124 std::string taxi_nodes = fields[31].GetCppString();
14126 delete result;
14128 // clear channel spell data (if saved at channel spell casting)
14129 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14130 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14132 // clear charm/summon related fields
14133 SetCharm(NULL);
14134 SetPet(NULL);
14135 SetCharmerGUID(0);
14136 SetOwnerGUID(0);
14137 SetCreatorGUID(0);
14139 // reset some aura modifiers before aura apply
14140 SetFarSightGUID(0);
14141 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14142 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14144 _LoadSkills();
14146 // make sure the unit is considered out of combat for proper loading
14147 ClearInCombat();
14149 // make sure the unit is considered not in duel for proper loading
14150 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14151 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14153 // remember loaded power/health values to restore after stats initialization and modifier applying
14154 uint32 savedHealth = GetHealth();
14155 uint32 savedPower[MAX_POWERS];
14156 for(uint32 i = 0; i < MAX_POWERS; ++i)
14157 savedPower[i] = GetPower(Powers(i));
14159 // reset stats before loading any modifiers
14160 InitStatsForLevel();
14161 InitTaxiNodesForLevel();
14162 InitGlyphsForLevel();
14163 InitRunes();
14165 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14167 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14168 //_LoadMail();
14170 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14171 _LoadGlyphAuras();
14173 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14174 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14175 m_deathState = DEAD;
14177 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14179 // after spell load, learn rewarded spell if need also
14180 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14181 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14183 // after spell and quest load
14184 InitTalentForLevel();
14185 learnDefaultSpells();
14187 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14189 // must be before inventory (some items required reputation check)
14190 m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14192 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14194 // update items with duration and realtime
14195 UpdateItemDuration(time_diff, true);
14197 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14199 // unread mails and next delivery time, actual mails not loaded
14200 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14202 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14204 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14205 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14206 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14208 if(!HasTitle(curTitle))
14209 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14212 // Not finish taxi flight path
14213 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14215 // problems with taxi path loading
14216 TaxiNodesEntry const* nodeEntry = NULL;
14217 if(uint32 node_id = m_taxi.GetTaxiSource())
14218 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14220 if(!nodeEntry) // don't know taxi start node, to homebind
14222 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14223 RelocateToHomebind();
14224 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14226 else // have start node, to it
14228 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14229 SetMapId(nodeEntry->map_id);
14230 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14231 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14233 m_taxi.ClearTaxiDestinations();
14235 else if(uint32 node_id = m_taxi.GetTaxiSource())
14237 // save source node as recall coord to prevent recall and fall from sky
14238 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14239 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14240 m_recallMap = nodeEntry->map_id;
14241 m_recallX = nodeEntry->x;
14242 m_recallY = nodeEntry->y;
14243 m_recallZ = nodeEntry->z;
14245 // flight will started later
14248 // has to be called after last Relocate() in Player::LoadFromDB
14249 SetFallInformation(0, GetPositionZ());
14251 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14253 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14254 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14255 if(!isAlive())
14256 RemoveAllAurasOnDeath();
14258 //apply all stat bonuses from items and auras
14259 SetCanModifyStats(true);
14260 UpdateAllStats();
14262 // restore remembered power/health values (but not more max values)
14263 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14264 for(uint32 i = 0; i < MAX_POWERS; ++i)
14265 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14267 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14268 outDebugValues();
14270 // GM state
14271 if(GetSession()->GetSecurity() > SEC_PLAYER)
14273 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14275 default:
14276 case 0: break; // disable
14277 case 1: SetGameMaster(true); break; // enable
14278 case 2: // save state
14279 if(extraflags & PLAYER_EXTRA_GM_ON)
14280 SetGameMaster(true);
14281 break;
14284 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14286 default:
14287 case 0: SetGMVisible(false); break; // invisible
14288 case 1: break; // visible
14289 case 2: // save state
14290 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14291 SetGMVisible(false);
14292 break;
14295 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14297 default:
14298 case 0: break; // disable
14299 case 1: SetAcceptTicket(true); break; // enable
14300 case 2: // save state
14301 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14302 SetAcceptTicket(true);
14303 break;
14306 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14308 default:
14309 case 0: break; // disable
14310 case 1: SetGMChat(true); break; // enable
14311 case 2: // save state
14312 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14313 SetGMChat(true);
14314 break;
14317 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14319 default:
14320 case 0: break; // disable
14321 case 1: SetAcceptWhispers(true); break; // enable
14322 case 2: // save state
14323 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14324 SetAcceptWhispers(true);
14325 break;
14329 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14331 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14332 m_achievementMgr.CheckAllAchievementCriteria();
14333 return true;
14336 bool Player::isAllowedToLoot(Creature* creature)
14338 if(Player* recipient = creature->GetLootRecipient())
14340 if (recipient == this)
14341 return true;
14342 if( Group* otherGroup = recipient->GetGroup())
14344 Group* thisGroup = GetGroup();
14345 if(!thisGroup)
14346 return false;
14347 return thisGroup == otherGroup;
14349 return false;
14351 else
14352 // prevent other players from looting if the recipient got disconnected
14353 return !creature->hasLootRecipient();
14356 void Player::_LoadActions(QueryResult *result)
14358 m_actionButtons.clear();
14360 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14362 if(result)
14366 Field *fields = result->Fetch();
14368 uint8 button = fields[0].GetUInt8();
14370 if(addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()))
14371 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14372 else
14374 sLog.outError( " ...at loading, and will deleted in DB also");
14376 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14377 m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
14380 while( result->NextRow() );
14382 delete result;
14386 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14388 m_Auras.clear();
14389 for (int i = 0; i < TOTAL_AURAS; ++i)
14390 m_modAuras[i].clear();
14392 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14394 if(result)
14398 Field *fields = result->Fetch();
14399 uint64 caster_guid = fields[0].GetUInt64();
14400 uint32 spellid = fields[1].GetUInt32();
14401 uint32 effindex = fields[2].GetUInt32();
14402 uint32 stackcount = fields[3].GetUInt32();
14403 int32 damage = (int32)fields[4].GetUInt32();
14404 int32 maxduration = (int32)fields[5].GetUInt32();
14405 int32 remaintime = (int32)fields[6].GetUInt32();
14406 int32 remaincharges = (int32)fields[7].GetUInt32();
14408 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14409 if(!spellproto)
14411 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14412 continue;
14415 if(effindex >= 3)
14417 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14418 continue;
14421 // negative effects should continue counting down after logout
14422 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14424 if(remaintime <= int32(timediff))
14425 continue;
14427 remaintime -= timediff;
14430 // prevent wrong values of remaincharges
14431 if(spellproto->procCharges)
14433 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14434 remaincharges = spellproto->procCharges;
14436 else
14437 remaincharges = 0;
14440 for(uint32 i=0; i<stackcount; ++i)
14442 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14443 if(!damage)
14444 damage = aura->GetModifier()->m_amount;
14446 // reset stolen single target auras
14447 if (caster_guid != GetGUID() && aura->IsSingleTarget())
14448 aura->SetIsSingleTarget(false);
14450 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14451 AddAura(aura);
14452 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14455 while( result->NextRow() );
14457 delete result;
14460 if(m_class == CLASS_WARRIOR)
14461 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14464 void Player::_LoadGlyphAuras()
14466 for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
14468 if (uint32 glyph = GetGlyph(i))
14470 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14472 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14474 if(gp->TypeFlags == gs->TypeFlags)
14476 CastSpell(this, gp->SpellId, true);
14477 continue;
14479 else
14480 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14482 else
14483 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14485 else
14486 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14488 // On any error remove glyph
14489 SetGlyph(i, 0);
14494 void Player::LoadCorpse()
14496 if( isAlive() )
14498 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14500 else
14502 if(Corpse *corpse = GetCorpse())
14504 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14506 else
14508 //Prevent Dead Player login without corpse
14509 ResurrectPlayer(0.5f);
14514 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14516 //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());
14517 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14518 //NOTE: the "order by `bag`" is important because it makes sure
14519 //the bagMap is filled before items in the bags are loaded
14520 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14521 //expected to be equipped before offhand items (TODO: fixme)
14523 uint32 zone = GetZoneId();
14525 if (result)
14527 std::list<Item*> problematicItems;
14529 // prevent items from being added to the queue when stored
14530 m_itemUpdateQueueBlocked = true;
14533 Field *fields = result->Fetch();
14534 uint32 bag_guid = fields[1].GetUInt32();
14535 uint8 slot = fields[2].GetUInt8();
14536 uint32 item_guid = fields[3].GetUInt32();
14537 uint32 item_id = fields[4].GetUInt32();
14539 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14541 if(!proto)
14543 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14544 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14545 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14546 continue;
14549 Item *item = NewItemOrBag(proto);
14551 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14553 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14554 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14555 item->FSetState(ITEM_REMOVED);
14556 item->SaveToDB(); // it also deletes item object !
14557 continue;
14560 // not allow have in alive state item limited to another map/zone
14561 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14563 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14564 item->FSetState(ITEM_REMOVED);
14565 item->SaveToDB(); // it also deletes item object !
14566 continue;
14569 // "Conjured items disappear if you are logged out for more than 15 minutes"
14570 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14572 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14573 item->FSetState(ITEM_REMOVED);
14574 item->SaveToDB(); // it also deletes item object !
14575 continue;
14578 bool success = true;
14580 if (!bag_guid)
14582 // the item is not in a bag
14583 item->SetContainer( NULL );
14584 item->SetSlot(slot);
14586 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14588 ItemPosCountVec dest;
14589 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14590 item = StoreItem(dest, item, true);
14591 else
14592 success = false;
14594 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14596 uint16 dest;
14597 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14598 QuickEquipItem(dest, item);
14599 else
14600 success = false;
14602 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14604 ItemPosCountVec dest;
14605 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14606 item = BankItem(dest, item, true);
14607 else
14608 success = false;
14611 if(success)
14613 // store bags that may contain items in them
14614 if(item->IsBag() && IsBagPos(item->GetPos()))
14615 bagMap[item_guid] = (Bag*)item;
14618 else
14620 item->SetSlot(NULL_SLOT);
14621 // the item is in a bag, find the bag
14622 std::map<uint64, Bag*>::const_iterator itr = bagMap.find(bag_guid);
14623 if(itr != bagMap.end())
14624 itr->second->StoreItem(slot, item, true );
14625 else
14626 success = false;
14629 // item's state may have changed after stored
14630 if (success)
14631 item->SetState(ITEM_UNCHANGED, this);
14632 else
14634 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);
14635 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14636 problematicItems.push_back(item);
14638 } while (result->NextRow());
14640 delete result;
14641 m_itemUpdateQueueBlocked = false;
14643 // send by mail problematic items
14644 while(!problematicItems.empty())
14646 // fill mail
14647 MailItemsInfo mi; // item list preparing
14649 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14651 Item* item = problematicItems.front();
14652 problematicItems.pop_front();
14654 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14657 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14659 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14662 //if(isAlive())
14663 _ApplyAllItemMods();
14666 // load mailed item which should receive current player
14667 void Player::_LoadMailedItems(Mail *mail)
14669 // data needs to be at first place for Item::LoadFromDB
14670 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);
14671 if(!result)
14672 return;
14676 Field *fields = result->Fetch();
14677 uint32 item_guid_low = fields[1].GetUInt32();
14678 uint32 item_template = fields[2].GetUInt32();
14680 mail->AddItem(item_guid_low, item_template);
14682 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14684 if(!proto)
14686 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);
14687 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14688 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14689 continue;
14692 Item *item = NewItemOrBag(proto);
14694 if(!item->LoadFromDB(item_guid_low, 0, result))
14696 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14697 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14698 item->FSetState(ITEM_REMOVED);
14699 item->SaveToDB(); // it also deletes item object !
14700 continue;
14703 AddMItem(item);
14704 } while (result->NextRow());
14706 delete result;
14709 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14711 //set a count of unread mails
14712 //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);
14713 if (resultUnread)
14715 Field *fieldMail = resultUnread->Fetch();
14716 unReadMails = fieldMail[0].GetUInt8();
14717 delete resultUnread;
14720 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14721 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14722 if (resultDelivery)
14724 Field *fieldMail = resultDelivery->Fetch();
14725 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14726 delete resultDelivery;
14730 void Player::_LoadMail()
14732 m_mail.clear();
14733 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14734 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());
14735 if(result)
14739 Field *fields = result->Fetch();
14740 Mail *m = new Mail;
14741 m->messageID = fields[0].GetUInt32();
14742 m->messageType = fields[1].GetUInt8();
14743 m->sender = fields[2].GetUInt32();
14744 m->receiver = fields[3].GetUInt32();
14745 m->subject = fields[4].GetCppString();
14746 m->itemTextId = fields[5].GetUInt32();
14747 bool has_items = fields[6].GetBool();
14748 m->expire_time = (time_t)fields[7].GetUInt64();
14749 m->deliver_time = (time_t)fields[8].GetUInt64();
14750 m->money = fields[9].GetUInt32();
14751 m->COD = fields[10].GetUInt32();
14752 m->checked = fields[11].GetUInt32();
14753 m->stationery = fields[12].GetUInt8();
14754 m->mailTemplateId = fields[13].GetInt16();
14756 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14758 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14759 m->mailTemplateId = 0;
14762 m->state = MAIL_STATE_UNCHANGED;
14764 if (has_items)
14765 _LoadMailedItems(m);
14767 m_mail.push_back(m);
14768 } while( result->NextRow() );
14769 delete result;
14771 m_mailsLoaded = true;
14774 void Player::LoadPet()
14776 //fixme: the pet should still be loaded if the player is not in world
14777 // just not added to the map
14778 if(IsInWorld())
14780 Pet *pet = new Pet;
14781 if(!pet->LoadPetFromDB(this,0,0,true))
14782 delete pet;
14786 void Player::_LoadQuestStatus(QueryResult *result)
14788 mQuestStatus.clear();
14790 uint32 slot = 0;
14792 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14793 //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());
14795 if(result)
14799 Field *fields = result->Fetch();
14801 uint32 quest_id = fields[0].GetUInt32();
14802 // used to be new, no delete?
14803 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14804 if( pQuest )
14806 // find or create
14807 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14809 uint32 qstatus = fields[1].GetUInt32();
14810 if(qstatus < MAX_QUEST_STATUS)
14811 questStatusData.m_status = QuestStatus(qstatus);
14812 else
14814 questStatusData.m_status = QUEST_STATUS_NONE;
14815 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14818 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14819 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14821 time_t quest_time = time_t(fields[4].GetUInt64());
14823 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14825 AddTimedQuest( quest_id );
14827 if (quest_time <= sWorld.GetGameTime())
14828 questStatusData.m_timer = 1;
14829 else
14830 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
14832 else
14833 quest_time = 0;
14835 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14836 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14837 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14838 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14839 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14840 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14841 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14842 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14844 questStatusData.uState = QUEST_UNCHANGED;
14846 // add to quest log
14847 if( slot < MAX_QUEST_LOG_SIZE &&
14848 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14849 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14850 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14852 SetQuestSlot(slot,quest_id,quest_time);
14854 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14855 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14857 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14858 if(questStatusData.m_creatureOrGOcount[idx])
14859 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14861 ++slot;
14864 if(questStatusData.m_rewarded)
14866 // learn rewarded spell if unknown
14867 learnQuestRewardedSpells(pQuest);
14869 // set rewarded title if any
14870 if(pQuest->GetCharTitleId())
14872 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14873 SetTitle(titleEntry);
14876 if(pQuest->GetBonusTalents())
14877 m_questRewardTalentCount+=pQuest->GetBonusTalents();
14880 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14883 while( result->NextRow() );
14885 delete result;
14888 // clear quest log tail
14889 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14890 SetQuestSlot(i,0);
14893 void Player::_LoadDailyQuestStatus(QueryResult *result)
14895 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14896 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14898 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14900 if(result)
14902 uint32 quest_daily_idx = 0;
14906 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14908 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14909 break;
14912 Field *fields = result->Fetch();
14914 uint32 quest_id = fields[0].GetUInt32();
14916 // save _any_ from daily quest times (it must be after last reset anyway)
14917 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14919 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14920 if( !pQuest )
14921 continue;
14923 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14924 ++quest_daily_idx;
14926 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14928 while( result->NextRow() );
14930 delete result;
14933 m_DailyQuestChanged = false;
14936 void Player::_LoadSpells(QueryResult *result)
14938 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14940 if(result)
14944 Field *fields = result->Fetch();
14946 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, false, fields[2].GetBool());
14948 while( result->NextRow() );
14950 delete result;
14954 void Player::_LoadTutorials(QueryResult *result)
14956 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14958 if(result)
14962 Field *fields = result->Fetch();
14964 for (int iI=0; iI<8; ++iI)
14965 m_Tutorials[iI] = fields[iI].GetUInt32();
14967 while( result->NextRow() );
14969 delete result;
14972 m_TutorialsChanged = false;
14975 void Player::_LoadGroup(QueryResult *result)
14977 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14978 if(result)
14980 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14981 delete result;
14982 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14983 if(group)
14985 uint8 subgroup = group->GetMemberGroup(GetGUID());
14986 SetGroup(group, subgroup);
14987 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14989 // the group leader may change the instance difficulty while the player is offline
14990 SetDifficulty(group->GetDifficulty());
14996 void Player::_LoadBoundInstances(QueryResult *result)
14998 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
14999 m_boundInstances[i].clear();
15001 Group *group = GetGroup();
15003 //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));
15004 if(result)
15008 Field *fields = result->Fetch();
15009 bool perm = fields[1].GetBool();
15010 uint32 mapId = fields[2].GetUInt32();
15011 uint32 instanceId = fields[0].GetUInt32();
15012 uint8 difficulty = fields[3].GetUInt8();
15013 time_t resetTime = (time_t)fields[4].GetUInt64();
15014 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15015 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15016 // and in that case it is not used
15018 MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
15019 if(!mapEntry || !mapEntry->IsDungeon())
15021 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
15022 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15023 continue;
15026 if(!perm && group)
15028 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);
15029 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15030 continue;
15033 // since non permanent binds are always solo bind, they can always be reset
15034 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15035 if(save) BindToInstance(save, perm, true);
15036 } while(result->NextRow());
15037 delete result;
15041 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15043 // some instances only have one difficulty
15044 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15045 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15047 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15048 if(itr != m_boundInstances[difficulty].end())
15049 return &itr->second;
15050 else
15051 return NULL;
15054 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15056 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15057 UnbindInstance(itr, difficulty, unload);
15060 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15062 if(itr != m_boundInstances[difficulty].end())
15064 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15065 itr->second.save->RemovePlayer(this); // save can become invalid
15066 m_boundInstances[difficulty].erase(itr++);
15070 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15072 if(save)
15074 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15075 if(bind.save)
15077 // update the save when the group kills a boss
15078 if(permanent != bind.perm || save != bind.save)
15079 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());
15081 else
15082 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15084 if(bind.save != save)
15086 if(bind.save) bind.save->RemovePlayer(this);
15087 save->AddPlayer(this);
15090 if(permanent) save->SetCanReset(false);
15092 bind.save = save;
15093 bind.perm = permanent;
15094 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());
15095 return &bind;
15097 else
15098 return NULL;
15101 void Player::SendRaidInfo()
15103 uint32 counter = 0;
15105 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15107 size_t p_counter = data.wpos();
15108 data << uint32(counter); // placeholder
15110 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15112 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15114 if(itr->second.perm)
15116 InstanceSave *save = itr->second.save;
15117 data << uint32(save->GetMapId());
15118 data << uint32(save->GetResetTime() - time(NULL));
15119 data << uint32(save->GetInstanceId());
15120 data << uint32(save->GetDifficulty());
15121 ++counter;
15125 data.put<uint32>(p_counter,counter);
15126 GetSession()->SendPacket(&data);
15130 - called on every successful teleportation to a map
15132 void Player::SendSavedInstances()
15134 bool hasBeenSaved = false;
15135 WorldPacket data;
15137 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
15139 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15141 if(itr->second.perm) // only permanent binds are sent
15143 hasBeenSaved = true;
15144 break;
15149 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15150 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15151 data << uint32(hasBeenSaved);
15152 GetSession()->SendPacket(&data);
15154 if(!hasBeenSaved)
15155 return;
15157 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
15159 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15161 if(itr->second.perm)
15163 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15164 data << uint32(itr->second.save->GetMapId());
15165 GetSession()->SendPacket(&data);
15171 /// convert the player's binds to the group
15172 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15174 bool has_binds = false;
15175 bool has_solo = false;
15177 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15178 assert(player_guid);
15180 // copy all binds to the group, when changing leader it's assumed the character
15181 // will not have any solo binds
15183 if(player)
15185 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
15187 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15189 has_binds = true;
15190 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15191 // permanent binds are not removed
15192 if(!itr->second.perm)
15194 player->UnbindInstance(itr, i, true); // increments itr
15195 has_solo = true;
15197 else
15198 ++itr;
15203 // if the player's not online we don't know what binds it has
15204 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));
15205 // the following should not get executed when changing leaders
15206 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15209 bool Player::_LoadHomeBind(QueryResult *result)
15211 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15212 if(!info)
15214 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
15215 return false;
15218 bool ok = false;
15219 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15220 if (result)
15222 Field *fields = result->Fetch();
15223 m_homebindMapId = fields[0].GetUInt32();
15224 m_homebindZoneId = fields[1].GetUInt16();
15225 m_homebindX = fields[2].GetFloat();
15226 m_homebindY = fields[3].GetFloat();
15227 m_homebindZ = fields[4].GetFloat();
15228 delete result;
15230 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
15232 // accept saved data only for valid position (and non instanceable), and accessable
15233 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15234 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
15236 ok = true;
15238 else
15239 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15242 if(!ok)
15244 m_homebindMapId = info->mapId;
15245 m_homebindZoneId = info->zoneId;
15246 m_homebindX = info->positionX;
15247 m_homebindY = info->positionY;
15248 m_homebindZ = info->positionZ;
15250 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);
15253 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15254 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15256 return true;
15259 /*********************************************************/
15260 /*** SAVE SYSTEM ***/
15261 /*********************************************************/
15263 void Player::SaveToDB()
15265 // delay auto save at any saves (manual, in code, or autosave)
15266 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15268 // first save/honor gain after midnight will also update the player's honor fields
15269 UpdateHonorFields();
15271 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15272 //save, far from tavern/city
15273 //save, but in tavern/city
15274 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15275 outDebugValues();
15277 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15278 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15279 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15280 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15281 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15282 uint32 tmp_displayid = GetDisplayId();
15284 // Set player sit state to standing on save, also stealth and shifted form
15285 SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_STAND);
15286 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15287 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15288 SetDisplayId(GetNativeDisplayId());
15290 bool inworld = IsInWorld();
15292 CharacterDatabase.BeginTransaction();
15294 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15296 std::string sql_name = m_name;
15297 CharacterDatabase.escape_string(sql_name);
15299 std::ostringstream ss;
15300 ss << "INSERT INTO characters (guid,account,name,race,class,"
15301 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15302 "taximask, online, cinematic, "
15303 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15304 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15305 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15306 << GetGUIDLow() << ", "
15307 << GetSession()->GetAccountId() << ", '"
15308 << sql_name << "', "
15309 << m_race << ", "
15310 << m_class << ", ";
15312 if(!IsBeingTeleported())
15314 ss << GetMapId() << ", "
15315 << (uint32)GetDifficulty() << ", "
15316 << finiteAlways(GetPositionX()) << ", "
15317 << finiteAlways(GetPositionY()) << ", "
15318 << finiteAlways(GetPositionZ()) << ", "
15319 << finiteAlways(GetOrientation()) << ", '";
15321 else
15323 ss << GetTeleportDest().mapid << ", "
15324 << (uint32)GetDifficulty() << ", "
15325 << finiteAlways(GetTeleportDest().x) << ", "
15326 << finiteAlways(GetTeleportDest().y) << ", "
15327 << finiteAlways(GetTeleportDest().z) << ", "
15328 << finiteAlways(GetTeleportDest().o) << ", '";
15331 uint16 i;
15332 for( i = 0; i < m_valuesCount; ++i )
15334 ss << GetUInt32Value(i) << " ";
15337 ss << "', ";
15339 ss << m_taxi; // string with TaxiMaskSize numbers
15341 ss << ", ";
15342 ss << (inworld ? 1 : 0);
15344 ss << ", ";
15345 ss << m_cinematic;
15347 ss << ", ";
15348 ss << m_Played_time[0];
15349 ss << ", ";
15350 ss << m_Played_time[1];
15352 ss << ", ";
15353 ss << finiteAlways(m_rest_bonus);
15354 ss << ", ";
15355 ss << (uint64)time(NULL);
15356 ss << ", ";
15357 ss << is_save_resting;
15358 ss << ", ";
15359 ss << m_resetTalentsCost;
15360 ss << ", ";
15361 ss << (uint64)m_resetTalentsTime;
15363 ss << ", ";
15364 ss << finiteAlways(m_movementInfo.t_x);
15365 ss << ", ";
15366 ss << finiteAlways(m_movementInfo.t_y);
15367 ss << ", ";
15368 ss << finiteAlways(m_movementInfo.t_z);
15369 ss << ", ";
15370 ss << finiteAlways(m_movementInfo.t_o);
15371 ss << ", ";
15372 if (m_transport)
15373 ss << m_transport->GetGUIDLow();
15374 else
15375 ss << "0";
15377 ss << ", ";
15378 ss << m_ExtraFlags;
15380 ss << ", ";
15381 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15383 ss << ", ";
15384 ss << uint32(m_atLoginFlags);
15386 ss << ", ";
15387 ss << GetZoneId();
15389 ss << ", ";
15390 ss << (uint64)m_deathExpireTime;
15392 ss << ", '";
15393 ss << m_taxi.SaveTaxiDestinationsToString();
15394 ss << "', '0', ";
15395 ss << GetBattleGroundId();
15396 ss << ", ";
15397 ss << GetBGTeam();
15398 ss << ", ";
15399 ss << m_bgEntryPoint.mapid << ", "
15400 << finiteAlways(m_bgEntryPoint.x) << ", "
15401 << finiteAlways(m_bgEntryPoint.y) << ", "
15402 << finiteAlways(m_bgEntryPoint.z) << ", "
15403 << finiteAlways(m_bgEntryPoint.o);
15404 ss << ")";
15406 CharacterDatabase.Execute( ss.str().c_str() );
15408 if(m_mailsUpdated) //save mails only when needed
15409 _SaveMail();
15411 _SaveInventory();
15412 _SaveQuestStatus();
15413 _SaveDailyQuestStatus();
15414 _SaveTutorials();
15415 _SaveSpells();
15416 _SaveSpellCooldowns();
15417 _SaveActions();
15418 _SaveAuras();
15419 m_achievementMgr.SaveToDB();
15420 m_reputationMgr.SaveToDB();
15422 CharacterDatabase.CommitTransaction();
15424 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15425 SetDisplayId(tmp_displayid);
15426 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15427 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15428 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15429 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15431 // save pet (hunter pet level and experience and all type pets health/mana).
15432 if(Pet* pet = GetPet())
15433 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15436 // fast save function for item/money cheating preventing - save only inventory and money state
15437 void Player::SaveInventoryAndGoldToDB()
15439 _SaveInventory();
15440 //money is in data field
15441 SaveDataFieldToDB();
15444 void Player::_SaveActions()
15446 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15448 switch (itr->second.uState)
15450 case ACTIONBUTTON_NEW:
15451 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15452 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15453 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15454 ++itr;
15455 break;
15456 case ACTIONBUTTON_CHANGED:
15457 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15458 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15459 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15460 ++itr;
15461 break;
15462 case ACTIONBUTTON_DELETED:
15463 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15464 m_actionButtons.erase(itr++);
15465 break;
15466 default:
15467 ++itr;
15468 break;
15473 void Player::_SaveAuras()
15475 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15477 AuraMap const& auras = GetAuras();
15479 if (auras.empty())
15480 return;
15482 spellEffectPair lastEffectPair = auras.begin()->first;
15483 uint32 stackCounter = 1;
15485 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15487 if(itr == auras.end() || lastEffectPair != itr->first)
15489 AuraMap::const_iterator itr2 = itr;
15490 // save previous spellEffectPair to db
15491 itr2--;
15493 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15495 //skip all auras from spells that are passive or need a shapeshift
15496 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15498 //do not save single target auras (unless they were cast by the player)
15499 if (!(itr2->second->GetCasterGUID() != GetGUID() && itr2->second->IsSingleTarget()))
15501 uint8 i;
15502 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15503 for (i = 0; i < 3; ++i)
15504 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15505 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15506 break;
15508 if (i == 3)
15510 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15511 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15512 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()));
15517 if(itr == auras.end())
15518 break;
15521 if (lastEffectPair == itr->first)
15522 stackCounter++;
15523 else
15525 lastEffectPair = itr->first;
15526 stackCounter = 1;
15531 void Player::_SaveInventory()
15533 // force items in buyback slots to new state
15534 // and remove those that aren't already
15535 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
15537 Item *item = m_items[i];
15538 if (!item || item->GetState() == ITEM_NEW) continue;
15539 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15540 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15541 m_items[i]->FSetState(ITEM_NEW);
15544 // update enchantment durations
15545 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15547 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15550 // if no changes
15551 if (m_itemUpdateQueue.empty()) return;
15553 // do not save if the update queue is corrupt
15554 bool error = false;
15555 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
15557 Item *item = m_itemUpdateQueue[i];
15558 if(!item || item->GetState() == ITEM_REMOVED) continue;
15559 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15561 if (test == NULL)
15563 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());
15564 error = true;
15566 else if (test != item)
15568 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());
15569 error = true;
15573 if (error)
15575 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15576 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15577 return;
15580 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
15582 Item *item = m_itemUpdateQueue[i];
15583 if(!item) continue;
15585 Bag *container = item->GetContainer();
15586 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15588 switch(item->GetState())
15590 case ITEM_NEW:
15591 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());
15592 break;
15593 case ITEM_CHANGED:
15594 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());
15595 break;
15596 case ITEM_REMOVED:
15597 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15598 break;
15599 case ITEM_UNCHANGED:
15600 break;
15603 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15605 m_itemUpdateQueue.clear();
15608 void Player::_SaveMail()
15610 if (!m_mailsLoaded)
15611 return;
15613 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15615 Mail *m = (*itr);
15616 if (m->state == MAIL_STATE_CHANGED)
15618 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'",
15619 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15620 if(m->removedItems.size())
15622 for(std::vector<uint32>::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15623 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15624 m->removedItems.clear();
15626 m->state = MAIL_STATE_UNCHANGED;
15628 else if (m->state == MAIL_STATE_DELETED)
15630 if (m->HasItems())
15631 for(std::vector<MailItemInfo>::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15632 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15633 if (m->itemTextId)
15634 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15635 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15636 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15640 //deallocate deleted mails...
15641 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15643 if ((*itr)->state == MAIL_STATE_DELETED)
15645 Mail* m = *itr;
15646 m_mail.erase(itr);
15647 delete m;
15648 itr = m_mail.begin();
15650 else
15651 ++itr;
15654 m_mailsUpdated = false;
15657 void Player::_SaveQuestStatus()
15659 // we don't need transactions here.
15660 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15662 switch (i->second.uState)
15664 case QUEST_NEW :
15665 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15666 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15667 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]);
15668 break;
15669 case QUEST_CHANGED :
15670 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' ",
15671 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 );
15672 break;
15673 case QUEST_UNCHANGED:
15674 break;
15676 i->second.uState = QUEST_UNCHANGED;
15680 void Player::_SaveDailyQuestStatus()
15682 if(!m_DailyQuestChanged)
15683 return;
15685 m_DailyQuestChanged = false;
15687 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15689 // we don't need transactions here.
15690 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15691 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15692 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15693 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15694 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15697 void Player::_SaveSpells()
15699 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
15701 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15702 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15704 // add only changed/new not dependent spells
15705 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
15706 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);
15708 if (itr->second->state == PLAYERSPELL_REMOVED)
15710 delete itr->second;
15711 m_spells.erase(itr++);
15713 else
15715 itr->second->state = PLAYERSPELL_UNCHANGED;
15716 ++itr;
15722 void Player::_SaveTutorials()
15724 if(!m_TutorialsChanged)
15725 return;
15727 uint32 Rows=0;
15728 // it's better than rebuilding indexes multiple times
15729 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15730 if(result)
15732 Rows = result->Fetch()[0].GetUInt32();
15733 delete result;
15736 if (Rows)
15738 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'",
15739 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 );
15741 else
15743 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]);
15746 m_TutorialsChanged = false;
15749 void Player::outDebugValues() const
15751 if(!sLog.IsOutDebug()) // optimize disabled debug output
15752 return;
15754 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15755 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15756 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15757 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15758 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15759 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15760 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15761 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15762 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15763 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15764 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15765 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15768 /*********************************************************/
15769 /*** FLOOD FILTER SYSTEM ***/
15770 /*********************************************************/
15772 void Player::UpdateSpeakTime()
15774 // ignore chat spam protection for GMs in any mode
15775 if(GetSession()->GetSecurity() > SEC_PLAYER)
15776 return;
15778 time_t current = time (NULL);
15779 if(m_speakTime > current)
15781 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15782 if(!max_count)
15783 return;
15785 ++m_speakCount;
15786 if(m_speakCount >= max_count)
15788 // prevent overwrite mute time, if message send just before mutes set, for example.
15789 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15790 if(GetSession()->m_muteTime < new_mute)
15791 GetSession()->m_muteTime = new_mute;
15793 m_speakCount = 0;
15796 else
15797 m_speakCount = 0;
15799 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15802 bool Player::CanSpeak() const
15804 return GetSession()->m_muteTime <= time (NULL);
15807 /*********************************************************/
15808 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15809 /*********************************************************/
15811 void Player::SendAttackSwingNotInRange()
15813 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15814 GetSession()->SendPacket( &data );
15817 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15819 std::ostringstream ss;
15820 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15821 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15822 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15823 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15824 sLog.outDebug(ss.str().c_str());
15825 CharacterDatabase.Execute(ss.str().c_str());
15828 void Player::SaveDataFieldToDB()
15830 std::ostringstream ss;
15831 ss<<"UPDATE characters SET data='";
15833 for(uint16 i = 0; i < m_valuesCount; ++i )
15835 ss << GetUInt32Value(i) << " ";
15837 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15839 CharacterDatabase.Execute(ss.str().c_str());
15842 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15844 std::ostringstream ss2;
15845 ss2<<"UPDATE characters SET data='";
15846 int i=0;
15847 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15849 ss2<<tokens[i]<<" ";
15851 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15853 return CharacterDatabase.Execute(ss2.str().c_str());
15856 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15858 char buf[11];
15859 snprintf(buf,11,"%u",value);
15861 if(index >= tokens.size())
15862 return;
15864 tokens[index] = buf;
15867 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15869 Tokens tokens;
15870 if(!LoadValuesArrayFromDB(tokens,guid))
15871 return;
15873 if(index >= tokens.size())
15874 return;
15876 char buf[11];
15877 snprintf(buf,11,"%u",value);
15878 tokens[index] = buf;
15880 SaveValuesArrayInDB(tokens,guid);
15883 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15885 uint32 temp;
15886 memcpy(&temp, &value, sizeof(value));
15887 Player::SetUInt32ValueInDB(index, temp, guid);
15890 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
15892 Tokens tokens;
15893 if(!LoadValuesArrayFromDB(tokens, guid))
15894 return;
15896 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
15897 uint8 race = unit_bytes0 & 0xFF;
15898 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
15900 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
15901 if(!info)
15902 return;
15904 unit_bytes0 &= ~(0xFF << 16);
15905 unit_bytes0 |= (gender << 16);
15906 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
15908 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
15909 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
15911 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
15913 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
15914 player_bytes2 &= ~0xFF;
15915 player_bytes2 |= facialHair;
15916 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
15918 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
15919 player_bytes3 &= ~0xFF;
15920 player_bytes3 |= gender;
15921 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
15923 SaveValuesArrayInDB(tokens, guid);
15926 void Player::SendAttackSwingNotStanding()
15928 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15929 GetSession()->SendPacket( &data );
15932 void Player::SendAttackSwingDeadTarget()
15934 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15935 GetSession()->SendPacket( &data );
15938 void Player::SendAttackSwingCantAttack()
15940 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15941 GetSession()->SendPacket( &data );
15944 void Player::SendAttackSwingCancelAttack()
15946 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15947 GetSession()->SendPacket( &data );
15950 void Player::SendAttackSwingBadFacingAttack()
15952 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15953 GetSession()->SendPacket( &data );
15956 void Player::SendAutoRepeatCancel()
15958 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15959 data.append(GetPackGUID()); // may be it's target guid
15960 GetSession()->SendPacket( &data );
15963 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15965 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15966 data << Area;
15967 data << Experience;
15968 GetSession()->SendPacket(&data);
15971 void Player::SendDungeonDifficulty(bool IsInGroup)
15973 uint8 val = 0x00000001;
15974 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15975 data << (uint32)GetDifficulty();
15976 data << uint32(val);
15977 data << uint32(IsInGroup);
15978 GetSession()->SendPacket(&data);
15981 void Player::SendResetFailedNotify(uint32 mapid)
15983 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15984 data << uint32(mapid);
15985 GetSession()->SendPacket(&data);
15988 /// Reset all solo instances and optionally send a message on success for each
15989 void Player::ResetInstances(uint8 method)
15991 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15993 // we assume that when the difficulty changes, all instances that can be reset will be
15994 uint8 dif = GetDifficulty();
15996 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15998 InstanceSave *p = itr->second.save;
15999 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16000 if(!entry || !p->CanReset())
16002 ++itr;
16003 continue;
16006 if(method == INSTANCE_RESET_ALL)
16008 // the "reset all instances" method can only reset normal maps
16009 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16011 ++itr;
16012 continue;
16016 // if the map is loaded, reset it
16017 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16018 if(map && map->IsDungeon())
16019 ((InstanceMap*)map)->Reset(method);
16021 // since this is a solo instance there should not be any players inside
16022 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16023 SendResetInstanceSuccess(p->GetMapId());
16025 p->DeleteFromDB();
16026 m_boundInstances[dif].erase(itr++);
16028 // the following should remove the instance save from the manager and delete it as well
16029 p->RemovePlayer(this);
16033 void Player::SendResetInstanceSuccess(uint32 MapId)
16035 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16036 data << MapId;
16037 GetSession()->SendPacket(&data);
16040 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16042 // TODO: find what other fail reasons there are besides players in the instance
16043 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16044 data << reason;
16045 data << MapId;
16046 GetSession()->SendPacket(&data);
16049 /*********************************************************/
16050 /*** Update timers ***/
16051 /*********************************************************/
16053 ///checks the 15 afk reports per 5 minutes limit
16054 void Player::UpdateAfkReport(time_t currTime)
16056 if(m_bgAfkReportedTimer <= currTime)
16058 m_bgAfkReportedCount = 0;
16059 m_bgAfkReportedTimer = currTime+5*MINUTE;
16063 void Player::UpdateContestedPvP(uint32 diff)
16065 if(!m_contestedPvPTimer||isInCombat())
16066 return;
16067 if(m_contestedPvPTimer <= diff)
16069 ResetContestedPvP();
16071 else
16072 m_contestedPvPTimer -= diff;
16075 void Player::UpdatePvPFlag(time_t currTime)
16077 if(!IsPvP())
16078 return;
16079 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16080 return;
16082 UpdatePvP(false);
16085 void Player::UpdateDuelFlag(time_t currTime)
16087 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16088 return;
16090 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16091 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16093 duel->startTimer = 0;
16094 duel->startTime = currTime;
16095 duel->opponent->duel->startTimer = 0;
16096 duel->opponent->duel->startTime = currTime;
16099 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16101 if(!pet)
16102 pet = GetPet();
16104 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16106 //returning of reagents only for players, so best done here
16107 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16108 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16110 if(spellInfo)
16112 for(uint32 i = 0; i < 7; ++i)
16114 if(spellInfo->Reagent[i] > 0)
16116 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16117 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16118 if( msg == EQUIP_ERR_OK )
16120 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16121 if(IsInWorld())
16122 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16127 m_temporaryUnsummonedPetNumber = 0;
16130 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16131 return;
16133 // only if current pet in slot
16134 switch(pet->getPetType())
16136 case MINI_PET:
16137 m_miniPet = 0;
16138 break;
16139 case GUARDIAN_PET:
16140 m_guardianPets.erase(pet->GetGUID());
16141 break;
16142 default:
16143 if(GetPetGUID() == pet->GetGUID())
16144 SetPet(NULL);
16145 break;
16148 pet->CombatStop();
16150 if(returnreagent)
16152 switch(pet->GetEntry())
16154 //warlock pets except imp are removed(?) when logging out
16155 case 1860:
16156 case 1863:
16157 case 417:
16158 case 17252:
16159 mode = PET_SAVE_NOT_IN_SLOT;
16160 break;
16164 pet->SavePetToDB(mode);
16166 pet->CleanupsBeforeDelete();
16167 pet->AddObjectToRemoveList();
16168 pet->m_removed = true;
16170 if(pet->isControlled())
16172 WorldPacket data(SMSG_PET_SPELLS, 8+4);
16173 data << uint64(0);
16174 data << uint32(0);
16175 GetSession()->SendPacket(&data);
16177 if(GetGroup())
16178 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16182 void Player::RemoveMiniPet()
16184 if(Pet* pet = GetMiniPet())
16186 pet->Remove(PET_SAVE_AS_DELETED);
16187 m_miniPet = 0;
16191 Pet* Player::GetMiniPet()
16193 if(!m_miniPet)
16194 return NULL;
16195 return ObjectAccessor::GetPet(m_miniPet);
16198 void Player::RemoveGuardians()
16200 while(!m_guardianPets.empty())
16202 uint64 guid = *m_guardianPets.begin();
16203 if(Pet* pet = ObjectAccessor::GetPet(guid))
16204 pet->Remove(PET_SAVE_AS_DELETED);
16206 m_guardianPets.erase(guid);
16210 bool Player::HasGuardianWithEntry(uint32 entry)
16212 // pet guid middle part is entry (and creature also)
16213 // and in guardian list must be guardians with same entry _always_
16214 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16216 if(Pet* pet = ObjectAccessor::GetPet(*itr))
16217 if (pet->GetEntry() == entry)
16218 return true;
16221 return false;
16224 void Player::Uncharm()
16226 Unit* charm = GetCharm();
16227 if(!charm)
16228 return;
16230 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16231 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16234 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16236 *data << (uint8)msgtype;
16237 *data << (uint32)language;
16238 *data << (uint64)GetGUID();
16239 *data << (uint32)language; //language 2.1.0 ?
16240 *data << (uint64)GetGUID();
16241 *data << (uint32)(text.length()+1);
16242 *data << text;
16243 *data << (uint8)chatTag();
16246 void Player::Say(const std::string& text, const uint32 language)
16248 WorldPacket data(SMSG_MESSAGECHAT, 200);
16249 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16250 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16253 void Player::Yell(const std::string& text, const uint32 language)
16255 WorldPacket data(SMSG_MESSAGECHAT, 200);
16256 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16257 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16260 void Player::TextEmote(const std::string& text)
16262 WorldPacket data(SMSG_MESSAGECHAT, 200);
16263 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16264 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16267 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16269 if (language != LANG_ADDON) // if not addon data
16270 language = LANG_UNIVERSAL; // whispers should always be readable
16272 Player *rPlayer = objmgr.GetPlayer(receiver);
16274 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16275 if(!rPlayer->isDND() || isGameMaster())
16277 WorldPacket data(SMSG_MESSAGECHAT, 200);
16278 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16279 rPlayer->GetSession()->SendPacket(&data);
16281 data.Initialize(SMSG_MESSAGECHAT, 200);
16282 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16283 GetSession()->SendPacket(&data);
16285 else
16287 // announce to player that player he is whispering to is dnd and cannot receive his message
16288 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16291 if(!isAcceptWhispers())
16293 SetAcceptWhispers(true);
16294 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16297 // announce to player that player he is whispering to is afk
16298 if(rPlayer->isAFK())
16299 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16301 // if player whisper someone, auto turn of dnd to be able to receive an answer
16302 if(isDND() && !rPlayer->isGameMaster())
16303 ToggleDND();
16306 void Player::PetSpellInitialize()
16308 Pet* pet = GetPet();
16310 if(!pet)
16311 return;
16313 sLog.outDebug("Pet Spells Groups");
16315 CharmInfo *charmInfo = pet->GetCharmInfo();
16317 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16318 data << uint64(pet->GetGUID());
16319 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16320 data << uint32(0);
16321 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16323 // action bar loop
16324 for(uint32 i = 0; i < 10; ++i)
16326 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16329 size_t spellsCountPos = data.wpos();
16331 // spells count
16332 uint8 addlist = 0;
16333 data << uint8(addlist); // placeholder
16335 if (pet->IsPermanentPetFor(this))
16337 // spells loop
16338 for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16340 if(itr->second->state == PETSPELL_REMOVED)
16341 continue;
16343 data << uint16(itr->first);
16344 data << uint16(itr->second->active); // pet spell active state isn't boolean
16345 ++addlist;
16349 data.put<uint8>(spellsCountPos, addlist);
16351 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16352 data << uint8(cooldownsCount);
16354 time_t curTime = time(NULL);
16356 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16358 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16360 data << uint16(itr->first); // spellid
16361 data << uint16(0); // spell category?
16362 data << uint32(cooldown); // cooldown
16363 data << uint32(0); // category cooldown
16366 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16368 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16370 data << uint16(itr->first); // spellid
16371 data << uint16(0); // spell category?
16372 data << uint32(0); // cooldown
16373 data << uint32(cooldown); // category cooldown
16376 GetSession()->SendPacket(&data);
16379 void Player::PossessSpellInitialize()
16381 Unit* charm = GetCharm();
16383 if(!charm)
16384 return;
16386 CharmInfo *charmInfo = charm->GetCharmInfo();
16388 if(!charmInfo)
16390 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16391 return;
16394 uint8 addlist = 0;
16395 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16397 //16
16398 data << uint64(charm->GetGUID());
16399 data << uint32(0x00000000);
16400 data << uint32(0);
16401 data << uint32(0);
16403 for(uint32 i = 0; i < 10; ++i) //40
16405 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16408 data << uint8(addlist); //1
16410 uint8 count = 0;
16411 data << uint8(count); // cooldowns count
16413 GetSession()->SendPacket(&data);
16416 void Player::CharmSpellInitialize()
16418 Unit* charm = GetCharm();
16420 if(!charm)
16421 return;
16423 CharmInfo *charmInfo = charm->GetCharmInfo();
16424 if(!charmInfo)
16426 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16427 return;
16430 uint8 addlist = 0;
16432 if(charm->GetTypeId() != TYPEID_PLAYER)
16434 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16436 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16438 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16440 if(charmInfo->GetCharmSpell(i)->spellId)
16441 ++addlist;
16446 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16448 data << uint64(charm->GetGUID());
16449 data << uint32(0x00000000);
16450 data << uint32(0);
16451 if(charm->GetTypeId() != TYPEID_PLAYER)
16452 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16453 else
16454 data << uint8(0) << uint8(0);
16455 data << uint16(0);
16457 for(uint32 i = 0; i < 10; ++i) //40
16459 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16462 data << uint8(addlist); //1
16464 if(addlist)
16466 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16468 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16469 if(cspell->spellId)
16471 data << uint16(cspell->spellId);
16472 data << uint16(cspell->active);
16477 uint8 count = 0;
16478 data << uint8(count); // cooldowns count
16480 GetSession()->SendPacket(&data);
16483 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16485 if (!mod || !spellInfo)
16486 return false;
16488 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16490 // prevent apply to any spell except spell that trigger expire
16491 if(spell)
16493 if(mod->lastAffected != spell)
16494 return false;
16496 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16497 return false;
16500 return spellmgr.IsAffectedByMod(spellInfo, mod);
16503 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16505 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16507 for(int eff=0;eff<96;++eff)
16509 uint64 _mask = 0;
16510 uint64 _mask2= 0;
16511 if (eff<64) _mask = uint64(1) << (eff- 0);
16512 else _mask2= uint64(1) << (eff-64);
16513 if ( mod->mask & _mask || mod->mask2 & _mask2)
16515 int32 val = 0;
16516 for (SpellModList::const_iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16518 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16519 val += (*itr)->value;
16521 val += apply ? mod->value : -(mod->value);
16522 WorldPacket data(Opcode, (1+1+4));
16523 data << uint8(eff);
16524 data << uint8(mod->op);
16525 data << int32(val);
16526 SendDirectMessage(&data);
16530 if (apply)
16531 m_spellMods[mod->op].push_back(mod);
16532 else
16534 if (mod->charges == -1)
16535 --m_SpellModRemoveCount;
16536 m_spellMods[mod->op].remove(mod);
16537 delete mod;
16541 void Player::RemoveSpellMods(Spell const* spell)
16543 if(!spell || (m_SpellModRemoveCount == 0))
16544 return;
16546 for(int i=0;i<MAX_SPELLMOD;++i)
16548 for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16550 SpellModifier *mod = *itr;
16551 ++itr;
16553 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16555 RemoveAurasDueToSpell(mod->spellId);
16556 if (m_spellMods[i].empty())
16557 break;
16558 else
16559 itr = m_spellMods[i].begin();
16565 // send Proficiency
16566 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16568 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16569 data << pr1 << pr2;
16570 GetSession()->SendPacket (&data);
16573 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16575 QueryResult *result = NULL;
16576 if(type==10)
16577 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16578 else
16579 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16580 if(result)
16582 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.
16583 { // and SendPetitionQueryOpcode reads data from the DB
16584 Field *fields = result->Fetch();
16585 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16586 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16588 // send update if charter owner in game
16589 Player* owner = objmgr.GetPlayer(ownerguid);
16590 if(owner)
16591 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16593 } while ( result->NextRow() );
16595 delete result;
16597 if(type==10)
16598 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16599 else
16600 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16603 CharacterDatabase.BeginTransaction();
16604 if(type == 10)
16606 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16607 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16609 else
16611 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16612 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16614 CharacterDatabase.CommitTransaction();
16617 void Player::LeaveAllArenaTeams(uint64 guid)
16619 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));
16620 if(!result)
16621 return;
16625 Field *fields = result->Fetch();
16626 uint32 at_id = fields[0].GetUInt32();
16627 if(at_id != 0)
16629 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16630 if(at)
16631 at->DelMember(guid);
16633 } while (result->NextRow());
16635 delete result;
16638 void Player::SetRestBonus (float rest_bonus_new)
16640 // Prevent resting on max level
16641 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16642 rest_bonus_new = 0;
16644 if(rest_bonus_new < 0)
16645 rest_bonus_new = 0;
16647 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16649 if(rest_bonus_new > rest_bonus_max)
16650 m_rest_bonus = rest_bonus_max;
16651 else
16652 m_rest_bonus = rest_bonus_new;
16654 // update data for client
16655 if(m_rest_bonus>10)
16656 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16657 else if(m_rest_bonus<=1)
16658 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16660 //RestTickUpdate
16661 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16664 void Player::HandleStealthedUnitsDetection()
16666 std::list<Unit*> stealthedUnits;
16668 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16669 Cell cell(p);
16670 cell.data.Part.reserved = ALL_DISTRICT;
16671 cell.SetNoCreate();
16673 MaNGOS::AnyStealthedCheck u_check;
16674 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
16676 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16677 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16679 CellLock<GridReadGuard> cell_lock(cell, p);
16680 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16681 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16683 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16685 if((*i)==this)
16687 i = stealthedUnits.erase(i);
16688 continue;
16691 if ((*i)->isVisibleForOrDetect(this,true))
16694 (*i)->SendUpdateToPlayer(this);
16695 m_clientGUIDs.insert((*i)->GetGUID());
16697 #ifdef MANGOS_DEBUG
16698 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16699 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16700 #endif
16702 // target aura duration for caster show only if target exist at caster client
16703 // send data at target visibility change (adding to client)
16704 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16705 SendAurasForTarget(*i);
16707 i = stealthedUnits.erase(i);
16708 continue;
16711 ++i;
16715 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
16717 if(nodes.size() < 2)
16718 return false;
16720 // 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
16721 if(GetSession()->isLogingOut() || isInCombat())
16723 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16724 data << uint32(ERR_TAXIPLAYERBUSY);
16725 GetSession()->SendPacket(&data);
16726 return false;
16729 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16730 return false;
16732 // taximaster case
16733 if(npc)
16735 // not let cheating with start flight mounted
16736 if(IsMounted())
16738 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16739 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16740 GetSession()->SendPacket(&data);
16741 return false;
16744 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16746 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16747 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16748 GetSession()->SendPacket(&data);
16749 return false;
16752 // 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
16753 if(IsNonMeleeSpellCasted(false))
16755 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16756 data << uint32(ERR_TAXIPLAYERBUSY);
16757 GetSession()->SendPacket(&data);
16758 return false;
16761 // cast case or scripted call case
16762 else
16764 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
16766 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16767 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
16769 if(m_currentSpells[CURRENT_GENERIC_SPELL] && m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id != spellid)
16770 InterruptSpell(CURRENT_GENERIC_SPELL,false);
16772 InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
16774 if(m_currentSpells[CURRENT_CHANNELED_SPELL] && m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id != spellid)
16775 InterruptSpell(CURRENT_CHANNELED_SPELL,true);
16778 uint32 sourcenode = nodes[0];
16780 // starting node too far away (cheat?)
16781 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16782 if (!node)
16784 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16785 data << uint32(ERR_TAXINOSUCHPATH);
16786 GetSession()->SendPacket(&data);
16787 return false;
16790 // check node starting pos data set case if provided
16791 if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
16793 if (node->map_id != GetMapId() ||
16794 (node->x - GetPositionX())*(node->x - GetPositionX())+
16795 (node->y - GetPositionY())*(node->y - GetPositionY())+
16796 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16797 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
16799 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16800 data << uint32(ERR_TAXITOOFARAWAY);
16801 GetSession()->SendPacket(&data);
16802 return false;
16805 // node must have pos if taxi master case (npc != NULL)
16806 else if (npc)
16808 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16809 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16810 GetSession()->SendPacket(&data);
16811 return false;
16814 // Prepare to flight start now
16816 // stop combat at start taxi flight if any
16817 CombatStop();
16819 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16820 TradeCancel(true);
16822 // clean not finished taxi path if any
16823 m_taxi.ClearTaxiDestinations();
16825 // 0 element current node
16826 m_taxi.AddTaxiDestination(sourcenode);
16828 // fill destinations path tail
16829 uint32 sourcepath = 0;
16830 uint32 totalcost = 0;
16832 uint32 prevnode = sourcenode;
16833 uint32 lastnode = 0;
16835 for(uint32 i = 1; i < nodes.size(); ++i)
16837 uint32 path, cost;
16839 lastnode = nodes[i];
16840 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16842 if(!path)
16844 m_taxi.ClearTaxiDestinations();
16845 return false;
16848 totalcost += cost;
16850 if(prevnode == sourcenode)
16851 sourcepath = path;
16853 m_taxi.AddTaxiDestination(lastnode);
16855 prevnode = lastnode;
16858 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16859 uint16 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam(), npc == NULL);
16861 // in spell case allow 0 model
16862 if (mount_id == 0 && spellid == 0 || sourcepath == 0)
16864 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16865 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16866 GetSession()->SendPacket(&data);
16867 m_taxi.ClearTaxiDestinations();
16868 return false;
16871 uint32 money = GetMoney();
16873 if (npc)
16874 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16876 if(money < totalcost)
16878 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16879 data << uint32(ERR_TAXINOTENOUGHMONEY);
16880 GetSession()->SendPacket(&data);
16881 m_taxi.ClearTaxiDestinations();
16882 return false;
16885 //Checks and preparations done, DO FLIGHT
16886 ModifyMoney(-(int32)totalcost);
16887 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
16888 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
16890 // prevent stealth flight
16891 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16893 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16894 data << uint32(ERR_TAXIOK);
16895 GetSession()->SendPacket(&data);
16897 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16899 GetSession()->SendDoFlight(mount_id, sourcepath);
16901 return true;
16904 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
16906 TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
16907 if(!entry)
16908 return false;
16910 std::vector<uint32> nodes;
16912 nodes.resize(2);
16913 nodes[0] = entry->from;
16914 nodes[1] = entry->to;
16916 return ActivateTaxiPathTo(nodes,NULL,spellid);
16919 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16921 // last check 2.0.10
16922 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16923 data << GetGUID();
16924 data << uint8(0x0); // flags (0x1, 0x2)
16925 time_t curTime = time(NULL);
16926 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16928 if (itr->second->state == PLAYERSPELL_REMOVED)
16929 continue;
16930 uint32 unSpellId = itr->first;
16931 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16932 if (!spellInfo)
16934 ASSERT(spellInfo);
16935 continue;
16938 // Not send cooldown for this spells
16939 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16940 continue;
16942 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16944 data << unSpellId;
16945 data << unTimeMs; // in m.secs
16946 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
16949 GetSession()->SendPacket(&data);
16952 void Player::InitDataForForm(bool reapplyMods)
16954 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16955 if(ssEntry && ssEntry->attackSpeed)
16957 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16958 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16959 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16961 else
16962 SetRegularAttackTime();
16964 switch(m_form)
16966 case FORM_CAT:
16968 if(getPowerType()!=POWER_ENERGY)
16969 setPowerType(POWER_ENERGY);
16970 break;
16972 case FORM_BEAR:
16973 case FORM_DIREBEAR:
16975 if(getPowerType()!=POWER_RAGE)
16976 setPowerType(POWER_RAGE);
16977 break;
16979 default: // 0, for example
16981 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16982 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16983 setPowerType(Powers(cEntry->powerType));
16984 break;
16988 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16989 if (!reapplyMods)
16990 UpdateEquipSpellsAtFormChange();
16992 UpdateAttackPowerAndDamage();
16993 UpdateAttackPowerAndDamage(true);
16996 // Return true is the bought item has a max count to force refresh of window by caller
16997 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16999 // cheating attempt
17000 if(count < 1) count = 1;
17002 if(!isAlive())
17003 return false;
17005 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17006 if( !pProto )
17008 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17009 return false;
17012 Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
17013 if (!pCreature)
17015 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17016 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17017 return false;
17020 VendorItemData const* vItems = pCreature->GetVendorItems();
17021 if(!vItems || vItems->Empty())
17023 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17024 return false;
17027 size_t vendor_slot = vItems->FindItemSlot(item);
17028 if(vendor_slot >= vItems->GetItemCount())
17030 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17031 return false;
17034 VendorItem const* crItem = vItems->m_items[vendor_slot];
17036 // check current item amount if it limited
17037 if( crItem->maxcount != 0 )
17039 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17041 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17042 return false;
17046 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17048 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17049 return false;
17052 if(crItem->ExtendedCost)
17054 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17055 if(!iece)
17057 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17058 return false;
17061 // honor points price
17062 if(GetHonorPoints() < (iece->reqhonorpoints * count))
17064 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17065 return false;
17068 // arena points price
17069 if(GetArenaPoints() < (iece->reqarenapoints * count))
17071 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17072 return false;
17075 // item base price
17076 for (uint8 i = 0; i < 5; ++i)
17078 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17080 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17081 return false;
17085 // check for personal arena rating requirement
17086 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17088 // probably not the proper equip err
17089 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17090 return false;
17094 uint32 price = pProto->BuyPrice * count;
17096 // reputation discount
17097 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17099 if( GetMoney() < price )
17101 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17102 return false;
17105 uint8 bag = 0; // init for case invalid bagGUID
17107 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17109 Bag *pBag;
17110 if( bagguid == GetGUID() )
17112 bag = INVENTORY_SLOT_BAG_0;
17114 else
17116 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;++i)
17118 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17119 if( pBag )
17121 if( bagguid == pBag->GetGUID() )
17123 bag = i;
17124 break;
17131 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17133 ItemPosCountVec dest;
17134 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17135 if( msg != EQUIP_ERR_OK )
17137 SendEquipError( msg, NULL, NULL );
17138 return false;
17141 ModifyMoney( -(int32)price );
17142 if(crItem->ExtendedCost) // case for new honor system
17144 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17145 if(iece->reqhonorpoints)
17146 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17147 if(iece->reqarenapoints)
17148 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17149 for (uint8 i = 0; i < 5; ++i)
17151 if(iece->reqitem[i])
17152 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17156 if(Item *it = StoreNewItem( dest, item, true ))
17158 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17160 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17161 data << pCreature->GetGUID();
17162 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17163 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17164 data << (uint32)count;
17165 GetSession()->SendPacket(&data);
17167 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17170 else if( IsEquipmentPos( bag, slot ) )
17172 if(pProto->BuyCount * count != 1)
17174 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17175 return false;
17178 uint16 dest;
17179 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17180 if( msg != EQUIP_ERR_OK )
17182 SendEquipError( msg, NULL, NULL );
17183 return false;
17186 ModifyMoney( -(int32)price );
17187 if(crItem->ExtendedCost) // case for new honor system
17189 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17190 if(iece->reqhonorpoints)
17191 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17192 if(iece->reqarenapoints)
17193 ModifyArenaPoints( - int32(iece->reqarenapoints));
17194 for (uint8 i = 0; i < 5; ++i)
17196 if(iece->reqitem[i])
17197 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17201 if(Item *it = EquipNewItem( dest, item, true ))
17203 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17205 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17206 data << pCreature->GetGUID();
17207 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17208 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17209 data << (uint32)count;
17210 GetSession()->SendPacket(&data);
17212 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17214 AutoUnequipOffhandIfNeed();
17217 else
17219 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17220 return false;
17223 return crItem->maxcount!=0;
17226 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17228 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17229 // the personal rating of the arena team must match the required limit as well
17230 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17231 uint32 max_personal_rating = 0;
17232 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17234 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17236 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17237 uint32 t_rating = at->GetRating();
17238 p_rating = p_rating<t_rating? p_rating : t_rating;
17239 if(max_personal_rating < p_rating)
17240 max_personal_rating = p_rating;
17243 return max_personal_rating;
17246 void Player::UpdateHomebindTime(uint32 time)
17248 // GMs never get homebind timer online
17249 if (m_InstanceValid || isGameMaster())
17251 if(m_HomebindTimer) // instance valid, but timer not reset
17253 // hide reminder
17254 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17255 data << uint32(0);
17256 data << uint32(0);
17257 GetSession()->SendPacket(&data);
17259 // instance is valid, reset homebind timer
17260 m_HomebindTimer = 0;
17262 else if (m_HomebindTimer > 0)
17264 if (time >= m_HomebindTimer)
17266 // teleport to homebind location
17267 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17269 else
17270 m_HomebindTimer -= time;
17272 else
17274 // instance is invalid, start homebind timer
17275 m_HomebindTimer = 60000;
17276 // send message to player
17277 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17278 data << m_HomebindTimer;
17279 data << uint32(1);
17280 GetSession()->SendPacket(&data);
17281 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17285 void Player::UpdatePvP(bool state, bool ovrride)
17287 if(!state || ovrride)
17289 SetPvP(state);
17290 if(Pet* pet = GetPet())
17291 pet->SetPvP(state);
17292 if(Unit* charmed = GetCharm())
17293 charmed->SetPvP(state);
17295 pvpInfo.endTimer = 0;
17297 else
17299 if(pvpInfo.endTimer != 0)
17300 pvpInfo.endTimer = time(NULL);
17301 else
17303 SetPvP(state);
17305 if(Pet* pet = GetPet())
17306 pet->SetPvP(state);
17307 if(Unit* charmed = GetCharm())
17308 charmed->SetPvP(state);
17313 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
17315 // init cooldown values
17316 uint32 cat = 0;
17317 int32 rec = -1;
17318 int32 catrec = -1;
17320 // some special item spells without correct cooldown in SpellInfo
17321 // cooldown information stored in item prototype
17322 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17324 if(itemId)
17326 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
17328 for(int idx = 0; idx < 5; ++idx)
17330 if(proto->Spells[idx].SpellId == spellInfo->Id)
17332 cat = proto->Spells[idx].SpellCategory;
17333 rec = proto->Spells[idx].SpellCooldown;
17334 catrec = proto->Spells[idx].SpellCategoryCooldown;
17335 break;
17341 // if no cooldown found above then base at DBC data
17342 if(rec < 0 && catrec < 0)
17344 cat = spellInfo->Category;
17345 rec = spellInfo->RecoveryTime;
17346 catrec = spellInfo->CategoryRecoveryTime;
17349 time_t curTime = time(NULL);
17351 time_t catrecTime;
17352 time_t recTime;
17354 // overwrite time for selected category
17355 if(infinityCooldown)
17357 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17358 // but not allow ignore until reset or re-login
17359 catrecTime = catrec > 0 ? curTime+MONTH : 0;
17360 recTime = rec > 0 ? curTime+MONTH : catrecTime;
17362 else
17364 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17365 // prevent 0 cooldowns set by another way
17366 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
17367 rec = GetAttackTime(RANGED_ATTACK);
17369 // Now we have cooldown data (if found any), time to apply mods
17370 if(rec > 0)
17371 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
17373 if(catrec > 0)
17374 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
17376 // replace negative cooldowns by 0
17377 if (rec < 0) rec = 0;
17378 if (catrec < 0) catrec = 0;
17380 // no cooldown after applying spell mods
17381 if( rec == 0 && catrec == 0)
17382 return;
17384 catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
17385 recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
17388 // self spell cooldown
17389 if(recTime > 0)
17390 AddSpellCooldown(spellInfo->Id, itemId, recTime);
17392 // category spells
17393 if (cat && catrec > 0)
17395 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
17396 if(i_scstore != sSpellCategoryStore.end())
17398 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
17400 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
17401 continue;
17403 AddSpellCooldown(*i_scset, itemId, catrecTime);
17409 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17411 SpellCooldown sc;
17412 sc.end = end_time;
17413 sc.itemid = itemid;
17414 m_spellCooldowns[spellid] = sc;
17417 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
17419 // start cooldowns at server side, if any
17420 AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
17422 // Send activate cooldown timer (possible 0) at client side
17423 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17424 data << spellInfo->Id;
17425 data << GetGUID();
17426 SendDirectMessage(&data);
17429 void Player::UpdatePotionCooldown(Spell* spell)
17431 // no potion used i combat or still in combat
17432 if(!m_lastPotionId || isInCombat())
17433 return;
17435 // Call not from spell cast, send cooldown event for item spells if no in combat
17436 if(!spell)
17438 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17439 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
17440 for(int idx = 0; idx < 5; ++idx)
17441 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
17442 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
17443 SendCooldownEvent(spellInfo,m_lastPotionId);
17445 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17446 else
17447 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
17449 m_lastPotionId = 0;
17452 //slot to be excluded while counting
17453 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17455 if(!enchantmentcondition)
17456 return true;
17458 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17460 if(!Condition)
17461 return true;
17463 uint8 curcount[4] = {0, 0, 0, 0};
17465 //counting current equipped gem colors
17466 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17468 if(i == slot)
17469 continue;
17470 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17471 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17473 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17475 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17476 if(!enchant_id)
17477 continue;
17479 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17480 if(!enchantEntry)
17481 continue;
17483 uint32 gemid = enchantEntry->GemID;
17484 if(!gemid)
17485 continue;
17487 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17488 if(!gemProto)
17489 continue;
17491 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17492 if(!gemProperty)
17493 continue;
17495 uint8 GemColor = gemProperty->color;
17497 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17499 if(tmpcolormask & GemColor)
17500 ++curcount[b];
17506 bool activate = true;
17508 for(int i = 0; i < 5; ++i)
17510 if(!Condition->Color[i])
17511 continue;
17513 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17515 // if have <CompareColor> use them as count, else use <value> from Condition
17516 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17518 switch(Condition->Comparator[i])
17520 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17521 activate &= (_cur_gem < _cmp_gem) ? true : false;
17522 break;
17523 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17524 activate &= (_cur_gem > _cmp_gem) ? true : false;
17525 break;
17526 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17527 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17528 break;
17532 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");
17534 return activate;
17537 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17539 //cycle all equipped items
17540 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17542 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17543 if(slot == exceptslot)
17544 continue;
17546 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17548 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17549 continue;
17551 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17553 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17554 if(!enchant_id)
17555 continue;
17557 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17558 if(!enchantEntry)
17559 continue;
17561 uint32 condition = enchantEntry->EnchantmentCondition;
17562 if(condition)
17564 //was enchant active with/without item?
17565 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17566 //should it now be?
17567 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17569 // ignore item gem conditions
17570 //if state changed, (dis)apply enchant
17571 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17578 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17579 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17581 //cycle all equipped items
17582 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17584 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17585 if(slot == exceptslot)
17586 continue;
17588 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17590 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17591 continue;
17593 //cycle all (gem)enchants
17594 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17596 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17597 if(!enchant_id) //if no enchant go to next enchant(slot)
17598 continue;
17600 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17601 if(!enchantEntry)
17602 continue;
17604 //only metagems to be (de)activated, so only enchants with condition
17605 uint32 condition = enchantEntry->EnchantmentCondition;
17606 if(condition)
17607 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17612 void Player::LeaveBattleground(bool teleportToEntryPoint)
17614 if(BattleGround *bg = GetBattleGround())
17616 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17618 // call after remove to be sure that player resurrected for correct cast
17619 if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
17621 if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
17622 CastSpell(this, 26013, true); // Deserter
17627 bool Player::CanJoinToBattleground() const
17629 // check Deserter debuff
17630 if(GetDummyAura(26013))
17631 return false;
17633 return true;
17636 bool Player::CanReportAfkDueToLimit()
17638 // a player can complain about 15 people per 5 minutes
17639 if(m_bgAfkReportedCount >= 15)
17640 return false;
17641 ++m_bgAfkReportedCount;
17642 return true;
17645 ///This player has been blamed to be inactive in a battleground
17646 void Player::ReportedAfkBy(Player* reporter)
17648 BattleGround *bg = GetBattleGround();
17649 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17650 return;
17652 // check if player has 'Idle' or 'Inactive' debuff
17653 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17655 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17656 // 3 players have to complain to apply debuff
17657 if(m_bgAfkReporter.size() >= 3)
17659 // cast 'Idle' spell
17660 CastSpell(this, 43680, true);
17661 m_bgAfkReporter.clear();
17666 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17668 // gamemaster in GM mode see all, including ghosts
17669 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17670 return true;
17672 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17673 if (InBattleGround())
17675 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17676 return false;
17677 return true;
17680 // Live player see live player or dead player with not realized corpse
17681 if(pl->isAlive() || pl->m_deathTimer > 0)
17683 return isAlive() || m_deathTimer > 0;
17686 // Ghost see other friendly ghosts, that's for sure
17687 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17688 return true;
17690 // Dead player see live players near own corpse
17691 if(isAlive())
17693 Corpse *corpse = pl->GetCorpse();
17694 if(corpse)
17696 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17697 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17698 return true;
17702 // and not see any other
17703 return false;
17706 bool Player::IsVisibleGloballyFor( Player* u ) const
17708 if(!u)
17709 return false;
17711 // Always can see self
17712 if (u==this)
17713 return true;
17715 // Visible units, always are visible for all players
17716 if (GetVisibility() == VISIBILITY_ON)
17717 return true;
17719 // GMs are visible for higher gms (or players are visible for gms)
17720 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17721 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17723 // non faction visibility non-breakable for non-GMs
17724 if (GetVisibility() == VISIBILITY_OFF)
17725 return false;
17727 // non-gm stealth/invisibility not hide from global player lists
17728 return true;
17731 void Player::UpdateVisibilityOf(WorldObject* target)
17733 if(HaveAtClient(target))
17735 if(!target->isVisibleForInState(this,true))
17737 target->DestroyForPlayer(this);
17738 m_clientGUIDs.erase(target->GetGUID());
17740 #ifdef MANGOS_DEBUG
17741 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17742 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17743 #endif
17746 else
17748 if(target->isVisibleForInState(this,false))
17750 target->SendUpdateToPlayer(this);
17751 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17752 m_clientGUIDs.insert(target->GetGUID());
17754 #ifdef MANGOS_DEBUG
17755 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17756 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17757 #endif
17759 // target aura duration for caster show only if target exist at caster client
17760 // send data at target visibility change (adding to client)
17761 if(target!=this && target->isType(TYPEMASK_UNIT))
17762 SendAurasForTarget((Unit*)target);
17764 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17765 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17770 template<class T>
17771 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17773 s64.insert(target->GetGUID());
17776 template<>
17777 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17779 if(!target->IsTransport())
17780 s64.insert(target->GetGUID());
17783 template<class T>
17784 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17786 if(HaveAtClient(target))
17788 if(!target->isVisibleForInState(this,true))
17790 target->BuildOutOfRangeUpdateBlock(&data);
17791 m_clientGUIDs.erase(target->GetGUID());
17793 #ifdef MANGOS_DEBUG
17794 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17795 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));
17796 #endif
17799 else
17801 if(target->isVisibleForInState(this,false))
17803 visibleNow.insert(target);
17804 target->BuildUpdate(data_updates);
17805 target->BuildCreateUpdateBlockForPlayer(&data, this);
17806 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17808 #ifdef MANGOS_DEBUG
17809 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17810 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));
17811 #endif
17816 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17817 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17818 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17819 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17820 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17822 void Player::InitPrimaryProffesions()
17824 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17827 void Player::SendComboPoints()
17829 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17830 if (combotarget)
17832 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17833 data.append(combotarget->GetPackGUID());
17834 data << uint8(m_comboPoints);
17835 GetSession()->SendPacket(&data);
17839 void Player::AddComboPoints(Unit* target, int8 count)
17841 if(!count)
17842 return;
17844 // without combo points lost (duration checked in aura)
17845 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17847 if(target->GetGUID() == m_comboTarget)
17849 m_comboPoints += count;
17851 else
17853 if(m_comboTarget)
17854 if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
17855 target2->RemoveComboPointHolder(GetGUIDLow());
17857 m_comboTarget = target->GetGUID();
17858 m_comboPoints = count;
17860 target->AddComboPointHolder(GetGUIDLow());
17863 if (m_comboPoints > 5) m_comboPoints = 5;
17864 if (m_comboPoints < 0) m_comboPoints = 0;
17866 SendComboPoints();
17869 void Player::ClearComboPoints()
17871 if(!m_comboTarget)
17872 return;
17874 // without combopoints lost (duration checked in aura)
17875 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17877 m_comboPoints = 0;
17879 SendComboPoints();
17881 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17882 target->RemoveComboPointHolder(GetGUIDLow());
17884 m_comboTarget = 0;
17887 void Player::SetGroup(Group *group, int8 subgroup)
17889 if(group == NULL)
17890 m_group.unlink();
17891 else
17893 // never use SetGroup without a subgroup unless you specify NULL for group
17894 assert(subgroup >= 0);
17895 m_group.link(group, this);
17896 m_group.setSubGroup((uint8)subgroup);
17900 void Player::SendInitialPacketsBeforeAddToMap()
17902 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17903 data << uint32(0); // unknown, may be rest state time or experience
17904 GetSession()->SendPacket(&data);
17906 // Homebind
17907 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17908 data << m_homebindX << m_homebindY << m_homebindZ;
17909 data << (uint32) m_homebindMapId;
17910 data << (uint32) m_homebindZoneId;
17911 GetSession()->SendPacket(&data);
17913 // SMSG_SET_PROFICIENCY
17914 // SMSG_UPDATE_AURA_DURATION
17916 // tutorial stuff
17917 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17918 for (int i = 0; i < 8; ++i)
17919 data << uint32( GetTutorialInt(i) );
17920 GetSession()->SendPacket(&data);
17922 SendInitialSpells();
17924 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17925 data << uint32(0); // count, for(count) uint32;
17926 GetSession()->SendPacket(&data);
17928 SendInitialActionButtons();
17929 m_reputationMgr.SendInitialReputations();
17930 m_achievementMgr.SendAllAchievementData();
17932 // update zone
17933 uint32 newzone, newarea;
17934 GetZoneAndAreaId(newzone,newarea);
17935 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
17937 // SMSG_SET_AURA_SINGLE
17939 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17940 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17941 data << (float)0.01666667f; // game speed
17942 GetSession()->SendPacket( &data );
17944 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17945 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17946 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17948 m_mover = this;
17951 void Player::SendInitialPacketsAfterAddToMap()
17953 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17954 data << uint32(0x00000000); // on blizz it increments periodically
17955 GetSession()->SendPacket(&data);
17957 CastSpell(this, 836, true); // LOGINEFFECT
17959 // set some aura effects that send packet to player client after add player to map
17960 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17961 // same auras state lost at far teleport, send it one more time in this case also
17962 static const AuraType auratypes[] =
17964 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17965 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17966 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17968 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17970 Unit::AuraList const& auraList = GetAurasByType(*itr);
17971 if(!auraList.empty())
17972 auraList.front()->ApplyModifier(true,true);
17975 if(HasAuraType(SPELL_AURA_MOD_STUN))
17976 SetMovement(MOVE_ROOT);
17978 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17979 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17981 WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
17982 data2.append(GetPackGUID());
17983 data2 << (uint32)2;
17984 SendMessageToSet(&data2,true);
17987 SendAurasForTarget(this);
17988 SendEnchantmentDurations(); // must be after add to map
17989 SendItemDurations(); // must be after add to map
17992 void Player::SendUpdateToOutOfRangeGroupMembers()
17994 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17995 return;
17996 if(Group* group = GetGroup())
17997 group->UpdatePlayerOutOfRange(this);
17999 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
18000 m_auraUpdateMask = 0;
18001 if(Pet *pet = GetPet())
18002 pet->ResetAuraUpdateMask();
18005 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
18007 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
18008 data << uint32(mapid);
18009 data << uint8(reason); // transfer abort reason
18010 switch(reason)
18012 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
18013 case TRANSFER_ABORT_DIFFICULTY:
18014 case TRANSFER_ABORT_UNIQUE_MESSAGE:
18015 data << uint8(arg);
18016 break;
18018 GetSession()->SendPacket(&data);
18021 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
18023 // type of warning, based on the time remaining until reset
18024 uint32 type;
18025 if(time > 3600)
18026 type = RAID_INSTANCE_WELCOME;
18027 else if(time > 900 && time <= 3600)
18028 type = RAID_INSTANCE_WARNING_HOURS;
18029 else if(time > 300 && time <= 900)
18030 type = RAID_INSTANCE_WARNING_MIN;
18031 else
18032 type = RAID_INSTANCE_WARNING_MIN_SOON;
18033 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
18034 data << uint32(type);
18035 data << uint32(mapid);
18036 data << uint32(time);
18037 GetSession()->SendPacket(&data);
18040 void Player::ApplyEquipCooldown( Item * pItem )
18042 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
18044 _Spell const& spellData = pItem->GetProto()->Spells[i];
18046 // no spell
18047 if( !spellData.SpellId )
18048 continue;
18050 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18051 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
18052 continue;
18054 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
18056 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
18057 data << pItem->GetGUID();
18058 data << uint32(spellData.SpellId);
18059 GetSession()->SendPacket(&data);
18063 void Player::resetSpells()
18065 // not need after this call
18066 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
18068 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
18069 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
18072 // make full copy of map (spells removed and marked as deleted at another spell remove
18073 // and we can't use original map for safe iterative with visit each spell at loop end
18074 PlayerSpellMap smap = GetSpellMap();
18076 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18077 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18079 learnDefaultSpells();
18080 learnQuestRewardedSpells();
18083 void Player::learnDefaultSpells()
18085 // learn default race/class spells
18086 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18087 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18089 uint32 tspell = *itr;
18090 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18091 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18092 addSpell(tspell,true,true,true,false);
18093 else // but send in normal spell in game learn case
18094 learnSpell(tspell,true);
18098 void Player::learnQuestRewardedSpells(Quest const* quest)
18100 uint32 spell_id = quest->GetRewSpellCast();
18102 // skip quests without rewarded spell
18103 if( !spell_id )
18104 return;
18106 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18107 if(!spellInfo)
18108 return;
18110 // check learned spells state
18111 bool found = false;
18112 for(int i=0; i < 3; ++i)
18114 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18116 found = true;
18117 break;
18121 // skip quests with not teaching spell or already known spell
18122 if(!found)
18123 return;
18125 // prevent learn non first rank unknown profession and second specialization for same profession)
18126 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18127 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18129 // not have first rank learned (unlearned prof?)
18130 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18131 if( !HasSpell(first_spell) )
18132 return;
18134 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18135 if(!learnedInfo)
18136 return;
18138 // specialization
18139 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18141 // search other specialization for same prof
18142 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18144 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18145 continue;
18147 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18148 if(!itrInfo)
18149 return;
18151 // compare only specializations
18152 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18153 continue;
18155 // compare same chain spells
18156 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18157 continue;
18159 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18160 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18161 return;
18166 CastSpell( this, spell_id, true);
18169 void Player::learnQuestRewardedSpells()
18171 // learn spells received from quest completing
18172 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18174 // skip no rewarded quests
18175 if(!itr->second.m_rewarded)
18176 continue;
18178 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18179 if( !quest )
18180 continue;
18182 learnQuestRewardedSpells(quest);
18186 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18188 uint32 raceMask = getRaceMask();
18189 uint32 classMask = getClassMask();
18190 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18192 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18193 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18194 continue;
18195 // Check race if set
18196 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18197 continue;
18198 // Check class if set
18199 if (pAbility->classmask && !(pAbility->classmask & classMask))
18200 continue;
18202 if (sSpellStore.LookupEntry(pAbility->spellId))
18204 // need unlearn spell
18205 if (skill_value < pAbility->req_skill_value)
18206 removeSpell(pAbility->spellId);
18207 // need learn
18208 else if (!IsInWorld())
18209 addSpell(pAbility->spellId,true,true,true,false);
18210 else
18211 learnSpell(pAbility->spellId,true);
18216 void Player::SendAurasForTarget(Unit *target)
18218 if(target->GetVisibleAuras()->empty()) // speedup things
18219 return;
18221 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18222 data.append(target->GetPackGUID());
18224 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18225 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18227 for(uint32 j = 0; j < 3; ++j)
18229 if(Aura *aura = target->GetAura(itr->second, j))
18231 data << uint8(aura->GetAuraSlot());
18232 data << uint32(aura->GetId());
18234 if(aura->GetId())
18236 uint8 auraFlags = aura->GetAuraFlags();
18237 // flags
18238 data << uint8(auraFlags);
18239 // level
18240 data << uint8(aura->GetAuraLevel());
18241 // charges
18242 data << uint8(aura->GetAuraCharges());
18244 if(!(auraFlags & AFLAG_NOT_CASTER))
18246 data << uint8(0); // packed GUID of someone (caster?)
18249 if(auraFlags & AFLAG_DURATION) // include aura duration
18251 data << uint32(aura->GetAuraMaxDuration());
18252 data << uint32(aura->GetAuraDuration());
18255 break;
18260 GetSession()->SendPacket(&data);
18263 void Player::SetDailyQuestStatus( uint32 quest_id )
18265 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18267 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18269 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18270 m_lastDailyQuestTime = time(NULL); // last daily quest time
18271 m_DailyQuestChanged = true;
18272 break;
18277 void Player::ResetDailyQuestStatus()
18279 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18280 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18282 // DB data deleted in caller
18283 m_DailyQuestChanged = false;
18284 m_lastDailyQuestTime = 0;
18287 BattleGround* Player::GetBattleGround() const
18289 if(GetBattleGroundId()==0)
18290 return NULL;
18292 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgTypeID);
18295 bool Player::InArena() const
18297 BattleGround *bg = GetBattleGround();
18298 if(!bg || !bg->isArena())
18299 return false;
18301 return true;
18304 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
18306 // get a template bg instead of running one
18307 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18308 if(!bg)
18309 return false;
18311 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18312 return false;
18314 return true;
18317 BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
18319 //returned to hardcoded version of this function, because there is no way to code it dynamic
18320 uint32 level = getLevel();
18321 if( bgTypeId == BATTLEGROUND_AV )
18322 level--;
18324 uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18325 if( queue_id >= MAX_BATTLEGROUND_QUEUES )
18327 sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
18328 return QUEUE_ID_MAX_LEVEL_80;
18330 return BGQueueIdBasedOnLevel(queue_id);
18333 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18335 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18336 if(!vendor_faction || !vendor_faction->faction)
18337 return 1.0f;
18339 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18340 if(rank <= REP_NEUTRAL)
18341 return 1.0f;
18343 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18346 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18348 uint32 racemask = getRaceMask();
18349 uint32 classmask = getClassMask();
18351 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18352 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18353 if(lower==upper)
18354 return true;
18356 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18358 // skip wrong race skills
18359 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18360 continue;
18362 // skip wrong class skills
18363 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18364 continue;
18366 return true;
18369 return false;
18372 bool Player::HasQuestForGO(int32 GOId) const
18374 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
18376 uint32 questid = GetQuestSlotQuestId(i);
18377 if ( questid == 0 )
18378 continue;
18380 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
18381 if(qs_itr == mQuestStatus.end())
18382 continue;
18384 QuestStatusData const& qs = qs_itr->second;
18386 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18388 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
18389 if(!qinfo)
18390 continue;
18392 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18393 continue;
18395 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
18397 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18398 continue;
18400 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18401 return true;
18405 return false;
18408 void Player::UpdateForQuestWorldObjects()
18410 if(m_clientGUIDs.empty())
18411 return;
18413 UpdateData udata;
18414 WorldPacket packet;
18415 for(ClientGUIDs::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18417 if(IS_GAMEOBJECT_GUID(*itr))
18419 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18420 if(obj)
18421 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18423 else if(IS_CREATURE_GUID(*itr) || IS_VEHICLE_GUID(*itr))
18425 Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
18426 if(!obj)
18427 continue;
18428 // check if this unit requires quest specific flags
18430 SpellClickInfoMap const& map = objmgr.mSpellClickInfoMap;
18431 for(SpellClickInfoMap::const_iterator itr = map.lower_bound(obj->GetEntry()); itr != map.upper_bound(obj->GetEntry()); ++itr)
18433 if(itr->second.questId != 0)
18435 obj->BuildCreateUpdateBlockForPlayer(&udata,this);
18436 break;
18442 udata.BuildPacket(&packet);
18443 GetSession()->SendPacket(&packet);
18446 void Player::SummonIfPossible(bool agree)
18448 if(!agree)
18450 m_summon_expire = 0;
18451 return;
18454 // expire and auto declined
18455 if(m_summon_expire < time(NULL))
18456 return;
18458 // stop taxi flight at summon
18459 if(isInFlight())
18461 GetMotionMaster()->MovementExpired();
18462 m_taxi.ClearTaxiDestinations();
18465 // drop flag at summon
18466 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18467 if(BattleGround *bg = GetBattleGround())
18468 bg->EventPlayerDroppedFlag(this);
18470 m_summon_expire = 0;
18472 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
18474 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18477 void Player::RemoveItemDurations( Item *item )
18479 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18481 if(*itr==item)
18483 m_itemDuration.erase(itr);
18484 break;
18489 void Player::AddItemDurations( Item *item )
18491 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18493 m_itemDuration.push_back(item);
18494 item->SendTimeUpdate(this);
18498 void Player::AutoUnequipOffhandIfNeed()
18500 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18501 if(!offItem)
18502 return;
18504 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18505 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
18506 return;
18508 ItemPosCountVec off_dest;
18509 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18510 if( off_msg == EQUIP_ERR_OK )
18512 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18513 StoreItem( off_dest, offItem, true );
18515 else
18517 MailItemsInfo mi;
18518 mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
18519 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18520 CharacterDatabase.BeginTransaction();
18521 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
18522 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18523 CharacterDatabase.CommitTransaction();
18525 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
18526 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
18530 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18532 if(spellInfo->EquippedItemClass < 0)
18533 return true;
18535 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18536 // for optimize check 2 used cases only
18537 switch(spellInfo->EquippedItemClass)
18539 case ITEM_CLASS_WEAPON:
18541 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18542 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18543 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18544 return true;
18545 break;
18547 case ITEM_CLASS_ARMOR:
18549 // tabard not have dependent spells
18550 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18551 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18552 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18553 return true;
18555 // shields can be equipped to offhand slot
18556 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18557 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18558 return true;
18560 // ranged slot can have some armor subclasses
18561 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18562 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18563 return true;
18565 break;
18567 default:
18568 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18569 break;
18572 return false;
18575 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18577 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18578 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18579 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18580 return true;
18582 // Check no reagent use mask
18583 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18584 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18585 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18586 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18587 return true;
18589 return false;
18592 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18594 AuraMap& auras = GetAuras();
18595 for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); )
18597 Aura* aura = itr->second;
18599 // skip passive (passive item dependent spells work in another way) and not self applied auras
18600 SpellEntry const* spellInfo = aura->GetSpellProto();
18601 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18603 ++itr;
18604 continue;
18607 // skip if not item dependent or have alternative item
18608 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18610 ++itr;
18611 continue;
18614 // no alt item, remove aura, restart check
18615 RemoveAurasDueToSpell(aura->GetId());
18616 itr = auras.begin();
18619 // currently casted spells can be dependent from item
18620 for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
18622 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18623 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18624 InterruptSpell(i);
18628 uint32 Player::GetResurrectionSpellId()
18630 // search priceless resurrection possibilities
18631 uint32 prio = 0;
18632 uint32 spell_id = 0;
18633 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18634 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18636 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18637 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18639 switch((*itr)->GetId())
18641 case 20707: spell_id = 3026; break; // rank 1
18642 case 20762: spell_id = 20758; break; // rank 2
18643 case 20763: spell_id = 20759; break; // rank 3
18644 case 20764: spell_id = 20760; break; // rank 4
18645 case 20765: spell_id = 20761; break; // rank 5
18646 case 27239: spell_id = 27240; break; // rank 6
18647 case 47883: spell_id = 47882; break; // rank 7
18648 default:
18649 sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
18650 continue;
18653 prio = 3;
18655 // Twisting Nether // prio: 2 (max)
18656 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18658 prio = 2;
18659 spell_id = 23700;
18663 // Reincarnation (passive spell) // prio: 1
18664 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18665 spell_id = 21169;
18667 return spell_id;
18670 // Used in triggers for check "Only to targets that grant experience or honor" req
18671 bool Player::isHonorOrXPTarget(Unit* pVictim)
18673 uint32 v_level = pVictim->getLevel();
18674 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18676 // Victim level less gray level
18677 if(v_level<=k_grey)
18678 return false;
18680 if(pVictim->GetTypeId() == TYPEID_UNIT)
18682 if (((Creature*)pVictim)->isTotem() ||
18683 ((Creature*)pVictim)->isPet() ||
18684 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18685 return false;
18687 return true;
18690 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18692 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18694 // prepare data for near group iteration (PvP and !PvP cases)
18695 uint32 xp = 0;
18696 bool honored_kill = false;
18698 if(Group *pGroup = GetGroup())
18700 uint32 count = 0;
18701 uint32 sum_level = 0;
18702 Player* member_with_max_level = NULL;
18703 Player* not_gray_member_with_max_level = NULL;
18705 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18707 if(member_with_max_level)
18709 /// not get Xp in PvP or no not gray players in group
18710 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18712 /// skip in check PvP case (for speed, not used)
18713 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18714 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18715 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18717 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18719 Player* pGroupGuy = itr->getSource();
18720 if(!pGroupGuy)
18721 continue;
18723 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18724 continue; // member (alive or dead) or his corpse at req. distance
18726 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18727 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18728 honored_kill = true;
18730 // xp and reputation only in !PvP case
18731 if(!PvP)
18733 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18735 // if is in dungeon then all receive full reputation at kill
18736 // rewarded any alive/dead/near_corpse group member
18737 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18739 // XP updated only for alive group member
18740 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18741 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18743 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18745 pGroupGuy->GiveXP(itr_xp, pVictim);
18746 if(Pet* pet = pGroupGuy->GetPet())
18747 pet->GivePetXP(itr_xp/2);
18750 // quest objectives updated only for alive group member or dead but with not released body
18751 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18753 // normal creature (not pet/etc) can be only in !PvP case
18754 if(pVictim->GetTypeId()==TYPEID_UNIT)
18755 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18761 else // if (!pGroup)
18763 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18765 // honor can be in PvP and !PvP (racial leader) cases
18766 if(RewardHonor(pVictim,1))
18767 honored_kill = true;
18769 // xp and reputation only in !PvP case
18770 if(!PvP)
18772 RewardReputation(pVictim,1);
18773 GiveXP(xp, pVictim);
18775 if(Pet* pet = GetPet())
18776 pet->GivePetXP(xp);
18778 // normal creature (not pet/etc) can be only in !PvP case
18779 if(pVictim->GetTypeId()==TYPEID_UNIT)
18780 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18783 return xp || honored_kill;
18786 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
18788 uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
18790 // prepare data for near group iteration
18791 if(Group *pGroup = GetGroup())
18793 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18795 Player* pGroupGuy = itr->getSource();
18796 if(!pGroupGuy)
18797 continue;
18799 if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
18800 continue; // member (alive or dead) or his corpse at req. distance
18802 // quest objectives updated only for alive group member or dead but with not released body
18803 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18804 pGroupGuy->KilledMonster(creature_id, creature_guid);
18807 else // if (!pGroup)
18808 KilledMonster(creature_id, creature_guid);
18811 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18813 if (pRewardSource->IsWithinDistInMap(this,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE)))
18814 return true;
18816 if (isAlive())
18817 return false;
18819 Corpse* corpse = GetCorpse();
18820 if (!corpse)
18821 return false;
18823 return pRewardSource->IsWithinDistInMap(corpse,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE));
18826 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18828 Item* item = GetWeaponForAttack(attType,true);
18830 // unarmed only with base attack
18831 if(attType != BASE_ATTACK && !item)
18832 return 0;
18834 // weapon skill or (unarmed for base attack)
18835 uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
18836 return GetBaseSkillValue(skill);
18839 void Player::ResurectUsingRequestData()
18841 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18842 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18844 ResurrectPlayer(0.0f,false);
18846 if(GetMaxHealth() > m_resurrectHealth)
18847 SetHealth( m_resurrectHealth );
18848 else
18849 SetHealth( GetMaxHealth() );
18851 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18852 SetPower(POWER_MANA, m_resurrectMana );
18853 else
18854 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18856 SetPower(POWER_RAGE, 0 );
18858 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18860 SpawnCorpseBones();
18863 void Player::SetClientControl(Unit* target, uint8 allowMove)
18865 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18866 data.append(target->GetPackGUID());
18867 data << uint8(allowMove);
18868 GetSession()->SendPacket(&data);
18871 void Player::UpdateZoneDependentAuras( uint32 newZone )
18873 // remove new continent flight forms
18874 if( !IsAllowUseFlyMountsHere() )
18876 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18877 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18880 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18881 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
18882 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18883 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
18884 if( !HasAura(itr->second->spellId,0) )
18885 CastSpell(this,itr->second->spellId,true);
18888 void Player::UpdateAreaDependentAuras( uint32 newArea )
18890 // remove auras from spells with area limitations
18891 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18893 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18894 if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
18895 RemoveAura(iter);
18896 else
18897 ++iter;
18900 // some auras applied at subzone enter
18901 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
18902 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18903 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
18904 if( !HasAura(itr->second->spellId,0) )
18905 CastSpell(this,itr->second->spellId,true);
18908 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18910 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18911 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18913 return copseReclaimDelay[0];
18916 time_t now = time(NULL);
18917 // 0..2 full period
18918 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18919 return copseReclaimDelay[count];
18922 void Player::UpdateCorpseReclaimDelay()
18924 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18926 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18927 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18928 return;
18930 time_t now = time(NULL);
18931 if(now < m_deathExpireTime)
18933 // full and partly periods 1..3
18934 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18935 if(count < MAX_DEATH_COUNT)
18936 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18937 else
18938 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18940 else
18941 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18944 void Player::SendCorpseReclaimDelay(bool load)
18946 Corpse* corpse = GetCorpse();
18947 if(!corpse)
18948 return;
18950 uint32 delay;
18951 if(load)
18953 if(corpse->GetGhostTime() > m_deathExpireTime)
18954 return;
18956 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18958 uint32 count;
18959 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18960 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18962 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18963 if(count>=MAX_DEATH_COUNT)
18964 count = MAX_DEATH_COUNT-1;
18966 else
18967 count=0;
18969 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18971 time_t now = time(NULL);
18972 if(now >= expected_time)
18973 return;
18975 delay = expected_time-now;
18977 else
18978 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18980 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18981 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18982 data << uint32(delay*IN_MILISECONDS);
18983 GetSession()->SendPacket( &data );
18986 Player* Player::GetNextRandomRaidMember(float radius)
18988 Group *pGroup = GetGroup();
18989 if(!pGroup)
18990 return NULL;
18992 std::vector<Player*> nearMembers;
18993 nearMembers.reserve(pGroup->GetMembersCount());
18995 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18997 Player* Target = itr->getSource();
18999 // IsHostileTo check duel and controlled by enemy
19000 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
19001 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
19002 nearMembers.push_back(Target);
19005 if (nearMembers.empty())
19006 return NULL;
19008 uint32 randTarget = urand(0,nearMembers.size()-1);
19009 return nearMembers[randTarget];
19012 PartyResult Player::CanUninviteFromGroup() const
19014 const Group* grp = GetGroup();
19015 if(!grp)
19016 return PARTY_RESULT_YOU_NOT_IN_GROUP;
19018 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
19019 return PARTY_RESULT_YOU_NOT_LEADER;
19021 if(InBattleGround())
19022 return PARTY_RESULT_INVITE_RESTRICTED;
19024 return PARTY_RESULT_OK;
19027 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
19029 //we must move references from m_group to m_originalGroup
19030 SetOriginalGroup(GetGroup(), GetSubGroup());
19032 m_group.unlink();
19033 m_group.link(group, this);
19034 m_group.setSubGroup((uint8)subgroup);
19037 void Player::RemoveFromBattleGroundRaid()
19039 //remove existing reference
19040 m_group.unlink();
19041 if( Group* group = GetOriginalGroup() )
19043 m_group.link(group, this);
19044 m_group.setSubGroup(GetOriginalSubGroup());
19046 SetOriginalGroup(NULL);
19049 void Player::SetOriginalGroup(Group *group, int8 subgroup)
19051 if( group == NULL )
19052 m_originalGroup.unlink();
19053 else
19055 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19056 assert(subgroup >= 0);
19057 m_originalGroup.link(group, this);
19058 m_originalGroup.setSubGroup((uint8)subgroup);
19062 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
19064 LiquidData liquid_status;
19065 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
19066 if (!res)
19068 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
19069 // Small hack for enable breath in WMO
19070 if (IsInWater())
19071 m_MirrorTimerFlags|=UNDERWATER_INWATER;
19072 return;
19075 // All liquids type - check under water position
19076 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
19078 if ( res & LIQUID_MAP_UNDER_WATER)
19079 m_MirrorTimerFlags |= UNDERWATER_INWATER;
19080 else
19081 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
19084 // Allow travel in dark water on taxi or transport
19085 if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
19086 m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
19087 else
19088 m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
19090 // in lava check, anywhere in lava level
19091 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
19093 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19094 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
19095 else
19096 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
19098 // in slime check, anywhere in slime level
19099 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
19101 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19102 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
19103 else
19104 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
19108 void Player::SetCanParry( bool value )
19110 if(m_canParry==value)
19111 return;
19113 m_canParry = value;
19114 UpdateParryPercentage();
19117 void Player::SetCanBlock( bool value )
19119 if(m_canBlock==value)
19120 return;
19122 m_canBlock = value;
19123 UpdateBlockPercentage();
19126 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19128 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19129 if(itr->pos == pos)
19130 return true;
19132 return false;
19135 bool Player::CanUseBattleGroundObject()
19137 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19138 // maybe gameobject code should handle that ForceReaction usage
19139 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19140 return ( //InBattleGround() && // in battleground - not need, check in other cases
19141 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19142 //player cannot use object when he is invulnerable (immune)
19143 !isTotalImmune() && // not totally immune
19144 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19145 !HasStealthAura() && // not stealthed
19146 !HasInvisibilityAura() && // not invisible
19147 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19148 isAlive() // live player
19152 bool Player::CanCaptureTowerPoint()
19154 return ( !HasStealthAura() && // not stealthed
19155 !HasInvisibilityAura() && // not invisible
19156 isAlive() // live player
19160 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19162 uint32 level = getLevel();
19164 if(level > GT_MAX_LEVEL)
19165 level = GT_MAX_LEVEL; // max level in this dbc
19167 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19168 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19169 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19171 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19172 return 0;
19174 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19176 if(!bsc) // shouldn't happen
19177 return 0xFFFFFFFF;
19179 float cost = 0;
19181 if(hairstyle != newhairstyle)
19182 cost += bsc->cost; // full price
19184 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19185 cost += bsc->cost * 0.5f; // +1/2 of price
19187 if(facialhair != newfacialhair)
19188 cost += bsc->cost * 0.75f; // +3/4 of price
19190 return uint32(cost);
19193 void Player::InitGlyphsForLevel()
19195 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19196 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19197 if(gs->Order)
19198 SetGlyphSlot(gs->Order - 1, gs->Id);
19200 uint32 level = getLevel();
19201 uint32 value = 0;
19203 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19204 if(level >= 15)
19205 value |= (0x01 | 0x02);
19206 if(level >= 30)
19207 value |= 0x08;
19208 if(level >= 50)
19209 value |= 0x04;
19210 if(level >= 70)
19211 value |= 0x10;
19212 if(level >= 80)
19213 value |= 0x20;
19215 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19218 void Player::EnterVehicle(Vehicle *vehicle)
19220 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19221 if(!ve)
19222 return;
19224 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19225 if(!veSeat)
19226 return;
19228 vehicle->SetCharmerGUID(GetGUID());
19229 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19230 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19231 vehicle->setFaction(getFaction());
19233 SetCharm(vehicle); // charm
19234 SetFarSightGUID(vehicle->GetGUID()); // set view
19236 SetClientControl(vehicle, 1); // redirect controls to vehicle
19238 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19239 GetSession()->SendPacket(&data);
19241 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19242 data.append(GetPackGUID());
19243 data << uint32(0); // counter?
19244 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19245 data << uint16(0); // special flags
19246 data << uint32(getMSTime()); // time
19247 data << vehicle->GetPositionX(); // x
19248 data << vehicle->GetPositionY(); // y
19249 data << vehicle->GetPositionZ(); // z
19250 data << vehicle->GetOrientation(); // o
19251 // transport part, TODO: load/calculate seat offsets
19252 data << uint64(vehicle->GetGUID()); // transport guid
19253 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19254 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19255 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19256 data << float(0); // transport orientation
19257 data << uint32(getMSTime()); // transport time
19258 data << uint8(0); // seat
19259 // end of transport part
19260 data << uint32(0); // fall time
19261 GetSession()->SendPacket(&data);
19263 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19264 data << uint64(vehicle->GetGUID());
19265 data << uint32(0x00000000);
19266 data << uint32(0x00000000);
19267 data << uint32(0x00000101);
19269 for(uint32 i = 0; i < 10; ++i)
19270 data << uint16(0) << uint8(0) << uint8(i+8);
19272 data << uint8(0);
19273 data << uint8(0);
19274 GetSession()->SendPacket(&data);
19277 void Player::ExitVehicle(Vehicle *vehicle)
19279 vehicle->SetCharmerGUID(0);
19280 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19281 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19282 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19284 SetCharm(NULL);
19285 SetFarSightGUID(0);
19287 SetClientControl(vehicle, 0);
19289 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19290 data.append(GetPackGUID());
19291 data << uint32(0); // counter?
19292 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19293 data << uint16(0x40); // special flags
19294 data << uint32(getMSTime()); // time
19295 data << vehicle->GetPositionX(); // x
19296 data << vehicle->GetPositionY(); // y
19297 data << vehicle->GetPositionZ(); // z
19298 data << vehicle->GetOrientation(); // o
19299 data << uint32(0); // fall time
19300 GetSession()->SendPacket(&data);
19302 data.Initialize(SMSG_PET_SPELLS, 8+4);
19303 data << uint64(0);
19304 data << uint32(0);
19305 GetSession()->SendPacket(&data);
19307 // maybe called at dummy aura remove?
19308 // CastSpell(this, 45472, true); // Parachute
19311 bool Player::isTotalImmune()
19313 AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
19315 uint32 immuneMask = 0;
19316 for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
19318 immuneMask |= (*itr)->GetModifier()->m_miscvalue;
19319 if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
19320 return true;
19322 return false;
19325 bool Player::HasTitle(uint32 bitIndex)
19327 if (bitIndex > 128)
19328 return false;
19330 uint32 fieldIndexOffset = bitIndex/32;
19331 uint32 flag = 1 << (bitIndex%32);
19332 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19335 void Player::SetTitle(CharTitlesEntry const* title)
19337 uint32 fieldIndexOffset = title->bit_index/32;
19338 uint32 flag = 1 << (title->bit_index%32);
19339 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19342 void Player::ConvertRune(uint8 index, uint8 newType)
19344 SetCurrentRune(index, newType);
19346 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19347 data << uint8(index);
19348 data << uint8(newType);
19349 GetSession()->SendPacket(&data);
19352 void Player::ResyncRunes(uint8 count)
19354 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19355 for(uint32 i = 0; i < count; ++i)
19357 data << uint8(GetCurrentRune(i)); // rune type
19358 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19360 GetSession()->SendPacket(&data);
19363 void Player::AddRunePower(uint8 index)
19365 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19366 data << uint32(1 << index); // mask (0x00-0x3F probably)
19367 GetSession()->SendPacket(&data);
19370 void Player::InitRunes()
19372 if(getClass() != CLASS_DEATH_KNIGHT)
19373 return;
19375 m_runes = new Runes;
19377 m_runes->runeState = 0;
19379 for(uint32 i = 0; i < MAX_RUNES; ++i)
19381 SetBaseRune(i, i / 2); // init base types
19382 SetCurrentRune(i, i / 2); // init current types
19383 SetRuneCooldown(i, 0); // reset cooldowns
19384 m_runes->SetRuneState(i);
19387 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19388 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19391 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
19393 Loot loot;
19394 loot.FillLoot (loot_id,store,this,true);
19396 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
19397 for(uint32 i = 0; i < max_slot; ++i)
19399 LootItem* lootItem = loot.LootItemInSlot(i,this);
19401 ItemPosCountVec dest;
19402 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19403 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19404 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19405 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19406 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19407 if(msg != EQUIP_ERR_OK)
19409 SendEquipError( msg, NULL, NULL );
19410 continue;
19413 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19414 SendNewItem(pItem, lootItem->count, false, false, broadcast);
19418 uint32 Player::CalculateTalentsPoints() const
19420 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19422 if(getClass() != CLASS_DEATH_KNIGHT)
19423 return base_talent;
19425 uint32 talentPointsForLevel =
19426 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19427 + m_questRewardTalentCount;
19429 if(talentPointsForLevel > base_talent)
19430 talentPointsForLevel = base_talent;
19432 return talentPointsForLevel;
19435 bool Player::IsAllowUseFlyMountsHere() const
19437 if (isGameMaster())
19438 return true;
19440 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19441 return v_map == 530 || v_map == 571 && HasSpell(54197);
19444 void Player::learnSpellHighRank(uint32 spellid)
19446 learnSpell(spellid,false);
19448 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
19449 for(SpellChainMapNext::const_iterator itr = nextMap.lower_bound(spellid); itr != nextMap.upper_bound(spellid); ++itr)
19450 learnSpellHighRank(itr->second);
19453 void Player::_LoadSkills()
19455 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19457 // reset skill modifiers and set correct unlearn flags
19458 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; ++i)
19460 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19462 // set correct unlearn bit
19463 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19464 if(!id) continue;
19466 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19467 if(!pSkill) continue;
19469 // enable unlearn button for primary professions only
19470 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19471 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19472 else
19473 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19475 // set fixed skill ranges
19476 switch(GetSkillRangeType(pSkill,false))
19478 case SKILL_RANGE_LANGUAGE: // 300..300
19479 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300));
19480 break;
19481 case SKILL_RANGE_MONO: // 1..1, grey monolite bar
19482 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1));
19483 break;
19484 default:
19485 break;
19488 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19489 learnSkillRewardedSpells(id, vskill);
19492 // special settings
19493 if(getClass()==CLASS_DEATH_KNIGHT)
19495 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19496 if(base_level < 1)
19497 base_level = 1;
19498 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19499 if(base_skill < 1)
19500 base_skill = 1; // skill mast be known and then > 0 in any case
19502 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19503 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19504 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19505 SetSkill(SKILL_AXES, base_skill,base_skill);
19506 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19507 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19508 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19509 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19510 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19511 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19512 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19513 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19514 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19515 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19516 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19517 SetSkill(SKILL_UNARMED, base_skill,base_skill);
19521 uint32 Player::GetPhaseMaskForSpawn() const
19523 uint32 phase = PHASEMASK_NORMAL;
19524 if(!isGameMaster())
19525 phase = GetPhaseMask();
19526 else
19528 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
19529 if(!phases.empty())
19530 phase = phases.front()->GetMiscValue();
19533 // some aura phases include 1 normal map in addition to phase itself
19534 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
19535 return n_phase;
19537 return PHASEMASK_NORMAL;
19540 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
19542 ItemPrototype const* pProto = pItem->GetProto();
19544 // proto based limitations
19545 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
19546 return res;
19548 // check unique-equipped on gems
19549 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
19551 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
19552 if(!enchant_id)
19553 continue;
19554 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
19555 if(!enchantEntry)
19556 continue;
19558 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
19559 if(!pGem)
19560 continue;
19562 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19563 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
19564 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
19566 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
19567 return res;
19570 return EQUIP_ERR_OK;
19573 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
19575 // check unique-equipped on item
19576 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
19578 // there is an equip limit on this item
19579 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
19580 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19583 // check unique-equipped limit
19584 if (itemProto->ItemLimitCategory)
19586 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
19587 if(!limitEntry)
19588 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19590 if(limit_count > limitEntry->maxCount)
19591 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
19593 // there is an equip limit on this item
19594 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
19595 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19598 return EQUIP_ERR_OK;
19601 void Player::HandleFall(MovementInfo const& movementInfo)
19603 // calculate total z distance of the fall
19604 float z_diff = m_lastFallZ - movementInfo.z;
19605 sLog.outDebug("zDiff = %f", z_diff);
19607 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19608 // 14.57 can be calculated by resolving damageperc formula below to 0
19609 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
19610 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
19611 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
19613 //Safe fall, fall height reduction
19614 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
19616 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
19618 if(damageperc >0 )
19620 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
19622 float height = movementInfo.z;
19623 UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
19625 if (damage > 0)
19627 //Prevent fall damage from being more than the player maximum health
19628 if (damage > GetMaxHealth())
19629 damage = GetMaxHealth();
19631 // Gust of Wind
19632 if (GetDummyAura(43621))
19633 damage = GetMaxHealth()/2;
19635 EnvironmentalDamage(DAMAGE_FALL, damage);
19637 // recheck alive, might have died of EnvironmentalDamage
19638 if (isAlive())
19639 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
19642 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19643 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
19648 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
19650 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
19653 void Player::LearnTalent(uint32 talentId, uint32 talentRank)
19655 uint32 CurTalentPoints = GetFreeTalentPoints();
19657 if(CurTalentPoints == 0)
19658 return;
19660 if (talentRank >= MAX_TALENT_RANK)
19661 return;
19663 TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
19665 if(!talentInfo)
19666 return;
19668 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
19670 if(!talentTabInfo)
19671 return;
19673 // prevent learn talent for different class (cheating)
19674 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
19675 return;
19677 // find current max talent rank
19678 int32 curtalent_maxrank = 0;
19679 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19681 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
19683 curtalent_maxrank = k + 1;
19684 break;
19688 // we already have same or higher talent rank learned
19689 if(curtalent_maxrank >= (talentRank + 1))
19690 return;
19692 // check if we have enough talent points
19693 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19694 return;
19696 // Check if it requires another talent
19697 if (talentInfo->DependsOn > 0)
19699 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19701 bool hasEnoughRank = false;
19702 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
19704 if (depTalentInfo->RankID[i] != 0)
19705 if (HasSpell(depTalentInfo->RankID[i]))
19706 hasEnoughRank = true;
19708 if (!hasEnoughRank)
19709 return;
19713 // Find out how many points we have in this field
19714 uint32 spentPoints = 0;
19716 uint32 tTab = talentInfo->TalentTab;
19717 if (talentInfo->Row > 0)
19719 unsigned int numRows = sTalentStore.GetNumRows();
19720 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
19722 // Someday, someone needs to revamp
19723 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19724 if (tmpTalent) // the way talents are tracked
19726 if (tmpTalent->TalentTab == tTab)
19728 for (int j = 0; j < MAX_TALENT_RANK; ++j)
19730 if (tmpTalent->RankID[j] != 0)
19732 if (HasSpell(tmpTalent->RankID[j]))
19734 spentPoints += j + 1;
19743 // not have required min points spent in talent tree
19744 if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
19745 return;
19747 // spell not set in talent.dbc
19748 uint32 spellid = talentInfo->RankID[talentRank];
19749 if( spellid == 0 )
19751 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19752 return;
19755 // already known
19756 if(HasSpell(spellid))
19757 return;
19759 // learn! (other talent ranks will unlearned at learning)
19760 learnSpell(spellid, false);
19761 sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19763 // update free talent points
19764 SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19767 void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
19769 Pet *pet = GetPet();
19771 if(!pet)
19772 return;
19774 if(petGuid != pet->GetGUID())
19775 return;
19777 uint32 CurTalentPoints = pet->GetFreeTalentPoints();
19779 if(CurTalentPoints == 0)
19780 return;
19782 if (talentRank >= MAX_PET_TALENT_RANK)
19783 return;
19785 TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
19787 if(!talentInfo)
19788 return;
19790 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
19792 if(!talentTabInfo)
19793 return;
19795 CreatureInfo const *ci = pet->GetCreatureInfo();
19797 if(!ci)
19798 return;
19800 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
19802 if(!pet_family)
19803 return;
19805 if(pet_family->petTalentType < 0) // not hunter pet
19806 return;
19808 // prevent learn talent for different family (cheating)
19809 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
19810 return;
19812 // find current max talent rank
19813 int32 curtalent_maxrank = 0;
19814 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19816 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
19818 curtalent_maxrank = k + 1;
19819 break;
19823 // we already have same or higher talent rank learned
19824 if(curtalent_maxrank >= (talentRank + 1))
19825 return;
19827 // check if we have enough talent points
19828 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19829 return;
19831 // Check if it requires another talent
19832 if (talentInfo->DependsOn > 0)
19834 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19836 bool hasEnoughRank = false;
19837 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
19839 if (depTalentInfo->RankID[i] != 0)
19840 if (pet->HasSpell(depTalentInfo->RankID[i]))
19841 hasEnoughRank = true;
19843 if (!hasEnoughRank)
19844 return;
19848 // Find out how many points we have in this field
19849 uint32 spentPoints = 0;
19851 uint32 tTab = talentInfo->TalentTab;
19852 if (talentInfo->Row > 0)
19854 unsigned int numRows = sTalentStore.GetNumRows();
19855 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
19857 // Someday, someone needs to revamp
19858 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19859 if (tmpTalent) // the way talents are tracked
19861 if (tmpTalent->TalentTab == tTab)
19863 for (int j = 0; j < MAX_TALENT_RANK; ++j)
19865 if (tmpTalent->RankID[j] != 0)
19867 if (pet->HasSpell(tmpTalent->RankID[j]))
19869 spentPoints += j + 1;
19878 // not have required min points spent in talent tree
19879 if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
19880 return;
19882 // spell not set in talent.dbc
19883 uint32 spellid = talentInfo->RankID[talentRank];
19884 if( spellid == 0 )
19886 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19887 return;
19890 // already known
19891 if(pet->HasSpell(spellid))
19892 return;
19894 // learn! (other talent ranks will unlearned at learning)
19895 pet->learnSpell(spellid);
19896 sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19898 // update free talent points
19899 pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19902 void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
19904 if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
19906 if(apply)
19907 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19908 else
19909 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19913 void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
19915 if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
19916 SetFallInformation(minfo.fallTime, minfo.z);
19919 void Player::UnsummonPetTemporaryIfAny()
19921 Pet* pet = GetPet();
19922 if(!pet)
19923 return;
19925 if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
19927 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
19928 m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
19931 RemovePet(pet, PET_SAVE_AS_CURRENT);
19934 void Player::ResummonPetTemporaryUnSummonedIfAny()
19936 if(!m_temporaryUnsummonedPetNumber)
19937 return;
19939 // not resummon in not appropriate state
19940 if(IsPetNeedBeTemporaryUnsummoned())
19941 return;
19943 if(GetPetGUID())
19944 return;
19946 Pet* NewPet = new Pet;
19947 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
19948 delete NewPet;
19950 m_temporaryUnsummonedPetNumber = 0;
19953 bool Player::canSeeSpellClickOn(Creature const *c) const
19955 SpellClickInfoMap const& map = objmgr.mSpellClickInfoMap;
19956 for(SpellClickInfoMap::const_iterator itr = map.lower_bound(c->GetEntry()); itr != map.upper_bound(c->GetEntry()); ++itr)
19958 if(itr->second.questId == 0 || GetQuestStatus(itr->second.questId) == QUEST_STATUS_INCOMPLETE)
19959 return true;
19961 return false;